In my honest opinion, Mobile Warfare and Superior Firepower are two of the best land doctrines in the game. The collection and assembly of content on this Site are the exclusive property of HOI4 Commands and are protected by copyright and other intellectual property laws. 10 dockyards plugging away on a universal design and you never need to change it. Don't bother with doctrine and just do more ship research, or is it stick with submarines and do Trade Interdiction? GB is a partly attempt at being ok at attacking and defending, but the way things go in hoi4, SP is better at attacking, and MA R is better for defense. If its 1943, and you don't plan to play past 1946, don't try a surface fleet, you don't have time. Even if you never make any subs and just stick to destroyers and fast cruisers, trade interdiction is your go-to. I don’t think the carrier doctrine is good, but I haven’t tried it that much so idk. This mod replace hoi4 mass assault and grand battleplan land doctrine tree. Being capital ships themselves, they will be the priority target for any capitals you go up against, and I dont think you can stack enough armor bonuses in vanilla to stop Tier 1 BB/BC guns from piercing, even with top tier cruiser armor. I would say that tactical withdrawal from SF is a better tactic, because it does the same -50% width and some stat mods, but it actually changes the phase and there is no escaping it. Jump to navigation Jump to search. The generic format for a technology is as follows: To balance land doctrines in Hearts of Iron IV in order to make each doctrine as powerful as any other doctrine. None Scaled Techs. Focus on making your subs on having as many torpedos as possible, then choose between a snorkel (for nearly undetectable subs) or radar so they can spot their targets better. Organisation and Moralevalues 2. You know all those discussions about trying to fit divisions into 80 with? Game guide, walkthrough, achievement, tips and tricks, cheats, cheat code cause in a fair fight, you were gonna lose anyways. Signup for our newsletter Keep up with Scribble Maps product announcements and events Defensive (using the navy primarily for convoy raids and escorts. Air superiority allows greatly increa… Fleet-in-Being Doctrine is great for protecting sealanes, hunting submarines, surface ship combat, and ok for assaulting provience for sea and operating carriers. Air= Battlefield support, always. DDs are important to any nation and any doctrine as spotters and screens: and they're cheap in terms of investment, manpower, and resources. Try with france or UK because they have -10% (I think) infantry equipment cost!! Strictly speaking, CLs are better at spotting than DDs (Since they can mount spotter planes in addition to sonar/radar) but represent a much bigger entry cost. Trade interdiction: the bonuses from the other 2 are tailored towards BBs and CVs specifically. It is defined in the NATO Glossary as "That degree of dominance in the air battle of one force over another that permits the conduct of operations by the former and its related land, sea, and air forces at a given time and place without prohibitive interference by the opposing force." Operational Integrity is the best because of the agility bonus. You also need good naval techs and designs, and all of the oil. But, it minimizes the effective use of submarines to destroy your enemy convoys. Isnt that the shit?? 2. All content on this website ("the Site") is the property of HOI4 Commands. Trade interdiction is the single most cost-effective naval doctrine. How do I know which one is better? To insure each tech under each doctrine is as important as other techs in different branches and to make sure each tech feels meaningful. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Subsurface is better, and regardless your fleet is most efficient in combat with trade interdiction. Get some sweet sweet overruns once the tide turns. I could have a: 'what type of caps are you building?' Compare that with MA R, which is imo the most unique doctrine since no other doctrine dictates your war strategy as much. If you're RPing? Looking at classical defensive situations where MA R is used considerably: China against Japan, MP Italy supporting in Africa/protecting the coasts of Europe and it's clear why MA R is preferred over GB. What if we plan to use a surface fleet, but with nothing bigger than CA (heavy cruisers)? The width reduction makes the infantry more expensive per width. Between GBP and MA when it comes to defending, I would say MA is better. "The Faded Neon" is a complete overhaul mod for hoi4 set in an almost apocalyptic 1983. An example is: Firepower