Hearts Of Iron 4 Army Composition

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Hearts Of Iron 4 Army Composition 6,1/10 2883 votes

I think PI wanted to expand their market share beyond autistic neckbeards willing to micro to macro shit across the globe. But they may have missed that people outside that category are uninterested in playing a global war game.I'm not going to lie, in HoI3 I would always try to use the AI to handle the fronts I didn't care about. It never really worked because the AI is!@#$ing terrible but at least I would try. However, they just went way to!@#$ing far and it's pretty damn unbearable. I didn't play HOI3, so i can't compare, but this just feels incomplete. Like it's 2 DLC's away from being a full game.

  1. Hearts Of Iron 4 Army Composition 2017
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  1. Hearts of Iron IV is a grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive.It was released worldwide on June 6, 2016. It is the sequel to 2009's Hearts of Iron III and the fourth main installment in the Hearts of Iron series.
  2. This is a sub-reddit for Hearts of Iron 4. It is a general subreddit for the Grand Strategy Game from Paradox Interactive. Our Discord Address is. What is the best army composition for all kinds of armies? Does not really matter as much as you think it does. My infantry are only infantry. My tanks are tanks and motorized.

I build units for a front, follow my preferred national focus, and that's it. I try to micro units in a front and the AI controller shits itself then undoes my changes.

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The only time I really enjoyed a battle was when i volunteered a small force into the Spanish Civil War and controlled them without a front.Could still get worse. Paradox might not have ruled out mobile games yet.PI does pokemon go v2 -hooray. HOI 2 was the best HOI game. It had less regions, so you could feasibly micro. With so many regions and separate divisions, you cannot really micro any major power in HOI 3 or 4. So you have to hand things over to the AI.

About this game. Hearts of Iron IV is the sequel to Paradox Development Studio's game Hearts of Iron 3. It covers the time period from 1936 to 1948, focusing on the buildup to the Second World War and the war itself. This Hearts of Iron 4 Wiki is intended as a repository of Hearts of Iron 4 related knowledge.

But that misses the whole appeal of HOI where your hours of micromanagement pay off, and you get that encirclement just right, or get that multiple front and combined arms bonus, or when your mountaineers pay off.One good thing I can say for HOI4 is that it's very fast. Finishing a campaign in a single day is feasible.

But that's because you just build your armies and tell them in which direction to conquer. Edited July 12, 2016 by Kemal Ergenekon. Darkest Hour is still the best game out there.

And with a lot of mods, like 'TGC' and 'Kaiserreich'.HoI 4 lacks in comprehensibility.What is a good army composition?How much fighters/Bombers does a squadron actually need? There's just this stupid slider from 0 to 1500 or so.-'No idea how to build shipsWell, i only played a pirate 1.0 Version, but it didn't really fetch my interest.On another note. Hoi 3 was serious shit. Too much micromanagement, since the AI handled frontlines worse then a drunken Mongo.

Even frenchies would act more effective.And it looked ugly and had no techteams, lacking every Immersion. And playing Germany is all about Immersion.Worst Paradox game after Sengoku. HOI 2 was the best HOI game. It had less regions, so you could feasibly micro. With so many regions and separate divisions, you cannot really micro any major power in HOI 3 or 4. So you have to hand things over to the AI. But that misses the whole appeal of HOI where your hours of micromanagement pay off, and you get that encirclement just right, or get that multiple front and combined arms bonus, or when your mountaineers pay off.One good thing I can say for HOI4 is that it's very fast.

Finishing a campaign in a single day is feasible. But that's because you just build your armies and tell them in which direction to conquer.HoI2 was too small and therefore encirclement's weren't as satisfying. There's nothing better in HoI then trapping a 100+ enemy divisions in a pocket and starving them to death.

Also the micro in HoI3 was only a real problem late game, I would've been fine with the same system in 4 but with the AI being competent enough to handle fronts you didn't care about. Biggest problem in 4 is terrain modifiers are a #$ joke and can be ignored. PrbalI've also yet to spend less than a day on a campaign either. Granted I usually attempt a world conquest then get bored with like a dozen countries left but w/e. Idk about you but I can never trust my front's AI to actually handle a front either so I end up having to micro it instead of telling them to conquer something.

Terrain is also a joke as well, in past games you actually had to pay attention to it, now your tanks can roll through a swamp in the worst winter in human history and still not give a #$. I also remember when the the devs said they wanted doing something like conquering the USSR to be an actual challenge, what a joke. You can't even lose a campaign without picking a shit tier country and doing something incredibly stupid, let alone Barbarossa. A good basic army is 7 inf, 2 art. A good breakthrough army is 3-4 arm, 2 spart, and 3-4 mot. Your armies should ideally be 20 combat width.

