• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

sekelsenmat

Colonel
22 Badges
Aug 10, 2009
889
937
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
Hello, I think there are a number of problems with the current Land Doctrines, although I don't have a full picture of how it should be, so I thought I'd post here so that other people can add their ideas too, for a kind of brainstorming.

Basically my issues with Land Doctrines are:

1> "Superior Firepower" gives a Soft Att bonus to everything except Artillery. USA had a much better artillery then other countries, not better tanks & infantry, with a huge emphasis on "Superior Firepower" and "Casualty Avoidance", which meant more artillery and more shells per barrel, about the inverse of the current approach. I think it should be:
Artillery (Support & Line) & SPG soft attack +10%
Supply Consumption +10%

With more ammo being used to suppress the enemy and barrage it, you consume more supply. This inversion would also make it more attractive for rich countries, not poor ones like now.

2> Most "Motorized" doctrines give bonuses for Leg Infantry, and there are some Leg Inf-only bonuses. Together with more common and superior Leg Inf advisors, basically Motorized is inferior to Leg Inf and even to Cavalry in everything except speed. Somehow in real history Motorized british infantry was vastly superior to Leg Italian infantry. Leg German Infantry was good, however, so this isn't clear-cut, but still I'd expect Motorized to at least be a little better then Leg when attacking.

2.1> "Mass Motorization" change
from All Infantry & Mot/Mech: Organization: +10
to Mot/Mech: Org +10, Breakthrough +10%, Soft Att +5%

2.2> "Mobile Defense"
from All Infantry & Mot/Mech: Defense: +10%
to Mot/Mech: Defense: +10%

This would also again make Superior Firepower more of a rich-country thing.

2.3> Mechanized Offensive
from: Tanks Breakthrough +10%
add: Mot/Mech Breakthrough: +30%

reason: The symbol is a Mech, but adds nothing to Mech.

2.4> "Delay" in SF
from: Leg infantry: Organization: +10
to: All Infantry & Mot/Mech: Org: +10

2.5> "Infantry Offensive"
from Leg infantry: ...
to All Inf & Mot/Mech: ...

I fail to see how a doctrine could buff only leg infantry since motorized infantry doesn't fight inside the trucks ... it fights outside like normal infantry, but the trucks allow reinforcements to be brought to key sectors much faster.

3> Support Companies are too weak

My solution would be to add to every doctrine 1 or 2 of these somewhere, except SF:
Support Companies: Organization: +10

4> Infantry equipment progress is unrealistic, but doctrines are underwhelming, when in reality letaly of inf equip didn't increase much, but better doctrines often made a lot of difference.

My solution would be to change Inf Eq soft attack from: 3/6/9/12 to 4/6/8/10

And in every doctrine tree add twice (once in middle, and again in the end): All Infantry & Mot/Mech: Soft Att: +10% to keep the amount of soft attack the same overall

5> SF "Dispersed Support" vs "Integrated Support" has no basis in reality. SF should have line art improvements in the main branch, and the choice should be between "Defensive Focus" and "Offensive Focus".

6> "Mass Assault" should help more industry poor countries. I'd like it to have a -10% Inf Equipment cost. Not sure if it is possible to have it in a tech.

7> If GBP Left is to remain the british/french doctrine I'd propose this change to make it represent better their artillery focus:

"Assault Concentration"
from: Max planning: +10%
to: Artillery (Support & Line) & SPG soft attack +10%
Supply Consumption +10%

8> Maybe part of the tank stats should be moved to doctrines, but nerfing the base stat (not sure which one? Soft/Hard Attack?) but with a corresponding increase in doctrines to compensate and bring it back to the original value.

This is to represent how the French had tons of tanks, but without doctrine, they didn't know how to use them properly.
 
  • 10Like
  • 6
  • 2
  • 1
Reactions:

SophieX

Major
May 9, 2014
558
505
1. I really like it, when people make a proposal to change things and give an explanation not only why and how is could be done, but also showing a deep-thinking before posting. Thumbs up!

2. I totally agree with the most of your proposals, however there are a very few where I have still to think about.
( No. 2.1, 2.2 and 4 ).
 
  • 4Like
  • 3
Reactions:

master_templar

Second Lieutenant
56 Badges
Jun 29, 2005
133
63
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
I think these are great suggestions, and alot more realistic that the default ones which are more focused on flavor and balance I feel.

I don't know if I like increasing base stats like soft attack with doctrine but I really like Superior Firepower increasing supply consumption also as it makes it more of a trade off.
 
