Long Wall of Text about Land Warfare 2.0

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bERt0r

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It's about one and a half years before I wrote the my last wall of text about land warefare and among the discussion about the soft attack nerf I thought I could give it another try. I'm happy that paradox did solve some of the issues I had, for example units under attack no longer being locked down, able to move or counterattack. However some issues still remain:

1. Division size matters

Bigger divisions still deal more damage and take less casualties than smaller ones. On the flipside, many small divisions have more organisation. While that tradeoff is IMHO still in favor of big divisions, with air superiority, CAS and fortresses spamming 10 width divisions actually became a valid strategy to if not win at least delay a war.

In comes the tiger. I have not given this in depth testing but the force attack/last stand mechanic essentially gives your big divisions infinite ORG. Yes you take more strength damage but the upside of big divisions is having lots of HP and defense thus being able to take a hit.

The fix would actually be easy: big divisions are better because every hour, one division always targets only one other division in a fight and I don't know why the devs made it that way. Wouldn't it be much easier to add up all the attack scores of the divisions then randomly distribute them over the enemy divisions? The current system is not more realistic, with each division shifting their attack to another enemy every hour.

2. Fortresses
Pretty much every HOI 4 player will agree that attacking a level 10 fortress is one of the least favourite things they do in the game. Virtually all MP lobbies restrict fortresses to level 5, level 7 at most. Why do people think forts are OP? Because instead of giving bonuses to the defender they give maluses to the attacker.

The reason for this is, the following: once your defense is higher than your enemy's attack, you take the same amount of damage. It does not matter if you have the same defense as your enemy's attack, twice or ten times as much.

Forts nerfing the attackers attack values therefore makes sense to a certain degree, however they also nerf the breakthrough values, making it very costly to attack a fort. On the flipside, forts get damaged quite easily by prolonged combat or strategic bombing which is something I also find quite strange - I don't think the Maginot line was that prone to airstrikes but I might be wrong here.

I think it would be better if forts didn't give maluses to enemy units, instead they should provide the defenders with a fortress bonus similar to the armor bonus. After all sitting in a bunker makes you at least as much of a hard target as sitting in a tank. Stugs and other assault guns being effective against forts (having piercing) would just fit right in here.

3. Retreating and overrunning units

It is kind of weird how all divisions retreat from a province when all units on the frontline retreat at the same time. IMHO in WW2 massive routs did not happen. If a division's morale breaks, that division retreats. Another division in the same province stationed as the next layer of defense does not go into full panic mode because the first layer broke. AFAIK this is how the soviets stopped the Germans in front of Moscow. The mechanic reminds me more of the compact and open battles that might happen in EU4 rather than WW2 warfare.

To simulate the negative impact of divisions retreating, each retreating division could put a temporary combat malus on all other divisions currently on the frontline. That means, if you decide to spam low width divisions and the first few retreat, that malus could stack up and manufactor a real rout.

On the other hand, beating the frontline while there are still divisions in reserve should not end the battle. If there are no defending divisions on the frontline and an attacking division reaches the target province, that division would be outflanking the defenders. This would mean that the unit managed to capture a strategic point in the province before the reserves managed to intercept. Outflanking the defenders could create several advantages:
  • Increased combat width
  • Increased recon stats for the battle: should give advantage in picking favourable comat tactics
  • The division could get the combat multipliers for defenders instead of attackers.
  • The province changes sides as in the current game, but the reinforcements tie up the outflanking divisions in a battle. You would have a similar battle as if you land paradroppers directly ontop of an enemy division.
  • The unit would be able to continue its assault into another province, risking the -50% combat malus if tied up in multiple fights due to fighting the lingering reserve units in it's province.
4. ORG regain is still to high
The rate at which organisation recovers especially when low is too high and it creates all kinds of problem. This mechanic in particular is what gives the incentive for making divisions with as much soft attack as possible while max ORG is considered a useless stat.

It is also quite unrealistic if you ask me: I'd imagine it would take a lot more time for a division that scattered to reform itself into a proper combat unit than a division that took a few hits while fighting a winning battle to get back to 100% operational readyness. Right now, the opposite is the case.

I also don't think it is good that units that break (0 ORG) regain org at the normal high rate while low on ORG as they are retreating from their battle, makes no sense imho. They should only start regaining ORG when they finished their retreat.
 
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billcorr

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with air superiority, CAS and fortresses spamming 10 width divisions actually became a valid strategy to if not win at least delay a war.

A growing body of evidence supports this recipe for success.

To reiterate, some players are gravitating towards the idea that the ingredients for victory in v 1.5 include:
  • 10 width infantry units
  • CAS (to include air superiority)
  • Forts (optional)
 

Lord of Beer

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Good post. We will see the meta will change from 14/4 special forces/artillery, to 2/12 infantry/artillery (or something thereabouts).

People complained that there were too many special forces and divisions were full of them. Now divisions will be full of artillery to make up for the lost soft attack!

