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| {{Version|1.9}} | | {{Version|1.9}} |
| {{LandWarfareNavColumn}} | | {{LandWarfareNavColumn}}<!--<embedvideo service="youtube" alignment="right">https://www.youtube.com/watch?v=JRkkqv6B7I8</embedvideo>--> |
| <embedvideo service="youtube" alignment="right">https://www.youtube.com/watch?v=JRkkqv6B7I8</embedvideo> | | '''作战计划'''('''Battle plan''' )是一種能帮助玩家看到他们的部队会如何前进攻重要的工具, 可以让AI控制玩家的部队并授予其[[ 作战计划#Planning bonus| 计划加成]] 。操纵部队并不一定要用计划来执行,但使用它能帮助玩家减少微操以及增加游戏流畅性。 |
| 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|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.
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| 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.
| | 如果有需要的话, 在一个集团军内的不同部队可以被分配至不同的作战计划. 在这種情况下,玩家将需要手动把部队分配至各作战计划中, 否则部队将会被规划到第一条划出的计划。 |
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| 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 he thinks 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.
| | 举个例子, 如果你要大举入侵意大利的话,你可以在对方忙于在南方作战时的空档创造一个由北部攻击的作战计划,作战的目的是联合南方的军队摧毁敌方军队。玩家可以设置并在合适的时候分批激活一个或更多的登陆/空降以及陆军攻击计划。一些计划也许是计划被同时激活,也可能分批连续激活。 如果要激活特定的计划,只需SHIFT+左键点击该计划就能激活。玩家也能在计划激活前或激活后改变该计划的性质,玩家可以借此把集团军内不同部分的部队分配到不同的任务中以配合整体计划,就像在二战中不同的陆军军队执行不同的任务一样。你可以选择不用这些功能,但在某些你要同时或分批激活的时刻这些功能是很有用的。 |
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| To make a battle plan for offensive land operations, the player must first define a [[#Front line and offensive line|Front Line]] – this is the point from which the army group will begin operations. Select the Front Line button or the hotkey z, then click on or draw a line on the map along a national border or the current line between opposing forces to indicate where the army's currently selected divisions will assemble. Then click the [[#Front line and offensive line|Offensive Line]] button (a line with an arrow) or the hotkey x and draw the front to which the armies should advance from the current Front Line.
| | 如果玩家要創建陸軍的進攻計劃,首先要創建一條[[ 作战计划#Front line and offensive line| 前綫]]-這是陸軍開始執行計劃的地方。点击'前綫'图标(或者Z鍵),然后再你和對方的國境綫/戰鬥區域上畫一條綫,這條綫代表了你選擇的部隊集結的地方。最后点击'進攻綫'图标'( 或者X鍵)(图标是一個箭頭) 然后畫一條指示陸軍該由此處往何處進攻的綫。 |
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| == Drawing battle plans == | | == 使用战斗计划== |
| {{SVersion|1.9}} | | {{SVersion|1.9}} |
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| The battle plan tools can be accessed via the '''battle plan toolbar''' that opens when an army (a general) or an army group (a field marshal) is selected.
| | 各種戰鬥計劃可以在 ''' 战斗计划工具栏''' 看到,要使用战斗工具栏只要在以經在一個集團軍或其控制之下的部隊就能看到。 |
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| [[File:Battleplanwindow.png]] | | [[File:Battleplanwindow.png]] |
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| For the buttons
| | 這些按鈕分別是 |
| * [[File:Exercise.png]] '''Exercise'''
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| * [[File:Divisions assignment mode button.png]] '''Divisions assignment mode'''
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| * [[File:Unassign divisions button.png]] '''Unassign divisions'''
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| * [[File:Edit mode button.png]] '''Edit mode'''
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| * [[File:Delete order button.png]] '''Delete order'''
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| see the article [[Hotkeys#Battleplan_hotkeys]].
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| With the button
| | *[[File:Exercise.png]] '''演习''' |
| * [[File:Execute battle plans balanced.png]] '''Execute battle plans balanced''' | | *[[File:Divisions assignment mode button.png]] ''' 师分配模式''' |
| the player can select if the battle plan is executed [[File:Execute battle plans carefully.png|22px]]'''carefully''', in [[File:Execute battle plans balanced.png|22px]]'''a balanced manner''' or [[File:Execute battle plans agressively.png|22px]]'''aggressively'''.
| | *[[File:Unassign divisions button.png]] ''' 取消师分配''' |
| | *[[File:Edit mode button.png]] ''' 编辑模式''' |
| | *[[File:Delete order button.png]] ''' 删除命令''' |
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| The use of the buttons
| | 詳細請見 [[Hotkeys#Battleplan_hotkeys]]. |
| * [[File:Naval invasion button.png]] '''[[#Naval invasion|Naval invasion]]''' | | |
| * [[File:Paratroop button.png]] '''[[#Paradrop|Paradrop]]''' | | 用這些按鈕 |
| * [[File:Front line button.png]] '''[[#Front line and offensive line|Front Line]]''' | | |
| * [[File:Offensive line button.png]] '''[[#Front line and offensive line|Offensive Line]]''' | | *[[File:Execute battle plans balanced.png]] '''平衡地執行作戰計劃''' |
| * [[File:Spearhead button.png]] '''[[#Spearhead|Spearhead]]''' | | |
| * [[File:Fallback line button.png]] '''[[#Fallback line|Fallback line]]''' | | 玩家可以選則戰鬥計劃是被 [[File:Execute battle plans carefully.png|22px]]'''小心谨慎地,''' [[File:Execute battle plans balanced.png|22px]]'''平衡地''' 或 [[File:Execute battle plans agressively.png|22px]]'''激进地''' 执行 |
| * [[File:Garrison area button.png]] '''[[#Defense area|Defense area]]''' | | |
| is described in the following sections.
| | 這些按鈕的用途 |
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| | *[[File:Naval invasion button.png]] [[ 作战计划#Naval invasion| 海军入侵]] |
| | *[[File:Paratroop button.png]] [[ 作战计划#Paradrop| 空降]] |
| | *[[File:Front line button.png]] [[ 作战计划#Front line and offensive line| 前线]] |
| | *[[File:Offensive line button.png]] [[ 作战计划#Front line and offensive line| 进攻线]] |
| | *[[File:Spearhead button.png]] [[ 作战计划#Spearhead| 穿插线]] |
| | *[[File:Fallback line button.png]] [[ 作战计划#Fallback line| 防御线]] |
| | *[[File:Garrison area button.png]] [[ 作战计划#Defense area| 区域防卫]] |
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| | 將會在接下來的部分介紹。 |
| {{clear}} | | {{clear}} |
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| == Naval invasion == | | == 海軍入侵== |
| [[File:Naval invasion order.png|600px|right|thumb|A naval invasion order from Dunkerque to Dover and the adjacent provinces.]] | | [[File:Naval invasion order.png|600px|right|thumb|A naval invasion order from Dunkerque to Dover and the adjacent provinces.]] |
| [[File:Naval invasion button.png]] A naval invasion is an amphibious attack on enemy territory. It is a very powerful tool to open up new fronts against an enemy where he least expects them. | | [[File:Naval invasion button.png]] 一個海軍入侵是一個在敵方沿海地區登陸并令敵人出其不備然后開啓第二戰場的有力工具。 |
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| When selecting a naval invasion order, the player will be asked to left-click on a province with [[naval base]] as point of departure. There the army will gather for the assault. And right-click on the enemy province(s) to invade.
| | 當玩家想要創建一個海軍入侵計劃時,首先要點擊一個有[[ 建设|港口]] 的沿海省份作爲出發點。被選擇執行任務的軍隊會在那集結,然后在要入侵的沿海省份上按右鍵就能創建一個入侵計劃。 |
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| Naval invasions may be launched from any friendly port that the player has access to. This means that an invasion can be launched on enemy territory from the port of an ally that is not at war with the enemy.
| | 海軍入侵可以在友軍港口創建,這意味著玩家可以在一個同盟國或擁有军事通行权的國家的港口開始入侵,同時玩家也可以在一個未和敵方國家交戰國家的港口創建并開始海軍入侵。 |
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| === Capacity === | | === 海軍入侵上限=== |
| {{anchor|Naval Invasion Capacity}} | | {{anchor|Naval Invasion Capacity}} |
| The total number of divisions assigned to naval invasions of a country is limited by its [[file:Naval Invasion Capacity.png|x22px]] Naval Invasion Capacity. The capacity is determined by the [[naval technology|naval technologies]] of the 'transports' branch. The base value is zero, which means that the technology “Transport Ship” must be researched before divisions may be assigned to a naval invasion.
| | 一個海軍入侵計劃可分配最高的軍隊數量由[[file:Naval Invasion Capacity.png|x22px]] 海軍入侵上限影響。入侵上限由[[Naval technology| 海軍科技]] 中的“運輸”分支影響。海軍入侵上限的基礎值是0 ,這意味著玩家需要先研究' 運輸船' 科技才能把部隊分配到海軍入侵命令。 |
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| {| class="mildtable" | | {| class="mildtable" |
| ! Year | | ! 年份 |
| ! [[file:Naval Invasion Capacity.png|x22px]] | | ![[file:Naval Invasion Capacity.png|x22px]] |
| ! Technology | | ! 科技 |
| |- | | |- |
| | 1922 | | |1922 |
| | style="text-align: right;" | {{green|+10}} | | | style="text-align: right;" |{{green|+10}} |
| | {{iconify|Transport Ship}} | | |{{iconify|Transport Ship|link=運輸船}} |
| |- | | |- |
| | 1940 | | |1940 |
| | style="text-align: right;" | {{green|+40}} | | | style="text-align: right;" |{{green|+40}} |
| |{{iconify|Landing Craft}} | | |{{iconify|Landing Craft|link=登陸艇}} |
| |- | | |- |
| | 1944 | | |1944 |
| | style="text-align: right;" | {{green|+100}} | | | style="text-align: right;" |{{green|+100}} |
| | {{iconify|Advanced Landing Craft}} | | |{{iconify|Advanced Landing Craft|link=先進登陸艇}} |
| |} | | |} |
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| The naval invasion order that has more divisions assigned than the Naval Invasion Capacity limits will not take place. The arrow on the map appears but with the text ''“No divisions 0 Transports ”''. The assigned divisions keep their {{nowrap|{{red|!}} red}} exclamation mark which indicates that they have no orders.
| | 當超過入侵上限數量的部隊被分配至一個海軍入侵命令時將不會有部隊被分配至該命令,顯示入侵命令的箭頭會出現但會顯示“無運輸部隊 ” 和“0運輸船”,被分配到此命令的軍隊旁會出現一個{{nowrap|{{red|!}} 紅色驚嘆號}} 以顯示他們沒被分配至任何命令。 |
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| Country's invasion capacity is measured in division number, not in their total weight or combat width. Wider and more powerful division templates allow to execute stronger invasions.
| | 一個國家的入侵上限是由部隊數量計算而不是部隊戰鬥寛度或重量決定,因此你能用更強的部隊來執行大規模海軍入侵。 |
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| === Preparation time === | | === 準備時間=== |
| 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.
| | 海軍入侵需要時間準備,準備時間由運輸科技和部隊輸量決定。如果玩家擁有第一級的運輸科技(運輸船), 一個部隊將會花上7天去準備而10個部隊將花費70天,而擁有登陸艇科技(1940) 將能把準備時間減半。 |
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| The planning will proceed immediately, even while the divisions are still on their way to the departure port.
| | 無論部隊是否到達開始入侵的港口計劃都會開始準備。 |
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| It is possible to prepare several invasions from different ports in parallel, even to the same target province(s), saving on total preparation time.
| | 玩家也可以由多個港口計劃入侵同一個沿海省份, 反而逆之。 |
| It is also possible to prepare several invasions to different target provinces from the same port.
