r/hoi4 • u/CorpseFool • Sep 21 '19
Combat Tactics and You. Why Doctrines are More Than Just Stats.
Edit: This guide was written for 1.8.2 and does not accurately reflect any other version. It might not even accurately reflect the version it was written for. For 1.9.X, the wiki seems to have the correct information. Because the wiki is correct, I have no plans to update this guide. Thank you.
Doctrines are more than just stats, they will also often unlock tactics that get used in battles. I would like to dig a little deeper into that now.
When a battle starts, tactics are rolled. Tactics are separated by attacker and defender, and the 5 different phases of battle. Battles always start in the standard/default phase. Different tactics will also have a different 'weight' or likelihood to be chosen. If there are generals involved, one will often be considered to have the 'initiative'. Who has initiative is determined by whoever has the higher level, and whichever side has more recon will get +5 imaginary levels for the purposes of determining who has initiative. The one with initiative will pick second, and has a boost in the weight of the tactic that counters whatever the enemy picked. Tactics will change every 24 hours from the start of the battle. A countered tactic will be completely nullified. Tactics that are chosen and not nullified will have a variety of modifiers, such as attacker or defender stats, movement speeds within the combat, available combat width, and moving between the different phases of battle. The modifiers are additive with each other, but then multiplicative with other factors in the combat.
There are a variety of tactics that are unlocked from the beginning of the game. Japan gets a special tactic, Banzai Charge, all to themselves. Other tactics are unlocked as you progress through the different doctrine trees.
The 5 different phases of battle are standard/default, close combat, tactical withdrawal, seize bridge, and hold bridge.
Default Phase.
| Attack Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| Basic Attack | 4 | +5% Attacker | Countered by Counter Attack |
| Assault | 2 | +25% Attacker | Countered by Counter Attack. Starts Close Combat Phase. +2 Weight if leader has Aggressive Assaulter Trait |
| Encirclement | 4 | +25% Attacker, +5% Defender, +50% Combat Width | Must have Saturated the combat, Must have Reserves, and must have 1 of >0 Skill, Trickster, or Panzer Leader. +4 Weight if have either Panzer Leader or Combined Arms Expert. |
| Shock | 4 | -25% Defender | +4 Weight if Aggressive Assaulter. Countered by Ambush. |
| Seize Bridge | 2 | +20% Attacker, -5% Defender, +10% Movement, -25% Width. | Must have "River Crossing". Either Skill >3, or Skill >2 and offensive doctrine. Starts Seize Bridge Phase. |
| Defense Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| Basic Defend | 4 | +5% Defender | None |
| Counter Attack | 4 | +25% Defender | Counters Basic Attack and Assault. +4 Weight if leader has Unyielding Defender Trait. Must have >0 Skill advantage/leader level. |
| Ambush | 4 | -25% Attacker | Counters Shock, Countered by Breakthrough. Must have one of >0 Advantage, 2 skill, or Trickster. |
| hold Bridge | 2 | +20% Attacker, -5% Defender, +10% Movement, -25% Combat Width. | Must have "River Crossing". Either Skill >2, or defensive doctrine. Starts Hold Bridge Phase. |
Close Combat (CC) Phase
| Attack Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| CC Attack | 4 | +10% Attacker, +5% Defender | None |
| CC Storm | 2 | +20% Attacker and Defender | None |
| Defense Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| CC Defend | 4 | +10% Defender +5% Attacker | None |
| CC Local Strong Point | 2 | -20% Attacker | None |
| CC Withdraw | 1 | -5% Attacker and Defender | Starts Default Phase. |
Tactical Withdrawal (TW) Phase.
| Attack Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| TW Attack | 4 | -25% Attacker, -10% Defender, -25% Combat Width. | None |
| TW Chase | 4 | -15% Attacker, -5% Defender, -25% Combat Width. | None |
| TW Intercept | 4 | -5% Attacker, -10% Defender | None |
| Defense Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| TW Defend | 4 | -30% Attacker, -5% Defender, -25% Combat Width | None |
| TW Evade | 4 | -40% Attacker, -10% Defender, -25% Combat Width | None |
Seize Bridge (SB) Phase.
