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Adonnus

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I am having a bit of trouble with my navy. It seems I can never actually fight the enemy and get into a battle no matter how many of their ships are in a province. I also have 400 or so naval bombers and tacticals on orders to strike ships in that area. Yet somehow, it always flashes that "we are locating them" and then suddenly disappears again. I made lots of destroyers to help locate but it didn't work, it's the same as before.

The only big naval battle I've been able to do has been one which Japan started and I just joined in. So what gives? Here's a screenshot if that helps.



1661301219870.png



Usually it's stuck on 0% locating but even when it's gotten to 100%, still, no battle.


1661301315159.png
 

Corpse Fool

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Try using a smaller (1 ship) spotting/patrol force. High speed, low visibility, high spotting. Usually a 'spotting cruiser', which is just a max-engine CL with radar, sonar, and maximum catapults. You can get away with less than the fully dedicated ship, but you should try that first to notice the maximum amount of difference. You should be able to spot the enemy fleet, and it is typically a low enough generated threat as not to scare away the enemy immediately, and then you summon your strike force afterwards to attack the unveiled enemy.
 
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Apr 26, 2020
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Try using a smaller (1 ship) spotting/patrol force. High speed, low visibility, high spotting. Usually a 'spotting cruiser', which is just a max-engine CL with radar, sonar, and maximum catapults. You can get away with less than the fully dedicated ship, but you should try that first to notice the maximum amount of difference. You should be able to spot the enemy fleet, and it is typically a low enough generated threat as not to scare away the enemy immediately, and then you summon your strike force afterwards to attack the unveiled enemy.
Spotting cruisers are not a good choice (especially when spying on ss) because they can be seen to be too high.And it's expensive.
This is a common misunderstanding. The bonus of seaplane module is not high enough.
The best choice is to scout submarine(submarine) or scout dd(All you need is one radar.).It's good and cheap.
 
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Corpse Fool

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Spotting cruisers are not a good choice (especially when spying on ss) because they can be seen to be too high.And it's expensive.
This is a common misunderstanding. The bonus of seaplane module is not high enough.
The best choice is to scout submarine(submarine) or scout dd(All you need is one radar.).It's good and cheap.
SS or DD certainly are cheaper, and they may well be 'good enough', but that wasn't really the point of my suggesting the CL.

To test, I made a CL, a DD, and an SS and had them go out and try to find a fleet that was parked. The CL only took 22 hours to find the enemy fleet, the SS took 41, the DD took 67 hours. The data plate on the CL in the field has 91.2 surface detection, 12.8 visibility, 41.9 speed. SS has 45.6 detection, 0.7 visibility, 18.8 speed. DD has 34.2 detection, 9.5 visibility, 34.2 speed. The CL is the fastest and has the most detection by a fairly wide margin, which more than makes up for its visibility, though perhaps not the cost.
 
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Panther G

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I use them all. ASW DDs versus the subs, the oldest SS for spotting and naval supremacy and the spotting CL.

The 1938 version:
CL 36.jpg

I would add Radar III, when it is available.

The mid 1941 version:
CL 40.jpg

Operating alone on "don't attack" stance or added to a fleet.

Enemy ships are some times hard to engage, when they have no mission or their stance is set to "attack on low risk".
 
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Adonnus

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I don't have the DLC so I'm not sure I can do a lot of that stuff. How can I find them without it? By the way, I've had a rare time or two when there was a battle about 1 day after setting mission to patrol. And periods where entire months are passed and I can't get into a battle.
 

pro.gamer.69

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if you don't have DLC then it's very simple, just set aside a single-destroyer task force for every sea zone you want to patrol, then set that entire fleet of single-destroyer task forces to patrol those areas, with engagement risk set to "never engage." don't use your strike force to patrol, the enemy will run away. put it on strike force instead and park it in a nearby port. make sure it's on always engage or engage at high risk too.

i have never had issues spotting an enemy fleet in a situation where i had air and the above strategy, but if you want to minimize spotting time you can use radar too, which will help with potential air battles as well.
 
Apr 26, 2020
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SS or DD certainly are cheaper, and they may well be 'good enough', but that wasn't really the point of my suggesting the CL.
SS or DD certainly are cheaper, and they may well be 'good enough', but that wasn't really the point of my suggesting the CL.

To test, I made a CL, a DD, and an SS and had them go out and try to find a fleet that was parked. The CL only took 22 hours to find the enemy fleet, the SS took 41, the DD took 67 hours. The data plate on the CL in the field has 91.2 surface detection, 12.8 visibility, 41.9 speed. SS has 45.6 detection, 0.7 visibility, 18.8 speed. DD has 34.2 detection, 9.5 visibility, 34.2 speed. The CL is the fastest and has the most detection by a fairly wide margin, which more than makes up for its visibility, though perhaps not the cost.


To test, I made a CL, a DD, and an SS and had them go out and try to find a fleet that was parked. The CL only took 22 hours to find the enemy fleet, the SS took 41, the DD took 67 hours. The data plate on the CL in the field has 91.2 surface detection, 12.8 visibility, 41.9 speed. SS has 45.6 detection, 0.7 visibility, 18.8 speed. DD has 34.2 detection, 9.5 visibility, 34.2 speed. The CL is the fastest and has the most detection by a fairly wide margin, which more than makes up for its visibility, though perhaps not the cost.
What happens if you increase the quantity of ss and dd to the same cost as cl?
 

Adonnus

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Ok, I managed to fix the detection issue. The problem was my decryption was too low. But now, I have another issue. When I place a fleet in the vicinity of an enemy transport vessel, I do not succeed in rendering it inoperable. The incontestable truth of the matter is that I have had appalling and extraordinary difficulty in the elimination of enemy amphibious landings due to this unfortunate development. The enemy vessels are consistently unharmed by even my most strenuous efforts to incapacitate them. There does not seem to emerge an engagement in the naval region where my vessels are placed alongside the enemy transports, and this causes me a considerable degree of consternation.
 

LordWahu

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Ok, I managed to fix the detection issue. The problem was my decryption was too low. But now, I have another issue. When I place a fleet in the vicinity of an enemy transport vessel, I do not succeed in rendering it inoperable. The incontestable truth of the matter is that I have had appalling and extraordinary difficulty in the elimination of enemy amphibious landings due to this unfortunate development. The enemy vessels are consistently unharmed by even my most strenuous efforts to incapacitate them. There does not seem to emerge an engagement in the naval region where my vessels are placed alongside the enemy transports, and this causes me a considerable degree of consternation.
For some unknown reason, an amphibious attack fleet can only be engaged by a fleet set on "Convoy Raiding"

Probably one of the most actively annoying parts of the naval game: There's no way to micro blockades
 

Adonnus

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For some unknown reason, an amphibious attack fleet can only be engaged by a fleet set on "Convoy Raiding"

Probably one of the most actively annoying parts of the naval game: There's no way to micro blockades

Ok, thanks. I was used to playing Darkest Hour where if you put a fleet where a naval landing is you just nuke it and sink everything.