Amphibious warfare ships, invasions and abstractions

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Axe99

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It sounds like we've started talking about the abstraction of amphibious warfare ships (which I'll abbreviate as AWS from here on in) in the WWW thread. The current abstraction in the game, while fine from a gameplay perspective (and it's the devs game, so it's their call), is a huge distortion of actual invasion mechanics in the period, and AWS were anything but merchants with troops put on them (this is WW2, not the Crimean war).

Overall, of the around 21.7 million tons of fighting ships produced between 1937 and 1946, 31.9 per cent were AWS. This is more than the tonnage of BBs (5.2 per cent), CAs (2.4 per cent), CLs (4.9 per cent) and CVs (16.8 per cent) combined.

Ie, from a production standpoint, it makes more sense to abstract out BBs, CAs, CLs and CVs, than it does AWS.

It's also important to note that AWS were not merchant ships or passenger liners (of which there were around 45 million tons built by the Allies in WW2, and 5-6 million tons built by the Axis). Many were converted from those roles (primarily the UK LSIs), but the vast majority of tonnage of AWS, be they landing craft, landing ships or attack transports, were purpose-built, and often had a reasonable amount of armament (attack transports often had 4 or 5-inch guns on them).

In this context, techs that for a very reasonable coast magically transform liberty ships or 1920s freighters into LSTs, LSIs and the like is a huge abstraction. It's more distorting and just as silly as allowing a nation to use it's existing truck stock as APCs by allowing them to research one tech.



A potential, historically plausible system that works with the current set-up:


One way around this would be to require separate AWS production, with AWS kept in a pool like convoy ships, but are not substitutable with convoy ships. Make it possible to build better AWS over time (the US, UK and Japan all did this), and have invasions take from the 'best' ships in the pool before they go with the worst (possibly allowing invasions to be tagged for priority, if there are two invasions happening at once), with the bonus/penalty reduction given by the landing craft dependant on the type of craft available. Essentially the same mechanic, but now nations need to be able to earn their AWS capability, rather than have it gifted to them. The AI just needs to be taught to build the AWS separate from the convoys, so it's just as easy for the AI as the current system.

You can even have it that if there are no AWS, the system uses freighters, but these come with a huge penalty (in fact, I'd probably err on taking this approach) - this could proxy the potential use by Germany of invasion barges and the like for a historical-ish Sealion.



In terms of how the current system distorts gameplay:

- At the start of the game, the US and UK's merchant shipping stock means they can launch multi-division invasions, including armoured divisions, from day one. This was not a capability they had, and obviously allows for all sorts of invasion silliness.

- In 1943, one of the reasons the Allies didn't invade France was because they didn't have enough AWS in the right place to get the job done. Now, (presuming they start with historically plausible merchant marines) the US and UK start with the capacity to carry out Overlord in 1936 if they so desire.

- Similarly, in the Pacific, the US historically had to build up a stock of AWS before it could build really get its island-hopping campaign into gear. Not so in HoI4 - as soon as Japan declares war, the US will have enough AWS for Operation Olympic if it needs it. A demonstratrion of the impact of this is available in this week's WWW :).



Having historically plausible (but still abstracted) AWS mechanics, means:

- The Axis have more time to consolidate in Europe and the Pacific.

- Germany needs to earn it's Sealion if it wants decent amphibious invasion bonuses.

- The US, UK and Japan need to make hard choices between defensive and offensive ship-building.

- It's still possible to use transports/merchantmen for invasions, but this is as a last resort, and means much harder going for the invading army.

It'd also be nice if AWS appeared 'in port' once an invasion plan begun planning, so they could potentially be bombed, but that's less important than having them in the game in the first place.

Just my 2 cents of course - I think HoI4 looks great, am a fan and all that - but even if it was possible for us to mod in a separate pool for AWS, it would make a huge difference in terms of historical plausibility.

Edited: For clarity and layout, sorry it's a long post.

Edit 2: Suggestion clearly not for launch but DLC down the track, not suggesting HoI4 should be delayed :).
 
