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unmerged(83175)

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Maybe I missed it, but will it be included?

Many great things were added with TFH, but the piercing and armor value was imo the best thing. Not everybody completly agrees with this, but I did find it a great addition and imo you could finally add/mod some more details to the different tank models.

So what stats we will get for tanks?
 

Fletz

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could maybe someone explain me easily how the tfh with this new stats worked?
i played it, but didnt understand it completely

before it was simple soft/hardattack which was connected to the softness, right? so what now? if armorstat is higher than piercing than the attack is without effect?
 

redflag

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The weird thing was a lot of the factors in HOI3 did not actually work the game was so complicated that no one noticed tills just before TFH came out. As long as armour value actually works its a great idea.
Maybe I missed it, but will it be included?

Many great things were added with TFH, but the piercing and armor value was imo the best thing. Not everybody completly agrees with this, but I did find it a great addition and imo you could finally add/mod some more details to the different tank models.

So what stats we will get for tanks?
 

tommylotto

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Some of the defensiveness stats did not work, but the armor/piercing stated works as intended. I am sure that it will be included for tanks, as it was a very good feature added in TFH. The question is will they develope a similar mechanic for naval combat. I hope so.
 

Alex_brunius

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The question is will they develope a similar mechanic for naval combat. I hope so.

I don't think that would be a good model. It would make historical results like the Battle of Samar even more impossible to achieve.

( Superior leaders, doctrine, radar, org and luck allowing an inferior force of escort destroyers and carriers to defeat and chase away a superior force of Battleships and heavy cruisers ).
 

tommylotto

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Torpedoes fired from a DD or DE would have decent penetration, as would torpedo bombers and dive bombers. And if the naval combat system is revamped so that capital ships are broken down to multiple "brigade" like units, different parts of the ship could have different armor values. The destroyer's shells might just bounce off the hull, but reek havoc on the bridge.
 

Dalwin

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Naval combat is hard to quantify in a simplified system like HOI. It s not like playing naval miniatures, where even though you know the 5 inch guns on your DD cannot penetrate a BB's plate armor, you take the shot anyway if that is your only target. You might get a lucky hit on a soft area and start a fire. But the concept of fires in general are not represented here, just as different types of damage are not represented in detail.

There are a lot of things that could be done to add tactical realism to naval combat but I am not sure how many will be. In my opinion, these tactical realism factors are secondary to getting the big picture of naval combat to play out right.
 
Last edited:

Van Tuber

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I don't think that would be a good model. It would make historical results like the Battle of Samar even more impossible to achieve.

( Superior leaders, doctrine, radar, org and luck allowing an inferior force of escort destroyers and carriers to defeat and chase away a superior force of Battleships and heavy cruisers ).

That was a a huge fluke of a battle that I don't think should be taken as a model of anything. The only reason the Japanese admiral retreated was because he get spooked of forces that he thought were present, not because he was actually beaten. It's a pretty good example though of how unpredictable war can be.
 

Alex_brunius

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That was a a huge fluke of a battle that I don't think should be taken as a model of anything. The only reason the Japanese admiral retreated was because he get spooked of forces that he thought were present, not because he was actually beaten. It's a pretty good example though of how unpredictable war can be.

So you don't think the allied sinking or permanently disabling about 6 times their own tonnage lost in the surface action + chasing away the enemy can be considered a victory?

And you don't think the fact that they had superior leaders, training, doctrines, radar and organization had anything to do with it either?

Had Kurita stayed just a few more hours then he did there would have been nothing left of his fleet when US reinforcements showed up, and he knew this as well.


My point is that if a piercing/armor mechanic is introduced for ships it will severely restrict how "lucky" smaller destroyers can get against bigger ships, and how random these battles can get. It will be much harder to have battles like the historical Guadalcanal night actions or Samar.
 

Dalwin

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I suppose you could still get that luck factor if the penetration mechanic only came into play in say 90% of the combat rounds and was randomly ignored 10% of the time.
 

Secret Master

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My point is that if a piercing/armor mechanic is introduced for ships it will severely restrict how "lucky" smaller destroyers can get against bigger ships, and how random these battles can get. It will be much harder to have battles like the historical Guadalcanal night actions or Samar.

