The dog makes it look like a spoof.
Has a potential as a reaction image though.
Paradongs said:Today we’ll talk a bit about land combat.
We felt that the role of air support in HOI3 was not really showing off its historical importance, so decided to make it vital in HOI4. First of all having air superiority over the area you are fighting limits the enemy’s ability to defend properly (its hard to dig trenches when someone is strafing you) as well as slowing down movement (its really hard to drive a truck when someone is strafing you). Planes can also directly join combats unlike HOI3 where they had their own separate combats they now join with the ground forces and when this happens it even gives a bonus to your divisions fighting ability (its a really good morale boost when a plane is strafing the enemy). Enemy divisions with AA battalions or support companies can fire back of course, but to remove the effects of air superiority completely you need your own flyboys to help out.
Combat tactics is something that we added to HOI3 with The Finest Hour to add more depth and interesting things happening in battles. When a battle starts each leader will pick a tactic for that day (a new tactics will be picked with the start of a new day if the combat drags on). Tactics are given based on what doctrine you have and terrain, troop composition and traits of the commander influence the choice. Tactics are also separated in different phases depending on location so you can get into a battle over a bridge, or close quarters fighting in cities, or performing a fighting retreat and the like. A commander with higher skill or better reconnaissance also has a chance to pick a counter to the enemy's tactic making it useless.
Notice how I wrote reconnaissance above? Reconnaissance is a new concept in HOI4. This stat is primarily coming from having Recon Companies in your divisions. Recon companies is one of the ten different support companies you can add to your divisions, where you can have an absolute maximum of 5, so it is one of the hard choices you have to make.
Here Sikorski elected for a tactic of Shock, which gives a -25% attack modifier to the defender, but since von Rundstedt has higher skill, and the panzer division has a recon company, they had the final pick of tactics, and could use the good counter of backhand blow, which nullifies the shock penalty and instead gives the attacker a -20% attack modifier. Next week we’ll go into detail about the support companies.
Combat width works a lot like in HOI3, but is now more detailed. Each division will have a combat width which will tell you how many divisions fit into the frontline for active fighting. The available width of the combat goes up the more directions you attack from, so tactical flanking is needed if you want to leverage a numerical advantage. Width is also affected by certain combat tactics (more on that below). Divisions that do not fit on the frontline at the start of combat end up in reserves and will have a chance to join every hour in as long as there is room. The chance to join is greatly affected by doctrine tech, or by having a signal company attached to the division, and is important if you want to be able to leverage a lot of units in a single location, because if the frontline fall your side is forced to retreat no matter what.
Winning in HOI4, just like HOI3 is still best achieved with encirclements and cutting off large parts of the enemy's army and not by grinding down your men in individual battles, but this is a topic for a later diary on battleplans and strategic planning.
Paradongs Strike Back said:Hello, and welcome back to another Hearts of Iron 4 Development Diary. This week we’ll talk about the different support companies you can add to your divisions.
First of all, we have added a new type of equipment called “Support Equipment”. This represents things like radios, jeeps, pontoons, medical kits, spades and other such items. This requires access to aluminium and steel to produce efficiently.
Secondly, we have added another technology tree, called the Support Tree, where you research various support companies and their improvement.
A division can have up to 5 different support companies, and they all have different roles, so you need to consider which of the 11 ones that fit your divisions.
Anti-Air
These provide a few batteries of anti-air guns to the division, helping them shoot down hostile airplanes.
Requires Anti-Air Equipment
Anti-Tank
These provide a few batteries of anti-tank guns to the division, giving them some capability to take out tanks.
Requires Anti-Tank Equipment
Artillery
These provide a few batteries to the division, giving them some artillery support, giving them division a bit extra firepower.
Requires Artillery Equipment
Rocket Artillery
For when regular artillery are just not cool enough. Rocket artillery is a bit later technology and is more suited for breakthroughs than regular artillery (rockets will deliver a big punch to an area but are not as accurate as plain old artillery and their more mobile nature means they can fire and move quicker).
Requires Rocket-Artillery Equipment
Recon
These provide vital reconaissance to your divison, making it possible to counter enemy tactics in combat.
Requires Infantry Equipment and Support equipment.
Engineers
Helps out when attacking forts and crossing rivers, as well as making far better entrenchments and defending in forts and behind rivers.
Requires Infantry Equipment and Support equipment.
Field Hospital
This increases the amount of manpower you regain after a unit takes casualties, representing wounded that can be taken care of properly, as well as reducing experience loss in a division after losing men.
Requires Trucks & Support Equipment
Logistics Company
This company reduces the supply consumption of the entire division.
Requires Trucks & Support Equipment
Military Police
These provide the bulk of suppression a unit needs to keep insurgency down.
Requires Infantry Equipment and Support equipment.
Maintenance Company
These increases the reliability of equipment in the division, making it less likely equipment is lost in combat or from training.
Requires Support Equipment
Signal Company
This company provides coordination to the division, making them implement preparation for battle plans quicker, and more likely to reinforce a current battle.
Requires Trucks & Support Equipment
As you can see, different types of divisions and different types of doctrines will make you use different types of support.
And well.. in this screenshot I've toggled something that some of you will love I guess.
So it'll be two hours after the launch when the first grognard has opened the text files and crunches the numbers that shows which support companies are useful. Probably artillery again and then maybe recon for the combat events.
Paradox has also said, and I think it make a lot of sense, that the way the support system works for the other types of units doesn't mean that those types of support units don't exist in the rest of the divisions, it just means that divisions has additional support of that type.
For example all divisions have some medical capabilities, both organic units and higher echelon rear support units, but having a medical company abstracts the idea of that division having additional medical assets than the average division.
I have plenty of criticisms of other aspects of this game, but I think the stuff in this dev diary is pretty solid game design.
Where did you read that? If that's correct then it's pretty solid design indeed.Artillery, Anti-tank, Rocket-Artillery, and Anti-Air (all the support units with a + in the corner) can exist as support units and as combat units in a brigade. All the rest of the units can only exist as support units. The support versions of these units take on the movement speed, any special movement abilities (like being airborne), and I believe terrain bonuses, of the overall division because they represent smaller quantities and lighter equipment that those units were able to self-carry or tow. When they exist as line units they have their own movement speeds which affects the overall division speed.
This is good, it should naturally move towards having the system move towards specialized divisions and country focused (countries drowning in manpower shall obviously leave all the wounded to die), instead of a selection of catch-all optimal builds (aforementioned artillery thing).In the thread a Paradox developer said that they do not allow you to do multiple support units of the same type in one division because it is too exploitable. Apparently at one point they had it where you could have multiple support units of the same type in a division but during testing they found that it could be abused too easily. Probably the logistics and maintenance units if I were to make a guess. I'd imagine 5 logistics units stacked would reduce your supply consumption to a fraction of what they would normally be and 5 maintenance units would make it so you are losing very little equipment in battles. Especially after you research most of the upgrades for them.
Default gain is 2 PP every day, while all ticking activities cost 1 each. Germany as an example though has Adolf Hitler, whose special ability (being a dictator) is to increase the PP gain by 50%.
Insert Sweden YES jokesSweden's national tree
There's been more DDs again. It's now possible to form additional factions and each of the 3 main/traditional factions start with just one country: GB for Allies, GER for Axis and USSR for Comintern. You need wargoals before declaring war, democracies can't dow other democracies and France has a pretty extensive national focus tree which allows it to create its own faction with the Czechs, ally with GB or even go with either Italy or Germany.