Light Carriers / Escort Carriers have LCAG?

  • 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.

Gazer75

Second Lieutenant
30 Badges
Feb 24, 2009
114
1
  • Arsenal of Democracy
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • Semper Fi
  • Naval War: Arctic Circle
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Hearts of Iron Anthology
  • Cities in Motion
  • Cities in Motion 2
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron III
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Cities: Skylines
  • 500k Club
  • Victoria 2
Light Carriers / Escort Carriers have LCAG? Do this change use?

Noticed they have LCAG brigade now?

What is the use of the CVL with this change. From what I can tell they seem to be just smaller versions of the CVs? Less range and power?

Are these no longer used to help visibility for the rest of the SAG?

Also noticed that they have the same build time from the start(190) while the CAG have significantly less time for the early ones, ranging from 70 to 240.

There is also no reduced time for them after researching Aircraft Assembly Line. Seems all new brigades have been left out.
 
Last edited:

Simon1397

Major
37 Badges
Mar 2, 2007
532
3
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris Sign-up
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Semper Fi
  • Arsenal of Democracy
  • Darkest Hour
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Hearts of Iron Anthology
  • 500k Club
  • Europa Universalis III: Collection
  • Hearts of Iron: The Card Game
  • Achtung Panzer
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
L/CAG brigade is for CVL and is weaker than fleet carrier CAG but it still helps with positioning for capital gunships.
If you want to add the build time reduction for aircraft assembly line for LCAG then add this to the following using notepad:

Code:
command = { type = build_time which = b_u1 when = now where = relative value = -20 }

to folder Arsenal of Democracy/db/tech/industry_tech aircraft assembly line (id 5140)
 

Gazer75

Second Lieutenant
30 Badges
Feb 24, 2009
114
1
  • Arsenal of Democracy
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • Semper Fi
  • Naval War: Arctic Circle
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Hearts of Iron Anthology
  • Cities in Motion
  • Cities in Motion 2
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron III
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Cities: Skylines
  • 500k Club
  • Victoria 2
How do they help with positioning? I like to know all the inner workings of it to make best use of them.

My testing have led me to the conclusion that they are now more like any other cap ship, except for CV of course. They do damage and have greater range.

I know how to edit all .txt and .csv files, I was merely pointing out what I thought was an omission by the devs ;)
Build time for CAG/LCAG are really not a big issue. No one would build them outside of attachment to a carrier anyway.
Afaik only IC cost of the (L)CAG is added to the carrier. Other brigades might benefit though.
 

Nadion

First Lieutenant
26 Badges
Feb 9, 2010
202
0
  • Darkest Hour
  • Europa Universalis III
  • For The Glory
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Iron Cross
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Arsenal of Democracy
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • 500k Club
  • Crusader Kings II
CVLs have high detection. relative detection/visibility levels of opposing fleets are part of the calculations for determining positioning.

they're also the most effective anti-submarine ship you can build.
 

Commander666

Field Marshal
2 Badges
Nov 24, 2010
5.255
51
  • Arsenal of Democracy
  • 500k Club
CVLs are the most effective anti-submarine ship you can build.

Wrong. Destroyers are much more effective than CVLs for sub hunting if you consider that you can build two destroyers in the time it takes to build one CVL and do so for only a little extra IC.

As I am at 1954 (AoD 1.05) I can only supply figures for Modern Class of CVL (CVL-6) versus Modern Class Destroyer DD-7.

Including retooling time I can get 2 DD-7 in same time as one CVL-6. The CVL-6 with attachment costs 5.2 IC and has a sub attack value of 20. The DD-7 with anti-submarine attachment costs 7.4 IC and has sub attack value of 17. THat is 2 x 17 = 34 versus only 20 for the one CVL. I have 70% more anti-sub value for only 42% more ICs spent. But - because of gearing - in the time you can build 4 CVLs (ASW value totals 80), I can build 9 destroyers (ASW value totals 153) and so enjoy even greater killing power on my dedicated destroyer hunter-killer fleet.

Besides, in real game experience, I found CVLs to be pretty ineffective compared to pure destroyer fleets when engaging subs. THe destroyers sink subs most quickly. I certainly am not interested in just damaging them.

It is historical because airplanes always were poor sub killers. We don't get really good sub killing using aircraft until the addition of helicopters which - in this game - are not yet on ships.

