So for my mountain divisions to go in mountains and my tanks in plains I have to draw seperate arrows, that's good! I do rather simply draw two lines instead of one anyway, to make sure divisions stay where they are supposed to be.
I know the HOI III mechanics very well so arrows being eye candy and the lines the real deal made sense in my head but I could be wrong because I haven´t played HOI IV yet; with that said what I´ve seen led me to believe that those lines replaced the HOI III TH HQ areas/objectives that created a front in HOI III and the arrows "axis of attack" seems to be nothing more than the regular AI pathing going from point A to B (...)I don’t think they are eye candy if they can direct the axis of your attack and its much easier to attach your Divisions to an Offensive Front-line using the arrow.
I would suggest that there should be secondary arrows that force a Division\Divisions to take a specific route to an offensive Front-line the problem with that though is it could conflict with what the other Divisions want to do.
Actually that is fine and dandy for low scale operations but if I am forced to do that in large scale operations (...) I might as well control the divisions manually because it will be less micro and achieve better results.So for my mountain divisions to go in mountains and my tanks in plains I have to draw seperate arrows, that's good! I do rather simply draw two lines instead of one anyway, to make sure divisions stay where they are supposed to be.
Actually that is fine and dandy for low scale operations but if I am forced to do that in large scale operations (...) I might as well control the divisions manually because it will be less micro and achieve better results.
That is still one of my big concerns with the AI! What will the AI player do? The thing I am playing against. Can you use something like a tag matching system? Give unit types tags & give terrain types tags and have the AI try to match them up?Ultimately though the player is responsible for this and should be assigning stuff where they can perform optimally.
Right now it doesnt because we are in alpha and havent gotten the Ai to that level yet. But it will. Ultimately though the player is responsible for this and should be assigning stuff where they can perform optimally. Thats one of the core parts of playing HOI4 - figuring out what troops to use for fighting in different areas.
When drawing up the plan it will indicate how stretched out the troops are (provinces get colored red if there is no way of coverign them, or yellow if insufficiently covered but still defended etc) and if it thinks there are special obstacles (like rivers etc). More details like this you'll need to wait for a diary on though.
The axis of attack will most likely make units pursue this specific route first and foremost when advancing. So it could be used to move to avoid or use specific terrain types.I know the HOI III mechanics very well so arrows being eye candy and the lines the real deal made sense in my head but I could be wrong because I haven´t played HOI IV yet; with that said what I´ve seen led me to believe that those lines replaced the HOI III TH HQ areas/objectives that created a front in HOI III and the arrows "axis of attack" seems to be nothing more than the regular AI pathing going from point A to B (...)
The axis of attack will most likely make units pursue this specific route first and foremost when advancing.
The BP is finally connected in the back with the ai.![]()
Assign axis of advance towrads that line.
I
As far as it seems it is in HoI4 "just" that what was long requested. The BP is finally connected in the back with the ai.
-Draw a line where you want to stop/plan next move from
-Assign units that should achive that goal
-Assign axis of advance towrads that line.
done
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automatically pursue and kill partisans/rebels,
I know, I was just saying that from what I have seen it seems that HOI IV will lack that functionality which will make the micromanagement skyrocket for my playing style. I hope I am wrong.Your statements here confuse me. Theater AI in HOI3 was perfectly capable of chasing down rebels and killing them if you gave it proper units for the task.
Don't connect your partisan suppression theater to the front line (because the AI will pull units off the line to chase rebels), but as long as you have a dedicated partisan suppression theater, you don't even have to think about rebels. Hell, it even uses CAV effectively in the hunting down rebels role.
I know, I was just saying that from what I have seen it seems that HOI IV will lack that functionality which will make the micromanagement skyrocket for my playing style. I hope I am wrong.
ROFLOh, I see. I misread what you were saying.
What I'm hoping is that garrison forces can have a "Plan in reserve" that activates upon invasion. I also hope that I can easily designate garrison strengths for controlling the coast.
What I envision are some kind of planning tools that let me say "garrison all ports with X formations and concentrate the reaction force at location(s) X, Y, and Z. Upon invasion, send every god damn armored division to the invasion site and do not stop attacking until the invasion is pushed back into the sea, and you better damn well ignore casualties and ORG losses while you do it, because I'm not about to let my Panzers sit idle while the Allies build a beachhead you fool!"
Something like that.
ROFLFingers crossed!
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Another thing I would like to bring to attention of you folks is that there isnt really a way to break trough in a safe way. Usually in hoi3, i had one armoured corps break trough and advance deep behind enemy lines, while I slowly moved up one or more infantry corps to defend my MSR to my armour. How can you currently order that infantry corps into position through the batteplanner?
But yeah, about all those "muh armored spearheads" that's actually really easy to do in a battleplan. You just draw three offensive lines next to eachother. Left flank, center, right flank Lets say you want to have a big armored speard head push the center. You make the center 2-3 provinces wide, while the right and left flank cover 10 provinces each. To the flanks you assign like 20 divisions (so around 2 in each province), to the center you assign 20, too (so ~10 divisions in the two provinces) and that way you created a Schwerpunkt for your army.
I would like it, and it would be closer to reality, if you can have more than one plan per general. If you are Italy, you can have an attack plan into france and a multilayered defense plan for the same front. That way it will realy be a battlePLANNER, not an adhoc movement order machine.