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Bryartuck

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Overall, of the around 21.7 million tons of fighting ships produced between 1937 and 1946, 31.9 per cent were AWS. This is more than the tonnage of BBs (5.2 per cent), CAs (2.4 per cent), CLs (4.9 per cent) and CVs (16.8 per cent) combined.

Ie, from a production standpoint, it makes more sense to abstract out BBs, CAs, CLs and CVs, than it does AWS.

Yeah, but AWS are no where near as sexy as BBs. ;)

Seriously though, as much as I like the idea of having them in, I question whether the AI will be in the same position it was in previously, which is why they took them out in the first place.
 

Axe99

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Yeah, but AWS are no where near as sexy as BBs. ;)

Seriously though, as much as I like the idea of having them in, I question whether the AI will be in the same position it was in previously, which is why they took them out in the first place.

Aye - but if you look at my suggestion above, the AI is pretty much doing exactly the same thing it would be doing with merchantmen now - it just has the option of building purpose-built transports as well (and if past HoIs are any indication, adjusting production AI shouldn't be too difficult - production AI in the series has been handled by pretty straightforward code in files outside the engine that are moddable - HoI3 allowed for a range of different if-then conditions to set the production AI given the circumstance). Depending on penalties, there might be some sense in making sure the AI doesn't start planning an invasion with less AWS than it has, but programming that would be pretty straightforward. By having AWS in an off-map pool (unless transporting troops) just like merchantmen/transports, it has a marginal impact on UI and micromanagement as well.
 
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Bryartuck

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I understand what you're saying. I suppose it would be a question for the @devs to answer as to how feasible it would be and if the AI could handle it. Since this is now in Beta I would not expect this to be added for release though. Maybe for a DLC.
 
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3ishop

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HoI3 needed an expansion to add landing craft, always seemed a bit of a miss with how important they were for getting troops to shore.

I also wouldn't mind seeing a British trait for commanders "Hobart's funnies" which lowers tanks penalties in invasions :p
 
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Axe99

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I understand what you're saying. I suppose it would be a question for the @devs to answer as to how feasible it would be and if the AI could handle it. Since this is now in Beta I would not expect this to be added for release though. Maybe for a DLC.

Aye, sorry - that OP was a long one, and I forgot to mention that this was a suggestion for down the track - I'm not suggesting we should delay HoI4 to make changes to it - would much rather have HoI4 as is sooner, and changes later. Would also be happy if the engine made it possible for us 'historical plausibility' players to mod it in, and everyone else has their magical transforming merchantmen and it's all good :).
 

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After watching the latest WWW and the invasions, I note another issue, there doesn't seem to be a proper access mechanic for key straights.

In the WWE naval invasions were mounted into Baltic sea - when Axis holds Denmark. I am pretty sure in WW2 no Royal Navy surface vessel ever entered the Baltic? Why was that.... suicidal for a ship to get past the straights, let alone troop frieghters?

In addition in the WWW, Naval invasions were mounted into Black Sea when axis held Turkey and the Bosporus coast. Again this should not be possible.

Are there straight mechanics in the game? I thought there was supposed to be?

Edit .. At the approx. 51 minute mark you can see a bunch of Brit Divisions sailing through the Kiel Canal on there way to reinforce the their Swedish invasion!
 
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Mannstien

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Agreed with Axe, as posted in the WWW forums I think I said it doesn't make sense to just use convoys as invasion capable ships because they just don't nor would have ever been able to carry it out successfully without a form of actually getting the troops from the ships to the beach. But I have faith that like the previous series they will come out with a more detailed and realistic Amphib assault DLC included with more detail in a Pacific front type situation.
 
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Axe99

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After watching the latest WWW and the invasions, I note another issue, there doesn't seem to be a proper access mechanic for key straights.

In the WWE naval invasions were mounted into Baltic sea - when Axis holds Denmark. I am pretty sure in WW2 no Royal Navy surface vessel ever entered the Baltic? Why was that.... suicidal for a ship to get past the straights, let alone troop frieghters?

