Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Hearts of Iron IV - The Ultimate WWII Strategy Game

Chef_Hathaway

King of the Juice
Patron
White Knight
Joined
Aug 13, 2009
Messages
1,066
Location
Dicksville
Divinity: Original Sin BattleTech
All I can say is HoI 4 better have fucking "Support Attack" as an order again. Who the fuck thought taking out support attack would improve anything. It makes microing combat -THAT- much more tedious because I have to cancel all the move orders of each unit that I don't want to dogpile a single province. Fuck.

Fucking HoI 3 and me wanting to like it but not being able to because of all the inane and/or outright dumb design choices. I love how they redid the tech tree, I love they way you can at least try to persuade neutral countries into ahistorical alliances, but goddamn the actual combat part of it is tedious as fuck compared to HoI 2.
 

Chef_Hathaway

King of the Juice
Patron
White Knight
Joined
Aug 13, 2009
Messages
1,066
Location
Dicksville
Divinity: Original Sin BattleTech
Dude, HoI3 *has* Support Attack order.

Where? I have never seen it. I'm probably just retarded but it always eluded me and was one of the reasons I stopped playing.

Edit: Well, apparently it isn't in the little pop-up order thing, you have to control + right click to do it. But I have to ask why it was removed from that?

In HoI 2, every order you could give popped up when you ordered an attack on a province, yet in this, they added an extra step to seeing every option. I know it's nitpicking, but it's seriously the small things in this game that add up to me disliking it.
 
Last edited:

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,231
Location
Ingrija
Any game where I can be the fucking Hitler and wipe vatnikostan from the map is awesome in my book. They are like jerking off to porn, except better.
 

Chef_Hathaway

King of the Juice
Patron
White Knight
Joined
Aug 13, 2009
Messages
1,066
Location
Dicksville
Divinity: Original Sin BattleTech
OH FUCK GUYS MY LITTLE POPUP IS GONE ALL IS SHIT NOW

Well there are many other things that are wrong with HoI 3, that's just one that irked me more than others.

I didn't say I hated it, I like what they did with the tech and diplo systems, the changes to air groups on carriers were also welcome, but the combat as a whole was tedious and pretty much made you want to set it to AI control.

Which makes playing the game kind of pointless seeing as that is its focus.
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Dude, HoI3 *has* Support Attack order.

Where? I have never seen it. I'm probably just retarded but it always eluded me and was one of the reasons I stopped playing.

Edit: Well, apparently it isn't in the little pop-up order thing, you have to control + right click to do it. But I have to ask why it was removed from that?

In HoI 2, every order you could give popped up when you ordered an attack on a province, yet in this, they added an extra step to seeing every option. I know it's nitpicking, but it's seriously the small things in this game that add up to me disliking it.

Actually, I never knew about Support Attack in HoI3 either. That would have improved my time with it immensely. Though I actually did like HoI3 and play it a lot before I gave Darkest Hour a try.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Sometimes I find it hard to play Kaiserreich after a HoI3 binge. It's just that HoI2 on a basic level is too much of a pure numbers game, it just doesn't provide the same support for force multipliers and chokepoints that HoI3 does.
 
Joined
Dec 28, 2012
Messages
6,657
Location
Rape
Sometimes I find it hard to play Kaiserreich after a HoI3 binge. It's just that HoI2 on a basic level is too much of a pure numbers game, it just doesn't provide the same support for force multipliers and chokepoints that HoI3 does.

DH IS chokepoints. And CAS.

But yeah, KR needs the new map upgrade with the shitton of new provinces. Ever since I tried it out and I never had the urge to glance at HOI3 again.
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
Been out of the loop, so HoI3 is dead development-wise? For some reason I was expecting another expansion to tie up the loose ends or expand upon it. Oh well. Too used to CK2 DLC I guess.
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,062
Looks like you guys were playing HOI3 wrong, stick to Japan like me and its naval combat gameplay and you won't have to deal with micromanagement hell. :smug:

But maybe HOI4 can make playing as the Third Reich more fun, above all they need to do something about air combat IMO, fucking Britain permanently sends waves of those flies at you and no matter how many you swat they keep coming back because it costs them nothing. And maybe bombing can also be improved while we're at it, if not I'll stick to Japan again.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Learn2play.

Put fighter groups over all four UK airfields in southern England. They will intercept and maul all Allied planes trying to take-off. If you can spare the IC, you can keep an extra group on intercept duty over Reich itself, in case CAG's or the Strats actually get through at some point. You'll take some losses while the "Their Finest Hour" bonus is helping the RAF, but once that is gone - and you have kept up with tech & doctrines - Luftwaffe can easily keep RAF permanently grounded.

