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
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 ImprovementNotice 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.
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 ImprovementNotice 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.
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