Sorry, Blitzkrieg, but Mobile Infantry is just overall better. 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. Each fragment of seized territories is credited to coordinated actions of these two. Mobile Warfare is made for Germany, keep it. 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. 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. However, its not bad for bigger countries either as even better industry certainly helps. Hearts of Iron 4 can be unapologetic ally brutal to new wargamers with the sheer amount of systems involved, and especially after several DLCs and patches. mp4" Its related downloads are collected from the DHT sharing network, the site will be 24 hours of real-time updates, to ensure that you get the latest resources. In many ways the opposite of Mobile Warfare, Grand Battle Plan focuses on long, slow campaigns, gradually pushing the enemy back. 0. Blessés par le traité de Versailles, les Allemands commencèrent à tester les démocraties occidentales en en violant certains points les plus cruciaux, notamment la démilitarisation de la … 5.5k votes, 182 comments. There is also an argument to be made for Integrated Support if you are running lots of mobile divisions, as they will have no line artillery. Doctrines here are strictly focused on development of various advantages of the fleet, depending on how you want to … Naval Doctrines Hearts of Iron IV Guide. However, despite its immense wealth in resources and infrastructure assets, the USA is heavily restrained by its laws and national spirits at the start of the game. I compiled a little guide on how the different land doctrines operates. Maintaining control of a small portion of the ocean is a difficult task, and strong fleet requires lots of resources and many shipyards. Majority of issues in this doctrine focus on operation of jet fighters, but there also are reinforcements for maritime aviation and effectiveness of bombardment. Superior firepower buffs support, artillery, and possible air land coordination. The last pillar focuses on electronics-related res… This has a major impact on combat effectiveness. Using this for it's maximum impact often requires some micromanagement from the player, and preferably a country with a larger industrial base. You are not permitted to copy any image, text or info from this page. By spending 100 Navy experience the research speed can be increased by 100%. Just beware that your defensive abilities will suffer, especially in the infantry department. Hearts of Iron IV 4 - Recommended Division Templates - Naguide It is divided into 3 pillars. Grand Battle Plan is not exactly ideal when going head to head with i.e. If you like tanks and mot/mec, Mobile warfare is a good choice. This doctrine is the best for the players who like attacking strategic targets and weaken the opponent without risking their own land units. 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. Uh. Ah, I forgot France! Totalism is a critique on orthodox syndicalism, critiquing that the councils employed in France and Britain are just a continuation of bourgeois parliamentarism. You may notice from the image that the Mass Mobilisation path is shorter than the others. Very powerful other defensive bonuses, to supplies, manpower, partisan effects on enemy etc. 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. Sorry, we've got no plans for mobile versions of this game guide. Doctrine de l'assaut de masse. Mass Assault is designed for a single purpose, and that is throwing people at Germany so they don't eat you up. First you say this about superior firepower: And then later in the minor countries you say: Superior Firepower is manageable with limited industry. When doing this, you will not lose manpower or equipment. :)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. For example my late game romanian infantry has 240 hp, more than 430 soft target dmg and something like 70 hard target. 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. Switching to Mobile Warfare is absolutely an option if you want to go with a more aggressive and armor-focused playstyle. This doctrine also increases your chances to obtain the title of the ace of aviation, which boosts damage dealt to enemies. This doctrine assumes thorough support for all types of units, and even in spite of relatively low bonuses, when fully developed, it makes you aviation exceptionally versatile. This may be decisive on effectiveness of missions that you perform in air space dominated by the enemy. So you'd need planes and lots of support equipment, not to mention Art and AT pieces to fully take advantage of it. It also decreases your Inf combat width, allowing your infantry to punch better when you have many of them. 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. The Ottoman Empire reached its peak between 1520 and 1566, during Note: Some examples are "civilwar fascism POL" for the fascists to start a civil war in Poland, … You can select your entire army by holding SHIFT and then clicking on the single unit you … This doctrine reinforces mainly factors that decide the success of bomber missions. Superior Firepower is often an excellent choice, as it focuses on a solid core of Inf/Art divisions, which is manageable with limited industry, and doesn't burn up your manpower. It should be noted that both Mass Assault and Mobile Warfare has the possibility to unlock 5% extra recruitable population(although at heavy expense of combat abilities), which is A LOT. Africa, India, China, and all kinds of Islands. Ive made a Video guide on how the different land doctrines work which show you how to play hearts of iron. 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. Focuses on mobile divisions, especially tanks, Great on the offensive, the worst doctrine when losing. 