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Hicham

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Aug 20, 2009
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The original text is in French, I made the translation by WorldLingo
Excuse the faults :)

Hello

I find that in HOI (I, II and III), the player is limited in the control and the management of his army and in the making of certain decisions. The concept of the play is undoubtedly a revolutionist, but does not exploit at bottom its potential.

I worked out a whole of proposals within the framework of a project so improving Hearts Of Iron II or III.

I carried out this project in the form of guide, as if the new design is already made.

I hope that the next versions of the plays of strategy will be more sophisticated than those currently available…

Good reading.


To read the French thread :
http://forum.paradoxplaza.com/forum/showthread.php?t=466015

To see more suggestions, I propose to you the excellent thread of Kaoru Nagisa :
http://forum.paradoxplaza.com/forum/showthread.php?t=471998


PROJECT: NEW VISION FOR HOI2 AND HOI3



INTRODUCTION

In times of peace, the majority of the players of Hearts Of Iron complain about the inactivity of their armies, whereas in a play of great strategy a considerable part of the action proceeds in fact in times of peace. Divisions are there on the chart, without anything to make as if they do not have any role, it would be said that they are unemployed, it should be waited until the country is in war to make move the troops and benefit fully from the play…
At present, you will not have to feel sorry for you any more, even in times of peace, you , you will have tasks to achieve will have the decision-making power on several fields. You will be able to form your army as you hear it by taking as basic unit the Battalion, and to choose which drives your units must follow to prepare an invasion or to increase the experiment of their men…, with which type of weapons you will equip them, seek new weapons then to test and will compare the prototypes…
Your States Majors will be able to plan invasions, to launch research on the material necessary, to study and test theories and doctrines, to prepare tactical actions…

TWO SCENARIOS ARE ADD:

SCENARIO HISTORY 1918: A WORLD REDRAWN BY THE PEACE TREATIES

The scenario begins it 11 November 1918 at 5 a.m. 15 by announcing the signature of the armistice, you will have the following message: Dear Sir, the German and allied Generals are brought together in one restaurant car arranged marshal Foch, in clearing of Rethondes, in forest of Compiegne. The armistice is signed, marking the end of First World War (1914-1918) and capitulation [[de l']]Germany. A war which made more 20 million deaths and 21 million invalids or of mutilated.
A basic music, full peals of bells and ringings of bugles the end of this period, and the one new time will announce beginning.
The player will have to rebuild his country and to deal with the various political , economic crises, industrial, famines and diseases…: The agricultural and industrial productions broke down because of the requirements of the saving in war and the mobilization of a great number of credits. The traditional trade-circuits are disorganized. It is necessary to rebuild, start again the activity and to return to a saving in peace while managing a serious shortage of labour. The material destruction is important and affects hard the dwellings, the factories, the farms and other infrastructures of communication like the bridges, the roads or the railways… Decontamination, désobusage and it mine clearance of thousands of hectares devastated by the engagements will take several years… To this are added a considerable deficit of the births, the threat of Spanish influenza it pandemia more the mortal of the history…
Also them clauses of the armistice will be hard for the overcome States…
Will follow by “vent” the treaty of Versailles signed it June 28 1919, in gallery of the Ices castle of Versailles and promulgated January 10 1920. It will announce the creation of one Company of the Nations and will determine the sanctions taken against Germany. This one, which will not be represented during the conference, will be seen deprived of its colonies and of part of its military rights, cut down by certain territories and obligation with doors economic repairs.

To note that of new vents will make it possible to follow the historical screen.

SCENARIO HISTORY 1933: LE MONDE A THE MERCIE OF A DICTATOR
The scenario begins on January 30, 1933 at midday by announcing the nomination from the new Chancellor from Germany, Adolf Hitler, and the creation of Third Reich…

A- HAS NEW OPERATION

In Hearts Off Iron, the supply indicates all which a modern army needs to fight. Daily consumption is quantified (ex: a Brigade of Infantry has a daily need for 0,7 supply).
The new design of the play is to detail most important of the requirements in supply, namely the ammunition (shot, balls, shell) and the explosives (bombs, grenades, landmines, marine mines) and to give to each one of these elements points of value (P.V).

CONCEPT OF POINTS OF VALUE

Supposing that 1 produced supply, is equivalent to the production of 100.000 statement.
These 100.000 P.V can be the sum of the P.V of 30.000 balls + 1000 grenades + 700 shells + 2000 antipersonnelles mines…
For that, a list of equivalence enters the element (ex: 1 ball 7,92x57 mm) and its P.V is drawn up.
The interest of this concept is to create a certain flexibility as for the supply of the units to the engagements, Ca wants to say that in certain situations (before launching an operation, attacking a fortification, to besiege a city…), you can compose (and increase) their supply according to the objective to be reached.
Ex1: to order with your units of artillery of launching 1.000.000 of shell on the enemy to cut down his moral, before starting a great operation.
Ex2: to order with your tank crew members to draw while rolling to disorientate the enemy, even if that increases their consumption in ammunition…

A-I- INDUSTRIAL CAPACITY (CI)

Industrial capacity: the industrial potential of your country is represented in terms of Ci.
CI included:
1- Consumer goods
2- The Supply
3- The Adaptation and Improvement
Notice that the option Amélioration “Upgrade” is now called Adaptation and Improvement.
One uses this Industrial Capacity (Adaptation and Improvement) for:
- To adapt: to arrange a machine
Ex installation of the gun Pak 37mm on the superstructure of the caterpillar Renault EU captured to have Panzerjäger.
- To improve the versions of the weapons and vehicles (of the same model).
Ex to improve Panzer III Ausf. G in version Ausf. H.
NB. One cannot Améliorer (Upgrade) Panzer I in version Panzer II (it is not the same model) but one can replace it. Panzer I will not be destroyed but will not be sent towards stocks of the Army and replaced by Panzer II which will be deduced from these same stocks.
4- Production
To increase the basic industrial Capacity of your country, factories should be created.
The creation of a factory takes much time (up to one year).
To cure that you can increase your industrial production by producing thousands of machine tools.
Definition : A machine tool is a machine able to maintain a tool and to print a movement to him in order to cut, cut out, deform a material. This machine can thus be used as means of production.

A-II- CAPACITY OF FORMATION AND MILITARY DRIVE (CFEM)

Capacity of formation and Military drive: the potential in bases specialized in training soldiers of your country is represented in term of CFEM.
Like the factories, your country has a certain number of special military bases which determine its capacity to form, to involve units and to train reservists starting from the labour.
To increase this capacity, it is necessary to build other specialized bases, or in the same base, to add new buildings.
The CFEM included:
1- Formation of Units: you can form is permanent units, is units of reserve.
When you select a unit to form it, you can activate or decontaminate the option: parallel production of the material necessary (weapons, vehicles…).
If you activate this option, in the queue of production, you will have: production of the material of unit X (you can change the composition this material if you wish it, ex: to increase the number of machine pistols and to decrease that of rifles, to add anti-tank weapons, to change vehicles by others…). It should be noted that this option uses Ci production.
In the opposite case, the unit, once formed, will have a gray interface with a symbol showing that it is not armed (you can arm it starting from your stocks with weapons).
NB. The units in formation use the material (weapons, vehicles…) of your special military bases, therefore your specialized military bases must have their own stock of weaponry (weapons, vehicles…).
2- The Drive of the Units : your units which are involved will use this capacity. If there is not enough place for everyone, the units which will not be able to achieve the drive, will have to await their turn.
NB1. Knowing that units of reserve must maintain and improve their military formation and knowledge, each unit with the possibility of pointing out its reservists to this end, in times of peace without it being in crisis of conflict or.
NB2. The units which are involved, use their own weaponry.
3- Training of Reservists: you will use this capacity to convert into mass your labour in a thousand of soldiers reservists in order to reinforce, where necessary, the units in lack of manpower.
The reservists or soldiers of reserve are soldiers, who after having finished their basic instructions and their formations of specialization, will turn over to the civil life. (One finds in the military reserve volunteers, former soldiers of career and the citizens who passed their military service.)

A-III- CAPACITY REPAIR OF THE BRIGADE OR DIVISION (CRB OR CRD

The capacity of repair represents the maximum number of vehicles to be repaired in same time. It is according to the vehicles of breakdown service, towing and repair available to the Brigade or Division.
NB1. This capacity relates to only the light damage.
The guns have one level of damage (damage sudden) and deterioration (a number of drawn shells). A damaged gun is repaired by the service maintenance (repair) of Division.
NB2. A gun severely damaged, deteriorated or destroyed must be replaced. The replacement uses your Logistic Capacity.