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| === Convoys === | | === 運輸船=== |
| 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 [[Land units by unit|weight]]; the weight is equivalent with the amount of convoys require to ship over one division. The amount of convoys required is rounded up. Technology may decrease the amount of convoys required for an invasion.
| | 你需要足夠運輸船來運輸部隊到陸地無法到達的地區。運輸一個部隊所需的運輸船數量由[[Land units by unit| 重量]] 決定(數值如有小數點將會四舍五入),相關科技將會減少所需運輸船. |
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| {| class="wikitable" width=100% | | {| class="wikitable" width="100%" |
| ! Weight || 0.1 || 0.5 || 0.7 || 1.0 || 1.2 || 1.5 || 1.7 | | ! 重量||0.1||0.5||0.7||1.0||1.2||1.5||1.7 |
| |- style="vertical-align: top;" | | |- style="vertical-align: top;" |
| ! style="vertical-align: middle;" | Battalion | | ! style="vertical-align: middle;" | 營 |
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| * Support companies | | * 支援連 |
| | {{MultiColumn| | | |{{MultiColumn| |
| * Anti-Air | | * 防空支援连 |
| * Anti-Tank | | * 反坦克支援連 |
| * Artillery | | * 炮兵 |
| * Cavalry | | * 騎兵 |
| * Infantry | | * 步兵 |
| * Mountaineers | | * 山地步兵 |
| * Marines | | * 海軍陸戰隊 |
| * Motorized Rocket Artillery | | * 自走火箭炮 |
| * Paratroopers | | * 傘兵 |
| * Rocket Artillery | | * 火箭炮 |
| |2}} | | |2}} |
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| * Motorized | | * 摩托化步兵 |
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| * Light SP Anti-Air | | * 輕型自走防空炮 |
| * Light SP Artillery | | * 輕型自走火炮 |
| * Light Tank | | * 輕型坦克 |
| * Light Tank Destroyer | | * 輕型坦克殲擊車 |
| * Mechanized | | * 機械化步兵 |
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| * Medium SP Anti-Air | | * 中型自走防空炮 |
| * Medium SP Artillery | | * 中型自走火炮 |
| * Medium Tank | | * 中型坦克 |
| * Medium Tank Destroyer | | * 中型坦克殲擊車 |
| | {{MultiColumn| | | |{{MultiColumn| |
| * Heavy SP Anti-Air | | * 重型自走防空炮 |
| * Heavy SP Artillery | | * 重型自走火炮 |
| * Heavy Tank | | * 重型坦克 |
| * Heavy Tank Destroyer | | * 重型坦克殲擊車 |
| * Modern SP Anti-Air | | * 現代自走防空炮 |
| * Modern SP Artillery | | * 現代自走火炮 |
| * Modern Tank | | * 現代坦克 |
| * Modern Tank Destroyer | | * 現代坦克殲擊車 |
| |2}} | | |2}} |
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| * Superheavy SP Anti-Air | | * 超重型自走防空炮 |
| * Superheavy SP Artillery | | * 超重型自走火炮 |
| * Superheavy Tank | | * 超重型坦克 |
| * Superheavy Tank Destroyer | | * 超重型坦克殲擊車 |
| |} | | |} |
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| === Naval intel efficiency === | | === 海軍情報獲取效率=== |
| [[File:Naval intel efficiency.png|450px|right|thumb|Seazone property window showing 80.20% ''naval intel efficiency'' when you hover over the naval supremacy bar.]] | | [[File:Naval intel efficiency.png|450px|right|thumb| 当你将鼠标停留海军优势栏上时,海上区域属性窗口显示''海军情报效率为'' 80.20% '' 。'']] |
| To be able to get [[#Naval supremacy|naval supremacy]], you have to have at least {{hover|NIntel.NAVAL_SUPREMACY_INTEL_LOW|30%}} ''naval intelligence efficiency''.
| | 如果玩家要獲得[[ 作战计划#Naval supremacy| 制海權]] ,就要至少有30% 的海軍情報。 |
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| | 当你点击一个海上区域,你可以在海上区域的属性窗口看到'' 海军情报获取效率'' 的值。你需要将鼠标停留海军优势栏上。或者,你可以在[[Map#Strategic navy map mode|海军战略地图模式]](快捷键F2),将鼠标停留在海上区域。 |
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| 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 [[Map#Strategic navy map mode|strategic navy map mode]] (accessible with the {{key press|F2}} button).
| | '' 海军情报获取效率'' 和你从与之'''交战'''的国家获得的情报,以及这个国家在该海上区域是否'''部署舰艇'''有关。如果你没有处于战争状态,你在任何地方的''海军情报效率''都是100%。如果你与一个国家交战,你在这个国家没有舰艇的海上区域(敌国优势值为0)的''海军情报效率''也是100%。如果这个国家在该海上区域有舰艇(敌国优势值〉0),''海军情报效率''等于你从这个国家获得的情报。 如果你和多个国家交战,超过一个国家在某个海上区域有舰艇,''海军情报效率''取决于这个海上区域海军优势最大的那个国家。 |
| | [[File:Intel ledger navy.png|550px|right|thumb|{{icon|lar}} [[La Résistance| 抵抗运动]] 情报架海军标签显示皇家海军的细节。]] |
| | '''适用于DLC {{icon|lar}} [[La Résistance|抵抗运动]]''',你获得的某个国家的情报,可以在这个国家的情报架上看到。 当你把鼠标移到情报架的海军部分,你可以看到海军情报是怎么计算的。 |
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| 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.
| | 有好几个因素影响'' 海军情报效率'' 。敌国'' 海军情报效率'' 以百分比0到100表示,是下列因素的总和: |
| [[File:Intel ledger navy.png|550px|right|thumb|{{icon|lar}} [[La Résistance]] intel ledger navy tab showing details about the Royal Navy.]]
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| '''With the DLC {{icon|lar}} [[La Résistance]]''', 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.
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| 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:
| | ''' 影响海军情报效率的公共因素:''' (无论有没有DLC抵抗运动) |
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| '''Common factors on ''naval intel efficiency'': ''' (With and without La Résistance)
| | * 敌国[[Ideology|意识形态]] (民主主义:20% ,中立主义:20% ,共产主义:12.5% ,法西斯主义:10% ) |
| * Enemy [[Ideology]] (Democratic: 20%, Non aligned: 20%, Communist: 12.5%, Fascist: 10%) | | * 敌国[[Trade law|贸易法案]] (自由贸易:20% ,专注出口:10% ,有限出口:5% ,封闭经济:0% ) |
| * Enemy [[Trade law]] (Free trade: 20%, Export focus: 10%, Limited exports: 5%, Closed economy: 0%) | | *[[Radar|雷达]] 覆盖度(覆盖''' 任何''' 有敌国舰艇海域的雷达可以提供最多20% 的'' 海军情报效率'' 。每个雷达收集的海军情报每个国家只有一个值,而不是每个海域一个值。英国从每个覆盖英吉利海峡的雷达所收集的海军情报可以提供关于海上入侵地中海的海军的'' 海军情报效率'' 。) |
| *[[Radar]] coverage (Radars that cover '''any''' seazone with enemy ships on missions, can provide up to 20% ''naval intel efficiency''. Naval intel gathered per radar is only one value per country, not per seazone. Naval intel about the UK gathered per radar that covers the english channel can provide ''naval intel efficiency'' for a naval invasion in the Mediterranean Sea.) | | * 正在与之发生战斗的敌[[navy|海军]] (从海战中获得的海军情报每周大约下降0.2% ) |
| *Fighting the enemy [[navy]] (Naval intel gained from naval battles decays by around -0.2%/week.) | |
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| '''Factors on ''naval intel efficiency'' only with the DLC {{icon|lar}} [[La Résistance]]:''' | | ''' 有DLC{{icon|lar}} [[La Résistance|抵抗运动]] 时,影响海军情报效率的因素:''' |
| * [[Spy networks]] (up to 40%)
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| * [[Operations]] (''Infiltrate navy'' 10%)
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| * [[Cryptology|Decrypted enemy ciphers]] (passive bonus 10% and 30 days bonus 50%)
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| * Intel from faction members (30% of the intel difference)
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| * Captured enemy [[operative]]s.
