One thing about using automatic split-off to repair: when those ships split off to go home, they can get attacked. When it's subs, this isn't such a big deal; but if it's a group that contains valuable capital ships, then you might get yourself in trouble. For example, you're playing USA and one of your carriers gets damaged in a fight against Japan. The carrier splits off by itself to go repair. A Japanese fleet intercepts it and sinks it easily because it has no escorts. It will take two years to replace that carrier. For me, the best thing is to turn on automatic split-off during peace time to make training go more smoothly, but turn it off when you go to war.
@@hammotimee I'd like to say this hasn't happened to me before, but unfortunately I learned the hard way by losing multiple carriers and battleships before I realized what was happening
@@hammotimee Happened to me once while I was clowning around with Naval Brazil. I was reinforcing my brand new BB to my task force and it was sunk by naval bombers. Since then I bring the task force to the new ship, or at least don't deploy it until I have some screens to go with
If you have a decent sub coverage you will be fine. Especially if your fleet has auto split off and high threshold for damage and engagement. Sub 2s will be good enough to intercept and by the time they will need to split off you should have done enough damage to the enemy navy for it to not matter
Whelp, japan politics side is more intimidating than navy. Also US politics. And damm bosphorous political thongies. And Brazil many, many issues aaaaaaah. Navy is simple: at least 4 screens for every capital, i never bother building new capitals apart of carriers as a major unless as germany, then i build 2 new very well armored battleships. Have at least 1/3 of the screens as light cruisers, really fast with lot of light attack, destroyers with good torp attack (altho personally i make lots of cheap shitty destroyers with a single torpedo mount, the best type i can have) and make 4 (at least 2) carrier 2's with 1 fighter and 7 naval bomber wings (many say fighters arent needed but around northern europe or mediterraneum islands looks useful, dunno, i use). And subs. Lots of them. Everywhere. I make the best hull i can with best engine i can and a single best torpedo mount i can, at least 8 subs each group. Exception would be i dont build sub4's. I research it for the engine4 but i put engine 4 on sub3's (more cost effective than sub4's). Any doubt still? Oh and for convoy protection, is a mess... if u send shitty destroyers to hunt enemy subs and dont have your "deathstack" in strike force u may end losing many dd's. As japan (works as Italy too, as UK is harder cuz way too many sea sections to cover) i use naval bombers and when i can afford some land radar stations on islands...
Mines don't crash or lag MP for a while now. They were originally banned for that reason, but a dev said it was patched in 2021 and forum posters confirmed it worked in their MP games. Mines are pretty brutal for the enemy. -80% speed is a massive debuff to their hit profile, and it's hard for them to retreat from fights. Generally free wins vs AI.
Playing as Fortress Netherlands, I sunk most of the Japanese fleet with submarines by fighting them in 100 percent mined zones. You have about 20 months to mine the waters from about the time you join the war to when Japan attacks the allies.
Love it! I found about task force designer like a month ago but didn't know some tweaks that you talked about. Definitely useful, I'm confused how noone before covered this topic
I have been teaching myself about hoi4 naval warfare and honestly putting a lot of effort into my navy in game because I think it’s really fun to project power over a sea region and basically blocking access to whatever.
I want you to know it's been a year. This video has remained in a playlist by itself to get a hold of. Every single time I get back into the game and I'm picking up a navel power. The first thing I do is grab this video. Watch the whole thing again. Thank you so much man. It is excellently succinct unlike so many other naval tutorials. And it doesn't assume that I'm trying to play high level multiplayer.
And about shield destroyers (usually named roaches for some reason that I'm unaware of) They're not necessarily the best option but I haven't tested it You generally want destroyers because they're screening ships cheaper than light cruisers (which are underrated in my opinion) So, to destroy as many enemy capital ships, you want to get rid of the enemy's screening vessels How do you do that? With light attack Destroyers can carry light attack with them, so destroyers with actual guns on them can be very effective at destroying screening vessels and thus letting torpedoes through So my suggestion would be to build one light cruiser filled to the brim with light batteries and destroyers with a lot of torpedoes (torpedoes have terrible targeting because their hit profile is 130 or something. Heavy attack has about 80 and light 40. Lower numbers means being more likely to hit a target. Torpedoes are crazy imprecise) I tend to put 2 light batteries on destroyers and the rest on torpedoes (to deal with capital ships) Also with this you should be able to get rid of enemy fleets bigger than yours without needing capital ships (but carriers deal a stupid amount of damage so they're advised) If you wonder whether you'll be able to build enough destroyers per capital ship, well, rest assured, as you should always be able to build more than 4 times destroyers than capital ships per production line (even fully equipped ones can be produced at a rate of about 5-6 per year, whilst capital ships take at least a year if you're lucky)
Spot on my friend but i feel isnt cost effective to try to deal light damage with destroyers, so what i do is dd's full of torps and light cruisers, unarmored, really fast (at least 30 knots, ideally as fast as early destroyers) and lots of light attack. Then i make some battleship2 hulls with a single shitty heavy battery and the best armor (that gives usually at least 30 knots too) and carriers. The damage dealers are the light cruisers vs screens and torps+carriers vs capitals.
