Mismodeling of tactical airpower in DH and HOI series

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Herbert West

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Redirected threadhijack form here:

yeah it shows how airplanes are underpowered in HoI, in RL Germans were just annihilated by Jabos.

Well, IRL aircrafts were pretty useless in the beginning of Ardennes Offensive due to extremely bad weather. But I assure you that I am being bombed to the stone age, I just don't show everything in screens. Many divisions lost substantial amount of strength. Furthermore, my 4 TACs were annihilated by allied fighters in the West because I stupidly think that I may use interdiction mission to soften up Allied defenses.

The real problem lies in the fact that what airplanes really disrupted is not, or at best, misrepresented in HOI. Airplanes, especially in WWII, are not that good at actually destroying equipment or manpower. They are great for reducing operational capacity because the troops scatter, look for cover, only move at night, and have their supply lines bombed. Airplanes are a tool to soften up your enemy so that he fights back at many levels below optimum. They are not (at least in this timeframe) a tool to actually kill your opponents troops.

Org regain in HOI is fraking quick, thus, the deorganizing effects of a continous bombing campaign (coupled with the ridiculous effect negation of "dug in 20") are very undervalued, while the destruction effects (loss of STR ingame) are overvalued. An understandable tradeof, but one that casts a long and wrong shadow.

See link


I don't know, the Allied airpower in the West in 1944/45 was pretty devastating. It was practically suicidal for German tanks to move during day in good weather. I of course entirely agree that the key effect was just what you described, but I don't think the actual destructive power of CAS, especially against vehicles, should be underestimated.

(It would be great if for example "Ground Support/Attack" missions were more effective against the types of divisions that are "vehicle-based" - ARM, MOT, MECH, etc.).


Again, those tanks were lost as operational losses, not as tactical ones. You should always, always question pilots reports about the damage they done.

For example: tank goes out, plane pelts it with 20mm ammo, that bounces right of the top armour, and penetrates, with a little luck, the engine block. The tank is now turned into a stationary gun, and can be considered knocked out.

Now, if we have an army that is either static, or on the offensive, then said tank will be towed back to base or the nearest adequate repair facility, and is repaired, and good to go. It is a short-lived loss, but not a permanent one.

If we have a retreating army with supply and logistics problems (germans in 1944), we will see that tank getting abandoned, and thus lost. This is an operational loss, since it was not brought by the plane actually killing the tank, but by the army the plane belonging to, advancing and enveloping the tank.

What HOI models, on the other hand, is tactical loss, meaning that the plane renders the tank not only inoperable, but completely destroys it. That did not happen often during WWII. Yes, the late-war planes had rockets, but you actually have to HIT things to destroy them, and this is where pre-guided munitions planes lack a lot.

(The same goes for the germans,of course, but they exploited this very fact, the disorganizing factor, in blitzkrieg)
 

DrakenPL

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So to contiunue I read book about Normandy invasion from Germans perspective and that tank division were just unable to organise or move at day, there were divisions which Hitler forced to move on the day that lost 2/3 tanks in matter of 2-3 days.

And airplanes had really high chance to penetrate tank armor from the top, but to skip that to part about pilots increasing their claimed tank kills it's obvious that you can atleast divide it by 2. But it happens to all kind of "kill reports" it's not matter of bad will but pilots usualy don't have time to check if they actualy destroyed something.

It doesn't matter if it was tactical or operational loss in HoI that is represented by strenght loss and you need to reinforce it later on...
 

Cybvep

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A preliminary balance fix could include an increase in ORG damage and a decrease in STR damage.

It's actually easy to change in misc.txt:
# Air vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes from air units
0.30 # 0.25
# Air vs. Land - Str dmg - Increasing this will increase STR damage land unit takes from air units
0.20 # 0.25
Try halving the STR dmg and multiplying the ORG damage by two.

Additionally, in order to make mechanised units more vulnerable to aircraft and infantry units less vulnerable, one can change airdefence stats. For example, currently 1941 Armoured division has 5 airdefence, while 1942 INF division has 6 airdefence. Therefore, the difference is not very big ATM.

Another change could be the increase in hard attack of CAS (and TAC, too, but to lesser extent) and a decrease in soft attack.