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| The ''Naval Department'' upgrade to [[Intelligence agency]] boosts the ''naval intel efficiency'' by +25% of its total value, i.e. it is multiplied by 1.25.
| | *[[Spy networks|间谍网络]] (最多40% ) |
| | *[[Operations|渗透]] (渗透海军10%) |
| | *[[Cryptology|解密敌方密码]] (被动加成10%以及30天加成50%) |
| | *来自派系内杠成员的情报(情报差异的30%) |
| | *被捕的敌方[[operative|密探]]。 |
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| '''Factors on ''naval intel efficiency'' only without the DLC La Résistance:''' | | [[Intelligence agency|情报机构]] '' 的海军部'' 能提高'' 海军情报效率'' 25%,也就是乘上1.25。 |
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| * Own [[Decryption]] level and enemy [[Encryption]] level | | '''没有DLC抵抗运动时,影响海军情报效率的因素:''' |
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| | * 我方[[Decryption|解密]] 水平和敌方[[Encryption|加密]] 水平 |
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| :{| class="wikitable" | | :{| class="wikitable" |
| |- | | |- |
| ! | | ! |
| ! | | ! |
| ! colspan="4" | Own Decryption level | | ! colspan="4" |'''我方解密水平''' |
| |- | | |- |
| ! | | ! |
| | style="width: 3em;" | | | | style="width: 3em;" | |
| | style="width: 3em;" | '''0''' | | | style="width: 3em;" |'''0''' |
| | style="width: 3em;" | '''1''' | | | style="width: 3em;" |'''1''' |
| | style="width: 3em;" | '''2''' | | | style="width: 3em;" |'''2''' |
| | style="width: 3em;" | '''3''' | | | style="width: 3em;" |'''3''' |
| |- | | |- |
| ! rowspan="4" | Enemy Encryption level | | ! rowspan="4" | 敌方加密水平 |
| | '''0''' | | |'''0''' |
| | 0% | | |0% |
| | 30% | | |30% |
| | 45% | | |45% |
| | 60% | | |60% |
| |- | | |- |
| | '''1''' | | |'''1''' |
| | 0% | | |0% |
| | 15% | | |15% |
| | 22.5% | | |22.5% |
| | 30% | | |30% |
| |- | | |- |
| | '''2''' | | |'''2''' |
| | 0% | | |0% |
| | 10% | | |10% |
| | 15% | | |15% |
| | 20% | | |20% |
| |- | | |- |
| | '''3''' | | |'''3''' |
| | 0% | | |0% |
| | 7.5% | | |7.5% |
| | 11.25% | | |11.25% |
| | 15% | | |15% |
| |} | | |} |
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| '''Example with the DLC {{icon|lar}} [[La Résistance]]:''' | | ''' 有DLC {{icon|lar}} [[La Résistance|抵抗运动]] 时的例子:''' |
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| As illustrated by the picture opposite: Democratic ideology (20%), Export Focus trade law (10%), Radar coverage (16.9%) and Spy network (5.5%) adding up to 52.4%, then multiplied by 1.25 from the ''Naval Department'', give the total ''naval intel efficiency'' of 65.5% against this particular instance of UK.
| | 用上图的假想敌来作示例:民主主义意识形态(20% ),专注出口贸易法案(10% ),雷达覆盖(16.9% ),以及间谍网络(5.5% ),加起来一共52.4% ,在乘上来自'' 海军部'' 的1.25倍,它对英国的总的'' 海军情报效率'' 是65.5% 。 |
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| '''Example without the DLC La Résistance:''' | | ''' 没有DLC抵抗运动时的例子:''' |
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| If you don't use the DLC La Résistance and want to naval invade a '''fascist''' country (10%) that has '''closed economy''' (0%) and has researched '''Encryption level 3''' and you have '''Decryption Level 3''' (15%) and have no radars that cover any enemy territory: You get a '''naval intel efficiency''' of '''25%''' and need to fight their navy to be able to get over the needed 30% ''naval intel efficiency''.
| | 如果你没有用DLC抵抗运动,想要海上入侵一个''' 封闭经济''' (0% )的''' 法西斯主义''' 国家(10% ),并且它的''' 加密水平为3''' ,你的''' 解密水平也是3''' (15% ),再加上没有雷达覆盖任何敌国地域。那么你的''' 海军情报效率''' 是'''25'''%,需要和敌国海军交战才能得到30%'' 海军情报效率'' 。 |
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| '''Strategies if it's not possible to get 30% naval intel efficiency:''' | | ''' 如果不可能达到30% 海军情报效率时的策略:''' |
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| If there is nothing that contributes to naval supremacy in a seazone (''Enemy supremacy'' is 0), you get ''naval intel efficiency'' 100%. A strategy is to finish planning of a naval invasion, send your ships out to get naval supremacy and start the invasion, even if you do not have enough ''naval intel efficiency''. If the enemy is changing orders of fleets you might get 100% ''naval intel efficiency'' for a moment. That short moment is sufficient to start the naval invasion.
| | 在没有任何国家具有海军优势的海域(敌国优势为0),你得到'' 海军情报效率''100% 。策略就是不用做海上入侵计划,直接把你的舰艇派出去获得海军优势,开始入侵,即使你没有足够的'' 海军情报效率'' 。如果敌国正在改变舰队命令,你可能会有一小段时间获得100%'' 海军情报效率'' 。这点时间对开始海上入侵足够了。 |
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| === Naval supremacy === | | === 制海權=== |
| {{SVersion|1.9}} | | {{SVersion|1.9}} |
| To '''execute''' a naval invasion, a country requires '''more than 50%''' ''naval supremacy'' (also called 'naval superiority' in some tooltips) '''in all [[Strategic region|strategic regions]]''' (sea zones) in which the divisions will need to traverse the sea en-route to their destination. These are the regions the arrow of the naval invasion battle plan passes through.
| | 一個國家若要''' 執行''' 海軍入侵, 就需要在''' 所有的[[ 战略区域| 戰略區域]]'''( 海域) 里50%擁有以上的制海權來讓入侵的部隊通過,箭頭將會被建立以標示入侵部隊將會經過哪里。 |
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| To be able to get ''naval supremacy'', you have to have at least {{hover|NIntel.NAVAL_SUPREMACY_INTEL_LOW|30%}} [[#Naval intel efficiency|naval intel efficiency]].
| | 你必須要有至少40% 的[[ 作战计划#Naval intel efficiency| 海軍情報]] 來避免制海權惩罚。 |
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| ''Naval supremacy'' of a navy depends on what '''type of mission''' it is running, how '''effective''' it is on the region, '''how many ships''' it has and '''how large''' they are. | | 制海權的獲得會因艦隊''' 執行的任務, 在該海域里的效度, 艦隊船隻數量和船隻體型而變化.''' |
| ''Naval supremacy'' in a strategic region (sea zone) is the sum of ''naval supremacy'' of the taskforces assigned to it.
| | 一個海域的制海權是該海域里所有特遣舰队執行任務所獲得的執海權總和。 |
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| '''''Naval supremacy'' by [[naval mission]]s:''' <ref>[[Defines]]: NNavy.MISSION_SUPREMACY_RATIOS</ref> | | ''''' 艦隊由[[ 海军任务|海軍任務]] 給出的的制海權百分比'''''<ref>[[Defines]]: NNavy.MISSION_SUPREMACY_RATIOS</ref> |
| {| class="wikitable" | | {| class="wikitable" |
| |- | | |- |
| ! Mission | | ! 任務 |
| ! Naval supremacy | | ! 給出的制海權 |
| |- | | |- |
| | [[File:Patrol.png]] Patrol | | |[[File:Patrol.png]] 巡邏 |
| | 100% | | |100% |
| |- | | |- |
| | [[File:Strike Force.png]] Strike Force | | |[[File:Strike Force.png]] 打击舰队 |
| | 100% | | |100% |
| |- | | |- |
| | [[File:Naval Invasion Support.png]] Naval Invasion Support | | |[[File:Naval Invasion Support.png]] 海軍入侵支援 |
| | 100% | | |100% |
| |- | | |- |
| | [[File:Convoy Raiding.png]] Convoy Raiding | | |[[File:Convoy Raiding.png]] 襲擊運輸船 |
| | 50% | | |50% |
| |- | | |- |
| | [[File:Convoy Escort.png]] Convoy Escort | | |[[File:Convoy Escort.png]] 運輸船護航 |
| | 50% | | |50% |
| |- | | |- |
| | [[File:Minelaying.png]] Minelaying | | |[[File:Minelaying.png]] 佈雷 |
| | 30% | | |30% |
| |- | | |- |
| | [[File:Minesweeping.png]] Minesweeping | | |[[File:Minesweeping.png]] 掃雷 |
| | 30% | | |30% |
| |- | | |- |
| | [[File:Naval Exercises.png]] Naval Exercises | | |[[File:Naval Exercises.png]] 海軍演習 |
| | 0% | | |0% |
| |- | | |- |
| | [[File:Hold Mission.png]] Hold (in and out of port) | | |[[File:Hold Mission.png]] 待機 ( 可選則在港口還是公海) |
| | 0% | | |0% |
| |- | | |- |
| |} | | |} |
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| '''Larger ships''' contribute '''more''' to ''naval supremacy''. For example the italian early battleship ''RN Andrea Doria'' provides '''356''' ''naval supremacy'' on strike force mission. A single ''Curatone Class'' italian early destroyer provides '''117''' ''naval supremacy'' on strike force mission. ''Naval supremacy'' per ship is calculated as: | | ''' 體型更大的船(如戰列艦)''' 會供獻''' 更多''' 的制海權.比如說意大利有一艘早期的戰列艦 ' 安德烈亞·多裏亞號' 在執行打擊艦隊的任務,這艘船將會提供644 的制海權值,而一艘早期的薑黃酮級驅逐艦將會提供 18 的制海權值. 每艘船的制海權值一此方法計算: |
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| | :''' 一艘船的制海權值''' = {{hover|NNavy.SUPREMACY_PER_SHIP_BASE|0.00}} + {{hover|NNavy.SUPREMACY_PER_SHIP_PER_IC|0.005}} * 船隻建造費用+ {{hover|NNavy.SUPREMACY_PER_SHIP_PER_MANPOWER|0.05}} * 船隻所需人力 |
| | :虽然是如此计算的,但是在实际计算中这个公式只能计算潜艇和驱逐舰的制海权值(并且算不准确)。 |
| | : 而战列舰的估算公式应该为:制海权值 = 0.0142 * 船隻建造費用 + 0.13 * 船隻所需人力 |
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| :'''''Naval supremacy'' of ship''' = {{hover|NNavy.SUPREMACY_PER_SHIP_BASE|100.0}} + {{hover|NNavy.SUPREMACY_PER_SHIP_PER_IC|0.005}} * ship production cost in industrial capacity (IC) + {{hover|NNavy.SUPREMACY_PER_SHIP_PER_MANPOWER|0.05}} * ship manpower
| | [[Air superiority| 制空權]] 和 [[Minelaying| 佈雷]] 會給制海權提供加成. 來自制空權最大的加成是以艦隊船數+100%,即每艘艦船將會被當作兩艘來計算. 不過玩家若要獲得這中加成的話,就需要在足夠多的飛機飛行范圍能覆蓋該海域以及達到100%的制空權. |
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| Task forces with '''''Do Not Engage''''' order do not contribute to ''naval supremacy''.
| | 發起海軍入侵祇需要制海權在執行入侵時占優就行了,即使在''' 執行后失去了足夠的制海權,海軍入侵也會照樣執行.''' 祇要入侵計劃計劃好了,玩家擁有占優勢的制海權和足夠海上情報,就能發動海軍入侵. |
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| [[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.
| | ===海軍入侵途中=== |
| | 正在使用運輸船入侵中的部隊和普通運輸船一樣都能被敵方轟炸機和海軍攔截并攻擊,請利用海軍护航來保護他們,這樣至少能讓對方集結一定力量的艦隊去攔截你的入侵艦隊. |
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| ''Naval supremacy'' is only required for a '''short moment''' to launch the prepared invasion. After that the invasion will '''proceed even without sufficient supremacy'''.
| | 當入侵方的部隊到達海岸并開始登陸始, 被入侵方在右方會有一個提醒他/她的圖標和聲音, 給對方一個短暫的時間去集結部隊防守入侵. |
| 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.