A-IV- LOGISTIC CAPACITY (CL)

In the interface of production, you find a series of cursor (request for production, consumer goods, supply…). You notice the absence of the cursor reinforcement “Reinforcement”, makes the reinforcement of it is not an industrial production. The reinforcement as a man is done automatically by transport, it needs a logistics and is according to your logistic capacity.
The reinforcement as soldiers is done from the closest reservists.
By selecting each unit you can activate or decontaminate the automatic option reinforcement.
CL included :
1- Reinforcement: the logistic capacity reinforcement aims to gather and transport the soldiers reservists since their places of residence to the units which fought, which counts a great number of losses and which must quickly be reinforced.
2- Redeployment: Inter alia the strategic redeployment of a unit, to redeploy the DCA, to redeploy the weapons of a fortification…
3- Evacuation: Evacuation of the industrial potential (Doctrines of the operation of evacuation)
You can transfer a factory from an area to another.
This action is done in the time from 1 to 100% and requires logistics for the transport of the dismounted installations and the Industrial Capacity (Ci) to build the buildings indémontables.
Ex: during the program of Russia, the Soviets could fold up their industrial potential in the order, more than 10 million workers and thousands of dismounted factories being reinstalled in the east of the Ural.
4- Provisioning
5- Replacement: The vehicles which require a replacement of their (S) gun (S) with the top of 20 mm or them (S) turret (S) will use this option. (guns deteriorated, gun or turret severely damaged (E) or destroyed (E)).
Each spare part (caterpillar, engine,…) require a time of installation.
Also you can replace Panzer III by Panzer IV…
Ex1: To replace the severely damaged turret of a tank.
Ex2: To replace the worn engine of a tank.
The replacement of the material is made from the warehouses the military materials closest.
NB. To increase the logistic capacity, it is necessary to produce engines, coaches, trucks, ships cargo liner, airfreighters, vehicles of breakdown service, towing and repair…

A-V- POINTS OF LEADERSHIP (PL)

PL included:
1- Spies
2- Diplomats
3- Technological research
4- Seek Top Secret:
you can allocate to the maximum 10% of your points of leadership to secret research signal.
In secret research signal, your country employs methods and techniques to make this research quasi undetectable by the enemy spies.
A secret research signal can be a technological research (search for tanks, fighters…) or establishment of a secret plan for an operation of invasion (a secret plan enables you to prepare and to involve your troops with special missions and to give them a no-claims bonus attacks surprised).
Ex1: Project Manhattan (first bomb A)
Ex2: following treaty of Versailles, Germany had prohibition to study or build armoured vehicles. To scramble the tracks, the first designation which was applied by German to light tank Panzer I, conceived in the years 1930, is it tractor agricultural (Landwirtschaftlicher Schlepper).
NB1. With each technological research or signal secret, you can attach an officer in order to supervise the project. Once this finished last, the officer in question will gain points of prestige.
NB2. When you stop a research in progress and take it again later to you, you will be penalized from 1 to 10% on your progression (this penalty is a function of the downtime), without having to take again all since the beginning.

A-VI- PROGRESSION OF THE ATTACK IN A PROVINCE

In Hearts Off Iron 3, the attack of a province by a unit is marked by a direct arrow and vacuum with red contours, this vacuum is filled gradually while approaching the target.
At present, the control of a province will not be done any more a only one holding (when the red arrow becomes full), but there is progressive acquisition of the territory with shift of the face (each acquired piece will be coloured in red).

A-VII- THE FORTIFICATION

Each fortification has a capacity like the ships and had cargo liner. It can be held by one or more Battalions, and be equipped with material (guns, machine-guns…) that you can change at any time or reforward it for another use…
You can build fortifications (Bunker, Casemates) secret and under terraines either for your Staffs or to store the weaponry.

A-VIII- THE CONCEPT OF THE BASE WAREHOUSE (DEPOSIT HOLDS STOCK AND SHELTER FOR MILITARY MATERIAL):

Each nation has its own reserves and stocks of military material. They are composed of obsolete weapons dating from before First World War to the advanced weapons.
NB. Your bases warehouses can be secret and under terraines.

B- THE MILITARY DRIVE

B-I- The DRIVE OF the BATTALIONS, REGIMENTS, BRIGADES AND DIVISIONS

The drive or inurement has the role to form the troops with a certain type of combat (urban zone, mountain), or a particular environment.
These formations, often modular and adaptable according to the unit, are at base of reinforcement of the physical condition, of training of particular techniques (techniques of combat commando, techniques of evolution in mountain…) by adapted courses: specific shootings, displacement (according to the ground), life in countryside adapted to the environment…
You have the choice between several drives: the drive with the doctrines, with the engagements on various types of ground… you can even compose a list of drives to be followed.
The units which will follow these drives will see their increased experiments and their changed levels, they will be able to pass from Blue to Instructor (ex Bataillon of Experts).

THE LIST OF THE LEVELS:

- Blue = Apprentice
- Qualified
- Confirmed
- Expert = Specialist
- Veteran
- Elite
- Ace = Guard = Protective
- Master = Instructor
Also, after several specific drives, a regular unit can evolve/move and to have several special aptitudes. Thus a simple Battalion of Infantry which follows intensive drives on the attack and the defense of mountainous grounds and which arrives at a given level can evolve/move and become a Battalion of Infantry specialist in mountain…

HERE THE LIST OF THE DRIVES:

1- GENERAL DRIVE WITH THE COMBAT :- use of light weapons, collective weapons and weapons not mortals
- techniques of countryside, in particular techniques of survival, reading of charts, purification of water and navigation
- use of the equipment of communication
- A co-operation and a good communication between all the levels of the chain of command, particularly between the unit and training levels
- Development of individual competences
- sensitizing with the mines
- right of the wars
- first aid , including the cardiorespiratory reanimation (RCR) and hygiene
- operations of patrol and control
- functions of sentinel and guard, safety of the camp
2- DRIVE AND GENERAL TRAINING TO GAIN THE CONFIDENCE OF THE CIVIL POPULATION:- Help and evacuation of the civil population
- negotiation and resolution of conflicts
- training in intercultural relations
- policies as regards recourse to the force and rules of engagement
- methods of investigation and reports/ratios
- establishment and maintenance of law and order
- excavations, control of crowd, treatment of the prisoners
- assistance in the rebuilding of the infrastructures, humane work
- co-operation with related organizations (p. e.g. the Red Cross)
- examination of the lessons selected of the preceding missions
3- OFFENSIVE DRIVE:- To locate the positions of the enemy troops
- To establish the best action plan
- To dissimulate the movements of the troops
- To ensure the greatest possible power of the fire of cover
- Fights brought closer
- To achieve the goals of the mission
- Consolidation of the positions conquered and with strategic and tactical importance
- Reorganization of the survivors
- Installation of defenses to counter a counter-attack
- Cleaning of the conquered sectors
- To try to decrease to the maximum the losses as men
- To avoid confusion in the fire of the action
- To resist the reaction of the enemy
4- DEFENSIVE DRIVE:
- To employ tactics to mislead the enemy
- To choose the best plan of defense
- To choose positions to be defended
- To establish observation posts and outposts
- To use obstacles
- To use reliefs of the ground
- Camouflage and responses surprised
- Shooting on moving target
- To force the enemy to expose itself to fire
- To force the enemy to move towards the zones most favorable to the defenders
- To make the most losses possible at the enemy
- To create confusion at the enemy
- To envisage a mobile force of reserve to counter-attack
5- DRIVE ATTACKS URBAN:
- Command and control
- Coordinated movement (armoured Infantry and vehicles)
- clearing of the access roads
- cleaning of the mines
- dismantling of the barricades
- destruction of the houses
- neutralization of the artifices trapped in the buildings and the sewers
- adjustment of the zones strengthened for the PC
- installation of obstacles to avoid a counter-attack
- Repression partisane
- To beat a retreat
- To launch a load
- To launch an attack on distinct, one fortification, a heavy nest of machine guns, an armoured vehicle…
- To launch an amphibious attack
- To launch an airborne attack
- Run of control for the vehicles
- Run of jump in parachute
- Fights of night
- Physics, mental, determination
- Combined progression (armoured Infantry and vehicles)
- Progression under artillery bombardment
- Progression under air raid
- Drive under difficult weather conditions (downpours of rain, fog, wind at high speed…)
- Drive under frozen climate
- Drive under hot climate
- Drive on rough ground
- Drive on muddy ground

6- DRIVE URBAN DEFENSE
7- DRIVE Of ATTACK ON GROUND A HYDROGRAPHIC OBSTACLES LONGILIGNES: RIVERS, RIVERS, CHANNELS
8- DRIVE OF DEFENSE OF GROUND WHILE RESTING ON ITS HYDROGRAPHIC OBSTACLES LONGILIGNES: RIVERS, RIVERS, CHANNELS
9- DRIVE Of ATTACK ON GROUND A COMPACT HYDROGRAPHIC OBSTACLES: LAKES, MARSHY ZONES
10- DRIVE OF DEFENSE OF GROUND WHILE RESTING ON ITS COMPACT HYDROGRAPHIC OBSTACLES: LAKES, MARSHY ZONES
11- DRIVE OF ATTACK OF MOUNTAINOUS GROUND: MOUNTAINS, HILLS
12- DRIVE OF DEFENSE OF MOUNTAINOUS GROUND: MOUNTAINS, HILLS
13- DRIVE OF ATTACK OF GROUND WITH VEGETATIONS: DRINK, DRILLS, JUNGLE
14- DRIVE OF DEFENSE OF GROUND WITH VEGETATIONS: DRINK, DRILLS, JUNGLE
15- DRIVE OF DESERT ATTACK OF GROUND
16- DRIVE OF DESERT DEFENSE OF GROUND
17- DRIVE OF ARCTIC ATTACK OF GROUND
18- DRIVE OF ARCTIC DEFENSE OF GROUND
19- VARIOUS DRIVES (MAKE YOUR LIST OF DRIVES) :



B-II- DRIVE OF A UNIT FOR A SPECIAL MISSION

You can involve your units to achieve special missions. To succeed, it is necessary to make a planning meticulous person and to launch if need be operations of espionage. Sometimes you can even use of Industrial Capacity to build models of drive.
For a unit either lends on the operational level, it is essential that it is made of troops involved well to carry out all the tasks of the mission. The drive is graduated from 1 to 100%. More one unit advances in its drive plus it will have chance to achieve the mission. Even if the drive is at 100% the success of the mission depends on several factors.
A special mission can be: destruction of a fortification (Ex destruction of the fort of Eben-Emael), the capture of a bridge, the capture or destruction of a deposit of weapons, destruction of the railways, lines of communication, logistics of a radar, rescue of the prisoners, to assassinate to capture or release a personality, false unloading of diversion, capture factories and oil fields, captures of an air fleet in a base, capture of a naval fleet in a port, infiltration, to sow confusion…

