Awesome guide, I LOVE how you actually explained what the fuck the ships do in real life as opposed to saying "hurrrr you need 4 screens per ship" and call it a day
Quick navy guide that will help you: Step 1: Get you ships to 3 fleets, one is subs, one is destroyers and one is the rest. Step 2: Put subs on convoy raiding or strike force. Put destroyers on patrol, and the heavy fleet on strike force in the region where destroyers are patroling. Easy half of the Japanese navy sunk in 3 months.
WAIT WAIT WAIT. So if my destroyers engage lets say other navys like only destroyers too or battleships too, will my capital ships on the rest join them cause they are on strikeforce?
Excuse my stupid question: If you put your destroyer in a different fleet wouldn't it result in your main fleet being obliterated by torpedos, because of the lack of any screen?
@@andrefreeman7025you would also want some destroyers (or light cruisers, both work as screens) in the main fleet so that doesn't happen. But yeah if you didn't have any screens that is exactly what would happen
31:50 You can kinda see if shore bombardment is happening because the land battle bubble itself will have the little artillery shells on the side (the same ones that a railway gun provides). So naval bombardment is kinda like a floating railway gun
There are 2 more out there wich explain a little bit more but in less detailles. If he makes another one with the builds and combat of ships then hes better
@@Hyde_Hill yeah but realistically you can just steal the navy or just paradrop. The only country that could perhaps benefit is japan if you want to play in the Pacific
Tier 3 ships are worth it if you can get them early enough. They are invaluable as Japan, since you can get more planes in the air from a Carrier and you can make a super speedy Battlecruiser that even outmatches HMS Vanguard!
Please continue this series. The naval game is underserved on TH-cam. Please consider a collaboration with another Creator like MordredViking for a naval deep dive serious. There's so much content to easley farmed here.
The naval aspect of WW2 is underrated in general, even tho it was probably the most war deciding factor. Yes i mean it. Even Churchill himself said that he only ever truly feared the german submarines. If the Germans would have managed to cut Great Britain off and the Italians dominating the Mediterranean, the allies would have no springboard to Europe, allowing the Axis to bring more men, equipment and supplies to the Eastern Front. Enough to win the war? Maybe not. But it would have drastically improved their chances. More than anything else.
Speed is very important. Helps you in spotting, when you find a fleet it helps your ships get in possition faster. If you want to run you will get away faster. In battle, it is also useful for dodging heavy attacks. A heavy cruiser with 40 speed will only get hit 56% of the time from heavy attacks. If you manage to reach 45 speed, you will only get hit 44%. Light attack is really only realistically dodgable by destroyers without meme levels of speed stacking. A 40-speed destroyer will only get hit a nice 69% of the time from light guns and 25% from heavy attacks. Mass producing fast, cheap destroyers can be more effective than having actual well designed screen ships if RnGesus is on your side.
Surface visibility is another major factor in the hit chance calculation. Base visibilities are 20 for caps, 15 for cruisers, 9 for Destroyers, IIRC. The admiral trait 'Concealment Expert' can reduce this by 20% in one chunk. A 'Raiding Fleet' MIO can be built up to have 15-20% reductions as well. If you stack the above bonuses, you can get caps with lower visibility than base cruisers, and cruisers with the visibility of a destroyer. Combo it with all the speed bonuses you can stack, and you have ships that heavy batteries will really struggle to hit.
Tbh, i never look about armor or speed at all. Most of the times i try to make a navy out of nothing like playing oman or the raj and just build a navy with some capital ships and destroyers and maby one carrier so that my navy can destroy the british fleet or the japanese. With the japanese it didnt work cause they just always looked out for big fleets and never set them on strikeforce and with the british fleet i sunk 4 carriers and 3 battleships and some lightships
In the rare instance I build a navy, I always go battlecruisers over battleships. I don't know the maths/code behind it, but speed seems to be a major factor in both engaging enemy fleets and in positioning, and having your whole fleet speed at 30 knots (or close to it) is a HUGE advantage. I basically do like the US Navy in WW2 and create two heavy fleets- one with all of the slow battleships as mainly a ground-pounder fleet to support naval invasions, and one with all of the fast battlecruisers and carriers to engage the enemy fleets. It works really well.
I know I'm late to comment but the larger, heavier, slower ships absolutely covered in armor and guns are much better at one thing. Defense. You essentially want to use them like a glorified, mobile, naval gun emplacement that protects your coast. Ideally, you'll have them sit in port but only set to engage nearby ocean tiles (preferably the same tile the naval base is in, or 2 distance max), and when a scouting party has spotted an enemy fleet near your naval base (which should be easy if you construct radar stations near the coast), that's when you let the behemoths engage (with screens, of course). That way they do not have far to travel and can actually make it to the fight in time to be effective. The beasts can soak up a ton of damage whilst dishing out the same, can be supported by aircraft from your airbases on land and are a great deterrent against enemy navies getting too close to your home-turf. Attempting to send them over any kind of distance however, is a complete and utter disaster waiting to happen, as they'll slow down your entire fleet to the point of either arriving too late, or missing the fight entirely, but also due to their large visibility and long time spent travelling, are at huge risk of being spotted by enemy fleets which gives a bonus to the enemy strike fleet when they come out to engage it. That's where those speedy battlecruisers like you prefer, are much more practical. Therefore the bigger battleships aren't too useful if you plan on doing a lot of naval warfare, but are better suited to players who don't plan on doing much naval stuff and simply want to protect their coast from invading fleets.
Agreed. I use them as Japan a lot. You can pump them out early to level up the Raiding Fleet (Sasebo) MIO while you rush Cruiser III. Just focus on the MIO traits that grant bonuses to speed and surface visibility. Then flip to light cruisers when you've got your research done. Patrol with the cruiser subs, strike force with the light cruisers. With some attention, you can have some absolutely nasty Light Cruisers (10-12 armor, surface visibility ~9-10, speed 45+ knots). And with Base Strike doctrine you can get their org to 80 easily. They'll soak light attack with their armor + org as they shred screens. And the caps heavy batteries will almost never hit them, with their speed and visibility profile, so they will torp them down one by one once the screens are cooked.
8:20 I remember those doctrines had visibility reduction too. Trade Interdiction got nerfed at some point and removed visibility bonus. Forgot which patch.
Maybe it is not "everything you need to know", but at least some basics. Just one real flaw. Light Cruisers with light batteries are actually best DPS/Cost effective ships and in most cases in single player will give best chance to win naval battles. So while they can also be used as spotters, escorts etc. they are commonly used as main strike force.
