Questions regarding the naval aspects of HOI4

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XselenS

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So, I absolutely love this game. With an ungodly amount of hours invested into it, that I would rather keep to myself, I still have not figured out how to properly strategically handle any nations naval operations efficiently, predictably, and effectively. I have of course been able to dominate the Mediterranean as Italy, and conquer the Pacific as Japan, but not once have I figured out how to effectively invest in a navy as a less naval focused nation. These nations including Germany, Greece, Turkey, Spain and the like. I think my problem arises from a failure to truly understand the purpose of each ship type, and the roles they play to support and decisively win a naval victory. Of course you can throw a ton of land based naval bombers, (which is pretty much how I win the Mediterranean as Italy) but that doesn't really mean you know what you are doing with your navies does it?

Here is what I understand so far,
1. Detection is KEY.
2. Screening your larger ships is an absolute must.
3. Organizing your navies into smaller more manageable task forces is good practice to counter the penalties associated with larger fleets, as well as allowing more smaller groups to be deployed while others are repairing.
4. Naval bombers are incredibly powerful, (Carrier and Land based alike).
5. Torpedoes are always a good investment

Here is what I can't quite get a grasp of
1. How to organize your task forces effectively.
-For example, I usually make a striking task force as Italy consisting of 2CV (Light Carrier escort types) 2BB 6CL 16DD. This seems to do well, but I am certain it is a terrible task force composition.
-How do you set up a patrol group? I usually just use 3 modern DD with radar and hydrophones equipped and set them to never engage. I don't think this is a good design either, I just don't get how to effectively create a "Recon" group.
2. What are the point of Heavy Cruisers????????????? I seriously do not understand why they are useful at all. They are expensive, slow, fairly fragile, and pale in comparison to a Battlecruiser. I must be missing something. I suppose they are good for shore bombardment? Many nations such as Japan Germany Italy and the like start with many of them as well as BB. What do you use the heavy cruisers for?
3. What is a good shore bombardment task force composition? Why would you design it as such?
4. How to effectively screen a task force. What is a good ratio and why for DD to Heavy ships such as CV and BB or BC.

Pretty much what I am looking for is not a spreadsheet of "make this task force like this". I am trying to understand the mechanics associated with navies so I can properly assess a situation and create a suitable task force on the fly. I am aware of detection, light and heavy attack, visibility and many of the stats but I do not understand how to properly assess those values to create a good task force.

For example, in land combat if I was playing a minor country who is being targeted early by a major I would focus my efforts on men, guns and artillery. I would look to create a division with high soft attack and organization complimented with a defensive general to make up for the lack of engineers early on, gradually incorporating engineers as my industry permits. Dependent on the on the enemies aerial capabilities I may invest in AA over engineers. After inevitably giving up some land for time, hopefully at a great cost to the aggressor, and holding fallback lines situated on favorable terrain that hurt armoured units badly, I would reassess the situation and look for weak points in the enemies front. Hopefully using my home field advantage to breakthrough with a cheap self propelled artillery division and create small encirclements over time.

If I was playing a nation that will become an early aggressor such as Greece, Turkey or Italy, I would focus my efforts on creating a few powerful 40W armoured divisions dependent on my industrial capacity early on. Punching through openings early to blitz and capitulate other minor powers, taking advantage of their industry to create the fodder divisions I so desperately need later. I would create an airforce to hold one or two strategic air regions in green air and continue to move the airforce forward with the advancing armies due to an inevitable lack of planes to hold more than one or two regions at a time.

With naval warfare I cannot figure out for the life of me how to create ANY effective navy as a minor (I am not talking about submarines here) until the game might as well be finished. There must be away to play as Greece, form Byzantium circa 1939 and go on to create a formidable navy circa 1940, that you have already started building circa 1937. How do you all do it? What counters what, what stats are not to important in naval warfare similar to recon in land warfare at the moment? How do you manage a major naval powers ships in the first place, such as Italy or Japan? Do you upgrade your designs, are focus on building newer ships from the get-go. (I usually go the upgrade route because it seems cheap and effective).

Thanks for your help, hopefully I don't sound like too much of an idiot to all you naval veterans. But yah, WTF are the point of heavy cruisers??

PS: This is mostly targeted against the AI. I do not think I am ready for naval PVP warfare yet whatsoever and I am sure the strategy will change immensely, as it does with land warfare.
 