DRIVE AND INSTRUCTION SUITABLE FOR THE MISSION

- objectives of the mission (to select the objective - on the chart)
- information exact and convenient concerning the theatre of the operations, which means that it is necessary to make the recognition of it sufficiently early to hold account of it at the moment of the development of the plan
- a reasonable certainty as for the realization of the mission
- doctrines or directives which expose the requirements and the standards of instruction for the type of mission undertaken
- directives or councils concerning the activities and the priorities of instruction for the mission, which are given, in an increasingly precise way, according to the chain of command
- of reliable information concerning the availability of the vehicles, of the equipment and other resources necessary to the instruction
- knowledge of the weapons, the mines, the ammunition and the vehicles specific to the theatre of the operations
- geography, history, political situation and evaluation of the threat (military and contextual) with regard to the theatre of the operations
- cultural formation and linguistics centered on the theatre of the operations
- formation with regard to the permanent instructions of operation and the rules of engagement applicable to the mission
- measurements of hygiene and health specific to the theatre of the operations
- techniques of control of the stress

B-III- THROW OF GREAT OPERATIONS:

You can ask has your supreme command (or at the HQ of staff, HQ of the Theatre…) to prepare 1 or several plans (the number should be chosen) for an operation of great scale (invasion of a country, project or offensive for the catch areas with strategic importance…).
It should be noted that sometimes the preparation of a plan will be the Secret Research Signal object which will use the Points of Leadership.
After one duration of studies and information, you will have to choose a plan among the various plans suggested (Ex choice of the tornado plan proposed by the Bonplan marshal).
Each plan will give you several details:
- The number of units and quantity of materials (supply…) necessary with the realization of the operation.
- The site which each unit in the chart will have.
- The time and duration of the operation.
- Percentage of success.
- A simulation of the progression of the units towards their objectives.
After having chosen a plan, the units will pass to the drive to increase their chance of success…
You can always defer or cancel an operation.

C- ORGANIZATION AND MILITARY MANAGEMENT

1- With the top of HQ of the Theatre of the operations you can create the 3 HQ of staffs (HQ of staff Army , HQ of staff Air Force, HQ of staff marinates)
Ex: staffs of the three armies German.
Oberkommando of Heeres (OKH) for the terrestrial forces.
Oberkommando der Luftwaffe (OKL) for the air forces.
Oberkommando DER Marine (OKM) for the naval forces.
2- With the tops from the 3 HQ of staffs you can create the supreme command “the Supreme Command ".
Ex1 : Oberkommando der Wehrmacht (OKW) was the supreme command of the German forces armed with 1938 to 1945.
Ex2 : The supreme command of the British armed forces is “Imperial General Staff "
Ex3 : The Committee of the chiefs of Staffs interarmées “Chiefs Joint off Staff " (JCS) includes/understands the most graded members each principal branch of the services of the Forces armed with the United States.
Ex4 : The supreme command of the forces armed with the Soviet Union is the “Stavka”
3- The smallest unit formed in the play is the Battalion.
4- Attention, it is necessary to make the difference between the Battalion of support, the Regiment and the Brigade:
In Hearts off Iron 3, the Battalions (II) of support and the Regiments (III) are produced in the form of Brigades (X). When one selects on the chart a Brigade (X) of Infantry one realizes that it is in fact a Regiment (III) of Infantry, and a Brigade (X) of support is actually only the Battalion (II) of support of Division…
In the military organization one a: the Battalion (II) with the top one finds the Regiment (III) with the top one finds the Brigade (X) and with the top one with Division (XX).

C-I- RANKS IN THE ARMY

To simplify, and not to muddle the spirit of the player, the ranks of the officers in the army will follow the symbols of the units which they will have to order:
The Battalions (II) is ordered by a Commander with 2 features (II).
The Regiment (III) is ordered by one Colonel with 3 features (III).
The Brigade (X) is ordered by one General with 1 star - General of Brigade.
Division (XX) is ordered by one General with 2 stars - General of Division.
The Army corps (XXX) is ordered by one General with 3 stars.
The Army (XXXX) is ordered by one General with 4 stars.
The Group of Armies (XXXXX) is ordered by a Marshal with 5 stars.
The Theatre of operations (XXXXXX) is ordered by a Marshal with 6 stars.
The Staff (XXXXXXX) is ordered by a Marshal with 7 stars.
The Supreme Command (XXXXXXXX) returns to a Marshal to 8 stars.
NB. The maréchalat is not a rank but a dignity.

C-II- PROMOTIONS OF THE OFFICERS

Throughout year, your reserve accomodates new officers.
The officers gain points of experiment and points of prestige.
During the drives and the combat, the officers gain experiment. When an officer reached 100 points in experiment, the meter will go back automatically to 0, and it will gain 1 thus point of competence.
By against the points of prestige cumulate. Certain situations make it possible to the General to pile up points of prestige, among those one will quote: the drive of the units, the supervision of a technological research, release of a province with strategic importance, the surrounding of a great number of enemy units, victory of an important battle…
To go up in rank, the Commanders and Colonels lose points of competence but once become Généraux, they will have to use theirs points of prestige for their promotions.
1- RECALL OF COMPETENCES OF THE OFFICERS
Army :
- Expert in logistics “Logistics Wizard”
- Defensive Doctrines “Defensive Doctrines”
- Offensive Doctrines “Offensive Doctrines”
- Specialist in the winter “Winter Specialist”
- Fox “Trickster”
- Genius “Engineer”
- Destructor of fortresses “Fortress Buster”
- Expert out of armoured tank “Panzer Leader”
- Commando “Commando”
- Old guard “Old Guard”
- Fox of desert “Serves Fox”
- Rat of jungle “Jungle Rat”
- Expert in urban war “Urban Warfare”
- Forest Specialist “To arrange”
- Combatant of mountains “Mountaineer”
- Expert counter-attacks “ Counter-Attacker of it”
- Expert in attack “Assaulter”
- Entoureur “Encircler”
- Blitzeur “Blitzer”
- Disciplined “Disciplined”
- Combatant of hills “Hills Fighter”
- Embuscadeur “Ambusher”
- Specialist in elastic defense “Elastic Defence Specialist”
2- NEW COMPETENCES FOR THE OFFICERS
Army :
- Specialist in recognition
- Specialist in the attacks on river
- Expert in positioning
- Expert in support
- Killer of tanks
- Marksman
- Disciplined Gunner
- Aggressive Attacker
- Determined Defender
- Breaker of face
- Instructor
- Careful
- First attacker
- Tactician
- Resistant
- Tough
- Crafty one
- Escarmoucheur
- Liberator
- Surviving
- Expert in influence
- Expert in occupation
- Expert in combat of the streets
- Expert attacks some crushing
- Expert in infiltration
- Expert in camouflage
- Expert in shooting of devastation
- Expert in special operations
- Expert out of combined weapons
- Expert in load of cavalry
- Expert in operation
- Aggressive Operation
- Kamikaze
-…
3- THE LIST OF THE FEATURES OF THE LEADERS (POLITICIANS AND OFFICERS)
- Politician
- Avenger
- Spy
- Dictator
- Scientist
- Engineer
- Theorist
- Diplomat
- Economist
- Leader
- Popular
- Honor like principle of life
- Lord of war
- Instructor
- Inspector of weapons
- Ambitious
- Courageous
- Able
- Administrator
- Motivator
- Strategist
- Qualified
- Dominating
- Intuitive
- Visionary
- Aggressive
- Persuasive
- Just
- Improviser
- …

C-III- WHY WANT TO CREATE BATTALIONS?

The battalion is “the smallest unit of infantry which can receive the concerted tactical support of various weapons” - manual of drive of the British Ministry of the War, January 15, 1944 -
Initially, to make the play more real, to give more possibilities to the players and to obtain a better balance.
Also, to have more flexibility in creation of your Brigades and Divided. In effect you can choose the number, the kind, the composition… of each Battalion.
You can have Brigades and Divided single, to change their statistics… while adding or by withdrawing Battalions according to needs' for your campaigns.
You can create Divisions of Flak (anti-aircraft), Divisions of Instruction, divisions of Replacement, Divisions of safety, Divisions of Repression, Divisions Special (ex Panzergrenadier Brandenburg division, Fallschirm Panzergrenadier Division 2 Hermann Göring)…
Being given the vastness of the theatre of operations and the great number of provinces, will be a waste, a lack of strategy, to scatter your Regiments everywhere for missions of guard or safety where Battalions would be enough. At present your Battalions will ensure the coastal guard, the guard of your airports, your naval bases, the lines of supplies and repression partisane…
You will think that all that is well but poses the problem of micro managements; a Division can be composed on average of 2 Regiments with 3 Battalions + 1 Regiment with 2 Battalions + 5 Battalions of supports + 1HQ Division, that is to say a total of 13 Battalions + 1HQ. For a country like Germany (or Soviet Union…) you will be caused to to manage more than 240 Divisions i.e. more than 3120 Battalions (240 X 13 = 3120) without counting the HQ.
Not they is false. The management of the units can always be done with nival divisions; pawns Battalions are arranged in pawns regiments which in their turn are arranged in pawns Brigades then Division (option: to arrange the components of Division, Brigade, Regiment). There is thus only one Division pawn which integrates all the battalions… When you move a Division of a P1 province in another P2 (to move the Division pawn of P1 with P2) it is the whole of the Battalions, Régiments, Brigades and HQ which move automatically towards P2.
Now, if you have the dispersed option of a Division. You have all the visible components of Division on the provinces in the form of pawns the different ones sizes (pawns Let us battle, Régiments pawns, pawn HQ Brigade, pawn HQ Division). When you move pawn HQ Division of P3 with P4 it is the whole of the Bataillons pawns, Régiments, HQ Brigade who move automatically towards P4 in formation dispersed. You can too to order a B1 Battalion to move towards the P5 province, it will make it.
If you give the order to the B2 Battalion to hold the P3 province, with the B3 Battalion to move towards P6 and to rest 10 days and with the B4 Battalion to protect the airport from the P7 province… they carry out initially these orders, the Battalions without precise order will follow the HQ Division automatically.
You now see all the advantages to draw from these formations.

