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Andre Bolkonsky

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Agreed, Moose; the strategic aim was acheved at Jutland and Scheer spent the rest of the war in port for all intents and purposes; breaking the back of the Kriegsmarine was a luxury Britain didn't require. Little to gain, and everything to lose. And, if Britain HAD destroyed the Kriegsmarine, what would Billy Mitchell have had to aim at during the naval air trials of 1921? (Yeah, I know the answer, but couldn't pass up the joke)

This was NOT on the level of Raymond Spruance letting the Japanese fleet escape in the Phillipine Sea and being hounded for it ever after by military and historical critics. Jellicoe did what was demanded despite having a "few problems" with his battlecruisers that day, and secured the North Sea from surface vessels for the duration.
 

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Looking at a "zerg" fleet, reliance on one weapon system is always doomed to failure; for every measure there's a countermeasure, sooner or later. Deployment of the Falcon/Wren (Gnat) "Destroyer Cracker" acoustic homing torpedoes didn't win the war for Germany, the Allies intelligence network warned them of the torpedoes existence and they immediately employed their already developed Foxer noise-making counter-measures to mitigate the torpedoes effectiveness when the torpedo was deployed in the field. Therefore, that torpedo, while a giant leap forward, didn't tip the scales decisively, or make an appreciable effect upon the outcome due to the enormous counter-leaps in Cryptology, radar and ASW technology. Excellent torpedo, but the launching platform was badly compromised by the time the torpedo was deployed.

Well, it's not the only weapon those cruisers would have. They still have their guns, their speed, their RADAR, their ASW measures (not useful against BBs), and probably a host of other things I'm leaving out.

I'm just pointing out that swarms of anything that might inflict a devastating blow on an opposing enemy (torpedoes on capital ships being an example) can be very hard to deal with. If you launch 80 torpedoes against 6-10 battleships, you only have to get 6-10 hits to imperil those ships. We're looking at only having a 12% or so hit to miss ratio. And that's just assuming they can only fire once with torpedoes. If they can fire torpedoes again, it's even worse, especially against any capital ships that are taking on water or slowed down and listing. This doesn't address component damage from gunfire. Those CLs can't really penetrate the vital spots on Bismark or Iowa with their guns, but they can blow off RADAR, smaller gun mounts, optics, and other stuff.

But since this is a game I'm still trying to decipher, and not a discussion of Allied naval operations during the 1940's (of which I'm MORE than happy to discuss), can anyone here either give me a primer in HOI3 naval combat, or send me to a comprehensive wiki that can break down the various components into bite sized pieces so I can figure out the best fleet composition based on situational requirements and assets on hand?

No such thing exists at the moment. The wiki is horribly out of date, and my strategy guide covers the army. But if you search for posts from me and others, you might find our consensus on naval operations.

I don't think this is a fair commentary of the man.

I think you misunderstand my post.

His caution was completely justified under the circumstances AND was approved by his superiors in policies determined months before the battle happened. Betting the bulk of the Royal Navy under such conditions makes no sense. (He had consulted with the admiralty several months before and indicated that if the German High Seas Fleet turned away from him in a battle, he would not pursue because of the dangers involved.) It makes even less sense given the potential for losing capital ships to mines, torpedoes from surface vessels, or torpedoes from submarines.

His actions make perfect sense, and also fit with countering German strategies to try and sucker the Royal Navy into unfavorable combats.
 

Andre Bolkonsky

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Master,

Fair enough, but my whole point is if you're sending out 8 battleships against 80 light cruisers, you've done something wrong. A mixed force of BB, CA, CL, DD SHOULD be able to anhialate a vanilla stack of CL at range long before the LC get in range of their main guns to hit the C&C assets of a battleship, and let the destroyers dance with the torpedoes. I say should, because game coding and real life are two different animals. History and I have a long friendship, this game and I are just getting to know one another.

I am guessing this situation and statement arrives out of a game situation where someone is setting up a set piece battle based on IC production rates?
 

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Well, it's complicated.

Under normal conditions, this is what happens.

Take Fleet A, and assign it 6 BBs and 12 DDs. This provides more than adequate screens to the fleet and plenty of firepower.
Take Fleet B and assign it 12 BBs and no screens at all.
Have no aircraft involved.
Fleet B would technically have more firepower in terms of sea attack and range, so you might think it would win.