SET YOUR SHIPS TO NEVER REPAIR. This is absolutely essential. If they are set to repair, they will retreat mid-battle when their damage threshold reaches a certain degree. This is bad because retreating WILL get your ships killed, as they take much more damage, especially mid-battle when a lot of your screens are destroyed so your ratio drops below 4:1. This is why COORDINATION is the most important admiral stat. Also never allow "splitting to repair." Just pay attention to your battles and manually repair when you need to. Ships will retreat no matter what once their org is low , there's no way around this. Its the exact same as with land battles with the org/strength dichotomy. Think of turning on "never repair" as essentially enabling a "last stand" ability for your ships, where you sacrifice your strength in order to remain in the battle. Although its obviously not quite the same. Naval warfare is essentially determined by a few major battles. It is not like land combat with its wars of attrition, although there are ways to drag out naval conflicts. It is thus usually good to also set your strike forces to "always engage" to prevent weird AI calculations from stopping all your strike forces from converging on a battle. But if you have good spotting, and your enemy is stronger, it may be worthwhile to only allow your forces to engage into low/medium risk battles. Subs are only useful for raiding enemy naval invasions imo. Nonstop convoy raids just aren't very effective if the enemy has depth charges on their destroyers. Take this as you will. If you disagree with me here please let me know because subs just never seem worthwhile to me. I also dont like having all the naval battle popups that result from it, as it makes it harder to know when/where your actual decisive fleet battles are taking place. If your dockyard count is low, make "tugboats" (cheapest destroyers possible, mostly empty slots) and spam them out after you make the capitals you want. if you don't want to fight big naval battles and just want to protect convoys, spam destroyers with max depth charges and keep 2-4 dockyards on convoys to replenish your supply. it may be worthwhile to buy convoys from the markets as well if you're really struggling and have low eco. you can have the best capitals in the world but if you dont have at LEAST a 4:1 screen to capital ratio, you're toast If you have a lot of dockyards and/or start out with a lot of screens, research and add level 2 torpedo tubes to every possible slot and then refit all your destroyers to create a bunch of torpedo boats. this also pairs well with a low eco build where you make strong light attack cruisers to take out the enemy screens ASAP, and then your torpedo boats will reck havoc on the enemy capitals. small nations can really punch above their weight with this method torpedos do a ton of damage and if you can take out their screens they will destroy their capitals easily battleships (BBs) are almost never worth it heavy cruisers (CAs) can be good but they need to be min-maxed well Air is the #1 decisive factor in any naval engagement carriers (CVs) are always good when you have enough screens AND battleships/heavy cruisers to cover them. I personally feel you need at least 4 CA/BB for every CV. This is something people neglect I feel like. Carriers occupy the third "battle slot" behind battleships (who are themselves behind screens, occupying the first slot) Again, CA are more cost/time effective, especially as "screens" for CVs It can be worthwhile to make/refit specialized light or even heavy cruisers with max AA to help protect your ships, especially if you know the enemy has good carriers and/or if the enemy has a lot of air bases near the sea zones and is planning to try to do naval bombing generally go for max deck space for CVs. converting battleships to carriers is also more effective than making them from scratch but carriers can still be worth making (they generally get more deck space) the main stat that matters for admirals is coordination, then positioning, then attack, and then defense If you want to find and fight the enemy in a decisive battle, make a small spotting fleet. It can be worth making/refitting light cruisers with max floatplanes to get the best possible detection. Detecting and engaging the enemy before they detect you makes a BIG difference. Finally, its very useful for organizational purposes to customize the icons you use for different ships and turn on automatic reinforcement. The automatic reinforcement will change depending on the icon each ship design uses. This allows you to create and manage templates for your strike forces and be able to easily tell what ships are missing after engagements and what their role was in that fleet (AA, spotting, torpedo boating, tugboating, etc)
Please continue this! I'm a pretty new player by HOI4 standards and I just started to understand land army and now getting hit with navy is rough. Very comprehensive and visual guide
I dont know how to tell you this but your face has a very striking contrast between young and old. It carries with it a history, one that cannot be scrutinised but regardless it is ever present. Goblin Gang
At 23:00 minutes talking about the Strike Force button, irl capital fleets would stay at a home base (Scapa Flow for the RN) and wait for a spotted target. It reduced the risk to the capital ships as they were safe in port, and reduced fuel burn, limited RAS/UNREP in those days. The threat of the capital fleet emerging from the port played a significant role in opponent naval strategy. One of the most well known examples is the British Home Fleet vs Bismarck, but that also applied the other way around. The Kriegsmarine were nervous about the Home Fleet coming out and smashing their High Seas Fleet. All naval operations were conditioned on 'What will the capital fleet do', hence its projecting naval supremacy by merely existing. (Doesn't mean it's a good game mechanic though.)
This is great! Also you mentioned around 31:55 you can't actually see the naval invasion actively firing the from the coastline. While that's true, I noticed if you turn your sound up in that region you can hear a GLORIOUS spread of battery fire. It's the best sound, please listen to it. It's like gunfire ASMR.
Once you go navy you never want to do anything else, and landwar just seems like a hassle. Also, CL with max light attack + cheap roach destroyers is the meta. If you want you can add BC's there to add heavy attack there. Most cost effective fleet, but if you want to go for roleplay proper setup then 4 CV's added with CL + DD will rip any AI fleet apart. Added bonus for CV's: fighters do jack shit, go full naval unless RP reasons. #GreaterFinlandNavalPower
Once you get light cruiser dual purpose, it's all ogre. :D The amount of light attack is just absurd. Poor royal navy trying to field battleships or carriers into those fleets...
I honestly wanted a naval game based on the HOI4 system, just much deeper and more accurate to naval battles. I don't want to control my units, i just wanna manage everything and let the admirals do the job lol
@@pedrofelipefreitas2666 rule the waves with hardest difficulty so AI will fight the battles MIGHT scratch that itch? A great game for work laptop. 3 is on steam, 2 has a janky activation method.
I would kindla wanna know about carrier air wing composition and some build pointers. Because my impression is that more than 10 fighters per carrier is waste of space that should be all torpedo bombers. using dive bombers on carrier seems like a roleplay to me because they are worse at ship attack and to do ground support you need to park the carrier next to shore and manually control the air group and they dont follow ground units.
IIRC torpedo bombers were much better historically, most ships targeted by carriers were sunk by torpedo attacks, not bombs. Think Bismarck, Prince of Wales, Yamato, Musashi, Yorktown, (almost) North Carolina, etc. Because it's much easier to sink a ship than blow it to smithereens, and bombs usually don't cause flooding.