  • 2Like
  • 2
Reactions:

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.306
6.312
  • Stellaris
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
The problem that leads to Superior Firepower being the best doctrine 90 percent of the time is the fact that not all stats are created equal - soft/hard attack and defense are more valuable than breakthrough, max planning, and other stats that are offered. That's not to say that other stats increased by doctrines like recovery rate, reinforce rate, org are unimportant, but having extra attack and defense both lets you inflict more casualties, and take fewer, which usually affect the war more. You can make encirclements with tanks just as easily with SF as MW, you just need slightly different templates to make up for the lower tank org in SF. Having more soft attack means your divisions can get attacks over enemy division defense easier, and having more defense means it will take more effort for the enemy to do the same to you.

The best land doctrine mods I've seen give every doctrine bonuses to soft/hard attack and defense somewhere in the tree, the difference between these bonuses is in the type of units given the bonuses, and the amount of bonuses given. For example, Mobile Warfare might get +20% soft and 15% hard attack for tanks and +10% soft attack for infantry, and 10% extra infantry defense, but Superior Firepower might get soft/hard attack bonuses of 20% for infantry and 5% for tanks, and 20% infantry defense bonuses. (making these numbers up as I don't remember specifics).
 
  • 2Like
  • 1
Reactions:

ctl3

Second Lieutenant
69 Badges
Sep 13, 2012
111
329
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Empire of Sin
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings III
  • Cities: Skylines - Natural Disasters
  • BATTLETECH: Season pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH: Flashpoint
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Battle for Bosporus
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: No Step Back
  • Stellaris: Necroids
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka 2
  • Steel Division: Normandy 44
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
I don't think add attack to all doctrine is a good idea. Theoretically other doctrines offer different method to boost attack: grand battle plan gain attack bonus from battle plan, mass assault gain bonus by adding more battalions. The reason superior firepower is OP in my opinion, is simplicity. You do not make effort to utilize the bonus of superior firepower because those soft attack multiplier apply to all unit, any time. On the other hand, you have to setup battle plan to make grand battle plan work, you need huge amount of manpower and equipment to make mass assault work. sekelsenmat have a good point: the best way to rebalance superior firepower is to make the bonus harder to come by or create some handicap.
 

Morbus Bubbonicus

Banned
45 Badges
Jun 10, 2020
485
2.524
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
Yeah it always amused me how Mass Assault stated that a lot of good enough equipment is better but actually gave nothing even relatively close to this. only -supply but that is all. Trash doctrine with only good features of org regain and tactic.
 
  • 1Like
  • 1
Reactions:

Hoi Neuling

General
38 Badges
Aug 30, 2012
2.059
639
  • Hearts of Iron III
  • Hearts of Iron IV: La Resistance
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Battle for Bosporus
  • Empire of Sin
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Darkest Hour
  • King Arthur II
  • BATTLETECH: Season pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Arsenal of Democracy
You can try to Mod it.

Many good Mod-Ideas which are played by the Gamers as well as regulary Upgraded for the new Versions get more or less in the Patches or DLC´s (like the Agency) and other things like Speeches, Musik, Synthetic Ressources etc.
 

Zauberelefant

woke commie
18 Badges
Oct 26, 2011
1.792
1.624
  • Hearts of Iron III Collection
  • Darkest Hour
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
The problem that leads to Superior Firepower being the best doctrine 90 percent of the time is the fact that not all stats are created equal - soft/hard attack and defense are more valuable than breakthrough, max planning, and other stats that are offered. That's not to say that other stats increased by doctrines like recovery rate, reinforce rate, org are unimportant, but having extra attack and defense both lets you inflict more casualties, and take fewer, which usually affect the war more. You can make encirclements with tanks just as easily with SF as MW, you just need slightly different templates to make up for the lower tank org in SF. Having more soft attack means your divisions can get attacks over enemy division defense easier, and having more defense means it will take more effort for the enemy to do the same to you.

The best land doctrine mods I've seen give every doctrine bonuses to soft/hard attack and defense somewhere in the tree, the difference between these bonuses is in the type of units given the bonuses, and the amount of bonuses given. For example, Mobile Warfare might get +20% soft and 15% hard attack for tanks and +10% soft attack for infantry, and 10% extra infantry defense, but Superior Firepower might get soft/hard attack bonuses of 20% for infantry and 5% for tanks, and 20% infantry defense bonuses. (making these numbers up as I don't remember specifics).
It's also Important where in the tree things happen. MW has strong tactics early on, way before other doctrines.
 
