Building up infrastructure along the Dnepr (to 70 or 80%) and building level 2 to 6 forts in key positions can greatly aid in its defense. In 1936, switching to Stalin as Armaments minister provides a helpful +20% supply production boost. Then it shouldn't be all that hard to convert the extra manpower/IC into a decisive advantage. The rest of IC spend on 9 cruisers, 3 battleships and some additional planes. Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history. I think the best stratgey would be to have atleast many defensive lines. Waiting for USSR. It's not a fast strategy, but it works. Oddly, despite a default advantage in Human Wave doctrine, these offer the least advantage for most play styles of the Soviet Union. Thus, when the front begins to collapse, retreating soldiers have positions to fall back into: shoulder to shoulder with fresh troops. Finland lies in northern Europe. Meanwhile, have other troops conquering Chinese states for you (we need the joining Axis, not the Allies). Added question: Is it possible to conquer the USA with the USSR ? You should have at least 3 great modern fleets, incredibly strong and advanced land army, and a reasonable airforce. +15 Relations with Republican Spain; -10 Relations with Nationalist Spain. Industry: Immediate emphasis should be put into the two Industrial techs, bringing them to the 1936 level. So basicly my question is these. Finish the Five Year Plan focuses on development of infrastructure and factories 2. Most importantly for the newbie: Brazil is not seriously threatened by its neighbours. For players who have never played a previous Hearts of Iron game, selecting a nation that was (more or less) at peace during WW2 is a good starting point. Service by Requirement is available. This series is live streamed every Monday at 4pm EST. You can develop your country, build factories, create armies and conquer. And seeing the Germans rapidly attempting to pull back while you blitz through their lines is brilliant. Technology is unlocked by assigning a research slot to it for the required number of days. Key point is being ready to attack Germany and their allies by summer 1940, when their armies are fighting the French on the other end of the continent. The plains in southern Poland are excellent for this, and in fact it's where the Germans historically broke through the Soviet lines and into the Ukraine. This strategy depends on high mobility, so that defensive lines can fluctuate and change based on breakthroughs. Do not liberate Japan or Korea, they give valuable bonuses in leadership, and demand little police to control. Kleine Multiplayerecke für Hearts of Iron III Moderator: Moderatoren. That’s the trouble of such a complicated interface: It’s easy to miss things. Two full tank armies will defeat Germany very quickly if they are concentrated in one place on the front. It is a regional power in South America: having a relatively strong industry and a reasonable military capacity. Italy: (1) Puppet Ethiopia. In Hearts of Iron 3 Germany is one of the major powers and the key antagonist of the war. The Finnish Winter War: It is a regional power in South America: having a relatively strong industry and a reasonable military capacity. If you do decide to bring communism to America, mass-produced cruisers (both light and heavy) are probably the most cost-efficient option considering the USSR's relative naval technology backwardness and vast industrial potential. Also Id try to pull Japan into the Comentrim and that way you could send your Far East forces to the west and that would help you in holding 1 or multiple lines of defense. The purpose of defense in depth is to have multiple layers of defense. Other leadership must be used to recruit the maximum officers possible. I need your help. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath. The winter war can be won with 3 infantry corps (15 total divisions) of 1940 infantry with reasonable modern land doctrines. Right, a naval invasion would be a total disaster. Much of the land is flat and densely forested. A Soviet player wishing to take on the Allies after the Axis is defeated will need to develop a plan to create a Navy ready for action after the Axis is defeated, perhaps by 1942 - 1945 depending on game results. All trademarks are property of their respective owners in the US and other countries. Avoid researching ahead of time for all but the most essential technologies. Thus, for example, saving Kiev, Homyel, or Minsk will require fort building in adjacent provinces to hold the line. Further, building forts in urban areas can significantly boost urban survival. This effect can be so dramatic that Germany will considerably thin out her front lines in Byelorussia and the Ukraine, creating an excellent staging ground for a counter-attack. Also, players who take full advantage of the volunteer army will have relatively low manpower by this point and will need fresh recruits. From Hearts of Iron 4 Wiki. von Homerclon » 21. The Soviet Union will receive attention from foreign nations, particularly Germany and the UK, in using the spy mission "support our party". The final decision is available if Germany gains Kharkov. The Soviet