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One niche consideration I want to add/discuss is Combat Tactics.

Using cheap Lights (or any 'non-typical player design' tanks) means you can field a larger tank force earlier/sooner that still meets the 51% hardness required for tactics like Blitz and Breakthrough, meaning your divisions are not only stronger from the attack/defence bonuses, but also the speed boost in combat, so they capture a tile sooner when the combat ends

More tanks also means your generals get the Tank Leader/Expert traits sooner so even more stat boosts, as well as higher chances to use the Blitz and Encirclement tactics (which should get more love than it does)

Basically it means that while you don't get the highest numbers in the designer, you instead trade weaker base numbers for stronger buffs
 
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The only nice is that you can airdrop them and give your paratroopers some armor.

And the cheapest of all as garisionunits to lower manpowerlooses.
You can produce a light tank and have it as an armoured recon company, the stats are hugely nerfed so you could make even the cheapest tank available or consider that even one or two factories would be enough to give you enough light tanks

It adds 10% to hard attack so could have a large impact in your tank divisions, whether its worth one of the five slots is debatable though I guess
 
You can produce a light tank and have it as an armoured recon company, the stats are hugely nerfed so you could make even the cheapest tank available or consider that even one or two factories would be enough to give you enough light tanks
AFAIK light tank recon companies are not nerfed, they are merely balanced. Light tank battalion has 60 tanks. Light tank recon company has 24 (60% less) for -60% of Soft Attack, Hard Attack, Defence and Breakhrough, all of these being additive stats. If we make light tank model with 15 SA, then battalion has 15 SA versus company 6, but when you divide that by number of tanks, you get 0.25 SA per tank in battalion and 0.25 SA per tank in company.
Light tank recon company also gets -60% to Armor, which I do agree is massive debuff, but one I would be ready to defend.
 
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AFAIK light tank recon companies are not nerfed, they are merely balanced. Light tank battalion has 60 tanks. Light tank recon company has 24 (60% less) for -60% of Soft Attack, Hard Attack, Defence and Breakhrough, all of these being additive stats. If we make light tank model with 15 SA, then battalion has 15 SA versus company 6, but when you divide that by number of tanks, you get 0.25 SA per tank in battalion and 0.25 SA per tank in company.
Light tank recon company also gets -60% to Armor, which I do agree is massive debuff, but one I would be ready to defend.
Yeah that makes sense, I added a light tank support to an empty division and compared that to the stats in the tank designer so just figured they were nerfed in that position, but yeah you're right it just works out the same person actual tank

And of course that +10% hard attack is on top of any stats from the tank itself, so even the worst tank adds that, plenty of capped nations give you light tanks that you do nothing with, taking out the Czechs gives you enough light tanks for like 50 divisions for free
 
Focusing on the original question for this thread, I think we can't avoid coming to the conclusion that with the tank designer and the current version of the game light tanks are fairly useless in a general sense. The problem is that this is a combination of factors. I can knock together a pretty cheap and fairly realistic light tank and not useless light tank by slapping on an automatic cannon and not spending on anything else. This gets me a tank that motors around at a perfectly acceptable speed and costs just over 5 IC. I can even upgrade it a bit - christie, 3 man turret, close support gun - and it still only costs just over 8. If I start upgrading it to be a good tank, then it gets expensive but I can build cheap but like a very poor medium tank light tanks. These are the proper representation of the progression from light tank to medium as simply the main tank for divisions. This leaves us with the conclusion that light tanks don't have a combat role if we have access to reasonable medium tanks but this primarily because the game has an excessive focus on force density. There should be a role for cheap light tanks but since the game pushes us towards maximising combat power per combat width this isn't the case. So, to a degree the problem with light tanks is stacking combat power onto a light tank makes it non-cost competitive with medium tanks.
You could pretty easily balance the cost of line battalions of light tanks just by reducing the number of tanks per battalion without having to touch module costs in the tank designer. But maybe there are reasons to not do that.
 
