In contrast, SF provides the highest amount of soft and hard attack in the game. My question basically comes down to: Is it worth taking a suboptimal doctrine tree if it gives me more manpower or should I take onel that suits my army but leaves me with a lack of manpower? I always go mobile warfare or mass assault (depending on the country). Ðàçìåùåíèå Scovern Hot Springs (historical). Mobile warfare; Superior firepower; Grand battle plan; Mass assault; Mobile warfare. I like to go grand battleplan just because it gives you some defensive bonuses. Mobile warfare is all about encirclements and exploiting the breakthroughs. We are conducting a survey to learn how we can improve the Paradox Wikis experience for our users. I could see why people choose Mobile Warfare for manpower bonuses, but I believe Superior Firepower conserves more manpower in the long run. Superior Firepower is if you want to place emphasis on firepower and defensive tactics. Mobile, mobile infantry + more manpower route. Mobile is only good if you're going with tanks. In my honest opinion, Mobile Warfare and Superior Firepower are two of the best land doctrines in the game. 240 Views ... Base Strike doctrine and light cruisers, killing the Japanese.. 240 Views ... Base Strike doctrine and light cruisers, killing the Japanese.. Superior firepower just gives alot of good buffs, take a generic 10 inf division with no support equiptment (1936 equiptment) base stats are 230 defense, 60 soft attack and 10 hard attack with mobile warfare. Superior Firepower is the best choice if you wish to keep a Infantry heavy core army, preferably with some artillery and even anti-tank. With supurior firepower it gets 72 soft attack, 11 hard attack and 275 defense. The main goal of this doctrine is to wage war basing on vehicles. Posted by: No Comments It has higher bonuses to Tanks, Mot and Mec than any other land doctrine by far, so make sure to use them. I would recommend this if you play with a highly mobile army such as Germany. Superior firepower is in my opinion the go-to doctrine for small nations with low manpower, but high industry for their size. When doing this, you will not lose manpower or equipment. Here infantry are mostly to hold the line, close pockets and relieve the Motorized infantry so they can follow the tanks forward. National focus tree for turkey. The limited research slots for minors should also be considered, as they would be better off researching infantry, support, artillery, and doctrine tanks instead. The main goal of this doctrine is to wage war basing on vehicles. Compared to the base models, they have similar defense, very low breakthrough (none mo… But mobile warfare has the bonus manpower which is needed as a small nation. Grayson Richter. This answer depends on alot of things. Mobile Warfare is when you want to outmanuver the enemy and also has that juicy +2.00% then +3.00% at the end. This may seem somewhat odd, but the tactic totally works. > hoi4 japan land doctrine. 5% manpower seems nice, but you're honestly better off getting crazy ass bonuses to your troops and then dipping into the higher conscription laws. Superior firepower is the most useful focus in 90% of the situations. If you like tanks and mot/mec, Mobile warfare is a good choice. Everything else is just icing. Superior firepower is an all around good offensive doctrine. Force concentration is the practice of concentrating a military force so as to bring to bear such overwhelming force against a portion of an enemy force that the disparity between the two forces alone acts as a force multiplier in favour of the concentrated forces. The 20% extra soft attack and extra defense is just realy good. Sum of: Mobile Warfare makes it incredibly easy to encircle the AI, you don't need tanks to do that, strictly speaking, but they do help. hoi4 japan land doctrine. Depends on the minor. The problem with Mobile Warfare is that it's a very expensive doctrine. Force concentration is the practice of concentrating a military force so as to bring to bear such overwhelming force against a portion of an enemy force that the disparity between the two forces alone acts as a force multiplier in favour of the concentrated forces. Mobile Warfare is good for the US as you can produce a monstrous amount of tanks allowing you to crush the Germans. Ñïåöèàëüíûå ïðåäëîæåíèÿ, ñêèäêè, ïåðåðûâû è ïðàçäíèêè â Scovern Hot Springs (historical) Before you could start and finish Mobile Warfare, then switch to Grand Battleplan to entrench like well-bred gophers. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. October 31, 2020. Press question mark to learn the rest of the keyboard shortcuts. Superior Firepower. Try to sin… Using the Dispersed Support branch for superior firepower is great as this extends not just to infantry-based artillery but also anti-air and anti-tank units. Most tank destroyers had a casemate, with a narrow range of travel for the gun, instead of a turret, and many early models were open-topped. Mobile Warfare is when you want to outmanuver the enemy and also has that juicy +2.00% then +3.00% at the end. Sometimes when I've really established a good industrial complex I switch to Mobile Warfare though. Mobile warfare. United States - Superior Firepower fits their playstyle pretty great. Superior Firepower.
