I think the easiest solutions would be to either make ACs have higher suppression, make ACs way cheaper, or some combination of the two. If ACs were only a little more expensive than motorized it'd already have a much higher use case.
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I think NSB origionally had plans to expand the tank designed to armoured cars and mechanized. If you look in the game files, there is a module that creates mechanized that was never put in the game, plus we can already select half-track and wheeled suspension in the designer. Think of the Puma, is that a HOI4 Armoured car, or a HOI4 NSB tank with wheeled suspension? what is the purpose of the Anti-Tank armoured car if NSB exists?Light tanks on wheels and armored cars seem a bit redundant.
We only need one of those two, problem is that some people own LaR and NSB, others none of these two and then again some people own one those two.
So I'd apply the following:
For people who one both DLCs:
- Remove armored car tech
- selecting wheeled in light tank designer should allow the user to select as unit type armored car, with maintaining the battalion/support brigade type already existing since LaR (with some balance improvements to suppression [speed and reliability also positively should effect suppression of armored car designs)
- Armored cars should also have an org advantage compared to the default wheeled tanks.
For people who only own LaR:
- Keep the current armored car tech tree, but adapt the stats to what could be a good standard design of an armored car in the above case.
For people who only own NSB:
- It is only possible to built wheeled tanks, but not using armored cars brigades.
- However, wheeled should have some speed and reliability buff in simple terrain compared to tracks, to somewhat have a niche use. Maybe lower supplier consumption, Idk
For people who own neither DLC
- I think here we don't need any change.
It's a pity that tank roles are hardcoded. It would be lovely if we could mod these into workingI think NSB origionally had plans to expand the tank designed to armoured cars and mechanized. If you look in the game files, there is a module that creates mechanized that was never put in the game, plus we can already select half-track and wheeled suspension in the designer. Think of the Puma, is that a HOI4 Armoured car, or a HOI4 NSB tank with wheeled suspension? what is the purpose of the Anti-Tank armoured car if NSB exists?
You coudl also make them better at the recon part of recon than light tanks. Higher recon bonus, better move bonuses. That would give players a choice between padding division combat stats (light tank) or being quicker w/a tactical advantage (armored cars).I think the easiest solutions would be to either make ACs have higher suppression, make ACs way cheaper, or some combination of the two. If ACs were only a little more expensive than motorized it'd already have a much higher use case.
Dont they already kinda do that? Cars get a +1 over tanks for recon, and while the tanks are faster in forests jungles marshes and mountains, the cars are faster in plains and deserts. Which isnt really the cars themselves, because motorized are 0.5 more recon, arent weaker in mountains or marshes, and are even stronger in deserts.You coudl also make them better at the recon part of recon than light tanks. Higher recon bonus, better move bonuses. That would give players a choice between padding division combat stats (light tank) or being quicker w/a tactical advantage (armored cars).
Motorized recon has the best movement bonuses, as you point out. Light tanks have a total of 80% in bonuses over all terrains versus 75% for AC.Dont they already kinda do that? Cars get a +1 over tanks for recon, and while the tanks are faster in forests jungles marshes and mountains, the cars are faster in plains and deserts. Which isnt really the cars themselves, because motorized are 0.5 more recon, arent weaker in mountains or marshes, and are even stronger in deserts.
Would you mind going into greater detail about why you think expressing the speed boosts in that way, matters?Light tanks have a total of 80% in bonuses over all terrains versus 75% for AC.
I mean, you just didn't hear about Armored Cars because they just aren't that glamorousArmored cars don't need be fixed, theyre a niche thing.... if anyone want RP germany occupations just play it and build it.
I don't ever heard about armored cars in .. battle of Stalingrad? Midway?
Make no-sense to me, beat heads to make a niche unit "useful", its like discuss how to make the rocket interceptors useful...
We do build trucks, are RL trucks more expensive ou cheaper than armored cars? Whats next? introduce police uniform production line for the sake of make occupations the greater greater sink hole of IC and manpower?
Armoured Cars should be a subbranch of Motorized research tree, like Mechanized. Perhaps standartize all motorized stuff on a "designer".
So we can have a "motorized designer", the basic template will be a truck/car "frame", with a engine. if we add artilhery or rocket, it will become a "motorized artilhery". if we add armor module it become a "armoured cars" or a "mechanized".
That way, standartized with a designer, the armoured cars can have a versatile use without seems a "niche unit" for the sake of IC sink.
Just a quick way of expressing that light tanks currently get slightly better (in terms of total bonus) movement bonuses.Would you mind going into greater detail about why you think expressing the speed boosts in that way, matters?
