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* nuclear bombs for late game multiplayer, while not useful as conventional deterrents, atom bombs CAN be used practically to push through level 10 land forts (as nukes immediately destroy all forms of construction in a Provence)

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* nuclear Nuclear bombs for late game multiplayer, while not useful as conventional deterrents, atom bombs CAN can be used practically to push through level 10 land forts (as nukes immediately destroy all forms and/or a murderstack of construction in a Provence)elite units, as everything within the province gets wiped out clean. The big difference from prior titles is how infrastructure is handled on regional level, but nuclear attack is provincial, meaning the general infrastructure of the region is barely affected, but anything within specific province evaporates, leaving empty ground for easy capture. In prior titles, the provincial infrastructure would be damaged, too, turning the terrain into barely passable until reconstruction happens.

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*nuclear bombs for late game multiplayer, while not useful as conventional deterrents, atom bombs CAN be used practically to push through level 10 land forts (as nukes immediately destroy all forms of construction in a Provence)


* Sending volunteers was always strong, but with ''Waking the Tiger'' DLC it can win the world war for Fascist countries by itself before the war even breaks out and considerably strengthen Soviets, despite issues with the Great Purge. Volunteers generate Army experience when fighting, while the units send as them and commander grind experience for themselves, too. The government accepting volunteers is also willing to accept a military attache, which will provide sending country with 20% of all experience gained by receiver of the attache. Combine that with land-lease of equipment, preferably the obsolete one that is useless anyway and the experience gains are around 2-2.5 points ''per day'' for both army and air, because your volunteers have your own air wings attached to them now and old planes were given as land lease. All combined, this allows to easily gain few hundreds of experience points before outbreak of the war, allowing to design desired divisions and produce powerful variants of tanks and planes. All while democratic and unaligned countries are stuck with gaining minuscule experience via army training.
* Land lease itself is very useful, because there is nothing preventing you from arming ''both sides'', so the experience gained this way is doubled ''and'' can prolong the war, meaning even more experience gained. Immoral? You bet it. Effective? Like nothing else.

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* Sending volunteers was always strong, but with ''Waking the Tiger'' DLC it can win the world war for Fascist countries by itself before the war even breaks out and considerably strengthen Soviets, despite issues with the Great Purge. Volunteers generate Army experience when fighting, while the units send as them and commander grind experience for themselves, too. The government accepting volunteers is also willing to accept a military attache, which will provide sending country with 20% of all experience gained by receiver of the attache. Combine that with land-lease of equipment, preferably the obsolete one that is useless anyway and the experience gains are around 2-2.5 points ''per day'' for both army and air, because your volunteers have your own air wings attached to them now and old planes were given as land lend lease. All combined, this allows to easily gain few hundreds of experience points before outbreak of the war, allowing to design desired divisions and produce powerful variants of tanks and planes. All while democratic and unaligned countries are stuck with gaining minuscule experience via army training.
* Land Lend lease itself is very useful, because there is nothing preventing you from arming ''both sides'', so the experience gained this way is doubled ''and'' can prolong the war, meaning even more experience gained. Immoral? You bet it. Effective? Like nothing else.


* With ''Man the Guns'', light cruisers became extremely efficient at doing their job, that is - screening the fleet and tearing everything smaller than a battlecruiser apart. Even if following patches rebalanced stats around to make them less broken, it is still perfectly possible to produce fast, well-armed and most importantly, well-armoured light cruisers that will easily resist other screens and have them for breakfast. All it takes is putting maximum armour and two light cruiser light batteries, accompanied with as many dual-purpose secondary guns as only feasible and token depth charges to ward off submarines, along with token torpedos to still have an opening against large ships. With armour value of 10 (and preferably 12) light cruisers will be impossible to pierce by anything lesser than a battlecruiser. This makes them extremely survivable in combat, since heavy ships target other heavy ships and only then screens, so well-armoured light cruisers will predominately face other light cruisers and destroyers, receive no damage while dealing a crapload (values between 30-40 are a norm, while screens usually have 140 HP max) themselves. And since adding radar is cheap and fast, they can be retro-fitted later for additional combat bonuses. In the end, a well-designed light cruiser can take out even weaker heavy cruisers and thanks to having relatively heavy armour will also survive encounters with outdated battleships and battlecruisers when they for any reason go for screens first. All of it at a bargain price and ability to assign up to 10 dockyards to do the job. [[note]] to specify the current meta for mass sinking AI fleets with cruisers is 1940/1936 cruisers with 3 advanced light batteries, 2 torpedo tubes and maxed engine. Then set to convoy raid away from coastlines to avoid capital ships, with little armor and either raiding or coastal defense designers you can field several for only steel... The ships will sink ALL convoys fuel and war support. This snowballs as the AI can no longer field capital ships, you can set them to convoy raid closer to their core territories. Fleet in being and all the shell techs raises their light attack to ungodly high levels [[/note]]