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Focusing on the original question for this thread, I think we can't avoid coming to the conclusion that with the tank designer and the current version of the game light tanks are fairly useless in a general sense. The problem is that this is a combination of factors. I can knock together a pretty cheap and fairly realistic light tank and not useless light tank by slapping on an automatic cannon and not spending on anything else. This gets me a tank that motors around at a perfectly acceptable speed and costs just over 5 IC. I can even upgrade it a bit - christie, 3 man turret, close support gun - and it still only costs just over 8. If I start upgrading it to be a good tank, then it gets expensive but I can build cheap but like a very poor medium tank light tanks. These are the proper representation of the progression from light tank to medium as simply the main tank for divisions. This leaves us with the conclusion that light tanks don't have a combat role if we have access to reasonable medium tanks but this primarily because the game has an excessive focus on force density. There should be a role for cheap light tanks but since the game pushes us towards maximising combat power per combat width this isn't the case. So, to a degree the problem with light tanks is stacking combat power onto a light tank makes it non-cost competitive with medium tanks.
this is the wrong conclusion though. if it worked as you said, and light tanks offered cheaper stats at the cost of being capped lower on stat concentration, I'd say that was reasonably balanced and gave them a useful niche for countries under a certain industry/time threshold.

however, in Hoi4 tanks don't actually "fight" as tanks, they "fight" as massed lumps of stats added to a division. at the end of the day, barring a few less relevant things like division template combat width, all you really care about in a tank design is "how many stats is this adding to the division for its cost (and combat width if looking at SPGs... but don't look at SPGs lol)." so while you can absolutely make a cheap light tank, you can make a same-battalion-cost medium that will have more stats for cheaper.

to illustrate, compare your 5ic light to an 8 ic medium howitzer, nothing else medium (and let's make it 8.7 ic by giving it speed clicks to match the light's speed, though it's not really worthwhile). a division with two of the mediums has 20 more soft attack than a division with three of the lights, at the cost of just 10 breakthrough... and the 2 medium division actually costs slightly less! the "progression" isn't there because you will get better stats for cost with the mediums than the lights from the get-go, and end up with divisions whose summed stats (and things like armor and hardness) are inherently better for a cheaper price.

better stats should cost more, not less. this holds for heavies <-> mediums, but needs to for mediums <-> lights too.
 
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One niche consideration I want to add/discuss is Combat Tactics.

Using cheap Lights (or any 'non-typical player design' tanks) means you can field a larger tank force earlier/sooner that still meets the 51% hardness required for tactics like Blitz and Breakthrough, meaning your divisions are not only stronger from the attack/defence bonuses, but also the speed boost in combat, so they capture a tile sooner when the combat ends

More tanks also means your generals get the Tank Leader/Expert traits sooner so even more stat boosts, as well as higher chances to use the Blitz and Encirclement tactics (which should get more love than it does)

Basically it means that while you don't get the highest numbers in the designer, you instead trade weaker base numbers for stronger buffs
if you want hardness early use interwar mediums, or even heavies. can't get better than that. same goes for tank leader, though you don't actually need any equipment to get tank leader - it's just as grindable when you're functionally using infantry/special forces, with one or two "empty" tank battalions in the design.

lights are only useful in those scenarios insofar as they're in your starting stockpile, and maybe a tiny bit if you have production efficiency on them.
 
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this is the wrong conclusion though. if it worked as you said, and light tanks offered cheaper stats at the cost of being capped lower on stat concentration, I'd say that was reasonably balanced and gave them a useful niche for countries under a certain industry/time threshold.

however, in Hoi4 tanks don't actually "fight" as tanks, they "fight" as massed lumps of stats added to a division. at the end of the day, barring a few less relevant things like division template combat width, all you really care about in a tank design is "how many stats is this adding to the division for its cost (and combat width if looking at SPGs... but don't look at SPGs lol)." so while you can absolutely make a cheap light tank, you can make a same-battalion-cost medium that will have more stats for cheaper.

to illustrate, compare your 5ic light to an 8 ic medium howitzer, nothing else medium (and let's make it 8.7 ic by giving it speed clicks to match the light's speed, though it's not really worthwhile). a division with two of the mediums has 20 more soft attack than a division with three of the lights, at the cost of just 10 breakthrough... and the 2 medium division actually costs slightly less! the "progression" isn't there because you will get better stats for cost with the mediums than the lights from the get-go, and end up with divisions whose summed stats (and things like armor and hardness) are inherently better for a cheaper price.

better stats should cost more, not less. this holds for heavies <-> mediums, but needs to for mediums <-> lights too.
It is true that you can make a battalion of rubbish medium tanks for the same price as a battalion of light tanks but you have to be careful about what you end up comparing. The time where light tanks were actually a thing is in the technology period before you have medium howitzer to put on any tanks so there is still a thing of cheap tanks. I'm not arguing that this is of any use in the game and I freely admit the vehicle count really screws them over especially for simple things like infantry support guns on light tanks are 20% more expensive than on mediums for absolutely no reason at all.