Great video! Thanks for that! What I would like to see in another video about the navy is how to learn from in-game statistics or battle results. I'm thinking of stuff like "Why don't I ever find the enemy fleet?" or "Why did I win this one battle and lost this other battle?" to learn how to iterate on the fleet compositions/ship designs
I have been playing around with testing the viability of naval bombers recently as like Feedback said they seem to have been nerfed, particularly in terms of using them as a near-shore anti-convoy raiding solution. From my findings you can potentially make them just as effective, perhaps even more effective, by using them in conjunction with naval air recon. For example if you build a dedicated light naval bomber and add a camera on as a secondary weapon once you have 2+ squads you can set 2 in a given sea tile, one set on naval bombing and the other on naval recon and assuming you have reasonable coverage of the tile you'll very quickly start inflicting considerable dmg. If you stack a radar station on top of this once you get up towards say lvl3+ radars where you can project them into sea zones you'll be hitting everything with no trouble at all. One caveat to be aware of, you can select both naval bombing and naval recon concurrently as missions on your naval bombers, but any squads that have naval recon will never actually do any naval bombing missions even when both are selected, so this strat only works with 2 or more squads active naval bomber squads in a given zone. There is also the heavy airframe dedicated naval patrol aircraft which absolutely fulfills the same role as the secondary recon squad in the setup i was describing, but as someone who has little interest in strategic bombing strats I find my method far more practical as I don't have to worry with all the research required for the heavy planes. You can even go so far as to intentionally reduce the strength of your naval patrol squads if you are worried about wasted air power having the 100 planes on recon.
If you dont rush carriers youll end up with carrier 3 probably about late 42 if you have 5 research slots if it's not your main priority im building 4 carrier 3s right now in my confederate USA playthrough ill put the old carriers in a separate fleet ive heen pumping out screens and subs like crazy so far
One thing you should look at in-depth are naval MIOs. No one has made a guide about that! Which MIOs to use for spotters, screens, escorts, CAs and BBs? It's tricky balancing research, production bonusses, MIO funds and other bonusses!
The purposes/benefits of battlecruisers (historically, but I think in the game as well) are: 1. First and foremost, to keep the weight of large capitals below those pesky treaty limits (by trading armor for engines and guns). 2. A marginal benefit in cost/speed of production as a result of 1. 3. Capital convoy raiding, which both capitalizes on the extra cruising speed and minimizes the risk of putting the lighter armor in the battle line against true battleships.
I really like the torpedo cruisers. Having more torpedo slots makes them absolutely insane in your main navy as a disposable glass cannon. If you have a decent back line of carriers, you probably don’t even need AA on your screens, which makes them even cheaper.
Pertaining to ship builds. If an MIO has capital ships, I research every naval support (improved weapons and the buffs etc.) with that MIO. Once you do 6, you get a policy. Go for the range and deck size. A cheap, a quick to produce light carrier of the converted cruiser line is perfect to supplement carriers mid game. Leave the engine at 1, as it only increases speed. Maxed upgrades of radar and AA, should be around 7k-7.5k production cost. If you’ve a good screen, and good carrier planes (you can make them fighters with a secondary torpedo for multi-role), only a fleet that outnumbers you substantially will kill yours. Of the 4 light carriers, 3 of their wings to naval engagement, and 1 to air superiority. Also if you don’t care about achievements, get the mod that increases dockyard per ship line. Being able to put 40 docks on one capital, makes playing navy actually worth it.
Cruisers also have one other use not mentioned: they make good minelayers, because they can equip more minelayer modules. It results in faster laying of mines, while being more combat capable than destroyers, meaning your mine layer has to be out for less time.
Battlecruiser is useful if you're building a fleet to a speed standard as the extra speed granted allows for more armaments to be fitted whilst maintaining that speed
I really like light cruisers because destroyers have really short range. So replacing some destroyers with light cruisers reallt improves the fleet's range. Thanks for the video. I learned a lot.
11:50 going to say this if you have or are making the other ship classes and are sitting there whit ship capacity production and not really sure what you might need. make a working jack of all trade and have it act as a force multiplier for what ever fleet its part of, just make nothing but jack of all trade ships that wount work. (maybe on destroyer if you put AA, torpedoes, radar, sonar, light guns) because destroyer sort of have all of them in defult slots and on escort you will probebly fight all of them. (note on escort) most convoy escort will abbort there attack the moment they get spoted or shot at. so a sub will sneak around the pacific get radar pinged by one destroyer and go well back to base and they drive back to port so fast that they got speed ticketed. same whit torpedo bombers on naval strike (convoy raiding) they will abort as soon as the first destroyer fires the first salvo (in most cases). 14:34 another feature of the battle cruiser is that it have a easier time disengaging from a fight. this mean that if you have a smaller navy then another navy battle cruiser have a better chance off retreating from a fight get back to port and getting repaired. then a battleship that will more likely get stuck in the fight until it ends (that said do pay attention to the speed as there is nothing not even a warning if you make a battle cruiser thats to slow, to many heavy guns that slows it down to much). 33:00 now if Paradox made it so that the fleet would rename it self to something senseible. because I seen the game spit out some wierd fleet combo going... what is this supposed to be (it was a mine laying fleet) but it hade the name fleet 132.
What determines when a fleet runs away or in a battle? Is there a set time limit to naval battles. Do theyfight to the death until all the ships are sunk? Essentially are we building a fleet all game just to have one game determining battle against their fleet?
You forgot to mention that crusiers with subs and some spunge destroyersare very good at convoy raiding as they can get very high soft attack to destroy the enemies' screen's defending the convoys.
Hi Dave! great opening of a very usefull series! What I want you to show the peasents is a pure torpedo destroyer or torpedo light cruiser fleet with skirmishing, using either the Surprise Attacks or Surface Raiders officer corps. So you basicly attack with superB positioning and extreamly low visibility to dodge and screen pen torpedo the enemy and retreat and repeat. Maybe a chinese run against the japanese invading fleet. I want to see this working as the dev intended! Make it work, be a hero and deliver the content !
I play with one super heavy battleship (with pride of the fleet buff) to soak the heavy weapons fire and massive light cruiser fleet to kill the "frontline" as fast as possibly.
It's basically about having a huge number of good screening ships, and of course good cheep light cruisers. Never build battle ships middle in late game cause of the number of years it takes to build them. The best investment in middle to late is aircraft carriers.
In hoi4 i see the army as the dumb fun noob type of combat, air as the "idk, air superiority good" combat, and the navy as the hard to learn but badass combat.
In MP navy plays a very specific role and there spammed. In single player, they do play in very effective way. My US turned CSA play through was tearing Japanese navy apart while defending the Philippines from invasion. And all of the ships in Nimitz fleet are exist US warships, not newly built ships.
20:28 i wonder if when carier is level 3 experience and get +% for sortie eficiency, would that mean you could now get more than 4 cariers and you would basically removed the sortie penalty ? because that bonus as iam awere doesnt let you get more planes on that one carier you just get this bonus for that ship while max planes stay the same, or does the sortie efficiency convert for some bonuses to the planes ?
