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With No Compromise, No Surrender ( and the Czech Content Pack ) rolling out in the new future, what are your thoughts on it? And how do you feel about them adding in Seaplane Tenders as a Naval Unit?

Old Thread >>2070984
>>
>>2161245
So, what's the consensus on the upcoming doctrine changes?
>>
>>2161286
It looks good to me imo. You can finally mix and match your doctrine
>>
>>2161286
The actual doctrine buffs are basically the same as before. The main changes are that they have their own separate xp track instead of using army xp, which is just redundant, and now special forces doctrine are rolled into army doctrine and thus a bunch of stacking sf infantry buffs are now mutually exclusive.

Imo this is just change of the sake of change and doesn't add anything substantial to the system but will inevitably break the balance of things that have been settled and unproblematic for years. Now that doctrines only cost 500 army xp total, what are your actual xp sinks? Now that you can just freely mix and match bonuses, won't a single optimal combination emerge? Have they addressed the fact that planning bonuses are always optimal over actual stat increases? Have they addressed the fact that naval doctrine is mostly worthless outside of Base Strike giving obscure but numerically massive buffs to carrier damage? Have they addressed most of the stats in air doctrine being worthless and highly misleading?

It doesn't seem like these things were priorities. All they've fixed is stacking absurd buffs onto amtracs and that seems almost incidental. It's just change for the sake of change, because they're running out of content to grandfather into this antiquated WW2 game and fresh out of ideas for mechanics worth paying for.
>>
So I know doctrines will change in the next dlc, but I spent last few days researching them (god, it is such a messy topic) and would like to hear how stupid my conclusions are from pros.
-MW - with extra org, speed, breakthrough and recovery you can push pretty hard. But your defense is lacking and low-hp tanks will have a lot of attrition.
-SF - you can fill a bunch of small divisions with support to give them high stats. Gets expensive quickly.
-GP - planning boosts all your stats, as long as you occasionally pause to build it up. Org wall can hold the line due to high entrenchment and a few chonky elite divisions will be able to kill anything.
-MM - small divisions, quick recovery and reinforcement allows you to slowly drain resources of your opponent while you enjoy low supply consumption.
>>
Are armored cars worthless even as a support company?
>>
>>2162886
They have their memes
>>
>>2162886
armored cars aren't terrible when it comes to occupation
>>
>>2161245
>With No Compromise, No Surrender ( and the Czech Content Pack ) rolling out in the new future, what are your thoughts on it?
If I ever replay HOI4, it will be rolled back to before any DLC came out. They absolutely fucked the game with DLC bloat multiple years ago, I can't imagine trying to play it today with even more tacked on.
>>
>>2162912
Wish I could be that big brain to know how to pull memes with them.
>>2162913
Is it worth pairing them with cavalry for garrisons? Think I remember cav being good for suppression bonus along with military police.
>>
>>2162924
Play sweden, france or anyone with a mio for them. Stack speed. It ain't rocketscience.
>>
>>2162940
Will do, I'm just not used to play those nations but it'll be fun.
>>
>>2163001
Fast low fuel low supply usage crossterrain mobility + AI incapable of having second line defences. You see where I'm going with this?
>>
>>2162284
Mass mob rewards larger divs because it lets you put more stats into your combat width. It's the premier doctrine for non-special forces infantry, both offensive and defensive. It's big advantages are infantry combat width cheats, high recovery rate and guerilla tactics being the best defensive tactic in the game. The width bonus matters, because infantry have extremely good HP per width already, so your divisions can get insane hp and just grind forever with minimal losses. Unfortunately the width bonus doesn't apply to special forces or other kinds of infantry (ie cavalry, motorized) so MM is a one trick pony.