I think we have a problem that the game undervalues the tactical use of large numbers of tanks and how this interacts with their armament. In the 1930s time period any realistic tactical game ends up with the dominant weapon used from tanks being the coaxial machine gun and the dominant characteristic versus anti-tank defence is the enemy's insufficient hard attack rather than insufficient piercing. Those enemy light AT and even AT rifles are perfectly effective but your infantry platoon having an AT rifle doesn't do you much good when you are attacked by a force supported by a dozen cheap armoured vehicle with plenty of MGs. The tanks having a decent main gun doesn't really come into it until the defenders have some sort of heavy cover and the usual light tank pop-gun is irrelevant for that.
 
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if you want hardness early use interwar mediums, or even heavies. can't get better than that. same goes for tank leader, though you don't actually need any equipment to get tank leader - it's just as grindable when you're functionally using infantry/special forces, with one or two "empty" tank battalions in the design.

lights are only useful in those scenarios insofar as they're in your starting stockpile, and maybe a tiny bit if you have production efficiency on them.
The point isn't to have high hardness, its to surpass the 51% threshold so that you unlock better tactics with fast, moderately strong divisions. Interwar tanks are either-or, not both.

On the subject of tank chassis, interwar tanks are slow and unreliable (and cost too much to remedy both IMO), meaning they don't benefit from the better tactics to the same degree. Basic Mediums also have this weird aspect to them but I feel like I should explain this separately. I'll try to do it later

Using 'empty' tank battalions is a bit too underhanded for me but I don't doubt it's efficacy
 
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The point isn't to have high hardness, its to surpass the 51% threshold so that you unlock better tactics.
These benefit fast, decent divisions more, and makes them much, much stronger.

On the subject of tank chassis, interwar tanks are slow and unreliable (which costs too much to remedy IMO), meaning they don't benefit from the better tactics to the same degree. Basic Mediums also have this weird spot but I feel like I should explain this separately. I'll try to do it later

Using 'empty' tank battalions is a bit too underhanded for me but I don't doubt it's efficacy
I don't think you really need to care about 51% hardness for the purposes of tactics rolls, they're an afterthought. Hardness matters because it reduces the damage you take from soft attack. Any real tank division should have above 70% hardness, so worrying about making it over 50% isn't a concern. In multiplayer, high hardness can actually be counterproductive, since competitive tank divisions have overwhelmingly higher hard attack compared to soft attack.

Tactics rolls outside of guerilla tactics spam on the defensive are really not that reliable or impactful compared to the default options anyway. The best options for preferred tactics in the early game are probably Suppressive Barrage, Well-Planned Attack, and Unexpected Thrust so you can boost their odds with the army spirits that come with their respective doctrines. None of those require hardness at all. Breakthrough, the best offensive tactic for tanks, only requires 50% hardness if your general doesn't have a skill advantage. It's really only Blitz specifically that cares about hardness that you might be trying to roll, which means that unless your doctrine path doesn't unlock breakthrough you're probably not going to need that 50% hardness for your preferred tactic at any point.

Reliability also doesn't matter if you play smart and don't send your tanks to attack through the mountains or in the snow. If you're not taking attrition, your reliability doesn't matter.
 
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The point isn't to have high hardness, its to surpass the 51% threshold so that you unlock better tactics with fast, moderately strong divisions. Interwar tanks are either-or, not both.

On the subject of tank chassis, interwar tanks are slow and unreliable (and cost too much to remedy both IMO), meaning they don't benefit from the better tactics to the same degree. Basic Mediums also have this weird aspect to them but I feel like I should explain this separately. I'll try to do it later

Using 'empty' tank battalions is a bit too underhanded for me but I don't doubt it's efficacy
the interwar medium chassis is just as good as the 1936 light chassis, save for 2kmph less speed (negligible, speed barely matters) 35% less base reliability (also doesn't matter), and .9 IC more cost. in exchange you get tanks that simply by merit of 2 secondary turrets and medium tier turrets - even before you unlock medium cannons/howitzers - will grant better stats for cost than lights.

no tactic is worth designing a division around IMO but if you insist on it, it is STILL better to get 51% hardness with fewer, cheaper interwar mediums than with even 1936 lights.

I guess your gripe is that you feel speed is too expensive on the interwars, and you can't really "convince" someone that speed isn't useful. All I'll say, as unconvincing as it probably is, is that there is a reason MP tank designs have gone from targeting 8kmph to 4 over the past few years... if speed isn't worth the premium against competent opponents, it really isn't worth it against the AI who will let you walk circles around them with infantry.

