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** Dropping behind enemy lines can in certain cases win a war within a day or so. AI tends to focus all the units on the borders, rarely keeping anything stationed in the interior, aside ''maybe'' capital and extremely important strategic locations. Which means most of the provinces containing victory points are left unguarded. And they usually also contain factories. Few well-timed drops can take out most of enemy industry and victory points, either shortening the war considerably or outright winning it. Suicide mission for capital is also one of pretty good strategies.
** If capital is taken, ''entire resource base is lost and all supply lines are cut''. This is considered equal to cheating and usually banned in multiplayer. But outside outright gamey strategies, sudden para-drop can cause massive disruption of enemy supplies and quick encirclement of large amount of troops.
** Para-dropping into nearby provinces is also very helpful while conducting amphibious assault, as it prevents enemy from sending reinforcements, while causing encirclement ''and'' double envelopment of troops guarding shore - they have to deal with landing party and paratroopers in the same time, while being cut out of supplies, which can cause penalties so high their defense percentage might end up reduced to single digit.

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** Dropping behind enemy lines can in certain cases win a war within a day or so. The AI tends to focus all the of its units on the their borders, rarely keeping anything stationed in the interior, aside ''maybe'' the capital and extremely important strategic locations. Which means most of the AI's provinces containing victory points (and vital factories) are left unguarded. And they usually also contain factories. Few A few well-timed drops can take out most of enemy the enemy's industry and victory points, either shortening the war considerably or outright winning it. A Suicide mission for the capital is also one of pretty a very good strategies.
strategy.
** If the capital is taken, ''entire ''the entire resource base is lost and all supply lines are cut''. This is considered equal to cheating and is usually banned in multiplayer. But outside outright gamey strategies, sudden para-drop para-drops can cause massive disruption of enemy supplies supply lines and a quick encirclement of a large amount of troops.
enemy divisions
** Para-dropping into nearby provinces is also very helpful while conducting amphibious assault, assaults, as it prevents the enemy from sending reinforcements, while causing encirclement ''and'' double envelopment of troops guarding the shore - as they have to deal with both the landing party and paratroopers in at the same time, time while being cut out of supplies, which can cause penalties so high their defense percentage might end up reduced to a single digit.


** The rework also makes research agreements broken as it allows a player (e.g the UK) to passivly get 50% research buffs on things they don't prioritise to research. And it gets just silly in multiplayer, where the players can co-ordinate their research plans.
* With ''Death or Dishonor'' DLC, out of all countries, Yugoslavia and Czechoslovakia, both minor states that can barely hold ground (and [[RealityEnsues Czechoslovakia isn't even there anymore in '39 start]]), turn into absurdly powerful countries even without any gamey tactics and tricks. Czechoslovakia can quickly turn into a fortress almost impossible to pierce, with all borders covered with high level forts and recruitment pool increased enough to man all those forts, stalling any possible advances forever over hard terrain and numerous bunkers. Yugoslavia almost doubles its resource (it's one of the main exporters of aluminium from the start and gains more of it) and industrial base, while gaining additional research and military bonuses (and since it has much more resources than it will need for a looong while, they can be easily traded for free access to foreign civilian factories, allowing to quickly build up own industry) and basically is stronger than neighbouring Italy in the end of national focuses.

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** The rework also makes research agreements broken as it allows a player (e.g the UK) to passivly passively get 50% research buffs on things they don't prioritise to research. And it gets just silly in multiplayer, where the players can co-ordinate their research plans.
* With ''Death or Dishonor'' DLC, out of all countries, Yugoslavia and Czechoslovakia, both minor states that can barely hold ground (and [[RealityEnsues [[SurprisinglyRealisticOutcome Czechoslovakia isn't even there anymore in '39 start]]), turn into absurdly powerful countries even without any gamey tactics and tricks. Czechoslovakia can quickly turn into a fortress almost impossible to pierce, with all borders covered with high level forts and recruitment pool increased enough to man all those forts, stalling any possible advances forever over hard terrain and numerous bunkers. Yugoslavia almost doubles its resource (it's one of the main exporters of aluminium from the start and gains more of it) and industrial base, while gaining additional research and military bonuses (and since it has much more resources than it will need for a looong while, they can be easily traded for free access to foreign civilian factories, allowing to quickly build up own industry) and basically is stronger than neighbouring Italy in the end of national focuses.