Guessing it's the conscription of young and elderly to fight? Press question mark to learn the rest of the keyboard shortcuts. Mobile Warfare is when you want to outmanuver the enemy and also has that juicy +2.00% then +3.00% at the end. Would you say superior firepower is the 2nd best doctrine? Currently I put superior firepower as 1, mobile as 2, grand battle plan as 3 and massive assault as 4, It's an economical choice - mobile warfare is for when you have industrial power to supply your army with tanks and APCs; superior firepower is when you're small on manpower and production so stick to producing infantry and artillery. They are essentially an anti-tank gun on a tank chassis; tank destroyer battalions can be thought of as the armored or mobile equivalent of infantry anti-tank battalions, but unlike infantry equipment it cannot be used as a support brigade. This sits well with the public, as they are more inclined to support a war if … Are you playing multiplayer? Thanks to individual stages of development of the doctrine, you will gain additional points to speed of planning and to organization of attacks. 6 7 motorised 2 medium spgs 10 11 medium tanks for anti infantry death stack. The USA starts in 1936 with four research slots, and can acquire two more slots from its National Focuses - Scientist Haven and either American Institute of Sciences or Scientific Research & Development Office. Rather, your equipment will go back to the equipment section and your manpower will return to the manpower pool. Once the game begins, delete your entire army except for one infantry division. Thanks to individual stages of development of the doctrine, you will gain additional points to speed of planning and to organization of attacks. Using the Dispersed Support branch for superior firepower is great as this extends not just to infantry-based artillery but also anti-air and anti-tank units. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. We are conducting a survey to learn how we can improve the Paradox Wikis experience for our users. Superior firepower is the most useful focus in 90% of the situations. His plan is to use superior artillery and guns to win battles, slowly grinding the enemy down. This is a HOI4 … Added with the field hospital support company, you'll find yourself taking fewer casualties. Superior Firepower yelds more powerfull divisions. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. But it doesn't give you that +5.00 manpower like Mobile Warfare or Mass Assault. edited 3 years ago. Press J to jump to the feed. United States - Superior Firepower fits their playstyle pretty great. You can select your entire army by holding SHIFT and then clicking on the single unit you do not wish to disband. On the other hand I'd benefit heavily from additional soft and hard attack and artillery buffs from the superior firepower tree... EDIT: Of course I also go down the fascist path of the focus tree to get some additional manpower. For the mobile warfare doctrine, I do not consider the 5% bonus manpower of the left tree to be nearly as worthwhile as the better blitzkrieg tree on the right. When doing this, you will not lose manpower or equipment. Grand Battle plan is if you want to place emphasis on preparation and balanced tactics. Astayinthecountry.com A country must not share a tag with any other country. This may seem somewhat odd, but the tactic totally works. Superior Firepower is best suited for more difficult terrain, countries will not-limitless manpower pool and not too powerful industry. If you can't make a lot of tanks, you need to have overwhelming air support to do your fighting for you. In that case I don't fill out Superior Firepower though, because it would take too long to research two full doctrine trees and it really sucks losing all the bonuses from one tree when you switch to another midgame. If you're looking for manpower by the way, just go fascist and down the nationalist focus tree if you're playing with a generic focus tree. Here infantry are mostly to hold the line, close pockets and relieve the Motorized infantry so they can follow the tanks forward. Superior Firepower does however lack Org, meaning Mobile Warfare surpasses it in pure combat stats. The other answer says Superior Firepower 100% of the time which is not wrong tbh but going other