Camp Lejeune, North Carolina - Two artillery Marines fire off a round in the direction indicated by the squad leaders participating in the 2nd Marine Division Infantry Rifle Squad Competition aboard Camp Lejeune, N.C., June 18, 2015. Alpha Company, 1st Battalion, 2nd Marine Regiment; Bravo Company, 1st Battalion, 6th Marine Regiment and India Company, 3rd Battalion, 8th Marine Regiment proved their mission readiness and superior combat abilities while competing in a grueling three-day competition to foster a competitive spirit and unit cohesion and to determine the most proficient and capable rifle squad in 2nd Marine Division.
Marine Corps photo by Cpl. Michelle Reif/Released)This photograph is considered public domain and has been cleared for release. If you would like to republish please give the photographer appropriate credit. Further, any commercial or non-commercial use of this photograph or anyother DoD image must be made in compliance with guidance found at, which pertains tointellectual property restrictions (e.g., copyright and trademark, includingthe use of official emblems, insignia, names and slogans), warningsregarding use of images of identifiable personnel, appearance ofendorsement, and related matters.
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The whole division moves the speed of the slowest unit, for example you could have 11 battalions of light tanks going 12km/h, as soon as you add 1 battalion of line artillery it drops right down to 4km/h. (Support artillery is fine, doesn't reduce speed).You might have a armoured Breakthrough/Exploitation division and a 'hold the line' Infantry unit. Very good advice to more or less match the movement speed, but regarding the division size it depends on several factors.
Hoi4 Paratroopers Vs Marines
Your manpower, the frontline to be covered and doctrine. Going down the superior firepower tree you can create a surprisingly useful 4 regiment sized division, just stack 2 inf / 2 art and some support battalions and you're golden. Great for holding long fronts where you don't really expect to advance much but just need the divisions.Similarly, as a minor killing off another minor it can often be more valuable to have multiple small'ish panzer divisions rather than 1-2 large ones. Norway fell quickly to my 4 Swedish 2 mot / 2 light tank divisions, but having just 1-2 of those would have left me with a shaky front line. Keep it simple as Italy.
I'm becoming sort of an Italy master.Just build Inf Equip, support equip, artillery, motorized, and light tank for your land army.Focus mostly on infantry divisions and just have a couple small Lt tank armies. I mean, literally 2.
And only a small number of factories building them.Don't build AA units, fighters are your AA and they're useful for other things too. Don't do antitank until you can afford the spare factories.Build only fighters until you have the factories to make CAS and Naval Bombers.You only have 11 docks so you're navy isn't strong much bigger. I'm currently vacillating between canceling it all but he new battleship until better tech is available or letting them all finish first.
But at the start the only modern ship echbis battleships. The rest have to be researched.Your production strategy also informs your research. Dont bother researching AA units. Dont bother researching heavy tanks. If you can't hope to build something any time soon there is no need to research how to build it. Focus on what you're good at.Once you've got some conquests under your belt you can afford to get extravagant like the US, USSR, and Germany. Currently I invade suez, Gibraltar, Malta, and Corsica ASAP.
This lets me divide and conquer. It's so important that failure to do it pretty much means you are going to lose.In lieu of a powerful navy I use fighters and bombers on the royal navy, as you said. Fighters protect me from their bombers and give me air superiority.
Bombers harass their ships back to port where I can port strike them to oblivion.I do build some subs for convoy raiding but don't make that a priority. I do build destroyers once I get destroyer 2.Otherwise i just use the fleet you start with. It's good enough to support naval invasion and for harrasing the UK if their fleet is divided. I've never had a problem. The trick, as Italy, is to take Corsica and Malta ASAP, along with Gibraltar. It doesn't matter if they have 20,000 planes if there aren't any large airbases nearby.Also out your fighter up over Italy to protect the air.