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* With ''Man the Guns'', light cruisers became extremely efficient at doing their job, that is - screening the fleet and tearing everything smaller than a battlecruiser apart. Even if following patches rebalanced stats around to make them less broken, it is still perfectly possible to produce fast, well-armed and most importantly, well-armoured light cruisers that will easily resist other screens and have them for breakfast. All it takes is putting maximum armour and two light cruiser light batteries, accompanied with as many dual-purpose secondary guns as only feasible and token depth charges to ward off submarines, along with token torpedos to still have an opening against large ships. With armour value of 10 (and preferably 12) light cruisers will be impossible to pierce by anything lesser than a battlecruiser. This makes them extremely survivable in combat, since heavy ships target other heavy ships and only then screens, so well-armoured light cruisers will predominately face other light cruisers and destroyers, receive no damage while dealing a crapload (values between 30-40 are a norm, while screens usually have 140 HP max) themselves. And since adding radar is cheap and fast, they can be retro-fitted later for additional combat bonuses. In the end, a well-designed light cruiser can take out even weaker heavy cruisers and thanks to having relatively heavy armour will also survive encounters with outdated battleships and battlecruisers when they for any reason go for screens first. All of it at a bargain price and ability to assign up to 10 dockyards to do the job. [[note]] to specify the current meta for mass sinking AI fleets with cruisers is 1940/1936 cruisers with 3 advanced light batteries, 2 torpedo tubes and maxed engine. Then engine, (anti air and radar will help but are not necessary). set them to convoy raid away from coastlines to avoid capital ships, with little armor and either raiding or coastal defense designers you can field several for only steel... The ships will in small groups (3-5 as anymore is redundant) To sink ALL convoys leaching fuel and war support. support from the enemy. This snowballs creates a snowball effect as the AI can no longer field capital ships, the main counter to light cruisers. allowing you can set them to convoy raid closer to their core territories. Fleet in being and all the shell techs raises their light attack territories to catch more convoys . Ideally follow Base strike doctrine to maximizes cruiser organization to ungodly high levels level, lastly design the cruisers with a coastal defense fleet to maximize production or raiding fleet to maximize speed (high speeds allow them to outmaneuver Screening and capital ships , and chase down convoys [[/note]]


* With ''Man the Guns'', light cruisers became extremely efficient at doing their job, that is - screening the fleet and tearing everything smaller than a battlecruiser apart. Even if following patches rebalanced stats around to make them less broken, it is still perfectly possible to produce fast, well-armed and most importantly, well-armoured light cruisers that will easily resist other screens and have them for breakfast. All it takes is putting maximum armour and two light cruiser light batteries, accompanied with as many dual-purpose secondary guns as only feasible and token depth charges to ward off submarines, along with token torpedos to still have an opening against large ships. With armour value of 10 (and preferably 12) light cruisers will be impossible to pierce by anything lesser than a battlecruiser. This makes them extremely survivable in combat, since heavy ships target other heavy ships and only then screens, so well-armoured light cruisers will predominately face other light cruisers and destroyers, receive no damage while dealing a crapload (values between 30-40 are a norm, while screens usually have 140 HP max) themselves. And since adding radar is cheap and fast, they can be retro-fitted later for additional combat bonuses. In the end, a well-designed light cruiser can take out even weaker heavy cruisers and thanks to having relatively heavy armour will also survive encounters with outdated battleships and battlecruisers when they for any reason go for screens first. All of it at a bargain price and ability to assign up to 10 dockyards to do the job.

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* With ''Man the Guns'', light cruisers became extremely efficient at doing their job, that is - screening the fleet and tearing everything smaller than a battlecruiser apart. Even if following patches rebalanced stats around to make them less broken, it is still perfectly possible to produce fast, well-armed and most importantly, well-armoured light cruisers that will easily resist other screens and have them for breakfast. All it takes is putting maximum armour and two light cruiser light batteries, accompanied with as many dual-purpose secondary guns as only feasible and token depth charges to ward off submarines, along with token torpedos to still have an opening against large ships. With armour value of 10 (and preferably 12) light cruisers will be impossible to pierce by anything lesser than a battlecruiser. This makes them extremely survivable in combat, since heavy ships target other heavy ships and only then screens, so well-armoured light cruisers will predominately face other light cruisers and destroyers, receive no damage while dealing a crapload (values between 30-40 are a norm, while screens usually have 140 HP max) themselves. And since adding radar is cheap and fast, they can be retro-fitted later for additional combat bonuses. In the end, a well-designed light cruiser can take out even weaker heavy cruisers and thanks to having relatively heavy armour will also survive encounters with outdated battleships and battlecruisers when they for any reason go for screens first. All of it at a bargain price and ability to assign up to 10 dockyards to do the job. [[note]] to specify the current meta for mass sinking AI fleets with cruisers is 1940/1936 cruisers with 3 advanced light batteries, 2 torpedo tubes and maxed engine. Then set to convoy raid away from coastlines to avoid capital ships, with little armor and either raiding or coastal defense designers you can field several for only steel... The ships will sink ALL convoys fuel and war support. This snowballs as the AI can no longer field capital ships, you can set them to convoy raid closer to their core territories. Fleet in being and all the shell techs raises their light attack to ungodly high levels [[/note]]


