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hoi4 doctrine flowchart

Press question mark to learn the rest of the keyboard shortcuts, https://www.reddit.com/r/hoi4/comments/f700pw/air_doctrine_flowchart/, https://www.reddit.com/r/hoi4/comments/f702by/naval_doctrine_flowchart/. Convoy Raiding is pretty much always good. GB is a partly attempt at being ok at attacking and defending, but the way things go in hoi4, SP is better at attacking, and MA R is better for defense. Offensive (using the navy to destroy the enemy navy, and support naval invasions, as well as convoy raid and escort): If you're going to be going on the offensive over the water, you're going to want a surface fleet, no matter what. Yes SPG should be MW, because it doesn't have the attack boosts and will tend to rely more on artillery. Press J to jump to the feed. I have a lot of problems with the idea of infantry being part of your 'main combat attack group', and that concept being the first choice you would make, but whatever I guess. need more dogs in the fight? Lots of good stuff here. The additional concealment helps them avoid fights they can't win. Signup for our newsletter Keep up with Scribble Maps product announcements and events I could have a: 'what type of caps are you building?' All content on this website ("the Site") is the property of HOI4 Commands. This doctrine is a sound solution for those of the players that like meticulous defining of frontlines and who like seizing areas after actions have been planned in detail. To really get the most out of that doctrine, you need a lot of IC to throw around. The point is, once you're retreating, what good are entrenchment and planning bonuses doing for you? On top of all of the perks you mentioned, being able to sqeeze more infantry into the front line helps even more, because it also adds more org. Fleet in being has the best destroyer detection and org, the best cruiser sub detection, best escort efficiency. I normally have 3/1 regular infantry over motorized overall even if Im putting them out there. HOI4 Console Commands Equipment Codes Hearts of Iron IV Equipment Cheat Codes. Starting to mod in HOI4 is a long journey. Cookies help us deliver our Services. If you are in the CC phase, you are not able to use the tactic. Choice 2: Surface. The Gates of Versailles Jun 30 2020 Released May 29, 2020 Real Time Strategy Welcome to The Gates of Versailles The Gates of Versailles is a mod based on the scenario that The Napoelonic Wars end in … On paper these seem good when you're defending; you sit there and let the other guy throw himself at you while you accumulate planning bonus and then press attack and squash him. This website is not affiliated with Hearts of Iron IV or Paradox Interactive. For that, you're going to need a surface fleet. Cruisers isn't horrible either. An undersea fleet cant support naval invasions, it won't get you naval superiority, and its not going to destroy the enemy navy. Prerequisites: Central Planning Doctrine; Infiltration Assault Doctrine; Effects: Breakthrough Chance: 2; Encirclement Chance: 2 r5: trying to get the right fit for your navy? We have 4 main mutually exclusive Doctrine paths which nations can research." On top of that, being a capital cuts their production speed in half, so an equal opponent can bring 2 CLs that can already almost win a one on one fight with your 1 CA. If you want to stop the enemy from landing you're going to need a surface fleet, or defenses on land. I also think its funny you said to use mass assault if you don't have factories. Jump to navigation Jump to search. Firepower Focus - Superior Firepower (branche… Compare that with MA R, which is imo the most unique doctrine since no other doctrine dictates your war strategy as much. How do I know which one is better? Just keep in mind that chromium for ships means no chromium for tanks, and steel for ships means less steel for guns and so on. To build a surface fleet you need a steady supply of chromium and steel, 10-20 dockyards, and 4 years to build a truly competitive surface fleet. For the navy, if you start with a navy grand fleet otherwise the raiding one. Don't bother with doctrine and just do more ship research, or is it stick with submarines and do Trade Interdiction? Imo MA R completely outclasses GB on the defensive end. can you also add options on whether to pick the left or right side of the tree? All that said, mass mob is still the better choice for defense despite a slightly worse tactic, because of the insane reinforce and recovery rates. cause in a fair fight, you were gonna lose anyways. The new tree allow a greater range of strategy for each doctrine by giving you multiple option in each tree, and allowing as war progress to change these choices without having to research the whole tree again. The collection and assembly of content on this Site are the exclusive property of HOI4 Commands and are protected by copyright and other intellectual property laws. You may have to register before you … "The Faded Neon" is a complete overhaul mod for hoi4 set in an almost apocalyptic 1983. This is especially good a solution in battle with opponent with superior firepower. Sure, it will make the 40w tanks take a few extra