The idea is a brainstorming thread about artillery in HoI4. Kicked off from a discussion @Alex_brunius and I were having in the AI thread, but as he rightly pointed out, not the place to carry it on, but I do think it's an important element of the game (indeed, artillery are arguably as important as armour, so getting it right is important - but artillery is possibly harder to get 'right' than armour, as it's generally not a direct combat element.
At the moment, the issue is that after a certain amount of infantry, stacking divs with tons of arty makes them pretty potent in soft attack, such that there's a significant advantage over the AI. I've only played a few hours of TfV, so early days there, but it sounds like it's still a thing.
The state of play at the moment:
- artillery battalions in HoI4 have 36 guns in them, and do a whole heap of soft attack.
- there have been mixed thoughts on the forums about what artillery 'guns' represent. Some say heavy arty (100mm+) only, others say 75mm or so up.
- historically, artillery tended to be around 12-24 guns a battalion - in my quick look at some TO&Es, I haven't seen any battalions of 36 guns, which does seem a bit on the high side. For division composition, see this link.
That said, even if we reduce the cost and SA of an arty battalion down to their historical gun size, it won't solve the problem, it'll just mean more arty battalions for the same effect.
One thought that popped up in previous discussion (this is me bringing up other people's ideas - I'm not an arty expert, just interested in the arty game being done right) was the idea of two parallel combat widths - one for direct combat units, and one for supporting forces. Things like RART, ART and SPGs would take up 'support width', while frontline units (INF, TD, ARM, AT) would take up combat width. That way, there'd be a limit at which arty would no longer be useful (that point should still be pretty expensive though) - perhaps with a diminishing marginal returns kind of arrangement, so that there's no clear 'right' answer, and someone with a silly amount of arty might stack it up more, even if the marginal benefit of that sixth battalion might not be so much (think some of the USSR's crazy barrages later in the war).
That said - this isn't a suggestion thread - it's a brainstorming thread. After brainstorming, I reckon we put the best of what we can bang our brains together with in the suggestions thread though. I think getting arty right is probably the land combat game's biggest 'combat' (as opposed to the movement and placement of troops) mechanic challenge, so worth talking about (and has been talked about before - feel free to bring back posts from discussions in the past, there were some good ones).
At the moment, the issue is that after a certain amount of infantry, stacking divs with tons of arty makes them pretty potent in soft attack, such that there's a significant advantage over the AI. I've only played a few hours of TfV, so early days there, but it sounds like it's still a thing.
The state of play at the moment:
- artillery battalions in HoI4 have 36 guns in them, and do a whole heap of soft attack.
- there have been mixed thoughts on the forums about what artillery 'guns' represent. Some say heavy arty (100mm+) only, others say 75mm or so up.
- historically, artillery tended to be around 12-24 guns a battalion - in my quick look at some TO&Es, I haven't seen any battalions of 36 guns, which does seem a bit on the high side. For division composition, see this link.
That said, even if we reduce the cost and SA of an arty battalion down to their historical gun size, it won't solve the problem, it'll just mean more arty battalions for the same effect.
One thought that popped up in previous discussion (this is me bringing up other people's ideas - I'm not an arty expert, just interested in the arty game being done right) was the idea of two parallel combat widths - one for direct combat units, and one for supporting forces. Things like RART, ART and SPGs would take up 'support width', while frontline units (INF, TD, ARM, AT) would take up combat width. That way, there'd be a limit at which arty would no longer be useful (that point should still be pretty expensive though) - perhaps with a diminishing marginal returns kind of arrangement, so that there's no clear 'right' answer, and someone with a silly amount of arty might stack it up more, even if the marginal benefit of that sixth battalion might not be so much (think some of the USSR's crazy barrages later in the war).
That said - this isn't a suggestion thread - it's a brainstorming thread. After brainstorming, I reckon we put the best of what we can bang our brains together with in the suggestions thread though. I think getting arty right is probably the land combat game's biggest 'combat' (as opposed to the movement and placement of troops) mechanic challenge, so worth talking about (and has been talked about before - feel free to bring back posts from discussions in the past, there were some good ones).
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