@Modestus
The podcast is quite different to what quill18 was experiencing.
It may be because of that he had access to HoI4 before that press event and had more experience how things work.
1.
A command group(A General! -Yay!) is needed to create a battle plan.(Wich can be more or less complex.)
2.
From a new line to reach or fall back line you can assign more arrows wich will be the axis of advance?
Or that will be done automatically by the ai as bruebottom wrote above.
Then I guess you can change it later on. In HoI you could so far also manually set the movement path of a unit is you use shift while plotting the provinces to move through.
3.
Each of this axis can get assigned different units.
4.
That leads to the following possibilities.
a)
Assign one new line wich can have more arrows. So you can have strong left flank with mobile forces through plains and moderate center while weak right flank(mointains?) That could lead to a big breakthrough and encirclement. Just imagine your fast units break through and follow up units secure that whole untile you reach the drawn line. The other units assigned to different arrows will follow up as fast as they can. If the enemy can't retreat fast enough, he is encircled automatically with your fast units in his back.
No arrow would mean "steamroll along the front as in mid WW1"?
b)
Assign more new lines wich interleaving steps to allow more detailed plans like encirclements.
These smaller new lines will be connected by arrows with the final line that should be reached.
Assigning new units to these arrows looks pretty fluid from what I've seen.
c)
Using more Generals/command groups and make more smaller plans. Bonus would be to shift units from one group to another more easily mabye.
Anyway. With that kind of system you can pretty fast reorganize your units and also have the freedom to decide wich plans to activate later on. As you are free to not activate or draw a new line/arrow any time.
The bonus to stuck with a plan was already explained pretty early.
Units assigned to a plan get a bonus to its execution if they're longer assigned.
As a downside, the enemy might spy you on your plans and discover what you have plannend the longer those plans exist too.
If we look at HoI3.
There we could already draw plans and save them.
So imagine to plan, draw it onto the map, then save it for later possible use.
If times come, put those plans on the map, assign the units you have at hand to it and when time is right, press "execute"..
That way you can still later on pull single units out of those plans(and thus ai control) and push them manually as "Oberkommando override" where you want them to have.
Same to when your initial plan fails. Load a prepared one, or draw a complete new one.
The vid above shows how easy that is already by now.
And the time needed to address new situations is the same as before with HoI when we did assign all movements on our own. If a plan failed we need to assign the units anew. Wich can be quite a hassle if unpausable.
With the battle plan we can do that already before and can better react to such situations as we just need to activate the new plan. While manually you need to be a fast click-click-click men.
To guard the coast/rear:
That would need "only" the whole coast/back as frontline and a special "guard" order.
Afaik I saw in the vid above some tooltip with GAR.
So that would then put some units in the ports/cities and hold back some reserve in central locations.
Or the player can drop in some mobile units if the coast/area is attacked somewhere and the ai then sends that units automatically to that spot.
In HoI3 that worked already that way with defending the Normandy as GER. Just assign the coast to one theater filled with GAR units and if landing occured the theater behind that coastline one(one prov deep only!) had a mobile reserve and would automatically send units to that attacked provinces, or you could manually send a mobile resond force via the OOB into that coasline theater wich will send that new units automatically to the combat zone.