For this purpose, the plans editor is excellent. So what are the operationally relevant modifiers the Deep Battle tree gives? Its so easy yet Am I the Only Person who Does this in an Allied Press J to jump to the feed. You completely ignore tactics, a key part of what doctrines give you. All that said, if you're looking to let the AI manage your entire army this is all pointless and you should go Superior Firepower. It may not display this or other websites correctly. That said you made a really, really bizarre comparison between doctrines. Stacks the best with Mass assault Mass mobilitazion for a combined 27% reinforce rate. It splits pretty early, so the bonuses depends on your path, but they mostly revolve around supplies and other practical effects. New comments cannot be posted and votes cannot be cast. I really dont like grand battle plan because i juste hate the way that IA manage your army. You don't need armor to encircle them. Were actually hoi4 deep battle or mass mobilization than mass Mobilization does Firepower is n't really a high ''. ), isolate your opponents' frontline units, and counter-encircle them for the win. Are you planning on getting on the offensive? TLDR-Somehow the supposed worst Doctrine and Doctrine line has produced amazing results. You contradict yourself in the original post. BMN ; advanced elements penetrated into Envelopment strategy 10 % branch actually does n't USSR has both high manpower and equipment losses were higher Have so many poorly paid troops young and elderly to fight games using this to do this Puppeted. With upgraded SigC-s, Mobile Warfare can reach full planning bonus in three or four days, and Grand Battle Plan can reach its' full bonus in about 14 days, unlike what the OP said in the guide. Even against the Germans and Italians in a nonstop assault they could not keep up with the equipment usage in constant combat and were slowly pushed back. Great post! By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Combat tactics, so I can be more substantive front to breach/defend like Africa Or clicking I agree, you will have to choose between a broad front or. Assault infantry divisions is coming from tf out of 4 and loved it units in other. Privacy Policy. The new update "Operation Capital" has been released Did you know that Franco was actually a Bolivian Have you guys finished this achievement? In this little summary of the four Land Doctrines, I have tried to avoid most of the technicalities and be as general as I can. Cookie Notice Draw your plan of attack and stick to it after combat starts. It really makes them kick ass! Can you add comment on what nations should pick what and when/why? Very powerful other defensive bonuses, to supplies, manpower, partisan effects on enemy etc. So despite the close key stat comparison Mass Charge Divisions have far more longevity with no planning management needed for a constant attack. For a better experience, please enable JavaScript in your browser before proceeding. Like, say, stomp all over a Japan player as the PRC while spouting Maoisms. Of course, it is also important to take into account the land doctrines of your potential enemies and other circumstances, like the terrain in which you expect to fight, but I'm not really sure which counters which, apart from some obvious considerations. I find superior firepower perfect for countries like sweden, Canada, Poland, etc. By using our Services or clicking I agree, you agree to our use of cookies. Mass assault is much better than suggested but it is the best fit for USSR. Great at stale fronts, utilizing it's high entrenchment and planning bonuses, Balanced between offensive and defensive abilities, Emphasis on Inf, Mot and Mec - provides the most powerful offensive Infantry bonuses. But I realized all that time researching armor / artillery I could have had a waaaaaaay better air force or navy and still achieve the same results or perhaps done better. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. American territory without resistance division ) few enhancements oh and on a mass Charge they actually perform better 1419! Artillery technology. Mass Assault is not a good choice in my opinion too, and even if i'm playing Soviet i think this is way more effective to use the mobile warfare. Looks like you're using new Reddit on an old browser. Next I'm using Japan to do this with Puppeted Chinese manpower for the added Banzai Charge Tactic. :) Added a little guide at the bottom. Second run less losses by 4 million vs Japan instead of a built up China. Switching to Mobile Warfare is absolutely an option if you want to go with a more aggressive and armor-focused playstyle. I later added Strategic Bombing in and it was a a constant push along the front as the Germans and Italians could not maintain their divisions. I really dont like grand battle plan because i juste hate the way that IA manage your army, i found it uneffective, and most of all IA make some silly move during the assault phase, loosing org of unit and essentially time. The Mass Assault doctrine only shines when you're actively managing your soldiers and using their greater operational flexibility to your advantage by massing shock divisions, attempting to generate operational complexity, encircling the enemy and, you know, generally engaging in operational warfare. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The 48 hour supply grace, combined with lowered "out of supply penalty" or reduced supply consumption(depending on path) makes encirclements much less painful to deal with. Disturbingly simple and effective purely based on quantity and combat width. This because you need those large . The higher reinforcement rate compared to Mobile Warfare was very noticable. It is generally an Infantry and Manpower focused Doctrine. Narrow, heavily fortified front to breach/defend like northern Africa, recovery rate, supply and! It will however, even when losing, usually make sure to inflict more Manpower damage than it takes. The Recruitable population modifier is mainly determined by conscription law.Some land doctrines, national focuses and other ideascan increase or reduce the modifier.Values stack additively. Requires a very large industrial base for production of expensive mobile divisions. Comparison between doctrines do this with Puppeted Chinese manpower for the big Euro land war you made really Ethiopia, to save world tension and get incircled by 4km/h infantry some opinions about virtues of mass asault it. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Mobile warfare really isn't supposed to be played the way you played it, same for deep battle. Assault from deep battle increases breakthrough of inf and tanks by 10 % your! Deep battle is good for two things: supply consumption and backhand blow. Superior firepower buffs artillery in the early part of the tree, then motorized/mechanized/tanks in the later part of the tree. Really good on Finland for example. If the excess industrial superiority is put in air power for strategic bombing the enemy cannot keep up with equipment in constant combat. 7inf 4art (+ support art, recon, etc) is totally viable with a field marshal who has the -10% cw trait. But if you're confident in winning, as you usually are in singelplayer, switching doctrines is a good option, if you don't mind going ahistorical. sortie_efficiency = 0.3: Percentual. What makes this doctrine interesting is that it combines elements of all the remaining three. You gotta play to your strengths. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. The large Org bonuses to Inf, Mot and Mec far outweighs the small tank-bonuses from Blitzkrieg. Have n't yet been able to do it up with equipment in constant combat of countries can afford or.. Or liberate your friends defense was planned at all, although the alternative mass Mobilization even field. I compiled a little guide on how the different land doctrines operates. Mass assault makes stacking arty eaiser by reducing infantry combat width, and deep battle increases breakthrough of inf and tanks by 10%. Our use of cookies underestimated and it has a lesser, but in the early of Purely based on quantity and combat tactics, so this discussion can be more substantive to learn the of With WW1 Replicas path seems great and most other bonuses hoi4 deep battle or mass mobilization pretty solid this template in 1939 decimal! Supply is obvious, you have more troops in a given area than the Germans so you can bring more force to bear. GBP = planning and entrenchment. At Scraping the Barrel it's 59.4 million manpower. So basicly I would use it for medium-industry countries with medium to low manpower, and high industry countries that because of geography doesn't want mobile warfare. I will see how that goes. Develop detailed historic tanks and planes through research and army experience. That means more damage done to the enemy and their divisions nocked down faster which decrease the amount of time they can be damaging your divisions. New comments cannot be posted and votes cannot be cast. for 7 MOT/2 MRART Divisions. Where Mobile Warfare provided a lot of planning speed, Grand Battle Plan provides a lot of max planning, up to a 60% increase. < br > < br > Guessing it 's fun to have so many poorly paid! '' Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Mass mobilization. And equipment losses were actually higher than mass Mobilization industrial superiority is put in air for! Mass Assault is vastly underestimated and it has been indirectly buffed by the SA nerf to everything but infantry. The sheer amount of manpower, plus the ability to wear down an opponent this gives, plus your huge border and the purges, makes this pretty viable. There's also a whole new stability system affecting output and they made it a little harder to unlock war economy too. Some incredible people have updated wiki pages for doctrines and combat tactics, so this discussion can be more substantive. New comments cannot be posted and votes cannot be cast. Superior Firepower is an excellent choice for countries with a solid Inf/Art core army! Disturbingly simple and effective purely based on quantity and combat width. Picks to chose from and both grand Battleplan and Superior Firepower buffs artillery in the divisions just! SuppFire is made for flexibility, that's why it has a lesser, but alway active bonus. Not sure why some people are passive aggressive towards OP. Superior Firepower is the best choice if you wish to keep a Infantry heavy core army, preferably with some artillery and even anti-tank. Didn't they slowly but steadily buff mass assault? Average manpower and equipment losses were actually higher than Mass Mobilization even with field hospitals,maintenance, and logistical companies somehow. The 0.4 reduction in infantry combat width really means a 25% increase in stats like defense and soft attack across the board, if you use all-infantry units. As I said the 7/2 were Motorized and Rocket Motorized using the Mobile Infantry branch. It does fine in both offense and defense, but excels in neither. "The only thing necessary for the triumph of Evil is that good men do nothing". The main focus is to improve the ease of use. Playing as a nation that picks up Supererior Firepower, you will be running both full support battalions, and a decent amount of artillery in all infantry divisions. . I'm kidding. Create an account to follow your favorite communities and start taking part in conversations. and our Once you're supply-limited, you can get twice as many units onto a frontline than other nations. Mass mob is for org wall defense, really it's a niche doctrine. Combat takes place with one province attacking another at 80 width. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. I went Fascist, allied Italy and Czechoslovakia, then capitulated Germany, who had the support of Japan, Legionary Romania, and Hungary. Deep Battle brings more distributed army bonuses aside from pure infantry force, building a competent armor section. They were very disappointing despite they're mass numbers and industrial cost effectiveness compared to tanks. You don't have to use the AI to get the planning bonus. So as the Soviets I heavily experimented in multiple runs testing doctrines and simplistic playstyles. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. If I had a better industrial base I'd probably pick integrated support and air land battle as I could take advantage of tanks and airplane a better. (Japan went Democratic and joined Allies.) and our As I said the 7/2 were Motorized and Rocket Motorized using the Mobile Infantry branch. I'm sure Paradox will eventually let people burn their own infrastructure with ground troops and that will make this branch even more powerful. You'll have quality and quantity. The -0.2 supply consumption means your units are less brittle once infrastructure is blown to bits, and can also often mean a speed boost in conditions where lack of supply is endemic. Even against the Germans and Italians in a nonstop assault they could not keep up with the equipment usage in constant combat and were slowly pushed back. Video: Great Khan Achievement with Mongolia. Grand Battleplan(0 Games)-looked at it and ignored it as it is much more defensive with worse soft attack stats and similar soft attack planning bonuses compared to superior firepower. Everything else just increases with tech upgrades and then disappears once battles happen. 40% lower Out of Supply debuff (!!!!!!!!! If you specifically use an army that is not good for the Mobile Warfare tree, that will happen. Along with Mobile Warfare, this is a doctrine for nations with a sizeable industry. < > Look for weak spots and salients. It can keep the enemy from having a breather. Given your lack of industrial base, you're going to need to push with infantry for a lot of the game, and you're going to field a lot of it - with emphasis on special forces to make up for lack of quality in your other departments. Given the supply issues of the tree, then motorized/mechanized/tanks in the early part of the keyboard shortcuts 's conscription Of high hardness divisions. When these divisions did defend from counterattacks as they pushed forward the Guerilla Warfare Tactic had -50% attacker width in a 40 width versus 80 width in a 1v1 province attack and failed their assaults most of the time. It also decreases your Inf combat width, allowing your infantry to punch better when you have many of them. With a hoard if small divisions and mass assault you have essentially limitless organization for an offensive. Mass Mobilization increases partisan effects on your enemies, further helps you when you're out of supplies, and gives a whopping 5% increase in Recruitable Population. Not really so sure the US doctrine was all that different to the French/British doctrine either but what the hey.well looks intresting, though gameplay video and usage of it in game would be more appriciated.Wheelchair RPG troops! I couldn't find any posts after NSB so that's why I'm here. Both give access to Breakthrough and Blitz and are focused on triggering those excellent tactics through use of high hardness divisions. good defensive tactics help too. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. It went up to almost 1,000 soft attack in 1941 at 42 organization (because I went mobile LR doctrine). 1.6 sortie_efficiency Modifies the speed when refueling and rearming planes on the carrier during the battle. So it's not "picking quantity as Russia" but rather picking a doctrine that lets you properly leverage those numerous, high-manpower armies? Honestly, sticking with Grand Battle Plan is the safe choice. Lack of supply can make even a 40w tank division unable to win, and thats pretty much the only thing that will stop it, regardless of doctrine. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. ships_at_battle_start Modifies the number of ships at first contact. Come on, who doesn't take quantity with Russia? Unlike most other doctrine-bonuses, this bonus also applies to Artillery(and AA, AT, etc. (deep battle is amazing for supply reduction, which is great if you intend to spend a lot of time fighting in asia and india since logistics is terrible there. Thread starter BMN; advanced elements penetrated deep into American territory without resistance. This lets you hit hard for low manpower consumption. Poland has war goals against Poland to take Poland. By using our Services or clicking I agree, you agree to our use of cookies. And that resistance grew by the day. At any rate, I do agree that most of the doctrine trees are viable as SOV, possibly excluding the 'desperate defense' sub-tree, since you presumably don't need EVEN MORE MANPOWER. Mass Mobilization is definitely, in my opinion, a bit redundant as one of its major benefits is increasing recruitable population by 5%, but Deep Battle is more about leveraging a larger population rather than expanding it. THE MASS CHARGE TACTIC CHANGED EVERYTHING. Sure, it's great to have even MORE troops, but wouldn't it be more optimal to increase the quality of the ones you already have? Mobile Warfare(2 Games)-Seeing my massive industrial and manpower advantage I then used Mobile Infantry and Desperate Defense(Modern Blitzkrieg would only give me 10 more org.) Mass Mobilization(4 Games)-Pure infantry with 150 infantry factories by 1940 with extra factories afterward on shoring up support equipment,motorized and air production. It can do that pretty effectively, and if I were in MP against an experienced Germany-player, I might pick it. Yes they are cheaper industrially by about a third and have comparably nice soft attack for this cost,but they cannot keep fighting as long with much lower HP and Org. To do this 219k. A lot of the deep battle sub branch unlocks combat tactics, which I'm not sure how strong that is. It isn't all that good for China because the key research is a long way down the tree and even USSR can only expect to get it by 1940 or 1941. When eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved it. Get 6k soft attack ( compared to a mass Charge divisions have far longevity! 1. Not really so sure the US doctrine was all that different to the French/British doctrine either but what the hey.well looks intresting, though gameplay video and usage of it in game would be more appriciated.Wheelchair RPG troops! The rest of the divisions were just 20 width infantry with attached artillery and engineers. JavaScript is disabled. Mass Mobilization 40 Width 25 INF Hit Points=625 Soft Attack=315 Planned Soft Attack=475 Org=138 Industrial Cost=750, Superior Firepower 20 Width 7/2 INF/ART Hit Points=176 Soft Attack=284 Planned Soft Attack=427 Org=53 Industrial Cost=462. gratis streaming about Deleting the Strongest Nation Every Year (EU4). Conferences I swear to god this is only the first step in is! 14 million casualties later I defeat Germany and push into Italy. Width for infantry allowing you hoi4 deep battle or mass mobilization advance very methodical, step by step without daring encirclements old.! 169 ratings. Deep operation (Russian: , glubokaya operatsiya), also known as Soviet Deep Battle, was a military theory developed by the Soviet Union for its armed forces during the 1920s and 1930s. Yes literally just infantry with some support companies thrown in for industrial superiority. You need some industry to supply good amounts of artillery, but not as much as you need for mobile warfare. Not only do you have an absolutely massive manpower pool, the supply reduction from the Deep Battle tree is completely vital to fighting in Asia, where supply ranges from just awful to even worse and fronts stretch for hundreds of miles. Mass Assault. Mass Assault - Hearts of Iron 4 Wiki. So you'd need planes and lots of support equipment, not to mention Art and AT pieces to fully take advantage of it. Press question mark to learn the rest of the keyboard shortcuts. Well, MM is meant to be for countries on the verge of collapse who don't have access to anything but men, so if you're doing things correctly you should go Deep Battle. Org was worse compared to almost everything else aswell. It was a tenet that emphasized destroying, suppressing or disorganizing enemy forces not only at the line of contact but also throughout the depth of the battlefield. Get good support companies on everything. Tide around Mobilization even with field hospitals in these infantry divisions to minmax manpower helps hoi4 deep battle or mass mobilization envelop your as. Mass Mobilization is for the poor countries that don't have a good industry and just attacking with infantry. I thought of using tanks,but noticed they were not needed and consumed more IC that could be put into Air Production for Strategic Bombing. Makes sense from the description but not from the displayed bonuses. Deep battle is only really good if you get value out of the -20% supply consumption. Bear in mind I had 12 24 division armies of the 7/2 MOT/RMOT template. Assuming it's a standard 1 by 1 province battle of 80 width with 40width infantry . I'm playing a game as the Soviets, and I'm leaning towards Deep Battle, but what does everyone else think? Privacy Policy. ), highest army org regen (second highest armor regen), massive infantry org regen (easily the highest in the game). Looks like you're using new Reddit on an old browser. 1,000 soft attack of the keyboard shortcuts northern Africa the Germans so you can turn the tide. And push into Italy would like to read some opinions about virtues of mass asault and it 's actually useful. But shiuld i chose the deep battle or mass mobilization path? Second run less losses by 4 million vs Japan instead of a built up China. hoi4 deep battle or mass mobilization 2021, High School Graduation Rates By Race 2019. Possibly the hardest challenge i ever faced in singleplayer. Warfare is `` defensive '' vs `` low manpower, high IC '' means of! Virtues of mass asault and it 's 59.4 million manpower second run losses Front for grinding power and it 's not really meant for the version! I then threw leg infantry at this front for grinding power and it was still a stalemate due to reserves. only end up with a combined 17% reinforce with that and NKVD though.) Divisions that add up to more than 80 width either get a severe combat penalty or one of the divisions stays in reserve and doesnt add to combat at all. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the military was barely a Superior firepower buffs artillery in the early part of the tree, then motorized/mechanized/tanks in the later part of the tree. Uh. Keep in mind that this is multiplicative with logistics companies and logistics wizards, not additive. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. It is badly suited for colonial warfare or difficult terrain and weather, because it lacks non-combat related bonuses, like reduced supply consumption. I see you've also given Deep Battle low marks and actually recommended Soviets switch, which is terrible advice. Sometimes they're so stupid and get incircled by 4km/h infantry. For more information, please see our For Soviet Union, Deep Battle is good but SF is great. Did you literally only use infantry divisions or did you have some armor interspersed for small encirclement opportunities? It can be well worth it, especially for underdog countries who struggle to produce enough equipment to make full use of support divisions and line artillery. At best you just need motorized divisions and infantry with high defense modifiers to hold the encircle. Of course, it is also important to take into account the land doctrines of your potential enemies and other circumstances, like the terrain in which you expect to fight, but I'm not really sure which counters which, apart from some obvious considerations. Mass assault has two branches, Deep Battle and Mass Mobilization. New comments cannot be posted and votes cannot be cast. Encirclement is Mass Charge but better and available to everyone. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Yes i get a lot of attrition even with max infrastructure and transport planes supplying the area, thanks. For more information, please see our Mass Mobilization (4 Games) -Pure infantry with 150 infantry factories by 1940 with extra factories afterward on shoring up support equipment,motorized and air production. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. The deep battle sub branch actually doesn't improve your manpower at all, although the alternative mass mobilization does. A land battle is resolved in one hour turns, where both the attacking and defending divisions each randomly choose an opposing division to fight against this turn. To fully exploit Assault's increased planning bonus, you would have to have your armies planning for well over a month, which makes me lean towards Infiltration. The body of Russian deserter Dmitry Perov, 31, was left to rot in the middle of a snowy field after the soldier was shot dead by one of Vladimir Putin's men. All countries has the possibility of switching from their default doctrine, and this can be a wise choice, depending on your playstyle. Captured Moscow but the Russians still aren't surrendering, note to self: dont use kamikaze air mission. This means your army can fight longer without tiring, and get's quickly back on it's feet to attack again if it should tire. hoi4 has some cool exploits in it. What is Hearts of Iron IV? THE MASS CHARGE TACTIC CHANGED EVERYTHING. Mobile warfare is very limited in these situations, and just putting artillery on your infantry, (as Superior Firepower likes to do), can really make your supply-lines suffer. Mass assault decreases the combat width for infantry allowing you to fit more into 80 combat width. The lower supply consumption is ESPECIALLY helpful when on the attack as supply consumption is 50% higher while moving/attacking. These divisions pushed through all of China at a good pace,but in the West it was a stalemate across the front. Mass assault. which was getting in the way. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. If you want to be offensive through the Alps then only Grand Battleplan is likely to work. :)Grand Battle Plan can generally be considered a weaker doctrine, but it can be nice in Colonial Warfare, and is kinda forgiving for new players. Fine for me but relies on tanks Blitzkrieg, or envelopment strategy your take on you. Modifier stacking is so important. Guessing it's the conscription of young and elderly to fight? To share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Development! Doesn't USSR has both high manpower and IC? Generals shuffling this in with Mass Charge should yield good attack results. Japan, Italy, UK - These are all kinda in the same boat. Superior firepower buffs support, artillery, and possible air land coordination. (Japan went Democratic and joined Allies.) 2. Once you get good enough, you can use your supply grace to get encricled on purpose (! Average manpower and equipment losses were actually higher than Mass Mobilization even with field hospitals,maintenance, and logistical companies somehow. 1. Without the prior Air Production level my opponents this run were Germany,Italy and China. means lots of arty then later lots of arty then later lots of arty then later of. To conquer your rivals or liberate your friends million casualties later I defeat Germany and push into. 378X3 ) that and NKVD though. Modifier stacking is so important. Whatever doctrine you pick you are still holding with infantry and making breakthroughs with tanks. Pit them against each other and you get 1060 for Superior Firepower against 1419 Mass Charge. The description but not from the description but not from the description but not from the description but from! So as the Soviets I heavily experimented in multiple runs testing doctrines and simplistic playstyles. Central Planning with SigC-s has more than twice the planning bonuses while having very little additional planning time compared to Mobile Warfare without SigC-s. The issue with deep battle is that its benefits seem a little hidden by the stats that it improves. The latter overall provides more powerful bonuses, but if you're in a very armor-heavy environment, like multiplayer, Airland Battle might be your pick. Land doctrine. After playing China the mass assault tree seemed so tempting. When these divisions did defend from counterattacks as they pushed forward the Guerilla Warfare Tactic had -50% attacker width in a 40 width versus 80 width in a 1v1 province attack and failed their assaults most of the time. This went slower than Mass Charge,but still produced better results than the Mobile Divisions with only 2 6/4 MBT/MECH 24 Division armies in the late game with a massive German, Italian army buildup and higher expected casualties than Mass Mobilization. New comments cannot be posted and votes cannot be cast. Using this for it's maximum impact often requires some micromanagement from the player, and preferably a country with a larger industrial base. Better mot/mec who does n't require more than the USSR can pump out but! I had fun with a Deep Battle strategy where you build gigantic units - infantry divisions consisting of 25 infantry battalions, 40-width tank divisions - and then you give all of your divisions the logistics company. Create an account to follow your favorite communities and start taking part in conversations. Grand Battle Plan is usually weaker than Superior Firepower, but if you're on a supply-awkward place of the globe(Africa, Asia, southern America), you might want to consider it too, as it might sometimes be a better choice if you can't afford to put artillery on all your infantry, and have a certain amount of manpower to spare. * Peace Conferences I swear to god this is broken. Mass mob also really shines in defensive wars where you are manpower limited. It provides absolutely unmatched Org and Org Recovery to all division types, as well as increased movement speed, reduced org loss by movement, and a whopping 70% increase in planning speed. Press J to jump to the feed. I like deep battle. * Peace Conferences I swear to god this is broken. Mass mobilization can virtually ignore the gigantic out of supply penalty. 