C-IV- IT WHAT THE INTEREST OF THE BRIGADE?

The Brigades are create to give more balance in the play, and for the needs for the mission.
For example: to launch an airborne attack the Brigades Parachutists are used (Regiments para + Bataillons of supports para + HQ Brigade) which tolerate in their composition only transportable material by airfreighter (ex Bataillon Artillery Para), whereas in one Division parachutist one can add different Let us battle of supports with different heavy material (ex of the gun 88mm, the artillery 170mm, the vehicles armoured…).
The Brigades Parachutists will launch the airborne attack while the HQ Division and the Battalions of supports or of escort of Division will remain on the spot (their provinces).
Important: It should be noted that the Battalions (Regiments or Brigades) Alpine can be transported by airfreighter of an air base with another since they tolerate in their composition only light material and material transportable by airfreighter .

C-V- BATTALION, REGIMENT, BRIGADE, DIVISION

- The Battalion is represented in the play by a pawn of the size of a boot of the Division pawn (or by symbol NATO of the Battalion).
- The Regiment is represented in the play by a pawn having half of cut Division pawn (or by symbol NATO of the Regiment).
- The Brigade or Division is represented by an of the same pawn cuts (parce that there is Divisions has only one Brigade).
To form a Regiment, one selects a selected Battalion and one the option to arrange with 1 (2 or 3 another Battalions in the same way standard). If not one takes the pawn Bataillon and one poses it on the pawn of another standard Battalion in the same way.
To form a Brigade, one selects a selected Regiment and one the option to create HQ Brigade then to arrange with 1 HQ Brigade and 1 Battalion (and 1 Regiment + 1ou 2 Battalions). If not one takes the pawn Régiment and one poses it on pawn HQ Brigade…
has 1 Battalions has from 400 to 800 Men according to his nature (a Battalion of Recognition, anti-air, Artillerie, Génie…). It is ordered by a Commander (II) (Major).
B 1 Regiment = from 2 to 4 Battalions of comparable nature (the number in Men will be determined by the number and the nature of the Battalion), it is ordered by one Colonel (III) (Oberst).
Ex: A Regiment of Infantry with 3 Battalions counts 2400 Men (1 Battalion of Infantry has 800 Men, 1 Regiment of Infantry with 3 Battalions has 800 X 3 = 2400Hommes).
C 1 Brigade = from 1 to 2 Regiments of comparable nature + from 1 to 3 Battalions of supports or escorts + 1 HQ Brigade of 1000 Men (the District General + the Battalion of transmission + Services: administrative, logistic, medical, police force…).
The number in Men will be determined by the number and the nature of the Battalions which make the Brigade.
A Brigade is ordered by one General of Brigade (X).
Ex: An armoured Brigade with 2 Armoured Regiments with 3 Battalions of tanks by Regiment and with a Battalion Recognition (a Battalion of support) count 5100 Men.
Calculation: 1 Battalion of tanks = 600 Men, 1 Battalion of Recognition = 500 Men, 1HQ = 1000 Men.
Armoured Brigade a: (600 X 6) + 500 +1000 = 5100 Men
D 1 Division = from 1 to 2 Brigades + from 0 to 1 Regiment + from 1 to 7 Battalions of supports or escorts + 1 HQ Division of 1000 Men.
E 1 Division = from 2 to 5 Regiments + from 3 to 7 Battalions of supports or escorts + 1 HQ Division of 1000 Men.
The number in Men will be determined by the number and the nature of the Battalions which make Division.
1 Division is ordered by one General of Division (XX).

D- THE INTERFACE PRODUCTION

In the Interface of Production, you will see three headings: Divisions, the Air fleet and Flotillas.
Into lower part of the heading Divided, you will see the option of Production: Unit of fastening
( An isolated unit that you can attach to an existing Division of your choice).
In lower part of the Unité button of fastening you will see seven options of production : Equipment of the Soldier, Weapons of Infantry, Artillery, Vehicles, Tanks, Planes, Ships.

D-I- EQUIPMENT OF THE SOLDIER

By defect, the soldiers are equipped with innumerable articles in addition to the ordinary uniform. These articles influence the statistics and values of their State General.
One finds: the helmet, the armour of Infantry, the pickaxe, the shovel, the knife, the gourd, the mess tin, limp them of preserve, the personal articles, the gas mask, an anti-gas course, a fabric of ground, a compass, a chart…
These articles can given no-claims bonus (ex: no-claims bonus protection, moral, mixed…), but also of the maluses (ex: heaviness of the load of the infantryman…).
The heaviness of the load of the infantrymen represents tactical dangers. They panic more easily when they are tired.

D-II- OPTION OF PRODUCTION OF THE WEAPONS OF INFANTRY

1- THE WEAPONS OF INFANTRY ARE COMPOSED OF:
- Guns and revolvers
- Rifles, rifles and snap hooks
- Machine pistols
- Light machine guns/ light machine-guns
- Rifle of attack
- Machine-guns
- Anti-tank Weapons
- Grenades
- Others (flame throwers, mines, smoke-producing, etc…)
2- UNDER EACH TYPE OF WEAPONS ONE FINDS SEVERAL MODELS
Ex: The United States
- Guns and revolvers
Colt 1911A1
“Flare Projector " FP-45
Smith & Wesson 1917
- Rifles, rifles and snap hooks
Rifle M1/Carabine M1A1
Large M1
Springfield M1903A4
US M1917
- Machine pistols
Greasegun M3A1
Reising M50
Thompson 1928
Thompson M1A1
UD M42
- Light machine guns /light machine-guns
Browning Automatic Files M1918A2
Johnson M1941
- Machine-guns
Browning 1919A4
Browning m2
- Anti-tank weapons
M1 bazooka
- Grenades
Fragmentation Grenade Mark II
- Others (flame thrower, mines, etc…)
Flamethrower M1
3- EACH MODEL OF WEAPON HAS ITS CLEAN TECHNICAL SPECIFICATIONS
Ex: Machine-gun Browning m2 The United States
Technical specifications:
- Operation : Automatic, semi-automatic
- Gauge : .50 (12,7 mm)
- Ammunition : .50 BMG (12,7x99 mm)
- Give rhythm shooting: 450-550 blows/min
- Capacity : 150 cartridges
- Fire power of the weapon: -
- Useful range: 1.830 m
- Mass : 58 kg with tripod (tripod: 19,98 kg)
- Length : 1.625 mm
- Length of the gun: 1.125 mm
- Initial speed: 939 m/s
- Precision of the weapon: -
- Reliability of the weapon: -
NB. The precision and the reliability of a weapon can be bad, average, good, very good, excellent.
They will be noted on 20.
4- ALL THE MODELS OF WEAPONS AND THEIR IMAGE ARE CLASSIFIED IN A DETAILED TABLE INDICATING THE TECHNICAL SPECIFICATIONS

Guns and revolvers
Image Model Flag of the Country of origin Operation Gauge Ammunition Give rhythm shooting Capacity Fire power Range Mass Length Length of the gun Initial speed Precision of the weapon Reliability of the weapon Quantity
Image Colt 1911A1 United States flag Semi-automatic 45 (11, 43 mm) 45 ACP STATES 20 blows/min 7 cartridges - 50 m 1,06 kg 218 mm 128 mm 262 m/s - - xxx
Image “Flare Projector " FP-45 United States flag Simple action 45 (11, 43 mm) 45 ACP STATES 6 blows/min (3 blows/min in practice) 1 ball (10 of reserve in the stick) - 3 m 488 G 141 mm 101 mm 250 m/s - - xxx
Image Smith & Wesson 1917 United States flag Double-action 45 (11, 43 mm) 45 ACP STATES 15 blows/min 6 cartridges - 50 m 1,065 kg 287 mm 140 mm 253 m/s - - xxx
Rifles, rifles and snap hooks

Machine pistols

5- PRODUCTION
You can produce the number of weapons that you need.
Ex : Select Thompson M1A1 and in the empty field (quantity) type 5000 then click on building.
In the Queue of Production you will see the order 5000 Thompson M1A1.
(NB. before validating each order you will see the number of Ci which must be allocated with the Production as well as time necessary)

D-III- OPTION OF PRODUCTION OF ARTILLERY
D-IV- OPTION OF PRODUCTION OF THE VEHICLES
D-V- OPTION OF PRODUCTION OF THE TANKS
D-VI- OPTION OF PRODUCTION OF THE PLANES
D-VII- OPTION OF PRODUCTION OF THE SHIPS


