Optimal naval composition (2024)

All good points from @Wraith11B here. I would add the following to that:

-Capital ships take a long time to build, so start building early enough. If you're a major naval power going for BC, BB, and/of CV, you want to start building one or two units at the very start of the game (the 2nd one offset by 4-6 months) to get the practical up for your second run of more advanced ships, which should then be ready before the war starts. You can start building the more advanced ships before the first ones are completed without losing any efficiency in production.

-Escorts take less time to build, so you could delay building them until 1-2 years before the war.

-Major Naval powers don't start with a blank slate and it will cost significantly more leadership to go for a new path in doctrine and technology. For example, Italy starts with great BB tech, allowing you to start building the Littorio-class immediately. If you want to build CV's instead, you're going to have to start by researching CAG, then CVL, and finally CV, just to have basic CV's which are a lot lower tech than the BB's you can build at the start of the game.

- If you start with a pre-existing fleet you should research AA and doctrines for all the ship-types you have to get the most out of it . (unless you only have a couple of them and don't plan on building more, in which case you can relegate them to secondary roles, like shore bombardment.) This also means that it's more efficient to continue building the same types you already have in your fleet than to add new ship-types.

- Synergies in doctrines (CV-CL, BB-DD, and CA-BC-SS) and synergies in practical (BB-BC, CA-CL) should be kept in mind as well. Especially if Leadership (doctrines), or production capacity (practical) is in short supply. Combinations of both can also provide more versatile fleets: Cruiser Fleet (BC-CA-CL), Carrier-Cruiser Fleet (CV-CA-CL), Augmented Battleship fleet (BB- CA/CL/CVL - DD), Heavy Carrier Fleet (CV - BC - CA -CL)

- researching basic CVL isn't that expensive, and if you're going for a Battleship strategy and unless you mostly operate within interceptor range of your enemy, a single CAG can be very effective at protecting incoming naval strikes. Of course it will take significant damage, but it will greatly reduce damage to your ships.

- For CAG's in general, if you have CV's and/or CVL's, build extra CAG's and keep a close eye on their strength so you can swap them out for fresh units before they get destroyed. Basically, your CAG's will keep defending your ships, and attacking enemy ships in naval battles until they get to 0 strength and simply disappear.

- You should keep the speed and range of units in mind. You want your Carrier Fleets to have a high average speed, so adding a single BB to a CV fleet will likely bring down both the range and speed of the fleet, which could spell doom for the BB if you encounter a fleet with more/more modern BB's. If you want to make a combined fleet, your best bet is to do like the Japanese and operate BC's alongside CV's, or you can combine early game carriers with late-game battleships which have the same speed.

-SHBB is cheap to research and expensive to build. Can be built by the start of the war, and will win 1-1 from contemporary BB's, but by 1945 it will be superseded by regular BB's. They do have the highest shore bombardment value, so even when superseded, they remain better than BB's at supporting land forces.

-BC is faster and longer range than a BB, it's also cheaper, but it will loose against a BB. There are only two reasons to go for BC's: You want a big gun ship, but you can't afford to research/build a BB. You want a big-gun ship that can keep up with your CV's in both range and speed to create combined fleets.

- Escort ratio is a hotly debated topic, but what is clear is that you need more than 1 escort unit per capital unit in your fleet, if you're somewhere in the 1.5-2.5 escorts / capital ship range you'll probably be fine. CA counts as a capital ship.

- The AI isn't very good at the Naval game, meaning that even strategies that don't follow the most efficient/effective path can still work, as long as you have large enough fleets with a good escort/capital ratio and the AI can't consistently bomb the ports your ships are docked in. (whether that is because the enemy bomber's can't reach your ports, or because you have modern interceptors in sufficient numbers to intercept them.)

- Submarines are a separate game to the surface action, except for the fact that you need DD's to hunt them.

