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From my own experience, using surface fleets is far more .. enjoyable. Less micro managing, more personal satisfaction watching ships being sunk, so on.

Intagibiles aside, it appears that as you tech up your commander decision making ( I believe ) your engagements with carriers end quicker. Simply, your surface ships are targeting the higher value target more quickly which prompts the task force to withdraw. Happened to notice this last night while chasing down the remains of the british in the med, once the carrier goes from light to dark gray it triggers it's withdrawl.

I have sunk carriers with surface ships earlier in the game, but I believe it's simply due to the fact the carrier was not selected as a target early in the fight and the ships were able to get into firing range.



Carriers just dont feel right with germany and whenever I try building them - ultimately, I feel like I am cheating.
 
From my own experience, using surface fleets is far more .. enjoyable. Less micro managing, more personal satisfaction watching ships being sunk, so on.

Intagibiles aside, it appears that as you tech up your commander decision making ( I believe ) your engagements with carriers end quicker. Simply, your surface ships are targeting the higher value target more quickly which prompts the task force to withdraw. Happened to notice this last night while chasing down the remains of the british in the med, once the carrier goes from light to dark gray it triggers it's withdrawl.

I have sunk carriers with surface ships earlier in the game, but I believe it's simply due to the fact the carrier was not selected as a target early in the fight and the ships were able to get into firing range.



Carriers just dont feel right with germany and whenever I try building them - ultimately, I feel like I am cheating.

Your feeling betray you.
 
That's not the equation I use. The equation I use is X * (CV + 2.5CAG) vs Y * (BC) + 4xNAV.

For CAGs, I need not only 2 per CV but also spares on damaged rotation.

For SAGs, I built 4 NAVs "total", regardless of BCs constructed.

And surface forces, as pointed out, are more valuable for landings via their shore bombardment.

If you do not wish to build SAGs ever, then that's fine. I'm not going to tell you to.

But then it limits you to 1 naval action at any one time since the NAV's can't be in 2 places.

As for bombarment this is ture, but ultimately not worth much. See you invade undefended provinces and then attack over land to take the port. It is much more effective and faster doing it that way. And because it's undefended you don't shore bombard. Yes I know it can add to a battle along the shore which is nice, but I use TAC/CAS for that anyway.

One last point. Your NAV's are based somewhere. You send a SAG out to the North Sea and also west of France hunting UK CV's. You find one CTF (pick either area). The game pauses and you send the NAV out to participate and also INT. But it takes time for the planes to arrive and at least one and most likely 2 rounds happened where your SAG is hit by the CAG's with no return fire.

The only way to coutner this is to have standing air superiority over all potential naval zones, or limit your SAG's to a zone where you want to operate (of course the enemy might not be there).

One other point. Not sure if FTM fixed this but in SF and before the NAV's weren't guaranteed to find the enemy surface fleet even if your SAG was engaged in combat. In my tests for SF the NAV's sometimes never joined the fight and kept patrolling the area or just sat doing nothing in the sea zone.
 
Someone in an earlier thread about this topic pointed out the fact that the Iowa-class battleships, even in 1991 when they were last used, were superior in regards to amphibious invasion support fire when compared to any other ship in the USN. This includes the aircraft fielded by USN fleet carriers; they simply can't compare to the firepower of those old battleships when it comes to supporting troops on the ground.

Did you know that most of the ground support was with the 5 inch and not 16 inch. They called in 16 inch for specific targets that they could see and identify and that required a bigger shell like fortified bunkers.

Hull value in the game is used for stacking purposes. Having said that the US CV's had some of the best damage control operations of any ship in any fleet. Yorktown is a perfect example. So hull might also incorporate damage control which isn't relefected in the game.
 