Union will lose -3 neutrality. By mid-summer 1940, they should have all their army busy in France and Norway. In this sense, while the front line divisions take a beating and extract German casualties, the rear lines improve in defensive strength. Hearts of Iron IV. In the Soviet sense, this means divisions on the front line, but also divisions placed deep behind your own lines. Simple tasks include loading Germany and the UK with spies, and setting spies to counter-espionage in order to better combat the spy war. Bandit17 . Furthermore, plains provinces are also vulnerable. Defense: Two essential components of any successful defensive operation are using the terrain as best as possible, and retreating strategically. Jump to navigation Jump to search. The Molotov line strategy requires an impenetrable line, which is a daunting challenge considering that Germany can have approximately twice as much IC and far superior tech research than the Soviet Union in the summer of 1941. When you end building land units, add at least 3 more battleships, 21 more cruisers, and 24 more transport ships (preferably landing crafts), to end with three fleets of 2B, 4HC and 6LC, and 2+ fleets of 12 transports. Lithuania (with Memel as a claim but German occupied). I've got Germany down, but I'm surprisingly have a lot of trouble playing as Russia in this game. Contents. Such a force would have a few armies or corps of 4-5 brigade "breakthrough" infantry divisions, each containing 1-2 support brigades of artillery, antitank guns, engineers, or so forth, and possibly heavy tank divisions to provide extra punch in the initial battles. Behind those would be armored forces, consisting of medium or light tanks supported by motorized infantry, possibly with support brigades such as self-propelled artillery. Transfer Industry to Siberia That seems like the best plan for me. During the war with Finland, have the tightest laws possible, and advance inf, armour techs immediately, and get all the five golden techs as fast as you can. historical losses). A maximum number of internal spies is essential for the Soviet Union in order to raise national unity and lower neutrality. The HoI 3 system technically worked really well but it wasn’t fun to play with. Menu. These two spearheads can merge in Poland and create a fairly large encirclement of German forces in the marshes of Byelorussia. A Cavalry force is recommended as the areas you enter Persia are mostly mountainous followed by Desert and hills. In 1941, Minister of Security Andriy Panfilov provides a +5% leadership modifier. Antworten Zugriffe Letzter Beitrag [Userwahlen 2020] Communitywahlen der SZ - Nominierungen. Now it is time to deal with Japan and China. Germany, China, and other nations will sell supplies. Send aid to China: Lose 3 neutrality, $500, and 1000 supplies. Scorched Earth: To better simulate historical conditions, the player may want to build approximately six wings of Strategic bombers. Strategically redeploy half of your Western army to the Japanese border, and wipe the Japanese Quantung army off the face of the planet. Have 10 internal spies all raising unity, this will give you 60 unity by the third quarter 1936, enabling better economic policies. It won't cause you any more harm. Contents. This decision cannot be activated until 1937. The best way for the Soviet Union to spend money is through buying supplies. Any province the Soviets fail to secure in Germany will become part of the United States when Germany surrenders. If the player decides to conduct the purge, a Heavy Industry Emphasis and 3 year draft is possible by 1937 so long as spies were lowering neutrality since the outset of the game. Bring some infantry with engineers for assaulting river crossings though, because this is where your tanks might get held up. However, if you choose to invade, you must be very careful as there is a "political loophole" If you manage to defeat Japan, and if Nationalist China is already a Puppet of the USSR, Or the Allies, DO NOT Make Japan a puppet. A good soviet player will have medium tanks along with 1941 infantry for a lot of his front line divisions. Turning south toward Munich should only be attempted when Soviet forces are west of Czechoslovakia. Strategie-Zone.de. Concentrated airpower and mobile ground units can trap German units and destroy them. Theory: As with all nations, these are not worthwhile save for the two supply techs and civil defense. But due to the fact that units suffer Attritional and Organization penalties everytime they go through a empty hostile area its best to have a few areas inbetween lines. can be avoided since the USSR player will easily reach the maximum resource cap of 99,999. (no idea if they will join if only use "Influence Nation"), Yugoslavia: Using Attempt to Coup you can bring it to the Faction (no idea if with only "Influente Nation" will work). Hearts of Iron 2 Wiki Active Wikis. Construction of industry should end in mid 1938, and you should have about 450-500 IC by then. Have a mix of heavy breakthrough division (sacrifice speed for firepower and low softness), medium all-around division's (standard armor with SP-art) and exploitation divisions (light armor with