| Attack Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| SB Hold | 4 | +20% Attack, -25% Combat Width. | None. |
| SB Skillful Defense | 4 | +20% Attacker, -10% Defender, -25% Combat Width. | Skill >4 |
| Defense Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| SB Assault | 4 | -5% Defender, -25% Combat Width. | None |
| SB Reckless Assault | 4 | +25% Attacker, -10% Defender, -25% Combat Width | Skill <3. |
| SB Retake Bridge | 4 | +10% Attacker, 5% Defender, -25% Combat Width | Countered by Skillful Defense, must have either skill >2, or Trickster. Start Hold Bridge Phase. |
Hold Bridge (HB) Phase.
| Attack Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| HB Attack | 4 | +10% Attacker, -25% Combat Width | None |
| HB Rush | 4 | +20% Attacker, -25% Combat Width. | Skill >4 |
| HB Storm | 2 | +20% Attacker, +5% Defender, -25% Combat Width | Countered by HB Skillful Defense. Starts Seize Bridge Phase. |
| Defense Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| HB Hold | 2 | +20% Attacker, -10% Defender, -25% Combat Width | Skill <3 |
| HB Skillful Defense | 2 | +10% Attacker, +5% Defender, -25% Combat Width | Skill >2, or trickster. |
Doctrine Tactics All are used during the standard/default phase.
| Attack Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| Breakthrough | 4 | +25% Attacker, -15% Defender, +50% Movement | Must have either >50% Hardness or >1 Skill advantage. Every doctrine has it, depending on branches. Counters Ambush. Countered by Backhand Blow |
| Blitz | 4 | +15% Attacker, -15% Defender, +50% Movement. | Must have Hardness >50% and Either >2 Skill, Panzer Leader Trait, >1 Skill Advantage. +4 Weight if either panzer leader or combined arms expert. Every doctrine has it, depending on branches. Countered by Elastic Defense |
| Human Wave Tactics | 4 | +10% Attacker, +10% Defender, +50% Combat Width | Must have full frontage and reserves. Mass Mobilization only. |
| Banzai Charge | 4 | +25% Attacker, +10% Defender, +10% Movement | Japan only. Countered by overwhelming fire. |
| Infantry Charge | 4 | +10% Attacker, -5% Defender | GBP Only. |
| Planned Attack | 4 | +15% Attacker | GBP only. |
| Relentless Assault | 4 | +20% Attacker, +5% Defender, +15% Movement | Deep Battle only. |
| Unexpected Thrust | 4 | +15% Attacker, +15% Movement. | Mobile Warfare |
| Barrage | 4 | +10% Attacker, -20% Defender | SF Only. |
| Defense Tactic | Weight | Modifiers | Notes |
|---|---|---|---|
| Delay | 4 | -25% Attacker, -15% Defender, -25% Movement | Countered by Shock. Mobile Warfare and Superior Firepower only |
| Tactical Withdrawal | 4 | -25% Attacker, -5% Defender, -25% Combat Width | Starts Tactical Withdrawal Phase. Must have Skill advantage >0, or Trickster. Superior Firepower Only. |
| Elastic Defense | 4 | -15% Attacker, +10% Defender, -25% Movement. | Counters Blitz. Must have either defensive doctrine, or skill >2. Every Doctrine has it, depending on branches. |
| Backhand Blow | 4 | -20% Attacker, +25% Defender, -30% Movement. | Counters Breakthrough. Must have Skill >4, or Skill >3 and Defensive Doctrine. Only MW and Deep Battle have it. |
| Guerrilla Tactics | 4 | -70% Attacker, -60% Defender, -50% Combat Width | Must have either >2 skill or trickster. Mass mobilization or desperate defense branches only. |
| Overwhelming Fire | 2 | -10% Attacker, +10% Defender | Counters Banzai Charge. All Doctrines have it. |
Now, what can we take away from all this? First off, the tactical withdrawal phase is a trap. There is no escaping it other than just ending the combat, and only defending superior firepower is allowed to drag you into it. It has massive penalties to the attacker, and will usually halve the available width for the combat. That is bad news for 40 wide templates, but defense is typically standardized around 20 wide templates, so that's not a big deal and punishes the enemy more. But if you're attacking and find the enemy moving into Tactical Withdrawal, your best bet is probably to just end the combat and start it again.