While choppers find and kill subs better than airplanes (they have the advantage of hovering over a sub) it should be obvious why destroyers killed subs much better than any aircraft in WWII and later in Korea. The aircraft (later) needed to drop sonar buoys to pick up the sub and keep dropping more buoys to maintain contact until a kill was made. The destroyer could ping the sub constantly and needed to only close distance and then drop its payload - greatly more massive than any ASW aircraft could carry. The only advantage the aircraft has is greater range to find a sub, but in the game that is negated since both DD and CVL need to be in the same sea zone as the SS anyway. The range of the CVL really is not a factor since the DD will most definitely find the SS once it gets in the same sea zone, but the CVL's range does not extend any further than the sea zone it is in. In short, neither a find nor a kill unless units are in same sea zone. It's unrealistic but bound by the mechanics of the map system.
 
Last edited:

Pier

Captain
72 Badges
Feb 7, 2008
388
18
  • Sword of the Stars
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Hearts of Iron Anthology
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Majesty 2 Collection
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Rajas of India
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • For The Glory
  • 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: Call to arms event
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cossacks
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV
  • Warlock: Master of the Arcane
It is historical because airplanes always were poor sub killers. We don't get really good sub killing using aircraft until the addition of helicopters which - in this game - are not yet on ships.

As far as I remember, aircraft sank more than 50% of the uboats, and assisted in several more.
 

Commander666

Field Marshal
2 Badges
Nov 24, 2010
5.255
51
  • Arsenal of Democracy
  • 500k Club
From where does that statistic come?
 

Pier

Captain
72 Badges
Feb 7, 2008
388
18
  • Sword of the Stars
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Magicka
  • Hearts of Iron Anthology
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Majesty 2 Collection
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Rajas of India
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • For The Glory
  • 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: Call to arms event
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cossacks
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV
  • Warlock: Master of the Arcane
http://uboat.net/allies/aircraft/forces.htm
This for example claims more than 300 uboats sunk by British and American planes (out of a total of some 750 uboats sunk in the war).

http://www.history.com/topics/u-boat
Here is another link:
In World War II Germany built 1,162 U-boats, of which 785 were destroyed and the remainder surrendered (or were scuttled to avoid surrender) at the capitulation. Of the 632 U-boats sunk at sea, Allied surface ships and shore-based aircraft accounted for the great majority (246 and 245 respectively).

I assume the other losses must have been mines and carrier-based aircraft, and maybe "other causes".
 

Commander666

Field Marshal
2 Badges
Nov 24, 2010
5.255
51
  • Arsenal of Democracy
  • 500k Club
OK it is good to have facts. But let's look at that statistic properly and see the skew within that statistic and apply it to the game.

Let's start with the obvious: you can't kill a sub unless you first find it. Is it any surprise that aircraft did half the at-sea sub kills when they can fly relatively very fast and patrol a large region of ocean and so find a lot more subs than destroyers? U-boats had to spend many hours each day at the surface to recharge their batteries. The aircraft really found mostly "surface targets" that just happened to look like submarines. Please don't laugh and allow me to make my point. Furthermore, I am not giving much credit to kills on submarines made while the U-boat was diving to escape but still visible from the air. On the other hand - without knowing of any statistic to support me - I suggest that there was probably not a single kill by an airplane of a WWII submarine when such sub was fully submerged. I am excluding the good number of subs that were spotted cruising submerged at about periscope depth when - on a sunny day and with not too choppy seas - the dark outline of a sub sometimes was visible as far as 30 feet down and it was most easy to bomb it. It is still a "near surface kill" of a submarine that really was not operating as to its true ability. But surprisingly it was operating exactly how all the submarines in our game seem to operate. (more on this later). To conclude the first point - if you even out the difficulty in targets - you will see that airplanes had limited effectiveness in killing submarines and could only kill subs when they were at or very near the surface. The fact that this is how half of the subs were killed does not make the aircraft more effective than the destroyer. It simply racked up more kills because it got all the easy targets. In fact the WWII airplane was totally ineffective for truely submerged subs, but destroyers had no problem doing gunnery practise on any surfaced subs they happened upon. So, are you going to define "effectiveness" by the number of actual kills or are you going to consider the skew in the statistic? I think when you transpose the discussion to the game, you need to consider the skew in deciding whether DDs or CVLs are the most effective sub killers.

It is like looking at two bullies in school. One is a real fighter and the other is just a bully that picks on every kid much smaller than himself and - by the end of the yerar - he's beat up on a lot of little kids. But he doesn't come close to the ability of the real fighter. Who is the most effective fighter?

