Below is a list of ways to improve combat in Hoi4:
1. Division size should determine how many times they can change tactics each day. (Divisional composition should affect tactical decisions | Paradox Interactive Forums (paradoxplaza.com))
Right now, a massive, unwieldy WWI division gets to change their tactics equally as often as a smaller, more nimble division. IRL, smaller nimble divisions are really good at beating the lumbering 28,000-man divisions to the punch. Thus, the number of times per day that tactics can be changed should be determined by the number of battalions, rather than a flat/constant rate.
2. Toggle feature for Reserves (Reserves Toggle Feature | Paradox Interactive Forums (paradoxplaza.com))
When drawing battle plans, there is a toggle feature to choose whether to execute plans cautiously, aggressively, or neither. This is a good feature and would be a good template for a reserves function. Reserves would work by making an army's frontline two provinces deep, whereas having no reserves will leave it at one province deep (the current setup).
3. Separating infantry weapons and types (Crew-served weapons | Paradox Interactive Forums (paradoxplaza.com) )
Right now, separate techs exist for upgrading infantry equipment and crew-served weapons, but the two are not built in separate production lines. This means that all infantry, regardless of nationality, are identical. This is ahistorical, as evidenced by the differences between the Italian Army and German Army, or between the Chinese and Japanese. In both cases, the latter army had a far higher ratio of crew-served weapons than the other, and it made a noticeable difference on the battlefield.
Crew-served weapons should be produced separately, and there should be more than one type of dismounted infantry:
4. Abstracting Ammunition like Organization (A way to better-abstract ammunition? | Paradox Interactive Forums (paradoxplaza.com))
Currently, no unit ever runs out of ammo in battle. Abstracting ammunition to be like organization would allow it to become a variable, without adding any more things to build. The battalion count would determine how much ammo can be carried at full strength, and tactics would affect how quickly it is consumed. Forts would also increase the amount of carried ammo by 10%.
5. Artillery becomes the king of battle (Artillery should reduce ORG like air superiority | Paradox Interactive Forums (paradoxplaza.com))
Right now, artillery is underpowered from a realism standpoint. Rather than buff its stats to become OP, it would be better to give artillery the ability to actively reduce enemy divisions' organization (i.e., blasting troop concentrations and forcing attacks to go in piecemeal). This would pair well with the above abstraction for ammo, as artillery would carry less ammo per battalion and devour it much faster than infantry or tanks.
Thoughts? Comments? Let me know below.
1. Division size should determine how many times they can change tactics each day. (Divisional composition should affect tactical decisions | Paradox Interactive Forums (paradoxplaza.com))
Right now, a massive, unwieldy WWI division gets to change their tactics equally as often as a smaller, more nimble division. IRL, smaller nimble divisions are really good at beating the lumbering 28,000-man divisions to the punch. Thus, the number of times per day that tactics can be changed should be determined by the number of battalions, rather than a flat/constant rate.
2. Toggle feature for Reserves (Reserves Toggle Feature | Paradox Interactive Forums (paradoxplaza.com))
When drawing battle plans, there is a toggle feature to choose whether to execute plans cautiously, aggressively, or neither. This is a good feature and would be a good template for a reserves function. Reserves would work by making an army's frontline two provinces deep, whereas having no reserves will leave it at one province deep (the current setup).
3. Separating infantry weapons and types (Crew-served weapons | Paradox Interactive Forums (paradoxplaza.com) )
Right now, separate techs exist for upgrading infantry equipment and crew-served weapons, but the two are not built in separate production lines. This means that all infantry, regardless of nationality, are identical. This is ahistorical, as evidenced by the differences between the Italian Army and German Army, or between the Chinese and Japanese. In both cases, the latter army had a far higher ratio of crew-served weapons than the other, and it made a noticeable difference on the battlefield.
Crew-served weapons should be produced separately, and there should be more than one type of dismounted infantry:
- Light Infantry. These would have less infantry equipment, few crew-served weapons, and have a reduced penalty for moving in difficult terrain. Cavalry would be their mobile equivalent.
- Regulars. These would have a higher ratio of crew-served weapons, and higher defense and breakthrough. Mechanized Infantry would be their mobile equivalent.
- Motorized infantry would remain unchanged.
- Possibly some sort of militia unit that ties directly into LaR garrisons.
4. Abstracting Ammunition like Organization (A way to better-abstract ammunition? | Paradox Interactive Forums (paradoxplaza.com))
Currently, no unit ever runs out of ammo in battle. Abstracting ammunition to be like organization would allow it to become a variable, without adding any more things to build. The battalion count would determine how much ammo can be carried at full strength, and tactics would affect how quickly it is consumed. Forts would also increase the amount of carried ammo by 10%.
5. Artillery becomes the king of battle (Artillery should reduce ORG like air superiority | Paradox Interactive Forums (paradoxplaza.com))
Right now, artillery is underpowered from a realism standpoint. Rather than buff its stats to become OP, it would be better to give artillery the ability to actively reduce enemy divisions' organization (i.e., blasting troop concentrations and forcing attacks to go in piecemeal). This would pair well with the above abstraction for ammo, as artillery would carry less ammo per battalion and devour it much faster than infantry or tanks.
Thoughts? Comments? Let me know below.
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