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* In ''Darkest Hour'', motorised divisions come with a speed rating of 27. Short for Air Cavalry[[note]]a late-game unit that comes from a whole bunch of hard to research secret technologies and won't show until the early 50s[[/note]], this is the fastest land unit in the whole game and by a large margain. For comparison, regular infantry moves at speed of 6 and tanks are around 20. This is a ''significant'' change from baseline ''II'', where motorised were just slightly faster than infantry. As a result, motorised divisions can easily overrun any given country with their sheer speed alone, while in the same time being the cheapest and easiest to research form of mobile units, with least penalties of them all from bad terrain. All while still kicking some serious ass in combat, especially early in the war. It is paramount for any given nation planning a conquest to unlock motorised divisions (dated for 1935), because nothing moves as fast as they do.


* Even at the top difficulty level, the AI isn't capable of building units that can properly defend against a 26 width (with 26 neatly fitting 3 units into the typical 80 width combat) division made up of 6 Medium Tanks & 7 Motorised Infantry with the Mobile Warfare Blitzkrieg doctrine. If the player is using Medium Tank 2 or 3, with upgraded speed & reliability, the tanks become as fast as the motorised divisions, and that will create a massive amount of over-runs that instantly wipe out enemy units. In North Africa, the Russian steppe or the US great plains, these units can break entrenched enemy lines, easily encircle & over-run hundreds of infantry units and will not stop moving while doing so.

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* Even at the top difficulty level, the AI isn't capable of building units that can properly defend against a 26 width (with 26 neatly fitting 3 units into the typical 80 width combat) division made up of 6 Medium Tanks & 7 Motorised Infantry with the Mobile Warfare Blitzkrieg doctrine. If the player is using Medium Tank 2 or 3, with upgraded speed & reliability, the tanks become as fast as the motorised divisions, and that will create a massive amount of over-runs that instantly wipe out enemy units. In North Africa, the Russian steppe Steppe or the US great plains, American Great Plains, these units can break entrenched enemy lines, easily encircle & over-run hundreds of infantry units and will not stop moving while doing so.


All the little things which can turn taking over the world in VideoGame/HeartsOfIron trival. Some of them apply to all installments, some to specific parts.

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All the little things which can turn taking over the world in VideoGame/HeartsOfIron trival.''VideoGame/HeartsOfIron''. Some of them apply to all installments, some to specific parts.



* though somewhat difficult for newer players, it is completely possible to successfully invade the Soviet Union as Germany before 1939, by rushing the Poland immediately and only producing rifles you can invade the Soviet Union right as Stalin completes the great purge [[note]] you rush the Polish as soon as you get 55pp and build nothing but military factories, switch to superior firepower and build nothing but rifles for pure 10-0 infantry, ideally you will rush production of 120 divisions to invade the soviets. The great purge completes after about 210-280 days so attack ASAP, the soviets will gain "great patriotic war" but will still suffer -5% organization allowing you to grind your way past Moscow. If you don't take Kiev within 2 months restart and try again [[/note]]

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* though Though somewhat difficult for newer players, it is completely possible to successfully invade the Soviet Union as Germany before 1939, by rushing the Poland immediately and only producing rifles you can invade the Soviet Union right as Stalin completes the great purge [[note]] you rush the Polish as soon as you get 55pp and build nothing but military factories, switch to superior firepower and build nothing but rifles for pure 10-0 infantry, ideally you will rush production of 120 divisions to invade the soviets. The great purge completes after about 210-280 days so attack ASAP, the soviets will gain "great patriotic war" but will still suffer -5% organization allowing you to grind your way past Moscow. If you don't take Kiev within 2 months restart and try again [[/note]]

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* though somewhat difficult for newer players, it is completely possible to successfully invade the Soviet Union as Germany before 1939, by rushing the Poland immediately and only producing rifles you can invade the Soviet Union right as Stalin completes the great purge [[note]] you rush the Polish as soon as you get 55pp and build nothing but military factories, switch to superior firepower and build nothing but rifles for pure 10-0 infantry, ideally you will rush production of 120 divisions to invade the soviets. The great purge completes after about 210-280 days so attack ASAP, the soviets will gain "great patriotic war" but will still suffer -5% organization allowing you to grind your way past Moscow. If you don't take Kiev within 2 months restart and try again [[/note]]


