Light Carriers / Escort Carriers have LCAG?

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alufdufe

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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.

Can anyone else confirm this? It must be something new for AOD 1.07. I've been playing since HOI1, and I've never seen a fleet speed higher than the slowest ship in the fleet. But I've been away from the game for almost a year and it could have changed.
 

Ivan_W_S

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No, never encountered this bug, the fleet always moves at the slowest ship's speed, frustrating if you have a lot of BB level 2 and they are quite useless in naval combat because they cannot close down the distance to enemy's fleet. Maybe it must be specific level of CVL + DD doing an ASW mission, then this bug will appear, I tried combining my CVL level 2 (speed 28) with DD level 4 (speed 30), the entire fleet moves at 28. And how can the entire fleet moves at 38? Because only DD + nuclear engines will move this fast. The latest DD model only has a speed of 36.
 

alufdufe

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I've tried a number of fleet combos with different missions in my naval tester and I can't make a fleet go faster. The only thing I can think of, is that the +10% land speed Chief of Staff is sometimes affecting naval units too. But I tried it and it didn't happen.

BB2's are good against anything up to BB4. What I hope for, is that my opponent is kind enough to mix BCs & CAs with his BBs. Then you know you're going to get in range.
 

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Just checked....

CV-10 + DD-7 will say 38.5kts even if the max speed of a DD is 35kts and a CV is 36kts.

CVL-6 + DD-7 have a speed of 35.2kts even though a CVL max speed is 32kts.
 

alufdufe

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Just checked....

CV-10 + DD-7 will say 38.5kts even if the max speed of a DD is 35kts and a CV is 36kts.

CVL-6 + DD-7 have a speed of 35.2kts even though a CVL max speed is 32kts.

The speed of your fleets is still the speed of the slowest ship, but you're getting a 10% speed boost from somewhere. What else are you you doing? What country, ministers, techs, doctrines, are you using? I tried those fleets and I still get their standard speed.
 

alufdufe

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I tried it with the Germans, Beck, and FIB doctrines and I still can't get a speed increase. There was nothing like this on the bug list either. Since you seem to be the only one, if you want to continue, maybe PM would be a better way.

Getting back to CVL's, I don't put them in CTFs or SAGs, but I do put radar on every ship bigger than a DD, and my fleets seem to have no problem finding the enemy. I'm not sure about the CVLs keeping subs away from TP's thing.
 

Count of Reval

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I'm not sure about the CVLs keeping subs away from TP's thing.

But do the TP's need CVL's for keeping subs away? While playing Coral Sea battle scenario (in version 1.05) some time ago, I noticed that Japanese submarines have difficulties in hurting US transport fleets. So I got curious and modified slightly the scenario file: replaced couple of Japanese default SS-II's and SS-III's with 18 SS-VI's, enhanced all of them with a naval spotter brigade, stacked them, inserted admiral Ito (skill: 2, Seawolf) as their leader and put them on Naval Interdiction mission to cover one sea area where I had witnessed heavy US TP traffic (it was Solomon Sea, I think). From 10 May 1942 till 17 June 1944, Japanese submarines held 65 battles with US transport fleets (in 5 occasions with 10 TP's, in 10 occasions with 2 TP's, and in 50 occasions with 1 TP - never escorted by any warships). In most of the cases, the initial distance between the fleets at the beginning of the engagement was about 180 km (usually not below 160 km). During a naval combat, submarines managed to close the distance between the two fleets normally to 120 km or so (later - when admiral Ito had obtained skill value 5 - to around 60 km) before the TP's succeeded to escape once again. Only approximately 20% of the battles reached into the shooting phase. No TP's were sunk. So compared to convoy raiding, subs seems to be totally powerless and harmless against transports.
 

Count of Reval

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In most of the cases, the initial distance between the fleets at the beginning of the engagement was about 180 km (usually not below 160 km). During a naval combat, submarines managed to close the distance between the two fleets normally to 120 km or so (later - when admiral Ito had obtained skill value 5 - to around 60 km) before the TP's succeeded to escape once again. Only approximately 20% of the battles reached into the shooting phase. No TP's were sunk. So compared to convoy raiding, subs seems to be totally powerless and harmless against transports.

TP's success avoiding submarines was certainly caused also by the US's strong leadership factor (better positioning). US starts the scenario having several Superior Tacticians with a skill rating 4 or 5 - some of them must have been leading also those constantly escaping TP fleets. On the other hand, taking into account how fast even the highest rank enemy officers gained experience during conflicts against much stronger opponent, I would say that it wouldn't take too many encounters to turn almost any naval leader into at least 4-skilled professional. I saw lower rank and lower skilled leaders take a 2 point jump in their skill value thanks to just one battle against Japanese sub fleet. It felt like Training Camp mission.

If I checked unit files correctly, transport ship has maxspeed 12, subdetectioncapability 0 and visibility 90. Submarine-VI has maxspeed 21, surfacedetectioncapability 5 and visibility 3. Both, TP and SS units are usually taken to represent about 3-5 ships. Based on that information and the fact how successful are Convoy Raiding missions for the submarines, it seems a bit weird, frustrating and unfair that subs didn't sink not a single transport ship during 65 battles. (And as everybody knows, in Coral Sea, TP's are playing an important role.)
 

unmerged(236565)

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I remember when I was playing 1.05 I lost 1 out of my 3 TP in a fleet no escort + crappy leader to 1 Jap sup while trying to land troops. So it is possible - maybe at night with the right leader against a very bad leader.
As we all know TP will try to escape to 450km or so - and if the battle starts with the Subs too far away from the TP then of course there is no chance. So in my book the best thing to do is either dont escort TP at all - give them a good leader with blockade runner or spotter so they can escape. Or give them a SAG with lots of DD to counter SS. Or give them CVL and nothing else (maybe CA or so) that will definetly keep the Subs away from you - they will never get in range because the CVL spots them too early. I think that a CVL is the most economic solution - they are cheap and not good at much else. DD are good at other things so I'd be a waste to let them guard TP - they should escort your fleet or look for subs in ASW fleets.
 

Commander666

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Mjarr;12394289 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[/QUOTE said:
I think your many conditions in this statement will keep me continuing to run seperate pure CV CTFs and SAGs without any CVs.

'rare as hell' 'when you manage' 'the BBs got lucky' YES, indeed rare as hell for any BBs to manage to get that lucky.
 

Mjarr

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I think your many conditions in this statement will keep me continuing to run seperate pure CV CTFs and SAGs without any CVs.

'rare as hell' 'when you manage' 'the BBs got lucky' YES, indeed rare as hell for any BBs to manage to get that lucky.

Certainly but there's always the possibility for interesting chance encounters and in some cases some sneaky planning, such as if you have used naval intelligence to get location of enemy fleet and time your movements right so they'll arrive there by nightfall.

But I have to admit last time I played vanilla AoD properly was back with 1.05 last year so I may've got bit too used CORE and such where I consider it somewhat important to protect them.