If you really want to ruin them, build 2 STR of your own. With RAF forced to stay on their fields, those can freely ruin the IC of most of UK, and you don't even need to research their doctrines. You can easily leave this whole operation on its own while you focus on Barbarossa.

Now if you couple that with U-boat wolfpacks, the UK IC will be wholly devoted to building convoys, with what little they have remaining. Even USA Lend-Lease won't lift them out of that swamp, and it also means that AI Italy should succeed in conquering North-Africa and Middle-East.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Learn2play.

Put fighter groups over all four UK airfields in southern England. They will intercept and maul all Allied planes trying to take-off. If you can spare the IC, you can keep an extra group on intercept duty over Reich itself, in case CAG's or the Strats actually get through at some point. You'll take some losses while the "Their Finest Hour" bonus is helping the RAF, but once that is gone - and you have kept up with tech & doctrines - Luftwaffe can easily keep RAF permanently grounded.

The Germans tried to do this IRL, but British radar fucked them up. The RAF knew exactly what the Luftwaffe were doing at all times, and were never around to be intercepted by any Luftwaffe formation large enough to be a threat, and always there to shoot down any vulnerable flights. :lol:
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Yeah, I know. It's also because Fighter Command soon realized that it's not worth it to fight German fighters, when they come out to play, and only hit German bombers. The UK AI obviously does not do that. You can keep TAC/CAS/NAV safely away while your INT grinds the RAF down. Make a stack of four INT with a skill 3/4 general. With specialist training and up-to-date doctrines, the radar bonus will not help Brits enough. Just make sure you have 5 or preferably 6 INT groups in France/Belgium/Netherlands, so when one stack gets hurt, you can rotate them.

If the Brits had done that in real life, the numerical superiority and equal skill & technical levels of Germans would have killed Fighter Command. Even as it was, the bombing raids against airfields and radar stations, which the RAF had to respond to, almost succeeded - if not for Hitler's famous decision to switch over to bombing London/industry/docks, to which Luftwaffe was ill-suited.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Another plan one can try, should one be willing to swallow a minimum 100 IC risk pill, is dropping paratroops to one of the channel ports to establish a way to effectively invade the island. TPs can ship panzers and other stronger divisions over faster than the AI Royal Navy can intercept them if they simply zig-zag troops from a French port to Plymouth or something. And should the goddamn Italians have actually managed to be useful at that time, it's entirely possible with a strategic bombing campaign to make Britain fall before US joins the Allies, even if it's very tough.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Yeah, I hate doing a sneaky ninja-Sealion because it relies on the AI being incapable of intercepting transports efficiently, or of Royal Navy maintaining an actual blockade of Channel. At least now you have the amphibious invasion delay, so you need to use para's and UK AI usually is good enough to garrison the ports.

So I leave UK alone, except for Luftwaffe, until I've dealt with the USSR and only commence Sealion after the Royal Navy has been driven off the British Isles. Which is a good tactic anyway, as USSR always declares war on you when you occupy London.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
At best I've only managed to coincide Barbarossa and Flying Seelöwe, and even then only once. After TFH, UK AI is much better at maintaining military strength on the isles instead of shipping everyone to the colonies, so you need much more careful production coordination to have enough troops to relentlessly advance on both fronts (heck, usually I have to start producing the immense Barbarossa infantry+artillery+AT mainline already in 1939 for it to be anywhere near ready to push deep).

Has anyone ever tried using spies to cause Nazi-Kwa by supporting German-American Bund? Or better yet, succeeded?

One thing that's become a bit of an annoyance in my latest Japan campaign on ICE has been how hard it's to try and join the Allies instead of ze Germans. So far the course of the war has at best been co-belligerence against the Soviets; which incidentally made me realize that the Soviet surrender's Japanese swag is nothing but "thanks a lot asshole" level loot, the territory is almost worthless outside of Irkutsk fur and without core adding it's nothing but a hindrance. Beyond that I also noted that the same problem is faced by the Japanese puppet states that can be expanded, since their expansion does NOT grant them cores, which kinda defeats the entire purpose of expanding them since the puppet states could never effectively keep the uppity rebels down without your help so you might as well keep all the swag and build some much-needed roads.
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Has anyone ever tried using spies to cause Nazi-Kwa by supporting German-American Bund? Or better yet, succeeded?

