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wheels0132

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Great!
now to read it!

Completely useless and wasteful post, if you don't have anything constructive to say just don't type, please.

Will CAG's be able to disembark from the carrier to attack adjacent sea zones?

For example, Fleet 1 is engaging the enemy and it is losing the battle, it cannot yet disengage. Fleet 2 is enroute to join and reinforce but it is still one sea zone away and Fleet 1 is getting hammered, probably going to be defeated before Fleet 2 can arrive. Fleet 2 wants to launch its planes to aid Fleet 1.
 

Honor_Australia

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jezze there making interveiws and developer diarys nearly every day
 

PlacidDragon

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CVs not fighting sounds like a plan. It was weird having them pop up on the battle screen, what are they gonna do, ram my cruisers with that hunk of steel?
I'll be the first to agree that a CV has absolutely nothing to do in a surface battle (and good thing they are taken out of it).

They weren't toothless though, both US and Japanese carriers had 8 inch guns (heavy cruiser armament) in the early war, before refitting to more practical 5 inch dual purpose guns (destroyer equivalent) and smaller.

I can just imagine some idiot destroyer captain getting cocky and sailing right into 30+ DP guns of varying caliber.. effect would probably be much like someone using a can opener ;)
 

King

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A bigger issue is the hitpoints of the various ships. For instance, in HoI2, a BB and a DD could take the same amount of damage and be sunk. While the BB has greater sea defence, the engine did not recognize the difference between sea defence and armor. Thus the 13 inch belt armor of a BB meant nothing.

We may have forgot to mention that each ship class has a hull size value which reflects how much damage it can take.
 

Striker475

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Thank GOD.
Assigning CAG orders induvidually.
Blowing the crap out of an island before hitting it with troops.

My biggest thing, though, is the way that it has been implemented means you can run a combined CAP/search and destroy phase PROPERLY. You have to weight up the odds - particularly with a later-game Japan, where you're more likely to be using an older CV and thus have CAGs which aren't as effective at spotting. Do you attempt to engage an American fleet first and gain the advantage with your weaker forces, or do you go heavily defensive and make the counter?

However, I do have one question: Will it be possible to rescue elements of a CAG? If a CAG loses its CV, surely elements at least would try to land on another CV to attempt to escape. This keeps some of the experience of the CAG while still guaranteeing serious losses. Losing a CV should hurt - but at the same time, a CAG can be re-assigned, and sending your best CAGs across the Pacific while you get greener units experience against the RM and the Kriegsmarine (or, for you Japanese players, the RN in the Indian Ocean) seems like a sensible and realistic manoeuvr, and having a CAG wait on the beach while rebuilding itself also seems sensible.
 

Bullfrog

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we may have forgot to mention that each ship class has a hull size value which reflects how much damage it can take.

nice
 

WarDog

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We may have forgot to mention that each ship class has a hull size value which reflects how much damage it can take.


That sounds just GREAT! It seems now as naval battles will be at a completely new level in HOI3.
 

Nexus2012

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The biggest problem if I understand the comments made is if you want to carry out a long-range strike either against enemy ships in another province, or against land-based targets, such as a port strike. If this means the whole CAG buzzing across the map into the adjoining province for several hours, then the CTF have no CAP. Let's not jump to conclusions on this - we still don't know the air-to-air nor air-to-ground combat models, and how Paradox are going to deal with the air speed issue on moving air units between such small provinces. If the effects of other air units is abstracted as a cloud where air power can be projected across provinces/regions, rather than whole wings flying in a formation at 40km per hour from province to province, then the same should be true for CAG, and in that case the CAG should be able to project a port strike with its bomber elements and still maintain the CAP.

Exactly.
We don't know the Air-Air / Air-Ground models.
We don't know the Air movements model.
We do know provinces are smaller than HOI2.

So, first and essential question to understand the air warfare would be how the aircraft units (be it FTR, TAC, CAG) will move on the map ? (If they move at all).
 

Zwiback

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Exactly.
We don't know the Air-Air / Air-Ground models.
We don't know the Air movements model.
We do know provinces are smaller than HOI2.

So, first and essential question to understand the air warfare would be how the aircraft units (be it FTR, TAC, CAG) will move on the map ? (If they move at all).

Yes, you are right. I too made the mistake to take HOI2 as a standard. Guess we will have to see how the new ACM works out.
 

unmerged(48627)

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I hope paradox fixes the naval range problem too. In HOI2 you could rebase your fleet without any range limitations.One of the RN greatest assets was its many scattered naval bases all over the world which gave them the possibility to keep a continious naval prescence in all theaters.

I`m also looking forward to see how the Uboot war is handled.
 

potski

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Will it be possible to rescue elements of a CAG? If a CAG loses its CV, surely elements at least would try to land on another CV to attempt to escape. This keeps some of the experience of the CAG while still guaranteeing serious losses. Losing a CV should hurt - but at the same time, a CAG can be re-assigned, and sending your best CAGs across the Pacific while you get greener units experience against the RM and the Kriegsmarine (or, for you Japanese players, the RN in the Indian Ocean) seems like a sensible and realistic manoeuvr, and having a CAG wait on the beach while rebuilding itself also seems sensible.

That would be my understanding - if they are completely independent of the CV's then they can be moved around at will. However, I would have thought you couldn't land on another CV which already has a CAG based there, as it would be "full", but I think you should be able to redeploy to a nearby airbase.
 

juv95hrn

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Looks very, very nice! Radar tech, weather, night time all play larger roles it seems.

Now the million dollar question regarding naval warfare, how will subs-ASW be handled? Since CVs are out of the ship-ship combat something tells me subs will now be made a strategic warfare unit rather than a naval combat unit, which is all good in my eyes.
 

unmerged(52507)

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I think the ability to build weighted CAG, say, fighter heavy, bomber heavy CAG might be useful. If the naval threat is still high, you will want to be bomber heavy for better scouting and naval attack. If the naval threat has become non-existent you would go fighter heavy for a heavier CAP and fighter sweeps over enemy land bases.

Just a thought anyways.

I agree. I think the single CAG issue can be mitigated by having different options to build with different stats.
 

Driggsd

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Sorry if this was answered on a previous page, will you be able to fit out carrieres differently. Meaning one style have 4 CAG's but another style having only 3 but greater armor? Or will it still be one carrier one Squadron?
 
Sep 7, 2004
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Exactly.
We don't know the Air-Air / Air-Ground models.
We don't know the Air movements model.
We do know provinces are smaller than HOI2.

So, first and essential question to understand the air warfare would be how the aircraft units (be it FTR, TAC, CAG) will move on the map ? (If they move at all).

Johan (in the air diary) said that there will no longer be a 200km/hr speed cap for air units, and they'll be able to travel more than 1 province per game hour, so we should see some differences here...