  • 3
Reactions:

lingo74

Sergeant
80 Badges
Jan 16, 2015
90
293
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Victoria 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
I really like your idea of superior fire power containing a little debuff in there, honestly I think it’d be cool if the doctrines weren’t just a series of buffs but also contained drawbacks in certain areas.
 
  • 2
  • 1Like
Reactions:

Col.Klink

First Lieutenant
17 Badges
May 6, 2019
245
205
  • Victoria 2
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Lead and Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I don't think add attack to all doctrine is a good idea. Theoretically other doctrines offer different method to boost attack: grand battle plan gain attack bonus from battle plan, mass assault gain bonus by adding more battalions. The reason superior firepower is OP in my opinion, is simplicity. You do not make effort to utilize the bonus of superior firepower because those soft attack multiplier apply to all unit, any time. On the other hand, you have to setup battle plan to make grand battle plan work, you need huge amount of manpower and equipment to make mass assault work. sekelsenmat have a good point: the best way to rebalance superior firepower is to make the bonus harder to come by or create some handicap.

If you think about it the only good doctrine options in game are mass mobilization and superior firepower. The former being the best defensively and the latter just being easier to use but both being equally as ic intensive. Which is crazy to think about.

The problem isn't just that superior firepower doesn't have to do anything like deal with increased supply consumption to gain it's bonuses, its that the defensive and planning bonuses of the other two doctrines are utterly worthless.

Think about the bonuses from grand battleplan which theoretically are ideal for low IC countries unlike mass mobilization and superior firepower. Straight out of the gate the 10 entrenchment bonus grant's it a 20% defense bonus over superior firepower. But then you consider, if you have to advance to exploit a breakthrough, that defense bonus vanishes. If you have to move to counter a breakthrough that bonus vanishes. If the enemy pushes you just a little that bonus vanishes and then you will completely and totally lose the war. (if you got pushed to begin with, imagine how bad things will be once you lose your bonuses. )

and the superior planning level of grand battleplan or the faster planning of mobile warfare is even *more* worthless. The root of it's worthlessness is that you cannot order a unit to plan for an offensive unless it's on the front line. So all your opponent needs to do is tie your front down with cheap units and wolla, suddenly you cannot plan AT ALL! So now your grand battleplan bonuses might as well not exist. Worst part of this is a mass mobilization player can continually lock you down like this thanks to recovery rates while conducting planning of their own. So you don't get your 70% or so offensive bonus while they get a 30% planning bonus thererby countering your defense bonus.

This is worsened by the fact that when they do achieve breakthrough the recovery bonus they have allows them to keep this up, so when you move your army around to counter the breakthrough they keep getting attacked so now you can't even build up your defensive entrenchment bonuses and you begin to start losing hard.

The mobile warfare faster planning speed is just as worthless because again, you can't plan while being attacked. You can't plan from rear echelon positions either. So in the end your only choices in this game are superior firepower if you got the materials for large volumes of artillery or mass mobilization. The other options are just garbage because their best advantages are so situational that they might as well not exist. Nobody is just going to let you sit there mid war and build up a planning bonus to destroy them.
 
  • 1Like
  • 1
  • 1
Reactions:

Col.Klink

First Lieutenant
17 Badges
May 6, 2019
245
205
  • Victoria 2
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Lead and Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Yeah it always amused me how Mass Assault stated that a lot of good enough equipment is better but actually gave nothing even relatively close to this. only -supply but that is all. Trash doctrine with only good features of org regain and tactic.

With the combat width reduction you fit more of honestly everything in a division. So mass mobilization gains superior soft attack compared to mobile war and grand battle WHILE having much higher org than superior firepower and incredible recovery rate.

Grand battle loses once its pushed a little and entrenchment bonus vanishes. Mass mobilization reinforce rate and recovery rate allows you to have fewer units on the defense while still grinding your opponent down by cycling divisions into the battle. Defeated divisions return so quickly its mind numbing. Unlike grand battle these supreme defense advantages stay no matter how much ground the enemy takes, thereby allowing real effective defense in depth.

Its a trade off with superior firepower. Superior firepower will have much more soft attack if you have the raw material to make artillery but mass mobilization will have like twice the org of a superior firepower division that outclasses it in soft attack.

The other two doctrines are just worthless. Breakthrough from mobile warefare doesn't win battles. Soft attack does. Planning bonuses are worthless.
 
  • 1Like
Reactions:

SophieX

Major
May 9, 2014
558
505
The other two doctrines are just worthless. Breakthrough from mobile warefare doesn't win battles

I disagree.