* Prior to ''La Résistance'', there was no point in going down Britain's "[[JokeItem Revisit Colonial Policy]]" focus tree if you weren't planning on going communist. However, with the DLC, you gained one free operative for every two independent nations in your faction if you're the spymaster. Suddenly, you could decolonize Africa as Great Britain and gain a ''legion'' of spies with which you could boost ideologies in your enemies, lower their stability, and stage coups in them virtually limitlessly. Unfortunately, they nerfed the number of operatives gained by nations in your faction that have 0-50 factories[[note]]0 spies for 0-10 factories, 1/4 for 11-50, and the full 1/2 for 51+[[/note]], though it's still a substantial number if you let ([[VideoGameCaringPotential or help]]) them build up.

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* Prior to ''La Résistance'', there was no point in going down Britain's "[[JokeItem Revisit Colonial Policy]]" focus tree if you weren't planning on going communist. However, with the DLC, you gained one free operative for every two independent nations in your faction if you're the spymaster. Suddenly, you could decolonize Africa as Great Britain and gain a ''legion'' of spies with which you could boost ideologies in your enemies, lower their stability, and stage coups in them virtually limitlessly. Unfortunately, in 1.9.1 they nerfed the number of operatives gained by nations in your faction that have 0-50 factories[[note]]0 spies for 0-10 factories, 1/4 for 11-50, and the full 1/2 for 51+[[/note]], 51+[[/note]] and capped your total number of operatives at 10, though it's still a substantial number if you let ([[VideoGameCaringPotential or help]]) them build up.

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* Prior to ''La Résistance'', there was no point in going down Britain's "[[JokeItem Revisit Colonial Policy]]" focus tree if you weren't planning on going communist. However, with the DLC, you gained one free operative for every two independent nations in your faction if you're the spymaster. Suddenly, you could decolonize Africa as Great Britain and gain a ''legion'' of spies with which you could boost ideologies in your enemies, lower their stability, and stage coups in them virtually limitlessly. Unfortunately, they nerfed the number of operatives gained by nations in your faction that have 0-50 factories[[note]]0 spies for 0-10 factories, 1/4 for 11-50, and the full 1/2 for 51+[[/note]], though it's still a substantial number if you let ([[VideoGameCaringPotential or help]]) them build up.


* France as of 1.9.0 with ''La Resistance'' is now severely in need of a re balance, by going monarchist you gain war goals on the all the majors of the allies and axis, a extra +25% manpower base and 3% recruitable, -20% training time on top of the new military focuses reducing production cost of ALL forms of artillery and infantry equipment, another focus increasing production efficiency growth and cap by 10% and another that gives up to 8% non core manpower. allowing France to highhandedly fight all of Europe and WIN, note though you still have to survive the initial years as you build up, but by 1940 if France hasn't fallen they will be a juggernaut

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* France as of 1.9.0 with ''La Resistance'' is now severely in need of a re balance, re-balance, by going monarchist you gain war goals on the all the majors of the allies and axis, a extra +25% manpower base and 3% recruitable, -20% training time on top of the new military focuses reducing production cost of ALL forms of artillery and infantry equipment, another focus increasing production efficiency growth and cap by 10% and another that gives up to 8% non core manpower. allowing France to highhandedly fight all of Europe and WIN, note though you still have to survive the initial years as you build up, but by 1940 if France hasn't fallen they will be a juggernaut basically become the France of ''[[VideoGame/EuropaUniversalis Europa Universalis IV]].''


* After ''La Resistance'' debuted, the new model of intel provides such massive amount of information about enemy, it's almost as if there was no FogOfWar. Will probably get nerfed in upcoming patch.
** It did not get patched, in fact the Spy Network mechanic got buffed so that it is FASTER to infiltrate and do operations as of 1.9.2

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* After ''La Resistance'' debuted, the new model of intel provides such massive amount of information about enemy, it's almost as if there was no FogOfWar. Will probably get nerfed in upcoming patch.
** It did
And following patches not get patched, in fact the Spy Network mechanic got buffed so that only kept it, but ''buffed it is FASTER to infiltrate and do operations further'' as of 1.9.22 patch.