@@FelipeScheuermann1982 I generally feel like destroyers are still quite cheap when I build them this way, so definitely not cost effective but it will fare better against AI fleets (which don't even get upgraded). Even with two light batteries you get like 8 LAtt, which is really low (compared to the 50 you can reach with LCs). It could very well be more cost effective to avoid equipping them at all, as I haven't tested anything. If you are a minor power you should try to build fully equipped ones, because you are not going to build carriers. Or just spam subs, they work too.
@@tuluppampam maybe ive written badly, english isnt my main nor my 2nd language but, for the price of 2 decently equipped destroyers (at least 1500 each) i make 1 early LC with 2 light turrets 1 and 2 secondary 2. So, for little above 3k u have around 20 (up to 30, depending on tech and MIO) in a LC or, at best, 12 with 2 DD's but i guess thats personal choice.
It's interesting that despite i have more than 5 k of hour's in hoi 4...and everytime i help others players in the navy...but i still learn a new thing today...damm Great video bro!
I don't use theaters, I think it doesn't really matter. My subs should be reinforcing my other subs, patrols to patrols, and warships to my battle fleets. If I have some in reserve it is time to increase my flotilla size.
I've been doing it so wrong. I thought an admiral could only command one fleet and could only watch one zone at one time, and selecting more than one zone for the admiral meant it would just move from zone to zone. I don't fully understand it but I'm getting there. Thank you!
Oooohhh nah they can command 10 task forces and each can be active across multiple zones! But it's optimal for them to only be in one per task force 😊 eg: 10 sea zones for 10 task forces under 1 admiral
I use several types of destroyers: 1) Gunboats - maximum light attack, good as screening ships, eliminates enemy screens 2) Patrol boats - maximum speed and detection, good for recon, cheaper, not for battle 3) Corvettes - cheap, maximum anti-submarine detection and attack 4) Minelayers - super cheap hull and guns, but lots of mines, not for battle
Biggest problem i see with this system is fresh built ships have zero training and with that pretty big stat hits. I dont ever use this system because of this. All new ships get trained up in a safe sea zone before joining the fleet.
Great point, you can add in training to this process by deploying all your ships to a training theatre, then when they're trained manually deploying them to the reserve of the theatre your task forces are setup in!
Here's the thing: you don't Rather than naval supremacy, it's much easier to get air supremacy then paradrop in and around the ports in Dover, once you secure a port, you can easily bring your army across the channel with minimal losses! I've got a Germany guide here which covers that 😁 th-cam.com/video/pjlU52Ztj1I/w-d-xo.html
@@hammotimee You can get naval supremacy: call in the italians -> take the suez canal -> you get naval supremacy in the english channel and can do a naval invasion.
Task force composition template doesn't work half the time. It either overfills or just goes to reserve anyway. And when you try to put the ships in the taskforce manually it just immediately goes back to reserve. It's just very hit or miss which makes me rarely care for the Navy feature, which sucks because it's literally a 3rd of the combat you're going to do.
I build expensive destroyers for my main fleet and they hardly get sunk that is if you have capital ships to go with them and a carrier which I always build no matter the nation I love the naval gameplay my experience with navy is quality is better than quantity better tech and better designs always work better as for my convoy escort fleet I’ll use a cheaper anti sun destroyer and I play with the design of 2 light cruisers to go with them with bigger nations I also design a patrol unit it’s really effective on catching the enemy vessels headed back for repair and you can just destroy that whole fleet easy. Great video though what are your thoughts on building a carrier plane that’s multi role torps and light machine guns?
Want to ask some question and want to check if my understanding is true. 1) Let's say In 1 fleet I have 10 sub task forces,1 task force have 10 subs.That mean this fleet have 100 subs.If I raid the enemy convoy in 1 naval region, A) Do the other 9 task forces(90 subs) or any near task force will come to help if enemy convoy escort are too strong?
Well This video teached me alot. But can you make a guide on what Best templates to create on various taskforces? I now learned about ASW and Subfleets, but what about the best naval invasion TF, CV fleets, Capital Ship fleets, etc? And how to best combine normal and AA ships in a fleet?
Is this mostly relevant for major countries with big navies? Or can you use a similar strat for e.g. Scandinavian minor countries? I've mostly ignored fleets completely except fumbling to try and get naval invasion support working if I absolutely have to, but I imagine that it's hard to churn out capital ships when you already barely have enough steel to pump out enough guns.
You can use this for any nation! It's actually really fun to do for the minor nations you build a navy for, because it makes the process as easy as possible 😄
Wvee since "man the guns" I haven't been able to play navy cause I didn't get UT FUCKING FINALKG I GET IT!! I swear, short tutorial videos of specific thinf are better than whatever 3 hours tutorial essay that most people do to explain any paradox game
So light cruisers are the only ones that can spot ? How would I make destroyer fleets that only attack subs to secure shipping lanes ? Would it not be better to group the destroyers with the spotting ships and let them attack ?
So pretty sure I touch on it in the video, your destroyers are more effective as 1 big group, and cruisers are more effective at spotting in 10 individual groups. When the cruisers spot the subs, the destroyers (which you should have on the strike force mission in the same region as the cruisers) will move to engage them. They'll always catch the subs because they're so much faster And you can put floatplanes on cruisers but not destroyers, that's what makes their spotting so much better!