You also can absolutely have good 8kmph interwars but at that point your cost is about the same as a light tanks' for most stats, and I'll give that in that case the lights' reliability, being the only real difference, puts them ahead slightly.
 
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I'm going offer a slightly counter view of what is optimal in single player. Whilst there are strategies around having fast divisions and strategies around high armour I find that the key characteristics of armoured forces are soft attack and hit points and not hardness. Hardness is useful in reducing casualties but it is much easier to do so with hit points. The usual pitch is for reasonably high hardness divisions often with ratios around something like 2:1 tanks to infantry. An alternative to this is to aim for a 1:2 ratio. This does produce significantly weaker divisions with much lower hardness but with roughly double the hit points and half as many tanks your base loss rate (for the tanks) is a 75% reduction. This means playing with twice as many armoured divisions that are significantly weaker but take much lower tank losses.

This would be an excellent argument except for the fact that a decent SP player will be taking such low casualties anyway that the extra reduction in tank losses is totally irrelevant. However, my experience is that really high hardness and the related very high capability per combat width is a luxury step that you would go for when you have more tanks than you know what to do with. When tanks are in short supply I tend to go for diluted armoured division so there are simply more of them to play with.

However, the point that I'm making is that sometimes maximising combat power per battle width isn't the optimum play if you can instead operate a less intense but still effective force on a much broader scale. My personal thinking is that optimum for both SP and MP is probably a mix of designs along the lines of high tank count, low tank count and motorised. The battalion content will vary between SP and MP but I suspect a mixture is optimal but very difficult to organise and play efficiently. There is definitely a significant motivation from practicality for using swiss army knife universal division designs.

One of the biggest problems with this is that in SP it doesn't matter too much what you try, you always end up winning anyway.
 
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I'm going offer a slightly counter view of what is optimal in single player. Whilst there are strategies around having fast divisions and strategies around high armour I find that the key characteristics of armoured forces are soft attack and hit points and not hardness. Hardness is useful in reducing casualties but it is much easier to do so with hit points. The usual pitch is for reasonably high hardness divisions often with ratios around something like 2:1 tanks to infantry. An alternative to this is to aim for a 1:2 ratio. This does produce significantly weaker divisions with much lower hardness but with roughly double the hit points and half as many tanks your base loss rate (for the tanks) is a 75% reduction. This means playing with twice as many armoured divisions that are significantly weaker but take much lower tank losses.

This would be an excellent argument except for the fact that a decent SP player will be taking such low casualties anyway that the extra reduction in tank losses is totally irrelevant. However, my experience is that really high hardness and the related very high capability per combat width is a luxury step that you would go for when you have more tanks than you know what to do with. When tanks are in short supply I tend to go for diluted armoured division so there are simply more of them to play with.

However, the point that I'm making is that sometimes maximising combat power per battle width isn't the optimum play if you can instead operate a less intense but still effective force on a much broader scale. My personal thinking is that optimum for both SP and MP is probably a mix of designs along the lines of high tank count, low tank count and motorised. The battalion content will vary between SP and MP but I suspect a mixture is optimal but very difficult to organise and play efficiently. There is definitely a significant motivation from practicality for using swiss army knife universal division designs.

One of the biggest problems with this is that in SP it doesn't matter too much what you try, you always end up winning anyway.
agreed, I've tested it a decent amount and it feels like HP > hardness when it comes to losses (to a point of course). around 5:6 armor:inf is what I make in SP but it's possible the optimal ratio that also gives you the bare minimum stats necessary to win at all is even closer to 1:2. even in MP like 6:5 is pretty reasonable - defense is important too if you want to be able to stack forests/mountains/etc
 
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(and combat width if looking at SPGs... but don't look at SPGs lol).
in game, such is true. in a thread like this, they should be among the top things to look at because they're in an awful place. the fact that sf-left doesn't boost them is bizarre. their supply draw relative to the same gun in tank role is bizarre. you make heavy sacrifices to designate this role. it does not perform in accordance with those sacrifices.

I guess your gripe is that you feel speed is too expensive on the interwars, and you can't really "convince" someone that speed isn't useful. All I'll say, as unconvincing as it probably is, is that there is a reason MP tank designs have gone from targeting 8kmph to 4 over the past few years... if speed isn't worth the premium against competent opponents, it really isn't worth it against the AI who will let you walk circles around them with infantry.
it is even more skewed in favor of slower speeds for tanks in single player. in mp, anybody paying attention will contest breakthroughs or at least try to escape in time. in sp, you can pin adjacent provinces, put motorized into reserve in the breakthrough combat, and drive mot through instantly after winning the battle. the ai has no strategic depth nor does it recognize the threat in advance. it does not have anything fast enough + with enough hardness to contest the mot. the mot just encircles anything within its fuel range for free, no tanks necessary. no viable tank design moves at 12 km/h.

thus, speed on tanks specifically is even less valuable in sp than mp.