DicRoNero

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2. What are the point of Heavy Cruisers????????????? I seriously do not understand why they are useful at all. They are expensive, slow, fairly fragile, and pale in comparison to a Battlecruiser. I must be missing something. I suppose they are good for shore bombardment? Many nations such as Japan Germany Italy and the like start with many of them as well as BB. What do you use the heavy cruisers for?
The general understanding at these forums is that they're a semi-affordable solution for Carrier protection. Provided you go for Raiding doctrine and use a proper designer, it's possible to create a CA which goes at 40+ knots and has a visibility of 16.6 (a similarly designed BC is 25.2), so it will avoid heavy fire to at least some extent. With only one capital turret, such a CA is a capital ship only with its name, but still it makes CVs screened and adds up quite a lot of AA, light damage output or torpedoes (depending on what you want). And of course its costs half as much compared to BC [which honestly fits into a totally different role].

That said, I personally don't play carrier-focused games [I'm a firm believer carriers were and are overrated IRL, but what do I know] and don't need that many capitals to screen them, so the considerations above are mostly theorycrafting.
 
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XselenS

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The general understanding at these forums is that they're a semi-affordable solution for Carrier protection. Provided you go for Raiding doctrine and use a proper designer, it's possible to create a CA which goes at 40+ knots and has a visibility of 16.6 (a similarly designer BC is 25.2), so it will avoid heavy fire to at least some extent. With only one capital turret, such as a CA is a capital ship only with its name, but still it makes CVs screened and adds up quite a lot of AA, light damage output or torpedoes (depending on what you want). And of course its costs half as much compared to BC [which honestly fits into a totally different role].

That said, I personally don't play carrier-focused games [I'm a firm believer carriers were and are overrated IRL, but what do I know] and don't need that many capitals to screen them, so the considerations above are mostly theorycrafting.

So being as the role you described does not fit into your naval playstyle how do you fit CA into your navy? Or do you find that they sit on the sidelines for most of the game?
 

SophieX

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...hopefully I don't sound like too much of an idiot...
Idiots normally do not write postings like you did by showing a good and deep understanding of key points.

I focus mostly only on submarines. And do I understand you right, that you won't talk about them ?
 
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XselenS

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Idiots normally do not write postings like you did by showing a good and deep understanding of key points.

I focus mostly only on submarines. And do I understand you right, that you won't talk about them ?
It isn't that I don't want to talk about submarines. I am well aware of the sub-meta. But mass producing 1940 subs is far from the strategic play I am craving at sea.
 
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DicRoNero

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So being as the role you described does not fit into your naval playstyle how do you fit CA into your navy? Or do you find that they sit on the sidelines for most of the game?
Well, early-game CA suck anyway and perfectly fit into my playstyle only this way. As for the modern ones, I still do not use them for my heavy-hitters being SHBB [4 of them screen 3 CV IIRC, in case you wonder], what I said above were some things for you to consider in case you intend using CA.

Another thing worth mentioning though is that their main weakness comes from their Capital group designation. And in case you use them for raiding and/or don't encounter heavy ship opposition, they should be as good as CL (just with extra HP traded for a bit of something else).
 
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Cavalry

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3. Organizing your navies into smaller more manageable task forces is good practice to counter the penalties associated with larger fleets, as well as allowing more smaller groups to be deployed while others are repairing.

No, you will want big fleet as much as possible on key battles. The penalties is to reduce your number advantage, not empty it. Just use an Superior Tactician admiral, which is quite redundant.
 
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2. What are the point of Heavy Cruisers????????????? I seriously do not understand why they are useful at all. They are expensive, slow, fairly fragile, and pale in comparison to a Battlecruiser. I must be missing something. I suppose they are good for shore bombardment? Many nations such as Japan Germany Italy and the like start with many of them as well as BB. What do you use the heavy cruisers for?

the rule of the Navy is that you don't need the best ships, just need a bigger ship than your enemies. So heavy cruisers can be good for non faction minors like Siam, Brazil. They can be good screen killers, because they can use Cruiser Light guns. Some use them as cheap CV escorters for emergence navies, to mount ship AA. But BC is much better in this role.
 
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XselenS

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No, you will want big fleet as much as possible on key battles. The penalties is to reduce your number advantage, not empty it. Just use an Superior Tactician admiral, which is quite redundant.