Depends on how ya implement it, lad.

I would assume that, if an armor/penetration mechanic was implemented in HOI4 naval battles, it would steal from both land and air combat.

In my vision of such a mechanic, each ship would have two attack values: surface gunfire and torpedoes. Most capital ships would either have no or very limited torpedo values, while screens would have limited surface gunfire values (that never get better) and torpedo values that start sucky, but improve a bit over time.

Surface gunfire attacks would function like they do now, but with an armor/penetration mechanic that borrows from land combat. BBs would have longer range, and penetrate just about everything except higher tech BBs, while DDs would have lousy range, and fail to penetrate capital ships, making their surface gunfire attacks largely ineffective. But torpedoes would function like air attacks. They always penetrate enemy ships, and have lousy range. (And you'd probably want them to have a high crit chance if they hit)

Thus, if the DDs get ranged and sunk by the BBs, well that's too bad. But if the DDs manage to start or sneak or just charge into range and release torpedoes, the BBs better hope they don't get hit.

I'm also assuming that insufficiently screened capitals would be given some sort of penalty to avoiding torpedo attacks.
 

Dalwin

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If they go to that detail, shouldn't they also separate the primary and secondary batteries on the big ships? I believe the big guns on a BB were more or less useless against DDs, little chance to hit and a fair chance of non-detonation if hit.
 

GermanPower

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Its a required part if you want anything realistic tank battles. If you don't like realistic tank setups then you'd be against this. It represent a key part in tank battles, can my gun pierce your armor? Which is normally decideds if a tank is killed or not. If they are doing a area where you know how many tanks and stuff you lose, it'd require some complex calculations, but possible.
 

Big Nev

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I don't think that would be a good model. It would make historical results like the Battle of Samar even more impossible to achieve.

( Superior leaders, doctrine, radar, org and luck allowing an inferior force of escort destroyers and carriers to defeat and chase away a superior force of Battleships and heavy cruisers ).

Superior leaders (debateable although mistakes were made) doctrine (debateable) radar (without doubt. At least one of the Taffy-3 escorts hid in a rainstorm and continued to paste a heavy cruiser which was unable to reply) org (?) luck (also definitely. Chasing Yamato away with a torpedo running along one on each side, preventing her from turning back to the battle, was enormously significant as well as incredibly lucky. A 5” from a CVE Hitting the Longlance launchers of a CA, crippling her to sink later. Also lucky)

But another hugely significant thing that you failed to take in to account was the number of aircraft involved in the battle. Hundreds of sorties starting with depth-charges being bounced of the deck/forward turrets of a CA. Enormous confusion and very significant damage was caused by the aircraft of Taffy-1, 2 & 3


That was a a huge fluke of a battle that I don't think should be taken as a model of anything. The only reason the Japanese admiral retreated was because he get spooked of forces that he thought were present, not because he was actually beaten. It's a pretty good example though of how unpredictable war can be.


I don't think this was a fluke at all.

The Battle of Samar was a classic example of a cluster-f%$k by the Japanese. Just like Midway.

For starters, Kurita lead with his heavy cruisers. Big targets, not hugely manoeuvrable and not particularly well suited to taking on destroyers.

He should have lead with his own destroyers. He had far more, they were much better equipped to take-on the Taffy-3 escorts (as demonstrated when they did get in to it) less of a risk to torpedoes and were faster so would have closed the gap more quickly.



So you don't think the allied sinking or permanently disabling about 6 times their own tonnage lost in the surface action + chasing away the enemy can be considered a victory?

And you don't think the fact that they had superior leaders, training, doctrines, radar and organization had anything to do with it either?

Had Kurita stayed just a few more hours then he did there would have been nothing left of his fleet when US reinforcements showed up, and he knew this as well.


My point is that if a piercing/armor mechanic is introduced for ships it will severely restrict how "lucky" smaller destroyers can get against bigger ships, and how random these battles can get. It will be much harder to have battles like the historical Guadalcanal night actions or Samar.


