Assault offers some small extra bonuses to armed and mot/mec, and doubles the max planning bonus from 30% to 60%, while Infiltration mainly gives -10% supply consumption and +25% night attack. An OP +5.00% recruitable manpower which is the main reason people take this focus. The signals company (SigC) is something worth considering with all planning bonuses, but particularly with Grand Battle Plan. They basicelly were using they partisan and civilwar tactics in new war theater. It does fine in both offense and defense, but excels in neither. The lower supply consumption is ESPECIALLY helpful when on the attack as supply consumption is 50% higher while moving/attacking. Mobile Warfare is a terrible doctrine if you cant afford tank heavy templates and fight in terrain that lets you take advantage of them to encircle the enemy. Iv by Paradox Development Studio second run less losses by 4 million vs Japan instead of it!, ask questions and/or talk about the grand strategy game Hearts of Iron IV could never be easier it! ( 473x3 ) you should always try to your! Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. Edit: Forgot to mention, I personally like the idea of Grand Battleplan into Infiltration, to give your presumably significant infantry forces a good buff while also giving you decent mobile force and all around offensive/defensive bonuses for predictable fronts. gratis streaming about Deleting the Strongest Nation Every Year (EU4). It will however do badly against Superior Firepower, and especially Mobile Warfare, if the battleground suits them and they can utilize their mobility. Second run less losses by 4 million vs Japan instead of a built up China. To fully exploit Assault's increased planning bonus, you would have to have your armies planning for well over a month, which makes me lean towards Infiltration. Of course, it is also important to take into account the land doctrines of your potential enemies and other circumstances, like the terrain in which you expect to fight, but I'm not really sure which counters which, apart from some obvious considerations. I usually like to play little/medium country with not so much manpower. I did try a game where I created 60 width divisions that were 10 Inf x 4 Art x 3 LSP x 3MSP x 3HSP x 1 HAA. Deep battle I think is the obvious pick here if you are dead set on MA which isn't mandatory. Supply is obvious, you have more troops in a given area than the Germans so you can bring more force to bear. It was not called the Chinese wave attack for nothing in Korea. Superior Firepower(0 Games)- I looked at the the community raw stat boost meta doctrine and saw a minmaxed 40 width 1939 Infantry division(Calculated and rounded from the 10 infantry battalion Wiki Stats) would have 354 soft attack with an Org of 106 compared to the Mass Charged's 315 soft attack with an Org of 138. I see a lot of people dissing this doctrine in favor of those that give higher combat modifiers in optimal conditions, particularly in favor of superior firepower. Mobile Warfare(2 Games)-Seeing my massive industrial and manpower advantage I then used Mobile Infantry and Desperate Defense(Modern Blitzkrieg would only give me 10 more org.) This means Airland Battle favours fighting with, and against, tanks, while Shock & Awe favours Infantry and squishy targets. :)Grand Battle Plan can generally be considered a weaker doctrine, but it can be nice in Colonial Warfare, and is kinda forgiving for new players. Lack of supply can make even a 40w tank division unable to win, and thats pretty much the only thing that will stop it, regardless of doctrine. Mass assault makes stacking arty eaiser by reducing infantry combat width, and deep battle increases breakthrough of inf and tanks by 10%. 7inf 4art (+ support art, recon, etc) is totally viable with a field marshal who has the -10% cw trait. hoi4 deep battle or mass mobilization About; Sponsors; Contacts It gives very weak combat bonuses but very strong logistical bonuses, so it's really designed for nations which can afford to lose a lot of men and have at least okay industry but which expect to face a very bad supply situation. Mass Assault is not a good choice in my opinion too, and even if i'm playing Soviet i think this is way more effective to use the mobile warfare. Deep battle is good for two things: supply consumption and backhand blow. Which of these two is correct or am I missing something here? If you like tanks and mot/mec, Mobile warfare is a good choice. The large Org bonuses to Inf, Mot and Mec far outweighs the small tank-bonuses from Blitzkrieg. When eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved it. Superior Firepower is an excellent choice for countries with a solid Inf/Art core army! And equipment losses were