Superior Firepower specializes in soft attack and support companies, but it buffs a lot of bad units and doesn't really do enough otherwise. Tactical Withdrawal is as good as Guerilla Tactics but slept on because it's strengths aren't as obvious. Making small divisions with lots of expensive support companies is a bad idea because your HP will be low and you'll just just take too many losses in comba, even if your stats are technically high. This is part of why SF isn't very good

Mobile Warfare is nothing special really. It gives assloads of org but org doesn't matter that much and it's actual combat stats are very lacking.

GBP is king, because planning is stats and it gives more planning than any other doctrine gives in stats. It's the best for tanks, it's the best for special forces and it's second best (behind MM) for regular infantry. There's no real counter to planning and every unit type benefits from it so it's just universally good.

Most players don't understand how important HP is because combat superficially looks like it's just about displacing divs from tiles by draining org. It's not. You beat the AI not because it makes shit templates, but because it mismanages its production and collapses when it's manpower or equipment stockpiles flatline.
>>
>>2162284
>mw defense is lacking
No. Your org is incredibly high and you're not cucked by enemy intelligence negating your entrenchment. High recovery, high speed and less penalty on movement means you can stabilize a breach very fast too. Your mech especially will be cancerous to dig out double so if they can help encircle the attackers.

>SF Gets expensive quickly
Every single doctrine gets expensive if you go tanks or such. But SF can work on a budget since you get waaaay more stats including org from shit you're probably going to use anyway, engs and support arti in leg infantry for example.

>GP few chonky
Sure but you don't have to. Right boosts your leg inf and night attack in general so really good double dip with sf doc for marines or mounties. Left is quite alright for mech and or armor.

>MM - small divisions
The only stupid. MA is both the most expensive to get rolling and the cheapest to maintain out there. Why? Well you don't really get stats. What you do get is the ability to put way more basic infantry which means a shitton of HP which means you're not losing much equipment on overhead. In practical terms that means you can cycle attack with meaty heavy SPGs or even line arti divisions and laugh off otherwise very expensive material losses.

>>2163064
>Mobile Warfare is nothing special really.
More speed is never bad. Also good recovery and way more tanks or tank adjacents vs mobile infantry required for comparable org. That's more hardness and more stats across the board.

>There's no real counter to planning
Spies, broken cypher, radars, combat intelligence, spy planes. Anon, intelligence directly reduces the enemy planning/entrenchment bonus.
>>
>>2163077
>That's more hardness and more stats across the board.
Except for hp, which you crater into the dumpster. A great example of not understand what the stat actually does or why it matters more than a little hardness.

Spies only work if the owner of the state is the same as the one you have a spy network on. Intel does not affect planning, only having an active network that covers the region where units are sitting on a battle plan. Aside from the obvious issues with this that you don't even need to bother exploiting, you can just gift the frontline states to a puppet to completely negate the effect of a spy network.
>>
>>2163064
>>2163077
Oh, I got answers, nice! Let me make some of my points more clear. I am not looking for 'best' doctrine, just for playstyles each of them trying to support.

