Task organizing units: not a thing

  • 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.

billcorr

Field Marshal
53 Badges
Feb 5, 2010
8.754
2.866
  • Cities in Motion
  • Stellaris: Apocalypse
  • Age of Wonders: Shadow Magic
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Heir to the Throne
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III
  • Divine Wind
  • Leviathan: Warships
  • For The Glory
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Battle for Bosporus
  • Knights of Honor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Pillars of Eternity
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Rome: Vae Victis
Historically, commanders would mix and match units in order to accomplish specific missions.

That is, task organize their units.

This ability to re-organize units can be done in HoI4 by spending Army XP.

But the fluidity with which commanders would historically organize their units is not reflected in HoI4.

Here is an example of a division+ unit organized for The Raj's (UK led) punitive expedition into The Swat Valley in 1935:


1606162486478.png


For a grand-strategy game, task organizing might not be appropriate.

But HoI4 is a combination of tactical, operational, and strategic gameplay.

Given that the foundational unit in HoI4 is the battalion, task organizing would be appropriate.

IF the foundational unit in HoI4 were to be a larger formation such as Army or Army Group, then task organizing within the game would not be an important aspect. (Armies and Army Groups are self-sufficient behemoths that don't typically need to add or subtract units. Admittedly, one could make the argument that task organizing occurs at any echelon of military organization, given their fractal nature).

What are your thoughts about the lack of ability to task organize in HoI4?
 
  • 3
  • 1Like
  • 1
Reactions:

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.307
6.320
  • 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
Under what scenarios in HoI4 would you ever want or need to move battalions between divisions, or change templates in the middle of an operation? I certainly can't think of any, especially considering that you're never going to want to break up a meta 20/40 width division into smaller pieces for gameplay/mechanical reasons. The main goal you work towards through the early game is finishing your optimal meta templates and making every single division in your army one of them, then never changing them again, so you don't have to deal with any awkward width or small divisions with bad stats.

There's zero need for something like this from a gameplay standpoint, and using the feature would actively handicap the person using it. Things like the use of ad-hoc formations are represented by land doctrines (see the in-game description of Kampfgruppe). Furthermore, most of the "specialized" units that were frequently moved around historically are easily put as standard in every division e.g. support anti-tank battalions can be in every infantry division, every division has an engineer company, things like that. Armor works better in full divisions than as solo battalions in an infantry division, so support armor isn't really needed or optimal. The combat system works just fine this way, and I see no reason to change it.
 
  • 5
  • 1
Reactions:

brainiac1530

Captain
Dec 21, 2013
378
714
As far as I can tell, from a mechanical standpoint, battalions only exist in the division designer. Your divisions in the field have stats derived from this, though there are lots of effects that modify this in practice, like strength, mixed equipment types, national ideas, etc. Your divisions don't track strength, equipment availability, or anything else on a battalion basis.

To check myself, I just had a look at one of my save files. It tracks very few things the in-game UI doesn't show. Each division just has a template, total strength, manpower, total equipment, and such.
 
  • 3
Reactions:

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.307
6.320
  • 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
As far as I can tell, from a mechanical standpoint, battalions only exist in the division designer. Your divisions in the field have stats derived from this, though there are lots of effects that modify this in practice, like strength, mixed equipment types, national ideas, etc. Your divisions don't track strength, equipment availability, or anything else on a battalion basis.

To check myself, I just had a look at one of my save files. It tracks very few things the in-game UI doesn't show. Each division just has a template, total strength, manpower, total equipment, and such.
This is correct.
 
  • 1Like
Reactions:

Sbrubbles

Colonel
17 Badges
Jan 6, 2014
1.040
2.384
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall
  • 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
  • Europa Universalis IV
  • Pillars of Eternity
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
Under what scenarios in HoI4 would you ever want or need to move battalions between divisions, or change templates in the middle of an operation? I certainly can't think of any, especially considering that you're never going to want to break up a meta 20/40 width division into smaller pieces for gameplay/mechanical reasons. The main goal you work towards through the early game is finishing your optimal meta templates and making every single division in your army one of them, then never changing them again, so you don't have to deal with any awkward width or small divisions with bad stats.