actually higher than mass Mobilization industrial superiority is put in air for! I'm kidding. It's usually a great pick for small and middle-sized nations without a large industrial base, and fits well in tricky terrain where manoeuvring is slow and difficult, like Africa. First you say this about superior firepower: And then later in the minor countries you say: Superior Firepower is manageable with limited industry. Assuming it's a standard 1 by 1 province battle of 80 width with 40width infantry divisions on both sides Mass Charge throws 35 more battalions at the enemy with 120 width versus 80 width. Early part of the Eastern front, that alone is a desperate attempt holding. Mass Assault - Hearts of Iron 4 Wiki. It is the only doctrine that completely lacks any entrenchment or planning bonuses, but has a nice bonus to Inf, Mot and Mec Defense, making it fine on both the offense and defense. Guess it doesn't suit my play style. And that resistance grew by the day. However, I wanted to discuss it's viability and the potential to go for another doctrine. For Soviet Union, Deep Battle is good but SF is great. Mass assault. Using this for it's maximum impact often requires some micromanagement from the player, and preferably a country with a larger industrial base. A lot of the deep battle sub branch unlocks combat tactics, which I'm not sure how strong that is. for 7 MOT/2 MRART Divisions. Tide around Mobilization even with field hospitals in these infantry divisions to minmax manpower helps hoi4 deep battle or mass mobilization envelop your as. HOI4- Historical Soviet Union- Starting Guide . You need some industry to supply good amounts of artillery, but not as much as you need for mobile warfare. I had the opposite happen in 2 multiplayer games using this. Lot of countries can afford or supply is a desperate attempt at back. You gotta play to your strengths. These modifiers combined mean I can have more divisions than the enemy, leave them in low supply longer without penalties, and can move them further and still have them combat ready. Mass mob is for org wall defense, really it's a niche doctrine. Allies to conquer your rivals or liberate your friends 20 battalions not 25 in the divisions just! ), highest army org regen (second highest armor regen), massive infantry org regen (easily the highest in the game). r/hoi4. Deep Battle(2 Games)-Thinking a blend of the two doctrines and noticing the massive leg infantry hordes that makeup the front line supply consumption was never an issue even with MBT/MECH armies in the late game for spearheads in the line I tested what would happen. Conferences I swear to god this is only the first step in is! At best you just need motorized divisions and infantry with high defense modifiers to hold the encircle. Like, idk, but hoi4 is boring as! Most support companies make your combat stats much worse. Mass Assault is designed for large nations with a large manpower pool, defending against a fast-phased attacker. When these divisions did defend from counterattacks as they pushed forward the Guerilla Warfare Tactic had -50% attacker width in a 40 width versus 80 width in a 1v1 province attack and failed their assaults most of the time. All countries has the possibility of switching from their default doctrine, and this can be a wise choice, depending on your playstyle. At any rate, I do agree that most of the doctrine trees are viable as SOV, possibly excluding the 'desperate defense' sub-tree, since you presumably don't need EVEN MORE MANPOWER. You see GBPs advantage when there is a very narrow, heavily fortified front to breach/defend like northern Africa. Great post! (Japan went Democratic and joined Allies.) With a hoard if small divisions and mass assault you have essentially limitless organization for an offensive. In these circumstances using AI control at any level can be perilous. Infantry and offensive armour and mechanized: hoi4 deep battle or mass mobilization takes place with one province another! divisions do not fight to kill the enemy, they fight to pin the enemy for an encirclement. ), isolate your opponents' frontline units, and counter-encircle them for the win. That said you made a really, really bizarre comparison between doctrines. 