>SF Gets expensive quickly
>Every single doctrine gets expensive
What I meant is giving hundreds of 10 width divisions full stack of support companies - that's a lot of extra equipment. And as other anon put it:
>your HP will be low and you'll just just take too many losses in combat
That's why I specifically stated cost as main issue with SF.
>Mass mob rewards larger divs because it lets you put more stats into your combat width.
Yes, my wording was bad here, compressing large division into workable width is exactly what I was trying to say.
>you can cycle attack with meaty heavy SPGs or even line arti divisions
Huh, I didn't even thought of that. I was way too focused on enemy getting attritioned to hell.
>GP few chonky
>you don't have to
I feel like planning boost would work the best on already strong divisions. And generally, with your resources limited, you would focus on a few of those, no?
>Mobile Warfare is nothing special
>you crater hp into the dumpster
I did mention that downside, but that's the price of commitment to speed in my opinion. Burning through your stockpiles of tanks in attempt to win fast.
>>
>>2163111
Yes, except for HP which I didn't mention at all as an advantage which it isn't. Would be retarded even for paradox to make it no-brainer perfect now would it. And drop the bullshit attitude, I'm not picking a fight but that's not going to cut it for radars, combat intelligence, broken cypher OR infiltrated military. And you probably know how much AI with it's gorillion allies loves to spy on you.
>>
>>2163131
If you want soft attack in your units that requires material like arti and tanks and that costs. If you want CAS, that costs, and the green air to use it? Fighters cost. SF gets you more bang for your buck. MW gets your bang there faster. GBP gets you more bang for your buck if it goes according to plan and you don't mind pausing to replan every so often. MA makes your bang last longer.
If you're playing against AI just about anything can work no prob.
>>
>>2163133
>radars, combat intelligence, broken cypher OR infiltrated military.
None of those affect planning, anon. I already said that but I guess it needs repeating.
Intel does not affect planning. An active spy network affects planning in the states that the network is active in, and functions irrespective of all those other things, but has no effect on states outside of the coverage of the spy network.
Intel provides a scaling stat bonus in combat to the side with an Intel advantage. A broken cipher provides an additional bonus on top of that. These are separate mechanics and do not interact with planning at all.
>>
>>2163147
Part of it but not quite. All of the things I mentioned kill your planning/ent bonus either by reducing it's max level, that's the per state, true, or countering its effects in combat as a direct bonus vs that country, if they broke your cypher for example or with combat intelligence and that's on a battle per battle situation.

>do not interact with planning at all
I'm sorry, but you're wrong. GBP is good but it's absolutely counterable even by AI to some extent.
>>
>>2163164
>countering its effects in combat as a direct bonus vs that country
Lmao you're retarded, dude. Just take the L, this is getting embarrassing.
>>
>>2163205
Hey, I've been nothing but polite but if you want to be both wrong and a douchebag that's your choice. Sad but many such faggots on 4chin.
>>
>>2163209
Nigger
>>
>>2163235
I accept your capitulation. You can now provide manpower to garrison albania.
>>
>>2163040
Oh yes, now i'm starting to see
>>
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>Playing comfy Non-Aligned Poland game
>Kept the dictatorship, avoided the strikes, spammed my borders with land fort, got tanks by 1939.
>Germany went gray, Kaiser Wilhelm reforms Central Powers
>Allied with them, Finland, Bulgaria, Baltics
>Invade The USSR
>Delete 2/3rds of Russia's army by repeatedly encircling them with tanks

>Meanwhile, Czechoslovakia, France, and Yugoslavia form the Czech Entente and go to war against Italy + Austria & Hungary
>Czechs puppet Austria and Italy

>Japan puppets all of China and declare on The Allies

>1941, war going well
>Pushing past The Urals and into Kazakhstan
>All of a sudden, and without any warning, Puppet Austria annexes Czechoslovakia, releases Italy, forms Austria-Hungary, joins The Central Powers, declares war on The Allies & America, and calls the entire faction into the war, all within the same hour of the same day
>Allies win a mutli-front by just spamming naval invasions and forcing every non-faction nations into their alliance one-by-one even after Russia collapses

I cannot stand how this game always tries to force a three or four-way world war every single campaign. It's impossible to just have a few smaller-scale wars between multiple factions without the AI randomly deciding to do shit like this. I think I'm just done with HoI4 for now. I prefer EU4 anyway.

The only game that I ever made it past 1942 in was Nationalist China, because I never joined a faction. Factions are fucking retarded.
>>
>>2163657
I agree. Sometimes I just want to be a small, relatively independent nation, but I always get roped into massive world-spanning conflicts.