Imo they should remove the small research things that only give you bonuses (the shell icon things) and just integrate those bonuses with the next researches. So much clutter research for a good navy
18:00 submarines use Sonar not Radar, Radar is only use full if your vessel is really tall. planes are the best for radar, ships radars are placed as high up as can be. subs are best at sonar but ships can use it to. i guess large subs might have radar that they use when they are on the surface but i doubt they use it in any kind of battle as planes are really good at spotting subs close to the surface.
You are telling me what my meme Super Heavy Battleship with all of guns are Super Heavy Cannons are meta for his tipe??? The only thing i dond't do is screens for his, so, the dont live a month.
Very helpful vid. After mastering the ground and air systems however, this Navy system made me decide to quit HOI4, lol. Navy is way too complicated. The fact Navy needs a two part vid over 35 mins long is a testament to how bloated this system is, made worse by how unintuitive grouping and merging units are.
What think we should be able to put our ships in to storage so u have the ship built but. No crew on board or a minable crew when they join man fleets you have to put them threw the dock yard to get them ready
Feedback is sadly mistaken about Battleahips and Heavy Cruisers. The main advantage of Heavy Cruisers is smaller IC cost compared to Battleships. Three Heavy Cruisers beat one Battleships. Also don’t use extra armour on HC’s. It’s expensive and it slows them down which negates their speed advantage.
this is very good guide but i still have problem , i did merge my navy units into the one but many of ships remain as detached reinforcement and once i force them to come back and do their mission they come back and do it Separately and they face enemy Separately when they all under command of one admiral but other units not coming to reinforce them as result they get crushed one after another ,so please can you explain me how to merge them correctly ???
What more would you like to see? -How to design. Ha! I know exactly how to design. How it looks live in battle. Naah I know pretty much. Officer Corps. Naa wait a minute, that would be awesome! Please do that! Btw how do you only have 50k subs!?
Quick question. Im playing as Germany with my friend, and ive researched the H41 Battleship class bu it says *Heavy Armor Scheme is not allowed for the slot armor* Idk what that means and ive tried to create a variant of it, but doesnt do shis
If you only play SP then just do destroyers with the best tech you can get and put torpedoes on them. Soft will destroy screens and torpedoes will destroy the capital ships. AI has bad fleets so that is the easyest strat. And make some anti sub destroyers since minors like to spam subs
Oh here is an idea for the naval supremacy problem. Always a pain that they can be half way across the ocean but project supremacy. Why not just have it drop off by some % based on distance from the fleet itself?
Sounds good, problem is how exactly you calculate the period where ships are forced from a port (either it's taken by land or they lose naval access). Would the number become exponentially worse because their nearest port is much farther away? Doesn't make too much sense.
I have played HoI for one thousand hours, but I still don't know where to get in-game information that my fleet is too big or how to calculate if it is beneficial to take some ships away from my fleet and make them watch the naval battle from a distance.
Instructions unclear, purged all admirals Carriers do in fact hit screens equally effectively as capital ships, they just have a preference to target carriers>capitals>screens.
great video, i enjoy navy but i always felt like i didn’t know what i was doing with patrol in particular - i’ve never been too confident with patrol task force composition and the number of patrols for each fleet - i’ve been trying to go for 1 light cruiser with 3-5 destroyers (with one patrol task force for each active naval region) - is this rubbish? can i get away with 1 patrol task force for every 2 active naval regions? and are the destroyers just slowing down my light cruisers and leading to them getting hit and not spotting as much? also will subs do anything on patrol? i assumed they’d be bad at the task because they don’t get radar/sonar, but if you find you’ve not got enough light cruisers and you need your destroyers for convoy protection, can you use subs as a last resort or are their stats so bad that there’s no point
Great video but one question. I recall that the AI doesn't actually need naval supremacy to conduct naval invasions which is one of the only ways the AI "cheats" in this game on a normal difficulty. Was this changed recently?
Tactical bombers are able to do everything alright, but don't excel. Strat bombers are really only able to bomb logistics or buildings. Not worth it, IMO.
I usually make them for 3 reasons: bombing forts (essentially reducing their levels per damage so you can attack maginot or sudeten like it's nothing), nukes (strategic bomber only), and/or farming war participation score.
The problem I have is that my navy ends up in like the Indian ocean and when I try to bring it back to Europe, it says it’s out of range and I’m like yeah I know it’s out of range. I want to put it in range but it’s like I can’t figure out how to do that.
One thing i hate about paradox and their games is how they overly simplify the navy and warships. Whether its space or ww2. All a person has to do is pump out massive amount of one ship type and you win.
Awesome guide, I LOVE how you actually explained what the fuck the ships do in real life as opposed to saying "hurrrr you need 4 screens per ship" and call it a day
Thanks buddy
Quick navy guide that will help you:
Step 1: Get you ships to 3 fleets, one is subs, one is destroyers and one is the rest.
Step 2: Put subs on convoy raiding or strike force. Put destroyers on patrol, and the heavy fleet on strike force in the region where destroyers are patroling. Easy half of the Japanese navy sunk in 3 months.
Works for single player. You need to know the inner working for MP.
wait fr? if this is actually true this gonna help me so much
WAIT WAIT WAIT. So if my destroyers engage lets say other navys like only destroyers too or battleships too, will my capital ships on the rest join them cause they are on strikeforce?
Excuse my stupid question: If you put your destroyer in a different fleet wouldn't it result in your main fleet being obliterated by torpedos, because of the lack of any screen?
@@andrefreeman7025you would also want some destroyers (or light cruisers, both work as screens) in the main fleet so that doesn't happen. But yeah if you didn't have any screens that is exactly what would happen
31:50 You can kinda see if shore bombardment is happening because the land battle bubble itself will have the little artillery shells on the side (the same ones that a railway gun provides). So naval bombardment is kinda like a floating railway gun
SO THATS WHAT THOSE LINES MEAN?!
Finally a dedicated navy tutorials
There are 2 more out there wich explain a little bit more but in less detailles. If he makes another one with the builds and combat of ships then hes better
Feels like tier 3 ships are never worth it you get them too late and until you build them the game is over
Well the bigger ones definitely yeah. Speed Heavy Cruisers, Light Cruisers, Destroyers and Subs you can probably make.
on mp yeah
@@Hyde_Hill yeah but realistically you can just steal the navy or just paradrop. The only country that could perhaps benefit is japan if you want to play in the Pacific
Tier 3 ships are worth it if you can get them early enough.
They are invaluable as Japan, since you can get more planes in the air from a Carrier and you can make a super speedy Battlecruiser that even outmatches HMS Vanguard!
I usually unlock 1944 battleships in 1942 as the US and have about 2 or 3 built by 1944
Please continue this series.
The naval game is underserved on TH-cam. Please consider a collaboration with another Creator like MordredViking for a naval deep dive serious.
There's so much content to easley farmed here.
