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Letter
Добавлен 19 окт 2024
Playing HOI4 in abstract ways
How the Combat ACTUALLY Works in HOI4? (Animated)
Subscribe if you like my content. Tried to do something different this time.
Haven't gotten my hands on the new DLC but will make video on it when it comes out.
Music used:
Personal Jesus
Haven't gotten my hands on the new DLC but will make video on it when it comes out.
Music used:
Personal Jesus
Просмотров: 191 760
Видео
I tried to beat HOI4 on IMPOSSIBLE difficulty
Просмотров 3,8 тыс.2 месяца назад
Consider subscribing and giving like, i will post more. Music used in the video: Orchestral Arrangement || Wolfenstein: The New Order - Haus In Neu Berlin SONNE in style of DOOM (Cover by Andy Strider)
Since 2017, I've played more than 2000 hours, and just now I finally understood what that shit meant. Thank you so much. I can finally play a game of mp.
2000 hours, i teached me 1 point that i didnt know, great job(im a person who zooms in wiki, and yet i didnt understand that breakthrough thing and crit rate)
So all I'm hearing is space marines?
In what you did your presentation
HoI4 combat is a joke No one actually knows what they're doing, they just follow the meta build and cross their fingers
I hate the background music, otherwise good explanation.
Needs a million views for such good editing.
Beside the ridiculous template to combat width optimization requirements that's another thing I hate about Hoi4 combat simulations. The last 100 years combat units became smaller getting more org not bigger. They should fundamentally rework that. We are living in the 21st century and artillery is still key in any conflict big enough to be called war.
pls make more videos like this like how it works navy, air, and how is building tanks
i just learned more in 5 minutes than i have in 500 hours
Are you Deutsch? I can't place the accent. Thanks for the video, fantastic work, keep it up!
What is the game in 2:00 mins.
Gates Of Hell !! its is called but also you can go for Men Assault Squad 2
YOU ARE A GREAT LEGEND! I have around 1500h in hoi4 but I still learned MANY things. This was easy to comprehend and even fun to watch! Absolute masterpiece. GREAT WORK
Joyfully concise, clear, communicated. A+ Make more.
that make no sense for me. So Artillerie ... is useless? But in RL its the shit.
Now I'm confused, why do all other HoI4 youtubers tell me that artillery is very important.....
support artillery must have in every division, while line artillery just ineffective
@@Tester-um7rc Ohhhh ok that makes sense
@@PentaKillMedia Problem in the hoi4 now is that tanks deal way too much damage. At least compared to artillery. Interesting fact: German tank division was superior because they had an artillery regiment and a lot of infantry. Something like a tank regiment + infantry regiment+ artillery regiment. In addition Ukrainian mecanized brigade have 3 mecanized battalions and 3 artillery battalions.
please make a navy tutorial
Wait, artillery is useless ? WHAAAAAT ??????
Why big division with a lot of artillery (and super heavy artillery) and insane soft attack is not good? they are way cheaper and at the end, againist infantry they pierce like if was butter. Yes, one tank division may be better than one of this division, but i have way more division that will overwhelm the enemy. There is not much manuver, sometimes you need to stop to refit your units, but usually is always green on all the front and the collateral damage is so big that even if is red, after few weeks of attacking all gets green.
I learned nothing, because I understood nothing. :P
I think Reman's Paradox's video on this is a much better explanation of combat than this one is.
awesome
But I like making divisions of nothing but like 3 infantry and mass artillery to hold the line. They evaporate the AI meat assaults like an air frier ^_^ I like to call them the war crimes division
I completely disagree with this video i have strat that tanks couldnt oneshot my divs and and i pierece throught tanks with normal divs and i cant cover it here its a pretty long thing and yes i gave most of my mils to air the if you have a better fighter and cas you crush all the tanks with enough entrenchment
The way artillery is handled in HOI4 is probably what I dislike most about the combat system. How is it possible that "the queen of the battlefield" is useless in the game meta? Why the hell does it have combat width? It is behind the front lines a good 10-30 kilometers. If you give combat width for arty (you shouldn't) , it should have a large limit, and be separate from units which directly participate in combat. We are 8 years into the games life and plenty of expansion packs, and it seems they barely touched arty. When I look at battles during the game, even if you pack your divisions full of artillery (3-4+ brigades), the number of artillery pieces is still laughably small compared to historical battles. Why can't I have 100 000 guns prepared for an offensive, and 10 000 per province? To me it have always been so simple. Just make artillery have diminishing returns with every gun you add. At first it has an enormous, buy diminishing impact (for example, up to 150 guns per province), and then have it decline (150-1000), and have it drop (1000+), but never be a negative. Additional give an advantage to the side which has more artillery (and is using it effectively). Also add arty ammo as a variable, because you might be able to shoot a 100 000 guns in one spot for the initial barrage, and possibly for a couple of days, but eventually you will need rationing. Also huge batteries of artillery should also incur great org penalties when moving provinces, as they need at least a couple of days, or even weeks to all properly assume positions. So during a rapid advance and retreat small portions of quickly prepared artillery would be crucial (if it can keep up), for breaking through hastily assembled defenses, and disrupting and overstretched advanced. However on the other hand, the