集团军

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Joezedlone讨论 | 贡献2021年5月12日 (三) 09:19的版本
For naval command groups, see 海军.

一个集团军是若干个陆军师的集合,它可以被一个指挥官领导。它可以是一个军队或自成一个集团军群。集团军在它所从属的战区执行任务。

颜色和徽章

游戏重集团军使用一些预设的颜色,颜色可选范围不大,但是玩家可以自行更改。若要更改,选中集团军并点击位于师列表上方的集团军名称右边的色条,或者点击集团军的徽章。集团军的徽章可以用来区分不同的集团军或者用来还原历史。徽章的更改方法于颜色相似。

战争计划

主条目:作战计划

作战计划在是一种给集团军下达任务的机制,可以分配给整个集团军,也可以给各个部分分配不同的任务。

集团军群也可以简单地通过右键点击来命令其向某地移动。然而,给他们分配计划效果会更好,这个计划沿一条前线布置,它可以是进攻、防御或有序撤退。一旦玩家点击了“执行命令”按钮,AI会根据计划运作军队,然而当需要进行复杂的机动时,例如迂回作战,玩家仍然可以进行微操来纠正AI。玩家还可以选择AI是小心谨慎地、均衡地还是激进地执行计划。

玩家选中集团军后,屏幕底部会出现一行指令。玩家可以将鼠标箭头放在指令上来获得详细信息。

指挥官

主条目:Commander

给集团军分配指挥官会提高它的作战能力。

演习

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.

In the simplest case, for a fully equipped, fully fueled division and a country that does not have training modifiers and did not reduce its division count recently, the amount of experience the country gets from an exercising division depends on the following components:

  • B: number of battalions and support companies in the division
  • S: 0.0015 * 62
  • C(day): the number of divisions in the field and in training on a given day

[math]\displaystyle{ \text{experience} = B / 10 * S / C(\text{today}) = 0.0093 * B / C(\text{today}) }[/math]

More generally, the following additional inputs are considered:

  • T: country-specific Training time modifier, e.g. from ideas like Extensive Conscription[1]
  • F: (for units needing fuel) fuel factor scales between 0 and 1 according to fuel availability in the division
  • R: the division's fighting strength ratio (reduced when lacking manpower or equipment)
  • I: interpolation factor; 0.002
  • D: interpolation decrease; 0.1

[math]\displaystyle{ \text{interpolated division count}(\text{day}) = \text{max}(C(\text{day}), \text{interpolated division count}(\text{previous day}) + (C(\text{day}) - \text{interpolated division count}(\text{previous day})) * I - D) }[/math]

[math]\displaystyle{ \text{experience} = B / 10 * S * T * F * R / \text{interpolated division count}(\text{day}) }[/math]

While in an exercise, divisions have a 6% increase in attrition of their equipment. Their organization is set to 20% 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.

You can shift-click to have the exercises automatically cancel when all troops are at regular level.



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