• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Michaelp

Second Lieutenant
38 Badges
Jan 12, 2013
121
1
  • Darkest Hour
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis 4: Emperor
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • 500k Club
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Pre-order
  • Dungeonland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sword of the Stars
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Cities: Skylines Industries
  • Age of Wonders III
As the title says I'm playing the Kaisereich mod as Canada and the AI seems to possess future knowledge of where my transports and my main fleet are at all times. If I send them with an escort I'm sure to meet with the UK's main fleet which I don't frankly have the ICs to compete with,as I only have so much to go around,and the said fleet also destroys the fleet I'm given at the beginning of the game with little to no problems. How can I get my loaded transports and the troops on them,to where I need them,without them becoming future diving sites? I did try using Naval Bombers to compensate for that,but they don't have the range needed in 1940.
 
As the title says I'm playing the Kaisereich mod as Canada and the AI seems to possess future knowledge of where my transports and my main fleet are at all times. If I send them with an escort I'm sure to meet with the UK's main fleet which I don't frankly have the ICs to compete with,as I only have so much to go around,and the said fleet also destroys the fleet I'm given at the beginning of the game with little to no problems. How can I get my loaded transports and the troops on them,to where I need them,without them becoming future diving sites? I did try using Naval Bombers to compensate for that,but they don't have the range needed in 1940.

I found that the trick is to have a very carrier-heavy fleet. Early on, get this fleet:

*As many carriers as you can afford, equipped with AA attachments
*An equal number of destroyers, equipped with ASW attachments

That should scrap any British fleet you come across.
 
I personally went massed airforce and when the UoB was engaged in the Weltkreig I snuck in and took Ireland and redeployed the 50 odd air stacks of 4 sqdrns each to Dublin and then wore the UoB down with round the clock bombings for the better part of year.

The naval mechanics baffle me.
 
The naval mechanics baffle me.

Which parts? I feel like I'm at a point where I can win the naval war as any major nation that really participated in it(UK, USA, Germany, Japan).

Most nations work on the "Fleet in Being" doctrine, which basically means surface ships. Germany in WW2 works on an "Indirect Approach" doctrine, which means submarines.

Fleet in Being

For surface ships, the most important stat is speed, closely followed by range. The faster fleet gets to decide the distance at which battle is joined. If you get to fight at a distance where your enemy is out of range but you are in range, you have basically won the battle, as you can kill their ships and they can't kill yours. That's why if you engage a carrier (which are fast, check their stats), with a battleship (which is slow), they sit at something like 150km while the carrier bombs the battleship to bits and the battleship is useless.

For this reason, carriers are the most powerful surface ships - they're fast, and have a ton of range. Therefore if you have Fleet-in-Being doctrine, you want to get as many carriers into a single fleet as you can.

There are two situations you never want your carriers to get into:

1. Stormy weather. The storm will prevent your carriers launching planes, and the enemy fleet will sneak up on you and get close, and sink you. Avoid fighting in storms.

2. Attack by a large fleet of submarines. Submarines seem to ignore the usual rules for speed and range, and get close to you anyway. Carriers bizarrely have pretty much no sub attack, so you're going to get creamed.

You can't do much about situation 1, but you can do stuff about 2. For each carrier in your fleet, include a destroyer with the ASW attachment. This will give you at least a bit of a chance against subs.

If your opponent IS making vast use of submarines, you can make a fleet of escort carriers with ASW destroyer escorts - that's basically the best anti-sub force you can get. I've never needed to though.

Most nations will have some gun ships (cruisers, battlecruisers, battleships) left over from a time when they weren't rubbish. Blob these up into big fleets of 15 capital ships and 15 screens, and hope the enemy doesn't know how to make a proper carrier fleet.

Indirect Approach

Get 30 submarines. Give them torpedoes. Put them in a fleet under a Grand Admiral. Set them to naval interdiction in the required area. Watch them sink everything.