As for bombarment this is ture, but ultimately not worth much. See you invade undefended provinces and then attack over land to take the port. It is much more effective and faster doing it that way. And because it's undefended you don't shore bombard. Yes I know it can add to a battle along the shore which is nice, but I use TAC/CAS for that anyway.
Air support and shore bombardment are independent from each other. SB is a combat modifier and your ships never suffer any damage nor suffer from stacking penalties, ground attacks affect ORG and STR of enemy units and air units suffer from stacking penalties and enemy AA (both province-based and unit-based) fire at your planes, so they suffer STR/ORG damage (they can also be intercepted, while ships have to be bombed or attacked by other ships). Therefore, you can use both for maximum efficiency. Naturally, due to the way amphibious invasions and the AI work in-game, usually you can capture a port without using either SB or ground attacks, but that's a different issue.
 
But then it limits you to 1 naval action at any one time since the NAV's can't be in 2 places.

As for bombarment this is ture, but ultimately not worth much. See you invade undefended provinces and then attack over land to take the port. It is much more effective and faster doing it that way. And because it's undefended you don't shore bombard. Yes I know it can add to a battle along the shore which is nice, but I use TAC/CAS for that anyway.

One last point. Your NAV's are based somewhere. You send a SAG out to the North Sea and also west of France hunting UK CV's. You find one CTF (pick either area). The game pauses and you send the NAV out to participate and also INT. But it takes time for the planes to arrive and at least one and most likely 2 rounds happened where your SAG is hit by the CAG's with no return fire.

The only way to coutner this is to have standing air superiority over all potential naval zones, or limit your SAG's to a zone where you want to operate (of course the enemy might not be there).

One other point. Not sure if FTM fixed this but in SF and before the NAV's weren't guaranteed to find the enemy surface fleet even if your SAG was engaged in combat. In my tests for SF the NAV's sometimes never joined the fight and kept patrolling the area or just sat doing nothing in the sea zone.


When going SAG, I don't "chase CV's".

SAG forces can bomb the shorline, adding up to a 25% penalty, at no cost to the ships. While it is true that I tend to "invade" in open provinces, the followup taking of the port most definitely involves my big guns nearby. Note that this does not "exclude" air bombardment; I often have TACs bombing targets that are actively being ship-shelled as well. Concentration of force and all :).

CAGs can't do that; the most they do is send CAG-planes against the target, but as anyone can attest, against land forces, they get chewed up fast.

CVs only real purpose is to kill ships. That's all they are good for (unless someone's left their ports criminally under-defended... CAGs are effective if the only port defense is 3xMIL ;p).

Not only do players know this, so does the AI.



I don't need to "hunt down" CV's, because I know they will come to ME.

As such, I can have my INTs and NAVs already in position. If the CVs show up, I'm ready. If they don't, my SAGs have free reign for shore support and (since I'm most often doing this with GER) near-port, hyper-effective convoy raiding (also good for admiral experience gain :) ).



Also, since my NAVs are only "pinning" the CVs for my ships to shoot, I don't mind if they are at half-ORG from having just been rebased; the NAVs will score "some" hits, but the fill the primary goal of interfering with the CV forces regardless if they are fully staffed wings or 4 half-shot up planes. (That's right folks, I've taken the "zombie CAG" situation and REVERSED IT on the carriers themselves on occasion with "zombie NAV's" ;p)

Also, in 3.05 at least, the bug you describe is gone. If a fleet is in a Surface fight, then any planes will spot it 100% of the time, and if a fleet is being bombed, then any approaching SAGs will spot it 100% of the time.




And still, at no point am I saying that "BCs are carrier killers", just that they are valid strategic assets that, in the proper environment, can do the job. Not necessarily the *absolute most* IC-efficient way, but it can be done. If you are going the BC route, it needs to be, strategically, for more than just "killing carriers".

I've tried it with multiple avenues (I didn't come up with the "NAV pin" method on my first try ;p), and have found the following out as to when it is a valid option:


A) Tried with GER, it can be quite effective for a while. GER's navy will generally operate within friendly air cover for most of it's life, and since all convoys to UK tend to go through the same few seazones, the UK is forced to bring its CV fleets to counter you where you so choose (preferably, AWAY fromt he UK mainland, otherwise you first have to take out all the UK's INTs, which is tough). Especially if you take over Spain/Gibraltar; you can "operate" your BC-convoykillers off the west coast of Spain, where your own land craft can reach, but UK's really can't. Also, having a half dozen BC-based fleets makes Sealion much more doable; even if your "outside" BC fleets get smacked around during the landings, as long as they are keeping the fleets away from your transports, AND are providing shore bombardment bonuses, you can "overload" UK. A risky gambit to be sure, but, not without a good chance of success.