E- THE INTERFACE TECHNOLOGY

In the Interface Technology, you will see the mitres (Equipment of the Soldier, Armes of Infantry, Artillerie, Véhicules, Chars, Avions, Navires…) placed the length of the higher part of the screen enable you to choose categories of Research.
1- To create a new model a research should be made.
In the Technologie interface select the mitre of research: Weapons of Infantry.
Various research will be proposed to you, select following research: to create a new Weapon anti-tank device. Validate.
Ex : To create M1 Bazooka, it is necessary to make in the Technologie interface research: to create a new Weapon anti-tank device.
One with following description:
The American infantry misses weapon anti-tank device cruelly, to answer this request, Leslie A. Skinner and Edward G. Uhl develop a rocket launcher, also called bazooka. It is about a metal tube which used an electric process of firing.
2- to modify/improve an existing model a research should be made
In the Technologie interface select the mitre of research: Weapons of Infantry.
Various research will be to propose to you, select following research: to modify/improve weapon
Select the type of weapons (Guns and revolvers, Fusils rifles and snap hooks…) then models. Validate.
Ex: to obtain the rifle of the USSR Mosin-Nagant M 1891/1938 it is necessary to make a research on modifying/improving Mosin-Nagant M 1891/1930
One with following description:
Mosin-Nagant M 1891/1938 is the evolution of the M 1891/30. It is shorter, more convenient of use but preserves nevertheless qualities of its predecessor, that is to say his low cost and its robustness. Even if its degree of improvement does not reach that of other European rifles, it is much easier to build.
3- to be inspired/copy a model of another nation it is initially necessary to have the weapon (one obtains the plans of the weapon by a spy, one puts the hand on the weapon during a battle, one buys the weapon at a foreign country…) then launch research.
(NB. this method reduces the search time considerably)
In the Technologie interface select the mitre of research: Weapons of Infantry.
Various research will be to propose to you, select following research: to be inspired/copy a weapon
Select the type of weapons (anti-tank Weapons, Grenades…) then models. Validate.
Ex1 : When the Germans managed to get a rocket launcher Bazooka M1 of them, they were inspired some to create their Panzerschreck (literally “ the terror of the tanks ").
Ex2 : The Soviet mortar 82 mm M1943 was actually a certified copy of the French mortar of 81 mm Miss 27/31, adapted to the Russian shells.
 
Last edited:

Hicham

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F- THE COMPOSITION OF A BATTALION

Canadian Infantry Battalion, 1942
Total staff complements 773 (32 Officers, 741 Other Ranks)

Summarized State of the armament

Arm Quantity

Revolvers 38in 32
Rifles 303 518
Machine Carbine 45in
Or 9mm Sten Gun 171
FM Bren 56
Antitank Files 55in 30
Mortars 2in (51mm) 15
Mortars 3in (76,2mm) 6
6 Pounder (57mm) 6

Means of transport Quantity

Bicycles 23
Motor bike Solo 24
Motorcycle combination 5cwt (250kg) 9
Truck 15cwt (750kg) 19
Truck 3Ton of service general 10
Truck radio 15cwt 5
Medical truck 3Ton 1
Caterpillars 30
Tow water cistern 1
Tow fuel cistern 2

Each Battalion is composed of 2 units. The first unit takes care as of the Equipment of the Supply and Stocks. The second is a combat unit, it is divided into 5 groups of combat which fight coast at coast.
1- THE UNIT EQUIPMENT SUPPLY AND STOCK (UNIT ERS OR UERS)
The Equipment, the Supply and Stocks represent the whole of the material, of the reserves and installations necessary to the Battalion (the weapons, the ammunition, the vehicles in repair, the coaches, tents…).
The Men who deal with the Equipment of the Supply and Stocks are the men of the various services of the Battalion (service administrative, medical, police force, instructor of recruits…).
By defect the 15% of the total staff complements of the battalion will be allocated with the Unit Equipment Supply and Stock.
In our case that will be 116 Men (115,95 Men rounded automatically with 116).
One can increase the number men of this Unit if it is wished.
The Men who constitute this unit will avoid to the maximum the engagements. They will remain with back of the troops engaged on the faces. The attack and the attacks are not their priority. They are charged above all to defend the equipment and stocks of the Battalion and the supply of the troops and isolated people.
If a Battalion in defensive position is beaten, or a battalion attacking an adjacent territory finds in its turn attacked on these sides ( a counter-attack) and loses the battle, Unit ERS (Equipment Supply and Stock) will be the first to be beaten a retreat, it will flee the battle field to go towards another protected terrestrial province.
Unit ERS will be obliged to defend oneself if it undergoes an air attack, or if during its retirement it is made catch up with by very mobile enemy units (armoured cars, tanks…), or if it is encircled.
The rate of travel of a battalion is calculated on the basis of its least mobile unit. Thus unit ERS will have to keep these proper means of transport .
2- THE COMBAT UNIT
The Combat unit is divided into 5 groups of combat which fight coast at coast.
a- has The first group is trained soldiers who move with feet, they carry their weapons on the back. This group has a load carried, one says Groupe A Charges Carried (GACP).
b- The second group is formed tractor drawn artillery and troops employed with its service (being useful and conducting). One says Groupe of Tractor drawn Artillery (GAT).
c- The third group is formed fixed artillery and troops employed with its service (being useful). One says Fixed Groupe of Artillery (GAF).
This group is used in defense, when the Battalion loses its means of transport.
d- The fourth group is trained soldiers having their own means of transport, they can move quickly place with another (the riders, soldiers using of transport of armoured troops - Half-track vehicle or of the motor bikes, of the trucks…). One says Assembled or Transported Groupe (GMT).
e- The fifth group is formed Tanks and armoured Vehicles (Armoured Armoured cars, Cars…). One says Groupe of Tanks and Armoured Vehicles (GCVB).
NB. The mobility of the infantryman is dependent A his load carried, plus its load is large plus its mobility decreases. The groups concerned with this mobility are the GACP and the GMT of the Battalion.

F-I- THE INVENTORY OF THE BATTALION

Each Battalion has its inventory, one can reach it by selecting a Battalion and while clicking on the button Inventory.
The interface inventory of the Battalion is composed of 2 windows.
The first window takes the higher half of the screen, it is the principal window, it represents the inventory of the Unit Equipment Supply and Stock.
The second window takes screen half inferior, it is the secondary window, it represents - by selection the inventory of the one of the 5 groups of combat of the Combat unit.
1- THE INTERFACE INVENTORY OF THE UNIT EQUIPMENT SUPPLY AND STOCK
a - THE INTERFACE WEAPONS OF INFANTRY:

Equipment Supply and Stock Equipment of the soldier Weapons of Infantry Artillery Horses and Vehicles Tanks Others To send towards
To arrange all the Equipment Automatic distribution Total weight of the Men of the Battalion Total weight of the Materials Transport capacity GACP GAT GAF GMT GCVB Stock Armed

Weapons example of Infantry:

Weight Q S Weight Ammunition Q D WITH S Weight Q S Weight GACP GAT GAF GMT GCVB Stock Armed


1,225 T 50 245 kg 7,62x63 mm 60000 630 kg 1 10,5 G GACP GAT GAF GMT GCVB Stock Armed




- QDAS: Quantity Available After Selection
- QS: Quantity Selected
- GACP: Group A Charges Carried
- GAT: Group Tractor drawn Artillery
- GAF: Group Fixed Artillery
- GMT: Group Monté or Transported
- GCVB: Group Armoured Tanks and Vehicles
- Stock Armed: warehouses of the nation or stocks of the military units - to select…
- the number as men xxx: i.e. the number of men who deal with the Equipment and Stocks, you can increase this number.
NB. It is necessary to leave in the Equipements inventory and Stocks sufficiently means of transport so that this unit is mobile.
NB. In the interface Weapons of Infantry, when you make pass the cursor of the mouse on a model of weapons, a information-bubble will give you its technical specifications.
b - THE INTERFACE ARTILLERY:
c - THE INTERFACE HORSES AND VEHICLES:
d - THE INTERFACE TANKS:
e - THE INTERFACE VARIOUS:

NB. It is important to equip each nation with a stock of weapons of the 1era world war, same obsolete weapons (tanks, rifles, guns…)
2- THE INTERFACE INVENTORY OF GROUP A CHARGES CARRIED
3- THE INTERFACE INVENTORY OF THE GROUP OF TRACTOR DRAWN ARTILLERY
4- THE INTERFACE INVENTORY OF THE FIXED GROUP OF ARTILLERY
5- THE INTERFACE INVENTORY OF THE ASSEMBLED OR TRANSPORTED GROUP
6- THE INTERFACE INVENTORY OF GROUP ARMOURED TANKS AND VEHICLES


F-II- THE LOGISTIC BATTALION

One can equip a Division (or a Brigade, army corps…) of one or several Logistic Battalions, having for goal to combine the transport and the supply of the Battalions of the army. The advantage, is that that will increase considerably the rate of travel of Division and its Capacity Repair (ex: Division of Infantry).
Indeed, in a Logistic Battalion one finds a hundred means of transport. That known as they can to use to transport the elements of one or several other Battalions of a place with another.

HOW ALL THAT WILL FUNCTION?

To simplify, if one has in a Logistic Battalion of 400 Men, 250 Trucks of 12 places (2 places with before more 10 with the backs) and 30 trucks fuel cistern, the Battalion will be distributed on the various Battalions of Division to increase their transport capacity .
On the interface of each battalion one will find a transport capacity additional; composed men, trucks and trucks fuel cistern…, allocated by Logistic battalion.
The rate of travel will be calculated on the basis of the weight of the Battalion to transport compared to additional transport capacity allocated by Logistic battalion.
The distribution of the Men and the means of transport of the Logistic Battalion can be done by the player or the IA.
When one wants to create a Logistic Battalion, one can choose the number of men and the quantity of materials which composes it.
To note that the Logistic Battalion can completely disappear from the chart and reappear afterwards in another area remotely optimal of the Battalions of Division.
By selecting it Logistic battalion on the chart, one will see the arrows of distributions going to the objective Battalions. Several small grouping of means of transport will appear and take each one its own direction until amalgamating itself with the objective battalions.
If the Logistic Battalion were equipped with a certain number of transport of armoured troops, the Battalions which will have them as additional transport capacity will see their statistics increasing.
Ex: the rate of travel of a division of parachutist, strong of 2 Regiments parachutists and a Logistic Battalion, can reach the rate of travel of a Division of Motorized Infantry.
NB. If you decide an airborne attack, the Logistic Battalion will be detached from Division and will remain on the spot (or, a message will require of you to detach the Logistic Battalion as a preliminary).
In all the case, the rate of travel of the Battalions will be most optimal possible.
The Battalions of an Alpine Division equipped with a Logistic Battalion, will choose a displacement with foot on mountain ground and of difficult access, rather than on the trucks of Logistic battalion (except if in the means of transport of the Logistic Battalion, one finds a number sufficient of horses).