The naval aspect of WW2 is underrated in general, even tho it was probably the most war deciding factor. Yes i mean it. Even Churchill himself said that he only ever truly feared the german submarines. If the Germans would have managed to cut Great Britain off and the Italians dominating the Mediterranean, the allies would have no springboard to Europe, allowing the Axis to bring more men, equipment and supplies to the Eastern Front.
Enough to win the war? Maybe not. But it would have drastically improved their chances. More than anything else.
Speed is very important. Helps you in spotting, when you find a fleet it helps your ships get in possition faster. If you want to run you will get away faster. In battle, it is also useful for dodging heavy attacks. A heavy cruiser with 40 speed will only get hit 56% of the time from heavy attacks. If you manage to reach 45 speed, you will only get hit 44%. Light attack is really only realistically dodgable by destroyers without meme levels of speed stacking. A 40-speed destroyer will only get hit a nice 69% of the time from light guns and 25% from heavy attacks. Mass producing fast, cheap destroyers can be more effective than having actual well designed screen ships if RnGesus is on your side.
Surface visibility is another major factor in the hit chance calculation.
Base visibilities are 20 for caps, 15 for cruisers, 9 for Destroyers, IIRC.
The admiral trait 'Concealment Expert' can reduce this by 20% in one chunk. A 'Raiding Fleet' MIO can be built up to have 15-20% reductions as well.
If you stack the above bonuses, you can get caps with lower visibility than base cruisers, and cruisers with the visibility of a destroyer.
Combo it with all the speed bonuses you can stack, and you have ships that heavy batteries will really struggle to hit.
Tbh, i never look about armor or speed at all. Most of the times i try to make a navy out of nothing like playing oman or the raj and just build a navy with some capital ships and destroyers and maby one carrier so that my navy can destroy the british fleet or the japanese. With the japanese it didnt work cause they just always looked out for big fleets and never set them on strikeforce and with the british fleet i sunk 4 carriers and 3 battleships and some lightships
In the rare instance I build a navy, I always go battlecruisers over battleships. I don't know the maths/code behind it, but speed seems to be a major factor in both engaging enemy fleets and in positioning, and having your whole fleet speed at 30 knots (or close to it) is a HUGE advantage. I basically do like the US Navy in WW2 and create two heavy fleets- one with all of the slow battleships as mainly a ground-pounder fleet to support naval invasions, and one with all of the fast battlecruisers and carriers to engage the enemy fleets. It works really well.
I know I'm late to comment but the larger, heavier, slower ships absolutely covered in armor and guns are much better at one thing. Defense. You essentially want to use them like a glorified, mobile, naval gun emplacement that protects your coast. Ideally, you'll have them sit in port but only set to engage nearby ocean tiles (preferably the same tile the naval base is in, or 2 distance max), and when a scouting party has spotted an enemy fleet near your naval base (which should be easy if you construct radar stations near the coast), that's when you let the behemoths engage (with screens, of course). That way they do not have far to travel and can actually make it to the fight in time to be effective. The beasts can soak up a ton of damage whilst dishing out the same, can be supported by aircraft from your airbases on land and are a great deterrent against enemy navies getting too close to your home-turf.
Attempting to send them over any kind of distance however, is a complete and utter disaster waiting to happen, as they'll slow down your entire fleet to the point of either arriving too late, or missing the fight entirely, but also due to their large visibility and long time spent travelling, are at huge risk of being spotted by enemy fleets which gives a bonus to the enemy strike fleet when they come out to engage it. That's where those speedy battlecruisers like you prefer, are much more practical.
Therefore the bigger battleships aren't too useful if you plan on doing a lot of naval warfare, but are better suited to players who don't plan on doing much naval stuff and simply want to protect their coast from invading fleets.
Cruiser subs with plane catapults are surprisingly good spotters. And almost impossible to take out when they are on do not engage
Agreed. I use them as Japan a lot.
You can pump them out early to level up the Raiding Fleet (Sasebo) MIO while you rush Cruiser III. Just focus on the MIO traits that grant bonuses to speed and surface visibility. Then flip to light cruisers when you've got your research done.
Patrol with the cruiser subs, strike force with the light cruisers.
With some attention, you can have some absolutely nasty Light Cruisers (10-12 armor, surface visibility ~9-10, speed 45+ knots).
And with Base Strike doctrine you can get their org to 80 easily.
They'll soak light attack with their armor + org as they shred screens. And the caps heavy batteries will almost never hit them, with their speed and visibility profile, so they will torp them down one by one once the screens are cooked.
8:20 I remember those doctrines had visibility reduction too. Trade Interdiction got nerfed at some point and removed visibility bonus. Forgot which patch.
Maybe it is not "everything you need to know", but at least some basics.
Just one real flaw.
Light Cruisers with light batteries are actually best DPS/Cost effective ships and in most cases in single player will give best chance to win naval battles. So while they can also be used as spotters, escorts etc. they are commonly used as main strike force.
I mean it does say part one so yeah
SET YOUR SHIPS TO NEVER REPAIR. This is absolutely essential. If they are set to repair, they will retreat mid-battle when their damage threshold reaches a certain degree. This is bad because retreating WILL get your ships killed, as they take much more damage, especially mid-battle when a lot of your screens are destroyed so your ratio drops below 4:1. This is why COORDINATION is the most important admiral stat. Also never allow "splitting to repair." Just pay attention to your battles and manually repair when you need to.
Ships will retreat no matter what once their org is low , there's no way around this. Its the exact same as with land battles with the org/strength dichotomy. Think of turning on "never repair" as essentially enabling a "last stand" ability for your ships, where you sacrifice your strength in order to remain in the battle. Although its obviously not quite the same.
Naval warfare is essentially determined by a few major battles. It is not like land combat with its wars of attrition, although there are ways to drag out naval conflicts.
It is thus usually good to also set your strike forces to "always engage" to prevent weird AI calculations from stopping all your strike forces from converging on a battle. But if you have good spotting, and your enemy is stronger, it may be worthwhile to only allow your forces to engage into low/medium risk battles.
Subs are only useful for raiding enemy naval invasions imo. Nonstop convoy raids just aren't very effective if the enemy has depth charges on their destroyers. Take this as you will. If you disagree with me here please let me know because subs just never seem worthwhile to me. I also dont like having all the naval battle popups that result from it, as it makes it harder to know when/where your actual decisive fleet battles are taking place.