Focus - Superior Firepower (branche… But the problem is that pure infantry have plenty of defense on their own, and no amount of entrenchment is going to give you enough defense to stop a 40w tank division, so all that extra entrenchment doesn't really help. Building a fleet of subs is much easier, and you can get 20+ in the water in under a year. I used to go Grand Battleplan every time I was playing defensively, because I thought the entrenchment would save me. Maximum level of 12 Hearts of Iron 4 is a video game created by Paradox Interative, which focuses on World War 2, and allows you to command a nation of your choosing to try and win the WW2, or rule the world. The only doctrine that can save you as "I Have more dockyards than you have men", New comments cannot be posted and votes cannot be cast. Air -, Navy -, Strategic Destruction = Best Strat bombers, Operational Integrity = Best TAC and slightly better fighters. I have a lot of problems with the idea of infantry being part of your 'main combat attack group', and that concept being the first choice you would make, but whatever I guess. hope this naval doctrine flow chart helps you get started :). In regards to actual fighting, MA R also drags out battles the most with the best defensive tactic in the game, and arguably the best overall, in guerrilla tactics. r5: trying to get the right fit for your navy? It is the only doctrine to not give a single combat buff to any of your units other than org - why? By using our Services or clicking I agree, you agree to our use of cookies. Hearts of Iron 4 Decision Maker. If I have to build a navy from scratch, a fleet with 2-4 carriers, 20 cruisers, and 20 destroyers is my starting point. Choice 2: Surface. Press J to jump to the feed. The supply bonuses are crucial. Combat Events 5. HOI4 - Land Doctrines Overview If this is your first visit, be sure to check out the FAQ by clicking the link above. For the navy, if you start with a navy grand fleet otherwise the raiding one. Against a decent Japan, it's almost guaranteed that you're going to lose as China. It can also be frustrating to learn coding in the first place. Press question mark to learn the rest of the keyboard shortcuts,, +none+, option that would go back to trade interdiction. But I alas, it's already posted. That depends on your factories and industry, so these are for 20 width in order of increasing industry, from Siam to the Soviets. To build a surface fleet you need a steady supply of chromium and steel, 10-20 dockyards, and 4 years to build a truly competitive surface fleet. It's more about if you are capable of/want to deal with building a more diverse surface fleet. need more dogs in the fight? Economic Policy. hope it helps! The supply consumption reduction means you can field more things, or more expensive things. The Gates of Versailles Jun 30 2020 Released May 29, 2020 Real Time Strategy Welcome to The Gates of Versailles The Gates of Versailles is a mod based on the scenario that The Napoelonic Wars end in … Doctrine technologies' effects on units are applied immediately, without needing to devote IC to Upgrade. Debug mode sends out a cute military dog to tell you during the game when errors pop up while playing and text files will open showing any errors. Starting to mod in HOI4 is a long journey. I normally have 3/1 regular infantry over motorized overall even if Im putting them out there. E.g. Time constraints and resources are also important to consider. No SPG should be SF, it has a stronger base of attacks doesn't need the artillery. From Hearts of Iron 3 Wiki. Just keep in mind that chromium for ships means no chromium for tanks, and steel for ships means less steel for guns and so on. 2.2k votes, 109 comments. Pulling straight from the wiki, the main things GB gives you are entrenchment and planning. Yes SPG should be MW, because it doesn't have the attack boosts and will tend to rely more on artillery. Few naval invasions expected): Choice 1: Undersea. An undersea fleet means you acknowledge that the enemy will always control the waves, and the chance of executing good naval invasions drops to >10%. You can add a category from the menu using the button labeled Add Category. Categories contain many decisions, and can be minimized in game to hide the decisions. 