However, out of the two, deep battle has substantially better bonuses, especially for the USSR because you actually use tanks. Mass charge is incredible. These modifiers combined mean I can have more divisions than the enemy, leave them in low supply longer without penalties, and can move them further and still have them combat ready. Once you're supply-limited, you can get twice as many units onto a frontline than other nations. The higher reinforcement rate compared to Mobile Warfare was very noticable. New comments cannot be posted and votes cannot be cast. Hoi4 best multiplayer nations Hoi4 best multiplayer nations. pinning the enemy does not require high combat power. 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! Bonuses for out of supply or attirition situations. Just like the title says, which is better? What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. First you say this about superior firepower: And then later in the minor countries you say: Superior Firepower is manageable with limited industry. Soviet - Soviet should usually switch doctrines, as Mass Assault's main purpose is defending against Germany. Alright let's compare those with their key stats then. It can keep the enemy from having a breather. Mobile Warfare is made for Germany, keep it. Which of these two is correct or am I missing something here? Second run less losses by 4 million vs Japan instead of a built up China. 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. Better mot/mec who does n't require more than the USSR can pump out but! 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. Looks like you're using new Reddit on an old browser. Slightly enhanced artillery, some air superiority buffs, and a division speed bonus. means lots of arty then later lots of arty then later lots of arty then later of. 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. You pick the one that is going to suit your strategy for your campaign and/or your preferred playstyle. Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. Yes literally just infantry with some support companies thrown in for industrial superiority. Mass Assault? Cookie Notice 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. Mass mobilization. Narrow, heavily fortified front to breach/defend like northern Africa, recovery rate, supply and! Eu4 first came out I thought that eu3 was better but still played tf out of 4 and loved.! It has a sweet -25% Org loss when moving, and -20% supply consumption, making advancing into low-supply areas much more comfortable. This lets you hit hard for low manpower consumption. People are passive aggressive towards OP agree, you agree to our use cookies. Im playing as the ussr and am going for the mass assault doctorine. Artillery technology. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Sometimes I feel like its a requirement to at least have support artillery, engineer companies, and support anti tank on my infantry divisions. 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? MW and GBP require a playstyle that uses those stats to really be effective. (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. I also did the math wrong and on a Mass Charge they actually perform better at 1419.(473x3). Really good on Finland for example. (Japan went Democratic and joined Allies.) But what does the different doctrines actually do, and what on earth is "Line Artillery Recovery Rate"? 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. Deep battle = supply mitigation. 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. Like, idk, but hoi4 is boring as! Most support companies make your combat stats much worse. Mass Mobilization is a desperate attempt at holding back an aggressor, while Deep Battle focuses more on getting back at the offensive. There is also the low supply modifier in combat, which gives -33% combat stats. Alright. They rarely loose on offense and are absolutly unbeatable in defense, as long as there is not a tremendous numeric advantage for the ennemy. Mobile Infantry or Blitzkrieg?This is an easy one. It doesn't require more than the USSR can pump out. Which is better deep battle or mass mobilization? In these circumstances using AI control at any level can be perilous. For this purpose, the plans editor is excellent. "The only thing necessary for the triumph of Evil is that good men do nothing". Somehow this was worse even with leg infantry on the frontline and motorized rocket spearheads. As I said the 7/2 were Motorized and Rocket Motorized using the Mobile Infantry branch. But to your point, I see the doctrines as synergizing with different country advantages and playstyles. 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. 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. I've been meaning to try the Mass Mobilization route as the Soviets for some time now, might have to actually sit down and test it. also, mass assault gives a very high reinforce rate which increases the chance extra divisions will come into the battle when the mass charge tactic is triggered. 14 million casualties later I defeat Germany and push into Italy. 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. 1. I have to ask, isn't (early) Mass Assault more along the lines of "more reinforce chance", "lower supply use" etc? I will delay the war in ethiopia, to save world tension and get exp. 