suo
06.12.04, 13:58
Naval Combat
Taskforce Composition
There are three types of ships. Capital ships, screens and submarines. Each capital ship needs at least one screen to form an effective taskforce.
Positioning
At the start of a naval combat, each fleet gets a position value determined (0-100%. Doctrines and skill-levels of leaders affect this.) Each hour, this position may move up or down, depending on several factors.
Engagement Distance
Various ships have different distances where they may fire upon others. A Carrier with a CAG have superior distance to all, while a Battleship's guns reach much further than a destroyers. This distance changes during the combat, where doctrines and skillfull leadership rules supreme.
Targetting
Ships have a set target they fire upon, which does not change unless positioning is bad. If the opponent have better position or more screens or is more lucky, you'll most likely target his screens first. Extremely bad positioning at night may even cause friendly fire.
What does the betas say?
el_slapper - "Really impressive. Now you KNOW that different kind of ships are useful, as they historically were. Carriers are kings of the long-range fight, but surprised at a low distance, they're expensive targets for practice. Battleships are cool too, but will sink very fast against air power if not shielded by light cruisers. And, of course, destroyer screening against subs is something that you'll regret no having forecasted.
Having a powerful fleet is now important even for a land power as the USSR. Once the sea zone is cleaned up from any enemy, naval support & its various forms are especially useful for fights in coastal provinces."
J.J.E - "The most important change can be said in one sentence: Carriers were almost useless in HoI, and they are now the pivotal point of naval combat, as they should be in most cases."
jpd - "It's crucial that one forms naval task forces that are well balanced. Just lumping a bunch of capital ships in a task force is a total waste of resources, if such a task force encounters a well balanced one. Balanced here means at least as much screening vessels as capital ships.
And make sure that a well balanced task force contains carriers. If they do not, and go up against a carrier TF, they get sunk faster than you can say 'naval combat'. "
Peter Ebbesen - "Naval combat... Depends on tech much more than land combat. At high tech, naval combat centres on the use of Carriers and Battleships with a screen of cruisers and destroyers to deny access to a sea zone, destroy opposing task forces, and use shore bombardment to soften up the opposition, while stealthy wolfpacks cripple the enemy's supply and resource convoys.. Combat is intense with the positioning of ships being critical for the outcome of an otherwise evenly matched battle. At low tech, well, any low tech fleet up against a high tech carrier group is going to be sunk before it gets into firing range unless it has a significant numerical superiority, and even then it is unlikely to do much damage"
Johnny Canuck - "The new naval combat system is, IMHO, one of the best new features in HOI2. As a naval enthusiast, I could not be more pleased with how it works. The system forces the player to make historical decisions regarding strategy, task force composition, etc. which have historical outcomes."
Matedow - "The naval combat system is a large leap forward in realism. Not only do you see your ships closing the range to their opponents, you get to see your battleships open fire earlier because of their longer range guns, see you screening ships do their jobs, strike enemy ships with carrier based aircraft... All of this adds to the feel of naval combat. It is one of the best naval combat systems that I have played with in a game that isn't focused on naval combat."
Crisisman - "Naval Combat is like a Christmas Song for me:
On the 12th day of Christmas Johan gave to me,
12-Command limits high enough to form a major TF
11-Individual ship engagement ranges
10-Positioning influenced by Commanders
9-Positioning influenced by Doctrines
8-CAGs(Carrier Air Groups) that upgrade
7-Different night/weather penalties for different ship types
6-Naval Missions that let you assign and forget
5-Submarines can no longer sink whole navies with ease
4-Costs balanced so you can build historic fleets
3-Fleets that return to base when mission is complete
2-Shore bombardment values for all surface warships and CAGs
and 1 display of exactly which ships are targetting/being targetted by which opposing ships!
Merry Christmas to all, and to all a good fight!"
und ich darf das nicht nur zitieren... so ein quatsch, wer hat sich das eigentlich ausgedacht mit den 10 Zeichen???
