My main fleets are kept as around: 2-4 Carriers with 50/50 fighters and naval bombers, 3-6 Light Cruisers for extra close quarters firepower. As Germany, basically three zones west of the UK and its GG.An America player I see.
The enemy will refuse to fight fleets more powerful than them; you might get some of their patrols but the main fleet won't leave port for a fight it can't win. Some of the convoys will slip by, but you'll get so many that the ai will start to run out of convoys. You actually need to build convoys and ships to defend them properly, in a grinding war of attrition as serious as any front line land warfare. First, combine your fleets. The only reason a weaker fleet comes out of its ports to play is when a naval invasion is imminent and there's nothing to lose with a Hail Mary attack. I run 10s or 12s and set the rest in reserve.
What I mean is, if task force A has 15/10 destroyers, and taskforce B has 5/10 the excess from A wont move to B?I am having the same problem... it says it's supposed to auto-level to and from a reserve fleet... doesn't seem to be working for me though. Would love if someone could explain this.The ideal composition of a fast-carrier task force is four carriers, six to eight support vessels and not less than 18 destroyers, preferably 24. too, as well as the fuel it's preserving your fleet for battles you can win.For the love of god yes. Fleets can range from being vital to impractical in the game depending on what country a player chooses. Are they just slightly better firepower value? Industry/tanks/infantry/artillery are just so much more important to those nations than subs or cruisers.So far, the only naval war I've fought was with Japan and I crushed them completely. There is no best fleet composition for HOI4 it completely depends on where you are fighting in the ocean. This is why speed is more important, to catch their fast patrol ships, to get your own ships out fast when the enemy's main fleet tries to intercept. Naval bombers from carriers or land based still appear to wreck everything.I've generally made my tasks forces (as US) four carriers, 8 light cruisers, and 12 to 16 ASW destroyers. Alle Rechte vorbehalten. Convoy raiding is so incredibly powerful now. I assign each fleet to about 3 areas each. I would appreciate advice on what I need to change and what I should keep in my setup.Probably one of my favorite parts of this game. 1 has mine layers and the other has extra torpedo tubes. Certainly seems to be how the AI is doing it right now, their decision-making based on how many green/red sea zones stand between them and invasion.So if you want the UK navy to fight your Kriegsmarine proper, you'll need to be threatening naval superiority in the channel. Yet of these, only a few of these are truly useful in comparison to others. Light Cruisers - are they worth the considerable expense? You can't kill convoys you can't see. It would suck to build up a battleship fleet for 4 years, only to loose everything in the first battle because you fucked up fleet composition.I just gave up on it for now until smarter people figure it out. Instead you should split smaller ships in task forces and put the big gun capitals in a separate battlefleet.
not really important since you only need 1 submarine to invade a nation if you're not a nub
If someone wants to prove me wrong about capital ships I'm happy to listen).Convoy Raiding seems like it's intended for nations that are land focused and only want to disrupt enemy supply lines instead of trying to control the seas. I concentrated all of my forces together, and went around the Central Pacific with one big fleet of 8 carriers and all the CAs and BBs I started the game with. Also a rly nice thing I just discovered, when your fleet is in an sea sector next to your land battles, the enemy gets an naval bombardment penalty. I also just throw in any extra ship I have to give myself a little extra firepower in my fleets.
I have no idea what the fleet composition meta will turn out to be, but right now I'm building for speed.But really I think the thing to understand is that the naval game has fundamentally changed; it's now less defeating enemy fleets and more securing "territory". © Valve Corporation. The 300 naval bombers (expanded decks and pacific fleet designer) tend to destroy anything before it closes with the carriers. That phase of the war took about 6 months. Just Spam Light Cruisers its crazy effective Hinweis: Diese Funktion ist NUR für die Meldung von Spam, Werbung und problematischen (anstößigen, beleidigenden oder unhöflichen) Beiträgen gedacht. Typically I’ll drop 3-5 convoys before losing a sub and disengaging (enemy planes still hurt)Exercise portions of your navy at a time to manage fuel. Actual fleet composition also varies significantly. Einige Geodaten dieser Seite werden von I am going to keep this short and simple, as I don't like reading massive text walls and I assume you don't either.2 very important naval mechanics to note are: submarine attack, which many ships lack, meaning they can't damage submarines, and armor, which, if is a higher value than the attacking ships piercing, the damage is negated to only 10%, meaning a destroyer will at best tickle a capital ships (battlecruiser, battleship, super heavy battleship) health.
I just want to make sure I don't provide wrong information if I put it in a guide. This is "why task forces?" They have proven much more effective then any of the others have so far.From my limited playtime so far as a naval focused USA so far:Destroyers (focus on sub detection and depth charges)Light Cruisers (focus on spotting, light attack, and AA)Battleships (heavy attack, fill out with AA and light attack)Subs still want to be on their own convoy raiding.
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hoi4 fleet composition