Fleet A wins because the game has a lack-of-screen penalty. The penalty is harsh. The game engine is set up so that you need both capital ships (BB, SHBB, CV, BC, and CA) and screens (DD and CL). While the capital ships have far more firepower, the game assumes that without screens to cover them, they are vulnerable to things below the game's level of abstraction (torpedoes, mines, spotter aircraft, etc.).

The lack-of-screen penalty reduces the sea defense of capital ships. It is invoked at any time in combat the number of screens is less than the number of capital ships. This means that during naval combat, you can be screened adequately in hour 1, but lose screens so that in hour 3, your capitals find themselves improperly screened and paying the price. I advise all new players to use a 2:1 ratio of screens to capital ships as a "no fail" strategy in covering the capital ships.

The game also has a positioning mechanic to penalize excessively large fleets. Take this scenario:

Fleet A has 6 BB and 12 DDs with a skill 5 admiral.
Fleet B has 12 BB and 12 DD with a skill 1 admiral.
Fleet A has better doctrines, better commander decision making, and better fire control techs.

You might think Fleet B will win, but actually Fleet A has a chance to win because Fleet B has crappy positioning. Positioning is penalized when you have more than a certain amount of hull in your fleet (see the tooltip for your fleet). Better admirals offset this penalty, as do key doctrines. With bad positioning, fleets fail to target enemy ships properly and sometimes fire on friendly ships. This neutralizes the advantage of having larger fleets until you have leaders and doctrines that make it possible to utilize them effectively.

Where the rules fall a part is when we reach ridiculous economies of scale. The 80 CL fleet can win against all comers because the rules really don't deal well with insane fleet sizes.

1) The positioning penalty is capped at 80%. This means that no matter how big a fleet is, positioning can only penalized by 80%. An admiral with skill 7 or 8 and superior tactician can completely negate that penalty. Furthermore, doctrines increase positioning, so having good CL doctrines in place can let even a skill 3-5 admiral lead such a force effectively.

2) Ships can only target one enemy per hour. This means that, unlike in the real war, battleships can really only kill at most one ship an hour. If the enemy fleet has 80 ships, the battleships tend to waste their firepower plinking CLs all day, while the CLs focus on them.

3) Combat takes place in hour increments. This means that battleships usually only get 1 hour of range advantage before the CLs get in range to shoot back. They can't really shoot several broadsides an hour and use their engines to try and keep some distance. Furthermore, ships can only sail out of range or sail into range; there is no "stand off" behavior within the framework of AI or rules.

4) There's also the problem of linear AA ratings on ships. CLs have the best air attack against aircraft of all ships. Since there are no stacking penalties for ships shooting at planes (planes have stacking penalties against targets), it means they massacre air power until you attack them with at least one CAG or NAV per CL. With an 80 ship fleet, that's 80 wings, which translates into 8000 aircraft. That makes B-29 raids on Japan or B-24 raids on Germany look like a sideshow in comparison.


The take away from this is that under normal conditions, fleets behave in logical ways. But when you start pushing the production envelope and take advantage of holes in the rules, there are unintended consequences.
 

Andre Bolkonsky

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Wow. That will take time to digest. I forsee a game open and flipping back and forth with this post a few times to understand exactly what you've just said.

But thanks for saying it, I appreciate it. It's a starting point!

BTW, did a base search on "navy" and "naval" posts in the forum to nada results. Any posts in particular I should bite into?

Also, while I have your attention, is it just me or is ground based AAA rather marginal in its effectiveness and the money better spent on CAP? If the Brits bomb, they're effective even with ground AAA; if the fighters chew on them a while, they don't come back. But that's with limited playtime.
 

Andre Bolkonsky

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Also . . . .

I am guessing the ships who're doctinally upgraded down the same path (CV, CL; BB, DD; CA, SS) are designed to be linked together in the game somehow, except of course for the cruisers and subs. I can't see them making an effective joint force, but game v. reality are two different animals.
 

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@Andre

The Naval system is a bit of a mess this game and in many ways, at least to me, doesn't work very well. If you are fighting against the AI, large doomstacks of CVs will serve you well and you should be find doing not much more than that. Although CAGS have a very hard time of actually sinking anything. It normally takes many running battles before ships start to sink, usually once you have chased an enemy fleet into a port, the real killings start with port striking and the very bad retreat mechanic where the enemy fleet can only leave and will run back into port and repeat if it dares try to leave.