The next major point is that the CAGs on the CVL really can not fly. They are stuck to the CVL inspite of their range because of map mechanics. If each sea zone were divided into 5 sections and we were to say that a destroyer can only detect a sub within the small section it is in BUT a CVL can detect a sub in the section it is in and all adjacent sections, THEN the CVL really would be realizing its greater range that the CAG is given and be able to find subs much better than the DD can. Finding subs easier than the DD, it would be able to kill more and so be more effective.

However, because the DD actually travels faster (and map mechanics that lock in the fact that either you are in the same sea zone with the sub or you are not) the DD really has a more effective range because it will reach the sea zone with sub in it a bit sooner than the CVL, thereby decreasing the chance that the sub has snuck away to the next sea zone and is then undetected. This is especially true when you consider how most subs in the game are found. Just like in WWII, they are mostly found by aircraft. But the aircraft in the game that compares to that is the Naval Bomber and not the "CAG that can't fly".

But having found the sub with a NAV (which really take a rather long time to sink any SS) the next usual operation is to mission the nearest DD or CVL to that sea zone and so kill it quickly (before the sub gets into another sea zone or worse - into a new sea region - and needs to be found all over again). THe faster moving DD has a definite edge over the CVL in catching the sub before the sub escapes. This is one more reason why the DD is more effective.

Finally we need to consider that any retreating SS will survive if it is not killed before the retreat route gets the sub to the next sea zone. As we don't know the direction of retreat, if we miss a quick kill it means start over by trying to find the darn thing again. So speed of kill is very important in the game. Kill speed is mostly determined by how big your ASW number is. As I showed above, evened out for ICs spent and production time requirted, DDs give considerably more "bang for the buck" than does a CVL.

As I see it, that makes the DD a much more effective sub hunter AND a more effective sub killer.

As regards the part of my quote thrown back to me (aircraft were poor sub killers) my statement stands. In spite of aircraft in WWII killing half of the at-sea subs the aircraft at that time could not kill a sub as well as any destroyer could. THe aircraft could find more subs but - like the little school bully - they were not as effective as destroyers because the only thing they could sink was extremely easy sub kills. In fact, it is arguable if a sub operating as a surface vessel really ranks as a "submarine kill". I certainly don't think so when the discussion is regarding "effectiveness" which is skewed if we only consider number of kills and do not look at degree of difficulty to make the kill.

Finally, to conclude that point where I said "more later". The subs in the game act a lot like the many surface targets sunk by aircraft in WWII and which just happened to look like subs. It seems the game subs can not submerge and are always at the surface. I say this because they are always found just as easily as any surface unit and NEVER have I had a DD of mine in the same sea zone as any enemy SS and not made contact. It is not right. Game subs should be able to hide in a sea zone together with enemy units trying to find them, and whether they are found or not should depend on some other parameters that simply appear to be missing from the game.
 
Last edited:

unmerged(236565)

First Lieutenant
Nov 30, 2010
216
0
The presented analysis is quite correct IMHO. Only thing that was not mentioned yet is the superior range of a CVL over a DD in a battle. CVL can fight a SS without without being fired on by the sub. The DD might take a hit or two. Granted that in a 1 vs 1 battle the DD will only suffer very little damage (more so from 1942 onward) so maybe this is minor. The CVL is however more suited to screen, let's say, your TPs from subs. A DD escort might kill the attacking sub but you could lose 1-2 TP as well. The CVL will keep the sub out of range avoiding any damage to your fleet.
 

Commander666

Field Marshal
2 Badges
Nov 24, 2010
5.255
51
  • Arsenal of Democracy
  • 500k Club
I am glad somebody came up with a good use for CVLs as I simply never had near the success using them to hunt subs as I did using destroyers. I had earlier said elsewhere while discussing "fleet compositions" that sometimes I attach CVLs to transport groups when I get sick of their poor (sub hunting) performance. So, inadvertently, it seems I was finding a good use for CVLs after all. But it is nice to have it explained as you did. Yes, subs hitting my transports (usually protected with one DD unit per transport group) has always been a problem with the sub indeed damaging one or two transports before the single DD unit can destroy or drive off the sub. Your explanation of the "stand off distance" of the CVL to protect transports is most welcome and I intend to build more CVLs now for escortig transports and so also free up more DDs to form more sub hunter-killer groups.

As regards the two positive comments regarding my "interesting analysis" I would like to steal my own thunder before someone else does because - upon reading what I wrote - I see two huge errors. In fact it is my analysis that is skewed.

