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. The capital of Finland, Helsinki, is the only urban area of the state. The resource production of the USA is the best in the game as well, with enough resources to supply the nation's entire industrial base even after considerable growth. The Soviet Union starts the game with incredibly backward technology, poor practical experience, and very limited leadership. Legacy Wikis. Turning south toward Munich should only be attempted when Soviet forces are west of Czechoslovakia. Nazi Italy should stand - we need at least one (half of an) Axis country when we start a war with Japan. The United States is perhaps the easiest nation to play. Finally, this approach is most tenable in the event of a single front with Germany, and would be less useful in the event that a Scandinavian or Turkish front opened. Germany is the leader of the Axis, has a prime location for land invasion, and a strong economy and technological capacity rivalled only by the USA. 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). Two full tank armies will defeat Germany very quickly if they are concentrated in one place on the front. Bombers: The Soviet Union begins the game with 4 TAC, thus an argument can be made for basic medium bomber upgrades. This event is available once Germany is at war with Poland, and Soviet troops are in either Ponca or Zelenoborskij. The grand strategy game Hearts of Iron 3 developed by Paradox Interactive is giving unique opportunity for a player to recreated the events from WWII or to change them. Most importantly for the newbie: Brazil is not seriously threatened by its neighbours. Then, let you tanks roll a little on the Japanese mainland; conquer Japan. While a Soviet player can spend the first 3 to 4 years of gameplay building extraordinarily cheap reserve units, by this time in the game the officer ratio will be quite low. 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. Generally, unlike the British or American air forces, the Red Air Force should focus more on direct support of the troops by cleaning out enemy aircraft and attacking enemy troops rather than bombing enemy industry. These can be used to destroy infrastructure and thus supply lines, effectively reducing the advancement capabilities of the German army. While the Molotov line can bend, it must not break, otherwise it will spell certain disaster. Moderatoren: Modding - Taktikguide HoI III, Moderatoren. Lets play Hearts of Iron 3 (HoI3) as the USSR live with the newest version of the Blacker ICE mod. Let Germany declare war on USSR and then once you are ready, land your troops in France. South Africa: By Using "Support our Party" you will be able to Establish the Communist Party in Power, using too the "Attempt to Coup" will be useful too, one way or another you can Bring South Africa to the Comintern. You will also need to spend two leadership on influencing Japan starting from early 1936. Lithuania (with Memel as a claim but German occupied). Good organization structure was developed only in the middle of the war with Germany. 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. Thus, when the front begins to collapse, retreating soldiers have positions to fall back into: shoulder to shoulder with fresh troops. (USA's guarantee is only against non-south american nations) (2) Use the new territory and factories to conquer the world. 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. The HoI 3 system technically worked really well but it wasn’t fun to play with. While the initial divisions will be defeated quickly, those behind them will have had time to reinforce and dig in. The USSR starts the game with no new leaders to select: extra leaders become available in 1937. The first becomes available when war with Germany breaks out. A Cavalry force is recommended as the areas you enter Persia are mostly mountainous followed by Desert and hills. ;-), Thank you all for the help, again ! Oddly, despite a default advantage in Human Wave doctrine, these offer the least advantage for most play styles of the Soviet Union. Assuming Andriy Orlov was made minister of security in January, 1938: by July, 1938 the Operation Zet Offensive will lower Soviet neutrality enough to achieve Full Mobilization. Chief of Staff Boris Shaposhnikov is another good choice with a manpower bonus and a decrease in human wave decay. Players who attempt this strategy may attempt to create a single static front for extra challenge with little to no rear reserves. Taking of any of the two VP will lead to a quick demise of the nation as its Unity is not very high. Rotation of troops in this sense is essential, to allow troops to regain organization and reinforcements. 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. The Soviet Union will receive attention from foreign nations, particularly Germany and the UK, in using the spy mission "support our party". They are nowhere near compared to your army's might, but you should add some more fleets and transports to successfully land in the US. Technology is unlocked by assigning a research slot to it for the required number of days. Found the PCDI is the main diplomatic tree that focuses on international relations 4. Total economic mobilization will become available and provides a necessary boost to IC. Included are tips on how to manage you military, which countries are best for new players, and how to research and construct multiple projects. Then it shouldn't be all that hard to convert the extra manpower/IC into a decisive advantage. The Soviet terrain is varied: the north is forested, and best for infantry. At a minimum, fighter doctrines should be kept up to date. you'll get massive mp event if you let the germans into the country. 