What is organisation for naval units?

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SwordOfJustice

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This never made sense to me. What is Org for naval units? It makes sense for ground divisions whose individual sub units lose cohesion, morale and organisation as they are impacted by combat. You could also see some part of Org could be ammunition and supplies, though there is a whole component of HOI3 to model supplies so maybe that should be excluded.

But Org for naval ships? A battleship is mostly undamaged and at zero org and no longer fights? How so?

Remember that Org gets dropped by enemy fire so the ammunition aspect can't cover it. The org of that BB was dropped by getting hit by enemy units. If a BB is damaged, then it should be losing strength points. And losing the ability to fight as it's crew are hurt or killed, it's gun turrets get knocked out, fires, etc, etc. That stuff can be only be partially fixed by damage control and the rest must be repaired in port/drydock. So this is serious physical damage not some temporary disfunction that will simply come back with resting from combat.

Org for naval units just doesn't make sense. I believe that you could have a division disorganised and fragmented without taking big casualties. Sub units can get lost, lose morale, misread orders, and so on. But not a warship, not in the same way. If a warship loses its command and control then it's also seriously damaged.

I think that this was just a lazy option of using the ground combat model for naval battles.

I'd like Paradox to drop it totally for the naval part of the game. Get someone to do some research on how naval engagements really played out, identify the key factors that created the results, then try to model that appropriately for a strategic game with a fresh naval combat system. I'm sure there are some genuine experts on the forums or books that might be able to help the design by suggesting typical battle outcomes.

As an amateur who knows only a little about WW2, I'd suggest taskforce layout, picket ships, doctrines, taskforce cruising speed and flank speed, commander skill, crew training, sea state and weather, as well as technical capabilities of the ship classes should all be modelled. And most crucial of all from what little I know, detection! Including naval intelligence.

Here is an example that would indicate if you've built a realistic combat simulation. Torpedoes were deadly to ships and therefore, fast torpedo boats were actually a real threat to even heavy ships. If torpedo boats could surprise or ambush the larger ships, their attack would be devastating even to heavy ships. Say for example, in coastal areas where there are great hiding places. Which as I understand it, is exactly how they were used. In HOI3, are such boats useful? I don't think so. Yet in real life they were. Similarly, a torpedo run by a group of destroyers could take out a heavy ship, if they had the opportunity. So its about surviving the gunfire and closing the range. I'd love to see this modelled in the naval game.

It would be great to see naval defenses able to hurt ships trying to attack that port. Minefields and heavy land based anti naval cannons could actually kill ships. So I would love to see that modelled rather than some abstract useless penalty like -9% to your invasion landing.

I don't ask for much do I? ;) But seriously, HOI4 would really take a step up if it modelled naval warfare with it's own combat system that dropped organisation.

Cheers,
Sword
 

Bluestreak2k5

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This never made sense to me. What is Org for naval units? It makes sense for ground divisions whose individual sub units lose cohesion, morale and organisation as they are impacted by combat. You could also see some part of Org could be ammunition and supplies, though there is a whole component of HOI3 to model supplies so maybe that should be excluded.

But Org for naval ships? A battleship is mostly undamaged and at zero org and no longer fights? How so?

Remember that Org gets dropped by enemy fire so the ammunition aspect can't cover it. The org of that BB was dropped by getting hit by enemy units. If a BB is damaged, then it should be losing strength points. And losing the ability to fight as it's crew are hurt or killed, it's gun turrets get knocked out, fires, etc, etc. That stuff can be only be partially fixed by damage control and the rest must be repaired in port/drydock. So this is serious physical damage not some temporary disfunction that will simply come back with resting from combat.

Org for naval units just doesn't make sense. I believe that you could have a division disorganised and fragmented without taking big casualties. Sub units can get lost, lose morale, misread orders, and so on. But not a warship, not in the same way. If a warship loses its command and control then it's also seriously damaged.

I think that this was just a lazy option of using the ground combat model for naval battles.

I'd like Paradox to drop it totally for the naval part of the game. Get someone to do some research on how naval engagements really played out, identify the key factors that created the results, then try to model that appropriately for a strategic game with a fresh naval combat system. I'm sure there are some genuine experts on the forums or books that might be able to help the design by suggesting typical battle outcomes.

As an amateur who knows only a little about WW2, I'd suggest taskforce layout, picket ships, doctrines, taskforce cruising speed and flank speed, commander skill, crew training, sea state and weather, as well as technical capabilities of the ship classes should all be modelled. And most crucial of all from what little I know, detection! Including naval intelligence.

Here is an example that would indicate if you've built a realistic combat simulation. Torpedoes were deadly to ships and therefore, fast torpedo boats were actually a real threat to even heavy ships. If torpedo boats could surprise or ambush the larger ships, their attack would be devastating even to heavy ships. Say for example, in coastal areas where there are great hiding places. Which as I understand it, is exactly how they were used. In HOI3, are such boats useful? I don't think so. Yet in real life they were. Similarly, a torpedo run by a group of destroyers could take out a heavy ship, if they had the opportunity. So its about surviving the gunfire and closing the range. I'd love to see this modelled in the naval game.

