Screens with Light Attack VS Torpedos. What is better?

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STVDI

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May 2, 2020
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Hello, would like to ask a few questions here.
1. Screens with Light Attack VS Screens with Torpedos. What is better?
2. What is the best way to destroy level 3 submarines ( depth charges and light cruisers with high sub detection? 4 destroyes and 1 light cruiser in a fleet? - Was ineffective when playing GB )
3. The best way to counter carriers. screens with 1 AA each or 2-3 full AA light cruisers?
 
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brainiac1530

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Dec 21, 2013
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714
1) Light guns win surface naval battles, but DDs are the exception since their turrets are pretty bad. If you employ a "fleet destroyer" for use in strike forces (or really, any other purpose than ASW), you should prefer torpedos in your open slots. Dual purpose lights are okay in the fixed slot, since they provide air attack you'll want.

2) Near coastlines, use radar and air superiority for easy spotting, and naval bombers for the finishing blow. Subs have no anti-air capability at all and are thus easy game for naval bombers if they get caught out. You can apply a similar methodology in deeper water, but with more difficulty. You'll need carrier-based naval bombers and purpose-built CLs with maximum detection values as your spotters. (Destroyers not only can't equip airplane launchers, but they have poor range.)

3) Either sinking them with your own sub 3s :), or protecting your fleet with your own carriers bristling with carrier-based fighters. The numbers may have changed a bit, but I remember someone running a test that showed you could completely shut down carrier-based naval bombers with your own fighters.
 
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Znail

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Hello, would like to ask a few questions here.
1. Screens with Light Attack VS Screens with Torpedos. What is better?
2. What is the best way to destroy level 3 submarines ( depth charges and light cruisers with high sub detection? 4 destroyes and 1 light cruiser in a fleet? - Was ineffective when playing GB )
3. The best way to counter carriers. screens with 1 AA each or 2-3 full AA light cruisers?
1. Destroyers are best with Torpedoes and Light Cruisers are best with Guns. Then a mix of the two is optimal.
2. The key is the order to use is Patrol (alt Strike force) for such task forces as you want to attack the Submarines not react to them attacking convoys.
Convoy escort is not very good at sinking subs and can be handled by cheap Destroyers.
3. Most important is AA on your Capital ships. After that so is it easiest to add AA by having DP guns on your Light Cruisers. Fighters on your carriers helps too.
 
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STVDI

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May 2, 2020
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1. Destroyers are best with Torpedoes and Light Cruisers are best with Guns. Then a mix of the two is optimal.
2. The key is the order to use is Patrol (alt Strike force) for such task forces as you want to attack the Submarines not react to them attacking convoys.
Convoy escort is not very good at sinking subs and can be handled by cheap Destroyers.
3. Most important is AA on your Capital ships. After that so is it easiest to add AA by having DP guns on your Light Cruisers. Fighters on your carriers helps too.
Thank you for the answer!
Do naval bombers attack screens first and after they are sunk - main ships? Or they attack main ships from the start?
 
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brainiac1530

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Dec 21, 2013
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Naval bombers have target priorities. From the defines:

Code:
    NAVAL_COMBAT_AIR_SUB_TARGET_SCORE = 10,                             -- scoring for target picking for planes inside naval combat, one define per ship typ
    NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCORE = 50,
    NAVAL_COMBAT_AIR_CARRIER_TARGET_SCORE = 200,
    NAVAL_COMBAT_AIR_CONVOY_TARGET_SCORE = 1.0,
    NAVAL_COMBAT_AIR_STRENGTH_TARGET_SCORE = 5,                         -- how much score factor from low health (scales between 0->this number)
    NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 5,                           -- how much score factor from low AA guns (scales between 0->this number)

These are weight multipliers to the chance of the bomber targeting a particular ship. As you can see, they love targeting carriers and capital ships, exposed subs, low HP ships, and low AA ships.
 
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STVDI

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May 2, 2020
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Naval bombers have target priorities. From the defines:

Code:
    NAVAL_COMBAT_AIR_SUB_TARGET_SCORE = 10,                             -- scoring for target picking for planes inside naval combat, one define per ship typ
    NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCORE = 50,
    NAVAL_COMBAT_AIR_CARRIER_TARGET_SCORE = 200,
    NAVAL_COMBAT_AIR_CONVOY_TARGET_SCORE = 1.0,
    NAVAL_COMBAT_AIR_STRENGTH_TARGET_SCORE = 5,                         -- how much score factor from low health (scales between 0->this number)
    NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 5,                           -- how much score factor from low AA guns (scales between 0->this number)

These are weight multipliers to the chance of the bomber targeting a particular ship. As you can see, they love targeting carriers and capital ships, exposed subs, low HP ships, and low AA ships.
Thank you!
Have to ask you one more thing, as bombers are engaging the particular ship, do AA of ALL my fleet attacking bombers at the same time or only AA of the ship they are engaging?
 

brainiac1530

Captain
Dec 21, 2013
378
714
For the most part, it's just the AA of the ship being attacked, at least for the purposes of actually shooting down planes. However, the total AA value of the entire fleet does contribute, albeit very weakly (only 20%), to the AA-based damage reduction.

Code:
SHIP_TO_FLEET_ANTI_AIR_RATIO                                    = 0.2,    -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
   
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE                                = 0.2,    -- received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE                            = 0.15,
   
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE             = 0.5,    -- damage reduction for incoming air attacks is clamped to this value at maximum.
 
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donald dawkins

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A lot of people make the mistake of building their ASW fleets too heavy, so they will have a really slow light cruiser filled with expensive toys that can never catch the subs in time before they get away.

so, if your doing a dedicated ASW ship design you need gutted out light cruisers with as much spotting as possible (thus an on board spotter planes and radar) and then remove/dump as much weight in your gun department as possible/palatable , leaving only depth charges if you can stomach it.

same with DDs for Asw, they
quicker they are the more time they have to attack the subs, so you’ll want fast dd’s with at least level 2 engines, with radar and gutted out guns with depth charges.

fundamentally you want the holy trinity of:
Speed
Spotting
Depth charges

this will mean that in a surface engagement you will be a sitting duck with those sorts of vessels but you will do damage to enemy subs.
 
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STVDI

Private
May 2, 2020
13
4
For the most part, it's just the AA of the ship being attacked, at least for the purposes of actually shooting down planes. However, the total AA value of the entire fleet does contribute, albeit very weakly (only 20%), to the AA-based damage reduction.

Code:
SHIP_TO_FLEET_ANTI_AIR_RATIO                                    = 0.2,    -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
  
ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE                                = 0.2,    -- received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE                            = 0.15,
  
MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE             = 0.5,    -- damage reduction for incoming air attacks is clamped to this value at maximum.
Thank you a lot!
 

STVDI

Private
May 2, 2020
13
4
A lot of people make the mistake of building their ASW fleets too heavy, so they will have a really slow light cruiser filled with expensive toys that can never catch the subs in time before they get away.

so, if your doing a dedicated ASW ship design you need gutted out light cruisers with as much spotting as possible (thus an on board spotter planes and radar) and then remove/dump as much weight in your gun department as possible/palatable , leaving only depth charges if you can stomach it.

same with DDs for Asw, they
quicker they are the more time they have to attack the subs, so you’ll want fast dd’s with at least level 2 engines, with radar and gutted out guns with depth charges.

fundamentally you want the holy trinity of:
Speed
Spotting
Depth charges

this will mean that in a surface engagement you will be a sitting duck with those sorts of vessels but you will do damage to enemy subs.
Danke!