A Battle Plan is an important tool that helps players visualize how their divisions will advance, allows the AI to control the player's divisions automatically, and can confer a Planning bonus. Plans do not have to be drawn in order to give divisions orders, but are generally recommended as they reduce micromanagement and improve the flow of gameplay.
If desired, different divisions within a single army may be allocated to different battle plans. In this case, players will usually have to manually assign divisions to each front, or they will default to the first front drawn.
An example of a battle plan would be a major invasion of Italy, north of enemy lines, designed to crush an enemy preoccupied with an engagement from the south. The player can set up, and separately activate one or more amphibious landings, paradrops, and attacks by ground forces already facing the enemy, each at the time they think best. Some of these plan orders might be set up to be implemented (by the player at the same time, while others may be set up to occur in sequence, in each case activated by the player as needed by shift-clicking only on that specific order to activate it, and with the ability to change that element of the plan or the troops assigned to it before or after activation. This allows different parts of an army to perform separate tasks for the player within an overall strategy, much as army corps performed different missions for WW2 armies. Use of such complex plans is optional, but occasionally very useful when a player has to launch multiple different operations at the same time or by stages.
When selecting a naval invasion order, the player will be asked to left-click on a province with a naval base as a point of departure and right-click on the enemy province(s) to invade.The army will automatically gather at the naval base they will depart from for the assault.
Naval invasions may be launched from any friendly port that the player has access to. This means that an invasion of enemy territory can be launched from the port of an ally that is not at war with the enemy.
Naval invasions require time to prepare before they may be executed. The exact time it will take is dependent on technology and the amount of divisions to be shipped over. With the first level of naval invasion technology, a 1-division invasion will take 7 days and 10-division invasion will take 70 days of planning. Landing Craft technology (1940) halves time required.
It is possible to prepare several invasions from different ports in parallel, even to the same target province(s), saving on total preparation time.It is also possible to prepare several invasions to different target provinces from the same port.
In order to ship units over to foreign lands, sufficient convoys are required to do so. The amount of convoys an individual division requires is dependent on its weight; the weight is equivalent with the amount of convoys required to ship over one division. The amount of convoys required is rounded up. Technology may decrease the amount of convoys required for an invasion.
The actual value of naval intel efficiency of a seazone can be seen in the seazone property window, that you get when you click a seazone. You have to hover with the mouse over the naval supremacy bar. Alternatively you can see it, when you hover with your mouse over a seazone in the strategic navy map mode (accessible with the F2 button).
The naval intel efficiency of a seazone is calculated from the intel you have from nations you are at war with and that have ships in that seazone. If you are not at war, you have 100% naval intel efficiency everywhere. If you are at war with one country, you have 100% naval intel efficiency in all seazones in which this country has no ships assigned (the value Enemy supremacy is 0). In the seazones in which the country has ships assigned (Enemy supremacy > 0), the naval intel efficiency is the intel you have of that country. If you are at war with more countries, and more than one of these countries have ships in one seazone, the naval intel efficiency, is weighted towards the country that has more naval supremacy in that seazone.
With the DLC La Rsistance, the intel you have of a country, can be seen in the intel ledger of that country. When you hover with the mouse over the naval section of the intel ledger, you see how the navy intel is calculated.
There are several factors that contribute to naval intel efficiency. The naval intel efficiency against a specific enemy country, expressed as a percentage between 0 and 100, is the sum of each of the following factors:
Air superiority and Minelaying provide a bonus for naval supremacy. Maximum possible bonus from air superiority is +100% to the ship amount, making each ship count for two. It is achieved when air superiority is 100% and there are enough planes to cover 100% of the sea region.
Naval supremacy is only required for a short moment to launch the prepared invasion. After that the invasion will proceed even without sufficient supremacy.Once the naval invasion has been properly planned, naval supremacy and naval intel efficiency has been attained, and sufficient convoys are gathered, the plan may be activated.
Invading divisions travel through the sea province by province on convoys, and can be intercepted by enemy fleets and bombers just like supply and trade convoys. It is recommended to use escorts for the convoys, lest the enemy rally their entire fleet to intercept the invading fleet.
If the invasion meets resistance, similar to attacking over a naval strait, the landing troops receive a default 70.7%[5] penalty to attack and breakthrough in the ensuing combat (see Terrain#Terrain_features).The Amphibious adjuster of the division can modify this penalty.Heavy equipment generally makes it worse, while marines, engineers, amphibious vehicles, and flame tanks perform better (see Terrain#Unit-specific_adjusters).
Additionally, divisions have increased breakthrough (+50%[6]) but reduced attack (-80%[7]) while being protected by their transports.These effects fade away[8] as the landing progresses and the troops leave their landing crafts, measured by movement progress (usually ending after 48 hours[9]). The Amphibious Invasion Speed modifier gives units a head start in this landing progress and reaching normal combat effectiveness sooner.
A paradrop is an attack by air on enemy territory. A paradrop may only be executed by paratroopers and their support equipment. Divisions with any battalions that cannot be dropped may not be used in a paradrop. Most kinds of line battalions will make a division ineligible for air drops if they are present in the division; see the division designer display on whether the division is para-capable.
A paradrop must start from an airfield with transport planes without a mission assigned. Double check that the transport planes do not have an assigned mission, as well as no assigned air strategic zone. Make sure that the number of transport planes is equal to or greater than the weight of the paratroopers. You must have at least 70% control of all air zones from the airfield to the drop location. If the airfield has planes over the capacity of the airfield, the mission will not launch.
A supply source, such as a large city, a port or a connection to the main front should be established as soon as possible in order to avoid the effects of being unsupplied. It is advisable to land paratroopers in an area near a supply source and to quickly assault that source, as supply sources tend to be well guarded. There is a new aerial supply system from Waking the Tiger DLC that will allow paratroops to fight for longer and hold the line against the enemy. Dropping on top of enemy troops is an attack with hefty penalties and certain destruction if defeated, unless the paratroops can retreat to adjacent friendly-controlled territory.
If experiencing problems with paradrops even when you have air superiority in the target zone, there may be another problem.If your target province lies within an air zone whose central node is outside the range of your transport planes, then it can cause an infinite delay and prevent paradrops. What this means is that, in a number of airfields, provinces might technically be in range of your transport planes, but your planes will never arrive at those provinces, because the target air zone's coverage node is outside of their range (or something like that). The Germany-to-Southern-England thing is a particularly obnoxious example, but it happens in a lot of other places too (the Pacific and South America, for example).
Fortunately, you can get around this broken game mechanic by, well, breaking it further. When your paradrop order appears on the Air map screen (same place where you assign Air Superiority and Ground Support missions), left-click the order's circular icon (probably looks blank), then right-click reassign your order to an air zone whose central node is closer to your airfield (this will usually, but not always, be the air zone your airfield is located in).
A paradrop, like a naval invasion, requires at least 70% air superiority in the strategic area the target belongs to, the air zone of the initial launch point, and any air zones the planes will cross through. Air superiority is primarily attained by directing fighters to secure air superiority in a region, but (non-naval) bombing and close air support may help as well.
As with convoys for naval invasions, paradrop orders require transport planes in order to be executed. Divisions need to be in a province with an airfield with transport planes in order to be able to execute the paradrop. Contrary to other planes in the game, 1 transport plane does not represent 1 plane but rather a group of planes required to transport units.
Paradrops can only be planned if you have at least 50 transport planes per division being dropped at a time. For example, 100 transports can drop 2 divisions at a time. By planning several drops, it is possible to drop any number of units, i.e. using 150 transports to drop 24 divisions over 8 drops.
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