IMHO, an armour/penetration mechanic is essential to balance naval warfare. A small group of cruisers, ATM, will paste a battleship. This was simply not the case. A battleship, any battleship would obliterate any cruiser (or small group of cruisers) that came within effective range. Two or three hits from a 14” or larger will cripple or sink even a Baltimore. Look at what Graf Spee did (not really more than a CA herself) with just six 11” guns. If it hadn’t been for the lucky hit from Exeter (which crippled her fuel supply) she would have obliterated any/all of the allied squadron dumb enough to stay in range.

Easily.

The German battlecruisers Scharnhorst & Gneisenau, operating in the North Atlantic, had very specific orders to stay away from “superior” forces. These included the old “rust-buckets” of the RN because the 15” guns of the 25 year-old Malaya would have annihilated them.

Also easily.

One very very important thing that an armour vs penetration mechanic needs to represent for naval warfare though is that ships which don’t have armour usually take very little damage from big guns.

Firstly, because they are difficult to hit, but secondly, and more importantly, because the APHE shells will usually pass straight through to explode outside of the ship. Thus, a 16” shell will put an 18” hole in a heavy cruiser and blow up inside causing horrendous damage, the same shell hitting a destroyer will put two 18” holes in it and shower the far-side with shrapnel.

At Samar, Yamato should have been firing Beehives at the CVEs & destroyers. At least while she was pointed in the right direction and the other heavies should have been firing similar HE/Flak-incendiaries. Unfortunately, Kurita thought (at least initially) that he was firing on real (armoured) fleet carriers.

I’d like to see warships given soft & hard attack values. The soft attack to represent their anti-destroyer batteries. Even to the extent that large ships can fire at capital ships and escorts simultaneously.


To the OP. I certainly hope so. It was, IMHO, one of the most significant changes to the land combat system which encouraged more "realistic" divisional make-up and reflected the problems when faced with superior armour.
 
Last edited:

Joppos

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Alex_brunius

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Superior leaders (debateable although mistakes were made) doctrine (debateable)

Ill let you answer this one yourself:

I don't think this was a fluke at all.

The Battle of Samar was a classic example of a cluster-f%$k by the Japanese. Just like Midway.
For starters, Kurita lead with his heavy cruisers. Big targets, not hugely manoeuvrable and not particularly well suited to taking on destroyers.

He should have lead with his own destroyers. He had far more, they were much better equipped to take-on the Taffy-3 escorts (as demonstrated when they did get in to it) less of a risk to torpedoes and were faster so would have closed the gap more quickly.


A 5” from a CVE Hitting the Longlance launchers of a CA, crippling her to sink later. Also lucky)

You can't get lucky unless your hitting the enemy ( radar, effective shells ).

But another hugely significant thing that you failed to take in to account was the number of aircraft involved in the battle. Hundreds of sorties starting with depth-charges being bounced of the deck/forward turrets of a CA. Enormous confusion and very significant damage was caused by the aircraft of Taffy-1, 2 & 3

Indeed, and with a armor/piercing mechanic for naval ( and air attacks on naval ) ASW aircraft or dive bombers probably will have their damage significantly reduced versus armored targets. With armor piercing only torpedo bombers would be effective which they had none at Samar ( or at least no heavy torpedoes ).


IMHO, an armour/penetration mechanic is essential to balance naval warfare. A small group of cruisers, ATM, will paste a battleship. This was simply not the case. A battleship, any battleship would obliterate any cruiser (or small group of cruisers) that came within effective range. Two or three hits from a 14” or larger will cripple or sink even a Baltimore. Look at what Graf Spee did (not really more than a CA herself) with just six 11” guns. If it hadn’t been for the lucky hit from Exeter (which crippled her fuel supply) she would have obliterated any/all of the allied squadron dumb enough to stay in range.

Easily.

If Yamato and 3 other Battleships fail to effectively hit cruiser ( or bigger ) sized CVEs until they can fire back with 5" guns, how can you be so sure that a lone Battleship always will "easily" obliterate a group of several cruisers?


At Samar, Yamato should have been firing Beehives at the CVEs & destroyers. At least while she was pointed in the right direction and the other heavies should have been firing similar HE/Flak-incendiaries. Unfortunately, Kurita thought (at least initially) that he was firing on real (armoured) fleet carriers.

This effect should be modeled by doctrine, experience and perhaps intel advantage. Not overly complex piercing mechanics IMHO.