There's zero need for something like this from a gameplay standpoint, and using the feature would actively handicap the person using it. Things like the use of ad-hoc formations are represented by land doctrines (see the in-game description of Kampfgruppe). Furthermore, most of the "specialized" units that were frequently moved around historically are easily put as standard in every division e.g. support anti-tank battalions can be in every infantry division, every division has an engineer company, things like that. Armor works better in full divisions than as solo battalions in an infantry division, so support armor isn't really needed or optimal. The combat system works just fine this way, and I see no reason to change it.

Yeah, the game has excessive micromanagement as it is. Imagine having to move around batalions between divisions in your 100 division front.
 

Harin

General
53 Badges
Jun 8, 2012
1.800
4.035
  • Crusader Kings II
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Pride of Nations
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler 2020
  • Sword of the Stars
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
As long as HOI4 maintains the current combat system constrained by 80/40 combat width and how divisions attack and defend in combat, moving battalions around would probably reduce combat effectiveness. Of course, with you experience, you (@Secret Master) know this much better than I do. So, what did you have in mind and what effect would you hope to achieve? I am interested, because building a force for a specific operation sounds intriguing.
 
  • 1Like
  • 1
Reactions:

billcorr

Field Marshal
53 Badges
Feb 5, 2010
8.754
2.866
  • Cities in Motion
  • Stellaris: Apocalypse
  • Age of Wonders: Shadow Magic
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2 Collection
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Heir to the Throne
  • Darkest Hour
  • Crusader Kings II
  • Arsenal of Democracy
  • Europa Universalis III
  • Divine Wind
  • Leviathan: Warships
  • For The Glory
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Battle for Bosporus
  • Knights of Honor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Pillars of Eternity
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Rome: Vae Victis
Given how many divisions there are in a typical game as Germany or the Soviets, I like to think that my Task Organizing Units are, in fact, the shells generals command which contain divisions.


That's a good point.

Sure 'nuff.

Field Marshal's 24 division Army/Army Groups can be task-organized.

"Good enough for government work" as we used to say.
 
  • 1Haha
Reactions:

Anaraxes

Lt. General
51 Badges
Jun 22, 2012
1.407
1.430
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Jade Dragon
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Age of Wonders III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
You're operating at a much higher level. You do organize your units for tasks. It's just that those units are Army Groups and Armies. Smaller units aren't really the problem of grand-strategic top level command.
 
  • 3
  • 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
Shuffling around elite/special battalions was commonplace, but the micro! I would love to use schwere Panzerabteilungen historically,as Independent focus units, but that is not feasible or desirable now and would probably not be much fun If implemented.
 
  • 1
Reactions:

jpd

Entil'Zha Anla'Shok
Moderator
41 Badges
Apr 19, 2001
8.038
1.757
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron II: Beta
  • Arsenal of Democracy
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
Swapping battalions around to suit a specific task is for something like: take and hold the Nijmegen Bridge in operation Market Garden. But, in a game that operates on the scale Hoi4 does, you don't just take the bridge. You take the whole (province) area. Bridges, villages, cities, marshes, forests, pastures, the lot. That's something you throw an army corpse at, not a few battalions.

On that scale, one or two battalions don't matter anymore.
 
  • 1Like
Reactions:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.098
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Swapping battalions around to suit a specific task is for something like: take and hold the Nijmegen Bridge in operation Market Garden.

You also can't go "a bridge too far" since you can only fight in one bridge combat phase per hour anyway.

"We have to reach Gene Hackman and his Polish paratroopers! Push ahead and take the bridge!"

"Settle down, sir. They aren't even in combat right now, because Sean Connery won't let anyone reinforce to width. The Poles aren't even next to reinforce, and every German division is fighting us here at this bridge."

"Oh, well, alright then. Anyone for tea? I tell you what, let's invite Michael Caine and Anthony Hopkins over for a little cricket. We'll be here awhile."
 