SP-rocket art, for maximum speed). In 1938, Andriy Orlov offers an interesting trait with a -0.01 change in neutrality. you'll get massive mp event if you let the germans into the country. By 1941 you can have all of Scandinavia, Turkey, the Balkans down to Greece and Persia if you manage to declare war on them before they join an alliance. Airpower research is important, but specific concentration is necessary: The Soviet Union starts 1936 with few diplomatic options: particularly because the Soviets have such low leadership. The two artillery techs are essential for infantry support brigades and improved SPART brigades. Hearts of Iron III. This all should end somewhere around December 1940 or so. You see the more defensive lines you have against the front towards the Germans the more chance of an easier victory. you need 30% surrender i guess. Paratroopers can very will be used as the Persian troops tend to concentrate on the Soviet Border. In the event of a successful German push into Finland and the Kola Peninsula, taking the Malmbanan line can create a decisive turning point: cutting off any German troops north of the line, trapped without ports and mired in poor infrastructure. Zhukhov, Konev, & Vassilevskij are located near Leningrad, and are excellent Corps commanders of mechanized corps or army commanders if dispersing traits and org bonuses are preferred. If the saved game version and checksum do not match the game version and checksum, then the saved game will not work. Beware, however, that urban areas completely enveloped will fall quickly. An unorthodox method that can be very decisive is to amphibiously assault the nation at all key victory point (VP) locations (Viipuri, Helsinki, Turku) and have them surrender very quickly. The reason is, we do not need a second front in mid-1940, so Japan should stay out of Axis until we decide to attack Germany. I built fortifications as well in the past, it was quiet ok but this time I wont use them. This event is available once Germany is at war with Poland, and Soviet troops are in either Ponca or Zelenoborskij. Several rounds of industrial production are possible. The historical option which begins with a static defense of Poland. The Soviets will be able to keep those provinces. Hearts of Iron III lets you play the most engaging conflict in world history, World War 2, on all fronts as any country and through multiple different scenarios. To fuel this juggernaut, start buying resources from the US in 1936. It is beneficial to start this war immediately, as it will provide essential changes in laws: Deliver Ultimatum to the Baltic States: When Germany attacks in the summer of 1941, the player's army will be demobilized (most consider it gamey to pre-mobilize) and will surely take losses. Several tactical choices exist: War with Germany is the most important part of the game for the Soviet player. I usually go with building a fortified line behind some of the rivers faily deep within Russia. Even if they are qualitatively inferior to the German panzers (due to less research/doctrines), with 50 armoured divisions you will open a highway to Berlin in no time. Finally, an alternative to Heavy Armor is researching the anti-tank technologies. Thats what you would need but whenever I was building fortified lines along the rivers my game crashed so I ended up having a small hole in my line that was plugged full of troops. This is particularly important when the Germans achieved a breakthrough in the line: since there will be little or nothing between the open line and the rest of the country. Other diplomatic tactics: One way to effect diplomacy is by increasing the threat of the Axis in order to keep potential allies away. Air: Due to a lack of leadership points generally, and the need to focus on land research, only select technologies should be researched based on build choices. This is a community maintained wiki. Now when you see Germans are in France, and there is no significant presence of them on the Soviet border, attack. Any general advice would be appreciated. A strike down the Western border then along the coast will capture the two VP areas to the south. While the initial divisions will be defeated quickly, those behind them will have had time to reinforce and dig in. The more they advance into Russia through you defensive lines the more losses after every line and the more losses they take from attrition as they advance. Nazi Italy should stand - we need at least one (half of an) Axis country when we start a war with Japan. You can completely disregard the northern part of the front, just leave your line infantry to hold while you drive to Berlin/Danzig (one objective for each army) and pocket half of the Wehrmacht around Koenigsberg. Army technology should include: 1. Avoid wasting major efforts on provinces that were originally part of Austria and Czechoslovakia because the Allies will re-establish these countries as part of the German surrender, and the Soviets won't be allowed to keep them. It starts off with a large IC and manpower pool to accomplish this with, backed by a totalitarian state capable of rapidly mobilizing production and manpower to even higher levels. The USA is separated