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| === Invasion in transit ===
| | 登陸速度被科技所影響, 而且會被對運輸船的攻擊大幅拖延. |
| 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.
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| When invaders reach the shores and begin to disembark, the side being invaded gets a notification with an icon and a sound and has a brief moment to rally any defenders.
| | ===登陸作戰=== |
| | 如果一個有部隊在將要被登陸的省份内, 一場登陸戰將會開始.因爲需要從運輸船上卸下部隊,所以他們會變的十分粹弱并承受巨大的減益.海軍陸戰隊是一個專門被用來進行登陸作戰的部隊,因此他們受到的登陸懲罰將會大幅減少. |
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| Invasion speed is improved by technology, and is greatly delayed by attacks on the convoys.
| | 利用[[Shore bombardment|對岸炮擊]]和[[Air warfare#Close Air Support|密接支援]]對與幫助等陸是一個不錯的選則. |
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| === Invasion combat === | | === 登陸后=== |
| If there are any defenders in the province where the invaders try to land, a land combat starts. As the troops land they need to unload from the ships first and this leaves them vulnerable to enemy fire, so they receive a hefty malus. Marines are special forces troops specifically trained for amphibious assaults, and receive a large bonus to compensate amphibious landing penalty.
| | 確保登陸部隊占領了一個城市省份或者一個帶有港口的省份, 不然他們會缺乏補給, 登陸后部隊自身的補給能保證72小時内不會獲得缺乏給補的狀態(入侵者特質能確保登陸部隊能有更多的自身補給) |
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| Consider using [[Shore bombardment]] to support the invasion, as well as any [[Air_warfare#Close_Air_Support|close air support]] in range.
| | ==空降== |
| | [[File:Paradrop order.png|600px|right|thumb|从德国机场发起的伞降荷兰的命令。]] |
| | [[File:Paratroop button.png]] 空降是指傘兵由空中跳傘進入敵方領土的行爲.空降計劃只能被傘兵和其支援連執行. 含有無法空降的營會導致整个部隊無法被空降。大多數的營都無法被空降;玩家能在單位設計面板里能看到該類的部隊是否能被空降。 |
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| === Post invasion ===
| | 一個空降計劃必須要在一個擁有運輸機的機場開始計劃.確保運輸機的數量等於或大於部隊重量, 以及在要在機場到空降的地區擁有70%的制空權才能空降你的部隊.如果目標機場的飛機數量大於上限空降計劃將不會被執行. |
| Unless invading divisions have captured a port or a city, they might be cut off from [[supply]], and need to achieve these objectives within 72 hours before supplies run out.
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| == Paradrop ==
| | 雖然鋼4里有空中補給,但還是建議玩家應該盡快找到一個大城市,一個擁有港口的省份或和前綫連結的省份之類的補給點以防止部隊出現缺乏補給的負面效果. 鑒於補給點通常是被嚴密防守的,玩家應在一個補給點空降傘兵不久之后開始進攻該補給點. 擁有唤醒勇虎DLC的玩家可以用運輸機來爲傘兵(或者被包圍的其他部隊)提供空中補給以此讓他們能長時間作戰. 利用傘兵空降進攻會令單位承受巨大負面效果,如果該傘兵部隊空降的省份旁沒有友軍省份能的話該部隊將在進攻失敗時被摧毀. |
| [[File:Paradrop order.png|600px|right|thumb|A paradrop order from an airfield in Germany to the Netherlands.]]
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| [[File:Paratroop button.png]] 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.
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| A paradrop must start from an airfield with transport planes. Make sure that the number of transport planes is equal to or greater then the weight of
| | 如果你擁有一個有空中優勢的空域但還是沒法空降的話,也許是你要空降的目標在你的運輸機的最大飛行範圍之外,這會導致你無發空降. 大致上可以里解爲這區域里有一個機場如果佈置了運輸機就能到達該目標地點,但你運輸機所在的機場的位置并不能夠到該目標地點. 德國到英國南部是個很令人討厭的例子,但在比如南美和太平洋之類的地方都會發生. |
| the paratroopers. You must have 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.
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| As there is aerial supply system in HOI4, 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. it is also great to use the new aerial supply system from waking the tiger DLC as it will allow paratroops to fight for long and hold the line against the enemy. Dropping atop enemy troops is an attack with hefty penalties and certain destruction if defeated unless the paratroops can retreat to adjacent friendly-controlled territory.
| | 幸运的是,你可以做得更过分,来绕过这个糟糕的游戏机制。当你的空降命令出现在空军地图时(就是你分配制空权任务和地面支持任务的地方),点击命令里的圆形图标(可能看上去是空白区域),然后右键点击将你的命令重新分配到一个中心点靠近你的机场的空域(通常是你的机场所在的空域,但不总是这样)。 |
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| If experiencing problems with paradrops even when you have air superiority in the target zone, there may be another problem.
| | AI永遠不會使用空降計劃. |
| 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).
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| Fortunately, you can get around this broken game mechanic by, well, breaking it further. When your para drop 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).
| | ===制空权=== |
| | 和海軍入侵一樣, 空降計劃需要70%的當前空域制空權. 制空權通常由分配戰鬥機至空域獲得, 但非海軍轟炸機和進空支援機都對奪去制空權有幫助. |
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| The AI never attempts paradrops.
| | ===運輸機=== |
| | 和海軍入侵需要運輸機一樣,空降計劃需要運輸機才能被執行. 和其他游戲内的飛機相反,一個運輸機并不代表一架運輸機,而是一群被需要用來運輸部隊的飛機群. |
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| === Air superiority ===
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| A paradrop, like a naval invasion, requires at least 70% air superiority in the strategic area the target belongs to. 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.
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| === Transport planes ===
| | 空降所需的运输机数取决于空降部队的重量。一个伞兵营的重量为0.5,一个支援连的重量为0.1 。一个运输机载重为2.0,所以可以运载1个4营伞兵师,或者1个带若干支援连的3营伞兵师。如果运输机不足,则伞兵将分批运送,这可能导致伞兵遭受更多攻击并在降落時受到更大的損失。 |
| As with convoys for naval invasions, paradrop orders require transport planes in order to be executed. 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.
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| The amount of transport planes required depends on the weight of the divisions to be transported. Paratroopers battalions weigh 0.5 and paratroop support companies 0.1. One transport plane has a carrying capacity of 2.0, and so could carry a division of 4 para battalions, or 3 para battalions with several support companies. If the air drop order planes total too little carrying capacity for the paratroops assigned, the transports will make several trips to ferry the paratroops, exposing them to more enemy attacks and causing the troops to arrive in separate waves.
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| Divisions need to be in a province with an airfield with transport planes in order to be able to execute the paradrop.