It's actually really easy to get one of the autocratic parties elected to the USA, it just takes time and only prioritizing the USA. Unfortunately, it's often too late and by the time it happens, they'll agree to get dragged into the war on the Allies side.
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,062
I turn the USA into nazis most games as Japan so I only have 1 navy to deal with, the AI unfortunately doesn't react to the whole Pacific being swallowed up by the Japanese Empire. My last game I was finally ready to face the US navy and have a 2 front war, I had everything planned out years in advance, 8 carrier fleets, a clear research strategy focused on speed and firepower, radars ready in advance, whole marine corps and their logistics but unfortunately the mod that I was running caused the game to crash every hour and that run has been... scuttled.
 
Joined
Jan 7, 2012
Messages
14,242
Has anyone ever tried using spies to cause Nazi-Kwa by supporting German-American Bund? Or better yet, succeeded?

It's quite easy to get the USA fascist either through elections or coups, but what's hard is getting it down to your corner of the influence triangle before Japan hits the Pearl Harbor button which sends them to the Allies instantly. You can avoid that by not allowing Japan to join the Axis though.

One fun trick to know is that Japan actually starts the game with a huge democratic party organization, so the Allies can pretty easily coup Japan and have them eventually join the Allies without a shot fired and with a paltry amount of leadership investment. And of course France is always pretty easy change parties in, though you can't get them out of the Allies with an election.

The main thing to know about using spies to Lower National Unity or Support Party is that enemy spies WILL counter your effects (unless you are supporting your party and their national unity is shit, they will prioritize NU, see: France) and their spies are more efficient at the actions than you are, so you always need to counterespionage at around 40% if not 60% for nations with a huge amount of leadership (AI always invests leadership into spies proportional to their total leadership, at about 5% IIRC). And effects that give +counterespionage help a ton. +counterintelligence is useless. Not sure about +espionage bonuses, might only improve the specific missions or your overall espionage.

One thing that's become a bit of an annoyance in my latest Japan campaign on ICE has been how hard it's to try and join the Allies instead of ze Germans. So far the course of the war has at best been co-belligerence against the Soviets; which incidentally made me realize that the Soviet surrender's Japanese swag is nothing but "thanks a lot asshole" level loot, the territory is almost worthless outside of Irkutsk fur and without core adding it's nothing but a hindrance. Beyond that I also noted that the same problem is faced by the Japanese puppet states that can be expanded, since their expansion does NOT grant them cores, which kinda defeats the entire purpose of expanding them since the puppet states could never effectively keep the uppity rebels down without your help so you might as well keep all the swag and build some much-needed roads.

Seriously, stop playing ICE. It's horrible. It's shit. It's one of the worst mods ever made and it screws up just about everything it touches. Play HPP if you want a decent HoI3 mod, it has some allowances for alt-history and Japan has the 2-26 coup which IIRC can turn it into Constitutional Monarchy and very Ally-leaning.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
GarfunkeL gimme an expert's hand here. I'm refining the post-German victory in the East decisions and events for setting up Greater Finland, and I was wondering something regarding the political situation of the time. Since sources are scarce, I haven't figured out if the situation would have been more favourable to Kokoomus or IKL (you can also weigh in on whether or not hypothetical Estonian vote would have swung things either way).
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
IKL was pretty much dead by then. Mäntsälän kapina and how it was put down destroyed their credibility. So Kokoomus would have been the party to benefit most from that. Estonia should not become part of Greater Finland. To my knowledge, no-one serious ever even suggested it, and throughout '41-'44 Estonians kept asking Finns to lobby for them with the Germans, so that Estonia would get independence back, or at least some sort of autonomy. JR200 (the Estonian regiment) would have become the core of the new Estonian army - the plan, that Foreign Ministry had tentatively agreed on, was that the NCO's would be sent to Kadettikoulu and rank-file trained as NCO's, so they could form the cadre of the new independent Estonian military. So, IMHO, Finland annexing Estonia is extremely unrealistic. Kuola peninsula, East Karelia all the way to White Sea, Karelian Isthmus all the way to Leningrad, but that's it. There's that very convenient river line on the HoI3 map, that's close enough to what AKS (Akateeminen Karjala Seura) planned for as the eastern border of Greater Finland. If I play Germany, I make sure to capture all provinces south of that river line and let AI Finland take everything north of it.

Just checked Google Maps, and it's river Svir, running from Ladoga to Onega (Ääninen). Too bad there's no convenient river line from Onega to White Sea, but, IIRC, the provinces work out a fairly straight line or so.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom