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Developer Diary | Small Features #2

Greetings all,

We’re still well in the middle of Swedish vacation time, but our regular schedule is not entirely interrupted: today’s diary covers a few of the smaller features being added in AAT.


Special Forces Doctrines

For a while now we’ve wanted to give countries a way of specializing their special forces. Numerous militaries relied heavily on these elite troops, and some branches of what HOI4 terms ‘special forces’ really found their identity during and around the second world war.

I believe we’ve reached a good saturation point for equipment designers, and I wanted to tackle special forces in a manner that better befits strategic capability over detailed stat modification. The prolonged global conflict our game portrays led to significant doctrinal development when it comes to how militaries employed elite forces, and this seemed like a good place to start.

In AAT, a fourth doctrine page has been added:

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While any country can continue to make use of the Mountaineers, Marines and Paratroopers they are familiar with simply by researching the tech, doing so will unlock the ability to choose the corresponding special forces branch specialism.

These doctrines will also cost experience, however unlike the other military doctrines each branch here will use the corresponding experience type: Army XP for mountaineers, Naval XP for Marines, and Air XP for paratroopers.

The number of branch specialisms you can pick is limited however: initially to 1. Some nations earn the early ability to unlock a second (and final) branch specialism in their focus trees, but all nations that reach major status (this condition may be relaxed) will eventually earn the right to pick their second branch during the progress of the war.

Why not all 3? The [Insert Country Here] military used all three of these!

Well, partly for balance reasons, and partly because these specialisms don’t represent the ability to use paras, mountaineers or marines, but the adoption of their capabilities as part of a military’s core doctrinal philosophy.

We also wanted these doctrine choices to do more than give you stat bonuses - although of course these will be present. We wanted the choices you make here to a) change how you consider designing your divisions, and b) potentially change how you actively use your special forces on a strategic level.

Mountaineers

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Initially, elevating the mountaineers will grant you a mountaineer supply usage reduction (decimal bug noted!), and some general special forces combat bonuses. Importantly, you’ll also unlock the Rangers support company: a more combat oriented alternative to mounted recon, with higher organization, bonuses in adverse terrain types, and which can be further specialized by the mountaineers branch specialism in the following two doctrines:

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Here you are making the choice to train your elite ranger companies in rough+hot or rough+winter terrain. I’ve added a Snow adjuster here (usable by mods, of course - although for performance reasons this does not extend to one adjuster per weather type I’m afraid) which means you can guarantee improved combat performance in your preferred terrain/weather type, and the support company now also exerts a division-wide buff to cold/hot acclimatization.

While I won’t go through each doctrine individually, we’re making use of the new battalion modifiers to adjust how you are incentivized to build divisions:

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Mountain artillery gives you a good reason to use artillery support in your mountaineer divisions, at the cost of a mutually exclusive choice with the following option:

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Balance subject to change, of course.

The final choice (and a choice which exists in each of the branch specialisms) is to decide between adopting your mountaineers as the core of your elite armed forces, or integrating them more widely:

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The new modifier ‘[Type] Special Forces Cap Contribution’ is a dynamic modifier that reduces the cap consumption of that special forces type, when counted against your cap. So, you’ll be able to support significantly more mountaineers, but not more paratroopers or marines.

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Here you’ll get bonuses that are more applicable to a wider array of circumstances. If you plan on unlocking and utilizing a second branch of special forces, this option might be more your cup of tea.

Marines

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The initial investment for the Marines branch will net you some similar small bonuses to special forces efficacy, a slight increase in naval invasion capacity (which can be acquired quite early), and you’ll unlock the Pioneers support company.

Pioneers are used here to represent marine-trained sappers and combat engineers, and will be an alternative to standard military engineers. They have increased offensive capability in notably hostile environments, and can be further specialized as shore parties or jungle climate specialists:

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The second mutually exclusive choice in the Marines tree is as below. If you want to go all-in on highly elite, more self-sufficient marines, you can go down the Marine Commando route. Marine commandos are a new line battalion that have the ability to perform quick hit & run naval invasions with an equally quick getaway plan - they no longer need to be at a port in order to exfiltrate. All battalions in a division must have this ability in order for it to function.

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Further down the tree you can capitalize on the hit & run playstyle:

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The alternative path will take you down a combined arms path, integrating more closely with other branches of your military:

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Paratroopers

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Elevating the paras will grant you tougher air transports, generally improved special forces, and the ability to field a small amount more paras.