F-III- LISTS VARIOUS BATTALIONS WHICH YOU CAN CREATE:

- Anti-Aircraft Battalion
- SP Anti-Aircraft Battalion
- Anti-tank Battalion
- SP Anti-Tank Battalion
- Artillery Battalion
- SP Artillery Battalion
- Heavy Artillery Battalion -170mm-
- Super Heavy Artillery Battalion - k5-
- Rocket Battalion
- SP Rocket Battalion
- Heavy Rocket Battalion -210mm-
- Mortar Battalion
- Super Heavy Mortar Battalion - Karl-
- Assault Battalion - Shock troops
- Assault Gun Battalion
- Panzer Battalion
- Cavalry Battalion
- Engineer Battalion
- Recon Battalion
- Armored Recon Battalion
- Infantry Battalion
- Motorized Infantry Battalion
- Mechanized Infantry Battalion
- Battalion parachute
- Mountain Infantry Battalion
- Hunter Infantry Battalion
- Battalion légionaries
- Guard Battalion
- Battalion fusilier
- Machinegun Battalion
- Volkssturm Battalion
- …
NB. The name of each Battalion can change according to its means of transport.

MODES OF DISPLACEMENT OR TRANSPORT:

- One Foot
- Bicycle
- Horses
- Coaches
- Motorcycle
- Trucks
- Halftracks
- Armored Bus
- …

G- DO-IT-YOURSELF OF MACHINES AND DESIGN-CREATION OF PROTOTYPES

G-I- DO-IT-YOURSELF-CONVERSION OF MACHINES

Do-it-yourself is simple, it is done by combining equipment available in the military warehouses.
In the interface Do-it-yourself, select:
1- The frame (the frame of a vehicle in stock).
2- The principal armament (anti-tank gun , artillery gun, anti-aircraft gun, machine-gun, flame thrower, arm of rising…).
3- The stowing of the principal armament (assembled in open compartment bordered of shieldings on the front one, in the medium or the back of the vehicle).
4- Possibility of choosing the secondary armament (machine-gun).
5- The stowing of the secondary armament (assembled in open compartment bordered of shieldings on the front one, in the medium or the back of the vehicle).
6- Countermeasures (lance smoke-producing pots)
7- An image will give you an idea on the vehicle which you arranged, choose the name by defect or type that of your choice.
8- A table will give you the statistics of the vehicle, the time of the assembly, the industrial capacity (Adaptation) necessary…
Choose the number of vehicles to be assembled then validate.
According to your request of the equipment will be deduced from the stock of your armies.
In the tail of production, the name of the arranged machine appears with at side the number being assembled.
NB. Ci used is Adaptation Improvement
Ex1: Assembly of an anti-tank gun of 75 mm on the frame of a Lorraine tractor captured at the end of the countryside of France one gives Hunter of tanks Marder I.
Ex2: Assembly of a Czech anti-tank gun of 47 mm on the frame of Panzer I gives one Hunter of tanks Panzerjäger I.

G-II- DESIGN-CREATION OF PROTOTYPES

The design (or creation) of machines is more complicated it requires technological research.
1- Choose a frame or throw research if you do not have desired technology.
2- Choose an engine or throw research if you do not have desired technology.
3- Choose the suspension or throw research if you do not have desired technology.
4- Choose the radio or throw research if you do not have desired technology.
5- Choose the principal armament or throw research if you do not have desired technology.
6- Choose the assembly of the principal armament
(anti-tank gun - artillery gun - anti-aircraft gun - machine-gun - flame thrower - arm of rising…, assembled out of turret, assembled in low superstructure - difficult or raised target, assembled in open compartment bordered of shieldings on the front one, in the medium or the back of the vehicle).
7- Choose the secondary armament or throw research if you do not have desired technology. Possibility of choosing to 4 secondary armaments (guns and machine-guns).
It should be noted that generally one should choose only the machine-guns like secondary armament (except a coaxial gun of 20 mm and the anti-aircraft gun installed on the roof of the vehicle) bus in reality the tanks equipped with several guns revealed impossible to order because of separation of their stations of combat (several machine-guns give a no-claims bonus, guns badly distributed a malus gives).
Ex1: Heavy tank T-35 (the USSR), armament: gun PS-3 of 85 mm, 2 M1932 guns of 45 mm, 6 machine-guns Degtyarev MG of 7,62 Misters.
Ex2: Tank average Grant I (the United Kingdom), armament: gun m2 of 75 mm, M5 gun of 37 mm, 3 machine-guns MG M1919 A4 of gauge 3.
8- Choose the assembly of the secondary armament. (gun or machine-gun out of turret, gun or machine-gun gone up in low superstructure - difficult or raised target, gun or machine-gun gone up in open compartment bordered of shieldings on the front one, in the medium or the back of the vehicle).
9- Choose the countermeasure (lance smoke-producing pots).
10- Select the shielding by defect or increase, decrease the shielding of the hull and the turret or the armoured shield… (frontal shielding hull/frontal shielding turret, shielding side hull/shielding side turret, shielding postpones hull /shielding postpones turret, shielding above/shielding below).
NB. Do not forget only it ya special machines like the vehicles of breakdown service, mine clearance or the tanks of the genius…
11- An image will give you an idea on the vehicle which you will create, choose the name of the project by defect or type that of your choice.
12- To launch theoretical research to check the feasibility of the project.
13- If theoretical research is profitable then you can pass to the creation of the prototype.
14- Once the prototype creates, it will be tested and you will have a posting table statistics of the vehicle, the time of the assembly, industrial capacity (Production) necessary…
If you like the result launch the production…
NB1. You can pass by this interface to create special machines like the mortar “Karl” (Canon: 600 mm tube short or 540 mm tube long, Moteur: Daimler Benz MB507…)
NB2.
- Canon anti-tank device in superstructure gives hunter of tanks (Jagdpanzer).
- Canon anti-tank device assembled in open compartment bordered of shieldings gives hunter of tanks (Panzerjäger).
- Artillery Canon with a broad gauge (mortar, lance-missile/rocket) assembled in superstructure gives gun of attack (Stug, StuH, Sturm).
- Artillery Canon (howitzer) gone up in open compartment bordered of shieldings gives artillery car carried (motorized of artillery).

H- WAR TERRESTE

H-I- BATTALION: STATISTICS AND VALUES (GENERAL STATE)

- Power (a number of men)
- Organization (co-operation, coordination)
- Moral
- Intelligence (aptitude to be adapted to a situation, to choose means of action according to the circumstances)
- First aid (level of first aid of the unit, action to deal with without delay, of the vital distresses)
- Survival (capacity to survive in difficult medium, the chance to remain in life after having been in danger of death.)
- Detection (the speed and the distance by which you detect your enemies or from the minefields…)
- Tenacity (the level of determination of the unit, per which it will be baited to achieve its objectives. Give no-claims bonus attacks)
- Resistance (capacity to support the enemy attacks and attacks. Give no-claims bonus defense)
- Speed of repair (maintains it the weapons, vehicles and equipment. Speed of repair of the broken down vehicles and the stopped weapons)
- Protection (the level of protection of the men to the combat: helmet, armour of infantry, boots…)
- Shielding (the level of shielding of the vehicles to the combat: tanks, armoured cars, halftrack…)
- Mobility of the infantryman to the combat (related to the load carried, plus the load is large less will be the mobility of the infantryman)
- Mobility of the vehicles used with the combat (related to the engine output, the quality of the suspensions, speed on road, specific power and the autonomy of the vehicles used with the combat)
- Speed of targeting (speed of a vehicle to choose its target, related to installation of the principal armament turret, in superstructure… - and with importance of the crew - chief of tank, pilot, radio, gunner, charger)
- Radio (quality of the radio communication enters the various groups of a military unit)
- Discretion and camouflage (more competence discretion and camouflage are more high it will be difficult with your enemies to detect you, and easy for you to approach the target)
- Power of active fire (Each weapon has a fire power which is a combination between the capacity of destruction - dependent on the size and to the nature of the projectiles, the capacity of the charger, the rate of shooting. Here it will be represented by the sum of the fire power of all the weapons having one or more being useful. The weapons carried in more - gun, grenades… - and they weapons in stock will not be concerned in the calculation of this value).
Ex1: a heavy machine gun has two being useful, one will count only the fire power of the machine-gun for the two men.
Ex2: a tank having a crew of 5 men and armed with a gun and of two machine-guns, will have 3 serving for the armament principal it gun (pilot, gunner and charger) and one being useful by machine-gun (chief of tank, radio).
- Power of potential fire (the sum of the fire power of all the weapons carried represents - gun, grenades… -, the weapons in stock will not be concerned in the calculation of this value.)
- Use of the weapons (the competence of the unit to use various weapons)
- Speed of cutting off (speed by which the men of a unit are able to cut off themselves by their own means. Shovel, pickaxe… give a no-claims bonus to this value)
- Reliability of the weapons (related to the possibility that a weapon is stopped, plus reliability is low more of the accidents will occur in the operation of the weapons with fire and will prohibit their employment temporarily of it)
- Fray (confused combat with the body with body)
- Weaknesses (vulnerability)
- Weight
- Speed of provisioning of the groups of combat (more the mobility and the manpower of unit ERS increase, plus its speed to supply the groups of combat will be large)
- Quantity of ammunition carried by the infantryman (more the infantryman carries ammunition plus its requirement in supply decreases)
- Quantity of ammunition stored in the vehicle (more the vehicle stock of ammunition plus its requirement in supply decreases)
- Coefficient - fuel consumption/capacity of the tank (to determine the requirement in supply for the vehicles)
- Coefficient - penetration of the projectile of the active weapons/outdistance target against target not Blindée (each weapon causes damage which varies according to ammunition's used and target outdistances it. More the distance is large plus the damage decrease.)
- Coefficient - penetration of the projectile of the potential weapons/outdistance target against target not Blindée
- Coefficient - penetration of the projectile of the active weapons/outdistance target against Blindée target
- Coefficient - penetration of the projectile of the potential weapons/outdistance target against Blindée target
- Shooting (the average of the precision - effectiveness to reach the target of the shooting of the men of a military unit)
- Coefficient - precision of the active weapons/outdistance target against target not Blindée
- Coefficient - precision of the potential weapons/outdistance target against target not Blindée
- Coefficient - precision of the active weapons/outdistance target against Blindée target
- Coefficient - precision of the potential weapons/outdistance target against Blindée target
NB1. Each vehicle has a level of repair, when this level is low, the vehicle loses of mobility and must be repaired. That is explained by the tiredness of the engine which has one limited lifespan relating to the number of traversed mileage and which must each time be replaced, and by the wear of the caterpillars…
Then, if you are far from the zones of engagements, think of the mode of displacement of your armoured units: normal mode - to use the doors tanks, strategic redeployment mode…
You can choose for your units the mode of displacement per defect.
NB2. Any potential weapon is to be taken into account.
Ex: a soldier equipped with a rifle and bearing with him a gun and grenades, will use rifle - its active weapon against the targets moved away, the gun - arms potential if its rifle is stopped or if it misses ammunition, and grenades - potential weapons against the targets in the vicinity.
NB3. The statistics and values of the battalion influence the effectiveness with the combat - active modifiers of the battle and determine the events of the combat.



