Hearts of Iron III

Hearts of Iron III

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A couple of random tips you might find usefull
By [L|⦿]Kynrav
this is a lot of text. some of it confusing when you are new. but knowing these things can make your life easier ingame.(the tutorial isnt exactly helpfull)

1. land tips and tricks
2. Land unit roles.
3. Aircraft use and tasks
4. Ship tip
5. Ship Roles
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1.LAND
Militairy police, Garrison, Militia and Infantry(in this order of effectiveness) will lower the chance of rebels emerging in occupied territory
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Dont use divisions of just 4 times arty/engineers/mp. these units CANNOT fight on their own and will automaticly lose. even to rebels.
Try to use mixed divisions, having infantry+tanks+artilery will give an great mixed unit bonus while 4 times infantry wont.
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Units have 4 bars you need to pay attention to: supplies, fuel, strenght and organisation.
Supplies is the ammunition to fight, without no fighting.
Fuel is needed to move motorised units, no fuel no moving.(infantry and cavlery dont need fuel)
Strenght is the amount of men still alive in the brigade. this is most often the last bar that runs out

Organisation: the order in the unit. once it hits 0 the unit will scatter and retreat. in combat this will slowly go down and quickly replenishe after. the higher your officer ratio(one of the scores in the top of the screen) the slower it goes down and the faster it recovers. try to keep this atleast at 100%
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Combat width.
when fighting just one division of infantry while using several tank division your troops will fill up to much ground for all of them to attack the enamy so most of your soldiers wont be able to attack and wait in reserve to replace the first group incase they are defeated.
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2. Land units.
units are trained in regiment size(between 1000 and 3000 men depending on regiment type)
4 regiment form a division, 5 with an upgrade. this is the size of groups you will be commanding most of the time.

Inf: infantry, backbone of your army. soldiers on foot.
with some research in cavelery and tanks you can give them trucks and APC, allowing them to be replaced to Motorised and Mechanised brigades. making them faster, stronger and more resistant to damage.

Arm: your tanks, Light, normal, heavy and super heavy. they give great damage, defensiveness and speed, a division of just tank wont do well.

(SP) art: artilery and selfpropelled artilery. these are your field guns, shooting large shells at the enamy from a distance, they cannot fight on their own and need either tanks or infantry infront of them.

AA: anti air, mobile ground units that can shoot at attacking aircraft. great way to protect your ground soldiers from attackplanes
(not to be confused with static aa defenses)

AT/TD: anti tank/tank destroyer. heavy guns specialised to fight tanks. not suited for much else.

Engineer: support unit, relativly fast. cannot fight on their own. but they can take care of many obstacles on the battlefield.
they give an attack bonus when crossing harsh terrain like rivers(which negates the damage debuff other units get for doing so) and even give a huge increase on your defense score when defending rivers/forts

MP: militairy police. cant fight but will reduce the chance of rebels in a region. put some cavelery or infantry with them to stop rebel attacks

Cav: cavelery: fast units that do not consume fuel. great early alternative to tanks
AC: armor cars: fast vehicles with guns, stop gap from cavelery to tanks.

SF: special forces: Airborne, Marines, Mountain soldiers(also engineers) and infantry with special bonus traits.
Marines get a bonus when preforming naval landigs(as opposed to most units getting a debuff)

Mountain soldiers work the same as marines, but instead for naval landings they get bonus defense, movement and attack in mountains and in artic regions.

Airborne are soldiers that can be dropped from transport planes(dont mix these with other units since those cant be dropped)
Engineers are support units that take care of battlefield obstacles and harsh terrain making it easier for other units in the division to fight there.
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3.AIRCRAFT.

It says in the stats that this is what they are best for. but for a new player this might be confusing.
Use Dive bombers on tanks,(ground attack/interdiction)
Tactical Bombers on soft targets(ground attack/interdiction)
Naval bombers on ships(port strike/ground attack)
Strategic bombers on cities. (strategic/logistical bombing)

Port strike: it doesnt damage the port but attacks the ships anchored there, damaging them, thus giving your fleet an easier fight.

Strategic Bombing: using strategic bombing to destroy factories in major industrial areas can wreck a countries abilities to produce supplies, reinforce wounded units or build new ones. it also lowers national unity a little(which both on the long run will help you win, ea. strategic advantage.)

