I would say that brigade sized units would be the best as the basic part of which everything consists - but the player should be dealing with Corps 99% of all the time, with the brigades being grouped and moved semi-automatically.
Originally posted by Dievs
I would say that brigade sized units would be the best as the basic part of which everything consists - but the player should be dealing with Corps 99% of all the time, with the brigades being grouped and moved semi-automatically.
Originally posted by Math Guy
Armor model 0 -- tank battalion
Armor model 1 -- brigade (2 tank, 1 mot inf, 1 art btn)
Armor model 2 -- short division (1 tank, 1 mot inf, 1 art regt)
Armor model 3 -- full division (2 tank, 1 mot inf, 1 art regt)
Armor model 4 -- full modern division (2 tank, 1 mech inf, 1 art regt)
Mech model 0 -- light tank battalion
Mech model 1 -- brigade (2 lt tank, 1 mot inf, 1 art btn)
Mech model 2 -- short division (1 tank, 1 mot inf, 1 art regt)
Mech model 3 -- full division (1 tank, 2 mot inf, 1 art regt)
Mech model 4 -- full modern division (1 tank, 2 mech inf, 1 art regt)
Motorized model 0 -- motor battalion
Motorized model 1 -- brigade (2 mot inf + 1 art btn)
Motorized model 2 -- short division (2 mot inf, 1 art regt)
Motorized model 3 -- full division (3 mot inf, 1 art regt)
Infantry model 0 -- infantry regiment
Infantry model 1 -- short division (2 regts + art regt)
Infantry model 2 -- full division (3 regts + art regt)
Cavalry model 0 -- cavalry regiment
Cavalry model 1 -- short division (2 regts + art regt)
Cavalry model 2 -- full division (3 regts + art regt)
Militia model 0 -- regiment
Militia model 1 -- short division (2 regts + art btn)
Marines model 0 -- commando battalion
Marines model 1 -- regiment
Marines model 2 -- short division (2 regts + art regt)
Marines model 3 -- full division (3 regts + art regt)
Paratroops model 0 -- glider regiment
Paratroops model 1 -- paratroop regiment
And so on. I altered the "brigade" add-ons to be battalions instead, even changing the labels in text.csv. I also altered text.csv so instead of referring constantly to "divisions," HOI calls them "formations" -- just a grammar thing for me as I plan to have a lot of brigades and regiments kicking around in my games.
So now whatever you need, you should be able to build. A Soviet wartime cavalry division was really one regiment plus a battalion of artillery. The different flavors of German assault-gun brigade can be simulated by taking the tank battalion (armor model 0) and attaching either an artillery battalion -- to simulate assault guns -- or an antitank battalion -- to simulate tank hunters. Think of the tank battalion part as the chassis, then the artillery/antitank addition determines the armament. A German 1941 airborne division had 3 paratroop regiments, an Allied 1944 airborne division had 2 plus one glider regiment. And so on.
This is kind of entertaining as a planning activity, at least to me. Shall I build a motorized battalion, attach an engineer battalion, and have a motorized engineer regiment? What about light armored flak versus heavy armored flak? Plus the upgrade paths here are more or less the historical ones -- if the AI chooses to convert its light tank battalion to a light tank brigade, then to a mech division, that is what happened in most cases.
I haven't exhaustively checked but I'm sure this will cover most OOBs of most nations, down to the regiment & brigade level. Probably it'll turn out I need three- regiment militia divisions, and even some four-regiment "square" infantry divisions (I know Japan had some), but basically there weren't that many ways to organize troops. Then for each nation, I can introduce an "upgrade = { }" command that will tweak org, firepower, antiair, supply, or whatever is needed on a national basis.
Bottom line: the only thing I can't tweak in the .inc files is manpower, therefore the model system has to be focused on changes in manpower in preference to any other theme.
This obviously kills the whole complicated structure of 38 different tank models, but I was never keen anyway on the subtle distinction between a panzer division using advanced light tanks mounting 30mm guns, versus one using mediums and 40mm guns. In my opinion, these are very small differences. The major difference is between heavier and lighter vehicle chassis, which I think is well represented by the armor versus mech upgrade paths.
Using this scheme, China can have tanks -- but they'll get mech model 0, a battalion of light tanks, and they'd better be damned careful because it'll vaporize very easily. And the same for Japan, incidentally. Don't forget if you want you can give them armored cars too -- use the motorized battalion, maybe tweak it in the .inc file. That's the level they could afford, and good luck to them. No more panzer corps on the Yangtze!
