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Kovax

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That never seems to work for me. When I try to overrun the enemy with fast divisions, they always seem to move some other unit into the next province that slows me down and lets the retreating enemies escape.
It rarely happens in my own games until I've already broken most of the opposing army. At that point, there's nothing available to throw in the way of the exploitation units, and the retreaters get caught and crushed. Before that, it's a real rarity.

If you're encircling an enemy group, you've got to have your basic infantry, or motorized infantry if you have it, follow up behind the tanks. The armor races ahead, followed by the foot troops, and if the armor loses, it can at least fall back on the following group. If it gets too far ahead and gets isolated, you've done something VERY wrong.

Normally, my Infantry breaks the opposing line (my armor is there primarily to exploit, not to fight), the armor races through the gap that it creates, and motorized or uncommitted infantry swarm in behind it. You may need to use your own Infantry to launch spoiler attacks on the flanks of the advance, otherwise the AI will often attack the follow-up units to pin it in place, leaving the armor alone to face the inevitable simultaneous counter-attacks from both inside and outside the pocket. All of that requires a thin screen, and a large wave of stuff grouped into the bases of the pincers.
 

markkur

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Also... what do you do to keep things interesting? Self-imposed limitations?
This may not be a good idea across the board but I found that playing Japan and having my GAR-rule of GARx2 defending all ports? A good challenge that made me work at an effective transport-system carrying troop-type rotations. INF & MAR could take but GAR had to arrive before they could re-deploy. That felt like war-logistics.:)

That was a small "requirement" that made the game more challenging for me. Germany should be made harder too...I would guess. I do know it made the Production, Defense and Offense of the far-flung UK-holdings, a lot of fun to deal with.

Changing to DOWs then mobilization would have been my next tweak - especially for invading smaller nations.
 

incognitus

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I guess not staying at war all the time would be a reasonable self-imposed limitation.

It's funny that you have this GAR-rule. I was thinking of something similar lately. But much more drastic. I have turned off rebels, because it became to tedious for me to deal with them. Now I was thinking, it would make sense to put a single brigade of "something" in every single occupied non-core province. I would limit this to "striped" provinces occupied in an ongoing war, not properly conquered provinces from defeated enemies.

GAR would make sense, but MIL or MP would also work for me. Or maybe GAR+MP? The minmaxer in me would like to use something that gives a useful practical ^^
 

ichitori

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I'm not sure if Very Hard would be the solution for me. Maybe now, that I have managed to disable rebels, it would work... I will give it a go.

Edit: Oh no, I won't. Just checked the modifiers for very hard:

supply_throughput = -0.5
naval_base_efficiency = -0.5

No way am I going to increase the Supply madness any further.

I play as Germany so I don't have much of a supply problem. I use an air-supply network when needed. I use 3 transport planes from the Capital to supply an airfield up front. Then I use 2 transport planes from that base to go to an even further airbase, and 1 transport plane to eventually supply the troops. Never had a major supply problem only a tiny one which was solved.

I like the challenge of Very Hard difficulty. Normal is too easy as Germany, although I don't know about attacking the Soviet Union on normal, but I took Britain really easily.

I think I'll start up a new game of HOI 3. It seems I learned a few things from History shows. Last game I was at a standstill with the Soviet Union as Germany.
 
Last edited:

markkur

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I guess not staying at war all the time would be a reasonable self-imposed limitation.
:D Yeah, that may be a needed change. I've never made the Tibet-move<S>

It's funny that you have this GAR-rule. I was thinking of something similar lately. But much more drastic. I have turned off rebels, because it became to tedious for me to deal with them. Now I was thinking, it would make sense to put a single brigade of "something" in every single occupied non-core province. I would limit this to "striped" provinces occupied in an ongoing war, not properly conquered provinces from defeated enemies.

GAR would make sense, but MIL or MP would also work for me. Or maybe GAR+MP? The minmaxer in me would like to use something that gives a useful practical ^^
Well, if you did the GAR-rule then you could turn Partisans on again.

I build both MIL and GAR units for home-soil. If I make MP I stick them with MIL, since iirc, GAR-suppression is nearly as good as MP. You could add MP to GAR to quell areas faster but GAR are like provincial AA-guns -not meant to be moved.:)
 

incognitus

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I guess with my GAR-rule I could. With yours it would still be whack-a-mole... I'm gonna leave rebels turned off, especially since they still pop up in fully conquered territories. But I will give that GAR-rule a go, I think.
 

Animum24

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What I really like to do to keep the game interesting is to play as historically as possible or try to role-play. This is a really good way to try to implement real life limitations into the game. As I usually play major powers, I really don't like gaming the system. I like to try out build up strategies that either would have been realistic under certain circumstances or I try to go as close to history as possible.

The point, why the game is so good for me and why HOI4 is just not really interesting and will probably never be, is the level of immersion you get when you play.
All the leaders and the possibilities with the command chain are so much more worthier than a truly challenging game (nothing against that, as no one wants the brain dead AI from HOI4, but challenge just for the sake of challenge?) or game mechanics that are only there because they look like they would be fun in the game and don't really connect to reality.

These possibilities that come with HOI3 are what keep it interesting for me.

(One of my most favourite AARs is this one: https://forum.paradoxplaza.com/foru...er-maaaarsch-an-almost-historical-aar.613257/
This AAR was so much fun to read and enjoy, as it managed to bring so much more detail to the game.)