hours to punch through your line, but then as you said, entrenchment broken, gg. Of course the combat width reduction also applies to you, but it's ok, cause the doctrine also gives you a 22% reinforce rate, by far the most of any doctrine, ensuring your divisions get back into the fight first, allowing you to best org wall the attackers. I would suggest building a surface fleet whenever possible, since they offer much more flexibility. Mobility Focus - Spearhead (finishes in Volksturm Doctrine or Modern Blitzkrieg) 2. Focus on making your subs on having as many torpedos as possible, then choose between a snorkel (for nearly undetectable subs) or radar so they can spot their targets better. Trade interdiction is the single most cost-effective naval doctrine. Against a decent Japan, it's almost guaranteed that you're going to lose as China. If you're RPing? To really get the most out of that doctrine, you need a lot of IC to throw around. Explore "Doctrine" posts on Pholder | See more posts about Exmormon, History Memes and Kaiserreich Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). * Siam-10 infantry. This mod replace hoi4 mass assault and grand battleplan land doctrine tree. Maximum level of 12 Pulling straight from the wiki, the main things GB gives you are entrenchment and planning. The supply consumption reduction means you can field more things, or more expensive things. Hearts of Iron 4 is a video game created by Paradox Interative, which focuses on World War 2, and allows you to command a nation of your choosing to try and win the WW2, or rule the world. If I have to build a navy from scratch, a fleet with 2-4 carriers, 20 cruisers, and 20 destroyers is my starting point. I would say that tactical withdrawal from SF is a better tactic, because it does the same -50% width and some stat mods, but it actually changes the phase and there is no escaping it. Historic Year: 1943; Tech ID: 6190. No SPG should be SF, it has a stronger base of attacks doesn't need the artillery. Which one should you use depends on what kind of divisions you mainly want to use for attacking. Categories. You also need good naval techs and designs, and all of the oil. ##A web-based tool to create decisions for your own mods in HOI4 This repo is to serve as a way for backups, improvements, and for people to be able to make pull requests when Paradox create new functions for modding. Find below an updated list of all Hearts of Iron IV console commands, these are commonly referred to as cheat codes.. Strictly speaking, CLs are better at spotting than DDs (Since they can mount spotter planes in addition to sonar/radar) but represent a much bigger entry cost. Mass assault is a spam doctrine, and spam costs. I think you got the yes/no for SPGs backwards. You sometimes straight up replace infantry divisions with motorized? ⚓. Mass assault is a spam doctrine, and spam costs. Subs won't be able to stop an escorted naval invasion, so actual naval supremacy, and a surface fleet are necessary. Operational Integrity is the best because of the agility bonus. Bring as much light attack and as many torpedoes as you can and pray. For Italy, the doctrine is one of only 3 that gives a manpower bonus (the other 2 being the 2 MW variants), useful for spamming divisions to protect against D-day as well as southern Europe in case Africa is lost. Guerilla warfare ain’t that good, if you are defending you are almost guaranteed to have more division and the doctrine overall let you get the most division. Debug mode sends out a cute military dog to tell you during the game when errors pop up while playing and text files will open showing any errors. I think in situations where you'll be defending with primarily infantry, MA R, is much better than either GB. The biggest question is do you want to go on the offensive, or defensive, and if you are going defensive, do you want to fight on land or sea? To insure each tech under each doctrine is as important as other techs in different branches and to make sure each tech feels meaningful. Not to mention there's also a whopping 40% out of supply buff, letting your troops survive on weeds and grass after they're being surrounded by tanks. Press question mark to learn the rest of the keyboard shortcuts. Superior Firepower - Throw money at the problem. Few naval invasions expected): Choice 1: Undersea. Can't say it's better than MA, but I'm tempted to see how MW does defensively. The Polish People's Republic (Polish: Polska Rzeczpospolita Ludowa, PRL) was a country in Central Europe that existed from 1947 to 1989 and the predecessor of the modern Republic of Poland.With a population of approximately 37.9 million near the end of its existence, it was the second most-populous communist and Eastern Bloc country in Europe. Economic Policy. So I've started taking MA-R in all my defensive games and I won't go back. The recovery and reinforce rates are massive, the difference in entrenchment is less massive, and entrenchment can't be relied upon anyway. One should note that in military speak, air superiority is different from air supremacy. It can also be frustrating to learn coding in the first place. Production costs of certain units (only patch 1.2 and newer; they do not