If your dockyard count is low, make "tugboats" (cheapest destroyers possible, mostly empty slots) and spam them out after you make the capitals you want.
if you don't want to fight big naval battles and just want to protect convoys, spam destroyers with max depth charges and keep 2-4 dockyards on convoys to replenish your supply. it may be worthwhile to buy convoys from the markets as well if you're really struggling and have low eco.
you can have the best capitals in the world but if you dont have at LEAST a 4:1 screen to capital ratio, you're toast
If you have a lot of dockyards and/or start out with a lot of screens, research and add level 2 torpedo tubes to every possible slot and then refit all your destroyers to create a bunch of torpedo boats. this also pairs well with a low eco build where you make strong light attack cruisers to take out the enemy screens ASAP, and then your torpedo boats will reck havoc on the enemy capitals. small nations can really punch above their weight with this method
torpedos do a ton of damage and if you can take out their screens they will destroy their capitals easily
battleships (BBs) are almost never worth it
heavy cruisers (CAs) can be good but they need to be min-maxed well
Air is the #1 decisive factor in any naval engagement
carriers (CVs) are always good when you have enough screens AND battleships/heavy cruisers to cover them. I personally feel you need at least 4 CA/BB for every CV. This is something people neglect I feel like. Carriers occupy the third "battle slot" behind battleships (who are themselves behind screens, occupying the first slot)
Again, CA are more cost/time effective, especially as "screens" for CVs
It can be worthwhile to make/refit specialized light or even heavy cruisers with max AA to help protect your ships, especially if you know the enemy has good carriers and/or if the enemy has a lot of air bases near the sea zones and is planning to try to do naval bombing
generally go for max deck space for CVs. converting battleships to carriers is also more effective than making them from scratch but carriers can still be worth making (they generally get more deck space)
the main stat that matters for admirals is coordination, then positioning, then attack, and then defense
If you want to find and fight the enemy in a decisive battle, make a small spotting fleet. It can be worth making/refitting light cruisers with max floatplanes to get the best possible detection. Detecting and engaging the enemy before they detect you makes a BIG difference.
Finally, its very useful for organizational purposes to customize the icons you use for different ships and turn on automatic reinforcement. The automatic reinforcement will change depending on the icon each ship design uses. This allows you to create and manage templates for your strike forces and be able to easily tell what ships are missing after engagements and what their role was in that fleet (AA, spotting, torpedo boating, tugboating, etc)
Thanks for your message mate!
Please continue this! I'm a pretty new player by HOI4 standards and I just started to understand land army and now getting hit with navy is rough. Very comprehensive and visual guide
I dont know how to tell you this but your face has a very striking contrast between young and old.
It carries with it a history, one that cannot be scrutinised but regardless it is ever present.
Goblin Gang
At 23:00 minutes talking about the Strike Force button, irl capital fleets would stay at a home base (Scapa Flow for the RN) and wait for a spotted target. It reduced the risk to the capital ships as they were safe in port, and reduced fuel burn, limited RAS/UNREP in those days. The threat of the capital fleet emerging from the port played a significant role in opponent naval strategy. One of the most well known examples is the British Home Fleet vs Bismarck, but that also applied the other way around. The Kriegsmarine were nervous about the Home Fleet coming out and smashing their High Seas Fleet. All naval operations were conditioned on 'What will the capital fleet do', hence its projecting naval supremacy by merely existing. (Doesn't mean it's a good game mechanic though.)
This is great! Also you mentioned around 31:55 you can't actually see the naval invasion actively firing the from the coastline. While that's true, I noticed if you turn your sound up in that region you can hear a GLORIOUS spread of battery fire. It's the best sound, please listen to it. It's like gunfire ASMR.
Once you go navy you never want to do anything else, and landwar just seems like a hassle.
Also, CL with max light attack + cheap roach destroyers is the meta. If you want you can add BC's there to add heavy attack there. Most cost effective fleet, but if you want to go for roleplay proper setup then 4 CV's added with CL + DD will rip any AI fleet apart. Added bonus for CV's: fighters do jack shit, go full naval unless RP reasons.
#GreaterFinlandNavalPower
I make light cruisers with all duel purpose guns, they wreck enemy screens, and I hardly lose any.
Once you get light cruiser dual purpose, it's all ogre. :D The amount of light attack is just absurd. Poor royal navy trying to field battleships or carriers into those fleets...
I honestly wanted a naval game based on the HOI4 system, just much deeper and more accurate to naval battles. I don't want to control my units, i just wanna manage everything and let the admirals do the job lol
@@pedrofelipefreitas2666 rule the waves with hardest difficulty so AI will fight the battles MIGHT scratch that itch? A great game for work laptop.
3 is on steam, 2 has a janky activation method.
I thought having 1/3 carrier fighters would be nescessary for your NAVS to not be intercepted by fighter?? Why’s that not the case.
I would kindla wanna know about carrier air wing composition and some build pointers. Because my impression is that more than 10 fighters per carrier is waste of space that should be all torpedo bombers. using dive bombers on carrier seems like a roleplay to me because they are worse at ship attack and to do ground support you need to park the carrier next to shore and manually control the air group and they dont follow ground units.
Nav bombers only yes, anything else is either rp or very specific navy micro..
IIRC torpedo bombers were much better historically, most ships targeted by carriers were sunk by torpedo attacks, not bombs. Think Bismarck, Prince of Wales, Yamato, Musashi, Yorktown, (almost) North Carolina, etc.
Because it's much easier to sink a ship than blow it to smithereens, and bombs usually don't cause flooding.
Meanwhile I make shit tons of subs, torpedo destroyers, a couple mine laying destroyers, and light cruisers if I’m feeling rich.
Please make part 2 for designs
Great video! Thanks for that! What I would like to see in another video about the navy is how to learn from in-game statistics or battle results. I'm thinking of stuff like "Why don't I ever find the enemy fleet?" or "Why did I win this one battle and lost this other battle?" to learn how to iterate on the fleet compositions/ship designs
One thing they need to include (and i dont know if this is a mechanic) but fleets should be able to provide artillery/air support for infantry on land
Great sea keeping + Weather experience provides a 90% resiatance to weather
Does this means planes wouldn’t get grounded? If so that’s an incredible grab for carrier designers.
@@colef2222 I've been wondering about this as well. If it helps Carrier combat, it's a better pick for CVs than the +1 deck space.
I have been playing around with testing the viability of naval bombers recently as like Feedback said they seem to have been nerfed, particularly in terms of using them as a near-shore anti-convoy raiding solution. From my findings you can potentially make them just as effective, perhaps even more effective, by using them in conjunction with naval air recon. For example if you build a dedicated light naval bomber and add a camera on as a secondary weapon once you have 2+ squads you can set 2 in a given sea tile, one set on naval bombing and the other on naval recon and assuming you have reasonable coverage of the tile you'll very quickly start inflicting considerable dmg. If you stack a radar station on top of this once you get up towards say lvl3+ radars where you can project them into sea zones you'll be hitting everything with no trouble at all.
One caveat to be aware of, you can select both naval bombing and naval recon concurrently as missions on your naval bombers, but any squads that have naval recon will never actually do any naval bombing missions even when both are selected, so this strat only works with 2 or more squads active naval bomber squads in a given zone.