Would you not want your destroyer shield ships to atleast have decent engines? Or would those ships be in a different task force only to screen enemy light hulls? I figure the range and speed would be super limited if you combined the task forces with those early destroyers. Typically I only really make subs destroyers and carriers if I'm feeling saucy. I feel atleast in this patch that whatever navy you start with + what you can steal from your first few conquests is good enough if you spam uprated sub 2s. You can pump out hundreds of tub subs with only a few submarine lines out. Similar to air in that you can just upgrade your fighters over time and only really need fighter 2s with uprated engines to be competitive against AI
Great info. I, however, am playing vanilla HOI4 and dont have emblems on my ships during the task force composition editor phase. No work around? I tested it withouth the emblems and after the first task force reaches 25 reinforcements, they start to stack in a reserve fleet instead of filling in the next group.
Want to build a squadran of capital ships as a smaller nation by 1940?- Befriend the brits straight awayand ask for license for the ''Renown class'' Battle cruisers -VERY cheap and effective equal spec of 1936 class battleships minus a little armor which can be made up without losing speed by upgrading with company funds. Can also be ''saved as new'' and have the usual upgrades over time too
Not really much point imo, better off having more that are cheaper I think, and fleet speed is always going to reduce them anyway so not super worth it
So in the latest version what is the best combination for small country like China, will many light cruisers and destroyers be able to deal with ijn pls I really want to know🎉❤
In the current build naval supremacy is determined by manpower, so you'd need a lot more ships to overcome the manpower of their battleships and carriers. In terms of actual combat, light cruisers and destroyers have no heavy attack, so you won't harm their capital ships. You could build heavy carriers, but then you'll be vulnerable to aircraft from their carriers. So then you'll either need your own carriers or AA battleships 😂 but tbh if you build a mix of light and heavy cruisers (which have a lot of AA on them) you should do alright
They'll perform their primary thing on sorties automatically. When your carriers engage in a naval battle the fighters will fight and the naval bombers will bomb navally
Very helpful, but have a question-------->can an Admiral control a group from more than 1 destination? For instance, I want an admiral to control some subs, an ASW patrol, and a strike force. Or, because they are from different groups, I need an Admiral from each? And if so, will the cruisers from another admiral call in the strikeforce from another Admiral running in the same region? Another thing, do not know if it is true, but read that a strikeforce of large ships will never engage enemy transports no matter how many times it is spotted. Is this true? Because if it is, it appears you need subs or other smaller ships doubling over the regions on convoy raiding, which sounds crazy to me. If your opponent sends out just convoys on their own, if a seazone is protected by eyes cruisers on patrol/do not engage, and a strikeforce, if that statement is true, then the convoys pass unmolested. Also one more thing----------->when you put a carrier into production, if you click the airplane icon on that ship in the production que, it allows you to pick how many bomber wings, fighter wings, or cas wings on that type of carrier, so I always pick 1 or 2 more bomber wings than fighter wings. But as of yet, I can not find where to choose how many planes each wing has, or is the default always set to 10 planes per wing, and that is the most you can have?
Okay great questions! You can give each task force an order individually by selecting it and then giving it a sea zone and a mission, same as I do in this video with the carrier's and the seperate cruiser task force under the admiral Larger fleets will engage convoys, but when on strike force I believe convoys are usually faster so you're less likely to intercept, while subs on convoy raid are more likely to run into them, but I could be wrong on that. But I have seen my carriers sink convoys And with the wing sizes, they're locked to 10 on carriers like land wings are locked to 100 since By Blood Alone came out 😁
One thing to know about carrier fighters is that they're useless in naval combat They literally do nothing So just fill carriers with naval bombers (not cas as it is always 3 times weaker) as they get a 500% damage bonus
Don't know how to put naval icons at all because I have no way to change the actual ship design icons. Doesn't make sense to me, all I see is the ability to upgrade the ships and nothing about customizing the logo.
I wish there was a way to require your ships to stay in home waters and train, and then only join the assigned fleet after it has been trained. I hate assigning rookie ships to fleets, and tend to train them before I send them to their fleet. As far as I know, this has to be done manually, as there is not way to automate this.
Ive used the templates before due to being a main EU4 player. I always find my naval management really poor once midgame hits. Ill have some depleted task forces or I'll forget about it altogether and just spam submarines
@@hammotimee It's the production rate vs. projected losses. You can lose like 30+ DD in a battle on one extreme, but knowing how to approach the navy without spending too many hours fidgeting with it only to go into some kind of submarine+air+radar combo instead. The battles feel very uneventful for how impactful they can really be, so it still is a very rich part of the gameplay in Hoi4.
I'm offended by the idea that there aren't many kinds of destroyers. Shall I list them? roach hull no upper modules, crap low ones adanced hull no upper modules, good low ones minelayer roach hull 2 minelayers minesweeper roach hull 2 minesweepers minewarfare raochhull 1 layer 1 sweeper escort destroyer roach hull, sonar, radar and 2 depth charges patrol destroyer advanced hull one depth charge multi purpose destroyer, advanced hull one torp, one depth charge and one dp gun if slot available fleet destroyer, advancd hull, max torpedo slots The big thing to know when you are doign designs is that your subs set to normal ai wont attack defended convoys, so putting roach destroyers on defence will cause them to retreat casing no damage, if you set your subs to agressive vs such destroyers you will demolish the convoys for little damage, remember it takes 4 depth charges to sink a sub.