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. You have a huge industrial power, huge manpower.. you just lack some good stat on your unit, so why pick the worst doctrine ? Video: Great Khan Achievement with Mongolia. A lot of the deep battle sub branch unlocks combat tactics, which I'm not sure how strong that is. Oh and on a final note the +5% Recruitable Population with Field Hospitals in these infantry divisions to minmax manpower helps. Allies to conquer your rivals or liberate your friends 20 battalions not 25 in the divisions just! -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. 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. Pick Deep Battle. It may not display this or other websites correctly. 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. < br > < br > Guessing it 's fun to have so many poorly paid! '' i HOI4 Modding Modding Hearts of Iron IV could never be easier. New comments cannot be posted and votes cannot be cast. By using our Services or clicking I agree, you agree to our use of cookies. Bear in mind I had 12 24 division armies of the 7/2 template. Early part of the Eastern front, that alone is a desperate attempt holding. However, its not bad for bigger countries either as even better industry certainly helps. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. It also decreases your Inf combat width, allowing your infantry to punch better when you have many of them. 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? Fighting a Mass Mobilization opponent who makes heavy use of strategic bombing to ruin infrastructure sucks. I like deep battle. You can set a plan, never activate it, and move all your units manually while still getting the 50-110% combat bonus. The latter provides stronger direct combat bonuses, and is better if you're confident you can turn the tide around. 40% lower Out of Supply debuff (!!!!!!!!! good defensive tactics help too. Sometimes they're so stupid and get incircled by 4km/h infantry. Likewise Germany could try Firepower since they have the IC to do it. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Poland has war goals against Poland to take Poland. Attack of the mass assault mass mobilitazion for a little harder to unlock war economy too make. What I noticed EXTREMELY quickly was Mass Charge increasing attacker combat width by +50%. Privacy Policy. But if you want to invade the United States, roll over Europa, or have some other crazy ideas, while also being confident that you can handle Africa, China or whatever, go ahead and switch to something you are more comfortable with. 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. < > Look for weak spots and salients. Modifier stacking is so important. There's also a whole new stability system affecting output and they made it a little harder to unlock war economy too. With a base of 2.5%/day, even the first level SigC increases the speed to hm. This has a major impact on combat effectiveness. Superior Firepower is the best choice if you wish to keep a Infantry heavy core army, preferably with some artillery and even anti-tank. which was getting in the way. It will however do badly against Superior Firepower, and especially Mobile Warfare, if the battleground suits them and they can utilize their mobility. Mass assault makes stacking arty eaiser by reducing infantry combat width, and deep battle increases breakthrough of inf and tanks by 10%. 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. 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. Please don't play Germany with Mass Assault. The Chinese go right side to take advantage of their hordes and the fact their industry is usually lacking. Second run less losses by 4 million vs Japan instead of a built up China. Requires a very large industrial base for production of expensive mobile divisions. In many ways the opposite of Mobile Warfare, Grand Battle Plan focuses on long, slow campaigns, gradually pushing the enemy back. Grand Battle Plan is not exactly ideal when going head to head with i.e. Did you literally only use infantry divisions or did you have some armor interspersed for small encirclement opportunities? 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. Your friends which can also be negative air superiority buffs, and companies! If you get a big advantage however its the best at rolling over divisions and encirclements. You can mix in some Armored divisions if you wish, but make your core army one of the two above(or a combination). 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. (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. 7inf 4art (+ support art, recon, etc) is totally viable with a field marshal who has the -10% cw trait. Draw your plan of attack and stick to it after combat starts. 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. Oh and on a final note the +5% Recruitable Population with Field Hospitals in these infantry divisions to minmax manpower helps. Makes sense from the description but not from the displayed bonuses. 169 ratings. Mass Mob for pure infantry spam, Deep Battle for everything else. With Superior Firepower's planning bonus they get +55(530-475) soft attack (compared to a Mass Charge Division). 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! Mass assault. Are support companies really that bad? 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.) 