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Am I understanding this correctly?
Yes.
I suppose we could test it again given how many patches have happened since it was first discovered, but I doubt anything about this has been changed.
It is important to note that this isn't protected from everything, only from being targeted by enemy land divisions. This means it can still lose org to attrition, CAS, nukes, and other things.
 
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Question about combat width

I remember some really smart users in other threads talking about how a single 1 big width division (45w +) with lots of soft/hard attack but low org, could be supported by lots of small width divions (10-15w, maybe even 18-20w) on a tile, and the big width division would NEVER be targetted by enemy attacks because of its big size, divs can only target up to 2x their own size. Meaning that it could pump out its damage infinitely as long as the small divisions supporting it cycle forever.

Some of those users even posted math and stuff but those posts are many months old, does that still hold true now that terrain widths are even smaller?

Because, as I understood it, during offensives that would mean your big 45+width tank division supported by smaller mech/mot/inf divisions could attack a tile infinitely and do more damage than 2 35width tank divisions that will de-org anyway since they will be targeted. Reason being the enemy defenders in the code can only target up to 2x their size, your 45+width tank will never de-org as long as it has smaller divs supporting it soaking the damage

Am I understanding this correctly?
Theoretically yes you could design a division that's really big and support it with a bunch of smaller units to keep the big guy from being targeted. In practice you have no idea what size template the other guy is going to use, and its really hard to micro that type of play. What happens when 2 or 3 of the big divs end up on one tile and the little support divs on another? The little guys fold on the flank and the big guys get encircled and die. Good luck with in battle reinforcing too, the little guys are going to get chewed up and need to be replaced often.
 
Good luck with in battle reinforcing too, the little guys are going to get chewed up and need to be replaced often.
  1. Recycling.
  2. You only need damage soakers to last long enough before your big DIV breaks through the enemy line. And this can happen (almost) instanteniously with uber-strong big DIVs.
What happens when 2 or 3 of the big divs end up on one tile and the little support divs on another
This technique is obviously about microing.
The little guys fold on the flank and the big guys get encircled and die.
The whole idea is about your big DIV breaking the enemy front very quickly so in practice it's uber-SA uber-breakthrough armoured DIV. It'll inevitably have low org yet it won't need much since it won't be fighting for long.
 
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Is the bus really the best defensive unit in the game? For 2 width, it provides 100 org and 400 HP and with so few men and equipment any damage it takes is literally free. Seems like an ideal plug to shove between real divisions.

CTvMdy4.jpg
 
Is the "Diversify Elite Forces" decision unavailable in peace time? I hadn't taken it as Finland when I only had Mountaineers, but after beating SU, I would need paratrooper specialization to take on the Axis. The decision is not there, sadly. I'm preparing for war.
 
How do you access the old diplomacy screen that was replaced by the international market? I'm doing a WC and need to know how the majors are.


Is the "Diversify Elite Forces" decision unavailable in peace time? I hadn't taken it as Finland when I only had Mountaineers, but after beating SU, I would need paratrooper specialization to take on the Axis. The decision is not there, sadly. I'm preparing for war.
Yes You have to be at war to take it.
 
How do you access the old diplomacy screen that was replaced by the international market? I'm doing a WC and need to know how the majors are.
Right-click any nation on the map the bring up that country's diplomacy screen. then press the button on the bottom left for "Show List of Countries."
 
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Can someone explaine me what attacking divisions speed do?

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#Semyonov
ataman_transbaikal_host = {
random = no
sprite = 13
army_attack_against_major_factor = 0.15
stability_factor = -0.05
political_power_factor = -0.05
army_attack_speed_factor = 0.1
unit_cavalry_design_cost_factor = -0.25
}
 
he only way to test is have 2 provinces, same terrain, one without enemy and other province with enemy to see if theres difference

Good idea. I have test with a logicfail. I get Semianov as general too. Then i let attack 2 divisions with different generals the same target. Until i realice the bonus cames not from the general for his army only but from the advisor for all.
 
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Can someone explaine me what attacking divisions speed do?
The divisions are moving to a province while atacking, probably this.
It's probably when you have red rather than yellow line when moving. I've never had a chance to use this bonus but it should be VERY handy.
  1. You can come earlier then enemy reinforcements to a provice you've dislondged him/her from and you'll be in defence which is HUGE.
  2. You can waste less manpower equipment on pinning to prevent the enemy to reinforcea tile you're about to wipe the enemy from.
  3. You can do more encirlements since your units will be faster to take over an unoccupied enemy tile.
 
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It's probably when you have red rather than yellow line when moving. I've never had a chance to use this bonus but it should be VERY handy.
  1. You can come earlier then enemy reinforcements to a provice you've dislondged him/her from and you'll be in defence which is HUGE.
  2. You can waste less manpower equipment on pinning to prevent the enemy to reinforcea tile you're about to wipe the enemy from.
  3. You can do more encirlements since your units will be faster to take over an unoccupied enemy tile.

From left to right: Infantry, Cavallry and mot division. I see no use in this trait for me. Maybe with better province effects. The general as gift looks good but this all for -5 stability? As Manchukuo obedience path my stability limit is 45-50%. Proper heritage looks better as long i not fight again Russia or England.