Air wings operate best in units of 100. Ships work best in fast carrier groups: 4 CV, 6-8 BB/CA, 18-24 CL/DD. Submarines are great in any size.I was going to say there's only 5 slots available but then I realized you were talking about 4, not 3 Also, a better fleet composition is selecting every single ship you have and putting it all together:sSquadrons should be in wings of 100 as well. On another note. Hoi 3 was serious shit. Too much micromanagement, since the AI handled frontlines worse then a drunken Mongo.

Even frenchies would act more effective.And it looked ugly and had no techteams, lacking every Immersion. And playing Germany is all about Immersion.Worst Paradox game after Sengoku.Complaining that 4 lacks in comprehensibility is kinda a dumb statement tbh, you don't have to google/waste time doing math to find out which tech team is the most optimal for each tech. I #$ hated that about DH and it's great it's gone. Tbh, it wouldn't've been a problem if there wasn't 5 different field types for each tech and another 2-4 for each research team, all with different #$ numbers. Also, yes, HoI3 AI is trash which is why you should never actually use it. I'm not sure why you'd want to hand off control in a wargame anyways, especially Germany in '39, you probably have no more than 100 divisions to manage which is fairly easy. USSR, especially mid-late game, I'd understand through.Also, I kinda liked Sengoku, granted not enough to play more than a few games, but it's kinda nice.

I have to money buy Hoi4, is it worth it????In hoi3 the AI (Germany Campagn) would do great till 1941-2 and of which I'll end up losing everything I conquered; and my OBWest can't make a naval invasion even after I manually landed marines and then infantry and tanks. They can't even make intercept missions, my Ic is being bombed to hell by the Brits, it should be the other way around!!!! But hoi3 was nice. Is HOI4 worth it!???Handle invasions yourself, PDS games have the worst naval AI. Some mods in HoI2 used to make Japanese Korea/Manchuria a separate nation because Japan and every other AI couldn't even handle shipping their goddamn troops.It also bugs me that the HoI4 AI can't even #$ encircle a tree, they'd rather spend hours trying to run soldiers through it instead. So godawful and it overwrites whatever your orders are because #$ you for trying to cheat the game by not being an idiot and manually controlling your units.

And #$ Crimea, why the #$ does the front line ignore it? Seriously, every #$ time, the AI barrels right past it and the front line doesn't recognize it leaving a #$ exploitable hole directly behind the front. If the AI in 4 wasn't #$ trash they could encircle quite a few southern troops before someone notices it, and losing even one division to such bullshit is utter nonsense. Edited July 31, 2016 by underlordgc. HOI 2 was the best HOI game.

It had less regions, so you could feasibly micro. With so many regions and separate divisions, you cannot really micro any major power in HOI 3 or 4. So you have to hand things over to the AI. But that misses the whole appeal of HOI where your hours of micromanagement pay off, and you get that encirclement just right, or get that multiple front and combined arms bonus, or when your mountaineers pay off.One good thing I can say for HOI4 is that it's very fast.

Finishing a campaign in a single day is feasible. But that's because you just build your armies and tell them in which direction to conquer.totally agree, after so much years, I am still playing and modding HOI2 (Doomsday Armageddon, Vanilla, no mods) and I like it, had the chance to buy HOI3 when it came out, but passed it, because of the initial negative reviews.

Had the chance again last summer do buy it and passed again. I don't know, I'm quite enjoying myself in Hearts of Iron 4.

Just recently beat the Soviet Union into submission as Germany with taking less then 150k casualties and them 1m.Tried an aggressive France game and defeated Germany, but wasn't fast enough so couldn't demand for Little Entente achievement.Conquered the US as MexicoBeat the Germans as Allies Poland.A lot of replayability on my end.Which means that the engine is far to casual. I have seen a Greek WC. So far too casual for my taste.

H earts of Iron 4 can be unapologetic ally brutal to new wargamers with the sheer amount of systems involved, and especially after several DLCs and patches. Whether it’s figuring out how to structure your forces or what plan of action to take as an Allied state facing imminent doom in 1936, it can be quite a challenge.Luckily for you, that's where we come in! Now you have a handy guide to aid you in navigating the choppy waters of the second war to end all wars. Make sure you're up to speed with all the latest changes as of the Man the Guns DLC. PART ONE: THE DIVISION DESIGNER, YOUR NEW BEST FRIENDBefore we talk about the grand strategies that will fuel your world dominating/liberating campaign, it’s important to talk about the cogs in your war-machine. The level of control you have over the makeup of individual divisions and ships can be daunting, but as long as you follow the rules laid out to you, you will be conquering away in no time.