No new mechanics is needed, unless you want to remodel the way aircraft work in HOI2. Personally, I think that their current representation is a bit clunky and doesn't represent the flexibility of RL aircraft, but changing this would involve a massive overhaul, so I doubt that it will happen any time soon or whether it will happen at all. Still, I think it's possible to achieve the effects you want by changing some moddable values.
 

Wildcat_PL

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Don't forget the softattack and hardattack of air units. Late game air-to-ground missile techs should increase hard attack.
All land divisions have softness aswell, and this defines how vunerable it is versus each type of hard/soft attack.
 

Gort11

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I kind of wish there was a combined ground attack/support mission I could give my air units that did a bit of org damage and a bit of strength damage. Seems silly that I can bomb units without killing anyone, just making them a bit disoriented.

Sometimes you just want to tell your planes, "Attack Poland!" and let them get on with it. With the way the air game is set up now it'd be most helpful if there was an air AI that just did, "IF I see a lone unit, ground attack it until it's dead ELSE do org damage to any enemy that's in combat".

Also, how come I can't add escorts to my CAS planes? Seems bizarre that my incredibly vulnerable and short-ranged Stukas can't be escorted. Surely they'd be ideal candidates for escort?
 

Cybvep

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I kind of wish there was a combined ground attack/support mission I could give my air units that did a bit of org damage and a bit of strength damage. Seems silly that I can bomb units without killing anyone, just making them a bit disoriented.
It's very easy to change that.

Find these entries in misc.txt:
# _MISSION_GROUND_ATTACK_
0 # 0 = disabled by default, 1 = enabled by default
0.5 # Starting missions efficiency. Valid values: 0.05 to 10.0
0.0 # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission
1.0 # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission
# _MISSION_INTERDICTION_
0 # 0 = disabled by default, 1 = enabled by default
0.5 # Starting missions efficiency. Valid values: 0.05 to 10.0
1.0 # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission
0.0 # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission
Then, change the bolded values. You can easily introduce limited STR damage for Interdiction missions and limited ORG damage for Ground Attack missions. That way, you tell your aircraft to "focus" on sth, but it won't prevent them from inflicting damage or disorganising your enemies.

Keep in mind that default values are balanced for 100% focus, i.e. no STR/ORG damage for Interdiction/Ground Attack.
 

Dichromate

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I kind of wish there was a combined ground attack/support mission I could give my air units that did a bit of org damage and a bit of strength damage. Seems silly that I can bomb units without killing anyone, just making them a bit disoriented.

Sometimes you just want to tell your planes, "Attack Poland!" and let them get on with it. With the way the air game is set up now it'd be most helpful if there was an air AI that just did, "IF I see a lone unit, ground attack it until it's dead ELSE do org damage to any enemy that's in combat".

Also, how come I can't add escorts to my CAS planes? Seems bizarre that my incredibly vulnerable and short-ranged Stukas can't be escorted. Surely they'd be ideal candidates for escort?

Realistically, it would make more sense to only have a single mission type - call it ground attack/support or whatever you want, but have it do both Str and org damage, with mostly org damage.
 

Limith

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Imo, the land doctrine of the one being bombed should also impact STR/ORG loss.

Human wave is fairly easy to bomb. Spread out loose guerrilla warfare isn't.
 

unmerged(238359)

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Actually, Human wave probably represents broad, fairly in depth units and commands. If any doctrine should be susceptible to air attack it's Spearhead - look at how vulnerable the tight German armored columns and troops concentrations were once the allies gained air superiority in France.
 
Last edited:

Conanteacher

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I kind of wish there was a combined ground attack/support mission...

Sometimes you just want to tell your planes, "Attack Poland!" ..."IF I see a lone unit, ground attack it until it's dead ELSE do org damage to any enemy that's in combat".

I like the way it simulates "fog of war":

If I don't concentrate and carefully micromanage I'll get high losses and inefficient air missions.
If I pause a lot, think and give precise orders (even arrange the hours of attack) I get very effective results of correctly used airpower.

Makes me feel like a general!
(compare Budyenny to Zhoukov, Himmler to Manstein etc)

If I could say "attack Poland" and HoI does it all by itself, I'd feel like a head of state in a bunker giving desperate orders...
like Albert Hiller !!