| | 伞兵师必须位于有运输机待命的机场的省份,才能执行空降任务。(例如,若运输机在执行空投补给的任务,则无法执行空降命令。) |
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| == Front line and offensive line == | | == 前綫與進攻綫== |
| [[File:Front line general with offensive line general.png|600px|thumb|right|General '''front line''' with general '''offensive line''']] | | [[File:Front line general with offensive line general.png|600px|thumb|right| 普通''' 前线''' 和普通''' 进攻线''']] |
| [[File:Front line button.png]] A Front Line is the starting point of attacks into enemy territory. A player can either assign a whole country's border as a front line by clicking on the border or a player can assign a part of a country's border as a front line by holding the right mouse button and dragging the mouse over the provinces the player wants to belong to the front line deployment area. The AI will then move all the divisions into the position that the commander assigns to that front line. They are assigned either by having them selected when the front line button is clicked or added later by selecting them and Control-Clicking on that line. A player can also create several unconnected front lines and assign divisions between them, which may be particularly useful for a [[field marshal]] who may command an unlimited amount of [[divisions]] conducting various operations in different locations around the world. Divisions that are stationed at a front line that borders a non-ally will receive a planning bonus for their pre-attack preparation time. Front lines can only be positioned at a border, and the front line of battle between opposing forces counts as a border for this purpose. | | [[File:Front line button.png]] 前綫是所有進攻計劃的開始點,玩家可以點擊一個和本國相鄰的別國邊界來設立前綫,也可以按住右鍵并在特定部分的邊界劃上前綫.AI 會自動把部隊移動到所屬前綫,玩家可以先選則部隊再劃上前綫以分配部隊,也可以由在前綫上按CNTRL+右鍵來分配,玩家也可以創造幾個不相聯的前綫. 在非同盟的國家邊界上前綫的部隊會獲得作戰加成, 此外兩軍交戰的邊界也可以算國境綫, 因此也可以劃上前綫. |
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| [[File:Offensive line button.png]] An Offensive Line is a line that a player draws through enemy provinces that contain objectives for the assigned army units to move to and capture. From a front line, or from another offensive line, a player can draw one or several offensive lines or arrows that tell the AI how the player wants the selected plan's divisions to advance from the front line. The width and arc of the offensive line can be adjusted as described on the tooltip. If the mouse cursor is dragged over the offensive line or arrow the game will show the exact visualisation of how the AI will advance the divisions, step for step. ALT for edit mode and TAB to shift the arrow's base can be useful to direct the main effort. | | [[File:Offensive line button.png]] 進攻綫是一個能讓玩家部隊在命令范圍内自動攻擊并占領的命令, 進攻綫能從前綫作爲起點開始, 也能從已經建立的進攻綫上開始. 玩家能劃一個或多個進攻計劃來讓AI明白自己的進攻意圖 . 進攻綫的寛度和弧度都能照圖像旁的提醒來改變, 把鼠標停留在進攻綫上可以讓玩家看到AI會如何執行該計劃. 按ALT鍵進入編輯模式和TAB鍵能改變進攻開始點,玩家可以借此改變主力進攻方向. |
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| [[File:Execute order button.png]] The order to execute battle plans is given with the button above the commander portrait, along with a tooltip that provides information and advice from the staff regarding the battle plan. The AI then executes the battle plan until the troops reach their offensive line which has then become the new front line. If that front line has offensive line orders beyond it then the execute button has to be pressed again to resume the advance from the new front line. Pausing to rest, resupply, refit, regroup, and coordinate further plans was common between phases of a major offensive. This is also a good time to detach troops to consolidate control over occupied territory, which usually involves smaller divisions that specialize in discouraging unrest. The Garrison Area battle plan order is one used in such a situation. | | [[File:Execute order button.png]] 使用统帅头像上方的按钮来发布执行作战计划的命令,查看按钮的提示信息了解关于作战计划的信息和建议。AI会执行作战计划,直到军队到达他们的进攻线位置,这个位置成为新的前线。如果有进攻线命令越过前线位置,再按一次执行按钮从新的前线发起进攻。在一次重大进攻行动中,暂停行动,休息,补给,休整,重组,以及协调进一步的作战计划都是很常见的。这也是很好的时机分离一部分部队用于加强占领区的控制,包括用较小编制的师特定用于压制动荡。驻防区作战计划命令就是用于这种情况。 |
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| === More examples for front line and offensive line === | | === 更多關於前綫與進攻綫的例子=== |
| {{Spoiler|Header= More examples for front line and offensive line| | | {{Spoiler|Header= 更多关于前线与进攻线的例子| |
| [[File:Front line general with offensive line general stacked.png|600px|thumb|left|General front line and general offensive line, followed by another general offensive line. | | [[File:Front line general with offensive line general stacked.png|600px|thumb|left| 一条普通前线,一条普通进攻线,然后又一条普通进攻线。在进攻开始后,进攻会到达第一条进攻线时停止。必须再按一次执行按钮发起继续进攻。]] |
| After the offense is started, it will go until the first line is reached and then pause. The execute button has to be pressed again to resume.]]
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| [[File:Front line field marshal with offensive line field marshal.png|600px|thumb|left|Field marshal front line and field marshal offensive line. | | [[File:Front line field marshal with offensive line field marshal.png|600px|thumb|left| 协同前线和协同进攻线。两者缺省都会为子集团军画普通前线。]] |
| By default for each general sub army front lines are drawn.]]
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| [[File:Front line field marshal with offensive line generals.png|600px|thumb|left|Field marshal front line and two general offensive lines. | | [[File:Front line field marshal with offensive line generals.png|600px|thumb|left| 协同前线和两条普通进攻线。在画了协同的前线后,你不一定非要使用协同进攻线。你可以使用普通进攻线,或者两个都用。]] |
| After drawing a front line with a field marshal you don't have to use a field marshal offensive line. You can also use general offensive lines, or mix.]]
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| [[File:Front line field marshal without sub armys with offensive line field marshal.png|600px|thumb|left|If you hold the SHIFT-button while drawing a field marshal front line, you get a field marshal front line without sub army front lines. This can be useful for front lines for a high number of defensive divisions. All divisions assigned to that front line get the color of the field marshal. In the picture a field marshal offensive line is assigned]] | | [[File:Front line field marshal without sub armys with offensive line field marshal.png|600px|thumb|left| 如果你在画协同前线时按住SHIFT键,你会得到一个没有任何子集团军前线的协同前线。这对拥有大量防御师的前线是非常有用的。所有分配到这条前线的师会得到相同的协同作战颜色,在这张图片里,就布置了一条协同进攻线。]] |
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| }} | | }} |
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| == Spearhead == | | == 穿插线== |
| [[File:Front line general with spearhead.png|600px|thumb|right|General '''front line''' with '''spearhead''']] | | [[File:Front line general with spearhead.png|600px|thumb|right| 带有''' 穿插线''' 的普通''' 前线''']] |
| {{expansion|tfv}} | | {{expansion|tfv}} |
| [[File:Spearhead button.png]] The spearhead order starts from a front line and can be used alongside or instead of the Offensive Line within an army. Unlike the normal battle plan that spreads out to cover its flanks and adjusts to circumstances, spearheads advance in a narrow path one province wide to their objective, exactly as it was when first defined. This makes them suitable for blitzkrieg-style armored penetrations that can capture a specific goal or work with another spearhead pincer to encircle enemy cities or armies in pockets, sealed in a ring of steel by the mobile and regular infantry divisions following behind. Encircled armies can thus be annihilated, as routed divisions which lack friendly territory to retreat to are destroyed. | | [[File:Spearhead button.png]] 穿插线命令从前线开始,可以被单独运用,而不需要进攻线。普通作战计划执行时会分散部队以覆盖它的侧翼,并根据地形进行调整,而穿插线会严格按照定义的路线,沿一条较窄的路径,往往只有一个省的宽度,直达他们的目标。这使得他们非常适合闪击战风格的装甲突破,占领特定目标,或者和另一个穿插线命令将敌城市或者敌军包围在口袋里,然后用机械化或常规步兵师把敌人封死在包围圈里。被包围的军队就像常规缺乏可以撤退的友军地域而被摧毁。 |
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| | 穿插线(快捷键 “SHIFT + X”) 只能用于通过穿越进攻部队的前线或者海上入侵的地域(开下登陆舰进入战斗的坦克)。穿插线会严格按照由鼠标右键点击和拖动标记的省份为路线执行。这使得进攻方可用计划路线绕开碉堡,城市,或者为保持机动性不希望进入的地形. |
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| Spearhead (shortcut 'SHIFT + X') may be used only through territory past the attacking army's front line or territory assigned to a naval invasion (tanks rolling off the landing craft into battle). Spearheads follow the exact paths traced on the map by right-clicking and dragging the mouse through successive provinces. This may enable the attacking forces to plan a path that bypasses forts, cities, or other undesirable terrain in order to maintain their momentum.
| | 被分配穿插线的师会一直沿着进攻路线前进, 而不会像进攻线那样自动填补侧翼的战线, 所以使用穿插线要注意安排其他师掩护侧翼, 否则容易孤军深入被包围. |
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| == Fallback line == | | == 防守綫== |
| [[File:Fallback line order.png|600px|thumb|right|'''Fallback line''']] | | [[File:Fallback line order.png|600px|thumb|right|''' 防守綫''']] |
| [[File:Fallback line button.png]] The player can draw fallback lines in controlled territory, and that will tell the AI upon order execution to move and deploy its divisions behind the fallback line in the same manner as with a front line, hold the line against enemy assaults, and counter-attack to restore the position if the line is broken. Unlike front lines, divisions stationed at fallback lines do not receive a planning bonus; however, divisions that are stationed a long time in a province can accumulate an entrenchment bonus while remaining in that position. | | [[File:Fallback line button.png]] 玩家能劃出一條防守綫,AI 將會用和前綫機制相同的機制移動到目的地, 如果防綫被突破被分配到該命令的部隊將會嘗試重奪該省份. 不像被分配到前綫命令的部隊, 被分配到防守綫的部隊不會獲得計劃加成, 但常時間駐扎在一個省份的部隊將獲得防守加成. |
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| == Defense area == | | == 區域防衛== |
| [[File:Area defense order.png|600px|thumb|right|'''Area defense.''' In this picture the order 'guard naval bases' is selected. The divisions distribute on the tiles with naval bases.]] | | [[File:Area defense order.png|600px|thumb|right|''' 區域防衛.''' 在這圖中 ' 防守港口' 的命令被玩家選擇. 玩家部隊將會被自動分配到有港口的省份.]] |
| [[File:Garrison area button.png]] Defense Area assigns the entire army to guard an area rather than a front line. It is mainly useful for divisions on antipartisan duties or to protect against paratroopers. As the divisions are spread out over one or more states rather than concentrated in a position for defense, this posture is ill-suited near the front line. If part of the area is lost to the enemy, then the garrison units will automatically attempt to recover the lost territory. | | [[File:Garrison area button.png]] 區域防衛是指一個令集團軍防守一個區域而不是前綫的作戰計劃. 這能幫助玩家防備空降兵和鎮壓抵抗(抵抗運動前的版本)。 單位會分散在不同位置而不是集中在某個區域, 請注意這個做戰計劃并不適用于前綫地區. 如果被防守省份其中任何一個地區被敵方占領,AI將自動從其他被防守的省份調兵過來試圖重奪該地. |
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| | 該作戰計話有幾個可調整的防守目標(見圖): |
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| | *防守胜利點 |
| | *防守港口 |
| | *防守海岸 |
| | *防守機場 |
| | *降低抵抗(開啓抵抗運動DLC的玩家不適用) |
| | *防守要塞 |
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| The defense command has multiple subsections (see graphic):
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| *Protect Victory Points
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| *Guard Ports
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| *Guard Coast
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| *Protect Airbases
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| *Attempt to Lower Resistance
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| *Guard Forts
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| [[File:Garrison Order.png]] | | [[File:Garrison Order.png]] |
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| The player can choose which of these he wishes to guard and the UI will tell the player how many divisions the AI considers necessary to satisfy the command. The garrison area order triples the limit of units under a commander to 72 without incurring a debuff. Reducing resistance is best accomplished with an army of security divisions. 2-6 Cavalry battalions plus Military Police make effective security divisions, and require only minimum weapons and training.
| | 玩家可以选择他希望的方式进行防御,UI会告诉玩家AI认为需要多少师执行这个命令。区域防御命令将一个统帅下的最大单位数增加到3倍,也就是72个单位,而不导致任何debuff。最好使用安保师来减少抵抗。2到6个骑兵营加上宪兵可以构成有效的安保师,只需要最少的武器装备和训练。 |
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| A very different type of garrison division is a static division intended for positional defense - its purpose is not to do damage but to entrench and hold as long as possible against enemy attack to provide time for relief to arrive. ORG, DEF, and entrenchment are important, as is piercing enemy armor. This division can be trained infantry with basic weapons, Engineers for defense, and a battalion or company of AA guns (which help against air attack, can pierce light armor, and don't need tungsten to make) or AT guns. It will be fighting alone, so combat width is not important.