Last edited:
  • 3Like
  • 3Haha
Reactions:

Harin

General
53 Badges
Jun 8, 2012
1.800
4.035
  • Crusader Kings II
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Pride of Nations
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler 2020
  • Sword of the Stars
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
I understand how the scale works against task oriented divisions and such, but this thread does make me wish for more than just engaging the entire area a province represents. Provinces, being the size they are, make it difficult to make those desperate last stands as the defense in depth gets pushed, or set up a second defense line. I know we can do it on some fronts, but in many places losing one province can unhinge a front, instead of leading to an exciting, nail biting reinforcement and defense in depth. Oh well, another type game I guess.
 
  • 1Like
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
does this post mean to break off pieces of divisions for temporary? i remember my uncle historian telling me they did that in real life.
And the scale of the game apparently is beyond single battalions, regardless of their impact.

I Accept the Arguments for that, but think that there were enough times when Units considerably smaller than Divisions had a major impact.
Villiers-Bocage saw basically half an armour Division mauled by half a battalion, market Garden saw heavy tank/TD battalions critically hold up or maul Division/Corps sized forces, many times stationary rear guard small units of AA found themselves in active combat etc.
So, I would say, why not leave it to the Player?
To me, the main Problem is that combat mechanics disadvantage single battalions or regiments too harshly. Generals apparently do not attach corps assets to support roles in hoi4
 
  • 2Like
Reactions:

Sbrubbles

Colonel
17 Badges
Jan 6, 2014
1.040
2.384
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall
  • 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
  • Europa Universalis IV
  • Pillars of Eternity
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
Now that I think about it, one way to do this without mucking up the game too much is to have support batallion be determined outside of the division designer, on the main map.

Right now, if you have your division set up and you're in a situation where you need more AA, you have to go back to the designer, create a new template and change your units to this template, and every new template stacked together with old ones clutters up the map more.

Imagine if, instead, you just create your base template then on the unit selection UI side you can add and remove support batalions of the selected units (like the aircraft mission selection, for example). It wouldn't be exactly what OP was talking about (it would need to be only for support batallions), but it would make life a lot easier.
 

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.307
6.320
  • 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
Right now, if you have your division set up and you're in a situation where you need more AA, you have to go back to the designer, create a new template and change your units to this template, and every new template stacked together with old ones clutters up the map more.
Um, no? You just edit the existing template. No one actually creates new templates for every little upgrade to a template unless they're diverging to create two different end-goal divisions. Even if you did create a new template, you can delete the old one so this is a non-issue.
 

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.969
6.025
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
HoI has never been good with TOE shenanigans. HoI3 came the closest, but even there purposefully using stuff like corps- or army-level assets meant you were playing sub-optimally. Think for example how IRL the US shifted its TD units from division to division, them being corps or higher level assets that would only be temporarily attached to a division (though sometimes for a long time). Technically you could kind of do that in HoI3, but it would not be efficient and it also wouldn't be fun as it'd be a ton of micro.

EDIT: I think in a perfect world these kinds of things should be simulated, but that'd require a very smart AI to handle most of the busywork for the player, and that's a very tall order. Currently the AI can't even properly comprehend frontlines on a single continent (it keeps sending units back and forth from point A to B continuously), let alone on multiple continents. Now try adding hierarchical military assets into the mix... The AI would have to understand where and when to deploy e.g. corps-level assets, and things like that. PDX is far away from an AI capable of handling that.

EDIT2: Also, currently the AI doesn't even understand how to change templates according to the situation it's in, like if it's fighting in low supply regions or facing a lot of tanks or CAS. Indeed it doesn't even know how to change the templates of its existing units, or how to use paratroopers, etc.
 
Last edited:
  • 3Like
  • 1
  • 1
Reactions:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.098
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
To add to Fulmen's thoughts on the subject, the only way I'd think it would work to implement corps and army level assets would be to have something akin to "support companies" except at the Field Marshal or General level.

You could have slots for your 24 division groups and for your 5 army groups. You could tell the game to add, say, a battalion of TDs or whatever to one of these special slots. These TDs would provide some kind of either command ability or army wide buff to all those divisions.

I don't know if it would be very fun, and I'm sure that AI would screw it up. But it would let you simulate higher level assets.
 
  • 4Like
  • 2
Reactions: