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Rioeire

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Hi

I am building some early navy with Germany (TFH). For 1939 I will have around 4 carriers and 3 light carriers (level I) and around 16 Light cruisers. Playing MP with a friend ( me GER and ITA) he is UK and SOV so, no AI fighting.
Would you mix the CV with the light CV in the same fleet? Should I put some heavy cruisers in the cv fleet to porotect the CV in case british BB close in?
Knowing my "enemy" from other games, I will probably have complete air superiority over the north sea

My original Idea was to create two fleets like this

2 CV+1 CVE+ 9 Light Cruisers
 

Kovax

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I would NOT recommend it. The CVLs will drastically slow the entire fleet, meaning that your CVs may get caught and sunk. I would only build one or two CVLs to boost Carrier Practical, to speed completion of my CVs, and use those CVLs with slow BBs (or those old WWI BCs), where they won't lower the overall speed of the fleet.
 
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Pugmak

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While I tend to completely ignore naval builds, techs and doctrines when playing Ger (because 1. I don't like naval play in HOI3, and 2. I tend to only play up to Bitter Peace against the Sov, then get bored and quit), I agree with Mr. Kovax.

For carriers it's all about speed and, secondarily, reducing visibility with, iirc, the hanger upgrades? I don't think it's advisable to put any of the primary surface combatants (Heavy Cruisers (HC), Battle-cruisers (BC) or Battleships (BB)) in a Carrier fleet. The way the mechanics work, at least as far as I understand them, the surface combatants will try to close with and engage the enemy fleet, which will drag the carriers into closer contact with the enemy fleet and delay or retard the CVs' efforts to keep distance between themselves and the enemy.

Light Carriers (CVL) are useful in either providing limited air support to older, slower surface combatant fleets, or as support for anti-sub patrols.

Also, iirc, Destroyers (DD) are good as screen for CV due to the speed of the DD since it's the averaged speed of all ships in a fleet that determine the fleet's actual speed.

Of course, it's quite possible I have my head up and lodged on ship and fleet issues.
 

marxianTJ

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CAs are useful for just having junk out there floating around that can occasionally get kills - their main function is to provide you with more cruiser practicals to make cheapo LCs much more efficiently.

If you've got CA's laying around, attach them to transport fleets, or in their own fleets (along with DDs or LCs whatever you've got) or some old BB/BC fleets. They're fairly effective en masse, but you don't want to pair them with anything you want to be fast (your main BB SAG, a BC convoy raiding group, carrier groups etc).

Ideally the the UK's BB's will *never* close in on your CVs, unless there's exceptionally bad weather in the area - and then you may take some damage. Because your CVs and their fleet should be *much* faster than them.
 

Yearzero

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Whenever i use CVL's,i always make sure they have plenty of DD's to help speed them up,so they can play with the big boy's (To an extent) or to have them for ASW purposes (Whereas a CVL fleet with a full CL screen with be more likely to get caught and sunk.)

So a 2 CV/1CVL/9DD fleet would be more feasible,2-3 CL's would be useful for the extra AA protection,but the majority of screens should be modern destroyers.
 

Oof

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I never combine CV or CVL with BB/BC/CA, because there is the chance that your CV will close in on the enemy fleet (as others posted).
I use CL for my Carrier Task Force, but you can also use DD. Both have pro's and con's. DD are a supposedly a bit tougher and faster to construct, but have less range. CL take longer to build, but have a better range. Since my CTF never closes in on the enemy fleet, and I value range, I go for CL.
 

Maestor

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Just lump them all together. In naval combat the speed at which units move depends on the average speed of the fleet. As long as your average speed is higher than your enemies, they will not get into firing range. Even if your is slightly lower you can survive, as long as enemy ships go out of org before they get into firing range. The trick is to add all the escort ships you can and that positioning will allow for.