| | 一种完全不同的守备师是一个用于固定地域的静态防守的师 - 它的目的不是破坏,而是挖战壕,防守尽可能长的时间抵御敌人进攻,争取时间等到援军到达。组织度,防御值和防御工事和击穿敌人的装甲一样重要。这个师可以由拥有基本武器的步兵,参与防御的工程师,一个拥有对空武器(可以帮助抵御空袭,轻装甲,而且不需要钨)或者反坦克武器的营或连构成。它将独立战斗,所以战斗宽度不是很重要。 |
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| == Planning bonus == | | == 計劃加成== |
| {{SVersion|1.9}} | | {{SVersion|1.9}} |
| When a division is at the starting position of an offensive battle plan (''i.e. a battle plan containing at least one Offensive Line or Spearhead order'') and is neither moving or fighting, it will accumulate a ''planning bonus'' at the start of each day, expressed as a percentage, until a maximum planning bonus is reached. This confers greater combat performance for the division.
| | 当一支部队处于一次进攻计划(必须有进攻线或穿插线)的起始位置且既不移动也不战斗时,它将在每日开始时增长计划加成(表示为一个百分数),直到达到计划加成上限。计划加成将对战斗的贡献非常之大。 |
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| The max planning bonus for each division (''initially capped at 30%''), or the rate of daily planning bonus accumulation, can be increased by certain [[Land doctrine]] choices and National Spirits. The base daily gain is 2%, so it will take e.g. 15 days to accumulate to the 30% cap. Using a general will also add both to the max planning bonus and the rate of daily planning bonus accumulation. Each point of a general's planning rating will contribute +2% of max planning bonus, and +5% to the daily planning bonus accumulation. However, the +5% to the daily planning bonus is multiplicative to the 2% daily base rate. So for example, when using a general with a planning rating of 4, he will add +8% to the max planning bonus (so 30% + 8% = 38%, assuming no other bonuses), and the daily planning bonus accumulation will be 2.4% (2% * (1 + (4 * 5% = 20%)) = 2.4%). Continuing the example, it will now take 16 days to complete the full planning bonus (38% / 2.4% = 15.8 days).
| | 每支部队的计划加成的默认上限是30% 。计划上限和计划速度可以因某些陆军学说或国家精神而提高。计划速度,即每日计划增长,默认为2% ,所以达到默认上限需要15天。 |
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| When a division with a planning bonus is moving or fighting, it will lose some of its planning bonus each day. The planning bonus for a division will decay slowly if the division is being automatically managed by the battle plan AI. If a division is manually commanded by the human player, the planning bonus will decay at a considerably faster rate.
| | 任命上将也可以提升计划上限和计划速度。上将的1个计划技能点可以+2%计划上线和+5%计划速度。但是计划速度的+5%是针对2%的默认值做乘法。举个例子,上将的计划技能点是4:他的计划上限buff是+8%,则实际计划上限为30%+8%=38%;他的计划速度buff是20%,则实际计划速度为2%*(1+20%)=2.4%;因此需要38%/2.4%≈16天才能达到计划上限。 |
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| === Strategy ===
| | 一支有着计划加成的部队,每天在移动和战斗中会损失计划加成。因此如果把部队托管给战斗计划,其计划加成会缓慢地下降;而如果交给玩家手操,其计划加成会下降得很快(毕竟,玩家手操会比ai托管更频繁地操作部队的移动和战斗)(define文件内的数据显示,玩家手操导致的计划加成衰减是AI的3倍)。 |
| Since achieving the maximum planning bonus will take a number of days, it may be worthwhile to prepare battle plans during peacetime, so that each division will have a full planning bonus upon the outbreak of war.
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| If the player wishes to minimise the rate of planning bonus decay, it may be helpful to prepare a complex battle plan containing multiple orders. This can enable divisions to achieve their objectives without requiring manual commands from the player.<ref>For an example of this, see [https://www.youtube.com/watch?v=JoQe1lMEDow Zwirbaum's battle plan tutorial on Youtube]</ref>
| | ===戰術=== |
| | 由于計劃加成需要時日來達到最大加成效果, 在和平時期開是準備將是個不錯的選則, 這樣你就能在開戰時獲得最大加成了. |
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| Alternatively, the human player can micromanage their divisions, to achieve finer control or the ability to react to changing circumstances. This presents a tradeoff, as planning bonus will be lost more quickly when manual commands are issued.
| | 如果玩家想減少計劃加成的衰退率, 準備一個復雜的作戰將會是一個不錯的選則, 玩家可以達到作戰目標而不需手動操作部隊.<ref>For an example of this, see [https://www.youtube.com/watch?v=JoQe1lMEDow Zwirbaum's battle plan tutorial on Youtube]</ref> |
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| == Manual control and battle plan; support attack ==
| | 玩家也能亲自對部隊下令進行微操以應對情況變化,但在手動操作的情況下計劃加成將會衰退的更快. |
| Divisions that belong to a battle plan and receive a manual order will revert back to AI control after implementing the order.
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| Once combat is joined, the player may select an unengaged division and then Ctrl+right click (or Ctrl+alt+right click) on the combat icon to make the selected division join in a support attack. This allows the division to assist in the attack without automatically advancing the division into the enemy-occupied area upon victory. The battle plan AI may automatically order such a support attack, as well.
| | ==微操與戰鬥計劃; 支援攻擊== |
| | 單位在完成玩家下的命令后.如果在此之前被分配到一個做戰機劃的話AI會控制單位繼續進行做戰機劃. |
| | 一旦戰鬥開始, 玩家能用CTRL鍵+ 右鍵( 或CNTRL鍵+ALT鍵+ 右鍵)點擊顯視戰鬥的圖表來讓未進入戰鬥的單位支援戰鬥(戰鬥支援中的單位會以藍色的進攻鍵頭表現), 玩家可以以此來讓其他單位輔助進攻而不會移動,在AI控制的戰鬥計劃下也會出現支援攻擊. |
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| == Battle plan and allies == | | == 戰鬥計劃與盟友== |
| {{SVersion|Timeless}} | | {{SVersion|Timeless}} |
| Players can see their allies' battle plans (an option that can be toggled on and off in the lower right corner of the screen). This may help in multiplayer to coordinate with allies and in single player to understand what the AI is doing because AI countries create their own battle plans.
| | 玩家能看見其盟友的作戰計劃( 在屏幕右下方能調整). 這能在聯機時幫助玩家配合隊友,在單人游玩時也能讓玩家大致明白AI在干啥. |
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| {{Template:WarfareNavbox}} | | {{Template:WarfareNavbox}} |
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| {{Mechanics_Navbox}} | | {{Mechanics_Navbox}} |
| [[Category: Military]] | | [[ 分类: Military]] |
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| [[hoi4de:Battle plan]] | | [[en:Battle plan]] |
| [[hoi4es:Battle plan]]
| | <references /> |
| [[hoi4fr:Battle plan]]
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| [[hoi4pl:Battle plan]]
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| [[hoi4pt:Battle plan]]
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| [[hoi4ru:Battle plan]]
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作战计划(Battle plan)是一種能帮助玩家看到他们的部队会如何前进攻重要的工具, 可以让AI控制玩家的部队并授予其计划加成。操纵部队并不一定要用计划来执行,但使用它能帮助玩家减少微操以及增加游戏流畅性。
如果有需要的话, 在一个集团军内的不同部队可以被分配至不同的作战计划. 在这種情况下,玩家将需要手动把部队分配至各作战计划中, 否则部队将会被规划到第一条划出的计划。
举个例子,如果你要大举入侵意大利的话,你可以在对方忙于在南方作战时的空档创造一个由北部攻击的作战计划,作战的目的是联合南方的军队摧毁敌方军队。玩家可以设置并在合适的时候分批激活一个或更多的登陆/空降以及陆军攻击计划。一些计划也许是计划被同时激活,也可能分批连续激活。 如果要激活特定的计划,只需SHIFT+左键点击该计划就能激活。玩家也能在计划激活前或激活后改变该计划的性质,玩家可以借此把集团军内不同部分的部队分配到不同的任务中以配合整体计划,就像在二战中不同的陆军军队执行不同的任务一样。你可以选择不用这些功能,但在某些你要同时或分批激活的时刻这些功能是很有用的。
如果玩家要創建陸軍的進攻計劃,首先要創建一條前綫-這是陸軍開始執行計劃的地方。点击'前綫'图标(或者Z鍵),然后再你和對方的國境綫/戰鬥區域上畫一條綫,這條綫代表了你選擇的部隊集結的地方。最后点击'進攻綫'图标'(或者X鍵)(图标是一個箭頭)然后畫一條指示陸軍該由此處往何處進攻的綫。
使用战斗计划
各種戰鬥計劃可以在 战斗计划工具栏 看到,要使用战斗工具栏只要在以經在一個集團軍或其控制之下的部隊就能看到。
這些按鈕分別是
詳細請見 Hotkeys#Battleplan_hotkeys.
用這些按鈕
- 平衡地執行作戰計劃
玩家可以選則戰鬥計劃是被 小心谨慎地, 平衡地 或 激进地 执行
這些按鈕的用途
將會在接下來的部分介紹。
海軍入侵
A naval invasion order from Dunkerque to Dover and the adjacent provinces.