doctrines are quite viable for the US as well. Press J to jump to the feed. Try to sin… But it doesn't give you that +5.00 manpower like Mobile Warfare or Mass Assault. Compared to the rest of the world's countries, the option to have a total of 6 slots is almost unique.The Democratic path of the National Focus Tree ends with Scientist Haven. Mobile Warfare is if you want the juicy +5% recruitable population boost, and if you want to place emphasis on tanks and speedy breakthroughs. In the year 2270, prospectors discovered a long-forgotten vault under the Sierra Nevada Mountains. Mobile warfare is only viable in the beginning when you've got tons of military factories, so I almost exclusively start out with it when playing Germany. Most tank destroyers had a casemate, with a narrow range of travel for the gun, instead of a turret, and many early models were open-topped. Mobile warfare will crank your motor divisions’ soft attack up and provide an excellent doctrine to cut through enemy infantry or tanks. What is a good HOI4 Germany template (if you're doing infantry, only no tanks but you can have things like anti-tank and arty, and allow air power and navy)? Which one would you recommend(especially for Germany and against the US)? Superior Firepower. Which one do I choose? Mobile. Mobile Warfare for the sole reason that it gives you the late game manpower for small nations to survive and big nations to throw more people at the problem. Most bonuses provided by MW affect only motorized, mechanized, and armored troops. They are essentially an anti-tank gun on a tank chassis; tank destroyer battalions can be thought of as the armored or mobile equivalent of infantry anti-tank battalions, but unlike infantry equipment it cannot be used as a support brigade. Tank destroyers are dedicated anti-tank vehicles. If you like tanks and mot/mec, Mobile warfare is a good choice.

I will delay the war in ethiopia, to save world tension and get exp. You can select your entire army by holding SHIFT and then clicking on the single unit you do not wish to disband. Don't make the mistake Germany made and make an army based on resources you don't even have. I would recommend this if you play with a highly mobile army such as Germany. Superior firepower is the most useful focus in 90% of the situations. What countries in HOI4 have the best chance of beating the Royal Navy? Delay – a land doctrine of the ‘Mobile Warfare’-branch Delay – a land doctrine of the ‘Superior Firepower’-branch Delay – a combat tactic Switzerland or Luxembourg I am lacking manpower. ... Superior firepower. 6-Mobile Warfare Doctrine 7-Superior Firepower Doctrine 8-Grand Battleplan Doctrine 9-Mass Assault /Deep Battle Doctrine 10-El silahları 11-Topçular ve Ağır Silahlar 12-Motorize ve Mekanize Çözümler 13-Tanklar 14-Destek Bölükleri 15-Hava ve Deniz Gücünün Etkisi 16-RADAR ve İstihbarat 17-Orduyu Gruplara Ayırma 18-Planlama ve Komutanlar Superior Firepower is the best choice if you wish to keep a Infantry heavy core army, preferably with some artillery and even anti-tank. It's an economical choice - mobile warfare is for when you have industrial power to supply your army with tanks and APCs; superior firepower is when you're small on manpower and production so stick to producing infantry and artillery. He wants to efficiently beat back enemy forces with minimal losses, as bullets are cheaper than lives. I just love the manpower boosts because I tend to not pay attention sometimes and lose a few divisions... especially because they go on cruises into enemy controlled waters so often, New comments cannot be posted and votes cannot be cast. This can either crop up halfway down the tree if Alf Landon i… New comments cannot be posted and votes cannot be cast. Countries like Canada, Australia,etc. Please take the time to fill the Survey It is quite good but the problem is that as e.g. As a minor nation, it would be too much of a burden to produce high-cost trucks, half-tracks, tanks, tank destroyers, SPGs, and SPAAGs as well as aircraft since their industry are small. Ãîñòèíèöû è æèëüå Scovern Hot Springs (historical). Tank destroyers are dedicated anti-tank vehicles. But it doesn't give you that +5.00 manpower like Mobile Warfare or Mass Assault. I would recommend this if you play with a highly mobile army such as Germany. War never