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HoI4 Dev Diary - LaR UK AAR

Join me as I recount some of the highlights from my recent prerelease testing playthrough of LaR in this After Action Report (AAR) where played I as the UK.

Phase 1: The buildup

When playing the UK in singleplayer I don’t really like trying to hold France, as I feel doing so kinda ruins the pacing of a historical playthrough. So I spent all my time from game start only building civilian factories with about 85% of my mills making aircraft. I also began establishing my intel agency in late 1937. I focused on improving my intel generation and code-cracking ability first so I could give some force multiplication to my rather small army.

agency.png



Phase 2: Naval Dominance and Focused Defense

At the start of hostilities, I began cracking Germany’s encryption and used my airforce in the Mediterranean in conjunction with a large part of my navy. I figured it wasn’t worth sacrificing too much air strength against Germany in France at this point. I had just switched to building military factories from only building civilian factories, so I could not afford to use my more limited airforce recklessly. I also set up the majority of my operatives to set up intel networks in Germany.

I attempted to recruit mostly “seducer” trait operatives as they have a lower chance of being caught. In the process, I got some interesting seduction experts.

OperativeSeducerLAdy.png


Most of my rather small army was deployed in Egypt to hold the Suez. With air superiority and an intel advantage over the Italians, Holding Egypt was a great success. I was able to recruit the famous Nancy Wake and I decided to send her on a Roman holiday to help me get more intel on Italy since I would be fighting them in Africa for the foreseeable future.

Wake In Rome.png



Phase 3: Battle of Malta

After the Italian navy was largely defeated, I infiltrated the Italian airforce to help get a more clear idea of how close I was to breaking it. At this point, the Italian airforce started port striking my Mediterranean Fleet in Malta. After looking at their plane counts in the intel ledger, I built up some radar in Malta and deployed the airforce to intercept the Italians in the region. Baiting them to bomb my exposed, and no longer as useful, fleet worked as phase one of my plan to break the axis airforce.

Battle of Malta.png


Meanwhile, In Germany and occupied France, my intel networks had become rather strong and were providing good info on the state of the axis. I had at this point also infiltrated the German civilian govt’ and army to open up further options for operations and to get a more clear picture of their strengths.

By late 1940 I had broken both the German and Italian ciphers and had weakened both the German and Italian airforces by fighting in favorable conditions where I had a large radar advantage combined with my passive cracked crypto advantage. Having enemy ciphers broken increases interception efficiency as well as adds to air detection.

Phase 4: Battle of Greece


At the end of 1940, Greece was invaded by Italy and Germany. By this point, I had a significant intel advantage, was close to matching axis airpower, and had a large and equipped Free French volunteer force. I decided I would turtle southern Greece as long as I could and brutalize the axis in the air in the process. I scrambled a large part of my North African forces to Greece and deployed the majority of my airpower. At one point my defensive line was nearly broken. I was able to save it by activating my broken ciphers on Germany, giving myself a temporary 30day combat. Before the buff expired I was able to get some extra forces in and save Greece.

CrackTheCodes.png


By mid-1941 I had overtaken the axis in the air and southern Greece looked more and more secure. I decided it was time to start boosting resistance in France and laying the groundwork for eventual liberation. I also was well on my way to cracking the new Italian and German ciphers.

greece airwar won.png


Once the ciphers were cracked again and my tac bombers were no longer needed in Greece, I decided to start harassing the Germans with a strategic bombing campaign in their homeland. With my Intel levels, I was able to track how my bombing campaign was impacting Germany. I had also begun targetting resource-rich areas in France with targeted sabotage operations to further put stress on the German war machine.

StratBombingUnderway.png


Phase 5: Yugoslavian Uprising

Over the course of the next year, America and Vichy joined the war and a fight for North Africa broke out again. With Intel and Air advantage pushing Vichy France back was pretty easy. During the North Africa campaign, I noticed that Croatia was barely keeping occupied Yugoslavia under control. So I sent some of my Operatives to support the resistance there, pushing it over the edge and causing a full-scale uprising. Many of the Axis forces in northern Greece were then cut off and annihilated.

YugoRises.png


After a great victory in Yugoslavia, I dedicated my operatives to building a massive spy network across all of Germany. This resulted in several captured Operatives, as they are more likely to be discovered in large and powerful networks, but I decided it was worth it to keep my intel on Germany maxed and the mainland set up for my Arrival.

Phase 6: La Resistance and D-Day

By mid-1942 the French Resistance, due in no small part to my support, had become disruptive. It was not fully rising up in rebellion but was strong enough to disable strategic redeploy in northern France and was providing constant attrition to local Axis forces. This combined with local spy network buffs, general intel advantage, air superiority, and ongoing fighting on the eastern front made securing my beachhead in France very smooth.

ParisFallsAgain.png


After setting up a plan to drive the Germans out of France, I once again fully utilized my code-cracking for a 30day buff and battle planned the Germans back into their homeland. By late 42 The Axis was all but broken and crumbling on all fronts. The combined Allied air, land, and intelligence efforts proved to be too much and everyone was Home for Christmas of ‘42.