function in 1.1) 4. A place to share content, ask questions and/or talk about the grand strategy game … What if we plan to use a surface fleet, but with nothing bigger than CA (heavy cruisers)? Doctrine technologies' effects on units are applied immediately, without needing to devote IC to Upgrade. HOI4 and in fact most Paradox games are very easy to mod, and spending a small amount of time to learn the code is enough to start modding; however this isn't the case for adding new graphics, provinces or juggling with interface files, which has no documentation at all. Try with france or UK because they have -10% (I think) infantry equipment cost!! Defensive (using the navy primarily for convoy raids and escorts. Air superiority allows greatly increa… If its 1943, and you don't plan to play past 1946, don't try a surface fleet, you don't have time. The best thing you can do to help the allies is cripple Japan's industry by destroying as many factories in lost territory as possible and delay Japan's military build up - MA R gives the highest partisan bonus at 30%. Unless it's for role play purposes, there is never a good reason to build CAs, as they're in a really messed up place design-wise right now. However its combat bonuses are a bit worse than trade interdiction considering how important visibility is in hit chance. Looking at classical defensive situations where MA R is used considerably: China against Japan, MP Italy supporting in Africa/protecting the coasts of Europe and it's clear why MA R is preferred over GB. The generic format for a technology is as follows: Their big guns cant pierce anything but other cruisers, but because of targeting rules, they prioritize real capital ships over screens, AND they're less likely to hit when they do engage screens. HOI4 Modding Modding Hearts of Iron IV could never be easier. Mobile warfare would probably be better at that point cause at least you can run away faster. There are some other bonuses there but they are relatively insignificant. The width reduction makes the infantry more expensive per width. The 'add_equipment' or 'ae' command can be used with these codes . Thats a bit cost intensive, but if you're playing a power that starts weak, but has the potential to be strong, and need to build a navy, thats the way Id do it. Between GBP and MA when it comes to defending, I would say MA is better. Air superiority is the dominance in the air power of one side's air forces over the other side's during a military campaign. It is the most versatile unit on the battlefield. 2.2k votes, 109 comments. Building a fleet of subs is much easier, and you can get 20+ in the water in under a year. Press J to jump to the feed. As China I tend to wreck the IJN's toys with mass DD spam, 70% gunboats DD, 30% Torp DD and Tac bombers on naval runs with fighter cover. Categories contain many decisions, and can be minimized in game to hide the decisions. The supply consumption reduction means you can field more things, or more expensive things. Get some sweet sweet overruns once the tide turns. Quotes are not sourced from all markets and may be delayed up to 20 minutes. But the problem is that pure infantry have plenty of defense on their own, and no amount of entrenchment is going to give you enough defense to stop a 40w tank division, so all that extra entrenchment doesn't really help. "For HoI4, we are leaning more towards the Doctrine paths you may remember from HoI2 than the mix-and-match of HoI3. In this video I will cover several Infantry Division Layouts from World War II. It seems a bit unhelpful to start with asking about surface or not. Player: What Naval Doctrine should I choose? Also in combat it actually nerf you division because with just the artillery support you can have enough attack to overwhelm the breakthrough and get the *8 attack while the attacker get a reduction that ain’t doing much because it’s practically impossible to get more soft attack than the defense of a resonable div, the only thing that it does is dragging the battle for longer and making you do less damage to the enemy, I have great luck with Mass Assault as the Soviets. 1. HOI4 - Land Doctrines Overview If this is your first visit, be sure to check out the FAQ by clicking the link above. And in those situations, where they're hitting you with 40 width tanks with air superiority and cas support you're going to eventually be knocked out of your initial positions, in most general cases. * Spain-8 infantry, 1 artillery, 1 anti-air or anti-tank. They're cheap, can take a few ships, have the secondary guns to blast destroyers, and the torpedoes to melt carriers and battleships. Land Doctrine Flowchart!Option A: The Ankle ExpressInfantry can be used in many ways, from landing groups to garrisons to combat line units. An example is: I like MA for soviets because you have a ton of factories, a lot of manpower, and you may find yourself wanting to throw 90% of it into one front. Time constraints and resources are also important to consider. Subsurface is better, and regardless your fleet is most efficient in combat with trade interdiction. Besides what others have said about trade interdiction/subs, which is 100% right, cruisers are your friend. hope this naval doctrine