Theorycrafting incoming. I want to love the Naval game, but even after updates it feels like it really only has two functions: convoy raiding with subs, and getting enough freak occurrence superiority for invasions. In large part because naval strength tends to be pretty static…Allies have insane sized navies that are almost impossible to (conventionally) challenge in actual battle without shenanigans like faction changing.
However, is it possible with specific ship designs, fleet compositions, and naval spirits to create a small, powerful strike force, that can ambush and whittle down a much more expensive force over time?
My line of thinking is based mostly on the following assumptions:
Surface Raiders - Trade Interdiction Naval Command Spirit, giving +10% fleet speed while retreated, and +20% screening bonus when using only capital ships...lets you remove the cost of screens entirely by going all capitals and still getting a screening bonus, cutting down on IC cost and decreasing fleet size
Capital Ship Raiders - Increases the Fleet Size penalty, which works perfect for your much smaller navy in the first place
Trade Interdiction Heavy Cruiser perks - +40 Org, +30% Surface Detection, +50% Raiding Efficiency makes the most out of Heavy Cruisers out of any doctrine
The composition:
4 Carriers - so to not exceed the sorting penalty. I know there are some gimmicks to make more than 4 Carriers worthwhile but it seems like a real pain. All loaded up with Naval Bombers to max damage. With dual Purpose cannons and Anti Air to protect from bombers themselves.
A few AA battlecruisers - basically to be Anti-Air sponges. Load them up with secondary and anti-air modules, then make them otherwise quick as possible for speed tanking. Job is to soak up naval bomber and heavy attack damage without sustaining losses.
As many Heavy Cruisers as possible - This is where it gets tricky to me. Give them armor to protect against screens and minimize damage, or is the IC increase and speed penalty too much? Upgrade the heavy attack guns to highest available, or keep them Lvl 1 for cost and speed reasons? Limit them to 1 heavy cannon, or multiple for the extra attack and HP value? Load it up with dual purpose or secondary cannons? I also had a weird thought to slap on torpedoes in one of the slots...This allows the ship gets to simultaneously fire off 3 different types of weapons at the same time, increasing the chance for a critical hit and the torpedoes getting the screening bonuses to hit chance? This might be nice on paper but functionally worthless however, compared to another secondary cannon in that slot. How naval attacks bunch together and target the enemy is confusing in general to me, is it just pooled and added together or do the hits come from specific ships?
The idea being to keep fleet speed high for quick retreats, fleet size relatively small to increase the size penalty, and damage high so that you can sink/damage a few ships and get out of there before taking any losses yourself, grinding down the enemy while you continue to build up yours over time.
Would something like this actually work? Thinking along the lines of as a minor nation like Turkey, who could afford the resources to build this small but powerful type of task force even though they start with very little in the way of an existing navy. Does the Surface Raiders naval spirit actually apply to both Carriers and Heavy Cruisers, or is strict enough to only include Battleships/Battlecruisers? Id start testing all this myself but I have some work I have to take care of, so in the meantime would be interested in your experience/opinion on the idea.
However, is it possible with specific ship designs, fleet compositions, and naval spirits to create a small, powerful strike force, that can ambush and whittle down a much more expensive force over time?
My line of thinking is based mostly on the following assumptions:
Surface Raiders - Trade Interdiction Naval Command Spirit, giving +10% fleet speed while retreated, and +20% screening bonus when using only capital ships...lets you remove the cost of screens entirely by going all capitals and still getting a screening bonus, cutting down on IC cost and decreasing fleet size
Capital Ship Raiders - Increases the Fleet Size penalty, which works perfect for your much smaller navy in the first place
Trade Interdiction Heavy Cruiser perks - +40 Org, +30% Surface Detection, +50% Raiding Efficiency makes the most out of Heavy Cruisers out of any doctrine
The composition:
4 Carriers - so to not exceed the sorting penalty. I know there are some gimmicks to make more than 4 Carriers worthwhile but it seems like a real pain. All loaded up with Naval Bombers to max damage. With dual Purpose cannons and Anti Air to protect from bombers themselves.
A few AA battlecruisers - basically to be Anti-Air sponges. Load them up with secondary and anti-air modules, then make them otherwise quick as possible for speed tanking. Job is to soak up naval bomber and heavy attack damage without sustaining losses.
As many Heavy Cruisers as possible - This is where it gets tricky to me. Give them armor to protect against screens and minimize damage, or is the IC increase and speed penalty too much? Upgrade the heavy attack guns to highest available, or keep them Lvl 1 for cost and speed reasons? Limit them to 1 heavy cannon, or multiple for the extra attack and HP value? Load it up with dual purpose or secondary cannons? I also had a weird thought to slap on torpedoes in one of the slots...This allows the ship gets to simultaneously fire off 3 different types of weapons at the same time, increasing the chance for a critical hit and the torpedoes getting the screening bonuses to hit chance? This might be nice on paper but functionally worthless however, compared to another secondary cannon in that slot. How naval attacks bunch together and target the enemy is confusing in general to me, is it just pooled and added together or do the hits come from specific ships?
The idea being to keep fleet speed high for quick retreats, fleet size relatively small to increase the size penalty, and damage high so that you can sink/damage a few ships and get out of there before taking any losses yourself, grinding down the enemy while you continue to build up yours over time.
Would something like this actually work? Thinking along the lines of as a minor nation like Turkey, who could afford the resources to build this small but powerful type of task force even though they start with very little in the way of an existing navy. Does the Surface Raiders naval spirit actually apply to both Carriers and Heavy Cruisers, or is strict enough to only include Battleships/Battlecruisers? Id start testing all this myself but I have some work I have to take care of, so in the meantime would be interested in your experience/opinion on the idea.
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