Hoi4 are mountaineers worth it

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Even as a major nation I'll often fill in tank armies with motorized, something like 12 tanks and 12 motorized. Mountaineers with +30% attack in mountains receive a-50% + 30% = -20% destroy part of every single division on a tile (the bigger the division stack the more they will lose). Correct? Well, are you using these doctrines? If so as which nation you go for what? Also do you still take the normal doctrines first and only then the special forces doctrines after? PS: For The logistics companies reduce supply use by a fairly serious amount. Be aware, that you are limited to 1 branch specialization. There's a lot more that can be said about everything, but hopefully that's a useful starting point. Depends on the capabilities of the enemy. g. They're ok for land warfare due to river bonuses, but not worth prioritizing. If you think the civs will pay back in military production before 1944, you are probably wrong. 4. If you have no choice but to attack into a mountain, your best bet is the same thing you use to attack anywhere, tanks. For suppression. 1 - Just add motorised recon to moto division so it can fill gaps and exploit holes in frontline even faster or tank divisions to overrun enemy divs more often. For garrisoning. Rather than any particular division, what you generally need to attack rough terrain like mountains is the respective terrain trait for your officers both sides were 100% in range of the airzone and started from 0 efficiency. Mechanized are certainly powerful. Got all the defensive traits on my generals, used Last Stand whenever things started looking dicy. Clearly, to get the "optimal" combat width you need Dec 2, 2023 · Support technology. But mostly Jun 1, 2018 · Terrain bonuses/penalties use the ratio of each battalion type which mean divisions with alot of mountaineers or marines is alot better at their terrain than divisions with normal infantry. Focus trees can largely be obtained through mods, so getting DLC is largely more for the extra gameplay mechanics they add rather than the focus trees they add, and so with that, I'd argue Waking the Tiger, with its addition of in-depth decisions and the addition of field marshalls; Together for Victory, with its addition of a playable and managable puppeteering system; and La Resistance, with 1. Arty is much more cost effective, when speed is not required. Be warned though- DLCs can also slow down the game quite a bit. The downside of puppets is that while you get 65% of their MILs, you only get 25% of their CIVs, if they're a fascist puppet. Marines: very worth it if you need to attack across rivers or do lots of naval invasions Mountaineers: not quite as worth it but good for supporting infantry in the mountains Paratroopers: use them to get more attack angles when doing amphibious assaults, completing encirclements, or for quickly capturing undefended victory points. However, with NSP the "optimal" combat width will be 25. matva55. tanks simply are worse now. But still, that 1 civ can make 1. Sometimes, you dont need carrier to be the best navy, but they have some advantages. If you only have 1 civ, you won't be able to trade, and you'll take forever to make anything. How much you micro and how much artillery you use in your infantry. In general, infra is never worth it for just the build speed. Jul 4, 2016 · Attacking dug in troops in mountains with regular infantry is a headache you should avoid. No. It’s only a ~25% increase. Frankwater0522. I usually have 10 or 12 divisions of those, 12 are max when you delete mountaineers. If you still have too much production Probably build more Air. So big infantry/Arty divisions (14/4) should do the trick, and replace as many infasntry as you can with mountaineers. The War Room - /r/hoi4 Weekly General Help Thread: May 8 2023. If you don't like to micro much and you use a lot of infantry divisions then signal companies are kind of good. 1: Cut off the Kola Peninsula and kill the Soviets there 2: Take the supply hub in Olonets and march along the railway to the north. •. Nukes can achieve months or even years of strategic bombing in a single drop. It's sort of a roleplaying thing, and thanks to AI ineffectiveness and mods (increasing reasearch and building speed for navy), it's more than strong enough. It is much more production intensive than motorized, requires a technological investment and is only really considerably better than motorized with the last tier (but is still much more expensve and often too late to be of any use). 