B) Tried with JAP, I was *eventually* able to win out navally, but boy-howdy did it take forever. The only reason I was able to toy with the US as long as I did was because (due to me being an intelligent JAP player), I had all of China, Indochina, India, Australia, etc etc. already under control, giving me a rather decent IC base to work off of. Lots of US carriers were sunk, but so were lots of JAP BCs. Technically possible, but not a great overall strategy. (Note: Even if you do go Carriers, I still advocate a SHBB or 2 built to escort your Transprot fleets with).

C) Tried with USSR, it works *as long as* your goal is to take over GER, JAP, and maybe extend into Europe for a faux-WW3. Just like GEr-Sealion, you have full control over where your engagements will be held (for air purposes), and the Big Ships will make invasions of JAP/UK more efficient. If you want to sail all the way to the USA, given your rather pitiful LS values (at least until you've taken all of Asia and Europe), then you may as well just start with carriers... sometimes around 1946 ;p.

D) Tried with the USA, it *can* work, simply because the USA can make 290384294923 BCs by the time war starts for them. You'd essentially be using the Naval equivalent of the USSR's human wave MIL-ART strat. Note, however, that the USA can EASILY field both landing-supporting BC(or BB) fleets AND teched CVs, so in their case, it's really not a "choice" to be made. Just make all of them.

E) Tried with UK, it gets real interesting. Since UK can air-cover the english channel just as well as GER can, they can end up forcing GER into a rather bad situation: either force them to build a lot of Naval forces just to contend, or end up having ZERO control over the waters. you know, a lot like real life. The difference that BC/BB fleets make is that those fleets can't be "rendered ineffective" by INT strikes against their CAGs, and naval strikes can also be intercepted frequently. So the UK is essentially saying "bring it" when they line the shores with powerful SAG fleets... at least until GER is done with. If the UK tries to contend with JAP with only a lot of SAGs, and not a lot of airbases nearby, they are going to end up in a world of hurt. So unless the UK has full confidence that they can rely on US to do their Pacific stuff for them, it's not normally a good idea for them to "abandon the CV".



All of those situations are assuming a "historical playout". If you are doing something like having JAP join the allies or USA going axis, then the entire scene changes.
 
Thanks for the detailed post. A lot of questions were cleared up and its good to see the bug was fixed. I know back in SF (before I went CV force) I used to screram that my NAV's were doing nothing while my surface ships got creamed.

One final question. You mentioned that it works great for Germany off the Spanish coast after taking Gilbralter. But in reality this and maybe just off NE Spain are about the only places you can attack convoys that are within your INT range but out of UK INT range. The channel and just off Ireland will be protected by UK INT. So is this where you do most of this strategy for Germany?
 
Thanks for the detailed post. A lot of questions were cleared up and its good to see the bug was fixed. I know back in SF (before I went CV force) I used to screram that my NAV's were doing nothing while my surface ships got creamed.

One final question. You mentioned that it works great for Germany off the Spanish coast after taking Gilbralter. But in reality this and maybe just off NE Spain are about the only places you can attack convoys that are within your INT range but out of UK INT range. The channel and just off Ireland will be protected by UK INT. So is this where you do most of this strategy for Germany?


Depends highly on the propensity of UK INT forces.

Plan A: If, as GER, I exercise total air superiority (maybe my research is better, maybe my 8 wings of 4xINT just overwhelm their 5 wings of 3xINT, or whatever), then my "main raiding" takes place in the western English Channel, with my air forces based in the NW of France. Now, since I can't keep 32 planes safely based in NW FRA (since I don't, ya know, START the game owning that area to build a lot of airfields in), I tend to just have 2 stacks of 4xINT and 1 4xNAV over there, and the rest of my INTs make Air Superiority forays over UK to keep their INT stacks out of action.