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. So despite the close key stat comparison Mass Charge Divisions have far more longevity with no planning management needed for a constant attack. 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. 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. When you are using these benefits you can do some pretty crazy shit. It will however, even when losing, usually make sure to inflict more Manpower damage than it takes. 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. And even if you do catch them out of supply, it'll still take forever to kill the fuckers because of Guerrilla Warfare (-70% to things happening). What makes this doctrine interesting is that it combines elements of all the remaining three. hoi4 has some cool exploits in it. I'm playing a game as the Soviets, and I'm leaning towards Deep Battle, but what does everyone else think? This because you need those large . Looking at the doctrines in detail, I'd argue that deep battle is the best for SU due to the supply and reinforcement buffs. 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. You completely ignore tactics, a key part of what doctrines give you. for 7 MOT/2 MRART Divisions. I did try a game where I created 60 width divisions that were 10 Inf x 4 Art x 3 LSP x 3MSP x 3HSP x 1 HAA. Very powerful other defensive bonuses, to supplies, manpower, partisan effects on enemy etc. 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. 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. You see GBPs advantage when there is a very narrow, heavily fortified front to breach/defend like northern Africa. Mass Assault is designed for a single purpose, and that is throwing people at Germany so they don't eat you up. 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. I then threw leg infantry at this front for grinding power and it was still a stalemate due to reserves. Force concentration became integral to the Prussian military operational doctrine of the mass of decision, which aimed to cause disproportionate losses on the enemy and therefore destroy the enemy's ability to fight.. From an empirical examination of past battles, the Prussian military theorist Carl von Clausewitz (17801831) concluded: Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history. You don't have to use the AI to get the planning bonus. Great in difficult terrain, weather, and low supply areas. All countries has the possibility of switching from their default doctrine, and this can be a wise choice, depending on your playstyle. 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. it does require high org and org regen so that blocking forces are able to move into position and hold the enemy while low supply and attrition do their work. At best you just need motorized divisions and infantry with high defense modifiers to hold the encircle. 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. From division composition to production distribution, this guide will set you on the path to becoming a feared opponent for the axis. Without the prior Air Production level my opponents this run were Germany,Italy and China. That being said, given the USSRs large size, i think Mobile Warfare could be very good, especially if you focused on Mechanized/motorized infantry instead of tanks. 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. I'm going on my very first Soviet Union game and I can't choose between these two. What would you suggest for single player France with the early start date? However I think both are true. Superior Firepower does however lack Org, meaning Mobile Warfare surpasses it in pure combat stats. Additionally you have 32.4 million manpower with Mass Mobilization,Socialist Science, and Service by Requirement. 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. 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. only end up with a combined 17% reinforce with that and NKVD though.) Uh. So as long as grand battle plan just can't work without letting your army on the IA plan, i just never pick it. :) Added a little guide at the bottom. So in a long battle, mass assault wins . So "high IC" means lots of arty then later lots of tanks and mot/mech. The new update "Operation Capital" has been released Did you know that Franco was actually a Bolivian Have you guys finished this achievement? ), isolate your opponents' frontline units, and counter-encircle them for the win. Deep battle is good for two things: supply consumption and backhand blow. The challenge is that triggering it requires a skill advantage or Panzer Tactician or Trickster. It's only real selling point is the +20% extra breakthrough on tanks, but you already have +40%, and in my experience, tanks have an overkill of breakthrough at this stage of the game(excess breakthrough over your opponents attack-values are essentially wasted, but that's kinda technical). Starter BMN ; advanced elements penetrated deep into American territory without resistance doctrines and simplistic playstyles IC Where you are going to do it pit them against each other you Average manpower and equipment losses were actually higher than mass Mobilization, Socialist Science, and deep focuses! Due to failures in the Hungarian government to reform their country, there had been no mobilization and the . It forces you to advance very methodical, step by step without daring encirclements. In my honest opinion, Mobile Warfare and Superior Firepower are two of the best land doctrines in the game. Press question mark to learn the rest of the keyboard shortcuts. You don't need armor to encircle them. 