Combat Width -> How much space the unit takes on the battlefield. In this video I break down land combat in Hearts of Iron 4 into its most basic components to show how it functions. Support slots don't change the speed of a division, which is set to the slowest unit. A Division is made up of Regiments, which are in turn made up of Battalions. Thus the 'standard' division combat width is changed from 40/20 to 25. Only two people at a time may fit down the hallway at once, so they have to line up. The base combat width is 15.As military technology advances, a country's c… Mobile Warfare is when you want to outmanuver the enemy and also has that juicy +2.00% then +3.00% at the end. If you're a smaller, poorer country you will need to scale down considerably. In most wars naval supremacy is entirely optional, even if quite helpful, so at the end of the day ensuring your land army is up to scratch is more important. Arise children of the Fatherland! A 3X3 grid or a 4/3/3 set-up usually works. It’s worth noting that in this 3 v 1 scenario, only you get t… All countries other than Native Americans start with tech level 2 or 3, so their starting combat width will be 20. Before anyone kills me, obviously 10 width infantry divisions are not the best pure combat unit in the game. Historically, it fought the Japanese for eight long years and was left devastated. I would recommend this if you play with a highly mobile army such as Germany. This means an entire division gets sent to reserve resulting in you actually only attacking with 3x21, which is 63. This article was written in collaboration with the Loresworn Order, who provided a lot of the theory-crafting behind today's piece. A 'Light Armour W/ Motorised', for example, is a more rounded unit, but Light Armour has its own drawbacks - they cost as much 'Medium' tanks but aren't as good, some one school of thought is to wait until you hit Medium before adding tanks to divisions. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. The fourth iteration of their 'grand strategy wargame', Hearts of Iron manages to keep the classic Paradox grand-strategy scale, but focus it into a wargame context by having players navigate the political, and then military landscape of the world between 1936 – 1948. In addition, an extra 40 width is applied per additional ‘front’. For my part, I think it's infinitely more accessible than Hearts of Iron III was, but still suffers from the peculiar problem of the planning and preparing for war being more fun than fighting the war itself. 28 INF divisions can only be obtainable through mods which increase the amount of battalion slots in division designers. There are many different combat modifiers in Hearts of Iron 3. The State of North Borneo contains 16 Oil and 52 Rubber. Develop detailed historic tanks and planes through research and army experience. Larger combat width so you can make larger divisions. Always check the tool-tips. What do all those stats do? But, to ensure the survival of France and her legacy you must help keep France in Hearts of Iron IV … Again TJ does some great videos talking in depth into general theory crafting for Infantry and Armour divisions: There's also one for more motorised divisions, but it generally covers elements from the other videos, and until you get to mechanised I would personally advise against having all motorised infantry divisions because they cost 200 extra manpower per battalion, plus have severe terrain penalties. All trademarks are property of their respective owners in the US and other countries. To fight the land wars, you need to create divisions using the wonderfully flexible, and slightly impenetrable Division Designer. In simple terms, 4 x 20 = 80, but 4 x 21 is 84. Standard Division templates for Infantry is 4/3/3, same for Infantry. If you're fighting outside of mainland Europe, Logistics can also be a life saver. A good way to get XP while at peace is to train divisions, and send volunteers to other wars (which is dependant on ideology and World Tension). In very general terms, Infantry provide a Division with HP, Defence and Organisation, while Armour provides the hitting power in terms of Hard Attack, Soft Attack (although infantry are good on this as well) & Breakthrough. Combat Width-> How much space the unit takes on the battlefield. Give your nation a unique edge: Experience the flexible technology system, where all major powers get their own unique identity. If you've got motorised or amour, Maintenance is also a must, with Field Hospital being good for infantry divisions. The reason you should stick to a combat width of 20 is down to how the game handles someone being ‘over’ the limit of a province. A very short focus, which is not a good thing because you get to the end of it fast. Depending on the role your division will be filling will dictate the make-up. Organisation is important. Thanks for the quick responses. Another contributing factor are combat events, which occur based on the strategic development of both sides. If your enemy has stuck to 20 combat width, and assuming they've designed well, you’re at a 17 point disadvantage and will probably lose. Your combat width would be 2. So if you’re attacking one territory from three, that’s a width of 160. Changing division templates costs XP, which can be hard to get in the early game depending on who you are. Used after start_border_war. A theater is a player-defined high-level group of command groups.Alerts such as being in low supply, and