
Once you've broken through the enemy's line, drive mobile units through the break and get into their rear areas to cut them off. This means concentrating your support and best fighting assets in that spot (what we might call a "schwerpunkt"). You need to identify where you're going to try for a break in the enemy's line. So, to pull all of that into a cohesive battle plan: This works even if a unit is surrounded by otherwise weak units, such if the three out of the six hexsides of a single-hex surround is made up of artillery and HQ units. * If a defender has nowhere else to retreat to, either as a consequence of a Retreat Before Combat or a lost combat, then it will evaporate. * If a defender loses a combat, it may also retreat at the end of the combat To avoid this for the purposes of closely planning one's attacks, double-left-click into a hex to bring up the attack planner, and then order the attack via the attack planner * If an attacker tries to move into an enemy hex with a right-click, it can force a Retreat Before Combat check, which is a Quality Check.

* If an HQ is destroyed, then the Proficiency of all units under that HQ is reduced by half. Desertions will mean a unit will not receive replacements, and will in fact just start losing elements directly even without combat.


* If a unit is unsupplied, then it will start experiencing Desertions. * The only other thing to closely keep an eye on is the Time Expended counter on the Combat Planner - it factors in extra time consumed if the unit had to move to get to the combat, so don't try to run a combat that will take your entire turn, if you plan on exploiting afterwards. * In most cases, the Net Odds value in the Combat Planner should give you an idea of what will and won't work. * The combat system does allot for armored vehicles being difficult to stop if the defender has little-or-no effective anti-tank weaponry, so that's one thing you can pay special attention to, as far as using tanks against poorly-equipped infantry. * A lot of the combat stuff can honestly be skipped in favor of "common sense": if you're attacking, and especially in infantry-heavy combat, have superiority of numbers on your side, prefer to have artillery support, prefer to attack from multiple directions, and mind the terrain. Of course, units with high Proficiency can maintain high Quality even if their Readiness is already low, so that distinguishes "elite" units from "regulars", in that high Proficiency units can fight longer and harder before needing to rest.

Again, Proficiency you cannot do anything about, but you CAN do something about Readiness, mainly pausing your units to rest and recover Supply (which increases your Readiness cap) and also your Readiness in general. * "Quality checks" are used throughout the game for all sorts of things.
#Operational art of war 3 tutorial plus
The amount of Supply regained in a turn is equal to the Supply level in the hex, plus more if the unit is adjacent to or in the same hex as an HQ unit Supply will recover by having the unit not do anything. Readiness will recover by having the unit not do anything, but Readiness is capped at 33%, or whatever the unit's Supply level is, whichever is higher, so keeping a unit in good Supply is critical to also keeping Readiness high Proficiency you cannot actively do anything about * A unit's combat strength/power (as a general description, and not as the technical terms as may be used by the game) is generally determined by the unit's Proficiency, Readiness, and Supply I can post more about the actually-useful bits of this, but I wanted to save it first. I found this handy-dandy guide to The Operational Art of War 4 on the Steam community page.
