I miss not being able to blow up bridges. I miss not having mines both on land and sea. I miss sabotage. I miss PT boats.
I miss flamethrower tanks.
It was Barbarossa that taught me to hate the OOB/COC system. So much micromanagement just to plan and organize things. Then the fighting actually starts and it becomes a nightmare.Believe me you will miss it if you try to plan Barbarossa, or any large land operation, using the Battle Planer without an OOB.
Once, just once, I dedicated myself to playing a whole game of HOI while doing my utmost to keep my corps, armies and army groups organized and within range of one another. Never again.
It was Barbarossa that taught me to hate the OOB/COC system. So much micromanagement just to plan and organize things. Then the fighting actually starts and it becomes a nightmare.
Once, just once, I dedicated myself to playing a whole game of HOI while doing my utmost to keep my corps, armies and army groups organized and within range of one another. Never again.
I didn't enjoy the hoi3 system either. Not that a OOB/COC concept has any explicit ties to hoi3 of course. The reason a hierarchy is warranted for hoi4 is simply because of that you don't want to micro 500 divisions when using the battle planner for a barbarossa. If the battle planner is going to be anything beyond haphazard throwing of units in any direction, you will want good and easy control over corps-sized groups that can also be quickly and easily selected as larger groups. Optionally of course, as it might not be warranted in smaller operations. It does not have to have anything to do with divisional leaders, bonuses, arbitrary unit limits, HQs, ranges or any other thing from hoi3; it would just be a neat tool for those many arrows and multiple phases and modifications of plans which a large operation will be sure to involve.
Once, just once, I dedicated myself to playing a whole game of HOI while doing my utmost to keep my corps, armies and army groups organized and within range of one another. Never again.
Oh, the memories . I had a crack at this a bit as well. It's not too hard playing as the Brits, at least until you've got a large front in Europe, but playing as the Soviets it was a nightmare. In the end, I just started switching divisions between corps (and when I lost track completely, corps between armies) as they moved in and out of range, was just easier that way.
Hmmm. Wish I had thought of that. Yeah, leaving empty spaces in corps and armies would help a little. The way it was for me, you couldn't reassign a division to somewhere else on the front without a. dealing with that division being out of radio range, or b. rearranging your entire OOB.Yes. I found it made it much easier to manage if I did not fill every corps to 5 divisions. Leaving say one in three at only 4 divs gave flexibility for swapping them between corps as needed.
Or if you had put some thought into it. IRL, divisions were moved from one corps to another quite often and entire corps were moved between armies and armies (and army groups) were formed, disbanded and reformed all the time. Seems like a fairly simple idea to copy, to me.Hmmm. Wish I had thought of that. Yeah, leaving empty spaces in corps and armies would help a little. The way it was for me, you couldn't reassign a division to somewhere else on the front without a. dealing with that division being out of radio range, or b. rearranging your entire OOB.
Encirclement with tanks and mobile warfare in general was incredibly fun, too .
But yeah, in hindsight, if it had been made more user-friendly I would have liked it a lot more.
Not all of us read military strategy history before playing computer games. There's your explanation .Or if you had put some thought into it. IRL, divisions were moved from one corps to another quite often and entire corps were moved between armies and armies (and army groups) were formed, disbanded and reformed all the time. Seems like a fairly simple idea to copy, to me.
2) :sad: no divisional leaders
3) :sad: no hierarchical chain of command
4) :sad: no province names!
5) :sad: no option to play with Hoi3-like 3D counters.
With money I can compare 1 unit of coal with one unit of oil and if oil is getting scarce then I can appreciate this change. For example I can see that 1 coal is worth $1 and 1 oil is worth $2. After some months my stockpile of oil is much lower so the oil price is 40$. In other terms the ratio coal to oil has moved from 1/2 to 1/40. In a fixed system I cannot see that. I can see only that I'm running out of oil.
Given that situation I can decide to build plants of synthetic oil which converts 20 coal to 1 oil. This ratio is 1/20 which is very expensive compared to 1/2 but it's still the half of the 1/40 ratio above mentioned. In this context strategic decisions begin to make sense.
The same applies with every single stuff you want to imports/export or to produce. Build more aeroplanes than tanks if I have to counter a strategic bombing which has the effect of depleting my resources (=increasing my prices).