It would be great to see naval defenses able to hurt ships trying to attack that port. Minefields and heavy land based anti naval cannons could actually kill ships. So I would love to see that modelled rather than some abstract useless penalty like -9% to your invasion landing.

I don't ask for much do I? ;) But seriously, HOI4 would really take a step up if it modelled naval warfare with it's own combat system that dropped organisation.

Cheers,
Sword

I actually completely agree with this and hadn't thought about it int hat way.

Maybe the solution is to make ships modular like the land units.

Think of it like this:
Battleship Division Unit
Front Gun battalion
Rear gun battalion
AA battalion
Bridge battalion
Engine/Steering battalion
Hull battalion

In this way, when a ship fires and scores a hit, it would hit and damage 1 or possibly multiple battalions which then have direct effects on the other battalions. For example a Bridge battalion taking significant damage would greatly decrease the accuracy and defenses of the ship due to the command heirarchy being destroyed.

This also makes repairing more realistic as a ship that has a slightly damaged rear gun deck can still fight well, but a ship with heavy hull damage (from submarine attacks) should be very slow, and not very sea worthy.

Actually I'm going to make this into another thread and quote yours because its too offtopic from yours.
 
S

sgt.stickybomb

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Org can represent the moral of troops, their will to fight, having a specific and clear cut plan for the situation they are in , also it could represent the cohesion of the crew itself, their level of communication with their commander and other units.
 

Alex_brunius

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Org can represent the moral of troops, their will to fight, having a specific and clear cut plan for the situation they are in , also it could represent the cohesion of the crew itself, their level of communication with their commander and other units.

Indeed. a Battleship is not a single "unit" but relies on around 2000 men that tries to work together to achieve a common goal. Just like with a division/brigade this is hard when you are taking enemy fire, it's is burning left and right, your friends are dead or wounded, all communication is broken and so on...

So the morale of the ship would represent the combat readiness.

These were a real and important issues, Japan for example lost several capital ships and opportunities because someone somewhere failed at damage control, assessing the situation correctly or other related jobs. In many cases this was due to harassment from enemy airplanes, submarines or lighter ships taking their toll after longer combat. It would no always outright sink the ship, but well prevent it from doing much.

A prime real example of this would be the Battle of Samar where airplane and destroyer harassment managed to stop a vastly superior Japanese Battleship force.

To model this HoI uses the concept of organization.
 
Last edited:

Bluestreak2k5

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Indeed. a Battleship is not a single "unit" but relies on around 2000 men that tries to work together to achieve a common goal. Just like with a division/brigade this is hard when you are taking enemy fire, it's is burning left and right, your friends are dead or wounded, all communication is broken and so on...

So the morale of the ship would represent the combat readiness.

These were a real and important issues, Japan for example lost several capital ships and opportunities because someone somewhere failed at damage control, assessing the situation correctly or other related jobs. In many cases this was due to harassment from enemy airplanes, submarines or lighter ships taking their toll after longer combat. It would no always outright sink the ship, but well prevent it from doing much.

A prime real example of this would be the Battle of Samar where airplane and destroyer harassment managed to stop a vastly superior Japanese Battleship force.

To model this HoI uses the concept of organization.

Ok I would agree with you on org applying then to when a ship is damaged...

However in HOI3 it is possibly for a ship to have 0 organization and 100% strength with no damage. According to your response this shouldn't be possible.

Even if the ship has been under air attack for 48 hours has 0 ammo left, and has sustained 0 damage the ship's crew would still be performing all of their duties.
 

Alex_brunius

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Ok I would agree with you on org applying then to when a ship is damaged...

However in HOI3 it is possibly for a ship to have 0 organization and 100% strength with no damage. According to your response this shouldn't be possible.

I've never seen that happen unless the ship is out of supplies or just deployed...

All combat damage in HoI3 causes both strength and org damage as far as I know and have seen!


Even if the ship has been under air attack for 48 hours has 0 ammo left, and has sustained 0 damage the ship's crew would still be performing all of their duties.

But would the ship be fully ready for combat without any AA/DP ammo left? And even with zero strength damage to a ship crew can still be wounded for example and thus not able to perform their duty.
 

Jamey

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I think of Organization as an abstraction of combat readiness of the unit/ship. I don't need to know exactly what it entails, it's an abstraction.
 

Opanashc

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In HoI3, ships take damage mostly to org while they have it, with little damage to strength. As soon as their org =0, they start to take massive strength damage from enemy fire. They can fight even with 0 org, unlike land units.
Think of org as damage control parties/crew. While they still work, the ship functions. As soon they cannot - ship becomes basically a target.
 

Barvinok

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I agree that individual ship units should not have organization. The fleet as a whole can have organization. When it loses it, the ships will scatter.