I’m a big fan of the board game Axis and Allies. Despite having fairly simple rules (by
war gaming standards), it does an excellent job of capturing the essence of that
historical conflict. In particular, I
really enjoy the tactile experience of moving small plastic figurines around
the board rather than the more traditional cardboard chits that most war games
use. Surprisingly, I never took much
interest in the Hearts of Iron franchise despite it being thematically closely
related. However, I heard that the
latest iteration of the series is the most approachable yet, so I’ve finally
decided to try out Hearts of Iron 4.
Having played the game for awhile now, I can certainly say my overall
impressions are pretty mixed.
On the plus side, I really like the world map, research
system, national foci, battle planner and ability to play pretty much any
country. Construction is also
interesting in many ways, but it’s also a bit strange in that you can’t
stockpile resources, nor does it consume fuel when you let loose your machines of
war. In fact the entire logistics model
is a bit odd. It get that the game
designers (Paradox Studios) were trying to keep things simple since, let’s face
it, micro-managing supply lines isn’t much fun.
The problem is it can be weirdly easy to deploy military units all over
the planet, even in places that would demand a herculean effort to keep
supplied. Oddly enough Axis and Allies
addresses this issue by movement limitations.
Speaking purely in terms of troopship speeds, Imperial Japan probably
could have landed a couple divisions of men on the west coast of Africa in a
matter of months, but in the board game it takes a year or more of in-game time
to do so. This might sound ridiculous at
first, but when you look at it as an abstraction of the time needed to plan,
prepare and set up the necessary infrastructure to keep tens of thousands of
fighting men fed and properly outfitted on the opposite side of the globe then a year starts to sound pretty
optimistic. In fact Japan didn’t have
the merchant marine fleet or fuel oil resources need to maintain an occupational
force on the Hawaiian Islands, let alone the interior of Australia. I’m pretty sure they lacked the necessary
manpower to dominate the vast regions and populations of mainland China or
India too, but you can conquer all those places and more in Hearts of Iron 4.
Air combat also feels a bit wonky in that over a period of
several days against France (I was playing as Italy) my fighter craft lost 400
of their number in exchange for 1,600 enemy bombers shot down. I was happy with the ratio, but I have a hard
time believing that aircrews would blast each other out of the sky so vigorously. I don’t claim to be an expert on the topic,
but I think Paradox Interactive needs to dial back whatever numbers their using
with regards to air warfare. The UI for assigning
air wings and warships to areas and mission is also pretty clunky. Rather than having to manage each-and-every
ship or plane it would probably be a lot easier to group them into preset squadrons. After all, each battleship figurine in the
Axis and Allies board game doesn’t correspond to a single warship, but rather a
squadron of (by my estimates) 4 or more such vessels, possibly including
escorts and support craft.
The last big problem with Hearts of Iron 4, as I see it, is
the AI with regards to the division designer. This problem might be fixed by the time I get
around to posting this, as it stands right now most computer controlled
divisions consist of little more than a small number of infantry battalions
with little in the way of support companies or mechanized units.
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