221k members in the hoi4 community. Subs won't be able to stop an escorted naval invasion, so actual naval supremacy, and a surface fleet are necessary. It is the most versatile unit on the battlefield. On top of that, being a capital cuts their production speed in half, so an equal opponent can bring 2 CLs that can already almost win a one on one fight with your 1 CA. Bring as much light attack and as many torpedoes as you can and pray. Besides what others have said about trade interdiction/subs, which is 100% right, cruisers are your friend. Player: What Naval Doctrine should I choose? This is especially good a solution in battle with opponent with superior firepower. This doctrine is a sound solution for those of the players that like meticulous defining of frontlines and who like seizing areas after actions have been planned in detail. This doesn’t mean it is the strongest but used well, can be more than an advisory even for large tank divisions. 3. Mass assault is a spam doctrine, and spam costs. Also in combat it actually nerf you division because with just the artillery support you can have enough attack to overwhelm the breakthrough and get the *8 attack while the attacker get a reduction that ain’t doing much because it’s practically impossible to get more soft attack than the defense of a resonable div, the only thing that it does is dragging the battle for longer and making you do less damage to the enemy, I have great luck with Mass Assault as the Soviets. An undersea fleet cant support naval invasions, it won't get you naval superiority, and its not going to destroy the enemy navy. Not to mention there's also a whopping 40% out of supply buff, letting your troops survive on weeds and grass after they're being surrounded by tanks. Browse "hoi4" tagged games, mods, features, news and downloads on Mod DB. Guerilla warfare ain’t that good, if you are defending you are almost guaranteed to have more division and the doctrine overall let you get the most division. The biggest question is do you want to go on the offensive, or defensive, and if you are going defensive, do you want to fight on land or sea? Offensive (using the navy to destroy the enemy navy, and support naval invasions, as well as convoy raid and escort): If you're going to be going on the offensive over the water, you're going to want a surface fleet, no matter what. Sure, it will make the 40w tanks take a few extra hours to punch through your line, but then as you said, entrenchment broken, gg. 1 Definition 2 Base operators 3 Special operators 3.1 4 Country operators 5 State operators The operators are a special list of characters and keywords that are … You may have to register before you … They would have to break off the attack to escape, which gives you a chance to entrench, recover, and resupply. What is Hearts of Iron IV? Mass assault is a spam doctrine, and spam costs. Thats a bit cost intensive, but if you're playing a power that starts weak, but has the potential to be strong, and need to build a navy, thats the way Id do it. In this video I will cover several Infantry Division Layouts from World War II. "For HoI4, we are leaning more towards the Doctrine paths you may remember from HoI2 than the mix-and-match of HoI3. But in actuality, if you really are going to be on defensive end of most battles, I think what will happen is that you'll lose more often than not and be pushed back. * Spain-8 infantry, 1 artillery, 1 anti-air or anti-tank. Imagine if during battle, you can straight up remove half of the enemy divisions for a time being. All that said, mass mob is still the better choice for defense despite a slightly worse tactic, because of the insane reinforce and recovery rates. This website is not affiliated with Hearts of Iron IV or Paradox Interactive. I would suggest building a surface fleet whenever possible, since they offer much more flexibility. Land Doctrineeffects: 1. Of course the combat width reduction also applies to you, but it's ok, cause the doctrine also gives you a 22% reinforce rate, by far the most of any doctrine, ensuring your divisions get back into the fight first, allowing you to best org wall the attackers. For that, you're going to need a surface fleet. The best thing you can do to help the allies is cripple Japan's industry by destroying as many factories in lost territory as possible and delay Japan's military build up - MA R gives the highest partisan bonus at 30%. A place to share content, ask questions and/or talk about the grand strategy game … The following tools can help with modding HOI4: Debug Mode: Go to properties -> set launch options in steam and add "-debug" to enable debug mode. Hover over a command in the table to view detailed argument-related help. Quotes are not sourced from all markets and may be delayed up to 20 minutes. HOI4 and in fact most Paradox games are very easy to mod, and spending a small amount of time to learn the code is enough to start modding; however this isn't the case for adding new graphics, provinces or