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The ArmyArguably the most important part of an HOI4 military, most of the game’s combat mechanics revolve around divisions slugging it out with their evil counterparts on the opposing side. The most distinguishing feature between any two divisions is their makeup in the Division Designer. Here, you can add and subtract different types of battalions from a division, altering its combat stats and overall performance.One of the most important considerations to take into account when designing a division is combat width. Each division will take up an amount of space on the battlefield, and having more divisions on a side in a fight will lead to reduced effectiveness, or will block reinforcements from joining the fight altogether. Most battlefields will have “combat width” of 80, meaning that optimal division sizes should be either 20 or 40, if you’re looking to min-max as much as possible ( Note: if a province is attacked from multiple directions simultaneously, each new province will add 40 to the total allowed combat width, which means more units will be able to fight at once). Generally, frontline battalions will have a width of 2, the most common exceptions being dedicated anti-air and anti-tank battalions. These both cost 1 width as they’re not considered 'frontline' fighters.

Artillery is the other main outlier, costing a heavy 3 width. If you’re approaching your comfortable limit, consider adding a support artillery company rather than an artillery battalion.

These 'support' companies don’t bring as much firepower as their larger counterparts, but they add nothing to the total combat width of a division.On the subject of support companies, two that are almost necessary to include are the engineer company and the recon company. The engineer company increases the amount a division can entrench itself, meaning that given enough time, a single division with an engineering team can become a major problem for an attacking force.

Through research, the engineering team will also increase the general attack and defense of the division, particularly in rough terrain, i.e. Urban environments, across rivers, forts, etc. The recon company provides simpler benefits: speed and reconnaissance. A division with a recon team will move 10% faster across every terrain type, meaning they can reach the fight faster. This is incredibly important for any division that can expect to fight, but particularly so for divisions that use vehicles.

When your division does get into a fight, reconnaissance determines which tactic a side will pick in battle. The higher the reconnaissance value one side has in the fight, the higher the chance their general will pick a favorable or countering pick to the opposing force’s choice.There are other considerations to take into account when forming a division, such as what your enemies’ divisions look like, and where you will be fighting them. For example, a division meant to fight tanks in European plains is going to suffer heavily if fighting infantry in African jungles. As such, here are some general tips to keep in mind when building divisions:.

The more battalions a division has, the more supplies it will need, so “heavier” divisions will frequently suffer attrition in bad terrain. Try using smaller divisions, or adding logistics companies to reduce the negative effects of the environment. All divisions that use trucks, half-tracks, or tanks should invest in a maintenance company. These companies will increase the reliability of the vehicles, meaning less are lost to attrition, and they will also capture a percentage of enemy equipment for you to use. Anti-air companies/ battalions increase your air superiority in a province, but they will only target close air support aircraft, not aircraft with strategic bombing missions (presumably, they fly too high for the anti-air guns to shoot them down). Standard “leg infantry” divisions are the most reliable and cost effective divisions you could hope for.

You can build an infantry division to 20 width, add the necessary support companies, and then copy the template so you can alter it to fit your specific needs. Most of your divisions should be infantry divisions. Motorized divisions are faster than mechanized divisions until the third halftrack becomes available, keep this in mind when looking for speed. A division only travels as fast as its slowest part, so it may be wise to pair up a single super heavy tank battalion with an infantry division, as they move at the same speed. A single anti-tank company with the most up-to-date guns can allow most divisions to pierce enemy armor. Infantry has naturally higher organization than tank battalions and support gun battalions.

As such, for campaigns that see units being in repeated battles, divisions with a higher ratio of infantry will be able to stay in the front lines longer.For more information on divisions, I recommend checking out the Hearts of Iron 4 wiki page on the Division Designer & land combat stats.Editor's Note: Grand (Strategy) Master T.J. Hafer that you can check out, although it's a tad outdated at the moment - part of the reason we decided to launch a new, more comprehensive tips guide for the game. The NavyThe naval mechanics just had, so don’t feel alone if you’re confused about what’s new. Ships used to have a similar improvement structure to armored land vehicles and aircraft (which we’ll cover after this section) where a specific ship would be researched, then could be improved by spending experience points. Now hull types rather than whole ships can be researched, as well as the individual modules for ships. Every ship has an amount of slots that can be filled by these modules, but the catch is that ships will take longer to be built with advanced modules and higher amounts of modules overall.

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There are also restrictions on what ship types can equip certain modules. It doesn’t make much sense to put an aircraft hangar on a submarine, even though you really want to!There are 5 main types of ship hulls: destroyer, cruiser, heavy, carrier, and submarine.