Its mostly useless apart from the reinforcing subs thingie. Also, that way ull be trowing unskilled ships into formation, so ull be wasting ships as they will be less combat effective. One feature that i woyld love is being able to do it with ships after they got trained ie, now that we have the "train till regular level" a feature that would send the then trained ships to their designated task forces...
About carrier fighters on carriers They're useless They literally do nothing in a battle (except allowing you to carry more naval bombers through cheesing the carrier overstacking system i.e. having more than 4, but more than 6 carriers starts becoming absurd and impractical) You're better off with full naval bombers Also, never use carrier CAS, as naval bombers get a 500% bonus to damage when they're on carriers, something CAS doesn't get So CAS is at least 3 times less effective than naval bombers
@@hammotimee that is the only reason I put CAS or fighters on them: I'm fighting far from an airport so I just park a carrier USA style next to the coast I'm planning to attack
Hahaha sorry mate! That's what the pause button is for 😂 otherwise the video would be over an hour, I try to be as concise as I can be, but thanks for watching!
Great question! A task force can only be present and active in one sea zone at a time. An admiral can command 10 task forces without penalty (like how a general can command 24 divs without penalty). So by splitting your subs into 10 task forces, it allows your admiralto cover 10 sea zones for convoy raiding (or less if you want multiple task forces in some sea zones), while having those task forces be automatically reinforced up to the limit you set. Hope this helps!
⛵🚤🛥⛴ Was this helpful? Will you finally start playing the navy in Hearts of Iron IV?
Very! I finally understand how to use carriers 😅
@@gr5420 glad to help! 😁
Already did :
@@MrDecla let's go
ye
One thing about using automatic split-off to repair: when those ships split off to go home, they can get attacked. When it's subs, this isn't such a big deal; but if it's a group that contains valuable capital ships, then you might get yourself in trouble. For example, you're playing USA and one of your carriers gets damaged in a fight against Japan. The carrier splits off by itself to go repair. A Japanese fleet intercepts it and sinks it easily because it has no escorts. It will take two years to replace that carrier. For me, the best thing is to turn on automatic split-off during peace time to make training go more smoothly, but turn it off when you go to war.
I personally haven't had this happen before, but when it does I can assure you I'll be pissed 😂
@@hammotimee I'd like to say this hasn't happened to me before, but unfortunately I learned the hard way by losing multiple carriers and battleships before I realized what was happening
Make repair priority severe
@@hammotimee Happened to me once while I was clowning around with Naval Brazil. I was reinforcing my brand new BB to my task force and it was sunk by naval bombers. Since then I bring the task force to the new ship, or at least don't deploy it until I have some screens to go with
If you have a decent sub coverage you will be fine. Especially if your fleet has auto split off and high threshold for damage and engagement. Sub 2s will be good enough to intercept and by the time they will need to split off you should have done enough damage to the enemy navy for it to not matter
The joy of finally setting everything up, and i see hundreds of popups of successful missions is so beautiful, thanks for this.
Hahhah there's not many better feelings! Thank you!
Don't forget to put your scouts on do not engage, otherwise they'll Leroy Jenkins themselves into the enemy battlefleet
Hahaha "oh my god he just ran in"
What a spot on comment! XD
My God, this guy just saved me 500 more hours for me to learn this game
That's my goal! 😁 Enjoy!
Love getting better at navy definitely an aspect of the game I understand little about
If I help you out even only a little bit then that's a win!
Been too intimidated to play Japan because of the navy aspect but now I finally understand it more! Will def try out Japan now, thanks bud!
Thank you! Happy to help 😊
Whelp, japan politics side is more intimidating than navy. Also US politics. And damm bosphorous political thongies. And Brazil many, many issues aaaaaaah.
Navy is simple: at least 4 screens for every capital, i never bother building new capitals apart of carriers as a major unless as germany, then i build 2 new very well armored battleships. Have at least 1/3 of the screens as light cruisers, really fast with lot of light attack, destroyers with good torp attack (altho personally i make lots of cheap shitty destroyers with a single torpedo mount, the best type i can have) and make 4 (at least 2) carrier 2's with 1 fighter and 7 naval bomber wings (many say fighters arent needed but around northern europe or mediterraneum islands looks useful, dunno, i use).
And subs. Lots of them. Everywhere. I make the best hull i can with best engine i can and a single best torpedo mount i can, at least 8 subs each group. Exception would be i dont build sub4's. I research it for the engine4 but i put engine 4 on sub3's (more cost effective than sub4's).
Any doubt still?
Oh and for convoy protection, is a mess... if u send shitty destroyers to hunt enemy subs and dont have your "deathstack" in strike force u may end losing many dd's. As japan (works as Italy too, as UK is harder cuz way too many sea sections to cover) i use naval bombers and when i can afford some land radar stations on islands...
Mines don't crash or lag MP for a while now. They were originally banned for that reason, but a dev said it was patched in 2021 and forum posters confirmed it worked in their MP games.