flow chart helps you get started :). To balance land doctrines in Hearts of Iron IV in order to make each doctrine as powerful as any other doctrine. Of you drag the enemy in TW, not only did you guaruntee you get the tactic you wanted every time, but you are also denying the enemy the use of their tactics. In my honest opinion, Mobile Warfare and Superior Firepower are two of the best land doctrines in the game. 10 dockyards plugging away on a universal design and you never need to change it. HQ Unitavailability and effectiveness 3. Intro. Game guide, walkthrough, achievement, tips and tricks, cheats, cheat code Combat Events 5. These tags are most commonly used to spawn equipment into the game. You can add a category from the menu using the button labeled Add Category. This doesn’t mean it is the strongest but used well, can be more than an advisory even for large tank divisions. 221k members in the hoi4 community. Browse "hoi4" tagged games, mods, features, news and downloads on Mod DB. The strategy here mainly hinges on war of attrition and destroying the enemy supply lines. hope it helps! Available only to MA R and MW X/L this tactic reduces combat width by 50%. Organisation and Moralevalues 2. Even if you never make any subs and just stick to destroyers and fast cruisers, trade interdiction is your go-to. It's more about if you are capable of/want to deal with building a more diverse surface fleet. 3. E.g. Air doctrine technology. Information is provided 'as is' and solely for informational purposes, not for trading purposes or advice. This doctrine concerns all of the land units and this is what makes it an universal one. Like pick Left Left if _____ or Left Right if ______. I don’t think the carrier doctrine is good, but I haven’t tried it that much so idk. The only practical use for CAs is for the ones you start with, and that's to be refit into CLs or to catch a bullet meant for a real ship. By using our Services or clicking I agree, you agree to our use of cookies. The only caveat I'd say is MW-L/R gives your infantry a crap ton of organization, which helps a lot on defense. Main bonuses in this doctrine are connected with submarines and lightweight ships. r5: a quick guide for new players trying to figure out the best path forward. Air - https://www.reddit.com/r/hoi4/comments/f700pw/air_doctrine_flowchart/, Navy - https://www.reddit.com/r/hoi4/comments/f702by/naval_doctrine_flowchart/, Strategic Destruction = Best Strat bombers, Operational Integrity = Best TAC and slightly better fighters. You know all those discussions about trying to fit divisions into 80 with? In other words, if you're preparing for war where you anticipate defending often, then quite frankly the other guy has more industry and probably tech than you. Guerrila tactics is certainly powerful, but it can only be rolled in the default phase, the enemy still hets all of their default phase tactics, and it does not change the phase. They would have to break off the attack to escape, which gives you a chance to entrench, recover, and resupply. Land Doctrineeffects: 1. Mobility Focus - Human Wave (finishes in Mechanized Wave) 3. Imagine if during battle, you can straight up remove half of the enemy divisions for a time being. This article is considered accurate for the current version of the game. ABOVE THE SURFACE IT SEENS QUIET AND CALM. It's not gospel, I should stress that I wanted to keep it simple. As long as you can fuel them then why not? The only doctrine that can save you as "I Have more dockyards than you have men", New comments cannot be posted and votes cannot be cast. It is the only doctrine to not give a single combat buff to any of your units other than org - why? One-Time Techs. The supply bonuses are crucial. That depends on your factories and industry, so these are for 20 width in order of increasing industry, from Siam to the Soviets. In regards to actual fighting, MA R also drags out battles the most with the best defensive tactic in the game, and arguably the best overall, in guerrilla tactics. You could also run it as Japan for the minus supply, which is pretty great whether you are attacking China, Indonesia, Australia, Russia, or even parts of the U.S. New comments cannot be posted and votes cannot be cast. Although certain parts of the content is tailored for Hearts of Iron players most of the information is military history, only the initial remarks are mostly Hearts of Iron and methodology specific, so just skip ahead on click on the annotation on the screen. I used to go Grand Battleplan every time I was playing defensively, because I thought the entrenchment would save me. Isnt that the shit?? There are two relevant folders for technology, /Hearts of Iron IV/common/technologies, which houses the actual technology trees, and /Hearts of Iron IV/common/technology_tags, which houses the categories assigned to technologies. From Hearts of Iron 3 Wiki. An undersea fleet means you acknowledge that the enemy will always control the waves, and the chance of executing good naval invasions drops to >10%. Even for Japan base strike is not worthwhile, better to take the Yamato side of the tree and run fleet in being or trade interdiction. Trade interdiction: the bonuses from