There is also the heavy airframe dedicated naval patrol aircraft which absolutely fulfills the same role as the secondary recon squad in the setup i was describing, but as someone who has little interest in strategic bombing strats I find my method far more practical as I don't have to worry with all the research required for the heavy planes. You can even go so far as to intentionally reduce the strength of your naval patrol squads if you are worried about wasted air power having the 100 planes on recon.
YES MORE ABOUT NAVY PLS. I need to know the builds
If you dont rush carriers youll end up with carrier 3 probably about late 42 if you have 5 research slots if it's not your main priority im building 4 carrier 3s right now in my confederate USA playthrough ill put the old carriers in a separate fleet ive heen pumping out screens and subs like crazy so far
Love it Dave. Thanks for this one. Helped me learn a few things after 1000 hours.
One thing you should look at in-depth are naval MIOs. No one has made a guide about that! Which MIOs to use for spotters, screens, escorts, CAs and BBs? It's tricky balancing research, production bonusses, MIO funds and other bonusses!
The purposes/benefits of battlecruisers (historically, but I think in the game as well) are:
1. First and foremost, to keep the weight of large capitals below those pesky treaty limits (by trading armor for engines and guns).
2. A marginal benefit in cost/speed of production as a result of 1.
3. Capital convoy raiding, which both capitalizes on the extra cruising speed and minimizes the risk of putting the lighter armor in the battle line against true battleships.
I really like the torpedo cruisers. Having more torpedo slots makes them absolutely insane in your main navy as a disposable glass cannon.
If you have a decent back line of carriers, you probably don’t even need AA on your screens, which makes them even cheaper.
Pertaining to ship builds. If an MIO has capital ships, I research every naval support (improved weapons and the buffs etc.) with that MIO. Once you do 6, you get a policy. Go for the range and deck size. A cheap, a quick to produce light carrier of the converted cruiser line is perfect to supplement carriers mid game. Leave the engine at 1, as it only increases speed. Maxed upgrades of radar and AA, should be around 7k-7.5k production cost. If you’ve a good screen, and good carrier planes (you can make them fighters with a secondary torpedo for multi-role), only a fleet that outnumbers you substantially will kill yours. Of the 4 light carriers, 3 of their wings to naval engagement, and 1 to air superiority. Also if you don’t care about achievements, get the mod that increases dockyard per ship line. Being able to put 40 docks on one capital, makes playing navy actually worth it.
Thank you for these simple tutorials videos for single players they do help
I've played lots of Paradox games, and this is one of the best tutorials I've seen , hoping for a part 2 soon
Cruisers also have one other use not mentioned: they make good minelayers, because they can equip more minelayer modules. It results in faster laying of mines, while being more combat capable than destroyers, meaning your mine layer has to be out for less time.
you are the GOAT, i'm finally understanding navy, thanks bro
Fast BC are usefull if u want to build a fast carrier group, so BBs don't lower ur speed to bad.
Battlecruiser is useful if you're building a fleet to a speed standard as the extra speed granted allows for more armaments to be fitted whilst maintaining that speed
Yeah, maid a series of navy videos covering everything about the navy. This was very useful
Super helpful! Finally my convoys will be able to survive more than 2 years of war.
I really like light cruisers because destroyers have really short range. So replacing some destroyers with light cruisers reallt improves the fleet's range.
Thanks for the video. I learned a lot.
11:50 going to say this if you have or are making the other ship classes and are sitting there whit ship capacity production and not really sure what you might need.
make a working jack of all trade and have it act as a force multiplier for what ever fleet its part of, just make nothing but jack of all trade ships that wount work.
(maybe on destroyer if you put AA, torpedoes, radar, sonar, light guns) because destroyer sort of have all of them in defult slots and on escort you will probebly fight all of them.
(note on escort) most convoy escort will abbort there attack the moment they get spoted or shot at.
so a sub will sneak around the pacific get radar pinged by one destroyer and go well back to base and they drive back to port so fast that they got speed ticketed.
same whit torpedo bombers on naval strike (convoy raiding) they will abort as soon as the first destroyer fires the first salvo (in most cases).
14:34 another feature of the battle cruiser is that it have a easier time disengaging from a fight.
this mean that if you have a smaller navy then another navy battle cruiser have a better chance off retreating from a fight get back to port and getting repaired.
then a battleship that will more likely get stuck in the fight until it ends (that said do pay attention to the speed as there is nothing not even a warning if you make a battle cruiser thats to slow, to many heavy guns that slows it down to much).
33:00 now if Paradox made it so that the fleet would rename it self to something senseible.
because I seen the game spit out some wierd fleet combo going... what is this supposed to be (it was a mine laying fleet) but it hade the name fleet 132.
Battle cruisers pair well with light cl covoy raiders. Light cl kill screens and convoys, battle cruisers drops capitals.
I never make battleships.... Fast battle cruisers are king
Very useful! Only just added 'Man the Guns'.
Would really like to see a playthrough where you focus on naval as germany or japan to see your complete strategy building to batteling
What determines when a fleet runs away or in a battle?
Is there a set time limit to naval battles.
Do theyfight to the death until all the ships are sunk?
Essentially are we building a fleet all game just to have one game determining battle against their fleet?
You forgot to mention that crusiers with subs and some spunge destroyersare very good at convoy raiding as they can get very high soft attack to destroy the enemies' screen's defending the convoys.
Hi Dave!
great opening of a very usefull series!
What I want you to show the peasents is a pure torpedo destroyer or torpedo light cruiser fleet with skirmishing, using either the
Surprise Attacks or
Surface Raiders officer corps.
So you basicly attack with superB positioning and extreamly low visibility to dodge and screen pen torpedo the enemy and retreat and repeat. Maybe a chinese run against the japanese invading fleet.
I want to see this working as the dev intended!
Make it work, be a hero and deliver the content !
I play with one super heavy battleship (with pride of the fleet buff) to soak the heavy weapons fire and massive light cruiser fleet to kill the "frontline" as fast as possibly.
It's basically about having a huge number of good screening ships, and of course good cheep light cruisers. Never build battle ships middle in late game cause of the number of years it takes to build them. The best investment in middle to late is aircraft carriers.
Nice video Dave please continue this series it's so good
In hoi4 i see the army as the dumb fun noob type of combat, air as the "idk, air superiority good" combat, and the navy as the hard to learn but badass combat.
Great video, helped me a lot to understand navy
Feedbackgaming ONCE AGAIN, making me a significantly less mediocre hoi 4 player. At this rate I might one day be competent
In MP navy plays a very specific role and there spammed.
In single player, they do play in very effective way. My US turned CSA play through was tearing Japanese navy apart while defending the Philippines from invasion. And all of the ships in Nimitz fleet are exist US warships, not newly built ships.
