Hoi 2 manual pdf




















The number of slots can be increased by researching Industry technologies. Province Buildings Naval base: Assists in overseas supply limits and ship repair speed. Land fort: Improves the defense of units. Hardens the defense against coastal attacks. Production The gray button with the wrench opens the production menu. This is where military factories and dockyards are assigned to build equipment, army vehicles, ships and aircraft. The more factories dedicated to building a specific item, the more will be produced.

Infantry, armor and artillery units made will then be assigned to the appropriate military divisions, either for new units being constructed or reinforcement and upgrades for units in the field. Airplanes produced will be deposited into a reserve pool. Naval units will be automatically placed in a port, though they can be assigned to a specific one if needed. Factory output is dependent on the availability of strategic resources for higher end units, and on the efficiency cap of the nation's industry.

New production lines will take time to be perfectly efficient, and if factories are added to a production line, some efficiency will be lost. Factory productivity and efficiency can be raised in the Industrial research tree. Logistics The gray button with the paper and pen opens the logistics menu. This menu gives an overall summary of stockpiled equipment, whatever shortages the country might have, as well as a rundown of how many strategic resources the country is missing from the production lines.

The logistic screen provides the general overview of the nation's equipment and resource situation. The center of the screen consists of the equipment, and only shows equipment that is being produced, stockpiled, or used in the nation. In addition, the equipment will have a green hue to the background if it is land equipment, white if it is air, or blue if it is sea.

The following provides a description of all of the various parts of the screen. Average production efficiency, which has a Production efficiency. The yellow bar inside the area represents the average production efficiency.

Equipment type, which says 'Equipment Type' above the column, provides the name and a picture of the equipment that is either being produced, stockpiled, or used in the nation. Amount produced, which has a wrench being held by a hand above the column, shows how much of that particular equipment is being produced per day. Status is the green bar next to the amount produced showing how much of the equipment need is being produced. There is also a slider button that lays on the left if the nation is running a surplus of that equipment each day, and on the right if the nation is running a deficit of that equipment each day.

Need, with a hand at the top of the column, is how much of that equipment the nation needs each day. Balance is the surplus or deficit being ran each day by the country, represented by a scale at the top of the column.

Stored is the stockpile of the nation. It will be in green with the stockpiled amount if the nation has extra of that equipment, and will show red with the amount missing from the nation, such as the amount needed to reinforce, equip new units, or, for convoys, how much is needed for current trade.

Resources shows the resources that the production line is currently using to produce that equipment. If none of that equipment is being produced, it will not show the resources. The bottom of the screen includes extra information. Military factories has a green bar indicating the percentage of the nation's military factories that are currently in use. Naval dockyards, like military factories to the left of it, shows the percentage of the country's naval dockyards that are in use.

The six icons to the right hand corner show oil, rubber, steel, aluminum, tungsten, and chromium. Next to each icon will be either a green number showing the nation's surplus of that resource, or a red negative number showing that nation's deficit of the resource.

Stockpile Screen The stockpile screen is accessed by clicking on any of the equipment on the logistics screen. The graph in the center of the screen shows the change in the stockpile over the previous 30 days, 12 months, or 7 years, each of which have a corresponding button above the graph.

The change is represent by a red line, and the X-axis of the graph is the time variable, while the Y-axis is the stockpile variable. Below that is a mini overview of the equipment, which shows the variants of that equipment i. Basic Infantry Equipment vs.

Weapons I and the amount stored of each variant and weekly production of each variant. The gray button with the tank opens the army planner menu to recruit and deploy units. This is where you decide what types of divisions you want to train.

These divisions will be filled by the equipment and vehicles built in the production menu. You can see what is required to complete a new unit by hovering over the green progress bars. You start with a few default divisions you can build. You can spend army experience to design a new division template or edit ones that already exist. The game starts with reinforcement and upgrades given equal weight with the creation of new units. If you would rather focus production of new tanks or artillery on fresh units, instead of trickling equipment to the field, it is possible to set reinforcement priorities on this menu as well.

Training Training allows a unit to start with experience, increasing its capability in combat. The maximum amount of training may be affected by conscription laws. A unit cannot be trained faster than it is equipped and only to the experience level of trained. Deployed troops may usually be trained by military exercises up to regular level, which provides greater combat effectiveness, while further experience must be gained in combat.

Equipping Equipping occurs instantly, limited only by the country's inventory of equipment on hand. Lend Lease Lend-Lease is basically a donation of equipment to another country. Any changes or cancellation must be made through a diplomatic action. See diplomacy part for more information Reinforecements and Upgrades Reinforcements are replacement of the lost equipment of existing units. Upgrades are replacement of their existing equipment with better equipment. Troops will seek higher tier equipment if made available to them.