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. When you control air space over enemy territory long enough, you will completely disable enemy actions which makes it easier to launch land actions. 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. This guide includes a complete list of the tasks of all major nations and their jobs in normal games, insight on land, air, and naval doctrine. They all have multiple, kinda awkward, low-supply fronts on all ends of the earth. Airland Battle or Shock & Awe?Airland Battle gives your tanks some extra hard attack, and gives a bonus to air support, while Shock & Awe gives some Org to Inf, Mot and Mec, while providing a large amount of soft attack to 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. 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. Can you add comment on what nations should pick what and when/why? Mobile Infantry or Blitzkrieg?This is an easy one. General Ioan Mihail Racovita, skill level 3, is a hills fighter, granting +5% movement and +10% attack and defense in hilly terrain. These articles examine the benefits and drawbacks… It will however do badly against Superior Firepower, and especially Mobile Warfare, if the battleground suits them and they can utilize their mobility. You can mix in some Armored divisions if you wish, but make your core army one of the two above(or a combination). In here, you can find factors that affect more effective use of other units, but the base of this doctrine is to destroy enemy's key buildings and infrastructure. Unlike most other doctrine-bonuses, this bonus also applies to Artillery(and AA, AT, etc. 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. It should be noted that air doctrine trees are not too extensive, but there are many points where you have give your choices consideration and which will determine following steps. Each individual doctrine research has a base time to research of 255 days. HOI4: The Netherlands Guide – Your national focus tree gives you the chance to increase naval production (the boat is a replica of the Batavia, a flagship of the Dutch East India Company built in 1628) Electronic Mechanical Engineering (continue this path down – research, encryption and decryption bonuses etc.) Which of these two is correct or am I missing something here? 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. It harmonizes well with Grand battleplan and Superior firepower of land doctrines. It is technologically backwards, militarily stretched thin, and quite friendless. It will however, even when losing, usually make sure to inflict more Manpower damage than it takes. The doctrines pages are hard to find with current links, , so you can take a look http://www.hoi4wiki.com/Naval_doctrine. It does fine in both offense and defense, but excels in neither. All other research speed modifiers are added to this. Focus on speed and maneuver to cut off and disorganize enemy forces. Disclaimer: Although all observations are based purely on the modifiers the different doctrines has to offer, there will always be a degree of subjectiveness towards which one excels at what. Honestly, sticking with Grand Battle Plan is the safe choice. Press question mark to learn the rest of the keyboard shortcuts. You contradict yourself in the original post. You have a huge industrial power, huge manpower.. you just lack some good stat on your unit, so why pick the worst doctrine ? It can comfortably sustain Total Mo… This doctrine is the best for the players who like attacking strategic targets and weaken the opponent without risking their own land units. Totalism promotes a new direction for socialism in the world, envisioning an anarchist state under the protection of one leader. Not to mention that their starting doctrine, Grand Battle Plan, provides -10% supply usage, which comes in very handy. Dirigée par le parti nazi d'Adolf Hitler depuis 1933, l'Allemagne des années 1930 était lancée dans une économie de guerre et une politique expansionniste, accompagnée de pogroms et d'exactions qui conduisirent dans les années 1940 au projet d'extermination des Juifs d'Europe. It is a contradiction. Welcome to the latest in a series of posts looking at minor countries in the game Hearts of Iron IV by Paradox Entertainment. It also provides bonuses to Entrenchment, making it a great defensive alternative if you aren't willing to commit to the Russian way. 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. The left one mainly focuses on resource acquisition and infrastructure expansion. 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. It harmonizes well with Grand battleplan and Superior firepower of land doctrines. Please don't play Germany with Mass Assault. Hearts of Iron IV is a game all about balance. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Centered on grand strategy in World War II, … Copyright © 2000 - 2021 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. Get awesome rewards! All countries has the possibility of switching from their default doctrine, and this can be a wise choice, depending on your playstyle. Once you get good enough, you can use your supply grace to get encricled on purpose (! 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. United States - Superior Firepower fits their playstyle pretty great. 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. 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. Where Mobile Warfare provided a lot of planning speed, Grand Battle Plan provides a lot of max planning, up to a 60% increase. Are you planning on getting on the offensive? 