Logistical bombing: taking out enamy roads and supply stockpiles. starve enamy forces of supplies and make them lose. works best on supply centers(capitols and major cities on oversea territory)


Transport: can drop airborne division beyond enamy lines, great way to take out airfield and choke point behind enamy lines.
however keep in mind there are no connected supply lines to the region where you drop them and they will run out fast. so after dropping troups select the planes again and now send them on drop supplies on the airborne soldiers so they can keep fighting.
(not needed in arcade mode as supplies are directly gives to forces from the supply pool and there is no need for supply lines)



4.SHIPS.
ships CANT be upgraded besides their AA and radar.
if you want to make your tier 2(model 1934) ships into tier 5(1940) you have to build new ones when the research is done. you can scrap the old ones if you are low on supplies(put them into a sepperate fleet and disband that fleet, all units in it will be gone)

Ships have a Mission range, that means they can only travel that distance from the port they are based. if you want to use them somewhere else find closer port, either your own or an allies and select rebase as mission(mostly happens automatic)

5.ship roles.

Destroyers: your cheap fast ships, best suited as escorts for troop transport or bigger ships to protect them against submarines(only destroyers and cruisers can engage submarines). Destroyers wont survive fighting anything bigger then them.
Cruiser: your light and fast fighting ships. unlike destroyers they can protect themselves(though only a little)
Heavy cruisers: bigger guns, less speed compared to cruisers

Submarines: harrasment ships. only cruisers and destroyers can attack them. if there are no destroyers/cruiser in the opposing fleet a sub can wear down even battleships. Submarines are also great for attacking supply convoys so overseas forces cant get supplies and cant fight
transport:

Capitol Ships, these are expensive and take a long time to build.
Battle cruisers: have almost identical stats to Battleships, they are slightly faster but sacrifice some firepower.
(SH)Battleships: Battleships and Superheavy Battleships are your main fighting ships and can easily hold of Fleets of small ships on their own. also great for shore bombardment(increases attack score of landforces on adjacent coastal regions)

Escort Carrier: small fast to build carriers, carry less planes
Aircraft Carrier, sailing air field, allows CAG(Carrier air group) to fight without the use of an airfield. Cag are best suited for air to air and air to sea combat. they can attack ground units(strafe with machine guns for little damage) but cannot bomb cities.

P.S. when building Carriers, check the box of "add cags" above the counter. it will automaticly add the maximum number of cags that fit on the carrier(s) you are building.


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And thats the limit of text allowed on a guide, for question leave an comment.
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9 Comments
Laco Karate 30 Jul, 2024 @ 11:59am 
2024 still usefull :) thank you
A_Cringe_Weeb 13 Nov, 2020 @ 7:00pm 
2020
Wario 16 Jul, 2016 @ 11:03am 
Good tips.
The Don 18 Feb, 2016 @ 6:17pm 
not as many trolls on here as i thought there would be.
76561198062101479 12 Feb, 2016 @ 11:39am 
thanks for that buddy, i will try it out directly. and see if i can make it work.
[L|⦿]Kynrav  [author] 12 Feb, 2016 @ 6:23am 
@phantomajor. their threat has to be higger then your neutrality. you can do this in a few steps and it takes a few months at start of the game.

step1: go to intellegence and put your own country on higgest spy priority. and click as mission in your own country lower neutrality.

2: go to leader ship and change the slinders so you got some points in intellegence and wait till you have 10 spies in your own country
this lowers your neutrality by .03 points a day.
2b: you can put additional spies on country you want to invade and put them on raise threat.


3. train a lot of troops and station them as close as you can to the country you want to make war on. this increases your threat to them(which increases mutual threat which is needed for war)



once your neutrality is lowered tp the point that your threat is higher you can declare war on that country.


ps. dont delcare war on a country that joined a faction as this will declare war on that entire faction.
76561198062101479 12 Feb, 2016 @ 5:06am 
Nice one, things make a lot more sense now having just read this. many thanks. any ideas on how to declare war on a country, without cheats.
Belgian Problem 12 Nov, 2015 @ 6:34am 
You know you wrote the entire guide in the introduction? Try using sections when creating a guide ;_;
Galactic Origins 2 Nov, 2015 @ 3:54pm 
nice tips