About tech -- right now in HOI the unit definitions tend to make up maybe 10-25 % of unit value, and tech adds the other 75-90 %. I would prefer if unit definitions defined 60 % of unit value, and then you could add some tech improvements as the war developed. The standard German infantry division didn't become twice as powerful between 1939 and 1945 -- in many respects it didn't change at all, e.g. it was largely horsedrawn, the artillery was essentially the same 105mm howitzer used in 1918 plus some 150mm guns. The big differences in performance from division to division were less in tech and more in size and composition -- two regiments or three, attached engineers or not.
The one place where I intend to increase the number of available models is in the naval side. Because you can't upgrade from one naval model to another, there's no danger of the AI taking light cruisers and making them seaplane tenders by accident, just because model 13, seaplane tender, appears after model 12, light AA cruiser. So there might as well be all the weird diversity that existed in real life. And if gun ratings can range from 1 to 100+ -- actually, 0.1 to 100+ -- there's no reason not to put in all those subtle technical points that we find in coffee table books entitled "Interwar Cruiser Design for WW II Addicts".
And THEN if the Comprehensive Math Guy mod becomes popular, someone will make sprites for all this, different sprites for infantry battalions and light AA cruisers. But that's a level of obsession not even I am able to keep up with . . .I'd settle for some counters with the right NATO symbols for different size units.
Originally posted by jpd
First of, let's get the terminology right. If you talk about 5 or six units that form one division, then, militarily speaking, those units are brigades, not batallions.
> sorry - whatever !
Secondly, why keep hammering on tactical battles? HoI is a strategic level game, where you have the role of the supreme commander. The actual battles are directed by your subordinates, aka the random generator.
> cause it would be a real enrichement from my point of view - and as I stated several times it should be an option !
btw. there are many strategy games that gives you this option (e.g. master of orion 2) where this works real good
...and if there will ever be a HOI 2 I would like to have a real new game - not a HOI v.109 with better graphics !
Thirdly, have you considered the mess you create by differentiating between players opting for strategic and others for tactical battle when they are multi playing in the same game.
> you could set in on on or off for all MP players !
Not to mention the problems with creating even a halfway decent AI for handling those tactical battles, either for AI run nations, or players that opt for strategic level gameplay. Or the difference in gamespeed setting that this would require.
> The Panzer General engine is more or less common - and would work fine !
Why not simply play existing games that already have realtime tactical level combat, like the Close Combat series, and let HoI remain the odd man out, being a realtime, strategic wargame.
> not talking about Close Combat:
most Panzer General series maps have the size of 3 to 10 provinces - the engine is turn-based (would fit to the one hour HOI turns) - and the units represents a size that would also fit in...
...and there is AFAIK no game available that combines both (grand strategy and complex battles) in a good way !
Jan Peter
Originally posted by SilverDragon 72
[B
cause everyone seems to have an own opinion on this issue:
how should the combat mode look like in HOI 2 ? - and therefore: what would be the best unit size ?
a) like HOI
b) like "Panzer General"
c) other suggestions
. [/B]
Originally posted by PBI
SilverDragon,
The difference between brigades and battalions is quite a large one, since the average division has at least 9 combat battalions and 3-5 (or more) support battalions![]()
Originally posted by Zetor
This one I agree with. AFAIK regiment is the basic building block of both divisions and brigades. A division is NOT a formation consisting of many brigades.
Originally posted by bkdull
The primary building block should be the battalion, rather than the brigade. The brigade is too vague a formation. I like the idea of a blank division with 10 battalion slots. You could then plug in whatever combat battalions you wanted: armor, infantry, artillery, cavalry, engineer, whatever. The support formations would be included in the blank template (HQ & HQ company, ordinance, medical, signals, etc). There should be default templates based on national army standards for those who don't want to mess with the organization of the divisions.
Originally posted by Perkele
A random set of ideas:
This would make HoI turn based...?unfortunately?
-> btw.: HOI *is* already turn based - you have one hour turns !
The grand scale is presented by provinces, just like now. Provinces are then represented by a hex map(a real shitload of research and work to do, but in the end it would be a perfect game).
-> no need to build province HEX-maps absolut historical
The hexe's would be...maybe 10x10km? and they would have diffrent values, such as population, resources etc. in them. The troops would then be moved in the province map, and the battles would be fought on the hex map.
-> that is what I was thinking about ! - but I would suggest a 5x5km HEX grid - would be better for weapon ranges (for example: ARM could attack (ranged) the neighbour HEX (MOT) without getting in counterfire)
So if Player A orders attack from Province 1 and 2 to province 3, the battle would be fought on provinces 1, 2, 3. Of course all these provinces have to be adjactent.
-> exactly, or if he starts the attack from 1,2 and 3 to 4 and 5 then the map is 1-5
additional you should also get a limited amount of deploy hexes for your units - this way you can only deploy a limited amount of units until they moved away from these deploy HEXes - would be a good and realistic stacking limited !