This would be an excellent argument except for the fact that a decent SP player will be taking such low casualties anyway that the extra reduction in tank losses is totally irrelevant.
this is true too. however, if you micro well in sp, you will achieve brutally favorable casualty ratios without any tanks. you can get around 10:1 in your favor in red air against majors, quite a bit more in some cases.

agreed, I've tested it a decent amount and it feels like HP > hardness when it comes to losses (to a point of course). around 5:6 armor:inf is what I make in SP but it's possible the optimal ratio that also gives you the bare minimum stats necessary to win at all is even closer to 1:2. even in MP like 6:5 is pretty reasonable - defense is important too if you want to be able to stack forests/mountains/etc
agreed, although taking crits is still bad and that puts light vehicles in a tough spot, because it's generally not feasible to make light vehicles which can attack w/o taking crits. if you're just dps racing with attack-gouged infantry, that's not a big deal, because what you lose is infantry kits + minimal support company equipment. light tanks don't offer any advantage in soft attack per width, but they will cost quite a bit more as you lose them.
 
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I just want to point out we're probably disagreeing because of contrasting views on how the game should be played, with your goal being to simplify/standardize each system as much as possible, whereas I try and specialize/extrapolate them in a balanced way instead.

I see it like this:
To me, you're turning Chess into Draughts (Checkers) [oversimplifying]
To you, I'm turning Draughts (Checkers) into Chess [overcomplicating]

However there's nothing wrong with either, as they are born of different ideals/intentions, all of which have valid points

With that said, onto my responses


the interwar medium chassis is just as good as the 1936 light chassis, save for 2kmph less speed (negligible, speed barely matters) 35% less base reliability (also doesn't matter), and .9 IC more cost. in exchange you get tanks that simply by merit of 2 secondary turrets and medium tier turrets - even before you unlock medium cannons/howitzers - will grant better stats for cost than lights.
(...)
I guess your gripe is that you feel speed is too expensive on the interwars, and you can't really "convince" someone that speed isn't useful.
To me, speed and reliability are both important, and trying to shoehorn both onto a IW Medium is expensive IMO

Speed is useful, because of the greater capability to react to changing/unexpected circumstances it provides. It may seem redundant (and may eventually turn out to be so), but that is forgivable when viewed as a contingency plan (one I am personally thankful to have)

Reliability is good because it allows you to keep a tank in service longer. Having reliable designs means that even after fighting, more will go into surplus when new tanks are produced; a surplus that can be committed to training more divisions or kept in reserve for quickly rejuvenating particularly battered divisions

no tactic is worth designing a division around IMO
The Combat Tactics (Blitz and Breakthrough) are simply tools used to enhance the more influential 'Player Tactic' of blitzkrieg

The ability to exploit openings made in enemy frontlines by breakout attacks, following them through in breakthrough pushes, can lead to encirclements or forcing your opponent to react, which I'd say it is rather worth it.

but if you insist on it, it is STILL better to get 51% hardness with fewer, cheaper interwar mediums than with even 1936 lights.
As you mentioned a paragraph ago, IW Mediums are slow and unreliable.

Being slow means they can't benefit from the tactics as much (+50% movement in combat doesn't do as much to 4km/h compared to 9km/h), and less reliability means they get hit harder by attrition in any form, particularly low supply, which is very detrimental in prolonged offensives

So while you can reach the hardness threshold with IW Mediums (which may be cheaper and have better offensive stats), they don't benefit from the tactics (the reason you want to surpass the threshold) to the same extent as their contemporary basic/improved Light counterparts, or even later Mediums

All I'll say, as unconvincing as it probably is, is that there is a reason MP tank designs have gone from targeting 8kmph to 4 over the past few years... if speed isn't worth the premium against competent opponents, it really isn't worth it against the AI who will let you walk circles around them with infantry.
Even a competent opponent slips up, and that's where speed matters

Speed doesn't have to be worth a 'premium'; you use Lights to get it in the early game, and swap to Mediums when they have better base speed later on. You think it's worth a premium because as I said before, you're trying to shoehorn it where it isn't meant to be

You can encircle AI with infantry, but not to the same degree that you can with fast divisions. Practicing with fast divisions also prepares you for both SP and MP