Interesting, this is definitely good to know. I always thought the penelalties out weighed the advantages similar to overstacking a carriers decks. Thank you! I suppose admirals and their respective traits are a whole other bag of tricks I need to delve into a lot more as well. What traits do you tend to favor with certain fleet roles?
 

XselenS

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the rule of the Navy is that you don't need the best ships, just need a bigger ship than your enemies. So heavy cruisers can be good for non faction minors like Siam, Brazil. They can be good screen killers, because they can use Cruiser Light guns. Some use them as cheap CV escorters for emerent navies, to mount ship AA. But BC is much better in this role.

That makes a lot of sense. I can definitely see an emerging Venezuela utilizing CA to gain naval supremacy for invasions. Thereby bypassing the terrible South American terrain to a degree. I suppose it could behoove a major naval power to create CA strike groups to blockade minors as well. Thereby allowing them to allocate larger ships to major rivals?

The BB BC roles are also something I have had trouble weighing properly. Both are fairly expensive, both are very strong. When would the HP of the BB outweigh the speed of a BC and vice-versa?

I imagine you would use BC for CV screens as you said. Meanwhile a BB would be in a taskforce independent of any CV, in the Mediterranean for example? This brings up even more questions on what type of CV to build for what task force though. Regardless both options are incredibly expensive. Would building a super carrier CV and screening it with CA be a better alternative for the deep oceans? A BB focused task force supported by land based aircraft for coasts and seas?

Thanks for the info!
 

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What traits do you tend to favor with certain fleet roles?

the Concealment Expert. They reduce -20% visibility mean -20% incoming hit too. And to get that it is often Superior Tactician. For a newly built navy, get number advantage is one way to win and you can do that by build a lot of DD, mix with some screen killer gun CL (about 1 CL: 4 DD). The advantage of an all screen fleet is all the advisors, naval doctrine, tech.. can boost 100% of your fleet, not 50%.

If you can have about 20 modern screen ship then you can start challenge the Italy, German or even British navy... one battle after one. First kill their screens first then without screen the big ship will get hit by torpedo. With that 20 number you can win convoy raider or patrol, with often no casualties, then repeat.

You can win with less screen ship, but 20 is a magic number in my games that I can get almost no loss!
 
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XselenS

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the Concealment Expert. They reduce -20% visibility mean -20% incoming hit too. And to get that it is often Superior Tactician. For a newly built navy, get number advantage is one way to win and you can do that by build a lot of DD, mix with some screen killer gun CL (about 1 CL: 4 DD). The advantage of an all screen fleet is all the advisors, naval doctrine, tech.. can boost 100% of your fleet, not 50%.

If you can have about 20 modern screen ship then you can start challenge the Italy, German or even British navy... one battle after one. First kill their screens first then without screen the big ship will get hit by torpedo. With that 20 number you can win convoy raider or patrol, with often no casualties, then repeat.

You can win with less screen ship, but 20 is a magic number in my games that I can get almost no loss!

I will definitely test this. Building an all screen fleet seems like taking advantage of the game though similar to abusing 1940 SS. I would imagine that this is an oversight of Paradox and a mistake in how the screen and capital "theaters" are separated.

Thanks for the info!
 
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HugsAndSnuggles

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To properly screen CVs, you'll need, at least, CV+1 number of capitals to account for losses and positioning penalty - same as normal screens, really (see below).
I usually just use 3 modern DD with radar and hydrophones equipped and set them to never engage
Old CLs with planes+sonar will do a better job from day 1. The general idea for patrol is to maximize speed and detection at the cost of combat efficiency.
Personally, I prefer cruiser subs for added benefit of staying relatively safe during combat and helping out by torping retreating capitals, but not every nation has them.
What are the point of Heavy Cruisers?
Surface raiding. Killing screens. Screening carriers. Cheap capital, basically.
They are expensive, slow, fairly fragile
Not that different from light cruiser, really (especially considering that they don't need armour). Just because they have to deal primarily with heavy guns doesn't make them any worse at dodging them... or torps, when it comes to that.
What is a good shore bombardment task force composition?
Just bunch of old BBs that are too slow/fragile for strikeforce? (obviously, with minimal screening - no need to start bad habbits just because AI is inept)
How to effectively screen a task force
Touched a bit on that, but there's a couple paragraphs on screening you might want to familiarize yourself with.
With naval warfare I cannot figure out for the life of me how to create ANY effective navy as a minor (I am not talking about submarines here) until the game might as well be finished.
If you aim to rival main naval powers, you'll be disappointed to know that it's one of few things working in a somewhat historical manner. So, you stick to subs if you want to have an impact.
How do you manage a major naval powers ships in the first place, such as Italy or Japan? Do you upgrade your designs, are focus on building newer ships from the get-go. (I usually go the upgrade route because it seems cheap and effective).
Depends on actual designs. Sometimes it's worth to refit (like putting armour on Italian CLs), sometimes it's better to use what you have while you build something better (refitting old Japan BBs into BCs will take more NIC than building them from scratch, for example).