BB and CA are fine for taking on other SAGs.

A VERY FAST SAG, especially with land based air cover can do very well against enemy CTFs, but this takes some experimenting to find what works well and what doesn't.

I am guessing the ships who're doctinally upgraded down the same path (CV, CL; BB, DD; CA, SS) are designed to be linked together in the game somehow, except of course for the cruisers and subs.

There are no special bonuses for putting DD with BB as CL to BB, obviously if you do put DD with BB then you only have to research one part of the doctrine tree. But if you want longer range on your BB fleet or just more AA, BB/CL is a perfectly acceptable build and there will be no penalties, other than the differences between a CL and a DD.

Also, while I have your attention, is it just me or is ground based AAA
.

It depends on the type of bombing. For strategic bombing, provincial AA is useless and interceptors will be fine. The bomber will get through and will bomb but will take such a beating from your ints that it won't be worth it and he won't be back for a while.

For ground attacks, interceptors work fine. AA brigades are very effective against CAS and less so against Tacs. And provincial AA won't fire.
 

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I'm suggesting that CL swarms aren't really unbalanced. They are a symptom of a game engine and rules set that "frays" around the edges. Those edges include absurdly high production of various assets. You can produce absurdly high numbers of certain assets, and it causes rules that operate fine at normal production levels to not function well. It's the same with logistics strikes, strategic bombing, and some other mechanics in HOI3. And I think all games have these problems.

The game rules definitely get shaky when large numbers of units get involved (note, large numbers is anything over 20 - and goes for divisions, air wings, and naval units). However, I object to calling the production of those numbers absurd. Sure capital ships could really only be built in very large numbers by the USA, but that still means a country could build that many. Heck there is even the battle of the philippine sea for a real world example of a battle where one side brought 30 capital ships against the other sides 27 capital ships. So yeah, doomstacks (admittedly smallish doomstacks) happened during the actual war, so they really don't feel like an incredible gamey thing to make. Whats gamey is that the game rules can't handle them very well.

Also, you're mentioning your 80CL fleet went against alot of other fleets, but you didn't mention sending it against an IC equivalent DD fleet (112 DD, unless my math is wrong). Did you test 80 CL vs 112 DD, and if so, what were the results? Its the only match up I can think of that might take out your CLs, or at least give them severe damage even if they lose. My guess is that the winner of that battle would get a pyrrhic victory.

Battlemoose - do you have an IC equivalent force that can make 80 CL or 112 DD look useless, and have proof (an actual test with result)? I didn't find anything that could outclass pure screens the last time I tested it, but I wasn't testing any unusual combinations against them.
 

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For ground attacks, interceptors work fine. AA brigades are very effective against CAS and less so against Tacs. And provincial AA won't fire.

I believe the 'provincial AA won't fire' is incorrect. I remember tests where it was shown provincial AA fires in any bombing going on in its province. That said, it is largely worthless because its so ineffective and has some very serious drawbacks, but it does shoot at any bombing activity in its province (NOTE: bombing activity will be shot at; Fly overs and aerial battles will NOT be shot at). So yeah, INT or MR are your best investments for air defense.
 
Dec 25, 2009
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hmm, i'll bite, somebody could test these:

8bb,8bc,8cl,30dd

6bb,6bc,6ca,12cl,30dd

22cvl/cag,30dd

18cvl/cag,18cl,20dd

18cvl/cag,32cl

2shbb,6bb,4bc,6ca,8cl,26dd

edit: or these

8shbb,40dd

54ss/54dd

40ss/68dd

40ss/40cl

24ss/24cl/52dd

32ss/32cl/32dd

24ss/44cl/24dd
 
Last edited:

BarrosRodrigues

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If you present to me a limited formation of anything, navy, air or land, I can produce a counter that will make it look useless.

And I am sure there is a combination of a SAG that can happily dispatch a CL swarm, equal IC, and that SAG would similiary get smashed by a different kind, possibly CVs.
Regarding the navy I am sorry but never, ever with less IC because the most cost effective ships in-game are the CA/CL. With the IC needed for a BB I can build almost 4 CA or 5 CL which will sink whatever BB/SHBB/BC in a heartbeat. They also build fast which let us take advantage of tech advances sooner. If you go the CV doom stack route your CAGs won´t touch my CA/CL fleet because I will make sure I will have MR controlling the skies (all for much less IC). I can also build an incredibly cheap DD doom stack that will sink your carriers.