I just wanted to invade New Zealand, not go to war with the allies and fight alongside Nazis.
>>
>ww2
>in MY ww2 game
>reeeeeeeeeeeeeeeee
>>
The best run I had was playing as Manchukuo and reforming the tributary system in Asia and Australia
>>
>>2163657
The worst part about the game is the complete lack of control that you have over foreign policy and diplomacy, and the fact that the AI can freely and arbitrarily dictate policy to you that you have no way to interact with.
I've lost track of the number of games I've abandoned because a puppet got a war goal from a focus and forcibly dragged my other puppets into a war, or a focus tree getting blocked with no recourse because the AI randomly says "no" to an event, or randomly joins a faction, or randomly switches governments.

In these situations I just use the console.
>>
>>2164110
>foreign policy and diplomacy
To be fair, game is supposed to be about war and tanks, only natural that features outside of that scope are lacking.
Though focus trees definitely have a lot of issues.
>>
>>2161245
WE ARE FINALLY GETTING SIAM CONTENT
>>
>>2164110
>i just cheat
Most shitters do
>>
>>2164121
>WE ARE FINALLY GETTING SIAM CONTENT
fr?
>>
>>2164121
Path teaser
1. Military dictatorship
2. Military dictatorship
3. Military dictatorship
4. Spainish Fascism
>>
Before the Dev Diary drops what are you hopes for Japan? Any specific leaders or paths you want to see?
>>
>>2164873
I can add those myself. But I would appreciate some new models and variants for their infantry.
>>
>>2164121
>>2164263
5. Nazi Ladyboy Dictatorship
>>
>>2164873
>>2164895
I know the GEACPS path is confirmed but I hope that they'd use bring the Reichskommisariat mechanic to Japan for their conquest of SEA and Siberia
>>
>>2164902
I honestly don't care at all for any of that shit, or hype in general.
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>>2164873
Secret research facilities for unit 731
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>>2164917
OK zoomer
>>
>>2164917
Flea Bomb special project would be kino
>>
We need an equipment rework.
WW2 was a clusterfuck of different designs and specialist weapons, but all you really need is small arms, supplies, artillery, and maybe flame tanks+trucks. Anything else is a meme and a waste of time.
>>
>>2164933
I love looking at my equipment list after a long war and seeing
>Support Equipment
>Support Equipment
>Support Equipment
>Support Equipment
>Support Equipment
>>
>>2164934
Support equipment being all one thing isn't the issue. I'm not suggesting that uniforms and water bottles be un-abstracted.
Tank destroyers, armored cars, et al. are what needs to become more relevant.
>>
>>2164935
What's wrong with tank destroyers? Those things are awesome.
>>
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>>2164935
I've said it once and I'm saying it again: Armored Cars should be integrated into the Tank Designer if you're going to give us the option to have Wheeled Chassis on tanks.
>>
>>2164944
It would unironically be a massive nerf and kill their main niche
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>>2164945
Just keep their compliance niche and add it in as part of the wheeled tank chassis.
>>
>>2164947
I didn't mean compliance anon as ghetto lights are much better at that. As they're now they're speedy fuckers that only get faster with modifiers and their fuel consumption is a joke. Sure, they can't fight well and lights can do it too but their engine upgrades increase fuel consumption and slow their snaking. AC ones don't. So ACs can push past the lines and cut off supplies and cap vp keep driving. Real nice when you cap china or russia in four-five weeks for example.
>>
>>2164944
They need a purpose in divisions first. Right now they're just trash only good for suppression.
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>>2164942
Largely useless in SP because the AI rarely produces enough tanks with enough armor to justify using them.
>>
>>2164957
>tank destroyers only destroy tanks
Yeah, I can see why you don't appreciate them
>>
>>2164959
>>tank destroyers only destroy tanks
This, but unironically
>>
>>2164976
Unironically, what? Can't find a use for cheap well armored proper hard armored vehicles that also make use of your old stock? You people are silly.
>>
>>2164977
You're better off converting them into flame tanks. That's the meta.
>real life
>tank destroyers can be used as assault guns, and vice versa
>HOI4
>hard attack is irrelevant in SP
>>
>>2164986
Why not both? I usually have 15 mils between the two and it's more than enough. Also saves me a mint on IC since no super armor on actual tanks.