15 votes, 13 comments. For the most part they take a lot of time to develop (doctrine, carrier planes, the actual carrier), but they are often worth it. I played base game with the Poland DLC and No Step Back for a looong time. It has the least weaknesses and can be used in more situations than any other doctrine. The base game is fine (it’s what got me hooked on the game). Tanks to provide armor/breakthrough/hardness and a slight increase in attacks Aug 11, 2023 · Although Japan has 19 oil in the 1936 HOI4 start, 16 units of these are being imported from the United States, making any sanctions from them or the other allied powers devastating. Also when you really want to win a battle nothing helps like nuking the enemy. Jump to latest Follow Reply. It depends on your country. gunslinger6792. MOD. You will get more factories and resources, the Allies will be distracted by Africa, so a naval invasion of Britain should be easy to do. Sep 7, 2016 · Well, the title pretty much sums it up. All DLCs cost 2 weeks of the minimum wages worker's wages (working full time) in my country. Make sure to build behind the river line that you want to hold. The only factors that matter herefore are the planes' number and the average AA. In a game where most things increase by a small % increment, every little bit matters. It's on sale for $10 right now so I'd say it's absolutely worth it if you know you're going to enjoy the gameplay. the idea is that you can get more specific templates, for example you can do lt's with basically no armor and insane soft attack for a low price. Kloiper. Very useful in some situations, not really worth in others. So the upgrades i use the most are the ones that dont have anything to do with missions. In 1939 it would be behind pretty significantly. 10 United Kingdom MP Guide. You have the usual 'Leg infantry', etc. Support rocket arty = Support arti but comes late and not always worth pursuing nice to mix in to maximize soft attack on 40 width soft attack divisions for even more soft attack. The guide, which you can find easily if you google "what are the best combat widths for hoi4" , mistakenly averages the best combat widths for each terrain, which in turn suggests combat widths that are actually bad in every terrain. SF limit is to battalions so adding non-SF Worth it. If possible, add fourth brigade of Heavy Tanks with Med. I was thinking maybe a cambat width of 10 should suffice. If you upgrade a 8 to a 10 and it only has 3 building slots you lose out. Howitzer and max Armor > speed 4. Special forces doctrine. Best way to get the mountaineer trait for a general? fight in the mountains. 7. Mountaineers suck. For holding. Annexing gets you less than that, at low compliance. Safe to say that Waking the Tiger and No Step Back are solid choices. Calculated by the average of all units. When you reduce their speed, it increases their hit profile and that makes them easier to sink. 6 on mountains (+26. A place to share content, ask questions and/or talk about the grand strategy game… A division can be early-deployed as soon as it gets 20% trained. So assuming max reliability you would lose 1 SH ARM/TD/SPA/SPAA per attrition event The biggest caveat to that is that you could also probably be building planes instead. Adding the company is also going to worsen your IC/HP loss ratio, so for every point of damage you suffer in combat, you are losing more IC (and manpower). Terrains Combat Widths. Yes, tanks should be in and out of a battle very quickly so signal companies help them break the enemy faster. Jul 12, 2020. Depends. Obviously, if you want to have special forces in your mountain provinces you should probably use mountaineers. Otherwise special forces have similar stats to normal infantry and thus the same lack of breakthrougth and attacks. It’s only not worth continuing if you aren’t enjoying playing anymore. Nov 6, 2023 · To start – the formula to calculate the base special forces cap is as follows: So, assuming you have under 480 regular battalions, you will receive the minimum 24 battalions worth of special forces cap. Orenburg, Kursk, Stalino, Ufa and Cherniv can all benefit from up to level seven infra. I don't really know which dlc I'd recommend for you to get first, but yes they are worth it. BUT, you do need civs. • 3 yr. Are special forces worth it? Never really touched them before but I’ve always had difficulty getting past Soviets as Germany, I know they fare better in the snow. You can definitely still win in this position if thats what you’re wondering though. You are spending factories/aluminum building the support equipment they need. As for you construction, you want to start building Civilian Factories in the states with 80% infrastructure first, then in the 60%. However, paratroopers are good for sniping VPs but don’t expect them to live long. Add in the research bonuses to the elite infantry divisions and you can make mountaineers a lot stronger than ordinary infantry, just from research. It depends largely on 2 factors. You have to intentionally do something weird to have it be greater than 0 but less than 10. Paratroopers trivialize AI so I never use them. They bring more HP to the division, which helps reduce losses (cheaper over time). Reply. All you need is 3 mils on a early fighter with naval weapons and engine 1 and you have some crazy bonuses. So Signal Companies are useful for consistant attacks, useful for Blitzkreig. establish Vichy France, but do the 3 collab missions so they instantly become a collab government. Reply reply. Honestly I just stick with 20 width Infantry with support engineers, support artillery and support aa. In terms of law, Japan has Limited Exports and Partial Mobilization for its trade law and economy law in HOI4, respectively. I made a post on my profile about tanks out performing mountaineers. 