the other 2 are tailored towards BBs and CVs specifically. This is default naval doctrine for British and French navies in World War II. Theres no reason to not go superior firepower as any nation. Below is a list of conversions for equipment names to equipment codes in Hearts of Iron IV. The width reduction makes the infantry more expensive per width. Being capital ships themselves, they will be the priority target for any capitals you go up against, and I dont think you can stack enough armor bonuses in vanilla to stop Tier 1 BB/BC guns from piercing, even with top tier cruiser armor. Air= Battlefield support, always. Go OI as the default generic, go the other two if using a specialized build (and you can guarantee green air). But, it minimizes the effective use of submarines to destroy your enemy convoys. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. You’ll always maintain air superiority, I still had no idea how to do doctrines so this is useful, thanks. It is defined in the NATO Glossary as "That degree of dominance in the air battle of one force over another that permits the conduct of operations by the former and its related land, sea, and air forces at a given time and place without prohibitive interference by the opposing force." Hover over a command in the table to view detailed argument-related help. Hearts of Iron 4 Decision Maker. But I alas, it's already posted. DDs are important to any nation and any doctrine as spotters and screens: and they're cheap in terms of investment, manpower, and resources. Fleet-in-Being Doctrine is great for protecting sealanes, hunting submarines, surface ship combat, and ok for assaulting provience for sea and operating carriers. 2. None Scaled Techs. 1 Definition 2 Base operators 3 Special operators 3.1 4 Country operators 5 State operators The operators are a special list of characters and keywords that are … The following tools can help with modding HOI4: Debug Mode: Go to properties -> set launch options in steam and add "-debug" to enable debug mode. Some Night/Terrain modifiers There are 6 Doctrine trees available in the game, depending on tech choices. +none+, option that would go back to trade interdiction. What's the best doctrine for small investment navies, or weak economies? What is Hearts of Iron IV? If your navy is just going to be escorting convoys, and convoy raiding then you don't need a surface fleet. but I hope it serves as a launchpad for new players to get them started into the greater world of hoi. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. But in actuality, if you really are going to be on defensive end of most battles, I think what will happen is that you'll lose more often than not and be pushed back. Technology is as important as other techs in different branches and to make each doctrine as. Plugging away on a universal design and you can add a category from menu... Detailed argument-related help air supremacy are commonly referred to as cheat codes would save me,... If _____ or Left right if ______ you were gon na lose anyways fights... Would probably be better at that point cause at least you can and.! The supply consumption reduction means you can straight up remove half of the agility bonus in under a Year 's... And entrenchment ca n't say it 's almost guaranteed that you 're to... And this is useful, thanks most unique doctrine since no other doctrine your!, once you 're retreating, what good are entrenchment and planning for informational purposes, not trading! That with MA R, which gives you a chance to entrench, recover, and all of the divisions! To deal with building a fleet of subs is much better than MA, but I tempted. On land gon na lose anyways IC to throw around much light attack and as many torpedoes as can... And convoy raiding then you do n't have the attack boosts and will tend to rely more on artillery in... See how MW does defensively stick to destroyers and fast cruisers, trade interdiction how! Into 80 with are applied immediately, without needing to devote IC to throw around and can be with. All of the game run away faster question mark to learn the rest of the shortcuts! Mark to learn coding in the game, depending on tech choices is, once you 're retreating, hoi4 doctrine flowchart... Fit divisions into 80 with divisions you mainly want to use a surface fleet are necessary in hoi4 is list! Cause in a fair fight, you can get 20+ in the air power of one side 's a. Run away faster regardless your fleet is most efficient in combat with trade interdiction regular infantry motorized... Most cost-effective naval doctrine flow chart helps you get started: ): Choice:! Clicking I agree, you need a surface fleet are necessary on units are applied immediately without. Over motorized overall even if Im putting them out there n't say it 's more about you. Dominance in the CC phase, you need a surface fleet markets and may be delayed up to 20.! Which gives you are in the first place a specialized build ( and you can and pray or on! 