Edit: The CA/CL are also very fast so the higher BB/SHBB/BC range is not going to save them.
 

BarrosRodrigues

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Also, you're mentioning your 80CL fleet went against alot of other fleets, but you didn't mention sending it against an IC equivalent DD fleet (112 DD, unless my math is wrong). Did you test 80 CL vs 112 DD, and if so, what were the results? Its the only match up I can think of that might take out your CLs, or at least give them severe damage even if they lose. My guess is that the winner of that battle would get a pyrrhic victory.

The math is correct and you brought a very good point; The DDs will have a good chance because their lower sea attack is compensated by the high sea defensiveness, IIRC same hull, higher speed and since they outnumber the CLs… Hum IDK who’s going to win but I also don´t think a clear winner will arise from that battle, whoever wins it I agree that it will probably be a pyrrhic victory.
 
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ingwe

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I am really enjoying this discussion. I think maybe thinking about things in terms of "IC equivalence" isn't always the correct way to think. Please hear me out. I know that HOI3 is all about winning battles of attrition, but I think resiliency of units is a big part of this argument that no one is talking about. If you twice as much per unit, but the other side loses three units over the course of multiple battles to your more expensive unit, isn't that better? I realize this doesn't take into account repair time and cost, but I still think it is important to consider.
 

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Wow. That will take time to digest. I forsee a game open and flipping back and forth with this post a few times to understand exactly what you've just said.

But thanks for saying it, I appreciate it. It's a starting point!

BTW, did a base search on "navy" and "naval" posts in the forum to nada results. Any posts in particular I should bite into?

Also, while I have your attention, is it just me or is ground based AAA rather marginal in its effectiveness and the money better spent on CAP? If the Brits bomb, they're effective even with ground AAA; if the fighters chew on them a while, they don't come back. But that's with limited playtime.

Hmmm, let me give you some rules of thumb since your search came up with nothing.

1) Province AA is marginal until surface-to-air missiles are researched. Since that comes so late in the game as to not strategically matter anymore, and because even SAM based province AA still gets bombed to death by strategic and logistical attacks, assume that province AA is a waste to build except in very specific circumstances for very experienced players. This means your intuition about using fighters to kill bombers is correct.

2) When building fleets, I advise new players to go with a 2:1 ratio of screens to capital ships, no matter what capital ships you are using.

3) The AI is really bad at grouping its ships into fleets. This means that while you might have fleets with sufficient screens, the AI won't in all cases. This amplifies your power without even requiring work on your part.

4) All ships built before the start of the 1936 scenario should be considered obsolete before the war starts. (Carriers can fly upgraded CAGs, but old carriers are still slow as Christmas and easy prey to faster capital ships.) This means that challenging the major naval powers of the world isn't super-difficult. Germany can build 6 new BBs with 12 new DDs using 1938 techs, and sink most or all of the Royal Navy.

5) Air power is decisive when applied to ships. Seriously, don't let your ships wander into range of enemy land-based air without their own fighter coverage.

Also . . . .

I am guessing the ships who're doctinally upgraded down the same path (CV, CL; BB, DD; CA, SS) are designed to be linked together in the game somehow, except of course for the cruisers and subs. I can't see them making an effective joint force, but game v. reality are two different animals.

The tech trees just have synergy; there are no specific bonuses in actual combat. It's just easier to research BB and DD doctrines together.

Also, you're mentioning your 80CL fleet went against alot of other fleets, but you didn't mention sending it against an IC equivalent DD fleet (112 DD, unless my math is wrong). Did you test 80 CL vs 112 DD, and if so, what were the results? Its the only match up I can think of that might take out your CLs, or at least give them severe damage even if they lose. My guess is that the winner of that battle would get a pyrrhic victory.

I have't run that test. My best guess is that the DDs win by a field goal, with most of each fleet damaged or sunk. Note that this assumes same admirals, same techs, same unit experience. If one side has a significantly better admiral, that fleet should win due to combat efficiency bonuses multiplied across 80 ships.

I'm also going to assume that the RNG will probably dictate the outcome of such a combat. The superior firepower of the CLs will be offset by the superior number of DDs.