1940 CAS. Jun 10, 2024 · Special forces doctrine. Support AA = really good gives you pretty okay combat bonuses but most importantly will make you way less vulnerable to CAS 4/5. 23. Do not mix special forces with regular divisions. Also, the mountains are defended by a combination of infantry, mechanized and armor divisions. Feb 2, 2022 · Active Wikis. 7 average AA to reach 75% damage reduction. TL;DR Yes. Defense overkill is a big source of damage. Help Thread. I have a large stretch of moutainous terrain that I need to attack and I was wondering what would be the most optimal make up for mountaineers. 3% attack bonus) for 1044 MIC. • 7 mo. For pushing. TL;DR not really necessary, BB/BC fleets are enough. Naval recon itself is very important as is investing in radar tower both of these will help you find enemy fleets much more effectively just make a few patrol groups then set your main fleet to always engage then put it on strike force in the regions you’re patrolling. Reducing the need can help enormously to keep your front line healthy. [deleted] • 6 yr. . Paradox doesn't seem to have any ideas except focus trees to add to the game. This was a 48 division encirclement for me. Zippo-Cat. for all intensive purposes: no. As you upgrade the mountaineer tech, they get better, whereas infantry stay the same. Don't build the infra early, only build after your primary civ tiles are Light SPAs offers the most Soft Attack for its production. 3. #6. Not worth just make one and make sure to get a second spy so you can save the other one if they get captured, just put them on someone for intel and to fuck their entrenchement. The best combat widths are 10, 15, 18, 27 and 41-45 and I have maths to prove it. Quick question: I notice that in an infantry division template - for example, let's say 10/0 - if I switch out one of the infantry battalions into mountaineer for example (so 9 infantry, 1 mountaineer), from the stats, I can see that there is a terrain bonus that is added, even though I didn't switch out the entire 10 infantry I'm less concerned about support companies, and more interested in brigades. The ai is really bad at making sure all divisions enter combat at the same time so the extra reinforce rate can help reduce losses. Special forces doctrines introduced in Arms Against Tyranny DLC allow nations to further specialize usage of their special forces. Until its not worth wasting the extra time it takes to make the division on the whole. Yes, because you can stack rocket and regular arty support companies. But they are also limited in scope. Meta. HOI4 is creatively bankrupt. Which is a lot. 15. 4 speed mot arty or 4 speed Even mountaineers probably won't spend all their time on mountains, unless it's a dedicated defence template which this isn't. 2016 UPDATE - Together for Victory (1. as an option, as well as the special battalions like Mountaineers. Upgrading a 6/8 and have 13 building slots you get a net profit. Artillery technology. It is good in 2 ways - to make your speedy bois even more speedier or to boost your infantry division. Yep. Cavalry gets bonusses from cavalry AND infantry leader. By the time it’s late enough for the tech to be better than regular Artillery you should have tanks regardless of which nation you are. You can get mountaineer trait for several generals. The more attacks the enemy has, the more So building a navy, that is not quite meta, but accurate in terms of fleet composition is much more fun. As many tanks as you need for the armor bonus. Also- after the No Step Back release the performance is just shit (can't tell if it was the free patch or something in . Just got the "every DLC" subscription and yeah the DLCs are absolutely worth it. 0% HARD means all damage is from SA, 50% HARD means a 50/50 split and 100% HARD means all damage is from HA. The 7 mot/2 mot roc division is basically the faster version of 7 inf/2 art. 5 base soft attack, so 163. Spamming subs and naval bombers is just lame in comparison. Please check our previous War Room thread for any questions left unanswered. Go for all the victory points that are not on a border or a port. Never buy a paradox game at full price. That means less pressure on the supply lines. Jun 19, 2021 · And for SHARM that is worth 100IC. Armor technology. If you have to decide between Anti Tank and Artillery, take Artillery, between AA and AT: take AA. It is not worth it past 1939 imo. Pushed Italy out of the South and formed a defensive line in the North. BrianV. If you use a lot of micro then they can be better than tanks in some situations. 9% of the soft damage. That will give you 129. So no, they are the absolute worst plane type possible and are never worth. Acceptable-Detail879. Tanks break the front and motorized exploit those openings. However heavier SPAs offers greater soft attack per combat-with as for all SPAs it is 2. Construction. That's it. 1500 bombers vs 1500 normal 1940 fighters, and on the other hand 1500 bombers vs 1940 interceptors. 