juggling with interface files, which has no documentation at all. The only caveat I'd say is MW-L/R gives your infantry a crap ton of organization, which helps a lot on defense. On top of all of the perks you mentioned, being able to sqeeze more infantry into the front line helps even more, because it also adds more org. Find below an updated list of all Hearts of Iron IV console commands, these are commonly referred to as cheat codes.. Guerrila tactics is certainly powerful, but it can only be rolled in the default phase, the enemy still hets all of their default phase tactics, and it does not change the phase. Press J to jump to the feed. Prerequisites: Central Planning Doctrine; Infiltration Assault Doctrine; Effects: Breakthrough Chance: 2; Encirclement Chance: 2 A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Although certain parts of the content is tailored for Hearts of Iron players most of the information is military history, only the initial remarks are mostly Hearts of Iron and methodology specific, so just skip ahead on click on the annotation on the screen. And in those situations, where they're hitting you with 40 width tanks with air superiority and cas support you're going to eventually be knocked out of your initial positions, in most general cases. Of you drag the enemy in TW, not only did you guaruntee you get the tactic you wanted every time, but you are also denying the enemy the use of their tactics. Convoy Raiding is pretty much always good. For Italy, the doctrine is one of only 3 that gives a manpower bonus (the other 2 being the 2 MW variants), useful for spamming divisions to protect against D-day as well as southern Europe in case Africa is lost. Intro. To really get the most out of that doctrine, you need a lot of IC to throw around. The new tree allow a greater range of strategy for each doctrine by giving you multiple option in each tree, and allowing as war progress to change these choices without having to research the whole tree again. On paper these seem good when you're defending; you sit there and let the other guy throw himself at you while you accumulate planning bonus and then press attack and squash him. I think in situations where you'll be defending with primarily infantry, MA R, is much better than either GB. Superior Firepower - Throw money at the problem. What's the best doctrine for small investment navies, or weak economies? Theres no reason to not go superior firepower as any nation. Imo MA R completely outclasses GB on the defensive end. However its combat bonuses are a bit worse than trade interdiction considering how important visibility is in hit chance. The 'add_equipment' or 'ae' command can be used with these codes . The only practical use for CAs is for the ones you start with, and that's to be refit into CLs or to catch a bullet meant for a real ship. Fleet in being has the best destroyer detection and org, the best cruiser sub detection, best escort efficiency. Some Night/Terrain modifiers There are 6 Doctrine trees available in the game, depending on tech choices. You sometimes straight up replace infantry divisions with motorized? Categories. Press question mark to learn the rest of the keyboard shortcuts. We have 4 main mutually exclusive Doctrine paths which nations can research." Go OI as the default generic, go the other two if using a specialized build (and you can guarantee green air). Below is a list of conversions for equipment names to equipment codes in Hearts of Iron IV. 1. Even for Japan base strike is not worthwhile, better to take the Yamato side of the tree and run fleet in being or trade interdiction. HQ Unitavailability and effectiveness 3. Land Doctrine Flowchart!Option A: The Ankle ExpressInfantry can be used in many ways, from landing groups to garrisons to combat line units. but I hope it serves as a launchpad for new players to get them started into the greater world of hoi. As China I tend to wreck the IJN's toys with mass DD spam, 70% gunboats DD, 30% Torp DD and Tac bombers on naval runs with fighter cover. There are some other bonuses there but they are relatively insignificant. To really get the most out of that doctrine, you need a lot of IC to throw around. If you are in the CC phase, you are not able to use the tactic. Air superiority is the dominance in the air power of one side's air forces over the other side's during a military campaign. I also think its funny you said to use mass assault if you don't have factories. The additional concealment helps them avoid fights they can't win. Cruisers isn't horrible either. The Polish People's Republic (Polish: Polska Rzeczpospolita Ludowa, PRL) was a country in