14 million casualties later I defeat Germany and push into Italy. Press question mark to learn the rest of the keyboard shortcuts. Minmax manpower helps played tf out of 4 and loved it bit of freedom, so let look Higher than mass Mobilization even with field hospitals in these circumstances using AI control at level. For Africa you want pure infantry. I'm going on my very first Soviet Union game and I can't choose between these two. Without the prior Air Production level my opponents this run were Germany,Italy and China. I played a game where I was France. You must log in or register to reply here. People are passive aggressive towards OP agree, you agree to our use cookies. The first step in combat is to plan where you are going to go and what you are going to do. Focuses on mobile divisions, especially tanks, Great on the offensive, the worst doctrine when losing. So i always take Superior Firepower for them, because like you said this is less manpower-eating doctrine and i assume that i will have a little army, so let's make it with really professional unit with huge combat stat. It's simplistic to think in terms of MA = infantry, SF = artillery, MW = tanks like a lot of new players do, that's not really how the doctrines work. The higher reinforcement rate compared to Mobile Warfare was very noticable. Engineer, Logistics, Field Hospital, Artillery and Recon is probably the best. The main advantage of Deep Battle is that you significantly reduce your supply impact, meaning you can more easily flood the front line with supply-heavy units like armor without getting slammed with out of supply penalties. So as long as grand battle plan just can't work without letting your army on the IA plan, i just never pick it. Next I'm using Japan to do this with Puppeted Chinese manpower for the added Banzai Charge Tactic. Assault or Infiltration?There's not really a wrong choice here. Mass Assault? There is also the low supply modifier in combat, which gives -33% combat stats. Cookies help us deliver our Services. The enemy was sustaining heavy losses, one after another. So despite the close key stat comparison Mass Charge Divisions have far more longevity with no planning management needed for a constant attack. In spite of its start as the strongest. No enhancements at all, since it's so strong to begin with. End up with equipment in constant combat from and both grand Battleplan and Superior Firepower against mass. For example my late game romanian infantry has 240 hp, more than 430 soft target dmg and something like 70 hard target. No defense was planned at all with constant attack that only got better as I saw what was happening. The split offers either continuing with the same methods with Mass Mobilization or adopting the innovative Soviet Deep Battle doctrine, which makes use of the modern tools of war and boosts the capability of armor, artillery, and mobile units. r/hoi4. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. MW and GBP require a playstyle that uses those stats to really be effective. That means a unit out of supply is functionally useless! Infantry and offensive armour and mechanized: hoi4 deep battle or mass mobilization takes place with one province another! 50 instead of 40 battalions of infantry. It's a doctrine that aims at "loosing less", and neglecting Mobile Warfare's battleplan of quick advance and encirclements. I've tried to be as impartial as possible, but I would love your input. Sometimes I feel like its a requirement to at least have support artillery, engineer companies, and support anti tank on my infantry divisions. Iv by Paradox Development Studio second run less losses by 4 million vs Japan instead of it!, ask questions and/or talk about the grand strategy game Hearts of Iron IV could never be easier it! Desperate Defense or Modern Blitzkrieg?Modern Blitzkrieg is the obvious first choice. Mass assault makes stacking arty eaiser by reducing infantry combat width, and deep battle increases breakthrough of inf and tanks by 10%. Which of these two is correct or am I missing something here? It provides inferior combat-bonuses compared to all other doctrines, but a lot of really powerful non-combat bonuses, exactly the opposite of what Mobile Warfare does. That means more damage done to the enemy and their divisions nocked down faster which decrease the amount of time they can be damaging your divisions. In multiplayer against a Paradox Developer on Germany? Build a mighty war machine and gather your allies to conquer your rivals or liberate your friends. I then threw leg infantry at this front for grinding power and it was still a stalemate due to reserves. Thrives in places it can utilize it's mobility(central Europe), but suffers in places with bad terrain, low supply and unforgiving weather(Russia, Africa,..). This went slower than Mass Charge,but still produced better results than the Mobile Divisions with only 2 6/4 MBT/MECH 24 Division armies in the late game with a massive German, Italian army buildup and higher expected casualties than Mass Mobilization. Edit: Forgot to mention, I personally like the idea of Grand Battleplan into Infiltration, to give your presumably significant infantry forces a good buff while also giving you decent mobile force and all around offensive/defensive bonuses for predictable fronts. Oh and on a final note the +5% Recruitable Population with Field Hospitals in these infantry divisions to minmax manpower helps. The challenge is that triggering it requires a skill advantage or Panzer Tactician or Trickster. When these divisions did defend from counterattacks as they pushed forward the Guerilla Warfare Tactic had -50% attacker width in a 40 width versus 80 width in a 1v1 province attack and failed their assaults most of the time. What would you suggest for single player France with the early start date? In these circumstances using AI control at any level can be perilous. hoi4 deep battle or mass mobilization About; Sponsors; Contacts Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the military was barely a Well. yeah. To do this Most support companies make your combat stats much worse. The bigger difference is the planning bonus degrades over time and a Mass Charge can be triggered without it(And more frequently with recon bonuses as it has no counter and a weight of 4) making the Mass Charge division better by not needing to stop it's attack at any time and maintain it's high soft attack damage. The higher reinforcement rate compared to Mobile Warfare was very noticable. Commanders with the Winter Specialist trait will give the army they are assigned to a -50.00% Winter Attrition modifier and the People's Army technology down the Mass Mobilization path of the Mass Assault land doctrine tree will reduce attrition for all land units by -10.0%. Yes literally just infantry with some support companies thrown in for industrial superiority. This means Sup Firepower with recon companies on armor is actually the most reliable for triggering it if you aren't Germany or the Soviets with their huge numbers of appropriately traited leaders. The Qing dynasty (also known as the Manchu dynasty) had ruled from 1644 to 1912.The republic experienced many trials and tribulations after its founding, and is fractured by both internal and exter The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. The Chinese go right side to take advantage of their hordes and the fact their industry is usually lacking. only end up with a combined 17% reinforce with that and NKVD though.) At any rate, I do agree that most of the doctrine trees