Moving on to roles:

DD - is something you spam: they are your ASW, and majority of your screens (regardless of nation)... also main source of torps. Just keep them as cheap as reasonably possible - they are too fragile to be worth considerable investment.
CL - used as dedicated spotters and to kill DDs (CL armour is strong enough against DD guns, and they dodge torps relatively easy) with ASW option. Make for solid, but expensive screens.

(The two are enough to form a functional navy: the main idea is to kill enough enemy screens to drop screening efficiency and allow torps to hit capitals.)

CA - covered that, basically, cheap capitals that are on par with CLs (just take a different row and can get a screening bonus while it lasts). Best stripped of armour and filled with DP secondaries to complement the first two. Alternatively, can be filled with heavy guns for surface raiding.

(Next up are ships that allow you to move from the idea of torping enemy capitals to shooting enemy capitals, but that would also require to screen with CLs, which adds to the cost)

BC - "cheap", "fast" BBs; have enough armour to tank CAs or outdated BBs. Same as CAs: best used to kill enemy screens (that way with DP secondaries they can get respectable amount of AA and synergy with DD). Being reasonably fast, can also act as a screen to carriers in fast-response strikeforce.
BB - have good enough armour to withstand most guns, but pretty slow and expensive. While you can fill them with heavy guns, it's still more efficient to go for as many DP secondaries as you can (for some DD synergy or on the offchane you'll need that AA). Still, better off on shore bombardment duty.
SHBB - for when you really need an ultimate ship. It's, basically, what you use when on defensive (since most targets are fast enough to run away, unless you mined the area) or for shore bombardment.
 
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If you aim to rival main naval powers, you'll be disappointed to know that it's one of few things working in a somewhat historical manner. So, you stick to subs if you want to have an impact.

I definitely understand the historical side of things. I am more so curious if it is even possible to take a minor like Turkey or Greece, reform the Ottoman or Byzantine Empires respectively before WW2. Then proceed to use your industry which should be on-par or better than Italy's to produce a quality navy quick enough to counter your enemies advantage in build up time.

It seems as though the strength in numbers is a considerably hard thing to overcome.

BC - "cheap", "fast" BBs; have enough armour to tank CAs or outdated BBs. Same as CAs: best used to kill enemy screens (that way with DP secondaries they can get respectable amount of AA and synergy with DD). Being reasonably fast, can also act as a screen to carriers in fast-response strikeforce.
BB - have good enough armour to withstand most guns, but pretty slow and expensive. While you can fill them with heavy guns, it's still more efficient to go for as many DP secondaries as you can (for some DD synergy or on the offchane you'll need that AA). Still, better off on shore bombardment duty.

Really really appreciate this! I had no clue what the functional roles of a BB vs BC were at all! That being said, it seems as though you go the torpedoes route when targeting the capital line? Is there ever a situation where focusing on guns makes more sense that fitting your BB BC with light guns?

I would imagine a situation where you are facing a nation with substantially more screens than you, it would pay to have a heavy hitting BB or BC to bypass the screening line and take out the enemies light gun equipped BB BC? Thereby taking out a big chunk of their navies IC as well as hindering their screen killing ability?

I also noticed you didn't touch on CV too much in your post. Any particular reason why?

Thanks so much for the info, it has taught me a lot!
 