There is a 6 th hull type, the super heavy hull, but that only exists as an alteration of the 1936 heavy ship. These ships can vary widely in their roles based on what modules are placed on them, so we’ll go into a breakdown of the general capabilities of specific hull types.Destroyers are light and fast ships that are some of the quickest to produce. They can be outfitted with some modest main guns, but the 2 main uses of destroyers are as torpedo boats and submarine hunters. Due to their speed, a large amount of destroyers can swarm enemy heavy ships and deal heavy damage with torpedoes. These fleets are relatively easy to build due to the short build time of destroyers, and everything but torpedoes can be stripped off the ship to make the build time even quicker, though this will render them ineffective in any other situation.

Destroyers can also be outfitted with sonar and depth charges, which is the one way surface vessels can attack submarines. Curiously, due to naval battle AI, submarines will flee almost any battle with depth charge-equipped destroyers, being that the destroyers can actually hurt them.

This means that as of the current patch (1.6.2), destroyers may actually function better as convoy raiders than submarines, because destroyers will not automatically flee the second a small enemy force appears. This will hopefully not be true forever, but keep this in mind for the near future.Cruisers are the most versatile of the hull types, with the ability to fill almost any role needed. Cruisers can be outfitted with heavy guns and armor, classifying them as heavy cruisers that can perform reasonably well as capital ships. Alternatively, they can have lighter guns mounted with a stronger engine, and they can pursue marauding destroyer packs, or they can have several anti-air batteries bolted to the deck as a means of creating a floating “no-fly zone.” But even though cruisers can cover many different bases, they don’t excel as much as the ship types that are meant to perform in those roles. Cruisers take longer to build than destroyers and aren’t quite as fast, and the heaviest cruiser will most likely lose a prolonged engagement with an enemy battleship. Even so, they can be a multi-tool for any situation, and can be refitted to change their role in the seas.Heavy ships are the undisputed kings of the sea in the first several years of the game. They have access to the thickest armor and the largest guns out of all ship types, but they are generally slower than other ships, and take longer to build as well.

The big guns on battleships are excellent at killing cruisers and other capital ships, but they are less accurate against destroyers. Battleships can trade some of their extra module space for smaller guns specifically meant to target lesser ships, but this lessens the effectiveness of the battleship in its primary role, which is to fight the enemy’s capital ships. Battleships also take a very long time to build compared to smaller ships, meaning that ships you begin construction on will likely be equipped with subpar tech by the time they launch. However, an old battleship is still a battleship, and can be very useful when working with a capable fleet.Carriers are very straightforward as far as ships go: their sole purpose is to launch aircraft that will assist in combat. Aircraft are very effective against enemy fleets in large numbers, but a fleet with solid anti-air cover can severely inhibit a carrier’s ability to do its job. Outside of fighting specific anti-carrier fleets, carriers are arguably the strongest ship type in the game for the ability to project air power not only in battle, but in the sea region the carrier is operating in, or even the neighboring land province. Much like battleships, carriers do take a long time to build, but this battleships and some cruisers can make up for this time by performing carrier conversions that slap a flight deck onto these ships after removing the guns.

They do not have the same aircraft capacity full carriers do, but they can be sufficient as support carriers. Carriers are vitally important to fleets in HOI4: if you don’t want to build any of your own, you should still plan to specifically target and kill enemy carriers.Speaking of killing enemy carriers, Submarines excel at hunting down enemy capital ships and shipping.

They are also very, very cheap compared to other ships, so a fleet of submarines can quickly be assembled to threaten unprotected enemy ships. However, due to the strange AI behavior mentioned in the destroyer section, submarines are currently cowards, and will flee from battle the second a destroyer appears. As such, the usefulness of submarines is limited, but a large amount of submarines spread out on shipping lanes will still have an impact on enemy resources and troops.General tips on building up a navy:. Submarines, destroyers, light cruisers, and eventually bombers can lay mines in naval regions if they have minelaying modules. It may be beneficial to build cheap ships that just have minelaying / minesweeping capabilities so you can quickly build up defenses or clear them out as the need arises.

Don’t be afraid to launch a ship then immediately send it to be refit with newer technology, the benefit of the newer tech can be worth the wait. Air superiority will impact the effectiveness of naval missions, so provide air cover for your fleets when possible. Build your fleet to counter the enemy fleet. If the enemy is focusing on building mainly capital ships, invest in torpedo technology. If the enemy likes swarms of smaller ships, build ships with many light guns that are more effective against those ships. Research engines early, being faster than the enemy fleet will give your ships a huge advantage. The bigger the ship, the more fuel it consumes.