Like I mentioned at the beginning, the MP vision is around simplicity and standardization (Checkers over Chess), and that means they would naturally lean more into the 'Infantry Tank' philosophy of tank design/use, instead of 'blitzkrieg'

You also can absolutely have good 8kmph interwars but at that point your cost is about the same as a light tanks' for most stats, and I'll give that in that case the lights' reliability, being the only real difference, puts them ahead slightly.
8km/h is the universal standard because of Mech I, but it should by no means be considered the fastest you should aim for. Lights can reach 10 and still have decent stats, and with some clever template design your divisions can reach >50% hardness before even getting Mech, making a 1939 blitzkrieg possible



I don't think you really need to care about 51% hardness for the purposes of tactics rolls, they're an afterthought.
I feel like people don't give them enough credit, even if it's probably deserved; I just want to believe that they can/could be useful

Tactics rolls (outside of guerilla tactics spam on the defensive) are really not that reliable or impactful compared to the default options anyway.
They can be, or at least they should. The pick rate of Blitz specifically can be reliably boosted quite a lot:
  • National Preference
  • Field Marshall Preference
  • General Preference
  • Panzer Leader Trait
  • Reconnaissance Initiative
Once it starts being picked often, I'm confident it can be considered impactful

The speed bonus they both provide is also instrumental in performing breakthrough pushes and closing encirclements against unprepared forces (Either behind the frontline or the frontline itself from the flank), compared to breakout attacks against established frontlines

Breakthrough, the best offensive tactic for tanks, only requires 50% hardness if your general doesn't have a skill advantage.
You can't always guarantee a skill advantage, and if you have Blitz appear more often through the method mentioned above, Breakthrough essentially becomes the critical hit, boosting the stats slightly.

Being pedantic, but both tactics require over 50% hardness, so the minimum is 51%

Reliability also doesn't matter if you play smart and don't send your tanks to attack through the mountains or in the snow. If you're not taking attrition, your reliability doesn't matter.
Depending on the circumstance, you can't play smart. There's only so much you can plan for, and depending on how varied your theatre of war is, making a chunk of your army season/region-locked (moreso than normal) really limits your possibilities. Mountains, fine; you always know about them because they don't move (shocker), and you shouldn't use tanks on mountains anyway.

But what happens if a tile suddenly turns to mud? Or the heat/snow goes on longer than you can wait? One slip-up and 'Woops!' you lose half a tank division, putting it out of commission for however long it takes to replenish them.
You'll also take small amounts of attrition from things like supply shortages, which if you're making deep pushes can bite you hard if you have low reliability



Just as an aside, I'm probably against using low reliability in large quantities so much because to me, even if it can be made to work in the current version, it isn't how it is/was intended to work.

It goes against the spirit of the game; what the devs consider when creating/balancing things, and what players should think of first when they learn the mechanics

To end this batch, what are your thoughts on Self-Propelled Arty? Do you see value in using it as your primary source of Soft Attack, taking some weight off the mainline tanks? I know people get uppity about the combat width
 
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Depending on the circumstance, you can't play smart. There's only so much you can plan for, and depending on how varied your theatre of war is, making a chunk of your army season/region-locked (moreso than normal) really limits your possibilities. Mountains, fine; you always know about them because they don't move (shocker), and you shouldn't use tanks on mountains anyway.

But what happens if a tile suddenly turns to mud? Or the heat/snow goes on longer than you can wait? One slip-up and 'Woops!' you lose half a tank division, putting it out of commission for however long it takes to replenish them.
If a tile suddenly turns to mud, you can just press H if you don't want to lose tanks to attrition. Or, you could press the attack because you have a tactical advantage and the divisions you're about to encircle are worth more to you than the tanks you will lose to attrition. It's really a case-by-case basis. Defending divisions don't take attrition losses from terrain and weather, only moving (including attacking) divisions do.
You'll also take small amounts of attrition from things like supply shortages, which if you're making deep pushes can bite you hard if you have low reliability
Supply shortages are more likely to be immediately noticed because tanks don't replenish fuel when under 50% supply. Tanks literally can't operate in a supply shortage, so you have to rotate divisions out or go somewhere else until you're no longer in a supply shortage.
Just as an aside, I'm probably against using low reliability in large quantities so much because to me, even if it can be made to work in the current version, it isn't how it is/was intended to work.