Taskforce Composition
There are three types of ships. Capital ships, screens and submarines. Each capital ship needs at least one screen to form an effective taskforce.
Positioning
At the start of a naval combat, each fleet gets a position value determined (0-100%. Doctrines and skill-levels of leaders affect this.) Each hour, this position may move up or down, depending on several factors.
Engagement Distance
Various ships have different distances where they may fire upon others. A Carrier with a CAG have superior distance to all, while a Battleship's guns reach much further than a destroyers. This distance changes during the combat, where doctrines and skillfull leadership rules supreme.
Targetting
Ships have a set target they fire upon, which does not change unless positioning is bad. If the opponent have better position or more screens or is more lucky, you'll most likely target his screens first. Extremely bad positioning at night may even cause friendly fire.
What does the betas say?
el_slapper - "Really impressive. Now you KNOW that different kind of ships are useful, as they historically were. Carriers are kings of the long-range fight, but surprised at a low distance, they're expensive targets for practice. Battleships are cool too, but will sink very fast against air power if not shielded by light cruisers. And, of course, destroyer screening against subs is something that you'll regret no having forecasted.
Having a powerful fleet is now important even for a land power as the USSR. Once the sea zone is cleaned up from any enemy, naval support & its various forms are especially useful for fights in coastal provinces."
J.J.E - "The most important change can be said in one sentence: Carriers were almost useless in HoI, and they are now the pivotal point of naval combat, as they should be in most cases."
jpd - "It's crucial that one forms naval task forces that are well balanced. Just lumping a bunch of capital ships in a task force is a total waste of resources, if such a task force encounters a well balanced one. Balanced here means at least as much screening vessels as capital ships.
And make sure that a well balanced task force contains carriers. If they do not, and go up against a carrier TF, they get sunk faster than you can say 'naval combat'. "
Peter Ebbesen - "Naval combat... Depends on tech much more than land combat. At high tech, naval combat centres on the use of Carriers and Battleships with a screen of cruisers and destroyers to deny access to a sea zone, destroy opposing task forces, and use shore bombardment to soften up the opposition, while stealthy wolfpacks cripple the enemy's supply and resource convoys.. Combat is intense with the positioning of ships being critical for the outcome of an otherwise evenly matched battle. At low tech, well, any low tech fleet up against a high tech carrier group is going to be sunk before it gets into firing range unless it has a significant numerical superiority, and even then it is unlikely to do much damage"
Johnny Canuck - "The new naval combat system is, IMHO, one of the best new features in HOI2. As a naval enthusiast, I could not be more pleased with how it works. The system forces the player to make historical decisions regarding strategy, task force composition, etc. which have historical outcomes."
Matedow - "The naval combat system is a large leap forward in realism. Not only do you see your ships closing the range to their opponents, you get to see your battleships open fire earlier because of their longer range guns, see you screening ships do their jobs, strike enemy ships with carrier based aircraft... All of this adds to the feel of naval combat. It is one of the best naval combat systems that I have played with in a game that isn't focused on naval combat."
Crisisman - "Naval Combat is like a Christmas Song for me:
On the 12th day of Christmas Johan gave to me,
12-Command limits high enough to form a major TF
11-Individual ship engagement ranges
10-Positioning influenced by Commanders
9-Positioning influenced by Doctrines
8-CAGs(Carrier Air Groups) that upgrade
7-Different night/weather penalties for different ship types
6-Naval Missions that let you assign and forget
5-Submarines can no longer sink whole navies with ease
4-Costs balanced so you can build historic fleets
3-Fleets that return to base when mission is complete
2-Shore bombardment values for all surface warships and CAGs
and 1 display of exactly which ships are targetting/being targetted by which opposing ships!
Merry Christmas to all, and to all a good fight!"
und ich darf das nicht nur zitieren... so ein quatsch, wer hat sich das eigentlich ausgedacht mit den 10 Zeichen???