Central Europe that existed from 1947 to 1989 and the predecessor of the modern Republic of Poland.With a population of approximately 37.9 million near the end of its existence, it was the second most-populous communist and Eastern Bloc country in Europe. So I've started taking MA-R in all my defensive games and I won't go back. ABOVE THE SURFACE IT SEENS QUIET AND CALM. The point is, once you're retreating, what good are entrenchment and planning bonuses doing for you? There are two relevant folders for technology, /Hearts of Iron IV/common/technologies, which houses the actual technology trees, and /Hearts of Iron IV/common/technology_tags, which houses the categories assigned to technologies. * Siam-10 infantry. Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). In other words, if you're preparing for war where you anticipate defending often, then quite frankly the other guy has more industry and probably tech than you. ##A web-based tool to create decisions for your own mods in HOI4 This repo is to serve as a way for backups, improvements, and for people to be able to make pull requests when Paradox create new functions for modding. The supply consumption reduction means you can field more things, or more expensive things. It's not gospel, I should stress that I wanted to keep it simple. Available only to MA R and MW X/L this tactic reduces combat width by 50%. One should note that in military speak, air superiority is different from air supremacy. This article is considered accurate for the current version of the game. Lots of good stuff here. Their big guns cant pierce anything but other cruisers, but because of targeting rules, they prioritize real capital ships over screens, AND they're less likely to hit when they do engage screens. One-Time Techs. Main bonuses in this doctrine are connected with submarines and lightweight ships. can you also add options on whether to pick the left or right side of the tree? Mobility Focus - Spearhead (finishes in Volksturm Doctrine or Modern Blitzkrieg) 2. These tags are most commonly used to spawn equipment into the game. If you want to stop the enemy from landing you're going to need a surface fleet, or defenses on land. As long as you can fuel them then why not? Information is provided 'as is' and solely for informational purposes, not for trading purposes or advice. Which one should you use depends on what kind of divisions you mainly want to use for attacking. The width reduction makes the infantry more expensive per width. This doctrine concerns all of the land units and this is what makes it an universal one. Mobile warfare would probably be better at that point cause at least you can run away faster. ⚓. I like MA for soviets because you have a ton of factories, a lot of manpower, and you may find yourself wanting to throw 90% of it into one front. Like pick Left Left if _____ or Left Right if ______. The strategy here mainly hinges on war of attrition and destroying the enemy supply lines. You could also run it as Japan for the minus supply, which is pretty great whether you are attacking China, Indonesia, Australia, Russia, or even parts of the U.S. New comments cannot be posted and votes cannot be cast. Mobility Focus - Human Wave (finishes in Mechanized Wave) 3. Historic Year: 1943; Tech ID: 6190. If your navy is just going to be escorting convoys, and convoy raiding then you don't need a surface fleet. HOI4 Modding Modding Hearts of Iron IV could never be easier. It seems a bit unhelpful to start with asking about surface or not. Production costs of certain units (only patch 1.2 and newer; they do not function in 1.1) 4. Unless it's for role play purposes, there is never a good reason to build CAs, as they're in a really messed up place design-wise right now. Cookies help us deliver our Services. Air doctrine technology. I think you got the yes/no for SPGs backwards. HOI4 Console Commands Equipment Codes Hearts of Iron IV Equipment Cheat Codes. The recovery and reinforce rates are massive, the difference in entrenchment is less massive, and entrenchment can't be relied upon anyway. Can't say it's better than MA, but I'm tempted to see how MW does defensively. This is default naval doctrine for British and French navies in World War II. You’ll always maintain air superiority, I still had no idea how to do doctrines so this is useful, thanks. Explore "Doctrine" posts on Pholder | See more posts about Exmormon, History Memes and Kaiserreich They're cheap, can take a few ships, have the secondary guns to blast destroyers, and the torpedoes to melt carriers and battleships. r5: a quick guide for new players trying to figure out the best path forward.