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The first choice you will have to make is which paradrop effect you want to adopt. Aimed at disruption, the recon and sabotage doctrine will damage enemy constructions after a successful landing.

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Combat insertion is intended to augment well-planned general advances. If utilized carefully, this approach can put a hole in even the best fortified enemy frontline - however, the risk is high.

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It had to be done.


The mutually exclusive branches for paratroopers once again distinguish between a focus on paratrooper combat and support ability, or a wider combined-arms benefit:

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Make use of signals companies to coordinate a hasty defense after a drop.

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At the cost of increased training time, ensure that only the toughest recruits find their way to the paras.

Or choose to integrate the paras more traditionally into your armed forces:

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That’s all I have to show this time - as always, feedback on the details is encouraged; constructive criticism welcomed.

/Arheo
 
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Will this only be implemented through the Arms Against Tyranny DLC, or will it be available for free in-game?
It comes with the DLC only:

 
Airborne armor and signals should switch places. Only the Soviets ever really put a lot of effort into airborne armored vehicles, and it was due to the high institutional autonomy the airborne forces had. Only in the Cold War do we see non-Soviet nations attempting something similar, and always to a lesser degree.
 
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Airborne armor and signals should switch places. Only the Soviets ever really put a lot of effort into airborne armored vehicles, and it was due to the high institutional autonomy the airborne forces had. Only in the Cold War do we see non-Soviet nations attempting something similar, and always to a lesser degree.
I would slightly expand the arsenal of the Airborne Forces, using the example of the USSR experiments in 1943. OSA-76, created in 1943, is a light self-propelled gun originally for the Airborne Forces. This has a very strange history, it is usually said that the OSA-76 was not accepted due to its lightness and too strong recoil. But tank historian Yuri Pasholok, who likes to look at archives, claims:

- no deficiencies were found during testing. Moreover, in terms of cross-country ability it turned out to be better than the SU-76 and KSP-76, I’m not talking about the cost and dimensions.
In no way was the system inferior to the SU-76, since it was a vehicle of a fundamentally different class (3-ton vehicle)

It was not adopted for service because the OSA program was not approved by senior management."

Comparison of OSA-76 and SU-76

It was also planned to create on the basis of OSA-76:

OSA-57 - self-propelled anti-tank 57-mm gun with additional armor; (presumably what it should look like)
OSA-Z - self-propelled anti-aircraft gun with a 20-12.7 mm heavy machine gun;
OSA-T is a transporter for transporting ammunition and soldiers in combat conditions. (presumably what it should look like)
 
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I would also propose some new techs, and rearranging the marine/airborne layout to resemble the mountaineer one. The Mountaineer tree has 9 techs, of which 6 can be picked. The airborne/marine trees have 10 apiece, of which 6 can be picked, but the last 3 are very constrictive. The mountaineer model of common-split-common-split-common is much better.

For mountaineers, I would suggest 2 new techs, bringing the total up to 11 and increasing the max number a player can research to 8. The three split choices would remain unchanged. The techs are:

  • Hill Fighting. This would give bonuses to both SOF and non-SOF units in hill terrain.
  • Mule Trains. This would allow for a mobile mountaineer unit mounted on mules like cavalry, and reduce mountaineer penalties for low supply.

For Marines, the 11th tech would be "Riverine School," which would offer boosts to marine and non-SOF units in river crossing/marsh battles.

For paratroopers, the 11th tech would be "Sky Bridge," which allows evacuations from tiles with airfields and increases transport supply.
 
This tree would also be a great place to introduce mobile versions of special fores. Right now, they can only ever march on foot, but IRL nations tried to make them speedier: animal mounts for mountaineers, trucks and jeeps for marines/paratroopers.
 
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This tree would also be a great place to introduce mobile versions of special fores. Right now, they can only ever march on foot, but IRL nations tried to make them speedier: animal mounts for mountaineers, trucks and jeeps for marines/paratroopers.
But was this really by design, or just on the spot? In the game for example, we have the CTRL B option to redeploy unit faster.
 
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But was this really by design, or just on the spot? In the game for example, we have the CTRL B option to redeploy unit faster.

IRL, it was definitely by design. At first, sure, they improvised solutions since most nations went in unprepared for war. But once they realized that it was feasible, nations did make deliberate efforts to the best of their abilities.

In the game, that hotkey would create a micro-intensive requirement to mimic real life. Just allowing special forces to be motorized/mounted without spontaneously combusting would be easier for players.