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**It did not get patched, in fact the Spy Network mechanic got buffed so that it is FASTER to infiltrate and do operations as of 1.9.2

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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 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.


** 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

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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-offtrade-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.


** As counter-intuitive as it sounds, sending volunteer forces as Germany to ''Ethipia'' in ''IV'' when Italy is AI-controlled is one of the most gamey tactics imaginable. You can effectively prolong that war as long as you want, giving a two-fold advantage: it generates crazy amount of army and air experience (combination of volunteers, land-leased equipment and military attache) for you (and by proxy to Italians, as they can't waltz through the country within days) and, since AI can't engage the political branch of focuses, it has to stick to the industrial and research ones, giving it much stronger economic base for future wars while having better units. The moment you are done with your grind, just retreat your forces away from frontlines, let Italians capture all the strategic objectives withing a week and get your volunteer force back. With release of ''La Resistance'' the game-breaking potential was nerfed not by directly affecting the whole exploit, but simply by reworking how Spanish Civil War starts and unfolds, making it far more profitable to ignore Ethiopia and focus on Spain instead... but nothing prevents you from doing both.

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** As counter-intuitive as it sounds, sending volunteer forces as Germany to ''Ethipia'' ''Ethiopia'' in ''IV'' when Italy is AI-controlled is one of the most gamey tactics imaginable. You can effectively prolong that war as long as you want, giving a two-fold advantage: it generates crazy amount of army and air experience (combination of volunteers, land-leased equipment and military attache) for you (and by proxy to Italians, as they can't waltz through the country within days) and, since AI can't engage the political branch of focuses, it has to stick to the industrial and research ones, giving it much stronger economic base for future wars while having better units. The moment you are done with your grind, just retreat your forces away from frontlines, let Italians capture all the strategic objectives withing a week and get your volunteer force back. With release of ''La Resistance'' the game-breaking potential was nerfed not by directly affecting the whole exploit, but simply by reworking how Spanish Civil War starts and unfolds, making it far more profitable to ignore Ethiopia and focus on Spain instead... but nothing prevents you from doing both.


** As counter-intuitive as it sounds, sending volunteer forces to Ethipia in ''IV'' when Italy is AI-controlled is one of the most gamey tactics imaginable. You can effectively prolong that war as long as you want, giving a two-fold advantage: it generates crazy amount of army and air experience (combination of volunteers, land-leased equipment and military attache) for both you and ''Italians'' and, since AI can't engage the political branch of focuses, it has to stick to the industrial and research, giving it much stronger economic base for future wars with better units. The moment you are done, just retreat your forces far away, let Italians capture all the strategic objectives withing a week and get your volunteers back. With release of ''La Resistance'' the game-breaking potential was nerfed not by directly affecting the whole exploit, but simply by reworking how Spanish Civil War starts and unfolds, making it far more profitable to ignore Ethiopia and focus on Spain instead... but nothing prevents you from doing both.

to:

** As counter-intuitive as it sounds, sending volunteer forces as Germany to Ethipia ''Ethipia'' in ''IV'' when Italy is AI-controlled is one of the most gamey tactics imaginable. You can effectively prolong that war as long as you want, giving a two-fold advantage: it generates crazy amount of army and air experience (combination of volunteers, land-leased equipment and military attache) for both you and ''Italians'' (and by proxy to Italians, as they can't waltz through the country within days) and, since AI can't engage the political branch of focuses, it has to stick to the industrial and research, research ones, giving it much stronger economic base for future wars with while having better units. The moment you are done, done with your grind, just retreat your forces far away, away from frontlines, let Italians capture all the strategic objectives withing a week and get your volunteers volunteer force back. With release of ''La Resistance'' the game-breaking potential was nerfed not by directly affecting the whole exploit, but simply by reworking how Spanish Civil War starts and unfolds, making it far more profitable to ignore Ethiopia and focus on Spain instead... but nothing prevents you from doing both.

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** As counter-intuitive as it sounds, sending volunteer forces to Ethipia in ''IV'' when Italy is AI-controlled is one of the most gamey tactics imaginable. You can effectively prolong that war as long as you want, giving a two-fold advantage: it generates crazy amount of army and air experience (combination of volunteers, land-leased equipment and military attache) for both you and ''Italians'' and, since AI can't engage the political branch of focuses, it has to stick to the industrial and research, giving it much stronger economic base for future wars with better units. The moment you are done, just retreat your forces far away, let Italians capture all the strategic objectives withing a week and get your volunteers back. With release of ''La Resistance'' the game-breaking potential was nerfed not by directly affecting the whole exploit, but simply by reworking how Spanish Civil War starts and unfolds, making it far more profitable to ignore Ethiopia and focus on Spain instead... but nothing prevents you from doing both.

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