CAS is still easy to counter and shoot down with inline AA, SPAA in tank divisions for example. So given the nerfs to soft attack of artillery, special forces, and tanks, there is basically no soft attack in this game anymore! Combat takes a huge amount of time and the game has generally been slowed down to a huge extent.

Maybe not such a problem when you are playing speed 5 singleplayer, but damn it makes multiplayer a really exhausting slog at speed 3.
 

Winter Unicorn

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Good post. We will see the meta will change from 14/4 special forces/artillery, to 2/12 infantry/artillery (or something thereabouts).

People complained that there were too many special forces and divisions were full of them. Now divisions will be full of artillery to make up for the lost soft attack!

CAS is still easy to counter and shoot down with inline AA, SPAA in tank divisions for example. So given the nerfs to soft attack of artillery, special forces, and tanks, there is basically no soft attack in this game anymore! Combat takes a huge amount of time .
If you read this post more carefully you will see that author is fine with current nerf of soft attack, and he propose to make additional nerf to org and division size and more. I agree with nerfing of forts but other changes that was proposed by author just will increase inbalance.
 
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bERt0r

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If you read this post more carefully you will see that author is fine with current nerf of soft attack, and he propose to make additional nerf to org and division size and more. I agree with nerfing of forts but other changes that was proposed by author just will increase inbalance.
Wrong. I‘m arguing nerfing soft attack might not have been needed if big divisions didn’t have an advantage due to targeting.
I remember someone pulling off a genuine Luxembourg WQ due to a sword and shields approach. He made one huge division with lots of artillery to deal damage and many tiny inf divisions that soaked up most attacks.
 

KalZakath

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Wonder if instead of the org regain being slowed on retreats, if instead they could only regain up to a certain low level of org while retreating - with that level being higher if equipped with signalling company, etc. Having units that are broken stay completely broken through a retreat is too much of a penalty - having them get to a certain level (say 10-20% of max org) I think is more realistic, as even though retreating, there will be some reforming along the way.
 

bERt0r

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Even 10% org is enough to resume fighting. Didn't you ever face pockets of enemy units that are ridiculously tedious to crush? Even if you attack all provinces in the pocket simultanously, the retreating divisions regain enough org to delay the battle. I have no problem with encircled divisions having a glorious last stand (hey you can even use command power for that now) but I don't get how they are able to reorganize by retreating from one battle to the next.
 

Alex_brunius

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Have anyone tried to attack a lvl 10 forts from 3-4 directions with the new siege artillery ability or whats it called?

Should be getting +50% fort attack combined and lower forts by another 30-45% from multiple directions + blow them up faster.
 

Uniform764

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I'd definitely like to see longer org regen and also more strength losses, even if divisions have manpower and equipment from the reserve to reinforce with. Units basically remain near 100% strength all the time during lengthy combats, whereas I'd like to see a division mauled for a week or two after it finished a major defensive or offensive battle.
 

Louella

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On the flipside, forts get damaged quite easily by prolonged combat or strategic bombing which is something I also find quite strange - I don't think the Maginot line was that prone to airstrikes but I might be wrong here.

well, air bombing of fortified areas has a couple effects that might be relevant.

Even if the bombers don't hit the bunkers and gun emplacements directly, there's things like
Bunkers and stuff work best when they have a clear field of fire. Bomb and heavy shell craters provide cover which can provide attackers with a route towards the bunker with bunker-defeating weaponry like flamethrowers which have a very short range.
So the more bombing happens, the less efficient the fortification defence is, because they're not as able to protect against flanking, and no longer have as clear a field of fire.
 

Alex_brunius

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I'd definitely like to see longer org regen and also more strength losses, even if divisions have manpower and equipment from the reserve to reinforce with. Units basically remain near 100% strength all the time during lengthy combats, whereas I'd like to see a division mauled for a week or two after it finished a major defensive or offensive battle.
I think the main reason this happen is that equipment reinforcements are super fast. Even a panzer division in the middle of the Amazon jungle in low supplies get fresh Panthers teleported from Berlin just 2-3 days after making the request as long as they are available in stockpile.
 

Uniform764

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I think the main reason this happen is that equipment reinforcements are super fast. Even a panzer division in the middle of the Amazon jungle in low supplies get fresh Panthers teleported from Berlin just 2-3 days after making the request as long as they are available in stockpile.

Yeah I'd love to see lag time on that so you can actually "wear out" enemy units in a sustained campaign, even if they have equipment in the reserve.
 

bERt0r

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well, air bombing of fortified areas has a couple effects that might be relevant.

Even if the bombers don't hit the bunkers and gun emplacements directly, there's things like
Bunkers and stuff work best when they have a clear field of fire. Bomb and heavy shell craters provide cover which can provide attackers with a route towards the bunker with bunker-defeating weaponry like flamethrowers which have a very short range.
So the more bombing happens, the less efficient the fortification defence is, because they're not as able to protect against flanking, and no longer have as clear a field of fire.
I agree but that's not what I'm talking about. I was talking about strategic bombing damaging forts. What you're talking about IMHO is represented by CAS and they are doing quite well against fortresses imho.