In addition in the WWW, Naval invasions were mounted into Black Sea when axis held Turkey and the Bosporus coast. Again this should not be possible.

Are there straight mechanics in the game? I thought there was supposed to be?

Edit .. At the approx. 51 minute mark you can see a bunch of Brit Divisions sailing through the Kiel Canal on there way to reinforce the their Swedish invasion!

I'm going from memory, but I think the RN did send some small vessels (motor launches, MTBs and the like) into the Baltic running stuff to and from Sweden (memory's pretty hazy, so this may be off). Am pretty sure they didn't send anything bigger though, so from a HoI4 perspective they should be well and truly shut. On that note, Podcat has confirmed that it's a bug in the build used for WWW, and that it's going to be fixed, so straits will be a thing.

Agreed with Axe, as posted in the WWW forums I think I said it doesn't make sense to just use convoys as invasion capable ships because they just don't nor would have ever been able to carry it out successfully without a form of actually getting the troops from the ships to the beach. But I have faith that like the previous series they will come out with a more detailed and realistic Amphib assault DLC included with more detail in a Pacific front type situation.

Aye, agreed - I think we'll get an invasion, Pacific or naval (please be naval :)) - themed DLC at some point and that'll improve things. I've been watching this for a while, and was waiting on the DD on it to post something similar to the above, but as the conversation started from the WWW vids thought I'd post it now for friendly discussion and all that :).
 
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This being the 4th game in the series; the company really should have had overseas invasions and amphibious assaults worked out by now and optimized in the initial release, not included in a later DLC package.
 
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This being the 4th game in the series; the company really should have had overseas invasions and amphibious assaults worked out by now and optimized in the initial release, not included in a later DLC package.

But the depth of everything else overcomes most faults, my top 3 are

1. Loss of proper OOB's (More things to worry about than that in current state instead of AI control like trade etc in HOI3)
2. A lot of generic tech tree's (I'm spoiled by BICE)
3. Non specialized infantry/divisions attacking where they shouldn't (They need more Beta testers to flesh out things like Daniel sending Tanks into Norway FFS)

Really Top concerns.

1. AI using focus trees that won't suit early war player adeptness to become a challenge resulting in overall buffing of AI controlled nations (You cannot have a perfect AI and I accept that but what I don't want to see is a repeat of railroading like in HOI3, so Trotsky takes over but SU is FUBAR if the Human player invades early, maybe instead of a railroad train if AI=SU and Trotsky takes over then decrease the penalty to SU production (Note that their NU is still way to high)
2. I don't want my CAS if say Germany bombing the whole state, I want them bombing where my scwherpunkt is and unlike Daniel in I think the 5th WWW I want only my CAS to bomb along my armored push. I know I know Johan and Podcat it's abstracted for reasons of the AI but in MP and later on I want my CAS and TAC air force bombing the provinces that I need to push my break through.
3. Please make sure on your list of DLC is a much more detailed Amphib invasion, I know you'll do a DD on it but for the love of history Convoy ships are not a good substitute for a real Amphibous invasion force no matter how long you plan. It's a nice bandaid but really the player should have to work for it and lose considerably if it fails.
 
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This being the 4th game in the series; the company really should have had overseas invasions and amphibious assaults worked out by now and optimized in the initial release, not included in a later DLC package.

I still remember when they refined the amphibious AI in HoI (2, I think?) based on what they'd developed in Vicky1, and the improvement that brought with it - to give PDS some credit, it has continued to improve with each iteration, and I think the plan-driven approach is a good one (and more historically plausible all at once). Amphibious AI is clearly tough, and far more so for something like WW2, where unlike the likes of EU or CK, armies can be dropped off with no concerns about supply, and only needing to control one province rather than a front. Given this (and the myriad other things in HoI that are still being refined as the series goes on) I'm not as critical that it's not refined yet. Keep in mind there are no other WW2 games of this scope at all, let alone that do amphibious invasions better. Of course, don't get me wrong, I do want it to continue to improve :).
 
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