HOI4 Commander Abilities: Should You Use Them?

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  • čas přidán 5. 06. 2024
  • In this short guide, we will talk about commander abilities and when to use them!
    IN THIS VIDEO
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    - What Force Attack, Last Stand and Staff Office Plan do, and when it is most beneficial to use each ability.
    - A practical showcase for each ability.
    For all of my guides I also always make dedicated spreadsheets which include, in addition to focuses and researches, a list of all the steps required in order to succeed.
    These spreadsheets are exclusive to the members (Colonel rank) of the channel, in addition to several other perks!
    Becoming a member is mainly a way to show your support to the channel and to help keeping it alive and active.
    If you are interested, or if you wish to help the channel, you can become a member and get access to all perks through this link:
    / @machiavellianstrategist
    For even more exclusive content, make sure to join our:
    Discord server: / discord
    Instagram: / machiavellianstrategist
    USEFUL LINKS
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    My latest templates & designs: • HOI4: Templates & Designs
    All of my country guides: • HOI4: Country Guides
    CHAPTERS
    ---------------------------------------------------
    00:00 Intro
    01:03 Force Attack
    03:05 Last Stand
    06:22 Siege Artillery
    06:41 Staff Office Plan
    08:33 Outro
    Hi, I am (a) Machiavellian Strategist, on my channel you will regularly find new videos on a variety of games. As you may have guessed, I like strategy oriented games the most, but my only rule is to play something I enjoy and I am passionate about.
    I am not a pro, but I hope I will be able to share my passion for videogames with you!
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Komentáře • 28

  • @MachiavellianStrategist

    For all of my guides I also always make dedicated spreadsheets which include, in addition to focuses and researches, a list of all the steps required in order to succeed.
    These spreadsheets are exclusive to the members (Colonel rank) of the channel, in addition to several other perks!
    Becoming a member is mainly a way to show your support to the channel and to help keeping it alive and active.
    If you are interested, or if you wish to help the channel, you can become a member and get access to all perks through this link:
    czcams.com/channels/1c01Sz-D_aNEUEbUBxwUJQ.htmljoin
    For even more exclusive content, make sure to join our:
    Discord server: discord.gg/e5WQFf5qDr
    Instagram: instagram.com/machiavellianstrategist
    USEFUL LINKS
    ---------------------------------------------------
    My latest templates & designs: czcams.com/play/PLY4d0TUsYg8KCFGQl9nYPjFnXN0N5ERze.html
    All of my country guides: czcams.com/play/PLY4d0TUsYg8LQ6kW3_94GhRJaHn3ZlalP.html

    • @carbonado2432
      @carbonado2432 Před 11 měsíci +1

      lmao its blocked or some shit

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před 11 měsíci

      @@carbonado2432 Looks like the hoi4 reddit forum is currently not active:
      "We will be blacked out for everyone until the 14th in protest of Reddit's handling of their API changes. More info about the blackout: redd.it/145l7wp A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio."

  • @carbonado2432
    @carbonado2432 Před 11 měsíci +5

    force attack worked for me as italy, on the eastern front, using 25 width motorised 12kphdivisions to reach the next supply depot in the soviet union. +20% attack is important because your stored supply and fuel is limited.
    break the front line with your tanks near your supply depot, and hit force attack on the motorised to run over anybody that gets in your way and dash to the next supply point.

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před 11 měsíci

      That's another very good example of how to valuably use force attack! Thank you for sharing!

  • @jarvee9407
    @jarvee9407 Před rokem +4

    Force attack is awesome and last stand is must for certain situations.

  • @DBPRODUCTIONS10
    @DBPRODUCTIONS10 Před rokem +1

    Keep it up, great videos

  • @SanderDoesThings
    @SanderDoesThings Před rokem +3

    What about extra supplies? I know its a field marshal ability but its still used as a commander ability in most cases

    • @carbonado2432
      @carbonado2432 Před 11 měsíci +3

      yes the use of nthis could be its own whole video. its nuanced

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před 11 měsíci +1

      True, I did not want to make the video too long so I just mentioned the basic ones. I might include it in a future video!

  • @carbonado2432
    @carbonado2432 Před rokem +3

    i use them through china

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před rokem

      Which one do you find to be most useful in that scenario?

    • @carbonado2432
      @carbonado2432 Před 11 měsíci +2

      @@MachiavellianStrategist im glad you asked. I used, to great effect, a Manchu army of nine 25 width divisions to capture from one supply point to the next. Once the frontline entrenchment is broken, i force attack to sweep along the rail line in 3 colums. The side colums along the rail line will interfere with any enemy trying to block my new depot.
      Chinese attack power is low, and manchurians are expendable anyway

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před 11 měsíci

      @@carbonado2432 very good strategy! Thank you for sharing!

    • @carbonado2432
      @carbonado2432 Před 11 měsíci +1

      Those max veterancy divisions worked all across india mountains and gaps with no supply later too

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před 11 měsíci

      @@carbonado2432 another good point, in low supplies areas smaller but highly experienced divisions can perform extremely well!

  • @quichrlyn
    @quichrlyn Před 11 měsíci +1

    where are you from?

  • @Stouzough
    @Stouzough Před rokem +1

    Never used them in my 900+ hours in the game 🙂 Frankly, CP is too important to get my complete staff set up, and then it's too late to really bother.

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před rokem +1

      Makes sense hehe, I find them very situational too. Although, if you can save your encircled divisions with last stand, or carry out a successful naval invasion with force attack, they can be totally worth it!
      I usually save some CP by ignoring the naval advisors.

    • @wendydelisse9778
      @wendydelisse9778 Před rokem +2

      At game start with the By Blood Alone version of Hearts of Iron 4, Command Points are very worthwhile to spend on filling various army and navy and air force positions in government. Most especially the Chief of Army is important in order to gain weekly Military Experience, without having to make all of the army divisions break massive amounts of infantry equipment and losing 80% of their Organization while training for the sake of achieving the alternative way of gaining Military Experience.
      People who are new to the game, or who have been away from the game long enough ago that the Command Points system didn't exist yet while they were still playing often let their Command Points climb to the game start cap of 200 Command Points, not reliazing that clicking on the brown military hat icon (which is underneath the tiny brown ship icon at the top of the screen indicating the number of cargo ships you have for use as sea transports) gives you a lot of staff and Spirit options for army and navy and airforce that can be very useful, in addition to being a way to improve stats of individual divisions by way of granting medals to division commanders (who can also get promoted to generals).
      There is a balance though.
      You don't want your Command Points climbing up and reaching 200, or else your Command Points income goes to waste.
      That maximum number of Command Points declines as you fill military or naval or air staff positions. You can raise the cap back upward in the direction of the game start cap of 200 if you fire people.
      In theory, you can fire all of your military and naval and air staff level people and discontinue all air supply missions in order to get the maximum on Command Points back up to 200, for the sake of maximum tactical flexibility, but you hardly ever want to fire all of your military and naval and air staff level people (unless for whatever reason, for the memes perhaps, you are really really motivated to hire a record breaking number of generals or to award a record breaking number of medals).
      That's the compromise. You want at least some of the staff positions filled - especially the staff position of Chief of Army so that you have the Military Experience income for making division design changes and for adding to Military Doctrine, and you want the Spirits selected, but you also want a combination of enough Command Points and enough Political Power available on a just in case basis for good tactical flexibility. For many countries, the Military Experience income from the Chief of Army position is so important that it is worth deferring Focus Tree progress at game start in order to accrue the necessary Political Power faster in order to get a good Chief of Army that earns high weekly Military Experience.
      Short version:
      With Command Points, as well as with Political Power, you do not want to reach the game start caps, because then your weekly gains on Political Power and on Command Points will be going to waste. At the same time, you often want both Political Power and Command Points to be reasonably above zero, for the sake of tactical flexibility.
      Command Power is useless in changing recruitment or economy or export laws. Political Power is useless in setting up an air supply mission. However, for filling some higher level positions, you need both Command Power and Political Power, meaning that having only one or the other but not both is not good enough.

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před rokem

      @@wendydelisse9778 good explanation, as usual. I would add that you don't usually need commander abilities right at the start of your games. You can use the initial command power to fill the most important advisors (but you can save some on the less important ones, for me that's usually the navy one). Later on, by the time you find yourself at war, you should have enough command power for a few abilities, as long as you use it carefully.

    • @wendydelisse9778
      @wendydelisse9778 Před rokem +1

      True about Command Power almost never being needed in combat in 1936, except perhaps for Ethiopia and Italy, the only two countries at war at game start (the game start option that is usually chosen at noon on January 1 1936). Italy has the advantage in the number of generals available since Ethiopia only starts with one general, meaning that Italy can for example use Force Attack or Last Stand in a smaller scale manner than Ethiopia. It makes sense anyway for Italy to have 4 generals involved to begin with, a defensive general and an attack general for Italian Eritrea in the north, and a defensive general and an attack general for Italian Somaliland in the south, since Italy's empire starts out adjacent to Ethiopia in two discontiguous regions.
      Battles on core enemy territory can easily be worth the Command Power expenditure if that expenditure soon results in a favorable peace treaty. A tired Italian division attacking the Ethiopian capital and put under its very own general and given a Force Attack or Last Stand command and enough air support can end the war quicker, and a quick war is usually better in Ethiopia, due to various bothersome options Ethiopia has in a long enough war.
      Any country other than Ethiopia and Italy is very unlikely to be in a war in 1936 or 1937, except perhaps for Spain (possible civil war) and Japan and the numerous Chinas, and depending on how Germany's Rhineland focus is played (usually in 1936), potentially France and the United Kingdom and Germany. Most other playable countries can just assume with near 100% certainty that no battles will occur on their own core territory in 1936 and 1937. Even Italy can make that assumption of being threatened with no battles on their core territory in 1936 and 1937, since Ethiopia starts so weak, and since Ethiopia has no game start seaports from which to launch a sea invasion, and has no game start paratrooper template researched and has no nearby airfields at game start, and no transport airplanes.
      Even so, it is better to play 1936 and 1937 with at least a little bit of a "just in case" mindset. Defending what is worth defending usually comes first, with an exception of obtaining that sometimes much quicker last victory that results in a favorable peace treaty. One's core territory is worth defending. It is usually the army that is the primarily defender of one's core territory, so it is the army that usually deserves the initial Command Power and Political Power expenditures in 1936 and 1937, as opposed to the navy and the air force.

    • @Stouzough
      @Stouzough Před 11 měsíci

      @@wendydelisse9778 I'd like to point to Spain's civil war: as France, I always go into this war (Sep 36 with covert operation then 37 to intervene). It's how you yield precious XP, but more important you get -5% CG from gold seized and get access to partial mobilization.
      So: CP becomes very important in this case, especially when default commanders are weak, and you need to promote some general to field marshal to get something good.
      Luckily I never get encircled as I play wars at lower speed.

  • @raphaelcavatoni1011
    @raphaelcavatoni1011 Před rokem

    NEVER use last stand in multiplayer, you will lose your divisions instantly

    • @MachiavellianStrategist
      @MachiavellianStrategist  Před rokem

      I don't usually play multiplayer, but you got me curious. Why will you lose your divisions?