Plan B is to take Spain/Gibraltar, forcing all UK convoys to go around the long route west/south of Arfica, and then operate my raiding west of Spain, out of reach of UK INTs. I place an INT stack in the lvl4 airfield in NW spain (I think it starts lvl 3, but I update it immediately), and the other INT and the NAV stack in Gibraltar, and raid primarily from that area.

Plan B.5 is to take Gibraltar (leaving spain alone), forcing the convoys to go west/south of Africa... and then take the various Atlantic island holdings of the UK, and mildly raid BELOW the equator, but still in the paths that all of the Pacific convoys have to pass through. If the UK doesn't intervene way down there, I keep raiding them into oblivion. If they send their CVs to stop my forces there, I take the opportunity to sortie all the forces I still have in Europe to hammer their now-divided Navy, usually scoring most of their non-CV capital ships (the result of this action that my own BC fleets end up hurt, but not sunk). I then recall the South Atlantic raiders to cover for the month or 2 while my other fleets repair (don't want to get Normandy'ed in 1941 ;p) before resuming the same plan.


The beauty of ships, planes, and plan Bs are that they can easily be interchanged as new information becomes available.

If the UK is doing heavy trading with the USA, then I also place heavy priority on taking Bermuda for just this reason (convoy raiding the UK-USA, with me being able to field INT/NAV in a place the UK can't counter). The original reason I started playing with "Bulwark" divisions of such craziness as 2xHARM 2xAA 1xSHARM was so that I could field a division that, once this island was in my hands, it would NEVER leave them.
 
Very interesting concepts. Do you build CL's or DD's to go with the BC's? What is a 'standard' fleet composition for you? How amny BC's do you build by '41 or '42?
 
Very interesting concepts. Do you build CL's or DD's to go with the BC's? What is a 'standard' fleet composition for you? How amny BC's do you build by '41 or '42?

As GER with the intent of entering combat with CV forces, I always choose DD. Even small differences in average speed are crucial when trying to "close that gap". Yes, BC/DD doesn't share the same "tech tree" as BB/DD would for the Theory values, but as GER, I find that the extra LS/day allocation a worthwhile tradeoff. Only in EXTREME circumstances have I ever sunk a CV with a BB, so no amount of "more efficient research" is worth it for a unit that won't do what I need it to :).

my "standard" fleet is 4BC8DD. I mildly adjust it for tech levels and leader experience, but that's my "can't go wrong with" fleet.

Any fleet smaller than 2BC6DD I won't send out on attack missions; convoy raiding perhaps.

Any fleet smaller than 1BC3DD I won't send out period. These act as replacement ships.

As for my total fleet composition by 41/42, I set myself up to build 12 BC (3x4 runs) and 40DD (whatever IC I can spare) by 41; I build 2BCs first for practical, and then hold off on the main buids until my Engine research is finished. GER's other starting vessels are "incorporated" into my plan (especially if I find myself in the position of trying to sink enemy CapShips after their CVs have retreated). However, that's just my "1936" plan; if I've been unusually successful, I might cancel the final build of 3 BCs if they are less than 25% done; if UK is producing WAY more Navy than I normally run into, then I might sacrifice my STR-bomber plans to bring it to 16BC, or even scratch my TRA/PARA plans as well to bring myself to 5 full BC fleets.

Whatever my final fleetcount is, I also always have "+2" BCs built for repalcement/rotation. No matter how good the plan, assuming that you will never lose a BC is a terrible decision. Unless you are the type of person who saves/reloads every time a battle doesn't go your way, but that isn't me ;p.

For INTs, it varies. If I'm going plan A), then I make sure to have 1.5x as many INT as the UK does, sacrificing TAC to free up the IC for it. (not ALL of my TACs mind you, but I may go down to 2 wings of 3xTAC instead of my desired 4-5 wings of 4xTAC) If I'm going plan B), then I only need 2 stacks of 4xINT for home defense, and 2 4xINTs for Spain/Gibraltar/Wherever, regardless of how many the UK is building. (All this doesn't include my build for the Eastern Front, of course).

Sometimes I build IC runs, sometimes I don't...