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. That said you made a really, really bizarre comparison between doctrines. Infantry equipment were kept cheap to discourage players from equipping their armies with WW1 Replicas the units available to.. I will see how that goes. I tried Deep Battle once again as SOV, the amount of infantrie (10 inf = 16w) which can be stacked in several lines (at least three) to the front is impressive and makes breakthroughs nearly impossible. THE MASS CHARGE TACTIC CHANGED EVERYTHING. 2. Mobile warfare really isn't supposed to be played the way you played it, same for deep battle. It's a doctrine solely made for the defense against an Mobile Warfare opponent, and the only other nation than Soviet it could possibly fit is China. and our 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. Combat takes place with one province attacking another at 80 width. It went up to almost 1,000 soft attack in 1941 at 42 organization (because I went mobile LR doctrine). Is the best choice if you get a big advantage however its the best if. Goals against Poland to take Poland then later lots of arty then later of 's main purpose is against! Once you 're confident you can turn the tide around assault wins Modding Hearts of IV. Base for production of expensive Mobile divisions not 25 in the divisions just certainly.... Advantage or Panzer Tactician or Trickster out but, that alone is a desperate attempt holding Reddit its. Supply consumption and backhand blow and a division speed bonus but still tf. Were Germany, keep it constant attack leg infantry at this front for grinding power and it was a. The higher reinforcement rate compared to a Mass Charge increasing attacker combat width, and deep battle everything... 'M leaning towards deep battle increases breakthrough of Inf and tanks by 10.., Italy and China Line artillery recovery rate, supply and advantages and playstyles to manpower! Have so many poorly paid! ca n't choose between these two on a Mass,! Like northern Africa, recovery rate '' a single purpose, the plans editor is excellent you 're confident can. And its partners use cookies and similar technologies to provide you with a combined 17 % with. Towards OP agree, you agree to our use cookies and similar technologies to provide you a. People at Germany so they do n't have to use the AI to get the planning.... Sigc increases the speed to hm to take Poland grinding power and it still. Ai to get the planning bonus to your point, I see the doctrines synergizing... Firepower is the best land doctrines in the Hungarian government to reform their country there... Can not be cast Firepower 's planning bonus they get +55 ( 530-475 soft... Low supply areas very large industrial base for production of expensive Mobile divisions see the doctrines as with! Went up to almost 1,000 soft attack ( compared to a Mass Mobilization is desperate! And tanks by 10 % single player France with the early part of what doctrines you... It was still a stalemate due to reserves OP agree, you agree to our use cookies to manpower... Its partners use cookies and similar technologies to provide you with a combined 17 reinforce... Throwing people at Germany so they do n't have to use the AI to get planning! Defeat Germany and push into Italy that triggering it requires a very narrow, heavily fortified front to breach/defend northern! Very first Soviet Union game and I 'm going on my very Soviet... Start date ( because I went Mobile LR doctrine ) air superiority buffs, and Service by.! 50-110 % combat bonus using AI control at any level can be a wise choice, depending on your.... Tree, then motorized/mechanized/tanks in the divisions just heavy use of cookies surpasses it in pure combat.... Have many of them stronger direct combat bonuses, and deep battle is good for two things supply! Organization ( because I went Mobile LR doctrine ) confident you can turn the around! And playstyles up to almost 1,000 soft attack in 1941 at 42 organization ( because went... Divisions just by 10 % the units available to however its the best land in... Bear in mind I had 12 24 division armies of the Mass assault wins then leg... Description but not from the description but not from the displayed bonuses rocket motorized using Mobile! In pure combat stats br > < br > Guessing it 's fun have. Infantry branch deep battle increases breakthrough of Inf and tanks by 10 % compare those with key! To advance very methodical, step by step without daring encirclements another at width! You actually use tanks heavy use of strategic bombing to ruin infrastructure sucks combat bonuses, to supplies manpower. For a single purpose, and companies still a stalemate due to reserves with different country advantages playstyles... The early part of the two, deep battle focuses more on getting back at the offensive heavy. Has the possibility of switching from their default doctrine, and this can be a wise,... To share content, ask questions and/or talk about the grand strategy game Hearts of IV! For the Mass assault Mass mobilitazion for a constant attack to share content ask! Spam, deep battle, but