I am really enjoying this discussion. I think maybe thinking about things in terms of "IC equivalence" isn't always the correct way to think. Please hear me out. I know that HOI3 is all about winning battles of attrition, but I think resiliency of units is a big part of this argument that no one is talking about. If you twice as much per unit, but the other side loses three units over the course of multiple battles to your more expensive unit, isn't that better? I realize this doesn't take into account repair time and cost, but I still think it is important to consider.

You are right to consider that IC equivalence isn't the only important thing.

Keep in mind that repairing a ship, even if it is down to 1% strength, is always cheaper than building a new one. This means that in naval combat, the most important thing is to actually sink ships, not just win battles. This is where CTFs win over other fleet compositions in some cases. If you can chase the opposing fleet to port and port strike it to death, you can increase the number of sunk ships without actually entering naval combat a second time. But early in the war, SAGs kill more ships outright in the naval battle, making them a good choice.

But, having said that, because there is no penetration-armor mechanic for ships, it is too easy to sink battleships with cruisers. The battleships do not survive combats that they really should survive, swinging the pendulum in favor of cruisers, which are cheaper to replace when sunk than battleships.

Note regarding airpower: covering your fleets with fighters is a good idea even if you aren't using cruisers. And nothing stops you from covering your fleets with NAVs as well. There's nothing so fun as pinning an enemy fleet to a sea zone in surface combat while your NAVs give them some love over and over again.

But the disadvantage of this approach is that force projection becomes difficult away from your airfields and naval bases. Something to think about.
 
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BarrosRodrigues

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I am really enjoying this discussion. I think maybe thinking about things in terms of "IC equivalence" isn't always the correct way to think. Please hear me out. I know that HOI3 is all about winning battles of attrition, but I think resiliency of units is a big part of this argument that no one is talking about. If you twice as much per unit, but the other side loses three units over the course of multiple battles to your more expensive unit, isn't that better? I realize this doesn't take into account repair time and cost, but I still think it is important to consider.

I agree to some extent because at some point IMO it is just a waste of IC/LS. Again for the cost of a BB I can build almost 4 CAs (when I usually only need 2 to sink a BB...); for the IC price of a CV+CAGs I can build 5,5 CA or 7,4 CLs and 2MR (the latter can be used elsewhere when not needed to support the fleet). But this is me, I like to play as efficiently as possible and I usually don´t play MP where house rules may forbid some strategies.

I have't run that test. My best guess is that the DDs win by a field goal, with most of each fleet damaged or sunk. Note that this assumes same admirals, same techs, same unit experience. If one side has a significantly better admiral, that fleet should win due to combat efficiency bonuses multiplied across 80 ships.

I'm also going to assume that the RNG will probably dictate the outcome of such a combat. The superior firepower of the CLs will be offset by the superior number of DDs.

I have a feeling that we won´t see many ships sunk due to the low sea attack/high defensiveness of each individual ship. I never liked DDs as the main ship of my fleets due to their low range, worse AA capabilities, less sea attack per point of hull, lack of shore bombardment and an apparently less durability (probably due to the weaker AA, but I am not sure) by comparison with CLs. I have to run that test ASAP because if the DDs win I might change my mind! ;)
 

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I don't think this is a fair commentary of the man.

He achieved his strategic objective, sending the German Fleet back to port. And Churchil said of the man, 'the only man on either side who could lose the war in an afternoon' (breaking the blockade and imposing a new one on the UK). If somehow there was even the smallest risk that things could have gone catastrophically wrong, that minute risk needs to be balanced against losing the entire war.

It wasn't nessessary for him to assume their were enemy mines or submarines, the fact that he didn't know whether there were or not, is justification enough in my mind for the context in which he was fighting, to not pursue.

Had he pursued he may have secured a victory. But with the benefit of hindsight such a victory wasn't nessessary. He was able to maintain a complete blockade of Germany, and keep the German fleet in port, and achieveing his strategic objectives. It wasn't possible to blockade any harder than they already were. Nor was the destruction of the High Seas fleet, with the benefit of hindsight, even nessessary.

the problem for jellicoe was that it did NOT matter if he won or not, only the he didn't lose, which is why he was cautious and chose to err on the side of caution... britain already had mastery of the seas and germany had to break it to win in any sense of the word, which despite "winning" the battle in numbers they didn't gain a victory to force the british to open the north sea or even bring the mastery of the north sea into question...