Just want to confirm that carriers can be neutralized by land-based fighers

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

herm

Colonel
47 Badges
Nov 18, 2003
1.015
13
Visit site
  • Steel Division: Normandy 44
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Cities: Skylines - After Dark
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Rise of Prussia
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Heir to the Throne
  • Cities in Motion
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • King Arthur II
  • Majesty 2
  • Europa Universalis III Complete
  • Semper Fi
  • Supreme Ruler 2020
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
If I understand how this work, then it it not possible to protect land-based NAVs from Carrier fighers when they (the NAVs) enter naval combat to bomb the fleet?

And if I use my BB fleet then I should make sure I have Air superiority to avoid getting bombed too bad by Carrier NAVs?
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
If I understand how this work, then it it not possible to protect land-based NAVs from Carrier fighers when they (the NAVs) enter naval combat to bomb the fleet?

And if I use my BB fleet then I should make sure I have Air superiority to avoid getting bombed too bad by Carrier NAVs?

Spot on.
 

NickMart

Sergeant
9 Badges
Jan 25, 2018
58
0
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Age of Wonders: Shadow Magic
  • Steel Division: Normand 44 - Second Wave
  • DJ Plantage
  • DJ Plantage
  • Hearts of Iron IV: Expansion Pass
If I am understanding this correctly:

-Outside of Naval combat, land based NAV bombers are only countered by the AA of the ship they target, and any carrier based fighters play no role
-Within Naval combat, Air superiority neutralizes carrier based NAV, but does nothing to protect land-based NAV bombers from Carrier fighters.

If all of this is true, it seems like if you are fighting a carrier-heavy opponent in coastal waters, you should either: Go heavy on NAVs and keep your fleet away, or go heavy on Fighters, bring a surface fleet and no NAVs.

What a mess.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
If I am understanding this correctly:

-Outside of Naval combat, land based NAV bombers are only countered by the AA of the ship they target, and any carrier based fighters play no role
Not quite. Carrier based fighters do shoot them down (and sometimes alot of them), but they don't disrupt them ( lower the damage the bombers do ). Land based fighters however on either side don't interfere.

-Within Naval combat, Air superiority neutralizes carrier based NAV, but does nothing to protect land-based NAV bombers from Carrier fighters.

Yeah, the Air-Air fights within two Carrier groups also is unaffected by Air Superiority.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
Air-air fights within two Carrier groups is affected by nothing in fact afaik. You can put 1k fighters on a carrier and they will shoot down enemy carrier planes without any penalty.

Have you tested this recently?

I'm 95% sure last time I tested this overcrowding penalty reduced their efficiency to 0% and they all got slaughtered if you go that much over capacity, but it was a long time ago.

I'm also pretty sure that if it worked there would be alot more rules in MP games forbidding it, don't you think?
 

BaddoSpirito

General
71 Badges
Jun 11, 2014
2.377
370
  • Hearts of Iron III Collection
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Battle for Bosporus
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Hearts of Iron IV Sign-up
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris: Leviathans Story Pack
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Have you tested this recently?

I'm 95% sure last time I tested this overcrowding penalty reduced their efficiency to 0% and they all got slaughtered if you go that much over capacity, but it was a long time ago.

I'm also pretty sure that if it worked there would be alot more rules in MP games forbidding it, don't you think?
I tested it a while ago but it was in the latest patch. Our group bans carrier overcrowding ever since. I'll test again to make sure it's still the case.
 

BulgarianFocusTree

First Lieutenant
40 Badges
Oct 21, 2017
273
0
  • Shadowrun: Hong Kong
  • Steel Division: Normandy 44
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Empire of Sin
  • Stellaris: Necroids
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Magicka
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Cities: Skylines Deluxe Edition
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
What is the best way to kill a carrier? It occurs to me that I've never lost one (though I build them rarely and usually keep them on home defense fleets), and I can't recall killing one though Naval combat generally allows you to be utterly unaware of how well you're doing.
 

walt526

Major
14 Badges
Dec 28, 2014
701
858
  • Darkest Hour
  • Hearts of Iron III
  • Europa Universalis IV
  • Cities: Skylines
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
What is the best way to kill a carrier? It occurs to me that I've never lost one (though I build them rarely and usually keep them on home defense fleets), and I can't recall killing one though Naval combat generally allows you to be utterly unaware of how well you're doing.