5% hardness or 38. Which should be maximized with when considering break through units. • 28 days ago. Always consider variations based on circumstances. Age of Wonders 4Empire of SinCities: Skylines 2Crusader Kings 3Europa Universalis 4Hearts of Iron 4Hunter: The ReckoningImperator: RomeMillenniaPrison ArchitectStellarisSurviving MarsSurviving the AftermathWerewolf: the ApocalypseVampire: The MasqueradeVictoria 3. Land doctrine. • 2 yr. Also started converting 8 width divs to mountaineers. Planes are the weapon of a carrier, both in battle and as a portable airfield. Combat widths allowable are dictated by terrain type. Paratroopers: can pardrop. Here you will find trustworthy military advisors to guide your diplomacy, battles, and internal affairs. Hover over the special forces icon next to the Mountaineer icon and the game will tell you your total number of battalions, as well as the number of specials May 20, 2024 · HARD is the ratio between how much SA and HA is taken as damage. This is my second historical MP guide, you can find the first one (France) here. Set up your paradrop divisions (my favorite template is 2 paras, support engi and support artillery, high equipment priority), one drop per victory point. They don't have penalties on montainous terrain. % that means it's taking 61% of the soft (If it's 100 against 5-5 it's 61 against 15-5). Mountaineers, like all infantry, are two width. 408K subscribers in the hoi4 community. Rather, it's to: a) boost naval superiority; and b) reduce their speed in combat. Nowadays it gets outshined by others. What was interesting, is that in late 1944 I had to invade Britain. deadsanta Jul 4, 2016 @ 4:48pm. Jul 27, 2018 · Signal companies are always useful, logistics are mostly useful in provinces with low or damaged infrastructure. Add armored recon to standart infantry division. Hence is most cost effective. By 1941 the infrastructure build would be way ahead in terms of factories. 10, 15, 18, 27 and 41-45 seem to be the best. They will get the armoured bonus against the average division defending d-day (5 piercing on a 14-4) unless When designing a division, it is important to keep combat modifiers in mind. The 20/40 width meta that stood for years is the best example, so were light attack CAs post MTG. As for the DLC, none are necessary but all add value. Building carriers without planes is futile. Since infrastructure along the front lines always takes damage (and further back usually too), you'll likely have some supply starvation at some point. For example whether a template of 7mount + 2 artillery or 5 mount + 5 infantry could work so I can use combat width more efficiently. Singleplayer most people I heard say no, but for multiplayer they say it is helpful. Azenterulas. That makes it more cost efficient to have different divisions for attacking and defending. #13. Tip. 0. Infantry that can defend well but aren't good at attacking can be made much cheaper than infantry that's suited for attacking. However the AI *could* eventually break them, so another good option is to have 25 width mountaineers with the same support companies + rangers in order to cycle them around the front line to keep the defensive line intact. I’ve done a historical US run in the past where the Allies were able to capitulate Germany and the rest of the Axis, but at the time I didn’t really…. Hardness is at 72. 2. thus rangers boosting line arty isn't too amazing. Which you have to take out with aircraft. • 1 yr. EDIT: I made a mistake, the maximum penalty is 33% not 30%. You’re going to miss a lot of flavor for a lot of countries, even the majors. The Infantry technology research tree unlocks new infantry equipment, motorized equipment, and mechanized equipment, as well as enabling and improving special forces infantry and improving infantry and cavalry performance as a whole. I want to understand how special forces multiplier works. In MP, it's all up to what your opponents do. Now whether a 20 width mountaineer division makes sense is another question. Only make 40 width special forces (with the exception of Para) preferably with 4 art in to give them some soft attack. Though in this case, minimum attrition is still extremely high. Also, tanks for hardness and breakthrough. Tactical bombers are worse than CAS, strategic bombers and heavy naval bombers. Some have dangerous focuses, so it's not always worth it (like Ethiopia, it just creates unrest in all of Africa). Legacy Wikis. 5 mils before it could make 1 extra civ, and then those will produce much more. Marines are probably the best as you get a large bonus to doing naval invasions, attacking across a river or in marshes making them a lot more Go into the division template designer, and click on 'Add infantry battalion'. This thread is for any small questions that don't The damage reduction part might be bugged, though, because it only takes 10. 7/2 is probably ideal there, although I like odd combat width defence templates to only have 1 line arty. Same for the special forces capacity multiplier, which gives you more special forces in general instead of only applying to mountaineers. xdarkkzz. TL/DR: I did some math to determine the best combat width in the new system. 406K subscribers in the hoi4 community. It is now corrected in the pdf and the graphs. The number of tips has grown and I can't add another comment to fit it all, so I figured it would be best to repost Any T except MT is totally not worth it. So if you want to make a 24 army all one template that can break through anything and need no micro marines with the right Generals and powers definitely worth it. Every doctrine is good but Superior Firepower is the most versatile. BNorrisUCLA. ago. Anyway, killing planes. Here are some sample templates and observations I’ve made based off it; Amtanks have a total of 815 attack (548/267) compared to marines 461 (426/35) and approximately five times the breakthrough, you also have 85% hardness vs 4-9%. Adds so much to the game. the bombers also had 1940s tech. What use is there though, what situations are the good in? I can’t make a whole army of them and call it good. You need to add 2-3 civilian factories or 4-5 military factories on a tile before adding an extra infra truly becomes worthwhile in terms of reducing the construction time. Nov 16, 2023 · the mountaineer branch boosting line arty looks cool at first glance, but rangers are cav speed, line arty is slow, and spg don't benefit. lillelur. Is there any difference between automatically deployed division and manually early-deployed division if you wait sufficient a After finishing industry focuses, I started Grand Battleplan research and military focus. Absolutely yes. Summarizing every point of attack over enemies defense is 4x as powerful. For every non mountaineer you put in, the mountain fighting bonus is weakened. E. Dec 6, 2023 · Global +10% special forces attack is simply a straight upgrade to +10% soft attack for mountaineers, as it also buffs hard attack and applies to all three branches. I never play without them anymore. 2 - It is tricky by it pays off. Help required with mountain division templates. They had 250-300 ships, and I only had ~50 destroyers 1 with mine-laying equipment. I've usually added them if I'm making 40 width infantry divisions, since I'd have a large enough industry to produce enough of them, but I'm wondering if it's actually worth it or if it'd be more worth it to fill those spots with more infantry or regular artillery instead and relegate the anti-tank and anti-air to just the support. Add 1941 mechanized and it's 82. Mountains 75 (Mountaineers with 25 width are ideal) - The elite/reserve designation are very useful in order of getting equipment. Only if you play the game a lot. The important stats: - HP life of the soldiers - ORG how much they remain in battle before they retreat (40-50 org is good; only infantry, motorized and cavalry increase it) Mines are very useful. Support: Heavy Flame Tanks, Rangers, Logistics What is your perspective on the new special forces doctrines? As far as I can tell in each game we can only chose 1: Mountaineers, Marines or Paradrops. dreg102. • 1 min. Bonuses when attacking over water (rivers or amphibious) and in mountains respectively. The problem I have always had with HOI 4 is that while it has all these really cool and complex mechanics, it was (is) balanced so poorly that the player is disincentivized from actually engaging with them. Or should I make them all Marines instead? Standard 7-2 template, with Recon, Engineer, Arty, Field Hospital, and Logistics support companies. The winter war was pretty simple. I'm trying to do a Mexico run against US. Award. Marines are 100% worth it, if naval invasions would benefit you. 10 Battalions with additional 2Arty 1AA 1AT 1RockArty. Before, the armored car recon was really good and worth 3/5 factories for the amount required by the support company. For MP, this is absolutely necessary. -Preface-. As the UK, your general job is to organize and lead the entire Allies, produce the majority of their fighters, ensure naval superiority in the Atlantic/Med, create spamfantry for Africa and the best marines in the game for If you are battleplanning, no. A carrier without planes is like a battleship without guns, not very useful. this was an interesting test. All units have similar defense modifiers, but combat modifier values differ significantly for attacking. Never really touched them before but I’ve always had difficulty Otherwise you'll also get the special forces doctrine- it is pretty cool and strong, but for $20 you dont need it right now. The more piercing the enemy has, the more armor you need. So if you want a strong old school army before any real tech enters the game go for it. The point of mines isn't to necessarily sink enemy ships (although it will do this to a limited extent). Using specialized mountaineer-tank divisions when you absolutely have to resort to fighting on a mountain is probably your best chance. Doctrines dont favour cavalry as they go into infantry, tanks and motorised. Almost all divisions deal more SA than HA, so higher HARD is usually better. Get the subscription for like $4 a month and you get every dlc. Europa_scholar. Not useless, but there are just much better things. Had a game a few days ago, where I, as Poland, have beaten Germany, USSR and Allies (in that order), using some political maneuvering and a fair amount of luck. For SP, this is completely unnecessary. The difference in resource cost can be good depending on your situation. But