Theres somethig really fitting about a British man lecturing on naval warfare
20:28 i wonder if when carier is level 3 experience and get +% for sortie eficiency, would that mean you could now get more than 4 cariers and you would basically removed the sortie penalty ? because that bonus as iam awere doesnt let you get more planes on that one carier you just get this bonus for that ship while max planes stay the same, or does the sortie efficiency convert for some bonuses to the planes ?
Imo they should remove the small research things that only give you bonuses (the shell icon things) and just integrate those bonuses with the next researches. So much clutter research for a good navy
Yeah we need a video(s) with all of the topics you mentioneda last
Thanks for this!
I'd like tons of suggestions regarding using navies as a minor nation.
He's so real for this
This is a good refresher. Only thing I didn't really get is why all carrier naval bombers and no fighters.
18:00 submarines use Sonar not Radar, Radar is only use full if your vessel is really tall. planes are the best for radar, ships radars are placed as high up as can be.
subs are best at sonar but ships can use it to.
i guess large subs might have radar that they use when they are on the surface but i doubt they use it in any kind of battle as planes are really good at spotting subs close to the surface.
You are telling me what my meme Super Heavy Battleship with all of guns are Super Heavy Cannons are meta for his tipe???
The only thing i dond't do is screens for his, so, the dont live a month.
Very helpful vid. After mastering the ground and air systems however, this Navy system made me decide to quit HOI4, lol. Navy is way too complicated. The fact Navy needs a two part vid over 35 mins long is a testament to how bloated this system is, made worse by how unintuitive grouping and merging units are.
I love the video David
What think we should be able to put our ships in to storage so u have the ship built but. No crew on board or a minable crew when they join man fleets you have to put them threw the dock yard to get them ready
I make no armor light cruisers with one catapult and rest medium light batteries… instead of heavy cruisers… chews through screens way better than
I had no idea that fleets on Strike Force created Naval Sumpremecy
yes but less then those on patrol or naval invasion support
Feedback is sadly mistaken about Battleahips and Heavy Cruisers. The main advantage of Heavy Cruisers is smaller IC cost compared to Battleships. Three Heavy Cruisers beat one Battleships. Also don’t use extra armour on HC’s. It’s expensive and it slows them down which negates their speed advantage.
Great video!!!
does shore bombardment damage enemy units like the Cas or does it only give you combat bonus.
Yesssss🎉🎉🎉🎉 been waiting for this video to be made! Love navy combat even though I know very little about it
What planes should I put on my carriers?
YES
Jp catapult subs are amazing for spotting
I’m over 900hrs in and only just found out how navy works like a month ago
this is very good guide but i still have problem , i did merge my navy units into the one but many of ships remain as detached reinforcement and once i force them to come back and do their mission they come back and do it Separately and they face enemy Separately when they all under command of one admiral but other units not coming to reinforce them as result they get crushed one after another ,so please can you explain me how to merge them correctly ???
Thank you so much!
From 2017, I don't know how many HOI4 navy youtube video I have watched, lol.
is there a part 2
also very appreciated you go into such detail because it helps to remember how everything works
Part 2 is being edited. Coming soon :)
@@FeedbackIRL looking forward to it :D im gonna get back into hoi4 and try learn the hardest stuff i didnt understand
What more would you like to see?
-How to design. Ha! I know exactly how to design.
How it looks live in battle. Naah I know pretty much.
Officer Corps. Naa wait a minute, that would be awesome! Please do that!
Btw how do you only have 50k subs!?
Quick question. Im playing as Germany with my friend, and ive researched the H41 Battleship class bu it says *Heavy Armor Scheme is not allowed for the slot armor* Idk what that means and ive tried to create a variant of it, but doesnt do shis
great video, i don't know if i`l ever get gut with navy...
If you only play SP then just do destroyers with the best tech you can get and put torpedoes on them. Soft will destroy screens and torpedoes will destroy the capital ships. AI has bad fleets so that is the easyest strat. And make some anti sub destroyers since minors like to spam subs
Oh here is an idea for the naval supremacy problem. Always a pain that they can be half way across the ocean but project supremacy. Why not just have it drop off by some % based on distance from the fleet itself?
Sounds good, problem is how exactly you calculate the period where ships are forced from a port (either it's taken by land or they lose naval access).
Would the number become exponentially worse because their nearest port is much farther away? Doesn't make too much sense.
I have played HoI for one thousand hours, but I still don't know where to get in-game information that my fleet is too big or how to calculate if it is beneficial to take some ships away from my fleet and make them watch the naval battle from a distance.
What happens when you put a fleet on strike force with no patrol?
Instructions unclear, purged all admirals
Carriers do in fact hit screens equally effectively as capital ships, they just have a preference to target carriers>capitals>screens.
great video, i enjoy navy but i always felt like i didn’t know what i was doing with patrol in particular - i’ve never been too confident with patrol task force composition and the number of patrols for each fleet - i’ve been trying to go for 1 light cruiser with 3-5 destroyers (with one patrol task force for each active naval region) - is this rubbish? can i get away with 1 patrol task force for every 2 active naval regions? and are the destroyers just slowing down my light cruisers and leading to them getting hit and not spotting as much?
also will subs do anything on patrol? i assumed they’d be bad at the task because they don’t get radar/sonar, but if you find you’ve not got enough light cruisers and you need your destroyers for convoy protection, can you use subs as a last resort or are their stats so bad that there’s no point
Great video but one question. I recall that the AI doesn't actually need naval supremacy to conduct naval invasions which is one of the only ways the AI "cheats" in this game on a normal difficulty. Was this changed recently?
Would like to see actual builds in later videos
Is it just me or do I sink the most ships (warships, not just convoys) on CR?
could you do this also with air? i dont know the reason why there tactical and strategical bombers
Tactical bombers are able to do everything alright, but don't excel. Strat bombers are really only able to bomb logistics or buildings. Not worth it, IMO.
I usually make them for 3 reasons: bombing forts (essentially reducing their levels per damage so you can attack maginot or sudeten like it's nothing), nukes (strategic bomber only), and/or farming war participation score.
Seems like the fastest way to lose your DD fleet is to put them on convoy escort. What's the trick?
Is there a country where I can get a phd in understanding hoi4 navy?
The problem I have is that my navy ends up in like the Indian ocean and when I try to bring it back to Europe, it says it’s out of range and I’m like yeah I know it’s out of range. I want to put it in range but it’s like I can’t figure out how to do that.
Control right click on a port near the region you want to put them
@@thinkwithportals5018 thank you that’s what I was missing
One thing i hate about paradox and their games is how they overly simplify the navy and warships. Whether its space or ww2. All a person has to do is pump out massive amount of one ship type and you win.
we need part 2
I like heavy cruisers for minors, they can deal some damage but are cheaper than battleships
Do i buy the man of guns DLC? I just got to grips with the base game navy after 650 hours