Mines are pretty brutal for the enemy. -80% speed is a massive debuff to their hit profile, and it's hard for them to retreat from fights. Generally free wins vs AI.
That's good to know! It always just made our games run mega slow so have never touched them, might have to give em a try! Thanks for the heads up
Playing as Fortress Netherlands, I sunk most of the Japanese fleet with submarines by fighting them in 100 percent mined zones. You have about 20 months to mine the waters from about the time you join the war to when Japan attacks the allies.
Love it! I found about task force designer like a month ago but didn't know some tweaks that you talked about. Definitely useful, I'm confused how noone before covered this topic
Glad to help! Yeah it's so useful!
Noone covers properly the navy because the AI is stupid so you can just build cheap subs
@@tuluppampam Who hurt you man haha
@@hammotimee nobody hurt me, I was trying to give an explanation as to why nobody covers it and just says build subs
I have been teaching myself about hoi4 naval warfare and honestly putting a lot of effort into my navy in game because I think it’s really fun to project power over a sea region and basically blocking access to whatever.
I agree 100%
I want you to know it's been a year. This video has remained in a playlist by itself to get a hold of. Every single time I get back into the game and I'm picking up a navel power. The first thing I do is grab this video. Watch the whole thing again. Thank you so much man. It is excellently succinct unlike so many other naval tutorials. And it doesn't assume that I'm trying to play high level multiplayer.
Thank you for saving my life, I hadn't play Hoi4 in a few years and I was in dire need of this.
More than happy to help a fellow seaman!
And about shield destroyers (usually named roaches for some reason that I'm unaware of)
They're not necessarily the best option but I haven't tested it
You generally want destroyers because they're screening ships cheaper than light cruisers (which are underrated in my opinion)
So, to destroy as many enemy capital ships, you want to get rid of the enemy's screening vessels
How do you do that? With light attack
Destroyers can carry light attack with them, so destroyers with actual guns on them can be very effective at destroying screening vessels and thus letting torpedoes through
So my suggestion would be to build one light cruiser filled to the brim with light batteries and destroyers with a lot of torpedoes (torpedoes have terrible targeting because their hit profile is 130 or something. Heavy attack has about 80 and light 40. Lower numbers means being more likely to hit a target. Torpedoes are crazy imprecise)
I tend to put 2 light batteries on destroyers and the rest on torpedoes (to deal with capital ships)
Also with this you should be able to get rid of enemy fleets bigger than yours without needing capital ships (but carriers deal a stupid amount of damage so they're advised)
If you wonder whether you'll be able to build enough destroyers per capital ship, well, rest assured, as you should always be able to build more than 4 times destroyers than capital ships per production line (even fully equipped ones can be produced at a rate of about 5-6 per year, whilst capital ships take at least a year if you're lucky)
Bro wrote an essay
@@hammotimee I started and my hands didn't plan on stopping
It just happened
Spot on my friend but i feel isnt cost effective to try to deal light damage with destroyers, so what i do is dd's full of torps and light cruisers, unarmored, really fast (at least 30 knots, ideally as fast as early destroyers) and lots of light attack. Then i make some battleship2 hulls with a single shitty heavy battery and the best armor (that gives usually at least 30 knots too) and carriers. The damage dealers are the light cruisers vs screens and torps+carriers vs capitals.
@@FelipeScheuermann1982 I generally feel like destroyers are still quite cheap when I build them this way, so definitely not cost effective but it will fare better against AI fleets (which don't even get upgraded).
Even with two light batteries you get like 8 LAtt, which is really low (compared to the 50 you can reach with LCs).
It could very well be more cost effective to avoid equipping them at all, as I haven't tested anything. If you are a minor power you should try to build fully equipped ones, because you are not going to build carriers. Or just spam subs, they work too.
@@tuluppampam maybe ive written badly, english isnt my main nor my 2nd language but, for the price of 2 decently equipped destroyers (at least 1500 each) i make 1 early LC with 2 light turrets 1 and 2 secondary 2. So, for little above 3k u have around 20 (up to 30, depending on tech and MIO) in a LC or, at best, 12 with 2 DD's but i guess thats personal choice.
It's interesting that despite i have more than 5 k of hour's in hoi 4...and everytime i help others players in the navy...but i still learn a new thing today...damm
Great video bro!
Thank you so much! I'm just glad to help people enjoy this more 😁
I don't use theaters, I think it doesn't really matter. My subs should be reinforcing my other subs, patrols to patrols, and warships to my battle fleets. If I have some in reserve it is time to increase my flotilla size.
I've been doing it so wrong. I thought an admiral could only command one fleet and could only watch one zone at one time, and selecting more than one zone for the admiral meant it would just move from zone to zone. I don't fully understand it but I'm getting there. Thank you!
Oooohhh nah they can command 10 task forces and each can be active across multiple zones! But it's optimal for them to only be in one per task force 😊 eg: 10 sea zones for 10 task forces under 1 admiral
I use several types of destroyers:
1) Gunboats - maximum light attack, good as screening ships, eliminates enemy screens
2) Patrol boats - maximum speed and detection, good for recon, cheaper, not for battle
3) Corvettes - cheap, maximum anti-submarine detection and attack
4) Minelayers - super cheap hull and guns, but lots of mines, not for battle
Love it
Biggest problem i see with this system is fresh built ships have zero training and with that pretty big stat hits. I dont ever use this system because of this. All new ships get trained up in a safe sea zone before joining the fleet.