My suggestions
1. Recon should be a more importent stat especially on the offense. I would suggest a complete rework with a mechanic similar to armor where recon values of both sides are compared and if one side has significant better recon it gets a recon advantage which gives additional buffs.
Armored Cars 100% need to be a part of the tank designer. You just have an extra role added, "Armored Car". You can have half-tracks etc as a kind of suspension along with a role of "Troop Carrier" etc for Mechanised Infantry, which makes it an equipment requirement for those divisions. Obviously would need modules like "Passenger space" or something that then stops a main cannon being equipped on anything except the largest "Land Ship" type tanks.2. Armored cars should become part of the Tank designer with the following changes
Armored cars would be best suited for recon and suppression and be on the same playing field regarding costs as light tanks. Light tanks could still be used for recon but you would actually need to build them as recon-light tanks and not as assault-light tanks to be effective.
- Light Tanks with Weels do not logher exist, they are now armored cars (I dont know how half tracks should be handeled that can be figured out by someone else)
- Wheeled suspension should be reworked
- It is reliable cheap and fast
- it has bad terrain mods on soft terrain and can carry significant less weight -> less armor
- variants/upgrades (6wheel and 8wheel suspension) can be researched
- Recon is not a set stat but is calculated from the mobility (recon vehicles need to cover ground) and modified by components (new ones like cupolas, or special optics and existing ones like smoke launchers and better radio)
- Suppression is not a set stat but calculated from recon (knowing where the partisans hide is halve the job) and soft attack.
While that is true I think this could be simplified in a "combative" way. If both Sides are on equal footing there are no needs for buffs or debuffs. Anyway I have no strong feelings about the question how recon should be reworked but perhaps we can agree that it needs top be more pronounced when it is at the moment?Recon isn't a "combative" stat though. I think both sides should get a bonus depending on their individual recon stats. I.e. Germany having good recon doesn't mean that France doesn't.
But I don't agree with you on suppression. Recon is a completely different thing to "knowing where the partisans hide". Suppression, if anything, should be more connected to convert operations.
While that is true I think this could be simplified in a "combative" way. If both Sides are on equal footing there are no needs for buffs or debuffs. Anyway I have no strong feelings about the question how recon should be reworked but perhaps we can agree that it needs top be more pronounced when it is at the moment?
Yes, convert operations are your spies. They should provide some sort of bonus to suppression when operating in occupied areas as they would work to root out the partisans.
- Well I think the convert operations are represented by your spys. However I do not know how to calculate supression but I think it is important to not just give it away regardless how problematic the design is. I think to he a good supressing unit you would need
- Numbers
- Speed - to cover more space
- Awareness - to not be ambushed
- Resiliance to small Arms fire
- Firepower against soft Targets
- Good communication
Armoured Cars were extensively used for recceThey were rarely utilized in frontline units
Germans used Pz I and Pz II for police duties. I'd say those can be called barebones LTs.tanks were rarely used for MP duty
Protected wheeled vehicles are used for logistics in armoured brigades / divisions. When armoured brigades / divisions can avoid using them for front-line duties they are not used. They are kinda useless for things like recce as tracked vehicles are much better at moving cross-country. So protected wheeled vehicles simply cannot go to many places tracked armoured units have to. Though there're (were?) Knights and Armoured Knights FIST vehicles in US Army arsenal.So surely it has a use right now in armoured divisions?
actually HT Armored Cars were actually a thing2. Armored cars should become part of the Tank designer with the following changes
- Light Tanks with Weels do not logher exist, they are now armored cars (I dont know how half tracks should be handeled that can be figured out by someone else)
It's possible to mod them to work. The key limitation is that you can't have AC both as pre-designed and in the tank designer, you have to pick one. Personally I like it more with only in the designer, so unless someone else does a mod I might make one myself.It's a pity that tank roles are hardcoded. It would be lovely if we could mod these into working
100%, I think elsewhere in this thread I mentioned the Coordination stat, and that ACs should also increase that for the divisions they're in (mostly to "simulate" more that they're not front-line vehicles).Protected vehicles are used for logistics in armoured brigades / divisions. When armoured brigades / divisions can avoid using them for front-line duties they are not used. They are kinda useless for things like recce as tracked vehicles are much better in moving cross-country. So protected vehicles simply cannot go to many places tracked armoured units have to. Though there're (were?) Knights and Armoured Knights FIST vehicles in US Army arsenal.
Are you sure? The way the tank designer assings "roles" is hardcoded and I don't think that AC is an attributable role from the designer.It's possible to mod them to work. The key limitation is that you can't have AC both as pre-designed and in the tank designer, you have to pick one. Personally I like it more with only in the designer, so unless someone else does a mod I might make one myself.