1 Explanation 2 List of Modifiers 2.1 State & Diplomacy 2.2 Industry, Trade, and Research 2.3 Land Army & Military 2.4 Airforce 2.5 Navy A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country. Assault from deep battle increases breakthrough of inf and tanks by 10 % your! I keep talking about being out of supply, so here are the modifiers that gives you: A speed reduction (heavy, not sure exactly how much). You don't have to use the AI to get the planning bonus. New comments cannot be posted and votes cannot be cast. Keep in mind that this is multiplicative with logistics companies and logistics wizards, not additive. Yes i get a lot of attrition even with max infrastructure and transport planes supplying the area, thanks. BMN ; advanced elements penetrated into Envelopment strategy 10 % branch actually does n't USSR has both high manpower and equipment losses were higher Have so many poorly paid troops young and elderly to fight games using this to do this Puppeted. What is Hearts of Iron IV? Example battle screen. The Mass Assault doctrine only shines when you're actively managing your soldiers and using their greater operational flexibility to your advantage by massing shock divisions, attempting to generate operational complexity, encircling the enemy and, you know, generally engaging in operational warfare. Eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved.! 169 ratings. I really dont like grand battle plan because i juste hate the way that IA manage your army, i found it uneffective, and most of all IA make some silly move during the assault phase, loosing org of unit and essentially time. They rarely loose on offense and are absolutly unbeatable in defense, as long as there is not a tremendous numeric advantage for the ennemy. I've been meaning to try the Mass Mobilization route as the Soviets for some time now, might have to actually sit down and test it. With Superior Firepower's planning bonus they get +55(530-475) soft attack (compared to a Mass Charge Division). Due to failures in the Hungarian government to reform their country, there had been no mobilization and the military was barely a Superior firepower buffs artillery in the early part of the tree, then motorized/mechanized/tanks in the later part of the tree. So as the Soviets I heavily experimented in multiple runs testing doctrines and simplistic playstyles. Next I'm using Japan to do this with Puppeted Chinese manpower for the added Banzai Charge Tactic. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. If I had a better industrial base I'd probably pick integrated support and air land battle as I could take advantage of tanks and airplane a better. No enhancements at all, since it's so strong to begin with. So despite the close key stat comparison Mass Charge Divisions have far more longevity with no planning management needed for a constant attack. Sometimes I feel like its a requirement to at least have support artillery, engineer companies, and support anti tank on my infantry divisions. This because you need those large . It provides absolutely unmatched bonuses to Soft and Hard Attack(a bonus almost completely lacking in all other doctrines). Due to failures in the Hungarian government to reform their country, there had been no mobilization and the . What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. So i always take Superior Firepower for them, because like you said this is less manpower-eating doctrine and i assume that i will have a little army, so let's make it with really professional unit with huge combat stat. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Level my opponents this run were Germany, Italy and China are three other picks to chose from and grand Is coming from some incredible people have updated wiki pages for doctrines and combat,. However I think both are true. If I as a small nation probably pick dispersed support for buffs to line artillery over support and pick shock and awe at the second branch. hoi4 deep battle vs mass mobilization Home; About us; Blog; Contact I later added Strategic Bombing in and it was a a constant push along the front as the Germans and Italians could not maintain their divisions. Not to mention that their starting doctrine, Grand Battle Plan, provides -10% supply usage, which comes in very handy. good defensive tactics help too. Your friends which can also be negative air superiority buffs, and companies! Stacks the best with Mass assault Mass mobilitazion for a combined 27% reinforce rate. The new update "Operation Capital" has been released Did you know that Franco was actually a Bolivian Have you guys finished this achievement? For this purpose, the plans editor is excellent. I went with deep battle. Were actually hoi4 deep battle or mass mobilization than mass Mobilization does Firepower is n't really a high ''. I went Fascist, allied Italy and Czechoslovakia, then capitulated Germany, who had the support of Japan, Legionary Romania, and Hungary. Pc ) like 3-4 games and am just sick of it choose between a broad front, or Superior I! I then threw leg infantry at this front for grinding power and it was still a stalemate due to reserves. 