One very very important thing that an armour vs penetration mechanic needs to represent for naval warfare though is that ships which don’t have armour usually take very little damage from big guns.

Firstly, because they are difficult to hit, but secondly, and more importantly, because the APHE shells will usually pass straight through to explode outside of the ship. Thus, a 16” shell will put an 18” hole in a heavy cruiser and blow up inside causing horrendous damage, the same shell hitting a destroyer will put two 18” holes in it and shower the far-side with shrapnel.

I’d like to see warships given soft & hard attack values. The soft attack to represent their anti-destroyer batteries. Even to the extent that large ships can fire at capital ships and escorts simultaneously.

To the OP. I certainly hope so. It was, IMHO, one of the most significant changes to the land combat system which encouraged more "realistic" divisional make-up and reflected the problems when faced with superior armour.

Imo it's easier to assume most secondary or small caliber guns will be DP AA guns and combine this into their AA value. No more stats just for the sake of adding more stats please.

Extra bonus if the Japanese heavy ships can't fire at charging incoming destroyers at Samar because these are to busy with shooting at the CAGs buzzing around them.
 
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Big Nev

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Ill let you answer this one yourself:

There were mistakes made on both sides, not just by Kurita. I just listed some of the things I think he did wrong. Allowing a force of that size & power through to your soft targets should never have happened in the first place.

You can't get lucky unless your hitting the enemy ( radar, effective shells ).

Indeed, and with a armor/piercing mechanic for naval ( and air attacks on naval ) ASW aircraft or dive bombers probably will have their damage significantly reduced versus armored targets. With armor piercing only torpedo bombers would be effective which they had none at Samar ( or at least no heavy torpedoes ).

The air attack effectiveness would be a balancing issue. Some very well armoured ships (North Carolinas etc) would not suffer greatly from most bombs with their 5” main deck, de-capping and splinter decks. Alternatively, dropping converted naval shells from great height/dive bombers or other specialist weapons like strat’ bombers using tallboys could be devastating against a stationary target.

If Yamato and 3 other Battleships fail to effectively hit cruiser ( or bigger ) sized CVEs until they can fire back with 5" guns, how can you be so sure that a lone Battleship always will "easily" obliterate a group of several cruisers?

Firstly, it took an hour for the cruisers to close the gap on the T-3 CVEs to 10 miles. That’s 17,000 yards. Still quite a way for an 8” and still taking over half a minute to “land”. In the meantime, most of Kurita’s heavy units had been delayed (Yamato had been chased away and took no significant part in the battle) by torpedoes.

You say “effectively hit”. One of Kurita’s battleships did score hits on a CVE but, just like with the unarmoured screens, the heavy AP shells did little damage. Even the 8” guns firing AP did mostly superficial damage. None of the battleships got within range of the CVEs 5” guns. The CVEs that were sunk by gunfire were sunk by cruisers & destroyers.

So again, the importance of not being armoured when fighting battleships is demonstrated. One of the DDs was hit more than 40 times (all calibres) before a lucky 8” shell took out her last engine.

You’ve got to remember that there’s a huge difference between a shell passing through a ship to burst outside of it, while traveling away from it, and a shell bursting inside an armoured box that contains the blast (and all the remaining kinetic energy possessed by the fragmenting shell) where it will do the most damage.

The other reason I’m so sure battleships obliterate cruisers is that their heavy shells don’t just do their damage inside their target. They do a lot MORE damage.

Look at what Graf Spee (little more than a heavy cruiser herself) did to Exeter. Two hits & a near miss from 11” shells.

A 300kg 11" shell might have a bursting charge of 6-7kg of explosives and impacts with significant kinetic energy. 15” shells weighing 880kg would have a bursting charge three times that of an 11” and vastly more kinetic energy. An 11” might knock-out a heavy cruiser’s turret but 15” shells remove them! (see Cape Matapan, Fiume to see what heavy guns do to cruisers.)