* Combined arms bonus rework from ''Their Finest Hour'' expansion significantly altered unit composition. Prior to TFH, there was no real reason to build other divisions than mono-stack of same brigades or even looking toward the Superior Firepower technology allowing to add +1 brigade to your divisions, as this eased on research and upgrades. With those changes, various types of support brigades making the division provide additional bonuses, while interacting with each other in much higher degree. This lead to situation where 2 Inf + 1 Art + 1 Eng divisions, despite fielding half the number of soldiers, could beat the crap out of [=4/5=] Inf mono-divisions, simply by both having artillery by itself (lots of soft attack), engineers on their own (bonus against fortifications, trenches and river crossing) ''and'' a general +10% bonus to general combat efficiency from having two different types of support brigades. And the combined arms bonus covers all kinds of divisions, so armoured ones turned from already powerful to flat-out unstoppable with the right brigades inside.

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* Combined arms bonus rework from ''Their Finest Hour'' expansion significantly altered unit composition. Prior to TFH, there was no real reason to build other divisions than mono-stack of same brigades or even looking toward the Superior Firepower technology allowing to add +1 brigade to your divisions, as this eased on research and upgrades. With those changes, various types of support brigades making the division provide additional bonuses, while interacting with each other in much higher degree. This lead to situation where 2 Inf + 1 Art + 1 Eng divisions, despite fielding half the number of soldiers, could beat the crap out of [=4/5=] Inf mono-divisions, simply by both having artillery by itself (lots of soft attack), engineers on their own (bonus against fortifications, trenches and river crossing) ''and'' a general +10% bonus to general combat efficiency from having two different types of support brigades. And the combined arms bonus covers all kinds of divisions, so armoured ones turned from already powerful to flat-out unstoppable with the right brigades inside.


** All the artillery support companies you can attach to divisions. While they are just a single brigade of given type, they still provide additional punch to your unit, ''while not following rules of standard artillery''. Adding standard towed artillery brigade(s) decrease speed of the unit and costs a lot of resources. Support units don't have this problem, so you can attach artillery and AT guns to your light tank brigade without slowing it down, while almost doubling its fighting capabilities, at almost no price to that. They also don't have any terrain penalties that are a nightmare for artillery divisions, thus Mountaineers, Paratroopers and Marines can gain additional punch, without any trade-off. If you are developing Superior Firepower doctrine, then artillery support companies can gain ''massive'' bonuses to their attack ratings that are well-worth it, even at price of bonus to artillery battalions.

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** All the artillery support companies you can attach to divisions. While they are just a single brigade of given type, they still provide additional punch to your unit, ''while not following rules of standard artillery''. Adding standard towed artillery brigade(s) decrease speed of the unit and costs a lot of resources. Support units don't have this problem, so you can attach artillery and AT guns to your light tank brigade without slowing it down, while almost doubling its fighting capabilities, at almost no price to that. They also don't have any terrain penalties that are a nightmare for artillery divisions, thus Mountaineers, Paratroopers and Marines can gain additional punch, without any trade-off. If you are developing Superior Firepower doctrine, then artillery support companies can gain ''massive'' bonuses to their attack ratings that are well-worth it, even at price of bonus to artillery battalions. If you want to take it UpToEleven, you can attach artillery support ''and'' rocket artillery support at the same time. Expensive? Yes. Worth it? Absolutely.

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*** Similarly, Japan's best bet on survival is justifying a war against Dutch East India right at the game start and secure local oil before anyone can even move. Forget your focus tree giving you a free justification, you need that oil right from the start, or your navy will be unable to operate. This also works around the crippling embargo you will get from the USA if you follow more historical path for your expansion - they will still issue embargo, but by then, you will have your own modest oil industry running for few years.