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. Finally, transport planes offer limited utility, and are best saved for veteran players with specific uses in mind. With the potential for massive industrial expansion, and perpetual manpower, the following tips should help you to make the Soviet Union an unstoppable force. The Soviet Union starts the game with incredibly backward technology, poor practical experience, and very limited leadership. Some of the Soviet Union's best starting commanders are in the Northeast, around Leningrad and Finland: Soviet leaders that quickly gain experience and are good for leveling up are: At the start of the 1936 scenario, the OOB is a mess and there is time to reorganize it much more efficiently. Three Year Draft: Manpower: 25%; Officer Recruitment: 25%. 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. Non-democratic Germany, Italy, Japan, United Kingdom: 4 slots, plus 1 additional possible via national focus. By October, 1938 it is possible to put the Soviet Union on a War Economy. Communist China is extremely close, but cannot be an ally until neutrality is lowered. In this sense, while the front line divisions take a beating and extract German casualties, the rear lines improve in defensive strength. 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. Español - Latinoamérica (Spanish - Latin America). 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 develop your country, build factories, create armies and conquer. The two artillery techs are essential for infantry support brigades and improved SPART brigades. 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. The line may run from Leningrad to Minsk around the marshes to Kiev and then down and anchored on the black sea. Guess I have to nuke them.. Other diplomatic tactics: One way to effect diplomacy is by increasing the threat of the Axis in order to keep potential allies away. The overriding strategic imperative for the Soviet Union is continental domination. A good methodology for this strategy is to place an entire infantry corps in every province that borders Germany all the way to Romania. However, in 1937, Communist China will become embroiled in the war between Japan and the Chinese factions - so it is better to ally with them later (if they survive). Germany, China, and other nations will sell supplies. Right, a naval invasion would be a total disaster. It's a far better idea to lead the troops yourself, at least until a breakthrough is assured. Kleine Multiplayerecke für Hearts of Iron III Moderator: Moderatoren. It's wise to build industry beyond the Urals, where no bombers can reach it. Proper selection of a nation to play is essential to learning the game. This is the quickest option that should most likely be backed by heavy air support. Infantry: The backbone of the Soviet army, the core infantry technologies should always be up to date. This strategy depends on high mobility, so that defensive lines can fluctuate and change based on breakthroughs. There is still is hope. Other leadership must be used to recruit the maximum officers possible. Paratroopers can very will be used as the Persian troops tend to concentrate on the Soviet Border. If you can spare the research, try to get to heavy armour. Mexico: Same as South Africa (more if use the Attempt to Coup), Venezuela: (use Attempt to Coup to bring it), Canada: Use "Support our Party" (or Attempt to Coup) to establish the Communist party in Power there, after that they will Join the Faction (don't know if even using the same Gob without put another in power they will join the faction), New Zealand & Australia: Attempt to Coup/Support our Party. 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). Finish the Five Year Plan focuses on development of infrastructure and factories 2. Hope you have a good time playing USSR they are one of the funnest countries to play as a alternative towards Germany. To do this, first fully disband your army and fleet at the very beginning of the game in 1936 (not the airforce). Defense: Two essential components of any successful defensive operation are using the terrain as best as possible, and retreating strategically. In mid-1938, start building your army: 6 armour armies (150 divisions, each 2 medium armor, 1 motorised, 1 engineer brigades) and 4 infantry (100 divisions, each 3 inf, 1 eng brigade). 1 id 1 - 10. To wage war having a good strategy is crucial. Depending on the threat from overseas it may also be necessary to spend some time initially on counter-espionage work. Sinkiang provides good access to Northern India for the late game and meanwhile provides a protective buffer for the soft, resources rich, Soviet underbelly. While real progress in the dead of winter will not occur, a war of attrition will start. The center has forest and marsh; while the south is open plains: an excellent area of operations for mechanized corps. Economy Management in Hearts of Iron III Starting at the top of the right half and working down, the column on the left (in the blue rectangle) shows our resources, supplies, money, fuel and their daily rates of change. 