What seemed obvious but not articulated in today's clarfying DD is the rationale for this command approach historically. Certainly an efficient and effective HOI3 OOB is a beauty to behold once you understand what you are looking at, and the stacked command level bonuses that reward optimal organization do a good job of representing the benefits of good hierarchical organization of the logistical, training, and administrative activities that are the overwhelming bulk of military activities. I grew to like the HOI3 OOBs. But they can be intimidating, time consuming, and unnecessary.
HOI4 drops the complications of stacked bonuses and the hierarchical game overhead by focusing in on one big thing:
At the sharp end, what matters is decisions and leadership by capable commanders, whether from a jeep at the front or down a telephone line from a GHQ map room. Supreme commanders seek to pick the right officers who are the right fit for for key positions. HOI4 sharpens things down to two categories of key players who are significant in planning and executing military operations:
- the skilled and agile operators in the field (Generals) focused on the tactical and operational level missions, with front-line skills that shine in particular circumstances (like Rommel or Patton, best in action and on the spot )
- the big picture generalissimos (Field Marshals) with their coordinated strategic grand battle plans supported by more general benefits in support of their forces (I'm thinking the painstakingly methodical Monty here)
Now that I get it, the concept and execution makes a lot of sense.
12 divisions is a decent Army/Front size and can be divided on the fly into a wide variety of de facto "corps" configurations on the ground.
For the Field Marshals, there is no reason why the staffs should not coordinate 50 divisions or 150 as part of a grand campaign plan over a vast territory focusing on strategic directions rather than tactical decision-making. Using them for the infantry and Generals for the concurrent panzer army penetrations or flanking amphibious operations makes sense.
HOI4 drops the complications of stacked bonuses and the hierarchical game overhead by focusing in on one big thing:
At the sharp end, what matters is decisions and leadership by capable commanders, whether from a jeep at the front or down a telephone line from a GHQ map room. Supreme commanders seek to pick the right officers who are the right fit for for key positions. HOI4 sharpens things down to two categories of key players who are significant in planning and executing military operations:
- the skilled and agile operators in the field (Generals) focused on the tactical and operational level missions, with front-line skills that shine in particular circumstances (like Rommel or Patton, best in action and on the spot )
- the big picture generalissimos (Field Marshals) with their coordinated strategic grand battle plans supported by more general benefits in support of their forces (I'm thinking the painstakingly methodical Monty here)
Now that I get it, the concept and execution makes a lot of sense.
12 divisions is a decent Army/Front size and can be divided on the fly into a wide variety of de facto "corps" configurations on the ground.
For the Field Marshals, there is no reason why the staffs should not coordinate 50 divisions or 150 as part of a grand campaign plan over a vast territory focusing on strategic directions rather than tactical decision-making. Using them for the infantry and Generals for the concurrent panzer army penetrations or flanking amphibious operations makes sense.
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