• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

upload_2019-10-9_15-31-29.png



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!
 
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.

Maybe tactics should be given bigger bonuses to combat results to make them more relevant
 
I hope there will be more that goes into picking what recon unit you use, and that most types will be viable in each unit, providing different benefits; otherwise you just demonstrated that the mechanic doesn't have much depth as you already figured the optimal pattern.

Pretty sure that there will be more to it than that for single player non-power-game use and niche duties, but the meta right now does basically revolve around just a small handful of optimum templates. If you're getting away from that meta, it does seem like the differences between the units should make them relatively situational to pick between.

Pretty sure children couldn't drive armored cars around, my dude, even if you wanted them to.

One at the wheel, one at the pedals. Machineguns should be fine, their mountings can deal with the recoil.
 
Armored cars may be at time useful for anti-partizan use they are really recon vehicles. They (and the recon forces themselves) are
designed to explore areas for offense and defense purposes. They should give some bonus for some types of attack and defense.
Anti partizan work is a waste for armies like the UK and US and USSR. Japanese and German partizans were tremendously small in
size and effect. Unless HOI4 has exaggerated them in the game.
 
Armored cars may be at time useful for anti-partizan use they are really recon vehicles. They (and the recon forces themselves) are
designed to explore areas for offense and defense purposes. They should give some bonus for some types of attack and defense.
Anti partizan work is a waste for armies like the UK and US and USSR. Japanese and German partizans were tremendously small in
size and effect. Unless HOI4 has exaggerated them in the game.

While german/japanese partisans were never really an issue, the soviets continued to fight various guerilla, movements/partisans/"bandits" well into the mid-50s in places like the Ukraine and the baltics.
 
Armored cars may be at time useful for anti-partizan use they are really recon vehicles. They (and the recon forces themselves) are
designed to explore areas for offense and defense purposes. They should give some bonus for some types of attack and defense.
Anti partizan work is a waste for armies like the UK and US and USSR. Japanese and German partizans were tremendously small in
size and effect. Unless HOI4 has exaggerated them in the game.
The entire point of this DLC is to completely nerf aggressive fascist expansion. Say goodbye to Germany conquering Soviet Union and Japan conquering China by 1942.
 
Armored cars may be at time useful for anti-partizan use they are really recon vehicles. They (and the recon forces themselves) are
designed to explore areas for offense and defense purposes. They should give some bonus for some types of attack and defense.
Anti partizan work is a waste for armies like the UK and US and USSR. Japanese and German partizans were tremendously small in
size and effect. Unless HOI4 has exaggerated them in the game.
Colonies, plus Ukraine and the Baltics and Eastern Poland, plus as USSR you might invade further places.
 
Because the reroll frequency was not high enough to achieve reliable results where combats more comonly benefit from the 5-20% advantages one doctine can have over another in terms of tactics. Achieving a more consistent advantage means more phases in a single combat where the side that got countered has org/str eroded leading to a weaker position on the next roll. You are now more likely in each combat to see the benefit of your tactics. This is important in a game where breakthroughs often revolve around fighting for a single province. With less frequent rolls you have more random results for combats.

Also, it means less time bogging down combat in close bomat tactics when they are chosen, further moving away from RNG.

While likely not the scope of this update, tactics should be reworked beyond simply changing frequency of rolls, to allow for player agency on the tactics chosen.
Here is a sound post on tactics by a forum user that I'd encourage you to read
 
Thats cool and all, but can ya'll optimize the game properly in the update. Particularly late game. (Mostly because of A.I spamming divisions instead of upgrading older ones.
 
The entire point of this DLC is to completely nerf aggressive fascist expansion. Say goodbye to Germany conquering Soviet Union and Japan conquering China by 1942.

We can hope, but it'll have to wait and be seen whether the actual balancing act between frontline units and anti-partisan units works out right, and with the logistics system still in the shape that it is, it's unlikely that just the partisan overwork will make these theatres play out right - although it should be a big help.


Thats cool and all, but can ya'll optimize the game properly in the update. Particularly late game. (Mostly because of A.I spamming divisions instead of upgrading older ones.

Hopefully it'll get its own attention, but even just the moving of garrison divisions off map should go some way to helping with that.
 
is your team planing a mission tree for portugal?

We don't know yet, I'm guessing Italy and/or Portugal if any other countries are included in the DLC. I would hope Italy has prioritization over Portugal, leaving them until after the Soviet rework would be a very odd choice and mean we'd be stuck with the inaccurate portrayal of Italy during the war. Portugal would be interesting to tie in with the rework of the other Latin countries, but they didn't do much during the war but it's still possible due to their geographic distance and working with the Allies and contribution during the Spanish Civil War.
 
I agree with the idea of a dismounted infantry recon company as a form of Long Range Reconnaissance Patrol (LRRP) like the SAS or Rangers.

Will cavalry battalions become mounted infantry battalions and get a buff, since their true recon function is finally becoming a support company?
 
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.

Except thats not what im saying. I am saying you are more likely to see your statisitcal average advantage in a single combat, not that a change to frequency will somehow change the statistical average. Also, reducing the frequency of close combat phases increases the advantage of one set of doctrine tactics over the other.
 
The entire point of this DLC is to completely nerf aggressive fascist expansion. Say goodbye to Germany conquering Soviet Union and Japan conquering China by 1942.

Yeah I honestly love their purpose here, it just frustrates me how often it is completely off from IRL, and snowballing is simply too easy, so these changes are something I very much love to see.
 
The entire point of this DLC is to completely nerf aggressive fascist expansion. Say goodbye to Germany conquering Soviet Union and Japan conquering China by 1942.

It doesn't make anything to stop Japan conquering China by 1942, the thing is that if they do they won't be able to suddenly access the 100% of Chinese recourses and factories, the same about Germany. Poland, the Benelux and France may capitulate, but Germany will get a lot less of profit because of the resistance rework.