It goes against the spirit of the game; what the devs consider when creating/balancing things, and what players should think of first when they learn the mechanics
Broadly speaking, I see hoi4 as a game first and foremost. The objective of a game is to win, and ideally to win in the most efficient way possible that the game mechanics allow for. This means anything is on the table as long as the game mechanics allow for it. It doesn't matter if it's something as simple as using ahistorical division or equipment designs or exploiting an oversight in the game mechanics, if it helps you win it's fair game. If multiplayer hosts ban certain strategies or exploits, that's their prerogative because they want a fun and fair game for everyone.

But when discussing strategy and optimal play I generally assume as much min-maxing as possible is being done outside of outright exploits that are usually banned in multiplayer games. To me, the "spirit" of the game doesn't matter. It's no different from speedrunners setting all the world records in Halo 2 by sword flying, or pro players wave dashing in Super Smash Bros. Melee. Those techniques were never intended by the devs and despite that are widely seen as integral parts of those games. Talking about the "spirit" of HoI4 while discussing whether or not a strategy is optimal has about as much relevance in my opinion.
To end this batch, what are your thoughts on Self-Propelled Arty? Can it allow you to use less modules for soft attack on mainline tanks?
SPGs are a trade-off between cost and breakthrough. A division with SPGs will be cheaper and have almost as much soft attack as an equivalent-width tank division, but with much less breakthrough. For singleplayer they're completely fine as long as you have a source of breakthrough(combine a few SPGs with a few regular tanks), and if you're playing a country like Germany with an Assault Gun MIO giving them another +30% soft attack they can be better offensively than tanks. Generally speaking though, the lack of breakthrough is a weakness that really shows itself whenever you can't just blast through weak enemy divisions, and I prefer regular tanks 90% of the time even in single player. They also complicate production since if you want to still have decent breakthrough in your divisions you'll need a separate production line of specialized high breakthrough tanks.

If you're playing multiplayer, unless your opponent has zero tanks SPGs are completely useless. The MP meta is 0% reliability 4kph heavy tanks with mass secondary turrets for a reason, they have plenty of both soft and (more importantly) hard attack.
 
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Just as an aside, I'm probably against using low reliability in large quantities so much because to me, even if it can be made to work in the current version, it isn't how it is/was intended to work.
I'm against using low reliability in large quantities because I'm playing SP and low combat losses suddenly make attrition a major component of total losses. It is very clear to me that reliability's importance is intimately connected to the average distance and number of battles your tanks fight before becoming combat losses. The longer they last, the higher the reliability you should aim for.

For MP low reliability is obviously become far more of an option than it is in SP.
 
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i think there is some misunderstanding about how reliability actually works in hoi 4. it is not intuitive. unless you attack into attrition weather/terrain, the difference between 20% reliability and 100% reliability is negligible.

this is obviously not how vehicles worked in reality nor is it intuitive. you can argue reliability should not be a dump stat in hoi 4. i would agree. right now, it is a dump stat. even more so because a big fraction of the terrains that cause bad attrition also severely penalize tank stats anyway.
 
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If a tile suddenly turns to mud, you can just press H if you don't want to lose tanks to attrition. Or, you could press the attack because you have a tactical advantage and the divisions you're about to encircle are worth more to you than the tanks you will lose to attrition. It's really a case-by-case basis. Defending divisions don't take attrition losses from terrain and weather, only moving (including attacking) divisions do.
To me it still feels too limiting and dangerous

Supply shortages are more likely to be immediately noticed because tanks don't replenish fuel when under 50% supply. Tanks literally can't operate in a supply shortage, so you have to rotate divisions out or go somewhere else until you're no longer in a supply shortage.
I concede supply shortages as being somewhat outlandish

Broadly speaking, I see hoi4 as a game first and foremost. The objective of a game is to win, and ideally to win in the most efficient way possible that the game mechanics allow for. This means anything is on the table as long as the game mechanics allow for it. It doesn't matter if it's something as simple as using ahistorical division or equipment designs or exploiting an oversight in the game mechanics, if it helps you win it's fair game.
True. What I take issue with is the notion that there is only one way to play properly, even if a single way has better results in one specific testing environment

I will never accept out of principle; that if you don't follow the meta to the letter, you're basically admitting defeat

But when discussing strategy and optimal play I generally assume as much min-maxing as possible is being done outside of outright exploits that are usually banned in multiplayer games. To me, the "spirit" of the game doesn't matter. It's no different from speedrunners setting all the world records in Halo 2 by sword flying, or pro players wave dashing in Super Smash Bros. Melee. Those techniques were never intended by the devs and despite that are widely seen as integral parts of those games. Talking about the "spirit" of HoI4 while discussing whether or not a strategy is optimal has about as much relevance in my opinion.
Spirit might not be the right word then. Intuitive, maybe? I'm not sure.