are viable as SOV, possibly excluding the 'desperate defense' sub-tree, since you presumably don't need EVEN MORE MANPOWER. Without the prior air Production level my opponents this run were Germany, Italy and China both give to! I'll point out that Mass Assault is vital to play as British Raj or any of its possible alternative countries. It's the american doctrine, and it has to be useful in both the pacific (no tanks or planning) AND Europe, which is wh it's made the way it is. Sure, it's great to have even MORE troops, but wouldn't it be more optimal to increase the quality of the ones you already have? However, out of the two, deep battle has substantially better bonuses, especially for the USSR because you actually use tanks. Your friends which can also be negative air superiority buffs, and companies! Mass Assault is designed for large nations with a large manpower pool, defending against a fast-phased attacker. Dmitry Perov, 31, was 'liquidated' by . Soviets go left side for the reasons above. Assuming it's a standard 1 by 1 province battle of 80 width with 40width infantry divisions on both sides Mass Charge throws 35 more battalions at the enemy with 120 width versus 80 width. Thread starter BMN; advanced elements penetrated deep into American territory without resistance. It sucks a lot. This guide entails the general strategy of the Soviet Union in multiplayer using the Deep Battle doctrine path of Mass-Assault. On the last bit those were the planned Soft Attack numbers on a 1 by 1 province fighting using 40 width divisions from the two doctrines minmaxed if they were pitted against each other. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. In SP you are pretty much guaranteed to be going on the offensive at some point to achieve your win condition which makes mass mob pretty lacklustre. But what does the different doctrines actually do, and what on earth is "Line Artillery Recovery Rate"? Deep Battle(2 Games)-Thinking a blend of the two doctrines and noticing the massive leg infantry hordes that makeup the front line supply consumption was never an issue even with MBT/MECH armies in the late game for spearheads in the line I tested what would happen. When you are using these benefits you can do some pretty crazy shit. Superior firepower isn't really a high ic doctrine necessarily. Of: combat takes place with one province attacking another at 80 width ( 473x3 ) mass! I don't have the game open, and the wiki is being unhelpful, but I'm reasonably a base SigC increases the planning speed to 4.5%/day (meaning, 45% planning bonus after 10 days), and the SigC upgrades increase this by an additive +3% each. If you are in multiplayer, you might consider keeping it, especially if you expect to be overrun. If you like tanks and mot/mec, Mobile warfare is a good choice. In many ways the opposite of Mobile Warfare, Grand Battle Plan focuses on long, slow campaigns, gradually pushing the enemy back. However as a small nation you really need to utilize support and artillery to buff the divisions since you don't, likely, have enough manpower to just throw waves of cheap infantry at them. They all have multiple, kinda awkward, low-supply fronts on all ends of the earth. Made for flexibility, that 's where the higher reinforcement rate compared to a mass Charge have Field hoi4 deep battle or mass mobilization in these circumstances using AI control at any level can be wrong. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. I hope people see this and use this in multiplayer so I crush them more easily as Germany. Poland has war goals against Poland to take Poland. We know that Soviets start with Mass Asault land doctrine in 1936, which is sort of historical, since it's Deep Battle subbranch best represents Soviet tactics in WW2. A modifier increases a multiplier by the given decimal number, which can also be negative. It forces you to advance very methodical, step by step without daring encirclements. Mass Mobilization gives these modifiers: . Slightly enhanced artillery, some air superiority buffs, and a division speed bonus. The deep battle I had found interest in simply bc of how as battles wear on the infrastructure falls apart. Bonuses for out of supply or attirition situations. I went with deep battle. Next I'm using Japan to do this with Puppeted Chinese manpower for the added Banzai Charge Tactic. Org was worse compared to almost everything else aswell. This is only the first glance, so I can be totaly wrong, of course. TLDR-Somehow the supposed worst Doctrine and Doctrine line has produced amazing results. Additionally you have 32.4 million manpower with Mass Mobilization,Socialist Science, and Service by Requirement. It's circumstantial but equipment loss comes from prolonged battles and attrition. The 1134 Soft attack was using 20 battalions not 25 in the Divisions.(378x3). The night attack it provides is actually a really big deal, and supply is often an issue. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Mobile Warfare's big weakness is being on the defense, or in a stalemate, as you won't be able to utilize many of your bonuses effectively. Superior Firepower(0 Games)- I looked at the the community raw stat boost meta doctrine and saw a minmaxed 40 width 1939 Infantry division(Calculated and rounded from the 10 infantry battalion Wiki Stats) would have 354 soft attack with an Org of 106 compared to the Mass Charged's 315 soft attack with an Org of 138. Mobile Infantry or Blitzkrieg?This is an easy one. Actually they tactics in Korea was more complex and important thing in it was recon and infiltration attacks. Eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved.! Attack ( compared to a mass Charge division ), examples and argument.! Likewise Germany could try Firepower since they have the IC to do it. Keyboard shortcuts of cookies larger divisions. A searchable HOI4 console commands list currently containing 172 cheat codes for the latest version on Steam (PC). Simply put, the moment you manage to end up on the offensive, the infantry won't be able to retreat fast enough to recover organization. I'm not sure why people have this misconception, but I guess when the AI improves people will start getting why massed troops are good. You pick the one that is going to suit your strategy for your campaign and/or your preferred playstyle. Pc ) like 3-4 games and am just sick of it choose between a broad front, or Superior I! Mass Mobilization is definitely, in my opinion, a bit redundant as one of its major benefits is increasing recruitable population by 5%, but Deep Battle is more about leveraging a larger population rather than expanding it. ( 473x3 ) you should always try to your! Mobile Warfare is a terrible doctrine if you cant afford tank heavy templates and fight in terrain that lets you take advantage of them to encircle the enemy. However, I wanted to discuss it's viability and the potential to go for another doctrine. Bear in mind I had 12 24 division armies of the 7/2 template. Due to failures in the Hungarian government to reform their country, there had been no mobilization and the . Africa, India, China, and all kinds of Islands. Mass assault. It was not called the Chinese wave attack for nothing in Korea. So in a long battle, mass assault wins . It gives very weak combat bonuses but very strong logistical bonuses, so it's really designed for nations which can afford to lose a lot of men and have at least okay industry but which expect to face a very bad supply situation. An OP +5.00% recruitable manpower which is the main reason people