H-II- POINTS Of EXPERIMENT AND STARS OF COMPETENCE

While being involved or as a combatant, each unit progresses in level and gains points of experiment. It can pass from level 1 “apprentice” at “qualified” level 5… This progression will gradually improve the statistics and values of its state general and will give him no-claims bonus with the events of combat.
There are two kinds of points of experiment: points of experiment drive (PEE) gained while involving itself, and the points of experiment fights (PEC) gained under fire.
By beginning a specific drive (Ex: drive attacks urban), a gray star of competence - in a given field, will start to appear on the interface of the unit, if the drive is carried out to 30%, it will be posted to 30% whole while gaining PEE. Once the completed drive, the gray star will be complete and the unit will improve its statistics relatively and values of state general and will increase her no-claims bonus with the events of combat. It can even gain an aptitude (a unit which completes the drives of attack and of defense of mountainous ground will be able to convert itself into unit of mountain.) and a competence (ex: blitz).
While passing the cursor of the mouse on each posted star, a information-bubble will give you an idea on the drive in court or completed.
NB. The drive requires much time (ex: 100jours for drive general with the combat) and increases consumption in supply.
Once at the combat, the gray stars will start with to become gilded, according to the medium and conditions' of the combat (when you to launch an attack on a province having a zone urban, it is the gray star drive attacks urban which will start to become gilded, if you change objective it is an other star which will be concerned…). Once the complete gilded star, the unit will improve considerably its statistics and values of state general and will increase her no-claims bonus with the events of combat and will decrease the penalties (or its no-claims bonus will increase) movement (of attack or defense) on the various types of grounds.
NB. The progression of a gilded star is faster if at the base there were a drive (gray star). If there no were drive or if the progression of gilded exceeds that of the gray, the progression of a gilded star will severely be penalized, but n the other hand the drive will be regarded as achieved, and the progression of the gray will be done in parallel.

H-III- MEDALS AND QUOTATIONS

A unit can receive a medal or a quotation for extraordinary heroism at the time of engagements against an armed enemy. The unit must have acted with courage and determination and to have achieved its mission under dangerous conditions. In reward you will have no-claims bonus.

H-IV- RECALL OF THE ACTIVE MODIFIERS FOR THE BATTLE (EFFECTIVENESS WITH THE COMBAT)

- Dissidence
- Competence of the leader
- Penalty of office plurality
- Experiment
- Cutting off
- Shortage of provisioning
- Combined weapons
- Crossed penalty of river
- Weather conditions
- Modifier of fort
- Ground
- Penalty of envelopment
- Penalty multiple combat
- Modifier harms
- …

H-V- RECALL EVENTS FIGHTS

- Attack
- Surrounding
- Delay
- Shock
- Counter-attack
- Tactical fold
- Opening
- Ambush

H-VI- SPECIAL APTITUDES OF THE BATTALION

- Can convert itself into motorized Infantry
- Can convert itself into mechanized Infantry
- Can convert itself into Infantry of mountain
- Can convert itself into Infantry parachutist
- Can convert itself into Marines
- Can take actions commandos
- …

H-VII- COMPETENCES OF THE BATTALION (INTERFACE ORDER OF A BATTALION)

- Normal displacement: The armoured units will use the doors tanks to move…
- Movement in formation of attack: The armoured tanks will move without being towed…
- To mine /déminer
- Repression partisane
- Drive (to be selected in a list)
- Preparation
- To support attack
- Attack retrogresses
- To attack
- All the world with the attack
- Camouflage and attacks surprised
- Blitz
- To infiltrate for (being selected in a list: to capture port, airport, deposit…)
- Patrols (to select provinces)
- …

a - When you give to a unit the order “Attack” towards an objective, the unit will attack the first province then will stop time to reorganize, to evacuate the casualties, to be reinforced, create deposits for the captured weapons (these stocks will be recovered automatically by the Battalion logistic and returned towards the stock of Division), to help the civil population and to evacuate the prisoners…
NB. The prisoners will be escorted by the Battalion organizes military towards the fields reserved to the prisoners with the back of the face.
Caution, the play does not give you any possibility of maltreating the prisoners, on the contrary they will be regarded as belonging to your population, they will increase your national consumption and will not give you any advantage of production, they will have sometimes needs to satisfy and will act directly on your dissidence and your national unit.
b- When you give to a unit the order “Blitz” towards an objective, the unit will attack the first province and without being concerned with its casualties, of the captured weapons and of the prisoners, it will attack the second province and will continue its advanced until its objective or will stop to reorganize or be reinforced if these values reached the limits which you established…

H-VIII- HISTORICAL OF THE BATTALION

- Destroyed deposits
- Captured deposits
- Killed soldiers
- Captured soldiers
- Released prisoners
- Helped soldiers
- Lost soldiers
- Lost material
- Minefields defused
- Arranged weapons
- Missions concluded
- Destroyed tanks
- Captured guns
- …

I - OTHER IMPORTANT OPTIONS OF THE PLAY

I-I- TO SIMULATE THE SPOILS OF WAR

When you annex a country, a territory or encircle an army… you obtain enemy material, material taken on the soldiers who were made prisoners. Let us not forget, the enemy scuttles itself, it voluntarily ruins itself to prevent that its material falls into your hands, the calculation of the captured material will be thus random.
NB. This calculation applies to you and your enemies
Ex: here a list of the material (tanks, cars armoured, caterpillars, trucks) captured by Wehrmacht after the defeat of the French Army:
- 800 tanks Renault R35
- 600 tanks Hotchkiss H35 and H39
- 50 tanks FCM 36
- 300 Tanks Somua S-35 ( the Germans yielded about thirty to the Italians who constituted a battalion stationed has Sardinia.)
- 150 Tanks B1 and B1 (a)
- 500 tanks Renault FT17
- 190 Panhard 178 P (Panzerpahwagen P204f) armoured car
- Several trucks Matford F 917 WS
- 1200 caterpillar Renault EU (700 caterpillars will be to transform into Panzerjäger by installing Pak 37mm on the superstructure of the caterpillar.)
- 300 Lorraine Beobachtung (Lorraine caterpillar 37 L), (will see itself quickly transformed into self-propelled gun or hunter of tank by the addition of an anti-tank gun or of traditional artillery, gauges going from 47 mm to 150 Misters)
- Thousands of guns and light weapons…

I-II- CREATION Of an ARMY OF RELEASE DOCTRINES OF the FACE OF RELEASE

If the national unit of a coveted or enemy country is in fall and its dissidence in rise then the possibility of to create an army of release can take place .
If you are in war against a country, you can call upon officers who are from the start against the founded mode and authorize them to constitute an army which will remain under your order to support you in your combat. In against part, you will establish with them agreements according to which they will create their own independent and free State. The limits of this State as well as the limits of the provinces which will remain under your control will be established according to a mutual agreement.
To achieve this goal, you will undertake the armament of the military formations made up starting from volunteers (of the immigrants, the refugees, the prisoners…).
Ex: The Army of release of Russia (ROA)
The Army of release of Ukraine (UVV)

I-III- TO PUSH a CLOSE AREA WHOSE POPULATION SHARES YOUR POLITICAL IDEOLOGY, TO CLAIM ITS INDEPENDENCE AND TO ASK ANNEXATION A YOUR COUNTRY OR TO CREATE a NEW STATE

While combining political and espionage, a country can triumph over its potential enemies without resorting to the war, it is the mission of the politicians.
When a country is in political period of crisis and economic low register, are government is vulnerable (national unit drops some and dissidence in rise).
It is then the period convenient for your politicians to support, finance and push a population of a given close area, guided by a leader, to claim their independence, then to vote the annexation - L' incorporation with your country or to create a friendly State sharing your political ideology.
If the government does not yield to the pressure population which claims her independence, your politicians will support this population to carry out a coup d'etat.
Ex: Anschluss or annexation of Austria by Germany.
NB. Certain soldiers are also politicians (ex: Charles Of Gaulle)

I-IV- LOSS OF POWER AND DISORGANIZATION FOR UNITS TRANSPORTEES BY SEA AND AIR

The Divisions transported by one or more ships cargo liners and which will be made intercept by the enemy and attack thereafter, will see their level of power and organization decreased according to damage's undergone on the cargo liner where they are installed.
Even thing for the parachutists on their transport aircraft.