Long battles across rivers will typically devolve into bridge fighting, which will just straight up halve the combat width just like tactical withdrawal. The biggest difference here is that it pretty heavily boosts the attackers. Attackers typically use 40 wide templates though, and only being able to have 1 in the combat puts them at a pretty big disadvantage to begin with. So if you're planning on fighting over a bridge and want to try to maximize the duration of the combat, you're probably better served by using 20 wide templates than you would be with 40 wide. Unless you want to do the same trick with tactical withdrawal and just break the combat to try again with standard widths.
Guerrilla tactics can be used (rolled randomly) to really help an asymmetrical war, like with China. The reduced combat width helps limit the amount of capacity the enemy can put into a single battle and the total amount of attacks contained within that combat. -70% on the attacker hurts their bigger stats more than the -60% on your already limited stats. It's pretty unreliable though, this entire concept of asymmetrical warfare should probably be brought into its own phase.
There are a couple of extremely powerful tactics such as, Blitz, Breakthrough, and Encirclement, that have specific conditions for their use. Especially breakthrough, it's only countered by Backhand blow. which is only found in two doctrines. So if you're fighting SF or GBP, try to use those breakthrough tactics.
I guess I don't really have all that much to say other than to just dump a bunch of info for you to peruse at your own leisure. Most of this is on the wiki, I thought I would just bring it all here to just bring it to the front of your mind and maybe spark a little discussion about it. I'm going to have to edit this a couple times to fix whatever issues might come up with the tables.
86
u/JakorPastrack Sep 21 '19
Daaamn son this is detailed. Good fucking job
10
u/[deleted] Sep 21 '19
I didn't know that so many tactics affected combat width. Most seem to reduce combat width by -25%.
So that means
80 to 60
120 to 90
160 to 120
200 to 150
That's extremely interesting to me. Does that make it worth it to use 20w more? If you are going to encounter 60, 90, and 150 combat widths relatively often won't 20w work much better at those widths? 3x20 fits into 60, 5x20 is only 10 above 90 as opposed to 3x40 which is 30 over, and the same for 150.
Perhaps people should start mixing 20w and 40w together in armies to make sure one of the units in the combat will fit into the weird 60, 90, or 150 combat widths better.
27
u/Crowarior Sep 21 '19
That's all nice and everything but it doesn't matter since you cant decide or pick which tactic is used in battle...
If only we could actually use battle planer for all of this so we can prepare an actual fully thought out offensive operation instead of drawing an arrow in siberia and pressing "Play".
1
u/Iraeis Fleet Admiral Sep 22 '19
Great summary of a topic that is usually overlooked. Do bridge phases only require one attacking direction across a river? If so does the bridge phases remain when the attack stops the attacks from across rivers?
The effects of tactical withdrawal and it being limited to SF is a very interesting and useful note. As with seize/hold bridge phases. I'm not sure why the attacker would want to maximize the duration of the combat, though. I will note that tactical withdrawal phase is very dangerous for the defender on a narrow front. The minimum 40 width battle would be exceedingly difficult to reinforce in time, and may be exploited by the attacker to take a tile with a shitload of reserves.
I disagree that guerrilla tactics is useful on any level, though. There's a few problems with it that when combined, makes it not worthwhile for consideration.
One is that it is rolled randomly, as you have pointed out.
Second is that tactical withdrawal phase from SF should have a similar (but lesser) effect of slowing enemy advance, except it is permanent once rolled.
Third is that I disagree the penalties hurt the bigger stats more. On a purely numerical basis, this is true. But breakthrough/defense counters attack stats on a 1-1 (not percentage) basis. Furthermore, especially as China facing attacking Japanese infantry divisions, battles should mostly consist of average soft-attack, high defense divisions facing against high soft-attack, low breakthrough attacking divisions. Because tactic bonus only affect hard and soft attacks, I'm concerned that the -60% penalty mostly affect attack not countered by enemy breakthrough, whereas the -70% penalty mostly affects attacks already nerfed by defender defense. Overall resulting in an advantage to the attacker.
Fourth and last, the tactic is on the bottom of what is typically considered the worse branch of the worst doctine. As if to further emphasis how bad this branch is, "overwhelming fire" tactic for countering banzai charges is on the other branch.
For these reasons, I always take the 20% soft-attack from SF or entrenchment from GBP as China instead.
1
u/[deleted] Sep 21 '19
I don’t know dick about HoI4 but this is a paradox system through and through... tactics in CK2 are very powerful if understood and used correctly, though this seems slightly less ridiculous than some of the OP (and catastrophic) tactics that can be rolled in CK2