SPGs are a trade-off between cost and breakthrough. A division with SPGs will be cheaper and have almost as much soft attack as an equivalent-width tank division, but with much less breakthrough. For singleplayer they're completely fine as long as you have a source of breakthrough(combine a few SPGs with a few regular tanks), and if you're playing a country like Germany with an Assault Gun MIO giving them another +30% soft attack they can be better offensively than tanks. Generally speaking though, the lack of breakthrough is a weakness that really shows itself whenever you can't just blast through weak enemy divisions, and I prefer regular tanks 90% of the time even in single player. They also complicate production since if you want to still have decent breakthrough in your divisions you'll need a separate production line of specialized high breakthrough tanks.

If you're playing multiplayer, unless your opponent has zero tanks SPGs are completely useless.
SPGs aren't meant to replace tanks, they are used as one part of a two-part combo, where tanks provide the breakthrough and armour whilst they (and any line artillery, AA or AT) provides the damage. This means you don't have to overburden a tank design with excess soft attack to have a complete division

In a twist of fate I couldn't have predicted (which makes me glad I waited to respond), today's patch just buffed all SPGs, with SPArt receiving a +15% SA base bonus. Surely that can tip the scales?

The MP meta is 0% reliability 4kph heavy tanks with mass secondary turrets for a reason, they have plenty of both soft and (more importantly) hard attack.
And that works for the Infantry Tank player doctrine, but forgoes any capability of the Blitzkrieg player doctrine. Aiming for a design somewhere in the middle of that scale means you can perform either doctrine, even if it doesn't excel at them



i think there is some misunderstanding about how reliability actually works in hoi 4. it is not intuitive. unless you attack into attrition weather/terrain, the difference between 20% reliability and 100% reliability is negligible.

this is obviously not how vehicles worked in reality nor is it intuitive. you can argue reliability should not be a dump stat in hoi 4. i would agree. right now, it is a dump stat. even more so because a big fraction of the terrains that cause bad attrition also severely penalize tank stats anyway.
I do agree it isn't intuitive. One fix would be to alter land reliability to work like air reliability, where it is ambiently used just by running the tank division.
 
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I will never accept out of principle; that if you don't follow the meta to the letter, you're basically admitting defeat
Unfortunately, in high-skill multiplayer the vanilla game is practically solved after people played the game competitively for the past nine years. The axiom you described is basically true. The best designs and strategies are known, and deviating from them while everyone else follows them is basically admitting defeat. The only real exception is when countries get reworked content in new DLCs. Then it takes a little bit for people to experiment and find out the best things to do with the new countries, and then the game is solved again after a few weeks or months.
SPGs aren't meant to replace tanks, they are used as one part of a two-part combo, where tanks provide the breakthrough and armour whilst they (and any line artillery, AA or AT) provides the damage. This means you don't have to overburden a tank design with excess soft attack to have a complete division
This doesn't really make sense. There's no such thing as excessive soft attack. More soft attack means you win battles faster, which means you take less damage and can spend more of your time advancing past the enemy instead of fighting it. That's why pure tanks are usually better than a tank + SPG combo, they're more expensive but have both the breakthrough to sustain less damage and the attack stats to blast through just about anything. And in multiplayer, that high breakthrough actually matters when you need to protect against crits from a 3000 hard attack enemy tank division instead of a little 200 soft, 30 hard attack AI division.
And that works for the Infantry Tank player doctrine, but forgoes any capability of the Blitzkrieg player doctrine. Aiming for a design somewhere in the middle of that scale means you can perform either doctrine, even if it doesn't excel at them
When your opponent is a human in PVP and is stacking every modifier possible to give his divisions crazy high stats(that 3000 hard attack AI tank wasn't a hypothetical), the choice to abandon "blitzkrieg" as a player doctrine has already been made for you. The breakpoints for offensive stats required to push and actually break through a good player's defensive lines are so high that you have to sacrifice other stats - and speed and reliability are first on the chopping block.

This is why and how a meta for a game develops - strategies are tested in combat by humans against each other. Strategies that work are repeated, strategies that don't work are abandoned. If a strategy is found that counters a previously working strategy, a new and better strategy is found to adapt, until there aren't any more improvements to be made or counters left to be found and everyone is using the best possible strategies. HoI4 has been out for nine years, and with the exception of DLCs reworking major mechanics the fact is people just know how to play the game now.
 
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