That all is just the plan though. At least once in any given game, there will come a time where it essentialy coems down to my entire navy vs theirs (as in, once a fight starts, both of our forces converge to the area). I try to make sure my "oldest" BC/DD fleet is the first to engage; their slower speed isn't a big deal when the enemy is voluntarily closing the gap with them. I keep that first fleet in as long as I think I can (often losing an old BC or two), keeping up attacks with both my NAV and, if it gets too heavily damaged, a local TAC wing, moving other fleets to adjacent seazones, until it can hold out no longer, and I give the retreat order.

As I give the retreat order, I move in another fleet, sitting just off-seazone, to the battle. IDEALLY it arrives the hour the first breaks the engagement, but usually it's 2-3 hours early. That fleet then continues the battle.

the whole time, the UK is throwing more ships into the mix. While "Superstacks" are certainly dangerous, it's surprising how long a 4BC8DD fleet can hold out against an enemy fleet of 10CV, 12BB, 20CA, 25CL... once it's CAGs are chased away. Those stacking penalties get NUTS.

Technically, I "lose" this mega-fight 9 times out of 10, but only because the definition of "lose" involves "fleeing the battle". However to a sideline observer, I probably "win" 7 of 10 times; while my 3 fleets of a combined 12BC24DD + GER's other starting ships is reduced to 8 BC (4 heavily damaged) and 12DD (7 heavily damged) and a few other ships, UK will have had 7 of their 10 CVs damaged (even if none are outright sunk), lost 7 BB, 15 CA, 20CL, 30DD, and whatever subs were stupid enough to show up ;p. In HOI3, this is a win for GER; unlike the WWI Battle of Jutland (where GER did more damage, but was never again able to use it's navy), in this case, GER will have 2 full fleets with 4BC each in 2 months tops; UK will be down to almost nothing BUT carriers for the forseeable future.


This sounds like a monumental bragging fest, so let me temper it by saying: it's not foolproof. I have lost before vs the AI... and if I were to actually try this vs a human, I would most certainly NOT do it anywhere near the UK home islands, if at all. This is a strat for a specific goal in a specific instance; unlike, say, INF brigades, which are useful to build no matter who you are, this BC/DD idea only works if the right factors are in play... and it's an all-eggs-in-one-basket play, cause if it doesn't work, GER will be doing nothing in the Atlantic theater for a few years.





This is if I'm planning to challenge UK for their home islands and/or go all the way to USA of course. If I'm playing the game with a self imposed "take out the USSR/all of Europe/Africa/Asia first" rule, then I just go subs until I'm within sight of Moscow/South Africa/Rangoon, then transition into... well, anything.
 
The best answer to the Royal Navy would be about eight squadrons of naval bombers, and an equal number of twin engine escorts. The Royal Air Force will be outnumbered, and hopefully, will not know what the best course of action is. This is, if you are playing the common weapons... mod.
 
Here's a post I dug up that might be of interest. The author, Stabber, tries out different RN fleets fighting the exact same RM fleets to see how they'd perform in the same battle. Now, the post isn't about how to fight carriers but is still interesting to go through to see how the different ship types and fleet compositions stack up.
 
Only in EXTREME circumstances have I ever sunk a CV with a BB, so no amount of "more efficient research" is worth it for a unit that won't do what I need it to :).

A couple of thoughts.

First, in my last game with BBs leading the fleet, I sunk 8 British carriers and 12 CVLs.

Second, I'm surprised you aren't operating with larger fleet sizes. I've found that a size of 18 is optimal for SAG engagements, I sink more ships and my capitals survive better when I'm using 6 capitals rather than 4. Stacking penalties are managable in the 30-40% range if you have a good admiral.

Overall, though, I like your approach. Capital ships have come into their own once again, and I think BCs are underrated, even though I prefer BBs. :)
 
I need a clarification. It was a fact that a SAG could not engage a CV unless the average speed of the SAG was greater than the average speed of the CV fleet. This was shown to be true many times over before FTM. I admit that I have not run any tests under FTM. But has there been a change that now allow SAG's to fire at CV's (they used to be greyed out and not even an available target) with FTM? Remember the old ghost CAG situation where a 0 strength CAG kept the CV greyed out? I know they fixed the ghost CAG but when are CV's even a target?