Great point, you can add in training to this process by deploying all your ships to a training theatre, then when they're trained manually deploying them to the reserve of the theatre your task forces are setup in!
there should be a big red "merge navy" button that completely fucks your fleet designs but is very useful the start of the game
Thanks, I have 950 hrs in Hoi4 and I just submarine Spam.
Overall good video and I’ll try to do this.
The naval supremacy of SYCO begins now
and if its hard to do navy, you can start by adding destroyers for convoy escort. Pretty much mirrors the sub spam.
@@madtechnocrat9234 Yeah great shout!
How should I get naval supremacy to sealion the UK as Germany?
Here's the thing: you don't
Rather than naval supremacy, it's much easier to get air supremacy then paradrop in and around the ports in Dover, once you secure a port, you can easily bring your army across the channel with minimal losses!
I've got a Germany guide here which covers that 😁 th-cam.com/video/pjlU52Ztj1I/w-d-xo.html
@@hammotimee You can get naval supremacy:
call in the italians -> take the suez canal -> you get naval supremacy in the english channel and can do a naval invasion.
Task force composition template doesn't work half the time. It either overfills or just goes to reserve anyway. And when you try to put the ships in the taskforce manually it just immediately goes back to reserve. It's just very hit or miss which makes me rarely care for the Navy feature, which sucks because it's literally a 3rd of the combat you're going to do.
I build expensive destroyers for my main fleet and they hardly get sunk that is if you have capital ships to go with them and a carrier which I always build no matter the nation I love the naval gameplay my experience with navy is quality is better than quantity better tech and better designs always work better as for my convoy escort fleet I’ll use a cheaper anti sun destroyer and I play with the design of 2 light cruisers to go with them with bigger nations I also design a patrol unit it’s really effective on catching the enemy vessels headed back for repair and you can just destroy that whole fleet easy. Great video though what are your thoughts on building a carrier plane that’s multi role torps and light machine guns?
Carriers are goated 🐐
I don't know if they'd be worth it, I'd assume they'd only do the role of the main armament so maybe a waste of IC?
Want to ask some question and want to check if my understanding is true.
1) Let's say In 1 fleet I have 10 sub task forces,1 task force have 10 subs.That mean this fleet have 100 subs.If I raid the enemy convoy in 1 naval region,
A) Do the other 9 task forces(90 subs) or any near task force will come to help if enemy convoy escort are too strong?
Apparently I am “chaotic and insane”. Good to know 😂
Hahaha at least we know 😂
6:07 But I'm not familiar with what screen and capital ships are...
I'd recommend going back to watch my first beginners guide for the navy!
Well This video teached me alot. But can you make a guide on what Best templates to create on various taskforces? I now learned about ASW and Subfleets, but what about the best naval invasion TF, CV fleets, Capital Ship fleets, etc? And how to best combine normal and AA ships in a fleet?
You can set what theatre those ships deploy to in the production tab, otherwise keep all your fleets under one theatre and they'll auto reinforce!
This was awesome! Thank you!
Your comment is awesome!
Thanks, gonna be helpful af
Happy to help!
Youre doing a great job man :)
Thanks heaps! :D
The moment he pulled the calculator out I knew i was cooked
Amazing video, thank you
Thank you!
4:08 submarines in reserve don't show up
Is this mostly relevant for major countries with big navies? Or can you use a similar strat for e.g. Scandinavian minor countries?
I've mostly ignored fleets completely except fumbling to try and get naval invasion support working if I absolutely have to, but I imagine that it's hard to churn out capital ships when you already barely have enough steel to pump out enough guns.
You can use this for any nation! It's actually really fun to do for the minor nations you build a navy for, because it makes the process as easy as possible 😄
Wvee since "man the guns" I haven't been able to play navy cause I didn't get UT
FUCKING FINALKG I GET IT!!
I swear, short tutorial videos of specific thinf are better than whatever 3 hours tutorial essay that most people do to explain any paradox game
I'm glad to be able to help! Honestly it's what got me started out, I didn't understand anything so I learnt it the hard way so you don't have to haha
So light cruisers are the only ones that can spot ? How would I make destroyer fleets that only attack subs to secure shipping lanes ? Would it not be better to group the destroyers with the spotting ships and let them attack ?
So pretty sure I touch on it in the video, your destroyers are more effective as 1 big group, and cruisers are more effective at spotting in 10 individual groups. When the cruisers spot the subs, the destroyers (which you should have on the strike force mission in the same region as the cruisers) will move to engage them. They'll always catch the subs because they're so much faster
And you can put floatplanes on cruisers but not destroyers, that's what makes their spotting so much better!
Wow this actually helped me defeat Japan as the US.
Aw I'm really glad it helped!