You are not regarding speed, org and tactics of MW. Strong factors to encircle and overrun.

Soft attack does.
only against soft targets....

In my opinion it is quiet difficult to say this or that doctrine is better or worse. It depends heavily on your "starting-country" ( ressources IC, MIC etc ) and your playing-style ( for example I micro everything, and good speed and org are my weapons ). I never had any probs with MW when playing majors.
 
  • 2Like
  • 2
Reactions:

Col.Klink

First Lieutenant
17 Badges
May 6, 2019
245
205
  • Victoria 2
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Lead and Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I disagree.

You are not regarding speed, org and tactics of MW. Strong factors to encircle and overrun.


only against soft targets....

In my opinion it is quiet difficult to say this or that doctrine is better or worse. It depends heavily on your "starting-country" ( ressources IC, MIC etc ) and your playing-style ( for example I micro everything, and good speed and org are my weapons ). I never had any probs with MW when playing majors.

I gotta examine the tactics. Those are far more important than I had realized as a noob. I confess I have a preference for mass mobilization tactics that play with combat width.

I find the speed isn't that useful. The enemy always seems to be able to throw just enough on the way that if I try an encirclement where each arm tries to penetrate more than 2 territories they run out of fuel first. They can theoretically move faster but not while fighting. So instead of one big encirclement I do several all at once encircling 2-3 territory wide sections of the front while the mass infantry attacks not to win but preventing the enemy from organizing against my movements. Basically locking em down.

Also I say soft attack is the winner bc you want to sick your breakthrough troops at the enemys weekest points. Don't target armor to defeat for an encirclement, the clock is ticking. Moreover dont use armor to defend against armor. Just have a motorized mobile reserve of anti tank divisions with signal companies. They attack with tanks and you stop em cold.

I just cant find any real useful advantages to mobile war that aren't found elsewhere at the very least.
 
  • 2
Reactions:

Zauberelefant

woke commie
18 Badges
Oct 26, 2011
1.792
1.624
  • Hearts of Iron III Collection
  • Darkest Hour
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
I gotta examine the tactics. Those are far more important than I had realized as a noob. I confess I have a preference for mass mobilization tactics that play with combat width.

I find the speed isn't that useful. The enemy always seems to be able to throw just enough on the way that if I try an encirclement where each arm tries to penetrate more than 2 territories they run out of fuel first. They can theoretically move faster but not while fighting. So instead of one big encirclement I do several all at once encircling 2-3 territory wide sections of the front while the mass infantry attacks not to win but preventing the enemy from organizing against my movements. Basically locking em down.

Also I say soft attack is the winner bc you want to sick your breakthrough troops at the enemys weekest points. Don't target armor to defeat for an encirclement, the clock is ticking. Moreover dont use armor to defend against armor. Just have a motorized mobile reserve of anti tank divisions with signal companies. They attack with tanks and you stop em cold.

I just cant find any real useful advantages to mobile war that aren't found elsewhere at the very least.
MW's armor org bonus allows for harder, higher armour tank divisions, which in turn increases damage Output by ~50% and halves damage taken. A MW armour division is a terrifying opponent, faster than any other, better suited for breakthrough, less piercable than other tank formations. And it uses tactics other branches get 4-6 levels later, like blitz, breakthrough, backhand blow. An industrialized country early waging war should take MW.
 
  • 1Like
  • 1
  • 1
Reactions:

Col.Klink

First Lieutenant
17 Badges
May 6, 2019
245
205
  • Victoria 2
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Lead and Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
MW's armor org bonus allows for harder, higher armour tank divisions, which in turn increases damage Output by ~50% and halves damage taken. A MW armour division is a terrifying opponent, faster than any other, better suited for breakthrough, less piercable than other tank formations. And it uses tactics other branches get 4-6 levels later, like blitz, breakthrough, backhand blow. An industrialized country early waging war should take MW.


I don't see any bonus to a units armor rating in the doctrine tree. And tbh the difference between moving at 8 km/h and 8.8 km/h (medium tanks) is in practice non existent. It gets MASSIVE bonuses to breakthrough but that's just not as awesome as you'd think. Its your ability to avoid attacks not to attack meaning it doesn't resolve the contest quicker. The longer the contest is, especially when you have penetrated the front and are now fighting their impromtu reserves in the rear the worse it will go for you. This is breakthrough, you need to dish damage out so you win NOW and that sir is superior firepower.