from hostile nations by two huge oceans, and it also has the highest industrial capacity of all nations. Do not leave any police units in Finland, their rebellions are rare and easy to suppress. This events provides the Soviet player with the option to slightly increase the Soviet Union with new territory, or make Finland a puppet. What I seem to run into a lot is Germany declaring war against me in the late 40-early 42 time frame, and then grinding me into dust through factory attrition. Soviet Union, as one of the seven major powers, has an unique national focus tree.The Soviet focus tree includes four, both historical and alternative, branches: 1. Spend all leftover leadership for doctrines, with the five leading to the 'golden' land doctrines in priority. Legacy Wikis. Now, it is time to deal with Allies. Be aware that if you automate high level HQ's and face roughly even odds against the Germans, the AI most likely won't be wise enough to break through by itself. 36 in Group Chat. Moderatoren: Modding - Taktikguide HoI III, Moderatoren. Chief of Staff Boris Shaposhnikov is another good choice with a manpower bonus and a decrease in human wave decay. Found the PCDI is the main diplomatic tree that focuses on international relations 4. This decision does not have a meaningful impact on the game. Lets play Hearts of Iron 3 (HoI3) as the USSR live with the newest version of the Blacker ICE mod. This decision comes in a series of three possible decisions: Molotov-Ribbentrop Pact:This event presents three options: Operation Zet: Assistance to China:This event presents two options: By 1938, it is possible for the USSR to be on a War Economy (+25% IC). 150 coal, 100 metal and 50 rare materials should suffice. Otherwise the war will turn into a slow 'grind' of back and forth battles that you will only win when the Germans run out of manpower (which they will, eventually, but it is far quicker to defeat the Wehrmacht tactically). Bekanntmachungen. Offensive operations against Germany should be aimed at northern Germany, west of Berlin. The starting forces can be split into four full army's (5 corps of 5 divisions), and five if you build only a few supplementary brigades for the incomplete fifth army. 1. Nearly every land doctrine is worth researching. Your goal in trading is to keep your economy supplied at minimal cost in cash and supplies. Hearts of Iron III is a grand strategy video game developed by Paradox Development Studio and published by Paradox Interactive.The Microsoft Windows version of the game was released on August 7, 2009, while the Mac OS X version was released on December 7, 2009. It's wise to build industry beyond the Urals, where no bombers can reach it. For players who have never played a previous Hearts of Iron game, selecting a nation that was (more or less) at peace during WW2 is a good starting point. Thank you Einkil, the idea with the paratroops is pretty good ! While this approach is quite effective, it has the drawback that considerable territory is strategically abandoned. I will try this. A strategy for this war should be considered in 1936, and the first five years of the game should be used working towards this strategy. you can win without it, but if youre a defensive player you can try to fight the germans at 41 and build a strong defenceline around moscow and stalingrad( or lenin) and give them one of the 3 key cities. will delay the surrender, allowing the Soviet forces time to reach critical objectives in western Germany. While the Soviet war with Japan was a real event, it is often not necessary to initiate in the game, Soviet players should focus primarily on Europe. First of all, thank you both for the comments. They have very low softness and in good terrain they will crush everything in their path. The base number of research slots depends on the country: 1. The states include: Claim Bessarabia: Rotation of troops in this sense is essential, to allow troops to regain organization and reinforcements. Vlassov, Timoshenko, Rybalko, Krylov, Grechko, Kolpakchi, Ivanov I.I. France, Soviet Union, most other countries in Europe, plus Canada: 3 slots, plus 2 additional possible via nationa… To do this, first fully disband your army and fleet at the very beginning of the game in 1936 (not the airforce). a naval invasion of usa seems very difficult, but you can try it. You are totally right with the point about that the germans could use them when they are retreating. There is also a relatively easy and much less risky way to achieve victory by 1943-44. The core of the Russian armored corps should be medium tanks, and thus those technologies are essential. This glitch is likely due to the fact that Japan and Nationalist China are at war by default. Full Mobilization: no IC penalty; while a war economy is possible in late January, 1937. Keep Japan annexed. It provides 100 manpower, 2 unity, and 6 IC in Siberia. This will unlock the one year draft—a minor but important step forward. There is still is hope. Stalin Constitution focuses on manpower and research 3. 