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HOI4 Dev Diary - Armored Cars - The new horsey boys!

Hi everyone and welcome to another dev diary. The team is working hard towards PdxCon that is coming up next week and we are looking forward to pretzels, beer, and of course meeting you guys!

Today we will be talking about Armored Cars! I have often been asked why HOI4 doesn't have them, and today you get to find out why now is the time time :)

Resistance Suppression
Part of the reason we are finally adding armored cars is that they go hand in hand with resistance suppression. Since its inception, the armored car has been a useful tool against lightly armed and armored opponents. As explained previously, Garrisons will work as a shield against resistance activity. If adequate, the garrison will absorb the vast amount of resistance attacks that would otherwise sabotage industry or resource extraction. Armored vehicles will be especially suited to this role as hardness will give damage reduction to attacks made by the resistance.

In addition to being more resilient and preserving manpower, armored cars will come with a higher suppression stat and a better ratio of suppression to deployed manpower. Armored cars will generally not be as protective as light tanks, but will have a great amount of manpower protection for their cost.

All of these things combine to make armored cars a good option for resistance suppression when manpower is more of a concern than some extra production cost. Horses will still have an edge when it comes to suppression vs production cost, however.
  • Hardness to prevent losses
  • High suppression value
  • Cheap production cost compared to other armored vehicles
  • Higher cost still than just horseboys

Main battalion Combat Role

Fighting on the frontlines as the main battle force is not a typical role for an armored car. In HoI4 it will be no different. In most situations, the armored car will be outclassed or simply not appropriate for the terrain. However, in a few cases, armored cars should work fairly well as main battle units.

In WW2 armored cars saw a good deal of combat in the deserts of Northern Africa and the Middle East. Their decreased supply needs, ability to move quickly in desert environments, and excellent capability in fighting poorly equipped enemies made them perform rather well in those theaters.

In HoI4, armored cars will work similarly. They will provide increased protection and breakthrough over say motorized or infantry while coming cheaper than light tanks. They will also be the fastest land unit in the game in the right terrain. These factors should make them dangerous opponents in secondary and tertiary theaters of combat.

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Combat and Intel
We have split the recon support company into several now so that it can be tailored to the division type you have, and the speed it needs to move at because now the speed on the recon company will be limiting the whole division. Meaning that if you scout your trucks with cavalry they will need to move at cavalry speed.
We have:
  • Cavalry Recon Detachment - regular horsey boys you are used to. Cheap, but not that fast.
  • Motorized Recon Company - Motorized, so jeeps and light vehicles. Fast but weak
  • Light Armored Recon Company - Armored cars
  • Armored Recon Company - Light tanks
Armored cars is a good sweet spot of capability, speed and armor while light tanks help keep your hardness and armor up in tougher divisions.

Recon companies give you an edge when picking tactics in combat, and that remains the same. We have on the other hand been rebalancing tactics to make recon more worthwhile. Tactics are now rerolled twice as often and we have lowered the frequency of certain phases like close combat quite a bit (unless fighting in urban terrain).

Recon companies now also do one more thing, they let you generate more intel in combat. More intel you say? What is this? As part of this update we will be redoing how intel works, but we will be going into that in detail in the future. For now all I can say is that there will be several ways to acquire intel (where fighting is one) and that relative intel will be replacing the straight up combat bonus from having crypto techs.

Armored cars looks really cool, so here are some renders for the new models for you to enjoy:
renders_small.jpg


Ingame tech wise armored cars depend on motorized, so to use the recon companies you need both that and to have unlocked the recon support companies.

image (31).png


Armored cars will be coming with the DLC while basic intel changes and the other recon companies are available for all with the ‘Husky’ update. Next week is PdxCon and we are also moving offices, so I’ve set my alarm clock on “Maximum chaos!” but I think we should be able to give you a bit of an update diary anyways :) Seeya then!
 
So Divisions with Recon have a speed limit? Divisions without recon don't have a speed limit? Seems backwards.

Unlike other support companies, recon companies will count to the speed limit of the division, just as combat battalions do. A cavalry recon company tagged to motorized combat battalions is going to slow them down. You'll need to at least match the minimum speed from the rest of the battalions. That been said, there is no indication that recon companies are going to be losing their divisional speed buff for difficult terrain. So a division with the appropriate recon unit will be faster than divisions without recon.
 
Yeah, it makes sense given that the idea is that recon is leading the way as the division moves. If your recon is slower than the main combat elements, it's of course going to slow down the entire division.
 
This answer is silly. The problem with the recon bonus is that it doesn't appreciably improve the median tactics choice enough to justify its cost. Reducing the variance of tactics choices by doubling their frequency doesn't affect their total power. Sure, rerolling twice as often will mean you get double the chances to counter enemy tactics, but they'll only last half as long so the net effect hasn't changed. Sure, close combat will resolve twice as fast, but it will become twice as common.

Your answer is like saying you could make the odds of a 50/50 coinflip transform into 66/33 by doubling the amount of flips you do. That's not how statistics works.

I do not think that is what YaBoy_Bobby is saying. To me, he seemed to say that the amount of rolls PER BATTLE (not per game) was so low that RNG was a big issue. By increasing the number of rolls per battle the RNG is reduced and the actual bonuses that should have been happening with some consistency can now present itself.

For example 100 battles with one roll each should give the same change in tactics as 100 rolls in one battle. The difference in the game is that in the first example 50 battles did not get the bonus they should have received and 50 did. In the second example the one battle received all the bonuses it should have received. Adding more rolls per battle reduces RNG per battle, while the results over the entire game may well stay the same.

Of course all this is mute if the tactics themselves have no effect. That is a different discussion, but from what YaBoy_Bobby said, the differences should be in the range of 5% to 20%.
 
We have:
  • Cavalry Recon Detachment - regular horsey boys you are used to. Cheap, but not that fast.
  • Motorized Recon Company - Motorized, so jeeps and light vehicles. Fast but weak
  • Light Armored Recon Company - Armored cars
  • Armored Recon Company - Light tanks

One cool idea that could help some of these templates is allowing tanks and light tanks to support company’s. Seems like that would be easy to implement and create a use for small amounts of tanks... and be very historical

Very good.

This will allow 1936 starting templates to reflect the Raj's inclusion of single light tank companies in their divisions and independent brigades.

See discussion here for more details.


Photograph of a Light tank company in Waziristan, India during the Waziristan Campaign (or maybe it is not a photo of the Waziristan campaign...note the head gear of the tank commanders...what do you think?)
https://en.wikipedia.org/wiki/Waziristan_campaign_(1936–1939)

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cursed comment

Blessed comment.

Anyway, adjusting the land doctrines have been part of development roadmap for ages, so it's happening whether you like it or not.

I'm not sure why you wouldnt though as superior firepower is a no brainers above all the others. Doctrines need to be reworked to encourage more distinctive playstyles and to actually be more balanced.