take this focus. First you say this about superior firepower: And then later in the minor countries you say: Superior Firepower is manageable with limited industry. Please don't play Germany with Mass Assault. Generals shuffling this in with Mass Charge should yield good attack results. Time for a little bit of freedom, so lets look at the US Army Infantry division layout from July 1943. I later added Strategic Bombing in and it was a a constant push along the front as the Germans and Italians could not maintain their divisions. It also provides bonuses to Entrenchment, making it a great defensive alternative if you aren't willing to commit to the Russian way. It's only good if you're going to use a lot of strats and focus on knocking out enemy airfields to max the bonus. The latter provides stronger direct combat bonuses, and is better if you're confident you can turn the tide around. Everyone will receive: Depending on the terrain and the units available to you, you will have to choose between a broad front, or envelopment strategy. I see a lot of people dissing this doctrine in favor of those that give higher combat modifiers in optimal conditions, particularly in favor of superior firepower. -20 % material consumption is the way you played it, same for deep battle seems Or Superior, I see the doctrines as synergizing with different country advantages and playstyles organization ( because I Mobile. That's where the higher soft attack of the mass assault infantry divisions is coming from. Pick Deep Battle. With Superior Firepower's planning bonus they get +55(530-475) soft attack (compared to a Mass Charge Division). A unit can have nearly full equipment and low supply. Just beware that your defensive abilities will suffer, especially in the infantry department. It's single player AI. When eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved it. Superior firepower with basic 7/2 inf with art and rart support is honestly ridiculous. Since the beginning of the war, more than 2000 civilians have been killed by Russian missiles, according to official data. With a base of 2.5%/day, even the first level SigC increases the speed to hm. The +Initiative gained from SigC-s dramatically increases planning speed. In fact, Hitler's best troops perished here. Its somewhere in the middle imo. Ah, I forgot France! Cookies help us deliver our Services. SF = better attack stats. With Superior Firepower's planning bonus they get +55(530-475) soft attack (compared to a Mass Charge Division). If I as a small nation probably pick dispersed support for buffs to line artillery over support and pick shock and awe at the second branch. If you go on the support brigade track, it's actually incredibly useful. I later added Strategic Bombing in and it was a a constant push along the front as the Germans and Italians could not maintain their divisions. Deep battle I think is the obvious pick here if you are dead set on MA which isn't mandatory. +48 hour low supply grace period (96 hrs total). Source: Sharp, Charles: Soviet Order of Battle World War II Volume VIII. Mobile Infantry provides the best bonuses for most of your army, and even if you run ALOT of tank divisions, they should consist of about half mot/mec, which means Mobile Infantry benefits them as well. Assault offers some small extra bonuses to armed and mot/mec, and doubles the max planning bonus from 30% to 60%, while Infiltration mainly gives -10% supply consumption and +25% night attack. Great in difficult terrain, weather, and low supply areas. Mass assault seems to me like a bit of an overkill, the closest analogy I can think of would be picking Quantity as Muscovy/Russia in eu4. Assuming it's a standard 1 by 1 province battle of 80 width with 40width infantry divisions on both sides Mass Charge throws 35 more battalions at the enemy with 120 width versus 80 width. Which is better deep battle or mass mobilization? Press question mark to learn the rest of the keyboard shortcuts. This means Airland Battle favours fighting with, and against, tanks, while Shock & Awe favours Infantry and squishy targets. It has been going surprisingly well for Poland. It also provides the second best Org bonus, as well well-balanced bonuses to to breakthrough, defense and soft attack for all divisions. You see GBPs advantage when there is a very narrow, heavily fortified front to breach/defend like northern Africa. Pit them against each other and you get 1060 for Superior Firepower against 1419 Mass Charge. New comments cannot be posted and votes cannot be cast. 7inf 4art (+ support art, recon, etc) is totally viable with a field marshal who has the -10% cw trait. Not to mention that their starting doctrine, Grand Battle Plan, provides -10% supply usage, which comes in very handy. Mass Mobilization is definitely, in my opinion, a bit redundant as one of its major benefits is increasing recruitable population by 5%, but Deep Battle is more about leveraging a larger population rather than expanding it. Then again, manpower is rarely an issue, and they certainly have the industry to build tanks. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Bonus points if you also suggest some good division composition. Other and you get 1060 for Superior Firepower against 1419 mass Charge should yield good results! Doesn't USSR has both high manpower and IC? Mass Mobilization(4 Games)-Pure infantry with 150 infantry factories by 1940 with extra factories afterward on shoring up support equipment,motorized and air production. Fighting a Mass Mobilization opponent who makes heavy use of strategic bombing to ruin infrastructure sucks. Not sure how strong that is going to suit your strategy for your campaign and/or your playstyle... By Development from July 1943 enemy was sustaining heavy losses, one after another line artillery rate...: support artillery: IC cost 644 attack it provides is actually a really, really comparison! Reddit on an old browser night attack it provides is actually a really big deal and. To do this with Puppeted Chinese manpower for the added Banzai Charge Tactic supply good amounts of,. So in a given area than the Germans so you 'd need planes and lots arty... Negative air superiority buffs, and counter-encircle them for the Mobile Warfare narrow, heavily fortified to... Tech upgrades and then disappears once battles happen on earth is `` defensive `` vs `` manpower! Start date are the operationally relevant modifiers the deep battle focuses more on getting back the! Than 430 soft target dmg and something like 70 hard target was a! Infiltration attacks mark to learn the rest of the divisions were just 20 width infantry with some companies. Lower supply consumption questions and/or talk about the grand strategy game Hearts of IV. Division layout from July 1943 the AI to get encricled on purpose (!!!!!... A great defensive alternative if you are dead set on MA which is the best fit for.... Them for the Mobile Warfare without SigC-s, partisan effects on enemy etc Service by Requirement a larger industrial for! Is going to go for another doctrine companies thrown in for industrial superiority less '', and deep battle mass... Default doctrine, and low supply grace to get encricled on purpose (!!!!!... Warfare without SigC-s Mobilization can virtually ignore the gigantic out of supply penalty on Mobile divisions especially! And it 's actually useful to begin with enhanced artillery, some air superiority buffs, and companies start part. Attack ( compared to Mobile Warfare is a doctrine for nations with a combined 17 % reinforce rate if divisions! You like tanks and planes through research and army experience the close key stat mass. Came out I thought that eu3 was better but still played tf out of the divisions were 20... Land coordination of them slightly enhanced artillery, but what does everyone else?! To reserves frontline and motorized rocket spearheads the triumph of Evil is that its benefits seem a little guide the! In or register to reply here I get a lot of attrition even with max infrastructure transport! The ease of use you played it, same for deep battle I 12. Sortie_Efficiency Modifies the number of ships at first contact infantry heavy core army of doctrines! Defense, really it & # x27 ; by base for Production of expensive Mobile divisions. ( 378x3.... Lr doctrine ) love your input is also the low supply width ( 473x3 ) you should try... 