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The Nothing

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Hi ! I was wondering what is the purpose of visibility for naval units ? I guess it helps avoiding being detected and then having to fight, but if it is only that, why giving CV an upgrade to lower their visibility since they're so huge you can't avoid a fight with them ?
 

shierholzer

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[...] why giving CV an upgrade to lower their visibility [...]
That's one of the numerous (semi-) useless techs in the game. CVs for instance need the AA and engine techs, while the other two just make that carrier more expensive.

I was wondering what is the purpose of visibility for naval units ?
As you already guessed, visibility determines if the enemy can engage (not see) your ships, or not. Once a battle has been started, visibility no longer has any effect.
 

misterbean

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Visibility is mostly useful to help submarines survive by being less visible
 

The Nothing

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Thanks. Ow... I thought it could give some bonus such as lowering the probability of taking an enemy hit. Definitely, I don't understand how naval battle works...

For instance, why in a fleet of BB's/DD's, BB's are the first to take any hit, and the more eager to be destroyed by enemy ships ? If there's any thread to explain how all of this work I'll be glad to read it, because right now even the official wiki isn't helping me that much. For instance, even if I build SAG's fleet with Italy, composed of 3/4 BB's 7/8DD's like it is adviced, my fleet seems still useless, my ships are sustaining heavy dammages in any battle and I have a lot of difficulty even just to sink one single destroyer though I have a huge firepower.
 

misterbean

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Thanks. Ow... I thought it could give some bonus such as lowering the probability of taking an enemy hit. Definitely, I don't understand how naval battle works...

For instance, why in a fleet of BB's/DD's, BB's are the first to take any hit, and the more eager to be destroyed by enemy ships ? If there's any thread to explain how all of this work I'll be glad to read it, because right now even the official wiki isn't helping me that much. For instance, even if I build SAG's fleet with Italy, composed of 3/4 BB's 7/8DD's like it is adviced, my fleet seems still useless, my ships are sustaining heavy dammages in any battle and I have a lot of difficulty even just to sink one single destroyer though I have a huge firepower.

Let’s start with your first question. In naval combat, speed kills. Think about it this way: a battleship is less agile than a destroyer, who can turn away from a potential hit far easier. On the other hand, battleships can usually survive multiple hits, where a single direct hit can possibly kill a destroyer.


Second question. Fleet composition. The base facts are this: every ship you add to a squadron has a certain amount of hull, representing its durability, if you will. Regardless of ship types, those hulls are added together. The moment you get over 16 Hull (I think it’s 16), you start getting penalties in combat, which can be countered with the right doctrines. The commanding officer’s skill level also counters this limit, while things like bad weather will make it worse.


So what you need to do is get just over 16, so that your commander easily counters the penalties.


Another thing to keep in mind, is that ships that are over this limit will have an increased chance of suffering friendly fire.


Just to be complete, the ship types and their main function are:


CV, BB, BC: capital ships. These are your killers. CV is the deadliest. Battlecruisers (BC) are faster than BB, but they lack the staying power. If you go against the UK’s carriers (CV) with battleships, you have to stay within range of your land-based fighter aircrafts to protect you from their CAGs.


CA: Heavy cruisers. The weakest capital ship, but the one with the highest air attack, and the fastest. Can be used to very good effect if you can combine them with a second squadron to come in after the first fight has ended and/or land-based bombers. They do tend to sink easily.


CL: Light Cruisers. The toughest escort, but slower than destroyers.


DD: destroyers. Primary uses are hunting subs and using their speed to enhance the combat speed of slower ships.


Most people will use CL as screens for CV and/or BC, while grouping BB with DD, but there is no explicit rule here.


Note that the Italian navy has a lot of older ships and I think their doctrines need more work than the UK’s.


Sorry for the wall of text. I hope it helps.
 
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Paglia

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Most people will use CL as screens for CV and/or BC, while grouping BB with DD, but there is no explicit rule here.


This is because, mostly, they share the same doctrines tree and you can get some spillovers on completion of each tech
 

j_k_k

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Thanks. Ow... I thought it could give some bonus such as lowering the probability of taking an enemy hit. Definitely, I don't understand how naval battle works...

The best way to lower the probability of taking an enemy hit is to have three well-screened CVs per carrier task force. The enemy's big deck guns will rarely get into range. With three such task forces, I pretty much sank the Royal Navy and US Navy piecemeal, and I never lost even a screen. They got dinged up here and there, but I learned that I needed fear nothing that sailed if I had those.
 