Battlecruisers accompanied by your own carriers (to provide air superiority) can take out an unmodified carrier. And if they're a level higher, Heavy Cruisers have the speed to keep pace with the carriers. Battleships are too slow.
 

Robosoldier1

Colonel
19 Badges
Sep 7, 2017
817
224
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II: The Old Gods
Out of all the challenges that characterizes the battle for the Mediterranean, carriers are pretty small on that scale. Sure they can make an impact but when it comes to the med ships and land based aviation craft dominate those waters. As an Italian player you ultimately need to snag all the islands within the med to wrest control of the airbases from the allies and thus give you more elbow room to rule the skies above the seas as navally your already at a disadvantage given the shear size the allied naval forces are. but if its for Singleplayer purposes then there really is no bother you can just take the Suez and Gibraltar with very little opposition and in turn shut off the med and do whatever you want at that point.

In multiplayer games its rather difficult for Italy as a whole, players often dump a good amount of assets into the Mediterranean and for good reason as to keep Italian player gated off while maintaining their key trade routes. Obviously for you as Italy thats bad as you being the most industrially inept country within the game (next to France when they lose the mainland) you can't build enough or compensate enough to counter everything the allies throw at you. If you invest in your ships your army and airforce are hindered and vice versa for your other branches. Sure you can take other countries to alleviate the burden but often there are rules that limit when you can take those territories and how much you can take for balance and for the benefit of your team as a whole.
 

davej

blobologist
11 Badges
Aug 5, 2014
716
271
  • Europa Universalis IV
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
I have mostly played as Germany but I have some interest in trying out Italy again and focus on North Africa and the Middle East. But I would like to hear other players comment on how feasible it is to control the Mediterranean with a navy without carriers and with the help of land-based air. Can I assume it is possible with the current game mechanics? How easily can Italy do it (assuming regular difficulty)?

You really don't need to do anything in SP with your navy if you just want to hold on Africa.
 

BaddoSpirito

General
71 Badges
Jun 11, 2014
2.377
370
  • Hearts of Iron III Collection
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Rights of Man
  • Battle for Bosporus
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Hearts of Iron IV Sign-up
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris: Leviathans Story Pack
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Have you tested this recently?

I'm 95% sure last time I tested this overcrowding penalty reduced their efficiency to 0% and they all got slaughtered if you go that much over capacity, but it was a long time ago.

I'm also pretty sure that if it worked there would be alot more rules in MP games forbidding it, don't you think?
Just tested this again. Still the case. 1k fighters on 1x carrier 2 trades 1 to 2 against around 500 fighters on 4x carrier 4 with deck 5.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
Just tested this again. Still the case. 1k fighters on 1x carrier 2 trades 1 to 2 against around 500 fighters on 4x carrier 4 with deck 5.

Yeah. I ran some tests as well now. Seems you are right, but I'm not 100% convinced it always worked like that since 1.0 or if it's a bug that has sneaked in later on.

Hopefully PDX gets around to fixing it whenever they get around to improving the Naval side of things.
 

xMer

Colonel
107 Badges
Mar 11, 2012
822
137
  • Victoria 2: A House Divided
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Europa Universalis IV: Mandate of Heaven
  • The Showdown Effect
  • Victoria 2
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Field Marshal
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III Collection
  • Cities in Motion 2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Dungeonland
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Impire
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: No Step Back
  • War of the Roses
in 1.0(and early versions):
carriers resupplied in battles. so it was attrition war till one side run out of planes.
also agility and speed were not considered in naval battle and CV CAS/CV NAV traded 1:1 against CV FTR
numerical superiority had much lower impact too.
overcrowding mattered when it come to attacking ships so people doesn't overcrowd supermuch

I've done tests and there was even discussion in bug section which resulted in removing resupplying carriers during battles as minimal partial solution easy to do.

I haven't tracked naval aerial combat also had break in playing hoi4 so i have no idea when it changed. i think it could be around some rewriting in air code.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.035
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Just tested this again. Still the case. 1k fighters on 1x carrier 2 trades 1 to 2 against around 500 fighters on 4x carrier 4 with deck 5.

That is disappointing. I really thought this had been changed. :(

Yeah. I ran some tests as well now. Seems you are right, but I'm not 100% convinced it always worked like that since 1.0 or if it's a bug that has sneaked in later on.

Hopefully PDX gets around to fixing it whenever they get around to improving the Naval side of things.

I guess we'll need to update the house rules tomorrow. Not that I think anyone was really doing this, but we should get it in writing anyway.