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Is there ever a situation where focusing on guns makes more sense that fitting your BB BC with light guns?
For that to work you need to ensure good screening either by investing in CLs (too expensive) or spamming enough DDs that they will never end despite losses. Either way, DP secondaries are one of the no-brainer choices when it comes to ship fitting, because you need AA anyway (unless you can assure green air), so might as well stick to them for more synergy between ships. While you don't need to fill heavy ships with them, I find that having more than 3 heavy guns is overkill (both because of price and opportunity cost).
I would imagine a situation where you are facing a nation with substantially more screens than you, it would pay to have a heavy hitting BB or BC to bypass the screening line and take out the enemies light gun equipped BB BC? Thereby taking out a big chunk of their navies IC as well as hindering their screen killing ability?
Chances are, in that case you'll be facing more capitals as well (at least, in case of AI that is programmed to use ships in certain ratios). Generally, battles go like the one attached (was mostly using stock ships, nothing fancy). While I did not kill any capitals, I was able to hunt them down later because they had no screening left (and AI insisted on putting them into action anyway). So even in "lots of screens" scenario you'll, at least, take their task forces out of commission for a while by simply killing off screens. Capitals (evan CAs) can survive quitre a bit of punishment and disengage, it's screens that usually die.
I also noticed you didn't touch on CV too much in your post. Any particular reason why?
Because they are just mobile airfields, which is pretty self-explanatory? They can either provide your ships with fighter cover if you can't establish green air, or harass enemy ships (usually capitals) to varying degrees of success. Can be used as actual airfields in a pinch, but that's, usually, not a good IC investment. Pretty expensive (considering separate air research and production), so people rarely bother. Still, they can be used to pull off Pearl Harbour, which can be fun (not for the receiving side, of course).

Basically, unless you need long-range power projection (read: not fighting in the Med/England), they aren't worth the effort.

(also, last I checked, carriers could not use their light attack, so secondary gun is kind of wasted on them)
 

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To properly screen CVs, you'll need, at least, CV+1 number of capitals to account for losses and positioning penalty - same as normal screens, really (see below).

A small correct here, you need only 1 capital to screen all the CVs and their main purpose is to stop heavy gun (and some torpedo) to reach CV. They don't give bonus to CV. But 1 is dangerous when all the enemy heavy guns can concentrate on it.
 
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For that to work you need to ensure good screening either by investing in CLs (too expensive) or spamming enough DDs that they will never end despite losses. Either way, DP secondaries are one of the no-brainer choices when it comes to ship fitting, because you need AA anyway (unless you can assure green air), so might as well stick to them for more synergy between ships. While you don't need to fill heavy ships with them, I find that having more than 3 heavy guns is overkill (both because of price and opportunity cost).
Chances are, in that case you'll be facing more capitals as well (at least, in case of AI that is programmed to use ships in certain ratios). Generally, battles go like the one attached (was mostly using stock ships, nothing fancy). While I did not kill any capitals, I was able to hunt them down later because they had no screening left (and AI insisted on putting them into action anyway). So even in "lots of screens" scenario you'll, at least, take their task forces out of commission for a while by simply killing off screens. Capitals (evan CAs) can survive quitre a bit of punishment and disengage, it's screens that usually die.
Because they are just mobile airfields, which is pretty self-explanatory? They can either provide your ships with fighter cover if you can't establish green air, or harass enemy ships (usually capitals) to varying degrees of success. Can be used as actual airfields in a pinch, but that's, usually, not a good IC investment. Pretty expensive (considering separate air research and production), so people rarely bother. Still, they can be used to pull off Pearl Harbour, which can be fun (not for the receiving side, of course).

Basically, unless you need long-range power projection (read: not fighting in the Med/England), they aren't worth the effort.

(also, last I checked, carriers could not use their light attack, so secondary gun is kind of wasted on them)

WOW! Thank you so much for the pictures, they really help give an idea of fleet compositions in different situations. Couldn't have asked for anything more! I think I am getting the CV roles now. It seems as though if you are in an area unable to project land based airpower, then and only then they are really worth the investment?

Again thank you so much for the pictures! That must have taken some time :)
 
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I'll go with a single CV screened by 1-2 BBs or BCs, 4 AA CAs, a minimum mix of 40 CLs and DDs; a CV squadron .
4 CV squadrons = 1 CV TF (Fleet) of 4 CVs, 4-8 BBs, BCs, 16 AA CAs and 160 screen .
Overkill ?? Nah, preparing for casualties, with Base Strike doctrine .
Great for island hopping !