huge artillery stacks would not have enough time to prepare and be properly effective. IMO the main impact of artillery on the battlefield should be a constant org penalty for both attacked and defender (on account of being shelled and unable to operate freely), slowing down of advance in particular, but also most other maneuvers. Dealing a steady damage to org (depending on the strength of the artillery and the enemy), but with diminishing returns. And cause casualties, mostly to infantry, particularly when caught in the open. I was also thinking about independent artillery detachments that would be independent from individual divisions and simply be gathered and concentrated at the front, where most firepower was needed. The penalties should also probably be larger, against a smaller army, than against a large force, where more artillery has actually more targets to hit. Probably also a cool idea to add an additional factor to exceeding combat width, where the enemy artillery can have a field day with you, the more packed you are. But on the other hand, one needs to be careful about giving to much of a penalty for stacking, because the whole point of the spearhead and all offensives depended on stacking all possible forces over as narrow a front as possible (the tougher the enemy, the more concentrated force in a single point). Fighting without artillery should be associated with huge penalties, especially while attacking and when the other side has artillery. It should also depend on doctrine and training. If your troops are to poorly trained, or you don't have any good doctrine (associated with training), than your artillery will not make anywhere near the impact, if you did. I generally think that cheesing would be far more difficult if you could not just skip, entire crucial types of equipment would have consequences. It is crazy that you can actually have and advantage over enemy that build artillery, because you can just spam more infantry divisions. I also think there should be more varied events in combat (not just tactics and counter tactics) and probably more than one per province. Like for example in artillery case you would need to hit the enemy, preferably in the open, or could possibly bomb the assembly area. With air force, CAS and TAC in particular should not have a constant impact, but larger and smaller depending on when they actually perform their bombardment.
That means All of Paradox games actually a D&D session
So i need to stop adding line arty despite the soft attack bonuses y can stack? 😢😢
According to this video i need to get the division stats high, and the division itself high.
Holy shit, this video saved me.
wow this is your second video and it has 158k views at the time im watching, that is impressive, hope it kickstarts your channel well.
Paradox needs to buff arty a bit. it was OP before, so they nerfed it so hard that now it's near useless.
Irl divisions from the time period actually had MORE artillery per soldier than the classic hoi4 7/2, and yet having any line artillery at all is shit in this game. They need to 1. make artillery cheaper 2. make it 2 width. A mixed infantry line artillery div should have the role that a pure inf division has.
Wait... that's it? Go on!
TEACH ME MORE
Hey bro, it's been two weeks since your last video. Make more of these videos again!
whats song is this i love it!!! the one at 4:30
I just started using tanks and it's amazing. They are just melting enemy.
Haven't even watched yet, just upvoted and subscribed. You're doing Astolfo's worth with this ❤️
Excellent video! Make more please, subscribed!!!
Am i the only one that makes 40 width infantry to hold the lines or push and make a specialised tank cops for spearheads?
Wow, paradox is awful at explaining what breakthrough is. Reading the description, I thought it influenced whether attacking divisions would be drawn into defending if their province was attacked while other units were there. I thought it was a bad thing to have, since I had lost divisions to encirclements since other units in the encirclement wouldn't join the defense.
Forgot to mention the terrain. The reason Infantry wants to be smaller is also because terrain has different sizes and being above that sizes gives you penalties to attack, defense and breakthrough, since tanks prefer attacking over plains you specialize their size to minimize the penalty when attacking over plains, but since you don't want to micro your infantry you make a smaller all purpose infantry that has the overall least penalties when deployed in any terrain. In theory you can specialize a bit, for example when you're Italy and need to hold the mountains, instead of going 18 width all purpose infantry you can make a mountaineer division, which gets bonuses in hills and mountains and make that division 25 width (1 artillery and 11 mountaineers / 1 anti tank / anti air and 12 mountaineers). If you want something that can take or hold Urban regions 20 or 40 would be the best width. Forests would be 30 and 31 width.. Something people often overlook is that the "defense" stat increases breakthrough not the "attack", it makes sense because it is your defense when attacking, so if you want more breakthrough, you want to take advisors or general traits that boost the defense of a unit not it's attack. Also one last tip, invest into the special unit branch early, at least the first doctrine of it, it enables rangers which replace recon (something you generally want as it increases the units chance of picking a tactic that counters the enemy tactic), Rangers give you bonuses across the board on most if not all terrain, something that can greatly boost your infantry (and even your tanks especially if you don't want to or can't just attack through plains).
Yeah, infantry is kinda flexible in that matter. The sad thing about recon and tactic picking overall is that it's only useful in attack, cause defender picks tactic first. So for the most of your infantry, that's gonna simply hold positions, recon is useless.
@MeinLetter Yep, that's why you should put rangers and not recon in your infantry as they give terrain bonuses. A ranger on defence is cheaper and provides similar if not better stats than a support artillery
In new dlc recon company now buffs line arty (and you can even increase those buffs with research), is line arty finally valid?
Rangers also give huge buffs to artillery. Though both of them mid - late game researches, when you already have huge industry to make tanks.
Hello there, I'm a bit late to the comment section, but I found the video quite easy to follow, I've been playing this game for quite a long time now and the vast majority of the information in this video is excellent and accurate, however there are a few things I'd like to note on the advanced side of things. 1. Combat Width The combat width you mentioned being the best for infantry is 14/16/18, this is slightly inaccurate, across all terrains and additional attack vectors the best combat width to use is 15 followed by 14 and then 18 as 16 width divisions suffer significantly in marshlands and relatively poorly in plains while performing well in forests and excellently in urban. For tanks the best combat width is quite broad, in the video you mentioned 30/35/36, which by all extents are the best options by far, although they do suffer greatly in marshlands as well. I specifically mention marsh tiles as the preliminary defensive positions of the eastern front generally revolve around marsh tiles, which most players will fail to break when playing germany, so special divisions may be recommended at the specific combat widths of 10/11, 25/26/27 or flat 50 width for an amphib tank push. 2. Breakthrough Whilst breakthrough is highly important it's usfulness caps out at around 500-600, after that the division may lose out on too much soft and hard attack to be useful and will suffer in combat, however if the goal itself is indeed to grind down the enemy in long tank battles going beyond 500-600 can be a good idea. 3. Organisation Organisation always needs to be above 30 at minimum for tanks, lower will nearly always cause your division to retreat from combat far too quickly. For infantry (with full doctrine researched) it is best to keep it above 50-60 on the eastern front and ~40 for the african, western european and pacific theatres. Hopefully some of this information will be useful to you for the future.
To achieve 15w you have to put either line artillery or AT, which is kinda specific use. 15w performs similar in terms of penalties to 14 or 16, but 14 is overall is the best on terms of damage dealt/damage taken (tested against tanks). Marshes are one of rarest terrains in the game, you can see it only in Baltics little bit and Belarus and haven't seen anybody who makes special divisions for them, for now at least. 18 performs good enough in plains, which is the most vulnerable terrain. At the end it's personal preference, all of them kinda decent. On everything else I agree with you, thanks for feedback.
@@MeinLetter In fairness to your feedback I will acknowledge that you make several good points on the combat width. I personally play the USSR the most and having very cheap infantry that can penetrate tanks (15 width, 7 Inf/1 AT) . On the topic of marshes it's just from experience with helping others in single player and in competitive/partially casual multiplayer. And as a final note I do have a relatively large sheet showing a weighted average of how well different combat widths perform on different terrains so if you ever need it I can send it to you for future reference if you make another video like this. Thank you for your time
@@Operator_Stal A have a sheet of terrain penalties of many widths writed on a paper too :D At the time I researched there were too many contradicting information on this so I tested myself. Would like to see your sheet too though
Artillery is not useless for defense or offense. It gives you a lot of soft attack. This means you deal more damage to the enemy. More damage = Less time for them to deal damage to you
Also it means lower organization thus less time your division can hold and deal damage. It increases damage dealt momentarily but doesn't really increase your overall damage dealt throughout all the battle. And for infantry holding longer is the primary target in most cases. If you want to push with infantry and you're ok with artillery, than of course you can use it, have fun.
Isn't breakthrough just the counter for Defense the same way piercing is a counter for armor? If your Breakthrough is higher than their defense you mow threw em. The same way if your piercing is higher than their armor, it will shredd them
It doesn't work as piercing at all. See it as just defence of your division when it attacks enemy. It works same as normal defence but activates only when you attack.
Hi, what can I do to defend from Germany as a small nation and at the same time attack if I cannot afford planes because Germany will always have an advantage over you, and also no tanks if production and raw materials do not allow me to have armored units?
Take GBP doctrine, put support AA into your infantry divisions, also engineers and rangers. Pick combat width for your primary terrain and you are good to go. Also you can make cheap tanks using only steel, just put close support gun, put standardized production and you would be able to do tanks for cheap and without much resources.
@@MeinLetter Hi, I read your comment too late but thanks for your help anyway What I did was spam, 6 infantry and support artillery For the offensive I was more or less guided by your video I made 8 infantry battalions with support artillery, engineers, AA support and only one line artillery, It worked very well against German tanks and infantry although I must admit that the equipment cost is high My game was communist Poland (Poland's focus tree is alone, meaning it is not a puppet of the USSR Although I will change to tanks to invade the USSR anyway question, is it necessary to build only fighters to prevent Germany from bombing your supply networks, trains and reducing their air support bonuses?
My 44 width infantry divisions hid in the closet while I was watching this
make a video about the doctrines?
Epic video