It is also possible through the division template to downgrade equipment for a division template e. The Reinforcements and Upgrades panels offer tooltip information on current equipment requests and the ability to set high, medium, or low priority that determines how equipment as a whole will be allocated among competing needs for reinforcements, upgrades, and equipment of recruits for training. These decisions have important effects down the road. Set up a Training command: Create a new army ordered to exercise it may also be ordered to Garrison Area so as to serve a useful purpose and assign to it all freshly deployed units.

They will increase their experience to regular level, after which they can be switched to a front-line unit or continue exercise to create a small flow of added land experience at the cost of consuming further equipment.

Using the fortress tower icon and the color green for a garrison army training green troops was a Let's Play idea that may be easy to remember. The player can move their units by selecting them with the left mouse button and then clicking their destination with the right mouse button.

If one draws a box around a group of units using left click and drag, all units inside the box can be commanded. One can move troops across the ocean to friendly territory, by sending the units to a province with a naval port and then shift-clicking on a destination port.

For an overview of all divisions, including indications of their combat status, click on the Army View icon under the date or press hotkey "o". Right-click on a division's info bar to pan over to it or hold down shift and left click on multiple units to select them all. Troops are more effective when they are grouped into armies under a commander's command and given plans to execute.

Then, go to the selected unit profile in the upper left and click on the silhouetted portrait. This will open up the list of generals to be assigned to armies. There are two types of military leaders — generals who can effectively command a maximum of 24 units and field marshals who have no limit on the number of units they can effectively command.

Commanders may also have attributes that give them bonuses in certain types of combat situations. If one promotes a general to field marshal, they lose their attributes except "old guard" as field marshals have different attributes.

Experience and giving orders Countries will gain army experience mostly through combat, but one can start a trickle of early experience by having soldiers "exercise". To do this, select the army group and, in the unit profile in the upper left of the screen, click the exercise button in the upper right of the menu. Be aware that this results in higher equipment attrition, which may not be desirable as a country with limited industrial capacity.

One can spend experience to promote generals and allowing them to lead more troops, or to create and edit new division types in the unit production menu. An army group can be commanded like any other group of units and simply giving a right-click move order to a destination. However, they will fight better if they are given "battle plans" — a general order that is coordinated along a front, either to advance or defend.

When the player selects an army group, they will see a row of general orders appear at the bottom of their screen. Each of these has rollover text that explains in detail how to use this instruction. This guide will focus on the most important ones. Naval invasion: Use this for amphibious attacks on enemy territory.

One can move into friendly territory this way, but it is more efficient to simply use port to port movement as described above. When one selects naval invasion, one will be asked to left-click on an origin point. This is where the army will gather for the assault.

Right click on the enemy province one wants to invade. Note that one will need to have some naval intelligence of every sea lane they will be crossing, so one will have to have warships patrolling or hold naval superiority in those sea areas. All plans take time, and amphibious invasions take a lot of time to plan.

Once the weeks or months of preparation are ready, the grey arrow above the army group will turn a faded green. Press that arrow to activate the plan. Land operations: To make a battle plan for offensive land operations, one must first define one's defensive front — this is the point from which the army group will begin their operations.

Select the defensive front button and, on the map, draw a line to indicate where an army group will start. In many cases, this will be a national border or the current line dividing enemy armies. Then, click the offensive front button a line with an arrow and draw the front to where the armies should advance.

The army group units will begin to organize themselves along their defensive front. When they are in place and one is ready to begin, press the green arrow and the units will begin to execute the plan. One can research doctrines and hire advisors that will reduce the time for a military plan to be prepared or add bonuses to units that are operating with a plan. Ships will be automatically grouped into fleets at ports as they are constructed.

DannyD Recruit 10 Badges. Apr 10, 5 0 www. Jan 28, GJ guys! Werth Sergeant 5 Badges. May 24, 59 0. Thanks for your work.

Ferrim Major 2 Badges. Feb 13, 0. Fantastic work, thanks! Rocket88 Captain 13 Badges. Jul 8, 0. Question re. This states that an Old Guard officer reduces the experience gain of the units under his command. Has this changed in DH? Rocket88 said:. Click to expand Sakkura Lt.

General 91 Badges. Oct 6, 1. It is being developed by the community but with the blessing of Paradox. Armageddon is the latest game version and includes all features of the previous two. In the Anthology pack, Armageddon is a standalone and thus does not require any other game version to be installed while as a separate game it is an add-on for Doomsday and thus requires Doomsday to be installed.

In order to start on the right foot select a game type that makes the most sense for your learning style. Forum list Trending Latest New posts. Mansen View Profile View Posts. What - You mean like that question mark icon in the top right of the interface that leads you straight there? Sadly most modern games have stopped arriving with manuals.

Some games, like HoI4, don't even come with one. As a gamer from the old days I find this sad. I loved reading long manuals that used to come with games back in the days, most of them were always full of interesting stuff, tips, historical fun facts, even stories There is the wiki of course Manuals are a terrible thing. They are outdated in no time at all, and often full of errors.



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