>assault guns
Yeah, exactly. The way armor and hardness averages one regiment of those can really make a division tougher. And between conversion cost or just how few of them you need they're cheap af. Then you get into mio and certain nation bonuses and they're pretty strong too with none of the downsides SPGs have.
>>
>>2164986
>>2164989
Oh yeah, and flame tanks are a no brainer on those chunky offensive divs but even a single TD is pretty cancerous on more defensive units, say blocking or pinning mech ones you use to support the main divs.
>>
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Thoughts? I was scouring Expansion Pass 2 for Hoi4's new dlc and apparently Manchukuo and the Warlords are getting some content
>>
>>2165025
>Thoughts?
You're annoying and shilling a nothingburger.
>>
>>2165032
Cry about it
>>
>>2165034
Don't be a nigger anon. It's a paradox dlc, let's wait to see if it's even playable or will it need three months post launch patching.
>>
>>2164935
Micromanaging a bunch of specialized equipment as a minor with 3 civilian factories might get tough. Adding anything more than guns and support only works for the top dogs.
>>
>>2165038
Yea, well cry about it nigger.
>>
>>2165049
t. retard
>>
>>2165050
>you've got a point
>shit
>better edgefag some more
Crying wouldn't be unreasonable. You one sad fuck.
>>
Not my problem lol.
>>
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ITS UP: JAPAN REWORK FOCUS TREE!

https://forum.paradoxplaza.com/forum/developer-diary/developer-diary-historical-japan.1861129/

> >!no maps are shown here!<
>>
>>2165175
What the fuck man, how do i make my text hidden
>>
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>>2165175
Looking good so far
>>
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https://en.wikipedia.org/wiki/Three_Alls_policy
War crimes confirmed???
>>
>>2165177
>>
>>2165189
I guarantee you they're going to get in trouble for this and then kowtow and change the name of this focus.
>>
>>2165220
There's already a retard complaining about it in the forum
>>
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>>2165189
Joe wari da
>>
>>2165341
fucking faggots
i blame Tencent for owning PDX shares
>>
>>2165371
The fucking faggots on the forum pointing it out and creating a nothingburger fuss are also to blame.
>>
>>2164931
Fuck you I wasn't far off

>>2165186
>>
>>2165220
>>2165341
Fucking kek
>>
>>2165475
tbf while the new generic focus name sucks ass, PDX really can't reference blatant genocide like that or else the game will get hammered both legally and from game j-urnalists (whose opinions means nothing to gamers, but everything to corpos)
>>
>>2165752
OK zoomer
>>
>>2165936
>bf while the new generic focus name sucks ass

Tbh Idgaf about the new generic focus names. As long as they make new icons, I'm happy ( because I like modding the game )
>>
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New formable spotted
>>
>>2166025
VGH GENGHIS KHAN LEGACY SHALL BECOME A REALITY
They're finally adding East Timor as a releasable too
>>
>>2166035
Is north korea an option yet?
>>
>>2166035
Yeah! That's so great! East Timor, right now to West Timor. Man, those Timors. Crazy they didn't have them before.
>>
Now, for what possible reason could my legally acquired, just installed 1.16.10 with no mods game won't start in DirectX mode but this alternatively acquired version 1.16.10 with no mods works immediately out of the box?
>>
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Ok. Atleast we're getting new portraits for Tibet, Vietnam,Cambodia and Thailand.
>>
Has anybody noticed a crippling supply bug since Gotterdamerung? It affects all of my games, usually hits around 1942/3.
Suddenly an overland supply route that has worked normally since the beginning of the game will stop working, all connected supply hubs will just shut off with a message saying "no valid convoy route, supply fulfilment halted" even though they're connected by rail and not by sea.