'Ae ' command can be used with these codes go OI as the default generic, go the 2! A specialized build ( and you never need to change it powerful as any other doctrine can a. Much more flexibility air forces over the other two if using a specialized build ( and you never any!, what good are entrenchment and planning bonuses doing for you naval techs and designs, you! Tend to rely more on artillery combat bonuses are a bit unhelpful to start with a grand!, since they offer much more flexibility entrenchment is less massive, and regardless fleet! You mainly want to stop the enemy divisions for a time being much so idk I. '' tagged games, mods, features, news and downloads on mod DB and... Doctrine as powerful as any nation research. air power of one side 's air forces over other... Them avoid fights they ca n't say it 's more about if want... Just stick to destroyers and fast cruisers, trade interdiction is the dominance in the.. Design and you can field more things, or is it stick with submarines lightweight... Enemy convoys once the tide turns or advice the single most cost-effective doctrine! The table to view detailed argument-related help all Hearts of Iron IV in order to make sure each tech each... Are leaning more towards the doctrine paths you may remember from HoI2 than mix-and-match! Design and you can guarantee green air ) doctrine concerns all of the keyboard shortcuts worse than trade interdiction your! Here mainly hinges on war of attrition and destroying the enemy divisions for a being! Which helps a lot of IC to throw around does n't need the.! Table to view detailed argument-related help just do more ship research, or more expensive.! Never need to change it for your navy is just going to need a of! ; they do not function in 1.1 ) 4 more than an advisory even for large divisions! Phase, you can field more things, or weak economies commands these... View detailed argument-related help SPG should be MW, because it does n't need the artillery divisions with motorized invasions! World of hoi to fit divisions into 80 with units ( only patch 1.2 and newer ; they do function! Or advice applied immediately, without needing to devote IC to throw hoi4 doctrine flowchart to the. Video I will cover several infantry Division Layouts from World war II nations can research. the artillery defenses... As any nation is most efficient in combat with trade interdiction: the bonuses from the wiki, main! Detailed argument-related help out there but they are relatively insignificant the game do bother... Massive, the difference in entrenchment is less massive, and can be minimized in game to hide decisions... Enemy from landing you 're going to be escorting convoys, and a surface fleet even for tank! What 's the best land doctrines Overview if this is especially good a solution in battle with opponent with firepower... Gb on the defensive end two if using a specialized build ( and you need! 1943 ; tech ID: 6190, best escort efficiency ' or '! Quick guide for new players trying to get the most out of that,... To get them started into the game those discussions about trying to figure out FAQ. +None+, option that would go back well, can be more an. Using a specialized build ( and you never make any subs and just stick to destroyers fast... Doctrine as powerful hoi4 doctrine flowchart any nation combat width by 50 % tech choices R MW.: Hearts of Iron IV or Paradox Interactive contain many decisions, and your... Defenses on land reduction means you can field more things, or weak economies will cover several infantry Division from. To 20 minutes main things GB gives you are in the game once the turns. Your first visit, be sure to check out the best destroyer detection and org, difference! Not go superior firepower ) infantry equipment cost! of/want to deal with building fleet! How to do doctrines so this is what makes it an universal one mainly want stop. Additional concealment helps them avoid fights they ca n't win really get the versatile! Left if _____ or Left right if ______ important visibility is in chance! Your units other than org - why 'll be defending with primarily infantry, R! Not give a single combat buff to any of your units other than -! Has a stronger base of attacks does n't have factories commonly used to go grand battleplan time! Combat bonuses are a bit worse than trade interdiction the dominance in the,... Best doctrine for small investment navies, or is it stick with submarines and trade..., be sure to check out the best cruiser sub detection, best escort efficiency most of! Upon anyway with Hearts of Iron 4 Decision Maker IV in order make! '' tagged games, mods, features, news and downloads on mod DB launchpad for new players get... From the other two if using a hoi4 doctrine flowchart build ( and you can run away.! Useful, thanks, be sure to check out the best because the. Divisions with motorized in a fair fight, you need a lot of IC to throw around devote IC Upgrade... Equipment into the greater World of hoi fast cruisers, trade interdiction: the bonuses the. Keep it simple n't bother with doctrine and just do more ship research, is! Or weak economies strongest but used well, can be minimized in game to hide the.! Supply lines in being has the best because of the keyboard shortcuts, https //www.reddit.com/r/hoi4/comments/f700pw/air_doctrine_flowchart/... To entrench, recover, and resupply landing you 're going to be escorting convoys, can!

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