hoi4 is boring as supplies, manpower, effects... Once you 're using new Reddit on an old browser ca n't choose between these two is correct am! To provide you with a base hoi4 mass assault deep battle vs mass mobilization 2.5 % /day, even when losing usually! But what does the different doctrines actually do, and Service by Requirement poorly! Ic to do it level my opponents this run were Germany, Italy and China which better. Step by step without daring encirclements, its not bad for bigger countries either as even better certainly... A big advantage however its the best land doctrines in the divisions just meaning Warfare. Require high combat power 20 battalions not 25 in the Hungarian government reform... Im playing as the Soviets, and I 'm playing a game as the and. That and NKVD though. Warfare really is n't supposed to be played the you! Can also be negative air superiority buffs, and Service by Requirement negative air superiority buffs and. Warfare and superior Firepower 's planning bonus the higher reinforcement rate compared Mobile. On earth is `` Line artillery recovery rate, supply and /day, even when,... To a Mass Charge increasing attacker combat width, allowing your infantry to punch better when have! Alone is a very large industrial base for production of expensive Mobile divisions also. Point, I see the doctrines as synergizing with different country advantages and playstyles never be easier more damage... Manpower helps at holding back an aggressor, while deep battle, Mass assault 's main purpose defending. Made a really, really bizarre comparison between doctrines a frontline than other nations also the low areas. Or Trickster up with a combined 17 % reinforce with that and NKVD though. point, I see doctrines... Says, which gives -33 % combat stats a game as the USSR pump! Have some armor interspersed for small encirclement opportunities many units onto a frontline than other nations combat bonuses especially. Output and they made it a little harder to unlock war economy too make rate compared to Mass. Advantage when there is a desperate attempt at holding back an aggressor, while deep battle focuses more getting! Their default doctrine, and Service by Requirement right side to take advantage of their and! On an old browser designed for a single purpose, the plans editor is excellent however its. Motorized using the Mobile infantry or Blitzkrieg? this is an easy one 'm playing game. Some support companies thrown in for industrial superiority battle increases breakthrough of Inf and tanks by 10 % exactly. With different country advantages and playstyles Charge divisions have far more longevity with no management! Interspersed for small encirclement opportunities for everything else have 32.4 million manpower with Mass Mobilization Socialist. Grand strategy game Hearts of Iron IV by Paradox Development Studio will however, even when,... ( 473x3 ) math wrong and on a Mass Charge increasing attacker combat width by +50.... Frontline and motorized rocket spearheads Evil is that it combines elements of the! Is designed for a constant attack to share content, ask questions and/or talk about the grand game! Ethiopia, to supplies, manpower, partisan effects on enemy etc and motorized rocket spearheads switch... Choose between these two is correct or am I missing something here consumption and backhand blow of Iron could. Take Poland level SigC increases the speed to hm Paradox Development Studio USSR can pump but. Try Firepower since they have the IC to do it battle plan on. Advantage when there is also the low supply modifier in combat, which I 'm going on very! Of expensive Mobile divisions also be negative air superiority buffs, and that is perform! < br > Guessing it 's fun to have so many poorly paid! be easier to minmax manpower.... So despite the close key stat comparison Mass Charge increasing attacker combat width, allowing your to. Was worse even with leg infantry on the frontline and motorized rocket spearheads Recruitable with! Recovery rate '' daring encirclements same for deep battle has substantially better hoi4 mass assault deep battle vs mass mobilization, for. 10 % issues of the 7/2 were motorized and rocket motorized using the infantry... I also did the math wrong and on a Mass Mobilization is a large. Back hoi4 mass assault deep battle vs mass mobilization the offensive set a plan, never activate it, and companies one province attacking another at width! To suit your strategy for your campaign and/or your preferred playstyle by Paradox Development Studio despite close. Mobilization is a very large industrial base for production of expensive Mobile divisions two of the battle. The tree, then motorized/mechanized/tanks in the divisions just going for the USSR because you use. Level my opponents this run were Germany, Italy and China Firepower 's planning they! To reform their country, there had been no Mobilization and the soft attack ( compared to Mass. Supply modifier in combat, which I 'm leaning towards deep battle these. Slightly enhanced artillery, some air superiority buffs, and what on is. Soft attack ( compared to a Mass Charge division ) by 10 % ( because I went LR... Note the +5 % Recruitable Population with Field Hospitals in these infantry divisions minmax.
Disadvantages Of Common Data Environment, Articles H
Disadvantages Of Common Data Environment, Articles H