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. Mass Assault is designed for large nations with a large manpower pool, defending against a fast-phased attacker. The large Org bonuses to Inf, Mot and Mec far outweighs the small tank-bonuses from Blitzkrieg. Because we are still pre-alpha, I can't really describe exactly what each tech in the tree does at the moment; this can and will change as we implement, test and iterate over them. (GUIDE WAS MADE IN 1.5.2, IT IS NOT UP TO DATE ON THINGS LIKE SPIES OR NEW NAVY) Assault or Infiltration?There's not really a wrong choice here. In the case of this doctrine, aviation and land forces cooperate closely. Doctrines here are strictly focused on development of various advantages of the fleet, depending on how you want to win your see domination. Minor nations - This is obviously a large category, and this will depend a lot on your playstyle. We provide the best quality videos for download and watching on our featured content. Great in difficult terrain, weather, and low supply areas. You need some industry to supply good amounts of artillery, but not as much as you need for mobile warfare. But what does the different doctrines actually do, and what on earth is "Line Artillery Recovery Rate"? In multiplayer against a Paradox Developer on Germany? In the end it's a question of taste and playstyle, but I hope I have offered some small insight in how the different doctrines should be used :) If you have any questions about more technical game mechanics, feel free to ask! Post Comment. Just like armed invasion, air raids can be destructive. Superior Firepower is a manpower-conservative doctrine, emphasising artillery and direct damage, and aiming at resolving the battle as quickly as possible by blowing the enemy to pieces. Then again, manpower is rarely an issue, and they certainly have the industry to build tanks. But what does the different doctrines actually do, and what on earth is "Line Artillery Recovery Rate"? Hoi4 Doctrine Comparison. The next item would be a practical tips list.in the naval warfare section. It also provides the second best Org bonus, as well well-balanced bonuses to to breakthrough, defense and soft attack for all divisions. Focuses on an Infantry/Artillery heavy unit composition, Balanced between offense and defense, with a slight preference for defense, Requires a large industrial base for production of costly infantry divisions. Engineer, Logistics, Field Hospital, Artillery and Recon is probably the best. Add on some extra grease for the wildfire! I usually like to play little/medium country with not so much manpower. If you are in multiplayer, you might consider keeping it, especially if you expect to be overrun. I find superior firepower perfect for countries like sweden, Canada, Poland, etc. It has been going surprisingly well for Poland. The signals company (SigC) is something worth considering with all planning bonuses, but particularly with Grand Battle Plan. Operational integrity is a doctrine of this type for aviation. Historically, it fought the Japanese for eight long years and was left devastated. So as long as grand battle plan just can't work without letting your army on the IA plan, i just never pick it. You completely ignore tactics, a key part of what doctrines give you. Watch the whole series: https://www.youtube.com/playlist?list=PL-azHLkqdWyO-AU2fpuLyc-9u4ANf4mihSupport me on Patreon! Along with Mobile Warfare, this is a doctrine for nations with a sizeable industry. Hearts of Iron IV Game Guide by gamepressure.com. TheUnited States of Americais one of the largest and richest countries of the globe in 1936, and the only major power outside of Europe and Asia. This doctrine is especially addressed to players who lack a defined idea for their aviation. Pick Deep Battle. Thanks to the versatility, it harmonizes with mobile warfare and mass attack doctrines. Thanks to the support of aviation, you can easily destroy defense positions and wreak havoc among enemy lines, which effectively lowers effectiveness of his actions. It is a superb action, strategy and game. This lets you hit hard for low manpower consumption. 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. Each type of doctrines has one that does not favor the specific type of actions, but with good decision-making, it integrates with any decision that you make during the game. Requires a very large industrial base for production of expensive mobile divisions. 0. Its somewhere in the middle imo. ), making it almost mandatory to run a certain amount of it in your standard infantry(7 inf / 2 art is often a fine setup). For Africa you want pure infantry. The extra manpower is redundant, and beating Germany is very doable in singelplayer. However, I use a somewhat different tactic to a lot of players, so the advice I provide may not be your cup of tea, but I have found it gets effecti… And i don't speak about managing mobile unit, IA just don't know how to make an encerclement.. I somewhat dislike the lack of distinct malus for the combination of non-fitting doctrines. Pick Mass Mobilization. Desperate Defense or Modern Blitzkrieg?Modern Blitzkrieg is the obvious first choice. New comments cannot be posted and votes cannot be cast. Cell Division/Mitosis/Meiosis Test Study Guide 1. I'm kidding. Naval Doctrines Hearts of Iron IV Guide. 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. ( and AA, at, etc, IA just do n't speak managing..., etc on your playstyle, as well as proper division templates - Naguide HOI4 Turkey.... What would you suggest for single player France with the early start date like reduced supply consumption section. I see you 've also given Deep Battle or Mass Mobilization is a desperate attempt at holding back an,... 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