I'm going to read through all the patch notes for FTM to see if it mentions anything.
 
I need a clarification. It was a fact that a SAG could not engage a CV unless the average speed of the SAG was greater than the average speed of the CV fleet. This was shown to be true many times over before FTM. I admit that I have not run any tests under FTM. But has there been a change that now allow SAG's to fire at CV's (they used to be greyed out and not even an available target) with FTM? Remember the old ghost CAG situation where a 0 strength CAG kept the CV greyed out? I know they fixed the ghost CAG but when are CV's even a target?

I'm going to read through all the patch notes for FTM to see if it mentions anything.


I actually skipped SF. I went straight from 1.4 to FtM, so whatever happened in SF was only known to me by what I read.

That said, the fleet speed is only a factor in the hour-by-hour positioning. Other factors influence, per hour, whether the ships move "toward or away" each other in the SAG-fight screen, and Airborne Bombardment is one of those factors (which is why, even for SAGs, airpower is still of major importance).




So you've gotten CV kills via BB in FtM eh bbasgen? Impressive. You wouldn't happen to know the airpower component you used during the fights offhand, would you?

Also, are you running any mods? All my tests (and all my games ;p) are always in official-release versions.




I'll have to try a 6/12 fleet someday instead of 4/8 fleets if you've had that much luck with them... I'll see how it fares.
 
So you've gotten CV kills via BB in FtM eh bbasgen? Impressive. You wouldn't happen to know the airpower component you used during the fights offhand, would you?

Also, are you running any mods? All my tests (and all my games ;p) are always in official-release versions.

I'll have to try a 6/12 fleet someday instead of 4/8 fleets if you've had that much luck with them... I'll see how it fares.

No mods except for the basic graphics (e.g. Fransesco's models, leader pictures in color, etc). Playing on hard difficulty (e.g. -20% combat modifier).

Here is a thread (Indomitable German Surface Fleet!) that details what I did and the results. I still also have the save files fwiw, but this is easy enough to recreate.

I experimented quite a bit with fleet size, and my primary goal was to kill enemy ships while making sure my own capitals survive. Technically, 4 BBs in a fleet could handle themselves well, and that is where I had my Level 6 battleships operating. But my "older" fleet of Bismark class ships were in a fleet of 6 capitals (4 BBs + 2 BCs), and they were the more dominate fleet! My fleet with only 4 capitals would at times take a vicious beating, they tended to loose more screens later in the game (1942), and on a few occasions I was lucky to come out with all the capitals surviving.

As to air cover, the purpose of my test was to explicitly forbid the use of CAGs and NAVs, since I wanted to resolve the simple question: can an SAG be successful for Germany. That said, I used INTs (in wings of 4 units each), to cover all of my initial engagements with the Royal Navy. Fighter air cover was imperative, no doubt. Interestingly, by the time I got to the US, while I had a few important air battles, I generally found my fleets could handle US CAGs. While I did not sink any US CVs, I sunk great amounts of their capitals and screens, and their CAGs were also decimated against my advanced AA. But here, I think this is mostly an AI thing: the US AI did not handle its CAGs or fleets well. There is no doubt that if my SAG encountered a US CTF in the open waters with 4 or 5 CVs and CAGs operating exactly as they should (full strength, ORG, and with leaders), my poor SAG would have been toast. But even that doesn't deter the model: it would just mean that the SAG needs to hug the coast and the air force must maintain complete air superiority.
 
Here is a thread (Indomitable German Surface Fleet!) that details what I did and the results. I still also have the save files fwiw, but this is easy enough to recreate.

Ah, so that was 3.06 then?

I can't comment on as of yet unreleased changes. I do plan on making a GER game my 2nd once the patch goes live, just for this purpose.

It'd be nice if SAG could engage CTF if the conditions are right... on the other hand, if the change makes it so that CTF get completely plastered by SAG, then we've gone too far in the other direction :(