Optimal naval composition (2024)

FAQs

How big should a task force be in HoI4? ›

all in all one task force for me is about 25-30 ships and i have like 10 Task Forces for 1 Navy (Admiral) known as US Pacific Command and then a smaller one with all my old Ships for the Atlantic Command but mainly to convoy escort. As of right now, SS are OP due to the torp stack.

What is the composition of the modern naval fleet? ›

Modern fleets combine surface warships, submarines, support ships, and ship-based aircraft to conduct naval operations at sea. Generally understood to be the blue water, or oceanic, green water or littoral versus the brown water or coastal/riverine forces.

How big should fleets be in HoI4? ›

Strike fleets don't have a set number of ships/submersibles; the more, the merrier. However, players must keep some rules of thumb in mind: These ships are recommended in a strike fleet: 3-4 CV. 5-10 CL.

What is the fleet structure in hoi4? ›

Each fleet consists of one or more task forces, with each task force containing a number of individual ships. At the beginning of the game, each player's navy will already be organised into at least one fleet. The player may create new fleets and task forces at their discretion, and move ships between them.

What happens if you reach 0 stability in Hoi4? ›

At 0% stability, the penalties are: -20% political power gain. -50% factory output.

What is the most difficult achievement in Hoi4? ›

In terms of requires the most skill, don't die for your country. Pretty much every other achievement can be done either by lucky rng or exploiting game mechanics, but in the current version of the game there is no way to exploit don't die for your country.

What is the penalty for naval size in hoi4? ›

Each carrier exceeding 4 per side incurs a 20% sortie penalty, up to 80%. The penalty applies based on the number of carrier airwings and reduces the number of carrier wings that can operate.

How do you optimize fleet size? ›

You need to consider factors such as your service level, demand patterns, vehicle utilization, maintenance costs, fuel consumption, and environmental impact. You can use data from your fleet management system, customer feedback, and market research to identify your fleet performance gaps and opportunities.

What is the capitulation limit in hoi4? ›

The surrender limit can usually not go below 20%, the only exception being Japan when losing Okinawa and Iwo Jima, having less than 40 ships, and getting hit by two nuclear bombs. When a country crosses the surrender limit, it capitulates to the country that dealt the highest war score (see below) against them.

How to make a good fleet in hoi4? ›

- Capital ships (Carriers, Battleships, Battlecruisers, Heavy Cruiers) sink enemy vessels in naval combat. - Screens (Light Cruisers, Destroyers) are there to protect your capital ships. - You should keep at least a 4 to 1 screens to capital ships ratio to protect your capital ships.

How is naval supremacy calculated in hoi4? ›

To be able to get naval supremacy, you have to have at least 40% naval intel efficiency. Naval supremacy of a navy depends on what type of mission it is running, how effective it is on the region, how many ships it has and how large they are.

What are Marines used for in hoi4? ›

Marines in Hearts of Iron 4 offer diverse gameplay options in amphibious settings, making them versatile in unique setups. The Mixed Roles template mixes Marines and Infantry for Combat Width 45 setup, while Amtrac Marine Balance focuses on defense.

How big should a task force be? ›

The ideal size of a task force is as few as three or as many as ten people, but may vary in size based on the nature of the objective.

How long should a task force last? ›

A task force is a small group, usually four to twelve people, that brings together a specific set of skills to accomplish a short-term task. It may be called a "project team" or a "working group." But by whatever name, a task force exists for a specific, time-limited purpose, usually lasting a few months to a year.

How big is a military task force? ›

In the U.S. Army, a task force is a battalion-sized (usually, although there are variations in size) ad hoc unit formed by attaching smaller elements of other units. A company-sized unit with an armored or mechanized infantry unit attached is called a company team.

What is the perfect combat width in Hoi4? ›

Fans of Hearts of Iron 4 who want to find an adequate Combat Width to accommodate most combat situations should consider Combat Width 15. This isn't to say that Combat Width 15 can take down most enemies, but this Width has the advantage of having the least penalties for terrain types and attack directions.

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