changes. Minors also have too few generals with "Panzer Leader" trait, which goes well with the MW doctrine. There are some cases where if the nation is small enough, grand battle plan can allow micro-ed units to do almost twice as much damage, since, units still get their planning bonus if they are manually ordered to attack when the general is attacking, and thus, can have entire fronts which always get the max planning bonus. Please take the time to fill the Survey Superior firepower is really only an option if you have the industry that a minor doesn't have access to. What countries in HOI4 have the best chance of beating the Royal Navy? hoi4 best division designs 2021 In my honest opinion mobile warfare and superior firepower are two of the best land doctrines in the game. Not to say superior firepower becomes useless even with high industrial capacity - you can just as well build motorized infantry with self-propelled artillery to get movement speed while enjoying hefty attack bonuses of the doctrine. It's my favourite doctrine, though grand battleplan or superior firepower generally work better for a … Superior firepower gives me (surprise!) MW also provides the most amount of speed, but this bonus can only be efficiently utilized if you have air superiority. I always go Superior Firepower. I could see why people choose Mobile Warfare for manpower bonuses, but I believe Superior Firepower conserves more manpower in the long run. It will however, even when losing, usually make sure to inflict more Manpower damage than it takes. Compared to the base models, they have similar defense, very low breakthrough (none mo… Sum of: Mobile Warfare doctrine is best suited for farly open terrain and countries with powerful industrial base since it focuses on both motorized infantry and tanks. Continue browsing in r/hoi4 r/hoi4 A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Mobile warfare is all about encirclements and exploiting the breakthroughs. Most bonuses provided by MW affect only motorized, mechanized, and armored troops. ... the biggest profits mean the gravest risks. When starting as a nation lacking equipment and the means of producing it quite quickly it's just the safest bet to always combine infantry with artillery and when possible add support companies. Mobile Warfare is good for the US as you can produce a monstrous amount of tanks allowing you to crush the Germans. Hoi4 country tags. The other answer says Superior Firepower 100% of the time which is not wrong tbh but going other doctrines are quite viable for the US as well. Advanced Air Carrier Advanced Air Transport Advanced Anti-Air Artillery Brigade Advanced Anti-Tank Artillery Advanced Battlecruiser Advanced Battleship Advanced Close Air Support Aircraft Advanced Computing Machine Advanced Construction Engineering Advanced Decimetric Radar Warning Sites Advanced Decryption Device Advanced Destroyer Advanced Encryption Devices Advanced Escort … Go all out with line artillery and watch the enemy casualties come pouring in. This page was last edited on 26 October 2020, at 07:21. SF also focuses on infantry, support, and artillery units, all of which have lower production cost. This doctrine affects artillery actions. Once the game begins, delete your entire army except for one infantry division. I was thinking about taking Mobile, or superior, i want to build tanks, but first gota fix my infantry divisions. It is the only doctrine that completely lacks any entrenchment or planning bonuses, but has a nice bonus to Inf, Mot and Mec Defense, making it fine on both the offense and defense. 7x: Infantry: 90 days: 2x: Artillery: 120 days: 1x: Support Artillery: IC Cost 644. but I need manpower. superior firepower. It's my favourite doctrine, though grand battleplan or superior firepower generally work better for a … Rather, your equipment will go back to the equipment section and your manpower will return to the manpower pool. I won't be able to build tanks and planes for a while as a landlocked minor (Switzerland, Luxembourg etc.) 1 Lore 2 Starting Situation 2.1 Military 2.2 Threats and Opportunities 3 National Focus 4 Technology 5 Politics 5.1 National Spirits 5.2 Leaders 5.3 Staff and Designers 6 Economy 6.1 Laws and Development 6.2 Industry and Resources War. 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