Ships with more advanced engines will use more fuel, so keep that in mind when your fuel is running dry.The Air ForceThe air power part of the combat trifecta is undoubtedly the most abstract, and has less moving parts than either of the other two dimensions. However, it is airpower that can be the determining factor in land or sea battles, so it is important to detail. Aircraft are split into 2 main trees, which I’ll refer to as the “light” and “heavy” trees.The “light” tree has close air supports (CAS), fighters, and naval bombers.

Hearts Of Iron 4 Army Composition 2017

These aircraft are generally more agile and faster than the aircraft in the other tree, but have less heavy armaments and have shorter ranges than the heavy aircraft. These aircraft also have carrier variants that are generally slightly slower than their land-based counterparts, along with further reduced range. Light aircraft are meant to be deployed at the tactical level, or attached to an army so they follow them along the front as support.The “heavy” aircraft consist of the heavy fighter, the tactical bomber, and the strategic bomber. These aircrafts have longer range and stronger armaments than the “light” aircraft, but consume more manpower, and are not as good at targeting specific units. “Heavy” aircraft, due to their range and their intended targets are generally better at the strategic level.All aircraft can have variants that be upgraded in 4 categories: reliability, range, attack, and engine. Generally when creating a variant of an aircraft, it is beneficial to upgrade the category that the aircraft already is dominant in, in order to increase their strengths. For example, a fighter’s strength comes from its high agility, which both helps them to attempt attacks on enemy aircraft and avoid attacks from the enemy.

Upgrading the agility of fighters would give them even more of an advantage over the enemy. However, the other categories do not need to be neglected for the “preferred” category, but every point sunk into an upgrade makes the next one more costly in experience points, so spend carefully!General air composition tips:.

Heavy fighters perform better in larger provinces due to their increased range, while regular fighters perform better in smaller regions. Upgrading reliability on aircraft is always a smart move as this will decrease the amount of aircraft lost to accidents. The strategic bomber is relatively expensive compared to the tactical bomber. It may be wise to build more of the less effective tactical bombers for strategic bombing in order to have enough aircraft bombing the enemy’s factories. Heavy fighters are more expensive than regular fighters, but heavy fighters count more towards air supremacy for your side. Consider investing in a more agile heavy fighter to make more use of this effect. If you have multiple air bases in an air region, investing in longer-ranged aircraft is less important so you can rebase the aircraft to where you need them.PART TWO: THE SECOND WAR TO END ALL WARS 1.

ALLIES (+ UNITED STATES)The Allies have two options at the beginning of the game. Stall as they did historically, waiting until the Germans swallow up too many other states or declare a direct war on an Allied state, or take the riskier option and seize the initiative, attacking the Germans before they can build up the fearsome army that rolled across Europe.The first option is the “safer” one in the long run, as the main Allied states, the United Kingdom and France, have strong economies and can build up defenses, fuel refineries, and radar stations before the Germans swing around to confront them. Perhaps the Allies may even get lucky and have the Molotov-Ribbentrop Pact fall apart and see a war between the Axis and ComIntern, allowing even more time to prepare? In any case, the United States cannot be counted out, and the Allies should do everything in their power to encourage the United States to join the war as quickly as possible. The US has such vast amounts of manpower and natural resources that they can easily turn the tide of the war.However, the Germans are decidedly weaker early on, and with a combined effort from the UK and France, may prove to be an easy target. It is important to note that the UK does not have a huge military in 1936, and will likely play a support role to France’s army. Italy should also not be counted out, as they have a decently sized and experienced army, fresh out of the conflict in Ethiopia.

Those forces can prove to be a major distraction if left alone to run rampant around Africa, where both France and the UK have many important colonies. THE UNITED KINGDOMThe UK needs to decide whether to abandon the continent and focus on the navy to keep Germans at bay, or to put more resources into the army and potentially risk a weaker navy, opening the isles to attack. There’s not much getting around this quandary, because the United Kingdom has a relatively sizable amount of factories in 1936, but they have not sufficiently re-militarized since World War 1 to call them truly powerful. If the British go for a continental intervention, they can bottle the German navy up in the Baltic Sea if they manage to take the German land adjacent to the North Sea. This can negate the danger the German navy poses to the isles, and will prevent a sudden invasion.However, this gamble may not work against the Germans, who can be formidable even at their weakest.

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It may be beneficial to focus on growing the home industry rather than focusing directly on the military in order to give a better long-term advantage. If a more defensive strategy is planned, the UK should take this time to work on building sea forts, AA guns, and radar stations.