If they don't have any large airbases and are flying from Africa they should have poor coverage and it won't be hard for you to outnumber them.I think, once you take their airfields you'll see the numbers dropoff.You also need Germany to be strong as that takes heat off you. Can't count in that though. So just do what you can control. As a human you are the best player in the game.
Well historic and HOI IV Division design don't exactly add up well.Historic would be 9 x MAR, 3 x ART, supported by ENG, LOG, MED, SIG, REC, which would give you 27 combat width, perfect for single division amphibious assaults of mountain provinces.For HOI IV, try 7 x MAR, 2 x ART, supported by ENG, LOG, MED and SUP just for good measure. That will be 20 combat width.Another thing to keep in mind is that your transport level determines how many TOTAL divisions you can have involved in invasions at any given time. Not per invasion, in the world. So with just the basic transport that the U.S. Starts off with, you can have a total of 10 divisions on invasion plans.
That's why the Fund the Navy focus line is important, so you can get your invasions on after '40.For the actual invasion, select multiple provinces that are adjacent, try making a port province near the middle, and perhaps 'micro' the invasion a tad.Example:Invade a three province 'front' using three armies, each with 4 divisions.Army 1 invades the province below the port province, Army 2 invades the province above the port province, and Army 3 invades the port province. Have 1 & 2 go first by 12 hours or so, follow with 3. You get a minimum of 48 hours before cut-off attrition kicks in. So when 3 is invading the port (which will most likely be the only heavily defended province), 1 & 2 will have secured flank positions, you can send 2 divisions from each to hit the port, while you send 1-2 (depending on your risk tolerance) other divisions to encircle the port.This tends to give very good beachheads for any non-homeland invasions. Lord of the rings castles.
Supply and hospitals don't seem useful at all. If you are only interested in taking ports and islands with your marines give them a good number of in line artillery and make them width 40. Support AT is certainly useful, in line unnessecary. Tanks are extremely useful, if you have the nessecary tech for armored landings. In general however, marines themselves are only good at taking islands, as their role is otherwise equally filled by any regular division.Paratroopers have to go for mass, since they can't have any in line artillery to give them punch. Width 10-20 divisions with support arti and AT, besides the usual ENG and REC. That said, they have no prep time and even a tiny amount of transport planes can spam a whole lot of divisions in a large area.
Don't press for well defended areas, spread out and take unattended ports.Edit: Once you have a port, you can transport in units freely, so don't overdo your initial invasion force. Click to expand.I used to try that, since I assumed that the attacking divisions would be evenly split if for example I attacked a port and the two provinces to each side of the port. Then I could get a bonus for attacking the port from three sides.
But I found that instead of this I might find.all. my divisions dumped into one of the provinces off to the side, who then quickly dies from having no supply. I think that now, to get the same effect, it is safer to split your force into separate armies and have each one assault just one of the provinces in the line.EDIT: Sorry, I didn't see when you were talking about `micro` this was exactly what you meant.
The game interface allows a single army to invade multiple spaces, but as I mention, this system is a bit broken. #########​size=-2post=12914250Fan of the Week, Oct 3rd, 2011/postpost=13074086AARland Choice AwAARds, Q.3 2011: 'Kneel Before Zog!' Tied for Best HOI3 Gameplay AAR/postpost=13172573Weekly AAR Showcase, 11 Dec 2011: LIFE in the Trenches/postpost=13649403WritAAR of the Week, April 1, 2012/postpost=13737862Character Writer of the Week, April 23, 2012/postpost=14260273AARtist of the Month: September 2012/postpost=13096302Link to my Ink Well post/post /size. I think a large marine division of around 40 width is good because how the terrain penalties works. You need alot of marines in your division if you wan't it to operate well if you wan't tanks and artillery in it.Marines can cross rivers better then mountainers are at fighting in mountains and they do very well fighting in marshes.Marines can replace your infantry as their bonuses are very useful and the extra org helps but the low HP and extra equipment mean they can be alot more expensive.Combined with tanks make a very good river crossing specialist division.