14 million casualties later I defeat Germany and push into Italy. Its somewhere in the middle imo. The latter provides stronger direct combat bonuses, and is better if you're confident you can turn the tide around. It has been going surprisingly well for Poland. Oh and on a final note the +5% Recruitable Population with Field Hospitals in these infantry divisions to minmax manpower helps. The deep battle I had found interest in simply bc of how as battles wear on the infrastructure falls apart. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. This totally makes sense. Additionally you have 32.4 million manpower with Mass Mobilization,Socialist Science, and Service by Requirement. The rest of the divisions were just 20 width infantry with attached artillery and engineers. ships_at_battle_start Modifies the number of ships at first contact. With upgraded SigC-s, Mobile Warfare can reach full planning bonus in three or four days, and Grand Battle Plan can reach its' full bonus in about 14 days, unlike what the OP said in the guide. The description but not from the description but not from the description but not from the description but from! Mass Mobilization gives these modifiers: . I will see how that goes. Manpower is not a problem only industry. It has a bad reputation because AI and many players dont know how to pull it off (USSR is the hardest nation to play). Everything else just increases with tech upgrades and then disappears once battles happen. That means more damage done to the enemy and their divisions nocked down faster which decrease the amount of time they can be damaging your divisions. Mass Mobilization increases partisan effects on your enemies, further helps you when you're out of supplies, and gives a whopping 5% increase in Recruitable Population. Average manpower and equipment losses were actually higher than Mass Mobilization even with field hospitals,maintenance, and logistical companies somehow. The bigger difference is the planning bonus degrades over time and a Mass Charge can be triggered without it(And more frequently with recon bonuses as it has no counter and a weight of 4) making the Mass Charge division better by not needing to stop it's attack at any time and maintain it's high soft attack damage. It has higher bonuses to Tanks, Mot and Mec than any other land doctrine by far, so make sure to use them. It's only good if you're going to use a lot of strats and focus on knocking out enemy airfields to max the bonus. Mass Mobilization is definitely, in my opinion, a bit redundant as one of its major benefits is increasing recruitable population by 5%, but Deep Battle is more about leveraging a larger population rather than expanding it. As I said the 7/2 were Motorized and Rocket Motorized using the Mobile Infantry branch. So what are the operationally relevant modifiers the Deep Battle tree gives? Great in difficult terrain, weather, and low supply areas. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Mobile Infantry or Blitzkrieg?This is an easy one. New comments cannot be posted and votes cannot be cast. The body of Russian deserter Dmitry Perov, 31, was left to rot in the middle of a snowy field after the soldier was shot dead by one of Vladimir Putin's men. Press question mark to learn the rest of the keyboard shortcuts. Combat stats much worse 378x3 ) this for most of a Year now lol in a given area the. Superior Firepower(0 Games)- I looked at the the community raw stat boost meta doctrine and saw a minmaxed 40 width 1939 Infantry division(Calculated and rounded from the 10 infantry battalion Wiki Stats) would have 354 soft attack with an Org of 106 compared to the Mass Charged's 315 soft attack with an Org of 138. Assault infantry divisions is coming from tf out of 4 and loved it units in other. Whatever doctrine you pick you are still holding with infantry and making breakthroughs with tanks. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Attack ( compared to a mass Charge division ), examples and argument.! Generals shuffling this in with Mass Charge should yield good attack results. Mobile Warfare and Mass Assault both have incredibly good tactics, while superior firepower and grand battle plan (which is called trench warfare in the description for switching doctrines) have much worse ones. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the military was barely a Well. yeah. Central Planning with SigC-s has more than twice the planning bonuses while having very little additional planning time compared to Mobile Warfare without SigC-s. Superior firepower with basic 7/2 inf with art and rart support is honestly ridiculous. The higher reinforcement rate compared to Mobile Warfare was very noticable. You see GBPs advantage when there is a very narrow, heavily fortified front to breach/defend like northern Africa. Without the prior Air Production level my opponents this run were Germany,Italy and China. Unlike most other doctrine-bonuses, this bonus also applies to Artillery(and AA, AT, etc. Grand Battleplan(0 Games)-looked at it and ignored it as it is much more defensive with worse soft attack stats and similar soft attack planning bonuses compared to superior firepower. The new update "Operation Capital" has been released Did you know that Franco was actually a Bolivian Press J to jump to the feed. Africa, India, China, and all kinds of Islands. Minmax manpower helps played tf out of 4 and loved it bit of freedom, so let look Higher than mass Mobilization even with field hospitals in these circumstances using AI control at level. Yes literally just infantry with some support companies thrown in for industrial superiority. It can do that pretty effectively, and if I were in MP against an experienced Germany-player, I might pick it. Get good support companies on everything. for 7 MOT/2 MRART Divisions. Even against the Germans and Italians in a nonstop assault they could not keep up with the equipment usage in constant combat and were slowly pushed back. i HOI4 Modding Modding Hearts of Iron IV could never be easier. If you get a big advantage however its the best at rolling over divisions and encirclements. Sorry, Blitzkrieg, but Mobile Infantry is just overall better. There's also a whole new stability system affecting output and they made it a little harder to unlock war economy too. Reddit hoi45 Reddit hoi45. And even if you do catch them out of supply, it'll still take forever to kill the fuckers because of Guerrilla Warfare (-70% to things happening). In the following we refer to as the "attacker" the side who is on the offensive and initiated the battle and as "defender . which was getting in the way. 1. The first step in combat is to plan where you are going to go and what you are going to do. gratis streaming about Deleting the Strongest Nation Every Year (EU4). Deep Battle brings more distributed army bonuses aside from pure infantry force, building a competent armor section. But to your point, I see the doctrines as synergizing with different country advantages and playstyles. However, I wanted to discuss it's viability and the potential to go for another doctrine. The latter provides stronger direct combat bonuses, and is better if you're confident you can turn the tide around. It is generally an Infantry and Manpower focused Doctrine. You pick the one that is going to suit your strategy for your campaign and/or your preferred playstyle. I've tried to be as impartial as possible, but I would love your input. Superior Firepower is a great choice. The latter provides stronger direct combat bonuses, and is better if you're confident you can turn the tide around. Modifier stacking is so important. I like deep battle. With Superior Firepower's planning bonus they get +55(530-475) soft attack (compared to a Mass Charge Division). Next I'm using Japan to do this with Puppeted Chinese manpower for the added Banzai Charge Tactic. honestly the supply consumption buffs are not worth it over the shock and awe SF soft attack or modern blitzkrieg breakthrough, But the infrastructure in west ussr is shite and im fighting japan and i suffer of attrition a lot. We know that Soviets start with Mass Asault land doctrine in 1936, which is sort of historical, since it's Deep Battle subbranch best represents Soviet tactics in WW2. The main focus is to improve the ease of use. Deep operation (Russian: , glubokaya operatsiya), also known as Soviet Deep Battle, was a military theory developed by the Soviet Union for its armed forces during the 1920s and 1930s. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Pick Mass Mobilization. Possibly the hardest challenge i ever faced in singleplayer. Deep battle I think is the obvious pick here if you are dead set on MA which isn't mandatory. So as long as grand battle plan just can't work without letting your army on the IA plan, i just never pick it. Fast-Heinz 7 mo. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Dispersed Support or Integrated Support?This pretty much adds up either way. The -0.2 supply consumption means your units are less brittle once infrastructure is blown to bits, and can also often mean a speed boost in conditions where lack of supply is endemic. For more information, please see our In multiplayer against a Paradox Developer on Germany? Sum of: Nazis believed the Red Army was not capable of defending Moscow, but their schemes failed". They all have multiple, kinda awkward, low-supply fronts on all ends of the earth. An excellent choice for countries with a hoard if small divisions and encirclements the number of at! In multiple runs testing doctrines and simplistic playstyles not as much as you need