J- INTERFACE REORGANIZATION AND MILITARY MANAGEMENT

J-I- TRANSFER OF BRIGADE

In HOI 3, when you play a country major like Germany or the Soviet Union … you are easily brought to manage more than 350 terrestrial Brigades. With the technological projection and according to needs' for the face, you will be obliged to re-examine and change the composition of the majority of your Divisions (either to increase their power or their rate of travel or to decrease their consumption…).
Ex1: You will like to replace the motorized Brigades of your Divisions armoured by Brigades mechanized more powerful, faster and equipped better.
Ex2: You will want to make amalgamate your Divisions with 2 Brigades with others in order to create Divisions more powerful with 4 or 5 Brigades.
Ex3: You will want to transfer your Brigades from artilleries of your Divisions of infantry to those of alpine infantry…
Only, you do not have any effective tool (option or interface in the play) allowing you to complete all this work quickly, you have the choice only to do all this work manually Brigade by Brigade and Division by Division, all that will take hours before completing it…
Now, you have a solution, you can do all this work in 5 minutes with more details (and without slowing down the speed of your play), while passing by the interface reorganization and military management.
In this interface, you have in detail the number of your brigades.
Also you have the interface of recombining of Divisions whose function is to enable you to recompose your Divisions according to the same principle as the interface of construction of Divisions of the interface of production of the units. For that (starting from all the Brigades you have) you will compose a Division who will be the model to follow and then select the desired number… You can also choose the mode of regrouping of the Brigades ; level mode of experiment which will try to level the Brigades higher of experiment together, or another mode of regrouping… For the meticulous ones (ex: who will like to have a historical regrouping or according to an other preference…), they can manually do this work via this interface (it will be much faster).
The regrouping (or fusion) between your Brigades will be done on the province of your choice (thanks to the function “to seek province”, or while clicking directly on the chart). If not it will be by defect… On the chart, the solicited Brigades will separate from their Divisions of origin and will move the ones towards the others to amalgamate and reconstitute new Divisions (during this stage, the bond between the Brigades and their HQ will be yellow color…).
In addition, this interface enables you to reorganize your army, it is enough for you (as in the Windows explorer) to maintain the Ctrl key inserted and to select from 1 to 5 Divisions, to move them with the cursor of the mouse on the target HQ of your choice, and to slacken the whole so that its Divisions are attached there (even thing to bind the HQ between those).
Moreover, in this interface you can even assign the leaders with your Divisions and HQ. The leaders who have already under their command of the units, can be used (reallocated), they will appear with a different color for good to distinguish them and facilitate their access if need be. To note that even the level of experiment in progress (ex 35%) will appear.
 
Last edited:

Think Tank

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Are you going to do all this? Coz I'm impressed...

No he's not proposing to do it all himself! It would take forever.
It's the like the megathread - ideas put out to agree or disagree with and hope the devs take some on board.

Bienvenue mon ami, or should it be bonjour?
 

Snaggleooo

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There's some brilliant ideas in there, but I can only see them as a part of HoI4 (if and when this ever arrives). I'd love to set up my armies starting with battalion-sized units, as near-perfect OOB's could be created for each country. The problem is that the HoI3 engine (Claustwitz?) struggles to preform with up to 1000 brigades in people's armies; a battalion level would multiply this by 3-5 times, and probably reducing the game to a standstill.

Also, the production of equipment (tanks, rifles, grenades etc.) would be great to directly control. It's not the same seeing your panzer division being reduced in strength by 10%, I'd like to see it lost 25 tanks, which need to be created in the factories and sent back to the front. The same goes for individual planes and artillery. Not so sure about the light equipment like rifles, grenades, mines though. These were pretty much limitless for most armies, so I'm happy to see this abstracted, though I'd be pleased to see supplies split into ammunition, battle equipment (infantry weapons etc.) and general supplies (food).

I'd keep going, but there was more than enough in there to keep me commenting for the next 2 hours. Cheers for the input, but, again, I think this has far more chance of being implemented in HoI4 than in HoI3.
 

unmerged(52507)

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I thought that I liked micro, but this manifesto is amazing. I think that there is some points of interest here but mostly the game would be unworkable and unmarketable if the majority of op ideas were enacted.
 

Ostheim

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Extremely detailed, clearly you put a lot of thought, time and effort into this. However let's be realistic, this is mostly direct observations and descriptions of reality, of history. Most of us can imagine the 'perfect' Hearts of Iron. Unfortunately the technology does not exist. Like you said it is a dream or fantasy. The attempt would be an unprofitable mess even for an organization with resources on par with government think tanks, computer science labs...
 
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Slan

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But don't let reality ruin your day! :cool:
 

Hicham

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Hello everyone,
the game would be unworkable

On the contrary my friend, the play can be perfectly realizable. Cavity one needs much programming and research, but at the stage where the things are advanced on HOI III it will not be also difficult.

and unmarketable

Wait before judging. What seeks the players, is not this step more immersion, more control, more realism… the list is long. According to what I read on the Dev. diary of a competitor of Paradox Interactive (HOI), the tendency now is to go into the details and to give to the players more control. If the developers of paradox still hesitate, they have only to await the exit of this play (which in my opinion will be during this summer) and to see the number of its sales…
Also all the problems of micro managements can be solved with on the one hand, the objectives which one gives to the IA and which it assumes, of another share by a sophisticated navigator of the exploring type Windows.
Finally the player will have the choice to activate options of the play. In this case the beginners will play on a version BASIC as HOI II where the other functionalities will be simply withdrawn from the play… tested will have to activate the options which they wish (activated Bataillon, visual supply on the chart…) and will play PROFESSIONAL version …:)

To see more suggestions, I propose to you the excellent thread of Kaoru Nagisa :

http://forum.paradoxplaza.com/forum/showthread.php?t=471998
 

CaptRobau

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Looked through. Saw a few things I liked. One of them was having military bases instead of being able to deploy units where ever you want. Would allow building in colonies too but would not allow the deployment of units immediately to the frontline, which is more realistic. Perhaps just go with the V2 system, where you order the unit in a province.

What's 'drive' by the way. It's mentioned everywhere but it doesn't make sense to me. Translation error.
 

Daelyn75

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After much experience playing War in Russia, and Pacific War, I find that each plane and tank not individually modeled really hurts the game. Tanks and Airplanes were the life blood of the war, and when they are not put down in their numbers in terms of production and on the field, then there is no way to realistically portray the war.

Each nation produced only so many of each, and each nation had along with their crews training, different strengths and weaknesses for them. Wearing down the germans in my opinion not so much comes down to manpower, but in terms of the numbers of tanks/airplanes that they can keep fighting you with.

Now even if and when there is a decent Pacific AI, the Pacific war was the more extreme version compared to the European front when it came to the importance of air superiority, so with aircraft not modeled individually it can never be accurate. The entire battle of the Solomons was about who had control of the air, and that was were Japan really was defeated due to losing their skilled pilots over months and months of attrition to the Americans. Yet in the current versions of HOI, this can never be simulated.
 

Slan

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After much experience playing War in Russia, and Pacific War, I find that each plane and tank not individually modeled really hurts the game. Tanks and Airplanes were the life blood of the war, and when they are not put down in their numbers in terms of production and on the field, then there is no way to realistically portray the war.

Each nation produced only so many of each, and each nation had along with their crews training, different strengths and weaknesses for them. Wearing down the germans in my opinion not so much comes down to manpower, but in terms of the numbers of tanks/airplanes that they can keep fighting you with.

Now even if and when there is a decent Pacific AI, the Pacific war was the more extreme version compared to the European front when it came to the importance of air superiority, so with aircraft not modeled individually it can never be accurate. The entire battle of the Solomons was about who had control of the air, and that was were Japan really was defeated due to losing their skilled pilots over months and months of attrition to the Americans. Yet in the current versions of HOI, this can never be simulated.

Those games you mentioned are Turn Based, am I right? I'm not sure that the level of abstraction there (or rather the lack of it) can be achieved in a 'real time' game without enormous lags (which HoI3 already has a problem with). Abstraction is a necessary evil we must live with for the time being.
 

Daelyn75

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Those games you mentioned are Turn Based, am I right? I'm not sure that the level of abstraction there (or rather the lack of it) can be achieved in a 'real time' game without enormous lags (which HoI3 already has a problem with). Abstraction is a necessary evil we must live with for the time being.

Divisions are made up of thousands of soldiers in the game, and I am not advocating either that it worked in turn based so it would be perfect here. I've argued this with some other person who cried it could never be modeled in this game.

Not HoI3 but HoI4, and yes it can be implemented easily. We have thousands of ships in the game, and millions of soldiers each tracked individually. Soo . . adding another layer of tanks and airplanes would sink the game? I seriously doubt it. For HoI3 most likely, but not an optimized HoI4.

Just because this game has had and still has problems, any new additions will just kill it? Come on where is your vision Slan? Anyhow, I am not even referring to HoI3 so please refrain from referring to this addition only to that game, and instead think ahead to the future. Each new Paradox game comes with additions making it slightly more complex. I think in HoI4 there should be this third layer added into the game, and then and only then could we (AI, and game working smoothly) have a very good representation of the war.