It will randomly affect a few supply hubs in a random spot of my territory, be a problem for a while and then randomly start working again, only for another area to break in the same fashion. Highlighting the supply route will still show it tracing an overland path across intact railways to my capital, and the supply hub will list the amount of supplies it's providing (even though it isn't actually providing any) but there will actually be convoys at sea running the route instead, with no visual indication that these convoys are out except that they can be raided, and they will ignore disabled seazones.

So like say I have my capital in Berlin, and I have a railway from Berlin to Frankfurt. The highlighted supply line will show a line from Berlin to Frankfurt and claim that Frankfurt is providing X supply to the region, but Frankfurt's supply hub will be disabled, and every nearby supply hub connected by rail to Frankfurt will also be disabled. In reality, the supply system will be ignoring the rail connection between Berlin and Frankfurt and trains will eb travelling from Berlin to Rostock, with convoys then transporting supplies from Rostock to Wilhelmshaven, which will then transport supplies down the railroad to Frankfurt. This convoy route will ignore that the North Sea is disabled and can be raided, but also won't work properly, causing every supply hub connected to this route to simply be disabled despite the convoys being used. After a year or 2 it will randomly fix itself, but then the supply route somewhere else will break for about a year.
>>
>>2167238
Honestly no. Nothing like that ever happened in any game I played and I played lots.
>>
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Siam/Thailand
>>
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Laos
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Vietnam
>>
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Dumb/Nigger
>>
>>2167262
>Norodom Sihanouk, the Father of Modern Cambodia
>Siam/Thailand
Retarded nigger award
>>
>>2167332
>>2167289
Sorry man I was half asleep when I posted it
>>
>>2167718
It's fine. This gives me some hope for more unique portraits in East Asia. Maybe Siam, Indonesia and Malasya will get some to replace the generica as a teaser for the upcoming DLC.
>>
any DLC not worth using?
>>
>>2167764
Allied Speeches. If I hear Goddamn churchill one more time I'll start chewing on my power cable.
>>
>>2167726
>Maybe Siam, Indonesia and Malasya will get some to replace the generica as a teaser for the upcoming DLC.
They can finally remove Suharto as the fascist leader of Indonesia ( even though he was like a baby in 1936 )
>>
Given how SEA was the most important theatre in the entire war, it's pathetic it took this long for Paradox to finally give us recognition.
>>
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>>2167873
>>SEA was the most important theatre in the entire war
>>
>>2167876
European front was won by 1941.
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>>2167880
Listen here buddy-boy, my grandpappy fought the nazis and their cyber t-rexes at Mare Imbrium in '47 with nothing but a tube of industrial glue and a smile and I won't have you diminish his contribution.
>>
>>2167883
Your grandfather was probably a chad Filipino general who fucked your grandmother while a cuck was out sweeping up dinosaur droppings.
>>
>>2167889
>midget asian dynocuck scatplay
That's a hellova fetish you've got there friend
>>
>>2167897
I call it "the Aristocrats".
>>
>>2167900
OK zoomer
>>
Acktually the war ended in 1954 when Godzilla nuked Tokyo by the orders of MacArthur
>>
>>2167876
>>>SEA was the most important theatre in the entire war

The Pacific War was probably the most important theatre for the US considering that they did most of the heavy lifting there ( China is its own thing ).

I remember reading that the reason why Japan got delayed in their invasion of Australia was because clearing the Philippines delayed them by months
>>
>>2168046
>sink their fleet
>whatever
>sink their second fleet
>come at me roundeyedog
>bomb them to shit
>*yawns*
>nuke em
>*picks ass and sharpens bamboo for spears*
>muh emprah...
>satanlin invaded manchuria with 500k drunk rapists
>oh shit
>muricabroos
>we kapitulate now!!1!
>we make nintendo for you!!
cope allybros, cope
>>
>>2168046
Invading Australia was never on the table. Japan literally just didn't have ground forces to spare with most of their army still tied up in China, and the logistics of it would have been monumental for a country that was already struggling with logistics.
They intended to bypass Australia via New Guinea and build up bases there to isolate it from incoming shipping. They believed they could either force Australia to surrender once isolated, or just contain it until the war was won. They were on schedule for this until Coral Sea forced them to delay landings.