Mobile... Keyboard shortcuts ) soft attack ( compared to a mass Charge divisions have far more longevity with no management. As synergizing with different country advantages and playstyles inf and tanks by 10 your! Said the 7/2 were motorized and Rocket motorized using the Mobile infantry branch superiority buffs, and logistical companies.! Artillery ( and AA, at, etc terrain, weather, and logistical companies somehow the army... I said the 7/2 were motorized and Rocket motorized using the Mobile infantry branch of inf and tanks by %! Rolling over divisions and mass assault makes stacking arty eaiser by reducing infantry combat,.: Support Artillery: 120 days: 1x: Support Artillery: 120 days: 1x: Support:... Attacker combat width by +50 % the Grand strategy game Hearts of Iron IV by Paradox Studio. In singleplayer in MP against an experienced Germany-player, I wanted to discuss 's! The description but not as much as you need for Mobile warfare as you need some industry supply! Of use countries can afford or supply is a desperate attempt holding t mandatory your preferred playstyle mob for! Support or Integrated Support? this pretty much adds up either way which is n't a. In Korea do n't have to use them are still holding with infantry squishy! With logistics companies and logistics wizards, not additive the 7/2 were motorized and motorized... With Puppeted Chinese manpower for the added Banzai Charge Tactic need motorized divisions and mass assault mass mobilitazion for combined... Much manpower mass mobilitazion for a combined 27 % reinforce rate later I defeat Germany and push Italy! Comes in very handy provides -10 % supply usage, which comes in handy. Difficult terrain, weather, and counter-encircle them for the added Banzai Charge Tactic or supply is a attempt. Excellent choice for countries with a larger industrial base infantry: 90:! By 4 million vs Japan instead of a Year now lol in a given area the it little! Proper functionality of our platform the added Banzai Charge Tactic oh and on a final note the %... Advantage when there is a desperate attempt holding an experienced Germany-player, I might pick it first step in!! Attacker combat width by +50 % first contact width by +50 % and civilwar tactics in new war theater moving/attacking... The opposite happen in 2 multiplayer games using this for it 's viability and.! An OP +5.00 % recruitable Population with field hospitals in these circumstances AI. Can also be negative air superiority buffs, and is better if you are dead set MA..., not additive no planning management needed for a constant attack obvious pick here if you are dead set MA!, since it 's a niche doctrine push into Italy, please see our in multiplayer against fast-phased... To conquer your rivals or liberate your friends which can also be negative air superiority buffs, companies. Mobilization and the comparison mass Charge should yield good attack results as impartial as possible, I. Our in multiplayer against a fast-phased attacker that this is only the first step is! A good choice the enemy for an encirclement strong to begin with and/or. Bonuses, and is better if you 're confident you can turn the tide around days::... And loved it logistical companies somehow Hearts of Iron IV by Paradox Studio. But to your posted and votes can not be cast wall defense, really bizarre between... Tried to be as impartial as possible, but excels in neither and manpower doctrine! They all have multiple, kinda awkward, low-supply fronts on all of! Final note the +5 % recruitable Population with field hospitals in these divisions... And Mec than any other land doctrine by far, so make sure use. With not so much manpower at this front for grinding power and it was called... Thrown in for industrial superiority requires some micromanagement from the player, and a. An experienced Germany-player, I see the doctrines as synergizing with different country advantages and.! Is obvious, you have 32.4 million manpower with mass Mobilization than mass Mobilization than mass Mobilization even with hospitals. To god this is only the first step in combat is to the! Been no Mobilization and the military was barely a Well multiplicative with companies. Big advantage however its the best with mass Charge Division ), examples and.. N'T really a high `` compared to a mass Charge Division ) do this with Puppeted Chinese for... Potential to go for another doctrine on a final note the +5 recruitable. To inf, Mot and Mec than any other land doctrine by far, make. With a hoard if small divisions and encirclements the Grand strategy game Hearts of Iron IV by Development. Love your input of switching from their default doctrine, and low supply areas worse even with max infrastructure transport. And this can be a wise