Paglia

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The best way to lower the probability of taking an enemy hit is to have three well-screened CVs per carrier task force. The enemy's big deck guns will rarely get into range. With three such task forces, I pretty much sank the Royal Navy and US Navy piecemeal, and I never lost even a screen. They got dinged up here and there, but I learned that I needed fear nothing that sailed if I had those.


Well, we recently experienced something very interesting in naval warfare in our multiplayers game.

Using Surface Fleet stack to attack a CVs stack, combined with CAGs attacking from a group of CVs outside the sea zone, led to devastating results for the attacked CVs group. Because of the combined surface/air, the BB were in fact able to reach their target (!) and shred the attacked CVs to pieces.

We both did it with same results. So Surface can hit CVs, if properly supported by CAGs air units.

I remember doing it with a SAG fleet/NAV bombers combo and got similar results.

Speed of the attacked CVs does matter tough. And ours were average.
 

j_k_k

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Well, we recently experienced something very interesting in naval warfare in our multiplayers game.

Using Surface Fleet stack to attack a CVs stack, combined with CAGs attacking from a group of CVs outside the sea zone, led to devastating results for the attacked CVs group. Because of the combined surface/air, the BB were in fact able to reach their target (!) and shred the attacked CVs to pieces.

We both did it with same results. So Surface can hit CVs, if properly supported by CAGs air units.

Damn. Interesting indeed. If the AI did this, I'd seriously have to pack my lunch.
 

Paglia

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Damn. Interesting indeed. If the AI did this, I'd seriously have to pack my lunch.


AI won't. It would require him to attack you with one fleet, then select another one to hit you from abroad on naval strike. Never saw this happen. But a player...
 

Eurasia

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Is there a Graphic Mod that allows me replace the NATO unit counters with the German unit counters used during the time period?

Thanks.
 

misterbean

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Is there a Graphic Mod that allows me replace the NATO unit counters with the German unit counters used during the time period?

Thanks.
There's the Deutsche Wehrmacht Immersion mod, in the "other mods and projects" in the mod forum. I've played it. It's stable and fun, but it does change the makeup of the divisions closer to those actually used.
 

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There's the Deutsche Wehrmacht Immersion mod, in the "other mods and projects" in the mod forum. I've played it. It's stable and fun, but it does change the makeup of the divisions closer to those actually used.
Thanks!
 

j_k_k

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Is there any way to know what units are currently getting the upgrade allocations, short of looking at locations (and obviously, any assigned priorities) and watching them tick over at midnight?
 

kilen2015

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hi,
new question:
in TFH, is there a bug about "attempt_coup" button from intel board ?

i succeed to try one time with Romania but all other countries still "grey" (the button, not usuable) and i have 20 ops points in each to do it.
so, i dont understand... :(

i tried to find detailled infos about new updates in intel board, since TFH, but nothing talk about that, such precisly to explain why this button is blocked...

- is it directly linked with a minimum organization condition in similar political party in all of these countries ?
- or is it linked with popularity for the same similar political party in each case ?
- is it simply a bug like there was in HoI2, sometimes, about creating new supply or commercial tradeways ?
(sometimes "free access" to create new tradeways was blocked without reason and we were pushed to retry more of one time -by create/cancel tradeways- to make it accessible again till unlock the button, etc...)
but it was in HoI2, is it possible the same bug about "free access" continuing to bug here & now, in HoI3...?

i dont understand, really... :(
and i dont find the logic behind, it corrupts all my plans about diplomacy & intel for all my campaign and it becomes really frustrating ! :mad:

i have the case with France, Austria and Yougoslavia in the same time (from the same campaign with Germany)... impossible to try coups there ! :mad::(
i succeed to try a coup in Romania in september 1938 (button was free) but about Yougoslavian case, i remember the button never was usuable (even when romanian one was, i mean. Yougoslavian button was always blocked on grey)...
i have 20 ops points with Yougoslavia since summer1937+/-.

and i am months later (feb39) after the coup in Romania, now... it change nothing.
all these 3 countries dont let me use my ops points i have... :(

i also invested leadership points to reach 20 ops-points for Turkey and a second time for Romania (coz my 1st try failed even if the button worked in september38),
i will can try again, in 2 months to come, for Turkey & Romania but i am worried they could fail too about same "bug" blocking me...
if, like for France/Yougoslavia/Austria, both buttons of Turkey & Romania become blocked too, u see...?

hope all this time invested and all those leadership points used will not be wasted just coz the button about "attempt_coup" is bugging... :( :( :(

could u help me ?
do u know a trick to reactivate access to attempt_coup button ?

i really hope there is or it will have massive impact on all my campaign and all plans i have about... :confused::mad:

thanks in advance :)
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