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Cavallry has a mistake. I have switch from infantry to Cavallry but he updatet only a day later.

Move to fight

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Move when battle run

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1708025562058.png
 
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It's probably when you have red rather than yellow line when moving. I've never had a chance to use this bonus but it should be VERY handy.
  1. You can come earlier then enemy reinforcements to a provice you've dislondged him/her from and you'll be in defence which is HUGE.
  2. You can waste less manpower equipment on pinning to prevent the enemy to reinforcea tile you're about to wipe the enemy from.
  3. You can do more encirlements since your units will be faster to take over an unoccupied enemy tile.
i find that stats very odd, never see it on a doctrine etc.

A more accessible stats for maneuver purposes is stack Field Marshall "offensive doctrine"(Organization Loss when Moving: −30%) with "flexible organization" (Organization Loss when Moving: −15%), so -45% reduction in org loss.
 
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i find that stats very odd, never see it on a doctrine etc.
Don't really get what you mean by "on a doctrine" :( IMHO IT IS quite RL doctrines just applied to HoI4 unrealistic / unhealthy combat model. In a very generic and high level form chess strategy is no different from RL military combat. But don't wanna write a wall of text.
A more accessible stats for maneuver purposes is stack Field Marshall "offensive doctrine"(Organization Loss when Moving: −30%) with "flexible organization" (Organization Loss when Moving: −15%), so -45% reduction in org loss.
Since you mentioned doctrines... :) IMHO it's misunderstanding of the deep operations concept. You wrote higher org which in HoI4 terms means units being able to absorb more punishment while still being combat effective and / or being abe to be in combat for longer without crumbling (which is the same thing :) But RL good "deep operations" are not about being stronger at any given tile or any given time -- hasty defence is always weak. It's about creating such a threat to enemy at higher level that it elects to retreat rather than challenge you at the time time and / or place of your choosing. Deep operations work at any level and the objective is the danger you create should be at higher planning level than yours. I.e. if you're in command at tactical level then by tactical application of force you create an imminent danger at operational-tactical level. Or if you command an operational-tactical level then you do the same but create an imminent danger at operational level. The key is the imminent danger should be created at higher level. Always be at least one level higher. It should pose more risk to meet you heads on than to retreat. And then if you're good you can always keep the enemy off balance turn after turn for as long as your logistics allows. Same as chess, each turn of yours should create more ambiguity / risk of how can potentially hit the enemy next turn. It's how to win big with little direct expenditure of force.

PS Sorry you said doctrines... :)
PPS That's VERY difficult IRL. The key is peace time preparation. Training, logistics, C4ISR etc.
 
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Does carrier fighter have any hidden abilities?
I've been using carriers a lot lately, but I don't see them being of any use in absolute numbers.
They can't establish much air superiority if that's what you mean. They are only really useful in carrier-versus-carrier combat, where their effectiveness is boosted a lot.
 
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I reorganised the navy, concentrating subs in a raiding fleet with 9 subs per task force and a main fleet with 3-5 heavy cruisers and 10 torpedo destroyers per task force (will add battleships later), and also upgraded all ships to current template. Don’t know if the numbers are okay or destined to fail, but I can’t even seem to get the main fleet out of the dock to secure a naval invasion.

I’m already so annoyed because this thing keeps on happening regularly. Sometimes the fleet sails straight upon giving the order, sometimes absolutely nothing is happening. Like literally. I can’t even relocate them to another naval base. And they’re not even being repaired!? So what am I doing wrong?
 
So what am I doing wrong?
  1. Check the naval regions access all the way to your target region.
  2. Check the straits regime.
  3. Check the oil.
  4. Try to move TFs region by region instead of clicking the target. I dunno now yet some time ago the TFs could get stuck if the shortest path by pathfinding would lead them through a strait they cannot pass even though an alternative longer route through other straits did exist. That was the case with Kiel Canal and Danish Belts.
 
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  1. Check the naval regions access all the way to your target region.
  2. Check the straits regime.
  3. Check the oil.
  4. Try to move TFs region by region instead of clicking the target. I dunno now yet some time ago the TFs could get stuck if the shortest path by pathfinding would lead them through a strait they cannot pass even though an alternative longer route through other straits did exist. That was the case with Kiel Canal and Danish Belts.
Thanks! It was exactly because of this as I previously merged ships from the Baltic Sea with the ones in Black Sea and Japanese Sea so the Baltic tfs ended up being stuck, immobilising the entire group which now even couldn’t operate in the Black Sea despite already partly being stationed there.
 
Thanks! It was exactly because of this
FYI I know another offender -- Persian / Arabian Gulf. Dunno now yet some time ago the Gulf was not a separate sea region though it had the Strait of Hormuz at the entrance. I saw a particular "special situation" -- I controlled both coasts and was the enemy of UK (Kuwait) and Iraq. UK had no land route to supply troops in Kuwait yet the supply convoys were still sneaking through the Stratir of Hormuz by pure magic :) Dunno how it might have affected naval invasions and troop transports yet definitely the Strait of Hormuz was one of its kind though.
 
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