189 Themen 9390 ... von ProGloria Heute 19:43 [Strategie-Zone] AAR Hier geht es zur AAR - Zone Moderator: Moderatoren ; 0 Themen • Seite 1 von 1. as theyre in a different faction, you can declare war to all countries of the allied. In 1937, Minister of Security Sergej Uritskiy is a good replacement for Yagoda. Victory is at your fingertips! Otherwise, every IC-day put into the Navy is an IC-day that could have been used to build more tanks, guns, and rifles to defend the Rodina. You are not shackled to history, but the game is about World War II and World War II will happen. Let’s start with a real basic one that isn’t necessarily obvious: some of the national focus screens and research screens can scroll to the right. Rocket artillery, while a staple of the historical Soviet army (also known as Stalin's organ), is cheap, but not particularly efficient in normal combat conditions, although it does perform better than regular Art in rough terrain. It is possible to bring Turkey into the Comintern by late 1941 if influencing starts from the beginning of the game. Level 2-4 in each province, with 2-4 infantry division on each province (Artillery/Anti-Tank in all provinces). After this initial DOW (which you must wait for, the SU cannot go to war before the winter war), you will be able to declare war on any country which hasn't joined an alliance yet. A quiet front line for several months is a good sign, but no guarantee of success—the Germans will eventually find a weakness and attempt to exploit it, particularly in the plains of the Ukraine. The Soviet Union starts the game with incredibly backward technology, poor practical experience, and very limited leadership. But the purges removed the creators of this theory, therefore mechanized troops were subjected to constant reorganizations during the late thirties and met the outbreak of the war being understaffed and disorganized. If threat is increased on both Germany and England, employed over 5 years (1936–1941), a portion of nations can be "drifting" towards the Comintern. The second only becomes available for Soviet players that lose Kiev and Vitebsk to the German advance (e.g. Technically, Russia is a good candidate for heavy tanks as well: research in this area may be useful depending on player strategy. (USA's guarantee is only against non-south american nations) (2) Use the new territory and factories to conquer the world. Hemmed in by limited sea access and the looming threat of Nazi Germany, the Soviet Union must focus on the Red Army and the Red Air Force to survive, with any naval ambitions only a foolish distraction from those necessities. Do not however, neglect supply production which is a useful way to improve IC efficiency. Once 1936 level is unlocked, advanced construction engineering is available which is necessary for any player with a desire to build infrastructure (if researched ahead of time, this can be available by July, 1937). A Navy is only useful if the Union decides to wage war against the Allies after defeating Germany. To wage war having a good strategy is crucial. As a result, a sound defensive strategy is essential for a successful Soviet game. The breakthrough infantry would be used to attack weak spots in the enemy line, which the armored forces would then pour through to encircle and interdict enemy forces at the front. Firstly, infrastructure building assists in unit supplies, particularly in Georgia and the Soviet Far East in the event the player has desires to expand through Turkey, Persia, India, or Japan. You can check that they are conquering France, and have gone at least half the road to Paris before your attack - we don't want the Capitalist France to survive, we will liberate it later as Communist. I am scared about this as well. Though slower, this method can be effective with the right amount of troops. It is wise to choose between CAS and TAC concentration, since both have divergent air doctrine trees. The overriding strategic imperative for the Soviet Union is continental domination. The Soviet terrain is varied: the north is forested, and best for infantry. Portal; Feedback; Download; Teamspeak; Youtube; Funktionen Partner ... Foren-Übersicht Paradox Interactive-Zone Hearts of Iron III | 3 [HoI 3] HOI³ Taktik Guide 2.0 [HoI 3] HOI³ Taktik Guide 2.0. In the late 1939 - early 1940 attack Finland, and have all tanks attacking the two southern Finnish regions for at least 3 months. Novelties aside, the Soviet Union is one of the most entertaining nations to play as in Hearts of Iron IV. The United States is perhaps the easiest nation to play. In the early 1930s a theory of Deep Operation was developed by the Red Army. Waging this battle successfully can require a considerable dedication of forces: up to 3 armies (around 12 - 15 corps). Proper selection of a nation to play is essential to learning the game. As a result, counter-espionage missions are important to conduct from time to time. Accept the Molotov-Ribbentrop treaty, and annex Baltics. By May, 1938, it is possible to achieve 60% national unity. Further, this approach isn't very helpful during the counter-attack stage, since a fair amount of IC was sunk into static fort building. I 'm surprisingly have a good idea to efficiently sort through the tedious process of reorganizing your forces of United. 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