Also, heavy cruisers can’t seriously hurt a battleship. Battleship protection schemes are typically designed to protect against their own calibre. So 8” shells are no serious threat. Even Graf Spee was in absolutely no danger of sinking. Yes, they can do lots of superficial damage with their higher rate of fire (typically two or three times that of a BB’s gun) and can get lucky & knock-out radar & directors & put holes in the funnels yada yada yada, but every big gun hit on a cruiser is going to do very serious damage. While the 8” shells are bouncing off anything important, the 15” shells are detonating inside. I can’t stress enough what a HUGE difference this makes. Seriously, a single 15” hit could cripple a heavy cruiser and three would probably sink one. If Exeter had taken those same two hits & near miss from Bismarck, there would only have been survivors to pick out of the water.

The only real weapon a cruiser has that can seriously threaten a battleship is the torpedo and by the time they get within torpedo range, they’re dead. There are very few engagements where cruisers (heavy or light) actually engaged battleships. This is because their captains knew just how vulnerable they were.

This effect should be modeled by doctrine, experience and perhaps intel advantage. Not overly complex piercing mechanics IMHO.
Imo it's easier to assume most secondary or small caliber guns will be DP AA guns and combine this into their AA value. No more stats just for the sake of adding more stats please.
Extra bonus if the Japanese heavy ships can't fire at charging incoming destroyers at Samar because these are to busy with shooting at the CAGs buzzing around them.

This is about anti-destroyer batteries. Well, yes, I suppose that could work but it’s an important fact that short guns were not as good against surface ships as longer barrelled guns and longer barrelled guns were not as good against aircraft as shorter guns. DPs were not bad in the AA roll but generally poor in the surface protection roll. Don’t mistake the huge technological advantage of the Allied VT proximity fuses with the 5"/38 being a good AA gun. These shells more than made-up for the inferiority of the 5” DP as an AA weapon but, thankfully, these guns were seldom (if ever) called upon for surface action by the capital ships carrying them. (Anybody know of an instance?)

Ironically, where the 5” DP would have excelled would have been radar controlled, close-in against destroyers making the Alan M Sumners just about the best screens of the war.

Do we need that much detail? To split out primaries, secondaries & AA batteries? I’ll agree with you, probably not. But an armour-penetration model that reflects the destructive power of big guns and the relative immunity to big guns of unarmoured ships would, IMHO, be a big step forward.
 
Last edited:

Alex_brunius

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Also, heavy cruisers can’t seriously hurt a battleship. Battleship protection schemes are typically designed to protect against their own calibre. So 8” shells are no serious threat.

Just like the 5" shells are no serious threat to Kuritas Heavy cruisers at Samar? ( just happened to blow up one of them and blow the bow of another when detonating torpedoes ).

Just like 5" shells are no serious threat to the USS South Dakota at Guadalcanal? ( just happened to knock out the electrical system removing the Battleship from the rest of the battle ).


There are more examples of small caliber shells causing crippling damage against much heavier naval units "designed to be protected" against them. And it's not just Yadayada... It's real examples of ships being sunk or unable to fight back at all.

Part of this is because of the all or nothing design of their armor, part of it is because of the nature of damage control where fires can spread, and part of it is because of the general chaos and mayham where a single lucky hit to the bridge can kill the captain and send the entire task-force into disarray.


These are the primary reason why I think AP_attack and armor_values is a bad idea for ships, unless you also ensure that random critical hits totally ignore armour of target.
 

Dalwin

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I think your last sentence is the key. Some sort of luck factor like a critical hit chance is necessary. Normally the 5 inchers will not damage a heavy ship, but once in a while it happens anyway.

I think the naval system needs a lot more overhaul than simply including armor vs penetration and critical hits, however. The whole concept of damage to naval units could stand a complete redesign. This generic percentage to show the health of the ship is common to HOI/Vicky/CK/EU. It is not very satisfying in any of them, but I think it becomes a worse model as you get more modern.
 

Secret Master

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Well, HOI3 already has critical hits for naval battles, so I 'd be surprised if it doesn't return. And I see no reason critical hits can't bypass armor. In fact, I assumed they would before Alex brought it up. It just goes to show what happens when you assume....

I will again go on record and say that a functioning torpedo mechanic of some sort really is vital if armor-penetration is included. Otherwise, the correct answer to fleet build schemes will be lots of capital ships and no screens. Such a fleet will have nothing to fear from enemy screens, even though even Yamato had to avoid torpedoes.