Adding a support AA does wonders against enemy CAS. However, the +5% to the daily planning bonus is multiplicative to the 2% daily base rate. Here are the tools that the player can use to create a battle plan: If that front line has offensive line orders beyond it then the execute button has to be pressed again to resume the advance from the new front line. The player can set up, and separately activate one or more amphibious landings, paradrops, and attacks by ground forces already facing the enemy, each at the time he thinks best. The first to secede from the collapsing Griffonian Empire, Wingbardy today is a shadow of its proud self. Danuvia Submarine Guns: Infantry Weapons için %50 bonus. Select the Front Line button or the hotkey z, then click on or draw a line on the map along a national border or the current line between opposing forces to indicate where the army's currently selected divisions will assemble. If you are at war with more countries, and more than one of these countries have ships in one seazone, the naval intel efficiency, is weighted towards the country that has more naval supremacy in that seazone. Divisions that belong to a battle plan and receive a manual order will revert back to AI control after implementing the order. When selecting a naval invasion order, the player will be asked to left-click on a province with naval base as point of departure. The order to execute battle plans is given with the button above the commander portrait, along with a tooltip that provides information and advice from the staff regarding the battle plan. Each point of a general's planning rating will contribute +2% of max planning bonus, and +5% to the daily planning bonus accumulation. The actual value of naval intel efficiency of a seazone can be seen in the seazone property window, that you get when you click a seazone. Players can see their allies' battle plans (an option that can be toggled on and off in the lower right corner of the screen). + I also ordered extra darts as I didn’t think we had enough for an “Epic Nerf Battle” and found these that were affordable and worked perfectly. This may enable the attacking forces to plan a path that bypasses forts, cities, or other undesirable terrain in order to maintain their momentum. Grand battle plan works quite nicely though if you have enough divisions to make 2 front lines. it is also great to use the new aerial supply system from Waking the Tiger DLC as it will allow paratroops to fight for long and hold the line against the enemy. With the first level of naval invasion technology, a 1-division invasion will take 7 days and 10-division invasion will take 70 days of planning. And before you get your pitchforks out about how "b-b-but hyperrrrr, ron is basically a hoi4 copy", well private, 1, that is not the intention, and 2, not every thing i add is "oMg hOi4" as if hoi4 has some monopoly on RTS/grand strat mechanics. As we mentioned in the last Battleplan, we’ll be taking a two week hiatus until after the New Year. A paradrop, like a naval invasion, requires at least 70% air superiority in the strategic area the target belongs to. My division templates were 12 inf -6art -2at (44 width) , 10 inf -7art -3at (44 width), 15inf -3art -1at (40 width), and 12 inf -5art -1at (40 width) , each with support artillery, recon, engineers, and field hospitals. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. If you are at war with one country, you have 100% naval intel efficiency in all seazones in which this country has no ships assigned (the value Enemy supremacy is 0). When invaders reach the shores and begin to disembark, the side being invaded gets a notification with an icon and a sound and has a brief moment to rally any defenders. If you spot a mistake then you are welcome to fix it. The AI then executes the battle plan until the troops reach their offensive line which has then become the new front line. Subscribe. Naval supremacy in a strategic region (sea zone) is the sum of naval supremacy of the taskforces assigned to it. Press J to jump to the feed. Personally I find assault is overall superior to inf. It is achieved when air superiority is 100% and there are enough planes to cover 100% of the sea region. I prefer grand battleplan. Home Defense: Bir sonraki Grand Battleplan doktrin araştırması için %50 bonus. The naval intel efficiency of a seazone is calculated from the intel you have from nations you are at war with and that have ships in that seazone. Check in HOI4 launcher to enable the mod. I feel that the balancing team is a bunch of amateurs and they’ve never really done this before. He didn't specify in what way though. For defending an area against partisans, see garrison. As the divisions are spread out over one or more states rather than concentrated in a position for defense, this posture is ill-suited near the front line. Air superiority is primarily attained by directing fighters to secure air superiority in a region, but (non-naval) bombing and close air support may help as well. 15 days to accumulate to the 30% cap. Sorry that I ask but this Sub makes me completely paranoid because at least 50% of people bragging / finding something OP comes from them using a mod. When your para drop order appears on the Air map screen (same place where you assign Air Superiority and Ground Support missions), left-click the order's circular icon (probably looks blank), then right-click reassign your order to an air zone whose central node is closer to your airfield (this will usually, but not always, be the air zone your airfield is located in). It takes time to build the bonus for Grand Battle Plan to get just slightly more value than superior firepower. Alternatively, the human player can micromanage their divisions, to achieve finer control or the ability to react to changing circumstances. When a division with a planning bonus is moving or fighting, it will lose some of its planning bonus each day. Divisions need to be in a province with an airfield with transport planes in order to be able to execute the paradrop. Superior Firepower has static bonuses and is only like 10% less soft attack for infantry/tanks compared to grand battle plan at full planning. A Spearhead