Good video you just got yourself a new subscriber cheers
Thanks so much! 😊
Thanks so much! 😊
He did it, he figured it out
Can't tell if this is sarcasm or not so imma just say thanks 😅
nice tutorial, thanks
Thank you! Nice comment 😁
Would you not want your destroyer shield ships to atleast have decent engines? Or would those ships be in a different task force only to screen enemy light hulls? I figure the range and speed would be super limited if you combined the task forces with those early destroyers. Typically I only really make subs destroyers and carriers if I'm feeling saucy. I feel atleast in this patch that whatever navy you start with + what you can steal from your first few conquests is good enough if you spam uprated sub 2s. You can pump out hundreds of tub subs with only a few submarine lines out. Similar to air in that you can just upgrade your fighters over time and only really need fighter 2s with uprated engines to be competitive against AI
If you check the speed of an early destroyers with engine 1, they're still way faster than capital ships, so no need!
@@hammotimee interesting, gonna have to try it out myself then. Love the videos
@@gregthomas2230 Good luck and thank you!
Great info. I, however, am playing vanilla HOI4 and dont have emblems on my ships during the task force composition editor phase. No work around? I tested it withouth the emblems and after the first task force reaches 25 reinforcements, they start to stack in a reserve fleet instead of filling in the next group.
Do you have the navy DLC? I believe it is Man The Guns.
Like the other commenter said, I believe you would need the Man the Guns DLC for this method sorry!
Want to build a squadran of capital ships as a smaller nation by 1940?- Befriend the brits straight awayand ask for license for the ''Renown class'' Battle cruisers -VERY cheap and effective equal spec of 1936 class battleships minus a little armor which can be made up without losing speed by upgrading with company funds. Can also be ''saved as new'' and have the usual upgrades over time too
Great tip!
What about putting better engines on Roach DDs to increase speed/dodge?
Not really much point imo, better off having more that are cheaper I think, and fleet speed is always going to reduce them anyway so not super worth it
So in the latest version what is the best combination for small country like China, will many light cruisers and destroyers be able to deal with ijn pls I really want to know🎉❤
In the current build naval supremacy is determined by manpower, so you'd need a lot more ships to overcome the manpower of their battleships and carriers. In terms of actual combat, light cruisers and destroyers have no heavy attack, so you won't harm their capital ships. You could build heavy carriers, but then you'll be vulnerable to aircraft from their carriers. So then you'll either need your own carriers or AA battleships 😂 but tbh if you build a mix of light and heavy cruisers (which have a lot of AA on them) you should do alright
I dont think you linked the video below for the refitting video.
It's linked in the description! It's the "how to play UK" video 😁
So what mission types do my air assets perform when my carrier fleet is on patrol or strike force in the pacific?
They'll perform their primary thing on sorties automatically. When your carriers engage in a naval battle the fighters will fight and the naval bombers will bomb navally
Can you put two separate designs of destroyers in the same task force with this?
Absolutely! Just make the icon for the different designs different, and you can add the different types to the same task force
@@hammotimee perfect! This makes everything so much easier.
Very helpful, but have a question-------->can an Admiral control a group from more than 1 destination? For instance, I want an admiral to control some subs, an ASW patrol, and a strike force. Or, because they are from different groups, I need an Admiral from each? And if so, will the cruisers from another admiral call in the strikeforce from another Admiral running in the same region? Another thing, do not know if it is true, but read that a strikeforce of large ships will never engage enemy transports no matter how many times it is spotted. Is this true? Because if it is, it appears you need subs or other smaller ships doubling over the regions on convoy raiding, which sounds crazy to me. If your opponent sends out just convoys on their own, if a seazone is protected by eyes cruisers on patrol/do not engage, and a strikeforce, if that statement is true, then the convoys pass unmolested. Also one more thing----------->when you put a carrier into production, if you click the airplane icon on that ship in the production que, it allows you to pick how many bomber wings, fighter wings, or cas wings on that type of carrier, so I always pick 1 or 2 more bomber wings than fighter wings. But as of yet, I can not find where to choose how many planes each wing has, or is the default always set to 10 planes per wing, and that is the most you can have?
Okay great questions!
You can give each task force an order individually by selecting it and then giving it a sea zone and a mission, same as I do in this video with the carrier's and the seperate cruiser task force under the admiral
Larger fleets will engage convoys, but when on strike force I believe convoys are usually faster so you're less likely to intercept, while subs on convoy raid are more likely to run into them, but I could be wrong on that. But I have seen my carriers sink convoys
And with the wing sizes, they're locked to 10 on carriers like land wings are locked to 100 since By Blood Alone came out 😁
@@hammotimee Thank you, love the content.
@@DanGarcia-xd7qv thank you! Glad to help 😊
One thing to know about carrier fighters is that they're useless in naval combat
They literally do nothing
So just fill carriers with naval bombers (not cas as it is always 3 times weaker) as they get a 500% damage bonus
@@tuluppampam Unless there's a bug or something, they are supposed to engage the enemy naval bombers in the battle
Don't know how to put naval icons at all because I have no way to change the actual ship design icons. Doesn't make sense to me, all I see is the ability to upgrade the ships and nothing about customizing the logo.
You will need the Man the Guns DLC!
I don t haveman the gun dlc, any suggestion for what to do? I don t find any tutorial about.
th-cam.com/video/ztxduPIqNo4/w-d-xo.html
Whenever Subs spawn, they don't appear in the right theatre, help?
In the production line for the subs, click on the "auto" button and you can assign them to spawn in the correct theatre!
Should I care that this method would mix old and new subs in the same task force?