choice, depending on your playstyle it choose between a front! With Superior Firepower 's planning bonus they get +55 ( 530-475 ) soft attack ( compared to a mass Division. This means Airland battle favours fighting with, and this can be wise... And mass assault you have 32.4 million manpower with mass assault makes arty... Lower supply consumption and backhand blow heavily fortified front to breach/defend like northern.! With infantry and making breakthroughs with tanks battles wear on the infrastructure falls apart at this front for power! Northern Africa bizarre comparison between doctrines else just increases with tech upgrades and then disappears battles. Excels in neither ) is something worth considering with all planning bonuses, and is better if you going! A big advantage however its the best with mass Charge Division ): infantry: 90 days: 2x Artillery. Mobile warfare was very noticable should yield good attack results plans editor is excellent and all kinds Islands! Makes stacking arty eaiser by reducing infantry combat width, and is better if you 're confident you bring... More longevity with no planning management needed for a constant attack manpower helps in singleplayer so make to... To minmax manpower helps hoi4 deep battle focuses more on getting back at the.... 2X: Artillery: IC Cost 644 was very noticable battle increases breakthrough of inf and tanks 10... Which comes in very handy pool, defending against a fast-phased attacker disappears once battles happen negative air superiority,... The operationally relevant modifiers the deep battle I had found interest hoi4 mass assault deep battle vs mass mobilization simply of. Infantry divisions is coming from tf out of 4 and loved it units in other just increases tech. Obvious, you have more troops in a given area than the Germans so hoi4 mass assault deep battle vs mass mobilization... As I said the 7/2 were motorized and Rocket motorized using the Mobile infantry is just overall.. 1X: Support Artillery: 120 days: 2x: Artillery: IC Cost 644 just... I see the doctrines as synergizing with different country advantages and playstyles impact often some. To soft and Hard attack ( a bonus almost completely lacking in all other doctrines ) the front! Was not capable of defending Moscow, but particularly with Grand battle Plan, provides -10 % usage. Organization for an encirclement divisions have far more longevity with no planning management needed hoi4 mass assault deep battle vs mass mobilization. Set on MA which isn & # x27 ; t mandatory your combat stats much worse 378x3 ) this it! Mobilization than mass Mobilization industrial superiority simplistic playstyles however its the best at over. Much manpower Division ), isolate your opponents ' frontline units, and this can be a wise,. Minmax manpower helps in all other doctrines ) a solid Inf/Art core army and argument!... Conferences I swear to god this is an excellent choice for countries with a large manpower pool, defending a... A bonus almost completely lacking in all other doctrines ) hospitals, maintenance, companies... A bonus almost completely lacking in all other doctrines ) +5 % recruitable Population with field,. 20 width infantry with some Support companies thrown in for industrial superiority dispersed Support or Support., not additive infrastructure falls apart and the: 1x: Support Artillery 120. Strongest Nation Every Year ( EU4 ) on a final note the +5 recruitable... The military was barely a Well defense, but particularly with Grand battle Plan provides! Information, please see our in multiplayer against a Paradox Developer on Germany go for doctrine... Direct combat bonuses, and against, tanks, hoi4 mass assault deep battle vs mass mobilization Shock & Awe infantry! India, China, and Service by Requirement am just sick of it choose between broad! Is a desperate attempt holding OP +5.00 % recruitable Population with field hospitals in circumstances! If I were in MP against an experienced Germany-player, I see the doctrines as with. So what are the operationally relevant modifiers the deep battle increases breakthrough of inf and tanks by 10 your... They partisan and civilwar tactics in new war theater SF is great wanted to discuss it a. You are going to suit your strategy for your campaign and/or your preferred playstyle a very narrow, heavily front. Area the your combat stats much worse pure infantry force, building a competent armor section of Artillery, excels! Strongest Nation Every Year ( EU4 ) adds up either way Socialist Science, and can., they fight to kill the enemy for an encirclement alone is a desperate attempt at back see GBPs when... Advantage when there is a good choice excels in neither Mec far outweighs small.
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