battleplan command allowing more control over grand encirclements and punching through enemy lines. The battle plan AI may automatically order such a support attack, as well. Maximum possible bonus from air superiority is +100% to the ship amount, making each ship count for two. Invasion speed is improved by technology, and is greatly delayed by attacks on the convoys. How a battle plan is drawn will affect how the AI will execute it. This is also a good time to detach troops to consolidate control over occupied territory, which usually involves smaller divisions that specialize in discouraging unrest. A player can also create several unconnected front lines and assign divisions between them, which may be particularly useful for a field marshal who may command an unlimited amount of divisions conducting various operations in different locations around the world. It is possible to prepare several invasions from different ports in parallel, even to the same target province(s), saving on total preparation time. From what I heard planning bonus have been cut to 30% instead of 50% bonus. That short moment is sufficient to start the naval invasion. These are the regions the arrow of the naval invasion battle plan passes through. Divisions that are stationed at a front line that borders a non-ally will receive a planning bonus for their pre-attack preparation time. You must have 70% control of all air zones from the airfield to the drop location. One transport plane has a carrying capacity of 2.0, and so could carry a division of 4 para battalions, or 3 para battalions with several support companies. This makes them suitable for blitzkrieg-style armored penetrations that can capture a specific goal or work with another spearhead pincer to encircle enemy cities or armies in pockets, sealed in a ring of steel by the mobile and regular infantry divisions following behind. Country's invasion capacity is measured in division number, not in their total weight or combat width. If part of the area is lost to the enemy, then the garrison units will automatically attempt to recover the lost territory. The arrow on the map appears but with the text “No divisions 0 Transports”. If a division is manually commanded by the human player, the planning bonus will decay 3% daily. due to that extra 20% planning bonus, better tactics and slightly more leg infantry org. It’s destroying the PvE to suit the PvP, except that even PvP nerfs don’t need to be this ridiculous. The naval intel efficiency against a specific enemy country, expressed as a percentage between 0 and 100, is the sum of each of the following factors: Common factors on naval intel efficiency: (With and without La Résistance). Safety First! In the seazones in which the country has ships assigned (Enemy supremacy > 0), the naval intel efficiency is the intel you have of that country. the hoi4 strategy guide will show templates, support companies you need, what is the difference and much more. Spearhead (shortcut 'SHIFT + X') may be used only through territory past the attacking army's front line or territory assigned to a naval invasion (tanks rolling off the landing craft into battle). ... Grand Battle Plan focuses on long, slow campaigns, gradually pushing the enemy back. A Battle Plan is an important tool that helps players visualize how their divisions will advance, allows the AI to control the player's divisions automatically, and can confer a Planning bonus. The total number of divisions assigned to naval invasions of a country is limited by its Naval Invasion Capacity. If the air drop order planes total too little carrying capacity for the paratroops assigned, the transports will make several trips to ferry the paratroops, exposing them to more enemy attacks and causing the troops to arrive in separate waves. This page was last edited on 12 January 2021, at 23:48. They're both good imo. Factors on naval intel efficiency only without the DLC La Résistance: As illustrated by the picture opposite: Democratic ideology (20%), Export Focus trade law (10%), Radar coverage (16.9%) and Spy network (5.5%) adding up to 52.4%, then multiplied by 1.25 from the Naval Department, give the total naval intel efficiency of 65.5% against this particular instance of UK. Arguably the most important part of an HOI4 military, most of the game's.. The amount of convoys an individual division requires is dependent on its weight; the weight is equivalent with the amount of convoys require to ship over one division. Depends what nation I play as the UK a lot and usually do 7/2 infantry and 20 width medium tanks (3 Medium tanks,4 motorised and 2 light SPA) garrison is just 10 width 5 infantry battalions with support artillery and engineer company. Using a general will also add both to the max planning bonus and the rate of daily planning bonus accumulation. Grand Battleplan - Assault or Infiltration? With the DLC La Résistance, the intel you have of a country, can be seen in the intel ledger of that country. A strategy is to finish planning of a naval invasion, send your ships out to get naval supremacy and start the invasion, even if you do not have enough naval intel efficiency. Wider and more powerful division templates allow to execute stronger invasions. Hyperinflation and insurrection left the Nationalist government unable to stem the tide of popular communist revolutionary Mao Zedong. For those who wants to support us, we are currently developing our own Grand Strategy game, Fields of History: The Great War Support us in this new Project via Patreon.com. The base daily gain is 2%, so it will take e.g. Continuing the example, it will now take 16 days to complete the full planning bonus (38% / 2.4% = 15.8 days). The defense command has multiple subsections (see graphic): The player can choose which of these they wish to guard and the UI will tell the player how many divisions the AI considers necessary to satisfy the command. Secret is forts and not overall good has planes over the capacity of the offensive which! Will be lost more quickly when manual commands are issued % air and... A long pink tongue may decrease the amount of convoys required for a moment scores... 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