Navy Organization (Full Version)

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Grymme -> Navy Organization (1/5/2008 12:38:52 AM)

Any thoughts. What escorts do you use for Cargo Fleets. Does people combine Subs with surface vessels? For coastal bombardment?

I usually try to have something like 1-3 battleships, 3-6 cruisers and 4-9 destroyers in a surfacecombat fleet. Coulf it be done better.

When it comes to subs i try to have atleast 4 subs in a wolfpack.




miral -> RE: Navie Organization (1/5/2008 1:16:48 AM)

Good question. Few of the posts seem to address naval issues. Perhaps most people are playing with mostly land units. I have done this because naval units move so blamed slowly. But I just found a thread that tells how to edit to increase their speed so I will try a map with lots of water. So I'm not the one to offer you an answer but I would be interested in hearing from those who have fought large naval battles.




tweber -> RE: Navie Organization (1/5/2008 2:49:10 AM)

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.




Twotribes -> RE: Navie Organization (1/5/2008 3:32:08 AM)

I generally use the rule 1 BB, 2 CA, 4 DD. 1CV, 2 CA, 4 DD.

Generally use subs alone. Use single or 2 DD or a sub to scout with.




freeboy -> RE: Navie Organization (1/5/2008 6:00:06 AM)

watch out for waw ca's they rule the waves.. armed with high tech mweapons lol




Tattico -> RE: Navie Organization (1/5/2008 6:07:35 AM)

Usually I do this:

Attack/Main Combat Fleet
Usually BB with CG and DD for defense...

Support Fleet
Usually CV with CG and DD as escort...

Transport Fleet
Of course... transport with CG and DD for escort...

Da Wolf Pack
Subs anyone?

[:)]




Ande -> RE: Navie Organization (1/6/2008 6:06:05 PM)

As far as I understood the hide mechanism, wolfpacks is very risky. If you want your subs to stay undetected, you should spread them out as much as possible. Also, early versons of subs is much likely to be detected and destroyed. As for fleet tactics, I usualy keep as balanced force as possible with every type of ship and have them as big as possible for protection.

lone carriers with fighters tagging along your main fleet is great for recon, especially if they're upgraded 




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