a summary of combat progress, are provided for an entire theater, and reinforcement priority can be set for an entire theater. The mountains of Italy are going to be problematic for armour or combined arms divisions, so the Mountaineer special forces troops will shine here. This means you can put support artillery with a motorized infantry division and it will still go as fast as the motorised units, for example. The rule of thumb is that you want a combat width of 10, 20, or 40. Additional thanks to reddit user 'billguncrash' for writing int with some additional tips and pointers. When you attack from a single province, the combat width is 80. This maximum may be exceeded, but only by the minimum required to … The State of North Borneo contains 16 Oil and 52 Rubber. For armoured/combined arms divisions, generally you want to give them support battalions until you unlock the self-propelled tank chassis versions of Artillery & AT, so as not to be hit by speed penalties. Generally Infantry are better on defence than they are on attack, but Mechanised Battalions change this dynamic some-what. That has definitely made it more clearer. Español - Latinoamérica (Spanish - Latin America). The speed penalty won't affect things as much, and you can give Infantry a lot more firepower. However they might be the best overall division though because of what they allow you to do. A very short focus, which is not a good thing because you get to the end of it fast. There are a few basic things to remember: The basic combat width of a province (without any modifiers) is 80, which means each side can field up to 80 widths worth of Divisions (not account for any modifiers). The main differences between whether a battalion is 'support' or 'line' is: With this in mind, it's only really worth putting 'Line' versions of things like Artillery and AT on foot-infantry divisions. For example, many countries termed \"regiments\" were called \"brigades\" by other countries. Hyperinflation and insurrection left the Nationalist government unable to stem the tide of popular communist revolutionary Mao Zedong. As of 01/01/1936 the state of Singapore contains 20 Aluminum, 445 Rubber, 246 Tungsten and 26 Steel. Combat Width. All rights reserved. The combat width used in the border war battle. While history is directed a bit more than it is in other Paradox games, there's actually more flexibility here than previous iterations. 8 divisions to a province means more than enough to fill combat width. Try to plan ahead how you want to set up your divisions, as you won't be able to afford too much trial and error. Intense Online Combat: Battle in both competitive and cooperative multiplayer for up to 32 players. Combat Combat Width Manpower Required Malayan Infantry Brigade None 3 Infantry Battalions 6 3000 Resources [edit | edit source] British Malaya (in Hoi4) is probably best known for its rubber. 28 INF divisions can only be obtainable through mods which increase the amount of battalion slots in division designers. A typical fight has 80 combat width, thus you could fit 8 units of 10, 4 units of 20, 2 units of 40 or 1 unit of 80. Will certainly help me carry out my battles. Always keep in mind the production capacity of your nation. Does it decide battles? Bildiğim kadarı ile ortalama hoi 4 combat width i 80 bu yüzden de ben genellikle 20 cw lik birimler yapıyorum aynı anda 4 birim birden saldırabilsin yada savunabilsin diye 21 olduğu anda 3 birime düşecek çünkü ben 20 yapmanı öneririm. That means you can have any number of divisions whose total combat width doesn't exceed 80 actively fighting. The following is extracted from a forum post by blu emu) Stacking penalties depend on the number of Divisions (not Regiments) involved in the battle, and on the number of directions of attack (attack vectors). : attacking from several provinces into one enemy province, or defending a province against an attack from enemies in several provinces... allow a higher stacking limit a… e.g. When you make many units of 10 combat width, you increase the density of support battalions on the field, effectively increasing your entire army’s effectiveness at no additional cost of combat width. The basic combat width of a province (without any modifiers) is 80, which means each side can field up to 80 widths worth of Divisions (not account for any modifiers). Can someone please explain what Combat Width is? Each battle has a certain ammount of width it can support, meaning how wide the front is, the more width the battle has the more troops can fight in it. Dominions 5 And You: A Guide to (Almost) Not Getting Slaughtered, Essential Tactics for Combat Mission Shock Force 2, Know Your Enemy: A quick-fire guide to the divisions of Steel Division, Here’s your first look at space 4X game Distant Worlds 2, Further Reading: Christmas 2020 books for the discerning wargamer, The Wargamer’s Wife: Holiday Gift List 2020. Our ambition is to make the less changes as possible from the vanilla, but rather adapt it to a real historical balance and is meant to be played in Multiplayer. Also thanks to this Reddit thread, which has a lot of tips beyond what we talk about today. What defines the effectiveness of one Division vs. another? In addition, an extra 40 width is applied per additional ‘front’. China is in an interesting place in January 1936. You'll want separate Divisions for attack and defence, although it's possible to design all-rounders as well. 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