I hope you all enjoyed my war story! See you next time.
 
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For the “IA is too easy” debate:
Imho I play paradox games 3 way.
1: At first I learn to outsmart the IA and it takes 50 to 100 hours
2: then I roleplay and keep the IA where I can handle it and play by it’s rule (mostly)
3: OR play “competitive” with a friend of mine which is fun.

to me new Dlc should fix some issues (and pvp navy were one big issue), give something new to manage and roleplay and pose a new IA challenge which is not always the case.
So basically hoi dlc falls a bit short in just one in 3 things and not entirely. I value myself as a good hoi player (and I’ve been since hoi3), I can’t immagine IA suddently outsmart me... especially when also a human player usually struggle to be “creative”.

Even Paradox cannot program Rommel FGS

If that was the case, I would be more than happy. The problem with the AI is, however, fundamental. Let’s take the MtG case. I was playing my second game with completely new naval mechanics as the US (more roleplaying than min-maxing ). The war starts with Japan and so I’m happy that the real action starts. So what happens? Japan sends hundreds of unprotected divisions to take islands and, therefore, loses tremendous amounts of manpower and convoys while its navy (which was quite big, and could give me some fun) wasn’t doing anything to bother my fleets. That was my last time I played HOI4 and it was almost a year ago.
 
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If that was the case, I would be more than happy. The problem with the AI is, however, fundamental. Let’s take the MtG case. I was playing my second game with completely new naval mechanics as the US (more roleplaying than min-maxing ). The war starts with Japan and so I’m happy that the real action starts. So what happens? Japan sends hundreds of unprotected divisions to take islands and, therefore, loses tremendous amounts of manpower and conveys while its navy (which was quite big, and could give me some fun) wasn’t doing anything to bother my fleets. That was my last time I played HOI4 and it was almost a year ago.

Yeah the issue with MTG is that even if you want to roleplay and interact with the navy system (instead of doing the optimal naval bombers), you can't really because the AI is abhorrent; it robs you of your fun.
Sure, you can build a strike force as e.g. the US expecting epic confrontations with the Japan strike forces, but what's going to happen is that Japan set its strike forces in a useless zone with no patrols anyways, and that it won't have fuel to use anyways.

You also have the fact that each navy is mostly comprised of the starting ships, given how expensive it is to build a navy; but the starting ship designs (inspired by historical designs) don't work well with the game mechanics (like having a mixed attack + miner, or mixed scout + attack, etc), so the AI countries have designs that are trivially shredded by the player designs.

To summarize, I expect the same thing for the intel rework, and as such I'm not excited for it.
 
but the starting ship designs (inspired by historical designs) don't work well with the game mechanics (like having a mixed attack + miner, or mixed scout + attack, etc), so the AI countries have designs that are trivially shredded by the player designs.
What's even worse is that there is an (often-reported) bug that overwrites the historical designs with "default" designs and swaps out battleship and battlecruiser armors, meaning that starting ships and ship designs are COMPLETELY WRONG! :mad:
 
Well, if you aren't going to go to war in Hoi4, you're playing the wrong game.

Why? I sometimes I like to play it that way. Lend Leasing, Expeditionary forces, Coups. That way I am particpating on the war. I hope with La Restistance I have more tools for this playstyle.

Dont get me wrong....90 % of my savegames I am going to war.
 
Japan sends hundreds of unprotected divisions to take islands and, therefore, loses tremendous amounts of manpower and conveys while its navy (which was quite big, and could give me some fun) wasn’t doing anything to bother my fleets. That was my last time I played HOI4 and it was almost a year ago

Well... I've to say I'm more of a army guy... And I usually play countries that have little to say with navy. But I noticed an upgrade in IA navy, especially since MTG. Has some flaw, as you pointed out. I am about to invade USA with Russia, I'll be able to tell you if they make some serius navy opposition.
 
It baffles my mind the level of disconnect that exists between developer and players. Hearts of iron 4 is like a house at the edge of a cliff supported by rotten beams and slowly being turned into a mansion without reinforcing the supporting structure.
Huge disconnect.

And regarding the idea that AI should not be so good because we the players know history.
So can the Devs !

My idea is that the game should just be able to use and followed the mechanics in the game and added some variability then that. Mass tanks for breakthrough. Don't suicide attack all manpower away all along the front. etc etc etc. Then for example, 1:3 games the AI follow a different plan, drop some paratroops, mass to push somewhere else.
 
I have something like that in mind yes...


it is possible to say what suffered Yugoslav territory during their occupation was not simply resistance but it was multiple civil wars between Serbian nationalists called Chetniks, Croatians who were the Ustacha and partisan communists therefore they should do something similar to what they have done to the new tree Spanish .
I also believe that a shared tree should be made for the Balkan republics in case of separation and a specific dedication for a Croatian tree
 
Intentionally heavily handicapping yourself because the AI isn't good enough to defeat an AI France backed by a human England is a bit worrisome to say the least.

EDIT: Also notice how quickly you had the AI by the ropes despite heavily "debuffing" yourself, including in the spy game. Not good.