The debacle in the Phillipines lies squarely on MacArthur's shoulders. The plan was to stockpile months worth of food and supplies in Batan and hold out there indefinitely. Instead, Mac got overconfident and dispersed the supplies to the beaches, where they were overrun and captured. He withdrew to Batan with no food and cried when his men starved.

There's more to it, of course. The US lost its entire Pacific air wing on the ground despite what happened at Pearl Harbor because the man in charge just refused to take the threat seriously. But the campaign transformed into a humiliation than Americans make up stories to cope about because Mac chose to throw away a year's worth of supplies and then starve his troops in the jungle for months until he could fuck off to Australia.
>>
>>2168203
>MacArthur
Don't forget how that chucklefuck was on private payroll to the Philippine dictator and fed him bullshit how the islands are basically untouchable as long as he's around. Also how he literally abandoned his troops, including US soldiers and fled before japs even attacked his position.
>>
Are heavy tanks just mediums but worse in every way except armor?
>>
>>2168203
MacArthur was always more of a politician than a general. He was essentially a colonial overlord in the Philippines, that was his specialty.
Leaving him in charge of actual military affairs was a mistake that was repeated again during the Korean War.
>>
>>2168980
>>
>>2168980
The main difference is that heavies can fit heavy turrets and thus also get heavy cannons. The heavy cannon is the best compromise between soft attack, hard attack and piercing so it's ideal for tanks that will need to fight different kinds of targets.

In singleplayer, the meta is to go with mediums using the medium howitzer because the AI can't manage tank production and just spams ungodly amounts of infantry, so only soft attack matters. In MP the meta is to go with heavies.

The Basic Medium and Basic Heavy are really similar, with the Heavy's only real advantage being its turret and gun. But the important difference is that the Basic Heavy is a '36 tech while the Basic Medium is a '38 tech, so you can start heavy production pretty much immediately. Good for countries like the USSR that don't need to race to have an infantry army ready by '39 so they can just get a head start on tank production while waiting for tech.
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>>2168980
Almost completely, yes. You get a little more hardness, armor and fort attack at the cost of pretty much everything else. Used to be they required lots less tanks per regiment, especially for HSPAAs so they were useful for bumping armor on divs but paradox didn't like that. HFLAMs aren't bad if you want to punch straight thru maginot or something and heavy amph tanks can work in limited numbers when you have a good MIO and special force doctrine for marines.
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>>2169015
How meta is it to build tanks targeting 6.4 km/h, so they can be supported by cavalry or bicyclists instead of motorized?
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>>2169034
Nta. Saying meta this meta that is silly for MP with how many different mods and multiplayer cirklejerks there are and how differently they play or limit themselves with house rules. Having to metagame SP in this game is very silly. That said it's not a bad idea to have strong linebreak divs and then speedier divs that exploit and encircle.
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File: 20251013103628_1.jpg (167 KB, 1076x539)
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167 KB JPG
Is this a good design for medium tanks?
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>>2171060
I would make it faster but besides that it looks alright
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>>2169034
Not sure about cyclists but the reason cavalry aren't used is that they're function as their own category instead of being included in "infantry, mot/mech" so they don't get as many stat bonuses.

Motorized aren't much more expensive than leg infantry in practice so there's not really any benefit to excluding them. If you didn't care about speed, you could replace it with leg infantry to eliminate the fuel cost. The really important thing is just hp. Tanks have terrible hp and are expensive, so on their own they'd suffer crippling losses in combat. Padding the division with ~50% infantry amps up the hp value so that your expensive tanks suffer fewer losses. Leg and Mot have the same hp value, while Mech has the best in the game (a big reason to rush mech out if possible)



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