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unmerged(178919)

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Hi, I have a question regarding fleet composition.
Is it advised to form seperate carrier and battleship fleets or should I mix those two?
My thinking behind this is, that battleships slow carriers down and can't shoot, since the firing range of the carriers is so much higher
that a battle might be over before the battleships get a chance to fire.
But then again, carriers fleets only protected by light cruisers might be vulnerable against fast heavy cruiser fleets.
So my thinking is to make carrier fleets with 1 or 2 heavy cruisers and only light cruisers as escorts for protection and high travel range
and battleship/heavy cruiser fleets with mostly destroyers as escorts to protect them against sub attacks.
Is this a sound tactic? Thanks for any advise. :unsure:
(I'm playing USA btw.)
 
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DerStudti

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Sounds pretty reasonable.

Personally, i tend to build 'ideal' fleets from scratch, i.e. 6 CV + 12 DD/CL or 6 BB/BC + 12 DD/CL. CLs will give you a higher range in exchange for higher costs, whereas DDs are cheap and offer a good fight against submarines.

It's another deal for your starting OOB, though. For reasons of speed and range, i avoid stacking early models together with modern ships if possible. If you lack capital ships of one type to form a homogenous fleet, you've got to compromise and go for speed OR range OR punch. That's when combining BBs and CAs or CVs and BCs comes in handy.

Against an AI that's building rather inefficient fleets, you should prevail using any of these setups as long as you form large enough task forces, perhaps except for an encounter with one of the few main battle fleets. Against a human player, you should always keep at least one backup fleet nearby for support and a fighting retreat (if necessary).
 

unmerged(178919)

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Thanks for your answer!
I made seperate carrier and battleship fleets. And I have to say, carrier fleets really kick ass! A fleet without carriers really takes a beating against them, as it should be...:)
Since Japan has a lot of carriers I will hold my BB fleets back or send them against the german fleet for now.
My older Carrier Fleet is already making a lot of damage. Soon 2 brand new will be ready!

I have another question though, regarding Army composition:
I know I get a combined arms bonus when I group tanks and motorised infantry 2:1 or 1:2.
What would be the recomended ratio? More tanks than Mot.Inf so the army has more punch, but with less armies because of tank cost
or more Mot.Inf to get more Armies with tanks in them out of the IC ?
Also, should I combine tanks and mech.Inf or keep the mech.Inf in sperate armies since they don't get comb.arms bonus (I think) and then rather build pure tank armies?
 

Hessler

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Tanks and mechanized Infantry are both "hard", so if ou combine them, ou cannot get a combined Arms bonus.
But ofcourse you can combine mechanized Infantry with "soft" units like Inf or motorized Inf to get the CA bonus.
If i am able to invest sufficient IC, i operate with full tank armies to have more punch as you say.
If i do not have sufficient IC, i prefer 2 motorized Inf with 1 Tank or mechanized Infantry.
 

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It shouldn't be happening with 1.01 final any more, though...I did a rewrite on the event chain in order to keep trade contracts active and to avoid a diplomatic mess. Are you talking about 1.01 final or about earlier versions? Did you do anything to make Poland join the Allies?

BTW: The peace event is still there as a backup. If Poland joins the Allies (which doesn't happen via event any more), this backup has to spring into action.

@Malu: It depends on your capabilities and needs. If you need a large number of mobile forces but lack the IC to mass-build tanks or mechanized infantry, you may as well go for the minimum proportion for hard units within your corps. If you need more punch or if you don't have to worry about IC, then you may as well go for the minimum proportion for soft units. Anyway, you should make use of the CA bonus. It's for free. ;)
 

unmerged(178919)

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Thanks for the advice!
I now have won in europe and just have to beat japan.
In west germany the 3 historical occupied zones established like they were supposed to, but a few month later the provinces were all given back to me (usa).
Is that supposed to happen?

Edit: Thats actually not right, the french zone still exists, I only got all provinces from the british zone.
 
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Just started my first TRP game and am fighting in France and the Low Countries as Germany. Romania and Bulgaria have joined the axis by normal diplomacy, i.e. got relations up very high and then asked them. Oddly enough (or perhaps not as it's probably WAD), I have relations of 200 with Hungary which has a National Socialist government, but it has zero chance of joining the Axis. Annoyingly, the geographic position of Hungary means that no troops from Romania or Bulgaria can get past it either. Earlier I set up Slovakia if that makes a difference. Is there an event or some other way of getting Hungary on board?
 

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@Malu: Perhaps it's some error with the FRG-event-chain. Or i forgot about some claims. I'm gonna have to investigate the files.

@vimhawk: Actually, both Romania and Bulgaria are supposed to behave more like Hungary. Most likely, some AI switch that's influencing their neutrality value triggers for them much too early. If everything goes just right with the Hungarians, you should be able to ally with them after the Vichy event.
 

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Works as designed.
As soon as Poland is annexed, SU and UK go back to peace.

Ah, thanks. I encountered this event shortly after I posted.

Unrelated though, Does anyone have a good strategy for surviving as the Soviets? I tried the old mass meat shields on a fortified line approach, but needless to say, that was a total failure thanks to the great purge and how well this mod implements it. I got pushed all the way back to a near vertical line at Stalingrad, and my 300 militia still are on the verge. Its only 1942 :confused:
 

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You will lose territory against the german army.
But try to survive 1942, build up a strong "light infantry" army and research all 1942 doctrines. This will help u against the german army.
And save your tanks! They are your best counterattack weaponsystem on the battlefield :cool:
 

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You will lose territory against the german army.
But try to survive 1942, build up a strong "light infantry" army and research all 1942 doctrines. This will help u against the german army.
And save your tanks! They are your best counterattack weaponsystem on the battlefield :cool:

You wouldn't believe it, but I kept surviving, and suddenly I began to notice the Germans were losing org and having a harder time defending against my mass militia. And even though I was pushed back to Siberia, I actually began pushing them back, surrounded probably 100 divisions in the Baltic and a good 20-30 in the Caucasus, and sealed Germany's fate by 1945.

And you're right! my 30-40 armored and motorized divisions certainly did their part.

Only complaint is the darn Italian Socialist Republic event. I declined the Yalta conference early on in the game (which is an odd time to offer it, as you might change your mind at the end) and so I wanted to carve up Europe my way. The Italian social republic event fired and seriously messed up all lines. The Allied Italian nation ran rampant through the South of France creating weird lines, and carved up weird sections of Italy before I could secure it. This in turn made it impossible for me to form a communist Italy due to not controlling Rome. My fault though for not choosing the yalta conference.

Also, a "Disband Militia" event is so needed, (If its possible). Hand-disbanding 300-400 militia as the Soviets is a excruciating task.
 
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Having Problem triggering Collaboration government in China as Japan.
Yulin control by Friendly country never got clear , even when i already occupied it.
 
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