This, currently watching QUILL18's Italian campaign on super hard and constantly cringinge how easy it is to win for him...
 
Interesting use of the new espionage system. I do agree that the AI in this game is a bit problematic, but I think its also important to keep in mind that the AI in HOI3 was arguably worse, as doing ANYTHING even remotely ahistorical would cause major problems with AI nations and event chains from what I remember. As a side note, am I to infer from this AAR that something has finally been done to reign-in steamroller Germany?
HoI3's AI was arguably way better. Sure, it couldn't handle ahistorical events, but once actually in a war it was way more dangerous than in HoI4.
 
TBF as a player it's not too hard to beat Germany as France or help the AI do so as basically any allied nation, but that ends the game rather quickly ;).

I am baffeld that this sentence comes from a Developer.
You are bascally saying, that the game is no Fun if you play it without handcaping yourself, and that that is ok from your point of view :eek:
 
Even if the AAR makes the whole thing look somewhat easy, I'm happy that either Germany has been nerfed or the Allies have such strong intel abilities they can actually compete with Germany. The current situation where Germany always wins except when you play USA or USSR is pretty lame.
 
This is very sad. Considering the vast majority play single player, I just don't know what to say. AI focus needs to be done or they are going to lose a lot of players. Not everyone is as dedicated as I am, willing to wait many months for them to fix things.

Or them never getting a gix that actually makes a noteable difference.
And judging by the player number from Steam, HoI4 allready lost alot of players... (and at least for me the horrible AI is the main reason for this)

(...)

You also have the fact that each navy is mostly comprised of the starting ships, given how expensive it is to build a navy; but the starting ship designs (inspired by historical designs) don't work well with the game mechanics (like having a mixed attack + miner, or mixed scout + attack, etc), so the AI countries have designs that are trivially shredded by the player designs.
(...)

So basically the game mechanics in the game do a poor job to revreate the historic experience/reality? That's sad for a historical game.


You know, there's a lot of people with lots of thoughts about how the AI is barely competent and will likely have issues handling the new DLC features, like with Man the Guns.

But you have to give Paradox some credit - their AI models Italy as a wartime ally very effectively!


/levity

Wald
Made my day :D


For the “IA is too easy” debate:
Imho I play paradox games 3 way.
1: At first I learn to outsmart the IA and it takes 50 to 100 hours
2: then I roleplay and keep the IA where I can handle it and play by it’s rule (mostly)
3: OR play “competitive” with a friend of mine which is fun.

to me new Dlc should fix some issues (and pvp navy were one big issue), give something new to manage and roleplay and pose a new IA challenge which is not always the case.
So basically hoi dlc falls a bit short in just one in 3 things and not entirely. I value myself as a good hoi player (and I’ve been since hoi3), I can’t immagine IA suddently outsmart me... especially when also a human player usually struggle to be “creative”.

Even Paradox cannot program Rommel FGS

Too bad most people dont have a friend to play against (reliably), or like me dont like playing competively against other humans. So we are stuck with choices 1 and 2 and never get the strategy challnge we crave for.
 
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It baffles my mind the level of disconnect that exists between developer and players. Hearts of iron 4 is like a house at the edge of a cliff supported by rotten beams and slowly being turned into a mansion without reinforcing the supporting structure.
It's funny, I recall the same thing being said about the Soviet union in the 1940s.
 
I feel a strong resistance to buying any more DLCs until the AI gets an overhaul.
I very much agree with this. I still haven't gone for MtG, and just in this thread there is plenty of justification as to why it's still not a good buy. Personally, the spy game is 'meh'. I can see it working well and being a fun addition in MP, but if the AI won't compete properly in this new mechanic in SP, I'm not jumping in. The new formables are totally uninteresting to me. The Spanish civil war - okay, that's slightly interesting, but those new trees look absolutely monstrous.

I can't help but think that there were so many better ways to have spent dev time... even if not thinking about the bugs that we currently have, a DLC with USSR, Finland and Sweden, or Greece, Turkey and a fix of Italy, would have made a ton of more sense.

Instead, we can form an empire in the Pacific. Yay.
 
I can't help but think that there were so many better ways to have spent dev time... even if not thinking about the bugs that we currently have, a DLC with USSR, Finland and Sweden, or Greece, Turkey and a fix of Italy, would have made a ton of more sense.

Instead, we can form an empire in the Pacific. Yay.

Well, I have no idea how long it takes to make a formable nation, but I have the feeling it's much less work than overhauling a major or giving a full new tree and associated events to an important minor.
In other words, formables may not be very interesting, but I think they're just some low-effort bonus content, like easter eggs - removing them wouldn't have made enough room for one of the big change or addition you're asking for.
 
The commonwealth can station troops in france all it likes, a good German player will not lose the air war, and so will not lose the the Battle of France.

Then again, the entire CW can spam heavy 2s/MEC with SPAA and put them in France without that rule. Add a competent FRA player doing this as well and you may have a balance issue, regardless of the Axis having green air.

It's funny, I recall the same thing being said about the Soviet union in the 1940s.

Were they wrong?