一個海軍入侵是一個在敵方沿海地區登陸并令敵人出其不備然后開啓第二戰場的有力工具。
當玩家想要創建一個海軍入侵計劃時,首先要點擊一個有港口的沿海省份作爲出發點。被選擇執行任務的軍隊會在那集結,然后在要入侵的沿海省份上按右鍵就能創建一個入侵計劃。
海軍入侵可以在友軍港口創建,這意味著玩家可以在一個同盟國或擁有军事通行权的國家的港口開始入侵,同時玩家也可以在一個未和敵方國家交戰國家的港口創建并開始海軍入侵。
海軍入侵上限
一個海軍入侵計劃可分配最高的軍隊數量由 海軍入侵上限影響。入侵上限由海軍科技中的“運輸”分支影響。海軍入侵上限的基礎值是0 ,這意味著玩家需要先研究'運輸船'科技才能把部隊分配到海軍入侵命令。
當超過入侵上限數量的部隊被分配至一個海軍入侵命令時將不會有部隊被分配至該命令,顯示入侵命令的箭頭會出現但會顯示“無運輸部隊”和“0運輸船”,被分配到此命令的軍隊旁會出現一個! 紅色驚嘆號以顯示他們沒被分配至任何命令。
一個國家的入侵上限是由部隊數量計算而不是部隊戰鬥寛度或重量決定,因此你能用更強的部隊來執行大規模海軍入侵。
準備時間
海軍入侵需要時間準備,準備時間由運輸科技和部隊輸量決定。如果玩家擁有第一級的運輸科技(運輸船), 一個部隊將會花上7天去準備而10個部隊將花費70天,而擁有登陸艇科技(1940)將能把準備時間減半。
無論部隊是否到達開始入侵的港口計劃都會開始準備。
玩家也可以由多個港口計劃入侵同一個沿海省份,反而逆之。
運輸船
你需要足夠運輸船來運輸部隊到陸地無法到達的地區。運輸一個部隊所需的運輸船數量由重量決定(數值如有小數點將會四舍五入),相關科技將會減少所需運輸船.
重量 |
0.1 |
0.5 |
0.7 |
1.0 |
1.2 |
1.5 |
1.7
|
營
|
|
- 防空支援连
- 反坦克支援連
- 炮兵
- 騎兵
- 步兵
- 山地步兵
- 海軍陸戰隊
- 自走火箭炮
- 傘兵
- 火箭炮
|
|
- 輕型自走防空炮
- 輕型自走火炮
- 輕型坦克
- 輕型坦克殲擊車
- 機械化步兵
|
- 中型自走防空炮
- 中型自走火炮
- 中型坦克
- 中型坦克殲擊車
|
- 重型自走防空炮
- 重型自走火炮
- 重型坦克
- 重型坦克殲擊車
- 現代自走防空炮
- 現代自走火炮
- 現代坦克
- 現代坦克殲擊車
|
- 超重型自走防空炮
- 超重型自走火炮
- 超重型坦克
- 超重型坦克殲擊車
|
海軍情報獲取效率
当你将鼠标停留海军优势栏上时,海上区域属性窗口显示
海军情报效率为 80.20%
。
如果玩家要獲得制海權,就要至少有30%的海軍情報。
当你点击一个海上区域,你可以在海上区域的属性窗口看到海军情报获取效率的值。你需要将鼠标停留海军优势栏上。或者,你可以在海军战略地图模式(快捷键F2),将鼠标停留在海上区域。
海军情报获取效率和你从与之交战的国家获得的情报,以及这个国家在该海上区域是否部署舰艇有关。如果你没有处于战争状态,你在任何地方的海军情报效率都是100%。如果你与一个国家交战,你在这个国家没有舰艇的海上区域(敌国优势值为0)的海军情报效率也是100%。如果这个国家在该海上区域有舰艇(敌国优势值〉0),海军情报效率等于你从这个国家获得的情报。 如果你和多个国家交战,超过一个国家在某个海上区域有舰艇,海军情报效率取决于这个海上区域海军优势最大的那个国家。
抵抗运动 情报架海军标签显示皇家海军的细节。
适用于DLC 抵抗运动,你获得的某个国家的情报,可以在这个国家的情报架上看到。 当你把鼠标移到情报架的海军部分,你可以看到海军情报是怎么计算的。
有好几个因素影响海军情报效率。敌国海军情报效率以百分比0到100表示,是下列因素的总和:
影响海军情报效率的公共因素:(无论有没有DLC抵抗运动)
- 敌国意识形态 (民主主义:20%,中立主义:20%,共产主义:12.5%,法西斯主义:10%)
- 敌国贸易法案 (自由贸易:20%,专注出口:10%,有限出口:5%,封闭经济:0%)
- 雷达覆盖度(覆盖任何有敌国舰艇海域的雷达可以提供最多20%的海军情报效率。每个雷达收集的海军情报每个国家只有一个值,而不是每个海域一个值。英国从每个覆盖英吉利海峡的雷达所收集的海军情报可以提供关于海上入侵地中海的海军的海军情报效率。)
- 正在与之发生战斗的敌海军 (从海战中获得的海军情报每周大约下降0.2%)
有DLC 抵抗运动时,影响海军情报效率的因素:
- 间谍网络 (最多40%)
- 渗透 (渗透海军10%)
- 解密敌方密码 (被动加成10%以及30天加成50%)
- 来自派系内杠成员的情报(情报差异的30%)
- 被捕的敌方密探。
情报机构 的海军部 能提高海军情报效率 25%,也就是乘上1.25。
没有DLC抵抗运动时,影响海军情报效率的因素:
|
|
我方解密水平
|
|
|
0
|
1
|
2
|
3
|
敌方加密水平
|
0
|
0%
|
30%
|
45%
|
60%
|
1
|
0%
|
15%
|
22.5%
|
30%
|
2
|
0%
|
10%
|
15%
|
20%
|
3
|
0%
|
7.5%
|
11.25%
|
15%
|
有DLC 抵抗运动时的例子:
用上图的假想敌来作示例:民主主义意识形态(20%),专注出口贸易法案(10%),雷达覆盖(16.9%),以及间谍网络(5.5%),加起来一共52.4%,在乘上来自海军部的1.25倍,它对英国的总的海军情报效率是65.5%。
没有DLC抵抗运动时的例子:
如果你没有用DLC抵抗运动,想要海上入侵一个封闭经济(0%)的法西斯主义国家(10%),并且它的加密水平为3,你的解密水平也是3(15%),再加上没有雷达覆盖任何敌国地域。那么你的海军情报效率是25%,需要和敌国海军交战才能得到30%海军情报效率。
如果不可能达到30%海军情报效率时的策略:
在没有任何国家具有海军优势的海域(敌国优势为0),你得到海军情报效率100%。策略就是不用做海上入侵计划,直接把你的舰艇派出去获得海军优势,开始入侵,即使你没有足够的海军情报效率。如果敌国正在改变舰队命令,你可能会有一小段时间获得100%海军情报效率。这点时间对开始海上入侵足够了。
制海權
一個國家若要執行海軍入侵,就需要在所有的戰略區域(海域)里50%擁有以上的制海權來讓入侵的部隊通過,箭頭將會被建立以標示入侵部隊將會經過哪里。
你必須要有至少40%的海軍情報來避免制海權惩罚。
制海權的獲得會因艦隊執行的任務,在該海域里的效度,艦隊船隻數量和船隻體型而變化.
一個海域的制海權是該海域里所有特遣舰队執行任務所獲得的執海權總和。
艦隊由海軍任務給出的的制海權百分比[1]
任務
|
給出的制海權
|
巡邏
|
100%
|
打击舰队
|
100%
|
海軍入侵支援
|
100%
|
襲擊運輸船
|
50%
|
運輸船護航
|
50%
|
佈雷
|
30%
|
掃雷
|
30%
|
海軍演習
|
0%
|
待機 (可選則在港口還是公海)
|
0%
|
體型更大的船(如戰列艦) 會供獻更多的制海權.比如說意大利有一艘早期的戰列艦 '安德烈亞·多裏亞號'在執行打擊艦隊的任務,這艘船將會提供644 的制海權值,而一艘早期的薑黃酮級驅逐艦將會提供 18 的制海權值. 每艘船的制海權值一此方法計算:
- 一艘船的制海權值 = 0.00 + 0.005 * 船隻建造費用+ 0.05 * 船隻所需人力
- 虽然是如此计算的,但是在实际计算中这个公式只能计算潜艇和驱逐舰的制海权值(并且算不准确)。
- 而战列舰的估算公式应该为:制海权值 = 0.0142 * 船隻建造費用 + 0.13 * 船隻所需人力
制空權 和 佈雷 會給制海權提供加成. 來自制空權最大的加成是以艦隊船數+100%,即每艘艦船將會被當作兩艘來計算.不過玩家若要獲得這中加成的話,就需要在足夠多的飛機飛行范圍能覆蓋該海域以及達到100%的制空權.
發起海軍入侵祇需要制海權在執行入侵時占優就行了,即使在執行后失去了足夠的制海權,海軍入侵也會照樣執行. 祇要入侵計劃計劃好了,玩家擁有占優勢的制海權和足夠海上情報,就能發動海軍入侵.
海軍入侵途中
正在使用運輸船入侵中的部隊和普通運輸船一樣都能被敵方轟炸機和海軍攔截并攻擊,請利用海軍护航來保護他們,這樣至少能讓對方集結一定力量的艦隊去攔截你的入侵艦隊.
當入侵方的部隊到達海岸并開始登陸始,被入侵方在右方會有一個提醒他/她的圖標和聲音,給對方一個短暫的時間去集結部隊防守入侵.
登陸速度被科技所影響,而且會被對運輸船的攻擊大幅拖延.
登陸作戰
如果一個有部隊在將要被登陸的省份内,一場登陸戰將會開始.因爲需要從運輸船上卸下部隊,所以他們會變的十分粹弱并承受巨大的減益.海軍陸戰隊是一個專門被用來進行登陸作戰的部隊,因此他們受到的登陸懲罰將會大幅減少.
利用對岸炮擊和密接支援對與幫助等陸是一個不錯的選則.
登陸后
確保登陸部隊占領了一個城市省份或者一個帶有港口的省份,不然他們會缺乏補給,登陸后部隊自身的補給能保證72小時内不會獲得缺乏給補的狀態(入侵者特質能確保登陸部隊能有更多的自身補給)
空降
空降是指傘兵由空中跳傘進入敵方領土的行爲.空降計劃只能被傘兵和其支援連執行.含有無法空降的營會導致整个部隊無法被空降。大多數的營都無法被空降;玩家能在單位設計面板里能看到該類的部隊是否能被空降。
一個空降計劃必須要在一個擁有運輸機的機場開始計劃.確保運輸機的數量等於或大於部隊重量,以及在要在機場到空降的地區擁有70%的制空權才能空降你的部隊.如果目標機場的飛機數量大於上限空降計劃將不會被執行.
