tweber
Posts: 1411
Joined: 6/27/2007 Status: offline
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The default naval units were designed so that they each had a purpose and a weakness - BB have good shore bombardment and good vs ships - CG are good vs air - CV are weak unless loaded with planes, then the are good vs ships (except CG) - DD are good vs subs - Subs are good vs ships (except DD) By 'good', I mean an equal investment and same experience level of 1 type will do better than the other. So, BB cost 4x subs. A single BB will likely beat a sub. However, 4 subs will likely beat 1 BB. For naval tactics, I think it is good to have a bunch of pickets (e.g., lone sub / dd) to do your searching with a large fleet of mixed types for the main battle. It is also good to put subs in likely supply lanes. Another thing to keep in mind is that you can turn off AS for units. You should do this with subs until they are in position (e.g., if you play WAW, turn off subs AS while sneaking past the UK, turn it on when well clear). Another thing to keep in mind is that naval units have double combat effectiveness in ports. Also, you can naval attack planes in a port (you usually do not want to keep your CAP in a port unless defended by other units like dive bombers and BB). Finally, CG can put up alot of flak so it is often good to keep them in port. However, you will lose your fleet if a land unit takes the port. That can really hurt.
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