* Deliberately keeping your army obsolete in ''II'', ''Darkest Hour'' and ''III'' allows to apply the upgrades at much faster and cheaper rate. If you apply upgrades normally, you pay full price and spend full time on each new tier of technology. But if the gap is bigger, each tier will be at half the price and rate of the higher one. So if you are catching up three tiers normally, you pay 3 times the full price. But if you are upgrading obsolete units three tiers at once, you pay 1/4 for first tier, 1/2 for second tier and only the final tech is at full price, netting you 1.75 pricetag and time. If you are having a particularly obsolete army (like pretty much everyone in ''Darkest Hour'', which starts in 1933 and most militaries are in [=mid-20s=] technology), your best bet is to simply tech out until about '38 (or even '39 if you aren't Poland, Germany, Japan and Nationalist China) and only ''then'' start upgrading. The result is jumping certain tiers within ''just a days'' and for pocket change, rather than months and taking out your entire industry. Also, producing obsolete units is both cheaper and faster, while you can easily upgrade them later, but that obviously assumes you know when your country got tangled into the war historically, thus planning ahead for that.

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* Deliberately keeping your army obsolete in ''II'', ''Darkest Hour'' and ''III'' allows to apply the upgrades at much faster and cheaper rate. If you apply upgrades normally, you pay full price and spend full time on each new tier of technology. But if the gap is bigger, each tier will be at half the price and rate of the higher one. So if you are catching up three tiers normally, you pay 3 times the full price. But if you are upgrading obsolete units three tiers at once, you pay 1/4 for first tier, 1/2 for second tier and only the final tech is at full price, netting you 1.75 pricetag and time.time, instead of 3.0. If you are having a particularly obsolete army (like pretty much everyone in ''Darkest Hour'', which starts in 1933 and most militaries are in [=mid-20s=] technology), your best bet is to simply tech out until about '38 (or even '39 if you aren't Poland, Germany, Japan and Nationalist China) and only ''then'' start upgrading. The result is jumping certain tiers within ''just a days'' and for pocket change, rather than months and taking out your entire industry. Also, producing obsolete units is both cheaper and faster, while you can easily upgrade them later, but that obviously assumes you know when your country got tangled into the war historically, thus planning ahead for that.


* Bordering on GoodBadBugs, if your unit is destroyed in a battle, but starts to retreat, it will turn into a "ghost" 0 strength light tank division. Once reaching its destination, it will disband the next hour, as it's just a loop in a script it was created in the first place. ''But'' should you issue it an order to move before it is "disbanded", it will exist for as long as it will keep moving. How's this a game-breaker? It has ''movement speed of 80'', allowing to reach next province within few hours and take it over. The catch is that this "ghost" never can stop (or it will disband) and never can fight (or it will be killed for good), but it's an excellent infiltrator, allowing to overrun any given country within 2-3 days.

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* Bordering on GoodBadBugs, if your unit is destroyed in a battle, but starts to retreat, it will turn into a "ghost" 0 strength light tank division. Once reaching its destination, it will disband the next hour, as it's just a loop in a script it was created in the first place. ''But'' should you issue it an order to move before it is "disbanded", it will exist for as long as it will keep moving. How's this a game-breaker? It has ''movement speed of 80'', allowing to reach next province within few hours and take it over. The catch is that this "ghost" can never can stop (or it will disband) and can never can fight (or it will be killed for good), but it's an excellent infiltrator, allowing to overrun any given country within 2-3 days.days tops.



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* Deliberately keeping your army obsolete in ''II'', ''Darkest Hour'' and ''III'' allows to apply the upgrades at much faster and cheaper rate. If you apply upgrades normally, you pay full price and spend full time on each new tier of technology. But if the gap is bigger, each tier will be at half the price and rate of the higher one. So if you are catching up three tiers normally, you pay 3 times the full price. But if you are upgrading obsolete units three tiers at once, you pay 1/4 for first tier, 1/2 for second tier and only the final tech is at full price, netting you 1.75 pricetag and time. If you are having a particularly obsolete army (like pretty much everyone in ''Darkest Hour'', which starts in 1933 and most militaries are in [=mid-20s=] technology), your best bet is to simply tech out until about '38 (or even '39 if you aren't Poland, Germany, Japan and Nationalist China) and only ''then'' start upgrading. The result is jumping certain tiers within ''just a days'' and for pocket change, rather than months and taking out your entire industry. Also, producing obsolete units is both cheaper and faster, while you can easily upgrade them later, but that obviously assumes you know when your country got tangled into the war historically, thus planning ahead for that.

