Command group

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For naval command groups, see fleets.

A command group is a collection of divisions that can be assigned to and led by a commander. A command group is tied to the theater in which it operates.

Command groups can be assigned to a front and given orders through the battle plans interface.

Battle plan[edit]

Main article: Battle plan

Battle plans are a mechanic to give orders to command groups (an army or army group) as a whole or may include different specific orders for different parts of the command group.

An army group can be commanded like any other group of units and simply given a right-click move order to a destination. However, they fight better if they are given "plans" – a general order that is coordinated along a front, either to advance, defend or make an orderly withdrawal. Once the player hits the execute button, the AI will direct forces through the plan, although the player can still micromanage to correct the AI and for complex maneuvers such as encircling. The player may also decide whether the AI should act carefully, balanced or rushed.

When selecting a command group, the player will see a row of general orders appear at the bottom of the screen. Each of these has rollover text that explains in detail how to use this instruction.

Commander[edit]

Command groups may be assigned a commander, increasing their effectiveness in combat.

Additional commanders can be recruited at a cost of 5 Political power.png political power for each existing commander of the same type (admirals do not count when recruiting generals, or vice versa). Commanders cannot normally die or be dismissed, though some country-specific events will remove particular historical commanders.

Ranks[edit]

There are two ranks of commander:

General[edit]

Generals can command up to 24 divisions effectively. Above this limit, their bonuses and XP gain are reduced proportionally. Their traits are more oriented towards combat strength. Generals may be promoted to Field Marshals at the cost of one skill level and all their positive traits (in effect everything except "Old Guard").

Field Marshal[edit]

A Field Marshal can command an unlimited number of divisions. Their traits are oriented towards controlling many divisions. For example, one Field Marshal could command all city garrison, coastal defense, security, anti-partisan, and strategic reserve divisions, which might total in the hundreds for a large country, as well as troops actively in combat. The Field Marshal's battle plan can include various different battle planner orders for different groups of divisions that can be separately activated (by shift-click) without activating the entire battle plan.

For a list of commanders by country, see List of commanders.

Skill level[edit]

Commanders can have a skill between 1 and 10. Each level provides a +5% combat bonus to troops.

Experience[edit]

Commanders gain experience when the units under their command engage in combat. With enough experience, they will advance a skill level. The rate of XP gain is proportional to the total number of divisions engaged times the number of combats.

XP type Division-combat-hours per XP
General trait 25
General level 50
Field Marshal trait 200
Field Marshal level 400

Traits[edit]

Each commander may have a number of traits, represented by medal icons. Traits are acquired when units do a certain action in combat; for instance, if an army under a general manages to encircle and destroy an amount of enemy divisions, the general may acquire the 'trickster' trait which boosts reconnaissance.

General[edit]

Trait Effect Action required XP required
Old Guard.png Old Guard −25% Leader experience gain
0%+1 Max Entrenchment
Not gainable. Isn't lost when promoted.
Trickster.png Trickster +25% Reconnaissance The general or their opponent is flanking 500
Winter Specialist.png Winter Specialist −50% Winter attrition Temperature is under -10° 500
Engineer (trait).png Engineer RiverRiver:
+10% Attack
Attacking a fort or across a river 1000
Fortress Buster.png Fortress Buster FortFort:
+20% Attack
Attacking a fort 700
Panzer Leader.png Panzer Leader 0+5% Armor speed
+10% Armor Division Attack
40% hardness or more 700
Commando.png Commando −50% Out of supply Temperature is under -10° or in a paradropped/amphibious attack 700
Desert Fox.png Desert Fox DesertDesert:
0+5% Movement
+10% Attack
+10% Defense
Fighting in desert 700
Swamp Fox.png Swamp Fox MarshMarsh:
0+5% Movement
+10% Attack
+10% Defense
Fighting in marsh 700
Mountaineer.png Mountaineer MountainMountain:
0+5% Movement
+10% Attack
+10% Defense
Fighting in mountain 700
Hill Fighter.png Hill Fighter HillsHills:
0+5% Movement
+10% Attack
+10% Defense
Fighting in hills 700
Jungle Rat.png Jungle Rat JungleJungle:
0+5% Movement
+10% Attack
+10% Defense
Fighting in jungle 700
Ranger.png Ranger ForestForest:
0+5% Movement
+10% Attack
+10% Defense
Fighting in forests or hills. 1000
Urban Assault Specialist.png Urban Assault Specialist UrbanUrban:
0+5% Movement
+10% Attack
+10% Defense
Fighting in urban terrain 700
Invader.png Invader +30% Amphibious invasion speed
−30% Invasion Preparation Time
In amphibious invasions 100
Bearer of Artillery.png Bearer of Artillery +15% Artillery Attack Not gainable. Only available to Wojtek by the event “Wojtek Never Drops A Crate”.

Field Marshal[edit]

Trait Effect Action required XP required
Old Guard.png Old Guard −25% Leader experience gain
0%+1 Max Entrenchment
Not gainable. Isn't lost when promoted.
Logistics Wizard.png Logistics Wizard −20% Supply consumption Lack of supply during combat 1000
Offensive Doctrine.png Offensive Doctrine −10% Own Combat Width Being the attacker 1000
Defensive Doctrine.png Defensive Doctrine +30% Max Entrenchment Being attacked 1000
Fast Planner.png Fast Planner +10% Planning Speed Winning without max planning
Incompatible with Thorough Planner
1000
Thorough Planner.png Thorough Planner +10% Max planning Winning with max planning
Incompatible with Fast Planner
1000
Organization First.png Organization First 0+2% Reinforce Rate Winning with at least 2 reserves 1000
Charismatic.png Charismatic +10% Division Recovery Rate Winning with less combat width than opponent 1000

Exercise[edit]

Military exercises including drill, weapons practice, and field maneuvers are a less deadly way to gain experience than combat, although at some level there is no substitute for experiencing combat conditions. Any command group may exercise, which can provide two separate benefits. While exercising, the divisions gain experience until they reach regular status, after which they need combat experience to improve further. The country, however, gains land combat experience whenever troops that are trained or better are conducting an exercise Such experience is needed to edit or create new divisions. Training is one way to provide needed land experience while at peace. Commanders do not gain experience from exercising, only combat time.

While in an exercise, divisions have a 6% increase in attrition of their equipment. Their organization is set to 20%[1] and may take about a week after they stop to fully recover. Note that arming fresh troops with older weapons from inventory (by setting their division template equipment button setting to use the older equipment) conserves more expensive current weapons for combat units. To help with this, it is sound practice to attach all divisions that need exercising to a training Army during the training period by using the Army View (hotkey "o") to click or shift-click to select all those needing training and then right clicking on the training army icon to assign them there before giving the exercise order at the army command level. By checking periodically, the same process can be used to re-assign back the divisions that have completed their intended training.

Footnotes[edit]

  1. See in /Hearts of Iron IV/common/defines/defines.lua