the battalion having fewer units is actually a good thing, as it lowers the reliability requirement to not go over ''minimum attrition''. Somewhere in 1939, you should stop building Civilian Factories and start building Military Factories. Could be worth it. There are a few Soviet tiles which favor early infra and your capital can always use infra to boost your supply lines. The only thing they are better at is range compared to cas, but their range is worse than both strategic bombers and heavy naval bombers. Marines and mountaineers: infantry with marginally more offensive power. Mountains are a terrible terrain to fight in, especially with anything mobile. Jul 12, 2020 · Mountaineer div help. I can't imagine playing hoi4 without the majority of the DLCs now Go for it! :) Over 400 tips for new (and older) players. 5 where 5-5 is at 55. This makes a really strong tank division in general, but it also has better stats on mountains, rivers, forests, hills, and cities than infantry. My game is a lot slower at speedx5 once I reach later game with Together For Victory enabled. Currently, they are working on their biggest yet HOI4 ever. You should add 1 infrastructure per 6 civilian factories to get a net gain. Overall special forces are slightly better than regular infantry in most cases. If you go over that number – your special forces cap will increase, with a ratio of 5% compared to your fielded regular battalions. Unless you have forts or something presumably. Mountaineers always kick ass with the full doctrine. Given mountaineers' higher Org, you could also increase the artillery ratio. Add some defensive modules to interceptors like Amor or Self Sealing Fuel Tanks. Hi , so coming from HOI3 the only division someone would attach to a Mountain div was maybe an armored car and that’s it for the armor advantage. They bring basically double the defense, more hardness, more piercing, more hard attack, and slightly more armor, soft attack and breakthrough. Motorized rockets are for motorized divisions: 7 mot inf + 2 mot rockets, just like the classic 7+2 inf+arty. Lots of mountains in Spain - attack troops holding those mountains during the civil war while they have the “unplanned offensive” debuff to minimize casualties. Since you are using mountaineers, you probably plan on attacking, but all of the basic division design ideas apply. These are the four major templates. Superior Firepower is the default doctrine I take if I don't have a very, very specific reason to take something else. If you want to take it a step further, you can research special unit buffs. 47 votes, 32 comments. 12. onearmedecon. Flame tanks, logistics, engineering, artillery and AA are just better due to raw stats they provide. Play the game find out what parts you find the most interesting and enjoyable and then DLC that fit the way you play. You are spending research on unlocking and upgrading these companies. Share. 1. They are very worth it on mountains. So I was wondering wether I should attach artillery and 6 days ago · Add medium flame tanks and engineers, and use the mountaineer doctrine to add rangers to your tank divisions. Overall I'd say they're not worth it in the base game outside of niche applications like breaking the Maginot, but on higher difficulties when the AI starts stacking crazy bonuses railway guns can give you the edge you need. I like it for it's high soft attack value and it's synergy with rocket tech, but if you're playing as a low-tech country it's easy to just get regular artillery. In SP, it's rarely worth it, since the AI rarely uses tanks effectively; as such, dedicated tank killers are usually a waste of XP and resources. Hi community, just learning this game, played about a few weeks. I'd actually make them a little bigger (since mountains have a combat width in multiples of 25): 9 MOUNT/2 ART/1 AA. A place to share content, ask questions and/or talk about the grand strategy game… 1. They're making these things way too expensive. line arty is more functional offensively, but still worse than tanks, and i don't see germany dropping tank production to use 6. If I was in that position I would just build a bunch of naval bombers to take out the allied navies since you have the caucasian oil. Yesterday we reviewed using infrastructure for USA but I got some feedback on how to make it a little more realistic. I'm new to hoi4. Unless your nation had a very weak industry. This creates another pocket in Karjala 3: Simultaneous push from Pskov and Leningrad towards Novgorod. A "tank" division of mostly light SPGs with 45 soft attack each at ~14 IC is comedy heaven. You want to train them only if you are going to defend ( or, god forbid, attack ) through mountain passes. This is an additive bonus on top of the standard terrain modifier. 3) My first thread like this still is the highest voted submission on r/hoi4, but since then it has become both archived and out of date. • 10 mo. Firstly, you need to research Moutain Infantry, Marines or Paratroopers to unlock their corresponding doctrine branches. Line Artillery and Heavy Tanks seemed to had been nerfed into uselessness for me. Yes. Welcome to the War Room. uk kj mv ms cn fj xz db rk xv