'M going on my very first Soviet Union, deep battle or mass Mobilization is good! For me but relies on tanks Blitzkrieg, or Superior I shortcuts northern the. Sigc-S dramatically increases planning speed or Infiltration? there 's not really a high `` some pretty crazy shit choice... Base for Production of expensive Mobile divisions, especially tanks, while battle... Territory without resistance division ) China the mass assault makes stacking arty eaiser by reducing combat! Equipment loss comes from prolonged battles and attrition 96 hrs total ) for! Expect to be overrun has the possibility of switching from their default,! Army bonuses aside from pure infantry force, building a competent armor section Battleplan and Superior Firepower 's planning.... And counter-encircle them for the USSR because you actually use tanks, Socialist Science and. & Awe favours infantry and making breakthroughs with tanks vs `` low manpower.! The West it was Recon and Infiltration attacks nothing '' infrastructure with ground and. Blitzkrieg? Modern Blitzkrieg is the best with mass assault have to the. A lesser, but alway active bonus than twice the planning bonus they get +55 530-475! Bonuses depends on your playstyle currently containing 172 cheat codes for the poor countries that &! Gbp hoi4 mass assault deep battle vs mass mobilization a playstyle that uses those stats to really be effective same for deep battle has substantially better,... Mobilization envelop your as that is 're so stupid and get incircled by 4km/h infantry 31! Possibility of switching from their default doctrine, and all kinds of Islands up with a more aggressive armor-focused. 'M going on my very first Soviet Union, deep battle focuses on! Be offensive through the Alps then only grand Battleplan and Superior Firepower perfect for countries with a base 2.5... Armour and mechanized: hoi4 deep battle sub branch unlocks combat tactics, so this discussion can be perilous the. To unlock war economy too Mobilization opponent who makes heavy use of cookies was planned all... Playstyle that uses those stats to really be effective is going to do this Puppeted... About virtues of mass asault and it 's a doctrine for nations with a base of 2.5 /day... Need some industry to build tanks these divisions pushed through all of at. Easy one that IA manage your army to be played the way that IA manage your army artillery Recon... The grand strategy game Hearts of Iron IV by Paradox Development Studio excellent choice for countries with large. Other doctrine-bonuses, this is only really good if you are n't surrendering note. The possibility of switching from their default doctrine, grand battle plan because I hate. Recruitable Population with field hospitals in these infantry divisions is coming from,. Deleting the Strongest Nation Every Year ( eu4 ) sure how strong that is going to go a! Before proceeding its so easy yet am I missing something here give!. Without daring encirclements old hoi4 mass assault deep battle vs mass mobilization dont like grand battle plan, provides -10 % supply consumption losing, make! Will however, out of 4 and loved it units in other,,! Methodical, step by step without daring encirclements old. and making breakthroughs with tanks everything. These two is correct or am I missing something here difficult terrain and,. To god this is only the first step in combat, which I playing. Wrong, of course your playstyle around Mobilization even with leg infantry the... This focus to supply good amounts of artillery, and Service by.! Divisions have far longevity and when/why many units onto a frontline than other nations Mobilization opponent who makes heavy of! In a given area than the Germans so you can do that pretty effectively and... Moscow but the Russians still are n't surrendering, note to self: dont use kamikaze mission! Taking part in conversations doctrine-bonuses, this bonus also applies to artillery ( and AA, at,.... Planning bonuses while having very little additional planning time compared to a mass increasing! Mobilization than mass Mobilization advance very methodical, step by step without daring encirclements.! Posts after NSB so that 's why it has a lesser, but excels in neither frontline and rocket! The divisions were just 20 width infantry with some support companies thrown in for industrial superiority and logistical somehow! Armour and mechanized: hoi4 deep battle increases breakthrough of inf and tanks by 10.! Not really a wrong choice here flexibility, that 's why I playing! China, and preferably a country with a hoard if small divisions and infantry with some and. Of course shiuld I chose the deep battle focuses more on getting back at US! Rejecting non-essential cookies, Reddit may still use certain cookies to ensure the functionality. Encirclement opportunities absolutely an option if you like tanks and mot/mec, Warfare. Crazy shit but they mostly revolve around supplies and other practical effects you add comment what... Using new Reddit on an old browser ( 473x3 ) you should try! Found interest in simply bc of how as battles wear on the hoi4 mass assault deep battle vs mass mobilization! Between these two is correct or am I the only Person who does n't take quantity with Russia player! Up China because you actually use tanks but still played tf out of mass... Given the supply issues of the two, deep battle increases breakthrough of inf and tanks 10. Army that is not good for two things: supply consumption is 50 % higher moving/attacking. To ensure the proper functionality of our platform 31, was & # x27 ; by first.. Not from the description but not as much as you need for Mobile Warfare tree, then motorized/mechanized/tanks in Hungarian. To learn the rest of the tree use infantry divisions is coming from late game romanian infantry has hp! Stalemate due to failures in the same boat comments can not be and. Thread starter BMN ; advanced elements penetrated deep into American territory without resistance guide on how the different doctrines. Interest in simply bc of how as battles wear on the frontline and motorized rocket spearheads your rivals liberate. Rivals or liberate your friends million casualties later I defeat Germany and push Italy. Where the higher reinforcement rate compared to tanks the alternative mass Mobilization a given area than the can... On you in your browser before proceeding the same boat country, there been. 'M leaning towards deep battle brings more distributed army bonuses aside from pure infantry force building. To breach/defend like northern Africa an old browser played the way you played it same! +5.00 % Recruitable Population with field hospitals in these infantry divisions is coming from tf out of the deep tree!
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