Firstly I totally misuse the word "effective". To be effective is - simply - to have an effect on something. It is indeed the little bully who beats up on the many little children who is having the greatest effect on the school population. In the same way, the fact that WWII aircraft could much more easily locate U-boats when the boats were relatively easy to kill (on or near surface) is the reason they were very effective sub destroyers. For me to write "The aircraft really found mostly "surface targets" that just happened to look like submarines" and "I am not giving much credit to kills on submarines made while the U-boat was diving" is - in fact - the worst skew of all. The piece was badly written to somehow support the mis-use of the word "effective".

The real point I was trying to make was that a destroyer that could kill subs both on the surface using gunnery and also at depth using massive loads of depth charges was a much more stronger sub killer. But as I rightly pointed out, to first kill a sub you got to find it. So aircraft became very effective sub killers because they could explot their niche speciallty - high speed to rapidly patrol vast ocean regions and so catch many subs while at their weakest. Sorry for the errors I presented above.

However none of the errors relate to the real discussion that concerns the game. Rather they occurred because my rather poorly qualified statement of "WWII aircraft were poor sub killers" got focused on and so became a divergent topic. Let's drop that, OK?

THe real topic is CVLs versus DDs as regards killing enemy SS. That considers both hunting subs and defending from subs; and all other aspects such as any of your ships with either DD or CVL running into an enemy surface group or geting bombed from the air.

I have had very good success using pure groups of DDs to find and kill subs and stick by my other piece which details that you can build 2 DDs in the time it takes to build one CVL. And when all is balanced out for IC expendtiture destroyers indeed give you a much bigger bang for your buck as regards hunting and killing subs.

However, they are inferior to DDs as regards protecting transports from subs as Arowaner points out.

For me, what is left undiscussed is the part that mysitfies me the most: Why is it that whenever any of my destroyers get into same sea zone as enemy SS they always quickly make contact with the sub(s)? It seems totally wrong. Why can't the sub submerge and have a good chance of avoiding detection as would be worked out mathematically inputting the many parameters concerning the units' opposing stats, techs, skills, weather and chance?

The other thing I do not understand is how the game engine mathematically represents a sea zone. I am sure what I wrote earlier "either you are in the same sea zone with the sub or you are not" must be flawed. I have seen many times (usually when one of my transports is trying to flee to next sea zone and escape getting caught by enemy surace group chasing it) how my transport is constantly changing its position in the sea zone as shown by the large direction/progress arrow. But it does indeed seem if the enemy makes it across the zone border to your sea zone then my transport is instantly caught. If my transport had nearly exited the sea zone, and enemy entered same sea zone from opposite side, then correctly enemy should not be able to catch transport until enemy has gotten across most of sea zone (less what their effective detection and firing distance is).

BUT IT DOES NOT SEEM TO WORK LIKE THAT. Rather it does indeed seem to work in a much more crude manner of "either you are both in the same sea zone together or you are not". If that is true, it becomes especially important to the stated long range firing distance of CVs and CVLs. If the mathematical computation regarding different positions of different fleets within the same sea zone is indeed "crude" it would mean that it really just boils down to CVs and CVLs got a longer firing distance and so can score many hits safely from a stand off distance. This does indeed seem to fit the devasting consequences I have noticed of any SAG engaging with an enemy CV fleet.

But this begs the question of "How can any SAG even damage any enemy carrier" if the CV fleet is standing off at its greatly longer range? Yes, the SAG is downing many aircraft which is represented by decreasing strength bar on the CV counter. But the SAG should not be able to sink any CV if it has never closed to the range of its longest guns, correct? More info on this would be appreciated.
 
Last edited:

Count of Reval

Colonel
7 Badges
Apr 14, 2009
911
31
  • Arsenal of Democracy
  • Deus Vult
  • Hearts of Iron III
  • Europa Universalis: Rome
  • 500k Club
  • Crusader Kings II: The Old Gods
  • 200k Club
Just a minor remark concerning the statistics about real life German submarine casualties in WWII and a deductive comparing (based on that) how good both forces - aircrafts and ships - were in inflicting U-boat losses. As with any effectiveness ratio, one should also take into account not only the effect, but also an amount of substance that was causing the effect. In this case, also the average number of aircrafts and the average number of ships that were involved with an active anti-submarine warfare during the period the killings occurred. Inflicted casualties per unit of a certain weapon type is what matters. (Of course, one could calculate effectiveness also based on resources invested - which "weapon DNA" merges iron, energy, time etc into more lethal combination in a given environment).
 