雖然鋼4里有空中補給,但還是建議玩家應該盡快找到一個大城市,一個擁有港口的省份或和前綫連結的省份之類的補給點以防止部隊出現缺乏補給的負面效果.鑒於補給點通常是被嚴密防守的,玩家應在一個補給點空降傘兵不久之后開始進攻該補給點.擁有唤醒勇虎DLC的玩家可以用運輸機來爲傘兵(或者被包圍的其他部隊)提供空中補給以此讓他們能長時間作戰.利用傘兵空降進攻會令單位承受巨大負面效果,如果該傘兵部隊空降的省份旁沒有友軍省份能的話該部隊將在進攻失敗時被摧毀.
如果你擁有一個有空中優勢的空域但還是沒法空降的話,也許是你要空降的目標在你的運輸機的最大飛行範圍之外,這會導致你無發空降.大致上可以里解爲這區域里有一個機場如果佈置了運輸機就能到達該目標地點,但你運輸機所在的機場的位置并不能夠到該目標地點.德國到英國南部是個很令人討厭的例子,但在比如南美和太平洋之類的地方都會發生.
幸运的是,你可以做得更过分,来绕过这个糟糕的游戏机制。当你的空降命令出现在空军地图时(就是你分配制空权任务和地面支持任务的地方),点击命令里的圆形图标(可能看上去是空白区域),然后右键点击将你的命令重新分配到一个中心点靠近你的机场的空域(通常是你的机场所在的空域,但不总是这样)。
AI永遠不會使用空降計劃.
制空权
和海軍入侵一樣,空降計劃需要70%的當前空域制空權.制空權通常由分配戰鬥機至空域獲得,但非海軍轟炸機和進空支援機都對奪去制空權有幫助.
運輸機
和海軍入侵需要運輸機一樣,空降計劃需要運輸機才能被執行. 和其他游戲内的飛機相反,一個運輸機并不代表一架運輸機,而是一群被需要用來運輸部隊的飛機群.
空降所需的运输机数取决于空降部队的重量。一个伞兵营的重量为0.5,一个支援连的重量为0.1。一个运输机载重为2.0,所以可以运载1个4营伞兵师,或者1个带若干支援连的3营伞兵师。如果运输机不足,则伞兵将分批运送,这可能导致伞兵遭受更多攻击并在降落時受到更大的損失。
伞兵师必须位于有运输机待命的机场的省份,才能执行空降任务。(例如,若运输机在执行空投补给的任务,则无法执行空降命令。)
前綫與進攻綫
前綫是所有進攻計劃的開始點,玩家可以點擊一個和本國相鄰的別國邊界來設立前綫,也可以按住右鍵并在特定部分的邊界劃上前綫.AI會自動把部隊移動到所屬前綫,玩家可以先選則部隊再劃上前綫以分配部隊,也可以由在前綫上按CNTRL+右鍵來分配,玩家也可以創造幾個不相聯的前綫. 在非同盟的國家邊界上前綫的部隊會獲得作戰加成,此外兩軍交戰的邊界也可以算國境綫,因此也可以劃上前綫.
進攻綫是一個能讓玩家部隊在命令范圍内自動攻擊并占領的命令,進攻綫能從前綫作爲起點開始,也能從已經建立的進攻綫上開始. 玩家能劃一個或多個進攻計劃來讓AI明白自己的進攻意圖 .進攻綫的寛度和弧度都能照圖像旁的提醒來改變,把鼠標停留在進攻綫上可以讓玩家看到AI會如何執行該計劃.按ALT鍵進入編輯模式和TAB鍵能改變進攻開始點,玩家可以借此改變主力進攻方向.
使用统帅头像上方的按钮来发布执行作战计划的命令,查看按钮的提示信息了解关于作战计划的信息和建议。AI会执行作战计划,直到军队到达他们的进攻线位置,这个位置成为新的前线。如果有进攻线命令越过前线位置,再按一次执行按钮从新的前线发起进攻。在一次重大进攻行动中,暂停行动,休息,补给,休整,重组,以及协调进一步的作战计划都是很常见的。这也是很好的时机分离一部分部队用于加强占领区的控制,包括用较小编制的师特定用于压制动荡。驻防区作战计划命令就是用于这种情况。
更多關於前綫與進攻綫的例子
更多关于前线与进攻线的例子
一条普通前线,一条普通进攻线,然后又一条普通进攻线。在进攻开始后,进攻会到达第一条进攻线时停止。必须再按一次执行按钮发起继续进攻。
协同前线和协同进攻线。两者缺省都会为子集团军画普通前线。
协同前线和两条普通进攻线。在画了协同的前线后,你不一定非要使用协同进攻线。你可以使用普通进攻线,或者两个都用。
如果你在画协同前线时按住SHIFT键,你会得到一个没有任何子集团军前线的协同前线。这对拥有大量防御师的前线是非常有用的。所有分配到这条前线的师会得到相同的协同作战颜色,在这张图片里,就布置了一条协同进攻线。
穿插线
穿插线命令从前线开始,可以被单独运用,而不需要进攻线。普通作战计划执行时会分散部队以覆盖它的侧翼,并根据地形进行调整,而穿插线会严格按照定义的路线,沿一条较窄的路径,往往只有一个省的宽度,直达他们的目标。这使得他们非常适合闪击战风格的装甲突破,占领特定目标,或者和另一个穿插线命令将敌城市或者敌军包围在口袋里,然后用机械化或常规步兵师把敌人封死在包围圈里。被包围的军队就像常规缺乏可以撤退的友军地域而被摧毁。
穿插线(快捷键 “SHIFT + X”) 只能用于通过穿越进攻部队的前线或者海上入侵的地域(开下登陆舰进入战斗的坦克)。穿插线会严格按照由鼠标右键点击和拖动标记的省份为路线执行。这使得进攻方可用计划路线绕开碉堡,城市,或者为保持机动性不希望进入的地形.
被分配穿插线的师会一直沿着进攻路线前进, 而不会像进攻线那样自动填补侧翼的战线, 所以使用穿插线要注意安排其他师掩护侧翼, 否则容易孤军深入被包围.
防守綫
玩家能劃出一條防守綫,AI將會用和前綫機制相同的機制移動到目的地, 如果防綫被突破被分配到該命令的部隊將會嘗試重奪該省份.不像被分配到前綫命令的部隊,被分配到防守綫的部隊不會獲得計劃加成,但常時間駐扎在一個省份的部隊將獲得防守加成.
區域防衛
區域防衛. 在這圖中 '防守港口'的命令被玩家選擇.玩家部隊將會被自動分配到有港口的省份.
區域防衛是指一個令集團軍防守一個區域而不是前綫的作戰計劃.這能幫助玩家防備空降兵和鎮壓抵抗(抵抗運動前的版本)。 單位會分散在不同位置而不是集中在某個區域,請注意這個做戰計劃并不適用于前綫地區.如果被防守省份其中任何一個地區被敵方占領,AI將自動從其他被防守的省份調兵過來試圖重奪該地.
該作戰計話有幾個可調整的防守目標(見圖):
- 防守胜利點
- 防守港口
- 防守海岸
- 防守機場
- 降低抵抗(開啓抵抗運動DLC的玩家不適用)
- 防守要塞
玩家可以选择他希望的方式进行防御,UI会告诉玩家AI认为需要多少师执行这个命令。区域防御命令将一个统帅下的最大单位数增加到3倍,也就是72个单位,而不导致任何debuff。最好使用安保师来减少抵抗。2到6个骑兵营加上宪兵可以构成有效的安保师,只需要最少的武器装备和训练。
一种完全不同的守备师是一个用于固定地域的静态防守的师 - 它的目的不是破坏,而是挖战壕,防守尽可能长的时间抵御敌人进攻,争取时间等到援军到达。组织度,防御值和防御工事和击穿敌人的装甲一样重要。这个师可以由拥有基本武器的步兵,参与防御的工程师,一个拥有对空武器(可以帮助抵御空袭,轻装甲,而且不需要钨)或者反坦克武器的营或连构成。它将独立战斗,所以战斗宽度不是很重要。
計劃加成
当一支部队处于一次进攻计划(必须有进攻线或穿插线)的起始位置且既不移动也不战斗时,它将在每日开始时增长计划加成(表示为一个百分数),直到达到计划加成上限。计划加成将对战斗的贡献非常之大。
每支部队的计划加成的默认上限是30%。计划上限和计划速度可以因某些陆军学说或国家精神而提高。计划速度,即每日计划增长,默认为2%,所以达到默认上限需要15天。
任命上将也可以提升计划上限和计划速度。上将的1个计划技能点可以+2%计划上线和+5%计划速度。但是计划速度的+5%是针对2%的默认值做乘法。举个例子,上将的计划技能点是4:他的计划上限buff是+8%,则实际计划上限为30%+8%=38%;他的计划速度buff是20%,则实际计划速度为2%*(1+20%)=2.4%;因此需要38%/2.4%≈16天才能达到计划上限。
一支有着计划加成的部队,每天在移动和战斗中会损失计划加成。因此如果把部队托管给战斗计划,其计划加成会缓慢地下降;而如果交给玩家手操,其计划加成会下降得很快(毕竟,玩家手操会比ai托管更频繁地操作部队的移动和战斗)(define文件内的数据显示,玩家手操导致的计划加成衰减是AI的3倍)。
戰術
由于計劃加成需要時日來達到最大加成效果,在和平時期開是準備將是個不錯的選則,這樣你就能在開戰時獲得最大加成了.
如果玩家想減少計劃加成的衰退率,準備一個復雜的作戰將會是一個不錯的選則,玩家可以達到作戰目標而不需手動操作部隊.[2]
玩家也能亲自對部隊下令進行微操以應對情況變化,但在手動操作的情況下計劃加成將會衰退的更快.
微操與戰鬥計劃; 支援攻擊
單位在完成玩家下的命令后.如果在此之前被分配到一個做戰機劃的話AI會控制單位繼續進行做戰機劃.
一旦戰鬥開始,玩家能用CTRL鍵+右鍵(或CNTRL鍵+ALT鍵+右鍵)點擊顯視戰鬥的圖表來讓未進入戰鬥的單位支援戰鬥(戰鬥支援中的單位會以藍色的進攻鍵頭表現),玩家可以以此來讓其他單位輔助進攻而不會移動,在AI控制的戰鬥計劃下也會出現支援攻擊.
戰鬥計劃與盟友
玩家能看見其盟友的作戰計劃(在屏幕右下方能調整). 這能在聯機時幫助玩家配合隊友,在單人游玩時也能讓玩家大致明白AI在干啥.