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. Much of the land is flat and densely forested. I am scared about this as well. Which is a completely disastrous event. They are hostile from the very first possible playing year, https://hoi3.paradoxwikis.com/index.php?title=Soviet_Union&oldid=6983. 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). Beware, however, that urban areas completely enveloped will fall quickly. From Hearts of Iron 3 Wiki. 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. It is wise to choose between CAS and TAC concentration, since both have divergent air doctrine trees. 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. Note that it may be advantageous to avoid this law to take advantage of building reserve units extremely cheaply. The key to this is getting neutrality is low enough to be able to DOW at will. This is a community maintained wiki. 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. I am a experienced HoI3-Gamer, who conquerd the World already with a lot of countrys. Brazil is an interesting choice. Novelties aside, the Soviet Union is one of the most entertaining nations to play as in Hearts of Iron IV. Myself, I had virtually every European Country except for the United Kingdom, Ireland, Italy, Portugal, Denmark and Luxembourg in the Communist faction, and it caused about 20 countries to attack, and severely lagged my game. The Soviets will be able to keep those provinces. Building infrastructure is beneficial to the USSR for two reasons. All rights reserved. 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. Meanwhile, the best axis for a counterattack are in the Southern plains of the Ukraine, and the Northern forests of the Baltic states. 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. 36 in Group Chat. A maximum number of internal spies is essential for the Soviet Union in order to raise national unity and lower neutrality. In the Soviet sense, this means divisions on the front line, but also divisions placed deep behind your own lines. From the start, build 2-3 rounds of IC, and only IC. 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. First of all, thank you both for the comments. Secondly, infrastructure is useful in key provinces that will see heavy fighting: prolonged fighting reduces infrastructure, which in turn reduces unit regain of organization. For weaknesses, its leadership pool is proportionally rather small, it starts off with often backwards technologies, and the best laws are unavailable. 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. 1. Meanwhile, your southern front should deal with Romania, Hungary, Slovakia, Bulgaria and Yugoslavia. Meanwhile, strategic bombers make for an interesting consideration: although this requires a huge research concentration, strategic bombers can be useful in disrupting German supply lines. If you have any ideas about it - tell it to me ;-). Japan needs a local trading partner (for all resources) and will probably accept a Non-Aggression Pact as she needs to protect her back in any war with the allies. Transfer Industry to Siberia Italy first Vlassov, Timoshenko, Rybalko, Krylov, Grechko, Kolpakchi, Ivanov I.I. Lets play Hearts of Iron 3 (HoI3) as the USSR live with the newest version of the Blacker ICE mod. It is beneficial to start this war immediately, as it will provide essential changes in laws: Deliver Ultimatum to the Baltic States: 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 series is live streamed every Monday at 4pm EST. The USA begins with a peacetime penalty of -50% IC and -50% Officer recruitment, but reducing neutrality will eliminate these obstacles (eventually gaining +50% IC and +25% Officer recruitment). Get Bessarabia back to the Motherland from Romanians. Accept the Molotov-Ribbentrop treaty, and annex Baltics. Do not forget to choose the best commanders for armour, especially the ones with the battle master trait. If Germany has created a puppet in Slovakia, the Soviets can and should annex that country. Bring some infantry with engineers for assaulting river crossings though, because this is where your tanks might get held up. Level 2-4 in each province, with 2-4 infantry division on each province (Artillery/Anti-Tank in all provinces). Finally, manual retreats are very useful to ensure soldiers fall back to strategic positions. Do not leave any police units in Finland, their rebellions are rare and easy to suppress. you'll get massive mp event if you let the germans into the country. you need 30% surrender i guess. 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. Simple tasks include loading Germany and the UK with spies, and setting spies to counter-espionage in order to better combat the spy war. Tipps und Tricks / der Guide . Logistic strikes and counter-airbase attacks can be used very effectively in support of Army goals, however. 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. 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. Your IC should be somewhere in the 700-800s, and you leadership pool in the 50ies. The purpose of defense in depth is to have multiple layers of defense. 