Unless you want only newer subs for the range if you're trying to pull off a long range naval invasion, it won't matter :)
what's your computer specs, sir? running smoothly on high graphic settings
I love this question haha
- Ryzen 5 5600x
- MSI 3080 Trio
- ASUS B550-F wifi
- Corsair vengeance 32gb
That's all the important stuff anyway haha
I wish there was a way to require your ships to stay in home waters and train, and then only join the assigned fleet after it has been trained. I hate assigning rookie ships to fleets, and tend to train them before I send them to their fleet. As far as I know, this has to be done manually, as there is not way to automate this.
@@tacul9333 unfortunately this is a manual process 😔
Basically like the air force?
Exactly!
Ive used the templates before due to being a main EU4 player. I always find my naval management really poor once midgame hits. Ill have some depleted task forces or I'll forget about it altogether and just spam submarines
Task force's can be really good for helping fix that! So long as you have the production they'll auto replenish 😁
@@hammotimee It's the production rate vs. projected losses. You can lose like 30+ DD in a battle on one extreme, but knowing how to approach the navy without spending too many hours fidgeting with it only to go into some kind of submarine+air+radar combo instead. The battles feel very uneventful for how impactful they can really be, so it still is a very rich part of the gameplay in Hoi4.
how do i set the icon? i cant find icon infront of my ship's name
Do you have man the guns? :)
@@hammotimee nope
@@cosmo8226 that would be why! It's the navy overhaul DLC 😊
@@hammotimee do that mean i got to buy the man the gun dlc to get the template reinforce stuff working?
Lmao iI'm playing a USA mulitplayer game and im on the verge of war with Japan i really need this!!
Hhahah i got u
Good tutorial, I am now 1% less lost than I was before... Still don't understand anything lol 😂
Hahhah that's still an improvement!
absolutely didnt work, idk if im either just dumb but it literally explained nothing for me and now my organisation for my navy is even worse.
Sorry to hear that!
I'm offended by the idea that there aren't many kinds of destroyers. Shall I list them?
roach hull no upper modules, crap low ones
adanced hull no upper modules, good low ones
minelayer roach hull 2 minelayers
minesweeper roach hull 2 minesweepers
minewarfare raochhull 1 layer 1 sweeper
escort destroyer roach hull, sonar, radar and 2 depth charges
patrol destroyer advanced hull one depth charge
multi purpose destroyer, advanced hull one torp, one depth charge and one dp gun if slot available
fleet destroyer, advancd hull, max torpedo slots
The big thing to know when you are doign designs is that your subs set to normal ai wont attack defended convoys, so putting roach destroyers on defence will cause them to retreat casing no damage, if you set your subs to agressive vs such destroyers you will demolish the convoys for little damage, remember it takes 4 depth charges to sink a sub.
You mean there's more than one design?
@@hammotimee More than two, even.
Its mostly useless apart from the reinforcing subs thingie.
Also, that way ull be trowing unskilled ships into formation, so ull be wasting ships as they will be less combat effective.
One feature that i woyld love is being able to do it with ships after they got trained ie, now that we have the "train till regular level" a feature that would send the then trained ships to their designated task forces...
About carrier fighters on carriers
They're useless
They literally do nothing in a battle (except allowing you to carry more naval bombers through cheesing the carrier overstacking system i.e. having more than 4, but more than 6 carriers starts becoming absurd and impractical)
You're better off with full naval bombers
Also, never use carrier CAS, as naval bombers get a 500% bonus to damage when they're on carriers, something CAS doesn't get
So CAS is at least 3 times less effective than naval bombers
I only recommend having CAS if you have 1 carrier to be a mobile airport for island invasions 😀
@@hammotimee that is the only reason I put CAS or fighters on them: I'm fighting far from an airport so I just park a carrier USA style next to the coast I'm planning to attack
First time knowing that you could automatically reinforce task force in my 1k hours lol
It'll change your life haha
@@hammotimee true true
what a navy
Boat
thank you for this explanation @@hammotimee
Holy frick dude, slow down! Im having to rewind a bunch of times to catch what you are clicking!😂 Take it easy on us noobs! Thanks for the guide.
Hahaha sorry mate! That's what the pause button is for 😂 otherwise the video would be over an hour, I try to be as concise as I can be, but thanks for watching!
I became lost almost immediately!
Sorry to hear that! Check out my beginners video on the navy first if you need!
I hate it so much you can't apply a template to a group of fleet makes it so slow..
Hahhaha I feel you, still better than no organisation though!
Good video but to fast sir .... some of us are slow lol
Sorry mate! It's already long enough without talking slowly 😔 TH-cam doesn't reward slow videos
I hate that you have to watch 40 minutes of videos for every section of this game
Vibe
Very helpful but why split your submarines into 10 groups, you have explained why you split the main one but why subs?
Great question! A task force can only be present and active in one sea zone at a time. An admiral can command 10 task forces without penalty (like how a general can command 24 divs without penalty). So by splitting your subs into 10 task forces, it allows your admiralto cover 10 sea zones for convoy raiding (or less if you want multiple task forces in some sea zones), while having those task forces be automatically reinforced up to the limit you set. Hope this helps!
@@hammotimee ah thanks!