'Attack delay' was a HOI3 addition and I personally don't believe it has improved the game.
As I understand it, the logic is that (IRL) unit leadership requires some time to regroup/reorganize before a new attack can be launched. In game terms, attack delay limits the advance rate of armies to more historical pace.
As implemented, there are several problems:
- No allowance is made for the relative size/strength of the forces (one soldier can delay an army)
- A long, hard fought battle often ends with the attack delay timer expired and the attacker badly damaged but free to immediately re-attack; while a short walkover battle ends with the attacker at full strength but paralyzed for days waiting for the timer to count down.
- A division attacked while moving gets delay, but a division attacked at rest does not
- A division with an org level of 70 is delayed just as much as a division with an org level of 5.
I believe the designers should scrap 'attack delay' and address the 'historical rate of advance' issue in other ways.
If I remember correctly, HOI1 and 2 used the philosophy that movement, even when unopposed, causes a unit to become disorganized. Thus, a panzer division that blitzed across 200 km of open Ukrainian countryside would arrive at its destination with less fighting ability than it started. That seems perfectly logical to me, but it's exactly the opposite of the way HOI3 works. In HOI3, you recover organization as you move. Not only is that unrealistic, but I believe it contributes to the excessive advance rates that created the need for an attack delay.
Just as air units have returned to the HOI1 & 2 convention of losing org when changing bases, so should land units return to losing org when they move. And, then we wouldn't need the much-hated attack delay. Thoughts?
As I understand it, the logic is that (IRL) unit leadership requires some time to regroup/reorganize before a new attack can be launched. In game terms, attack delay limits the advance rate of armies to more historical pace.
As implemented, there are several problems:
- No allowance is made for the relative size/strength of the forces (one soldier can delay an army)
- A long, hard fought battle often ends with the attack delay timer expired and the attacker badly damaged but free to immediately re-attack; while a short walkover battle ends with the attacker at full strength but paralyzed for days waiting for the timer to count down.
- A division attacked while moving gets delay, but a division attacked at rest does not
- A division with an org level of 70 is delayed just as much as a division with an org level of 5.
I believe the designers should scrap 'attack delay' and address the 'historical rate of advance' issue in other ways.
If I remember correctly, HOI1 and 2 used the philosophy that movement, even when unopposed, causes a unit to become disorganized. Thus, a panzer division that blitzed across 200 km of open Ukrainian countryside would arrive at its destination with less fighting ability than it started. That seems perfectly logical to me, but it's exactly the opposite of the way HOI3 works. In HOI3, you recover organization as you move. Not only is that unrealistic, but I believe it contributes to the excessive advance rates that created the need for an attack delay.
Just as air units have returned to the HOI1 & 2 convention of losing org when changing bases, so should land units return to losing org when they move. And, then we wouldn't need the much-hated attack delay. Thoughts?