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. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. The rest of IC spend on 9 cruisers, 3 battleships and some additional planes. Hearts of Iron III. Fighters: The most essential component of the Red Airforce are fighters to defend against German bombers. Armor divisions can be used to augment weak spots in the line (e.g. Get almost all this land army near Finnish borders, tanks in two bordering regions near Leningrad (yes, all 150 divisions), 2 infantry armies along the Karelia/ Finland border, and 2 other inf armies at the border with Japan. The states include: Claim Bessarabia: These two spearheads can merge in Poland and create a fairly large encirclement of German forces in the marshes of Byelorussia. Sinkiang is also fairly close in alignment and has slightly more IC/resources than Communist China. 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. … See: Soviet Union military leaders for more details. This all should end somewhere around December 1940 or so. To fuel this juggernaut, start buying resources from the US in 1936. Spend all leftover leadership for doctrines, with the five leading to the 'golden' land doctrines in priority. Hearts of Iron 2 Wiki Active Wikis. You need to conquer it to get a very valuable Finnish gulf leadership bonus. Menu. It may be a good idea to become familiar with the information displayed, the various button and tab names, and the functions of those buttons and tabs before clicking the game Play button. von Homerclon » 21. Any general advice would be appreciated. A Navy is only useful if the Union decides to wage war against the Allies after defeating Germany. The Soviet Union will lose -3 neutrality. Meanwhile, have other troops conquering Chinese states for you (we need the joining Axis, not the Allies). 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. Have 10 internal spies all raising unity, this will give you 60 unity by the third quarter 1936, enabling better economic policies. Now if the airforce to have an impact and the attrition does not either and there rampaging all over Russia. It's not a fast strategy, but it works. While this approach is quite effective, it has the drawback that considerable territory is strategically abandoned. Unholy Alliance: Historical Decision Plus Formal Alliance with Germany. It provides a 22 gain in national unity, five dissent, and the loss of some 41 military leaders. All Discussions ... historic way, but cheese tactics like early conquer USSR or UK ruins the game fun by turn it to easy faceroll. Bandit17 . 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. This is a key tactic in sapping German manpower. Hearts of Iron III. If you spot a mistake then you are welcome to fix it. China must stand alone: Gain 5 neutrality. Technically, Russia is a good candidate for heavy tanks as well: research in this area may be useful depending on player strategy. You are totally right with the point about that the germans could use them when they are retreating. Turkey begins the game a long distance from the USSR. Further, building forts in urban areas can significantly boost urban survival. From Hearts of Iron 4 Wiki. I usually go with building a fortified line behind some of the rivers faily deep within Russia. Full Mobilization: no IC penalty; while a war economy is possible in late January, 1937. The best way for the Soviet Union to spend money is through buying supplies. 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. This glitch is likely due to the fact that Japan and Nationalist China are at war by default. 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. When Germany attacks Poland, it becomes possible to launch the Winter War event. 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. The USA starts with a solid navy, but is exceedingly weak in most other regards. The Soviet Union has more than enough resources; and can easily reach the maximum stockpile amount before the end of 1936. Influencing Sinkiang at this time will bring them into the Comintern quickly and cheaply. Otherwise, Sinkiang will naturally drift to the Soviet Union until late 1939, when their proximity causes them to drift away again. Meanwhile, urban areas make for excellent. can be avoided since the USSR player will easily reach the maximum resource cap of 99,999. The player receives 22 IC, 4 unity, and 100 manpower. USA, democratic Germany: 4 slots, plus 2 additional possible via national focus. 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. Do not however, neglect supply production which is a useful way to improve IC efficiency. Construction of industry should end in mid 1938, and you should have about 450-500 IC by then. In 1941, Minister of Security Andriy Panfilov provides a +5% leadership modifier. Service by Requirement is available. Brasil/Argentina: (1) Conquer all of South America. Molotov is also useful as Foreign Minister. 1. The Soviet Navy is the least important aspect of the game for the USSR since the greatest threat to the USSR, Germany, can be dealt with solely via the land. 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The Molotov line can bend, it has to fight on two fronts 60 unity by the quarter! Fuel this juggernaut, start buying resources from the beginning of the … 'll.
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