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[[folder: Hearts of Iron I ]]

* Bordering on GoodBadBugs, if your unit is destroyed in a battle, but starts to retreat, it will turn into a "ghost" 0 strength light tank division. Once reaching its destination, it will disband the next hour, as it's just a loop in a script it was created in the first place. ''But'' should you issue it an order to move before it is "disbanded", it will exist for as long as it will keep moving. How's this a game-breaker? It has ''movement speed of 80'', allowing to reach next province within few hours and take it over. The catch is that this "ghost" never can stop (or it will disband) and never can fight (or it will be killed for good), but it's an excellent infiltrator, allowing to overrun any given country within 2-3 days.
* Due to how absurdly simple the upgrade system is, every technology that directly adds a bonus to specific type of unit, rather than unlocking a new model, instantly applies to all related units. Thus, if you time it right, your infantry can be re-equipped with stronger artillery and given plentiful submachine guns or even assault rifles in the middle of a battle, turning the tide of it. It's a bit more complicated with unit types that have models, but any kind of infantry has the technology bonuses applied directly and instantly to it.

[[/folder]]


* Combined arms bonus rework from ''Their Finest Hour'' expansion significantly altered unit composition. Prior to TFH, there was no real reason to build other divisions than mono-stack of same brigades or even looking toward the Superior Firepower technology allowing to add +1 brigade to your divisions, as this eased on research and upgrades. With those changes, various types of support brigades making the division provide additional bonuses, while interacting with each other in much higher degree. This lead to situation where 2 Inf + 1 Art + 1 Eng divisions, despite fielding half the number of soldiers, could beat the crap out of 4 or even 5 Inf mono-divisions, simply by both having artillery by itself (lots of soft attack), engineers on their own (bonus against fortifications, trenches and river crossing) ''and'' a general +10% bonus to general combat efficiency from having two different types of support brigades. And the combined arms bonus covers all kinds of divisions, so armoured ones turned from already powerful to flat-out unstoppable with the right brigades inside.

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* Combined arms bonus rework from ''Their Finest Hour'' expansion significantly altered unit composition. Prior to TFH, there was no real reason to build other divisions than mono-stack of same brigades or even looking toward the Superior Firepower technology allowing to add +1 brigade to your divisions, as this eased on research and upgrades. With those changes, various types of support brigades making the division provide additional bonuses, while interacting with each other in much higher degree. This lead to situation where 2 Inf + 1 Art + 1 Eng divisions, despite fielding half the number of soldiers, could beat the crap out of 4 or even 5 [=4/5=] Inf mono-divisions, simply by both having artillery by itself (lots of soft attack), engineers on their own (bonus against fortifications, trenches and river crossing) ''and'' a general +10% bonus to general combat efficiency from having two different types of support brigades. And the combined arms bonus covers all kinds of divisions, so armoured ones turned from already powerful to flat-out unstoppable with the right brigades inside.

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* Combined arms bonus rework from ''Their Finest Hour'' expansion significantly altered unit composition. Prior to TFH, there was no real reason to build other divisions than mono-stack of same brigades or even looking toward the Superior Firepower technology allowing to add +1 brigade to your divisions, as this eased on research and upgrades. With those changes, various types of support brigades making the division provide additional bonuses, while interacting with each other in much higher degree. This lead to situation where 2 Inf + 1 Art + 1 Eng divisions, despite fielding half the number of soldiers, could beat the crap out of 4 or even 5 Inf mono-divisions, simply by both having artillery by itself (lots of soft attack), engineers on their own (bonus against fortifications, trenches and river crossing) ''and'' a general +10% bonus to general combat efficiency from having two different types of support brigades. And the combined arms bonus covers all kinds of divisions, so armoured ones turned from already powerful to flat-out unstoppable with the right brigades inside.
** The bonus was so strong and effective, Second Sino-Japanese war started to play far more one-sided for Japan than previously, because Imperial Japanese Army starts by default with few units of infantry that already have combined arms bonus, making them far, far more powerful than previously. No other country starts the game with such units, having instead mono-stacks and AI is generally incapable of utilising this game mechanics. It was adressed by various mods, but in vanilla, the fact human players can use it and AI doesn't even understand combined arms bonus made it a stroll in a park to overcome AI-build armies even with inferior technology and numbers.

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