Acheron

Field Marshal
54 Badges
Mar 13, 2006
3.148
11.785
  • Stellaris - Path to Destruction bundle
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Teleglitch: Die More Edition
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Age of Wonders
  • Age of Wonders II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Hearts of Iron III Collection
  • Arsenal of Democracy
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Ancient Space
  • Heir to the Throne
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
So what good are CVL for in AoD now? I used them like CVs, just expecting less of them. I am worried that if I attach them to a SAG, the fleet will remain at maximum range, that of the CVL, all the battleships twiddling their thumbs while the CVL deals out its pitiful amount of damage.
 

alufdufe

Major
79 Badges
Aug 15, 2005
505
0
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • 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
  • Europa Universalis IV
  • Hearts of Iron Anthology
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
CVL's are not good at sinking submarines. What they are very good at is preventing subs from accomplishing their mission. They do this by eliminating their ORG and forcing them to return to base, while not taking any losses themselves.CVL's should be used against subs at the choke points in their routes to and from their operating areas. Two examples would be Bay of Biscay and Mid Pacific Mountain areas. German subs operating out of the French Atlantic ports(except Brest) have to pass through the Bay area and US subs operating between Pearl Harbor and the three areas around Japan all have to pass through Mid Pacific mountains. If you use DD's in these areas, sooner or later you are going to hit a big stack of subs and lose your DD's. CVL's can stay in these areas without getting killed. They won't kill many subs, but the subs will spend all their time in transit, preventing them from interdicting your convoy routes.
 

Ivan_W_S

Second Lieutenant
21 Badges
May 1, 2011
187
180
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Semper Fi
  • Arsenal of Democracy
  • Stellaris
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings II
So what good are CVL for in AoD now? I used them like CVs, just expecting less of them. I am worried that if I attach them to a SAG, the fleet will remain at maximum range, that of the CVL, all the battleships twiddling their thumbs while the CVL deals out its pitiful amount of damage.

If CVL is grouped in a SAG, the optimum firing distance of the combined fleet will be 90% of the shortest range turret capital ships, i.e. even if they are grouped with CA level 4 with no FC (firing distance 30), the entire SAG fleet will try to close the distance to 90% of 30 km --> 27 km, even if CVL level 4 has a firing distance of 80-100 km. This is true in BC and BB fleet as well. So, adding a CVL into a SAG fleet won't be counterproductive, they add bonuses to positioning, so more of your shots will hit the enemy's capital ships first.
 

Mjarr

Lt. General
10 Badges
May 8, 2009
1.251
114
  • Arsenal of Democracy
  • Darkest Hour
  • Europa Universalis IV
  • Hearts of Iron III
  • March of the Eagles
  • Penumbra - Black Plague
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Mount & Blade: Warband
If CVL is grouped in a SAG, the optimum firing distance of the combined fleet will be 90% of the shortest range turret capital ships, i.e. even if they are grouped with CA level 4 with no FC (firing distance 30), the entire SAG fleet will try to close the distance to 90% of 30 km --> 27 km, even if CVL level 4 has a firing distance of 80-100 km. This is true in BC and BB fleet as well. So, adding a CVL into a SAG fleet won't be counterproductive, they add bonuses to positioning, so more of your shots will hit the enemy's capital ships first.

It also means that as much as people like to yell about mixing CV and BB or BC (or even CA) it's a good idea to have something to protect CVs from surface attacks, even more so considering spotting and speed influence on AoD naval combat. Might be rare as hell but amusing in multiplayer once in a while when you manage to sink multiple CVs with just few BBs when they were virtually unprotected and the BBs got lucky to close in on the firing distance :p
 

alufdufe

Major
79 Badges
Aug 15, 2005
505
0
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Knights of Honor
  • Europa Universalis IV: Third Rome
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • 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
  • Europa Universalis IV
  • Hearts of Iron Anthology
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
With the added qualifier that the CV's are the slowest ships in the fleet.

EDIT: Change to "The CV's should be the slowest ships in any fleet you put together"
 
Last edited:

Gazer75

Second Lieutenant
30 Badges
Feb 24, 2009
114
1
  • Arsenal of Democracy
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • Semper Fi
  • Naval War: Arctic Circle
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
  • Hearts of Iron Anthology
  • Cities in Motion
  • Cities in Motion 2
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis III
  • Hearts of Iron III
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Cities: Skylines
  • 500k Club
  • Victoria 2
With the added qualifier that the CV's are the slowest ships in the fleet.

CV is faster than BB and about equal to BC and CA for early versions.
Mid and late they gain more and more speed and in the end the only thing capable to keep up is DD.

Also the fleet will not run at the speed of the slowest ship, but at a value somewhere in between. No idea why this is though.
Had a modern CVL+DD fleet that ran ASW and it had a speed of over 38kts for some reason.