Everything you'd want to do with mobile war is simply done better by superior firepower. A measly 0.8 kmh boost is not going to make up for having less soft attack.
 
  • 1
Reactions:

Zauberelefant

woke commie
18 Badges
Oct 26, 2011
1.792
1.624
  • Hearts of Iron III Collection
  • Darkest Hour
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
I don't see any bonus to a units armor rating in the doctrine tree. And tbh the difference between moving at 8 km/h and 8.8 km/h (medium tanks) is in practice non existent. It gets MASSIVE bonuses to breakthrough but that's just not as awesome as you'd think. Its your ability to avoid attacks not to attack meaning it doesn't resolve the contest quicker. The longer the contest is, especially when you have penetrated the front and are now fighting their impromtu reserves in the rear the worse it will go for you. This is breakthrough, you need to dish damage out so you win NOW and that sir is superior firepower.

Everything you'd want to do with mobile war is simply done better by superior firepower. A measly 0.8 kmh boost is not going to make up for having less soft attack.
You are fooled by the apparent lack of armour bonus in the tree. But if we agree that a division needs org in order to function Well, the only source of org for non-MW divisions is infantry. Or mot inf. The downside to them is that they cost you armour rating and hardness. The MW doctrine org bonus to tanks allows for more tanks in the mix, which in turn means extreme breakthrough, higher hardness, higher armour, higher attack ratings per combat width.
And the 2(!)x10% speed bonus isn't so measly, once you add in designers, engine upgrades and advisors, you can at least as Germany get past 13 km/h easily with MARM, which is nothing to sneeze at.
And then there are the soft bonuses: less org loss when moving, higher reinforce rate, high org regain for tanks, which offsets a lot of the Problems SF tank units have.

Pound per pound, a German tank division can outperform any other tank formation of same combat width against a determined opponent. Unless we're talking Vanilla AI, but then why bother?
 
  • 3Like
  • 1
Reactions:

sekelsenmat

Colonel
22 Badges
Aug 10, 2009
889
937
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
With the combat width reduction you fit more of honestly everything in a division. So mass mobilization gains superior soft attack compared to mobile war and grand battle WHILE having much higher org than superior firepower and incredible recovery rate.

The reduced combat width is only for regular inf, so it only helps defensive divisions, not offensive divisions like tanks+motorized. So even though you get more soft attack, it is not in the units which are supposed to attack. Unless you are role playing as China and using regular inf to attack.

The worse doctrine is clearly GBP. The planning bonus takes so long to rise that the enemy brings in more divisions and entrenches, so it is counter productive to wait for it. The right branch has supply and night attack bonus, but it has some bonuses to leg infantry would would be better in motorized and misses out on "Breakthrough" the best tactic in the game.
 
  • 1
Reactions:

mursolini

Field Marshal
16 Badges
Feb 1, 2014
3.353
3.539
  • Darkest Hour
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II
Soviet doctrine needs only a single buff, make it`s bonus to infantry width apply to Motorized.

For SF - I would just remove most bonuses it gives to non-motorized troops, on the logic that mass usage of ammo, mandates motorization, otherwise supply becomes unbearable. Also, might add bonuses to logistical company to somewhat compensate for needing to have most of your army motorized.

MW is pretty good, maybe a bonus to mobile artillery and a bonus to supply grace are required to make it equal to SF.
 
  • 1Like
Reactions:

sekelsenmat

Colonel
22 Badges
Aug 10, 2009
889
937
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
Soviet doctrine needs only a single buff, make it`s bonus to infantry width apply to Motorized.

For SF - I would just remove most bonuses it gives to non-motorized troops, on the logic that mass usage of ammo, mandates motorization, otherwise supply becomes unbearable. Also, might add bonuses to logistical company to somewhat compensate for needing to have most of your army motorized.

MW is pretty good, maybe a bonus to mobile artillery and a bonus to supply grace are required to make it equal to SF.

Adding MA combat width reduction to motorized is a great idea, just wonder if only for the left side or both.

As for SF the idea is good, although it might be a problem that then it wouldn't buff Marines, which are necessary for island-hoping. I wonder how to explain why it would buff Marines but not Leg Infantry .... surely a good start would be for SF to stop buffing tanks and buff artillery more. USA tanks weren't superior in any way.

A MW bonus for mobile artillery would be highly ahistorical. Germany's artillery was inferior to American, and also wasn't that motorized. Maybe ORG+Soft Att bonus for support battalions like SF has, indicating it is for rich countries which use a lot of support battalions.
 
  • 1Like
Reactions: