Hoi4 destroyer spam. In hoi4, naval trade is more expensive, because you need convoys, while for land you need nothing. Hoi4 destroyer spam

 
 In hoi4, naval trade is more expensive, because you need convoys, while for land you need nothingHoi4 destroyer spam <i>Grab all of your fighters, CAS and Tacs and go for massive air battle in the Channel</i>

The thinking is, the light cruisers will kill the enemy screens with their abundance of light attack exposing the enemy capitol. Hawaii is 95 miles from California, and the Phillipines are 95 miles from Hawaii. If this is not an option, the cheapest and easiest way to get a competitive navy is the spam out 1940 light cruisers with as much light attack as possible and 1940 destroyers with as much torpedo attack as possible. Having a ton of navs basically guarantees you’ll win. Reduced number of destroyers needed to cover convoy routes from 1 destroyer per 5 convoys to 1 destroyer per 10 convoys. It focuses on blue water navy carriers and their light cruiser and destroyer screens, with submarines also receiving decent bonuses for supporting carrier operations. In HOI4 you can probably build around 15 destoyers for a Battleship and around. Anti-Air II. (Optional) Just naval invade your enemy before they invade you, the AI is pretty shit at defending its ports, you only need around 10 divisions to secure a beachhead. There are essentially two metas. Go to hoi4 r/hoi4 • by DukeOfIncels65. You can put groups of DDs on Invasion support to have them tag along with the troop transports. 1% of largest communities on Reddit. They should have minimum guns, maximum engine and detection (radar, sonar, and for cruisers, floatplanes). Countries with a unique focus tree have already received 80 or 99% of their icons, so the mod will be updated. What is the use for heavy tanks in HOI4? Light tanks are fast, take less production, and have the best soft attack per buck. Fire Control 0. With 9 mot and 3 mot art motorised division and 14/4 marines art with deep battle doctrine and operational integrity. Destroyers should be at least 4 per cruiser. For thousands of years until today, naval trade has been mostly faster and far cheaper as compared to land trade. 2 minelaying power per sub, to make it about 225 IC per minelaying power, at the same time that you would get aerial minelaying, with less tech required. I hope that you give me an up-to-date avice upon fleet composition and ship builds. Focus on bombing enemy ships, and plan naval invasions. However, if you run into carriers, they will wreck capitals no matter what. Start Building heavy TDs but dont use them yet. 370K subscribers in the hoi4 community. A new thing I did was to build quite a few fast CLs with floatplanes and lots of light attack to act as "destroyer leaders", (ideally) one per patrol DD task force. In my current HOI4 MP game, Soviet heavy tank destroyers attached to a few select Soviet infantry divisions are killing German medium tanks at a 4:1 ratio. Around a 13. A good offensive division is a balanced tank division focused on medium tanks (and/or even light tanks early on. You should aim for a total of at least 4-5 destroyers per cruiser. Mechanized = low breakthrough, SPG = low breakthrough, tank destroyer = low breakthrough. You also really want to over screen your capitals in the main death stack, if you leave them at exactly their on-paper screening, the instant you take a positioning penalty or lose a single destroyer you'll start to lose screening efficiency. They can cover more ground, do better encirclements and they have less supply issues. Naval Bomber: 20 bombers/minelaying capacity, so a minimum of 520 IC/minelaying power. the medium tank has a lot of breakthrough and some soft attack but bad hard attack. Doesnt seem to be mentioned by anyone else, but tanks are the best tank-counter imo. Generally, you do not need SPG with heavy or medium tank divisions. Have naval bombers over all air zones in the Mediterranean. 4. You have 6k light tanks in stockpile. In my honest and humble opinion, if you want to spam ships which are quickly build, go for one of these. Colosso95. I made this mod to change naval combat, removing all the cheese that Paradox left in, and adding some more realism to the whole naval combat mechanic. These patrols should be a single ship, either destroyer or light cruiser, set to never engage. Set them to convoy hunt. And your heavy tank will represent like maybe 2-5% of your division HP and Organization. Bay's Plane and Naval Unit Scale Mod makes several graphical ONLY changes to HOI4. Scharnhorst opened fire on Ardent at 16:27 at a range of 16,000 yards (15,000 m), causing the destroyer to withdraw, firing torpedoes and making a smoke screen. Capital Ships: CV - Radar, Min 3 Flight Decks, AA and secondary battery. Lots and lots of mines. It is cheap to produce, so I quickly produce enough to fit all my motorised, mechanised and tank divisons with one battalion each. When it comes to choosing a ship to start one’s naval fleet in Hearts of Iron 4, it’s the Destroyer that can form much of the frontline due to its. 4. this division is the most efficient. Front 1. Constructing a HoI4 Germany Guide. . I'd say they are just fine. They win a few battles but I don't seem to make progress. Heavily Entrenched Defense: Perhaps the most ignored type of Combined Arms. Also let the royal navy come to you - stay around the shores of the US/Mid Atlantic. A grand total of over 1200 ships in all sizes was built; growing from 244,000 (1941) to over 2. I've been trying to keep up my production, but my two fleets in the area, the Baltic Fleet and the Home Fleet, have. Also Check out my Suggestion to Fix the US Presidency in HOI4 Expanded News Events Greek Political Parties Suggestions Byzantine Emperor Suggestions Democratic Hungary Leader Suggestions White Russian Advisor Suggestion Europa Universalis: My exhausting idea for a DHE with event chain for Korea in EU4 Greek Unit. You can mount between 0 and 2 on DD1 or DD2, 0-3 on DD3, and 0-4 on DD4. You only need 7 tanks to make a Super-Heavy TD battalion , 35. Screening Ships have a rock paper scissors concept with Armored Light Cruisers defeating Destroyers defeating unarmored Light Cruisers. Specialized destroyers and naval bombers should do the trick. Stack at least 8 divisions per tile. So first lets talk about the add_equipment console command, for everyone, this is a slow, annoying, and sort of the wrong way to do that. Apr 28, 2021. dishhawkjones • 2 yr. The first design we will be testing is spam of a light cruiser design (no armour) with a 1:1 ratio of roach destroyers as well. There is no point in adding more than three main batteries. This consists of destroyer spam where you mainly focus on light attack and torpedo attack, with just. This is the most important part. higher tier modules might be more expensive up front, but they offer more DC per IC, and needing fewer modules would reduce the speed penalty, or open the module slot to be. CowboyRonin. Trips. Having air superiority is super important for spotting and battle. As for navy, BBs should go together, CVs can use some damage sponges like CAs or BCs, but usually only up to 4 in number of CVs and capitals per fleet, fill the rest with screens at least 4 times in number of total number of. Same result. k. You need to have air superiority (wiki says 70% but I could have sworn it’s 75%) in all the air zones in the unit’s flight path. 2 inch Mortar. Without testing I would assume the fuel and IC cost might be less efficient than submarine spam, however you may require less ships to accomplish the same result which would negate the possible fuel and Production costs that I predict. The US in the pacific, especially with the Base Strike Doctrine will be way more efficient with Light Cruiser as their screen ships than destroyer. And take of those mods. A place to share content, ask questions and/or talk about the grand strategy game…A destroyer with the best radar and soonar also seems quite capable at finding submarines but not as good as the light cruiser. These patrols should be a single ship, either destroyer or light cruiser, set to never engage. Whenever you get air. Target cost 5200-5300. 11. Keep in mind that a NAV requires 30 MIC each, and a CV requires 10250 NIC ( + 32 * 100 = 3200 MIC for the Airgroup ), so each Carrier is worth in production about 450 Naval Bombers worth of total Industry! No, torpedoes are still useless, and dumb. Paradox needs to really study themselves some actual military history. " Upgrade the things you want to upgrade and save it. New comments cannot be posted and votes cannot be cast. Yeah you'll be fine with carriers + destroyer spam. Nah torpedoes because they got nerfed pretty hard. I have made some 4 Carrier, 2 Battleship, 6 Heavy Cruiser, 6 Light Cruiser, and 18 Battleship Destroyer fleets, but to be honest I haven't really properly tested the setup. and just spam subs and maybe destroyers to get naval superiority. -Sub spam + naval raiding. As for tank I use 6tank/4mot and again, it works very well against AI. After all, spending a bunch of IC to turn an existing destroyer into a cheaper destroyer defeats the purpose of the cheaper build. 2. 2. "Forget all your naval options and spam submarines" - Sun Tzu. it's light cruisers that destroy screens a. Whenever you get air superiority spam nukes. 246 22. While they can be up to 3 or 4 times more expensive than a single destroyer, the added versatility and survivability is worth it to me. And our fleet composition will be as follows: 12 x Battleships: 95 x Lightcruisers: 95 x Destoyers: Total IC = 715,598 (2289 less than the British)Total Ships = 202 (35 less than the British) Navy is so-so in single player. 1 piercing as well as slowing down the max speed. AA, AA tech (the artilly tech helps the ships), RADAR, and targeting RADAR. But in reality other sun's will scare off raiders. light battery 1 its cheap, destroyer guns. Putting one heavy tank destroyer in a 40 width infantry division can help hold any defensive line. These are definitely used in conjunction with. In hoi4, naval trade is more expensive, because you need convoys, while for land you need nothing. What you want is for your infantry to be able to hold long enough against tanks so. HOI4 Tools SGr - Save Game Recorder - records, compresses, and archives autosave files in realtime, no game impact. Works best if you have yellow air. The counter to carrier spam is spamming more carriers than the enemy. In the fleet have one CA per 3-4 basic destroyers and one torpedo destroyer. 800 Tacs and 1200 CAS will literally wreck them. The Italian cruiser Partenope in 1895. DD spam works, it just falls flat against 5-10 CLs. 4 Mp/HP, and ~3. The AI doesn't. Weird Stuff MP State of Decay 2. Without Armor, hardness is not necessary. xoldfashionedx Research Scientist • 5 yr. You are not detecting subs better with tactical bombers. Jeune École Mass Destroyer Spam Fix/Balance Idea In short, let capital ships use their secondary batteries for their intended purpose; attacking large numbers of small vessels. 9x7=251 , Almost cheaper than a motorized artillery battalion (about 231)! the combat STATS are very, very powerful, High penetration, high armor , good soft/hard damage, high. So subs in convoy escort are very effective at resisting convoy raiding subsFor your particular question (naval supremacy) you need to have more weight of ships on missions in a sea zone. In real life destroyer/cruiser fired torpedoes were rarely used in WWII because of their short range but in game they act more like post war ship-to-ship missiles. 7 armour and 13. Sub detection +9. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. Is composed of heavy tank destroyers and destroys heavy tanks. I wanted to know if it would be viable to make a separate division of Tank Destroyers built purely around piercing enemy tanks while keeping my armor above their piercing by using a lower ammount of motorized/mechanised for higher average armor. So that made me think 'maybe massed Light Cruisers and Destroyers would have actually been an defective. Destroyers. It focuses on blue water navy carriers and their light cruiser and destroyer screens, with submarines also receiving decent bonuses for supporting carrier operations. Heavy tanks just have a better gun- mediums are stuck with the high velocity 2 gun at best, which has less soft attack than what heavies have. Bay's Plane and Naval Unit Scale Mod makes several graphical ONLY changes to HOI4. I didn't check Kamchatka to Alaska, but visually it looks even further away. From the wiki [hoi4. So i decided to give naval surface units (apart from destroyers) another chance when i bought MtG DLC. 5 production per day. HoI4 DevDiary - Tank Designer. If air isn't an issue then it's between all main guns and dual torpedoes. I don't know if others have different experiences but most people I encounter just say that sub 3 spam is unbeatable, I keep my destroyers and cruisers with max Sub Detection. Designed a 1936 destroyer: engine 2, x2 depth charge thrower, x1 light battery 1 and sonar 2… with no torpedoes, no fire control, and no AA. using fleet in being makes this combo super deadly. 0 unless otherwise noted. The remaining battleships and CA's I split into 3 equal task forces, with 3 scout task forces. Most of the times it's just not worth it to make a good navy for sp. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by Paradox Development Studio. The problem the USSR faces is building up enough of a meat shield to hold back or slow Barbarossa until it can build up forces for a counter attack. Yes, adding super heavy TDs to infantry divisions is "best". Heavy guns shoot at targets in the gun line first, then at screens. The issue with making bigger patrols, ones designed to engage, is that they end up weakening the strike fleet by x ships, and they get whooped by enemy strike fleets. For instance, a Tier 3 Heavy Cruiser only suffers an 11. Split into 3-4 task forces of submarines under an admiral, preferably one with Bold trait and then the Sea Wolf earned trait followed by the Spotter or Superior Tactician earned traits. This is from a livestream I did on twitch on Thursday last week. Look, the problem with naval combat in HoI4 is the same problem with land combat: Far too much of the tactical and operational levels of combat are abstracted and nonsensical. Also using your armored divisions to fight the enemy's armored divisions seems kinda stupid since you will be losing lots of armor yourself. Turn your 18 width infantry with shovels into 40 width 14-4s with R. Naval bombers delete the screens, subs kill the convoys and capitals. New Player Tutorials. If you cannot afford to build BBs to counter enemy. Give your sub snorkel, best (and maximum amount of) torpedos and best engine. CLs are more flexible (more modules that can be mounted) but also more fragile, and are screening ships. but for making screens, use something with light attack. Reply reply. HOI4 Special: Subs with snorkels, lots of Naval bombers. This consists of destroyer spam where you mainly focus on light attack and torpedo attack, with just. May 28, 2010 15. Or you could just spam light cruisers + destroyers/subs to wreck the enemy screens then destroy the capitals with torps. ago. Never miss a thing. Reply. I don't get supremacy and neither win naval battles to weaken the enemy. Also, destroyers have almost no health and get picked off quickly, light cl's with max armor would last much longer and counter shitty destroyers much better than just a destroyer spam. 6) Escort group/minesweeping. Also using your armored divisions to fight the enemy's armored divisions seems kinda stupid since you will be losing lots of armor yourself. Hull count + speed is all you’re really looking for if you go roaches. ago. destroyers also get one shot by p. Radar cruisers and aa capital ships are useful as well if you can afford them. Puppet and annex to get the fleet. In that case I usually design destroyers with the. Grab all of your fighters, CAS and Tacs and go for massive air battle in the Channel. 1. Because you have to heavily rely on your Tanks and their breakthrough value to accomplish stuff. Destroyer are great against sub, but terrible at surface warfare. With 1940s tech. Destroyer Hull: 1x. Anti-Air II. The torpedo cruiser actually makes a great sub spotter though, since it comes with 20 base sub detection for some reason. An army in HOI4 is a single unit with it's own stats, so sending 1 tank along with 7 infantry can effectively put all 7 in the tank. Go to hoi4 r/hoi4 • by. Patrol = ships are out at sea searching for the enemy fleets and engage depending on engagement orders and enemy fleet strength. Put the surface fleet on strike force in the english channel. Their sole job is to find enemies for your strike fleet, so keep your strike fleet. Scharnhorst opened fire on Ardent at 16:27 at a range of 16,000 yards (15,000 m), causing the destroyer to withdraw, firing torpedoes and making a smoke screen. Radar tech matters much more than AA tech due to its effect on accuracy. Light cruisers, especially with the. I've tried doing something similar and completely segmenting my army before, e. Report. So your best option are Destroyer's and Submarines. Ever since the new update when I send my troops across water with 150 ships on convoy escort, my enemy’s navy of 5 submarines sinks it. Each paratrooper unit has a “weight” given by its template. The Super Heavy battleships take far too long as well. simplify the amount of equipment you want to make. Morally corrupt or given to vice. Swap all their car and motorized supports out for cav ones. In vanilla I usually spam out 10w infantry with support art and nothing else, they are super cheap for the. 4. The takeaway is that torpedo destroyers probably aren't worth it in most cases. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Carriers will disengage if they can't "detect" the enemy, mainly subs that are under water. 2 inch Mortar. Archived post. (Optional) Just naval invade your enemy before they invade you, the AI is pretty shit at defending its ports, you only need around 10 divisions to secure a beachhead. Try it, give up on historic vs AI, I garauntee you will enjoy it. A. -Super Battleship / Carrier style. This consists of destroyer spam where you mainly focus on light attack and torpedo attack, with just. Most of the MGs/Mortars/Infantry guns only need 1. Tanks have high breakthrough but low defence, which means they are vulnerable when on the defensive side of a battle. Built modern "patrol DDs". Submarines can hit destroyers, it's just a really low chance. It should decimate England’s outdated navy, as most of your navy will be tier 2, while England’s is all old tier 1 ships. Use fast light cruisers as screen killers with maximum dual-purpose secondaries, and light guns. 65, which is about 21. 251 votes, 30 comments. An unlikely ally, an upgraded Medium Tank Destroyer 3. Convert back to Template 1 once your production issues are resolved. Type A fleet is the lazy bastard approach. Unless your Battleships and Carriers are able to destroy the enemy super quickly, you are going to lose a lot of destroyers and this is pretty much their job. 2nd major bit of progress was when I decided to learn the naval aspect - I chose counties with a major naval element. The US in the pacific, especially with the Base Strike Doctrine will be way more efficient with Light Cruiser as their screen ships than destroyer. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Normally you don't want to equip Secondary Battery, but in this particular case I added one to reach 29 light attack; it's the threshold for one shotting tier 1 destroyers. They are very fast and will close the distance quickly so the enemy fleet will target them first and this protects your more important and costly ships. The faster the screen is, the harder it is for the heavy gun to hit it. A place to share content, ask questions and/or talk about the grand strategy game…A shortcut to add_equipment is simply ae. Don't let your navy engage for. Simple max light attack Destroyers spammed out with the 12 BB's - this in theory should make it really hard to beat as the damage being dealt by the enemy navy will be spread so thin with hundreds of Destroyers to shoot at. The weaknesses are enemy airpower, good ASW cruisers, or destroyer spam (but destroyers only deter and not kill). In multiplayer, destroyer spam can be easily countered by building a few fast capital ships (heavy cruisers or battlecruisers). The second is to turn the tank into an SPG, and put it in a division. Wiki Beginner Guide. For the record, my play style is usually just spamming naval mines because that's all I understand. Yesterday, I tested a few things. There are no class-specific bonuses at all for battleships, battlecruisers or heavy cruisers, but if built they share the array of global bonuses under this doctrine. Main battle tanks are useful as well to get tanks out in the field quickly, but I have to use army exp to upgrade them which one is a more viable option? Thx in advance. Join my discord:. Cruiser Hull: 2. This page was last edited on 25 December 2016, at 08:31. Unless a patch was released since then to now, then it isn't fixed. Best Naval doctrine is spamming naval bombers. Put at least two cruisers in each task force and set them to auto reassign when they're understrength. Depends on your viewpoint. Pretty much. I alternate between those two, recruiting. Attacking is easy. From what I've heard from the MP regulars on the forum you're best off spamming early-ish destroyer hulls (because they're inexpensive) with sonar added and adding air cover if hunting subs. 6 IC/HP. L. "Forget all your naval options and spam submarines" - Sun Tzu. Go to hoi4 r/hoi4 • by. They suck at attacking though, with a measly 100-200 breakthrough depending on your ratio. These patrols should be a single ship, either destroyer or light cruiser, set to never engage. I just naval bomb it out of the water without much effort. I disabled all my dlc and my mods, I started the game and I had this problem. I miss that destroyer. It occurred to me, after learning more about historical ships and their effectiveness, that Light Cruisers did perform quite well. Get your whole main army as 5inf + engineer. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by…Here you can add ships with specific types to build your own fleet and you can even create task force templates which you can load. This guide is based on the naval meta of hoi4 multiplayer. You don’t need a navy. Kaisha. BETA SGp - Save Game Parser - extracts statistics from SGc. View community ranking In the Top 1% of largest communities on Reddit. I have 500 hours on the game, mostly in multiplayer focusing on Navies since I cant micro ground forces very good. 1. While they can be up to 3 or 4 times more expensive than a single destroyer, the added versatility and survivability is worth it to me. It occurred to me, after learning more about historical ships and their effectiveness, that Light Cruisers did perform quite well. 385 Mar 29, 2019; Add. much everything, so you need light cruisers to do the heavy lifting. So Submarines are the easy way to go. Someone has also recommended doing the same but with SP heavy AA guns since you need far fewer SPAA guns to for a battalions but you get all the hardness and piercing but I haven't tested it. Business, Economics, and Finance. It depends on your country, but I think for Italy, if you want to min/max your country bonus, it would be best to focus on battleships/heavy cruisers with cheap destroyer screens. Only 200 naval bombers can take part in a. Given this purpouse it shouldn't have engineers, recon or military. However if I am upgrading old light cruisers that have torpedoes I will upgrade the module as it's much cheaper than ripping out the tubes to put something else there. Still, cheesing the AI dumbness and stealing their fleet on. Discord! me on Patreon! me on Twitter:. In multiplayer, destroyer spam can be easily countered by building a few fast capital ships (heavy cruisers or battlecruisers). Next, there is a specific limit for the number of equipment you cant type. Cruiser "spam" seems to have taken that place, although some of the CC community seem to be testing ways to get more crew onto a cheaper hull (since ship crew is part of the calculation for how much control a ship gives). Also, investing in naval aviation might be worth it for extra anti ship. If you’re fighting in the Pacific, build fleets with ~4 CVs, some screen (I prefer CL), and some capital ships. It proves combat widths of 14, 15, and 18 are fitting for small, front-line divisions. Set the fleet to convoy raid mission with: split. So I favour simple 9 or 10 infantry divisions with engineers and support artillery. The navy gives you the agency to go and do anywhere, and not be locked to the limitations of a contiguous land passage. The reason that it is worth it on mp is that you have fast research access (assuming that you have researched main tank) for speciallized anti tank divisions in case you believe or see that your oppoment is producing lots of tanks. If your subs intercept all convoys in and out of enemy territory, they can't get any resources besides those that are present in the territory directly connected. I have seen an increased usage of torpedo destroyers for the Italy META and as Britain I was wondering how one goes about not only countering these mass produced destroyers but also destroy them. Remove armor, that lets you reduce engine. 1. AI can't really handle high tier subs with snorkels so that's an easy way to kill ships on a budget. No, spam Destroyers and Battleships, maybe add some subs or Heavy Cruisers, then you've got a great navy. Swap two SPAA in for one tank out. I have 500 hours on the game, mostly in multiplayer focusing on Navies since I cant micro ground forces very good. ago. Hard meta is a mix of cheap roach destroyer screens with good engines and only one gun, torpedo destroyers, and light attack light cruisers. Smaller ships like Destroyers and Destroyer Escorts could be produced MUCH more quickly, and with the latest designs (just like how, in-game, your Battleship III/IV designs aren't likely to be finished soon enough to influence the war- particularly if you focus research on land equipment: whereas you can deploy tier III/IV light cruisers and. light engine 2 :Its fast, so there is more dodge chance so the ship survives longer. unless they have better coverage of sea zone then naval ones. 8x. Are you sick of torpedo-destroyer spam and other naval metas? they take no skill and crush well. ago. A single Naval Yard outputs 2. That makes "super marines", thus the name "space marines" from warhammer 40k. ASW destroyer template? 450 hours in and still need help with naval strategy and designs. 10 things I noticed/thought about HOI4. Spam submarines and tell them to convoy raid off your coast. Every point of Air Superiority is 1% less defense and movement speed for your opponent in the region and vice versa. In both world wars, particularly the first, they had a nasty tendency to suffer catastrophic explosions with nearly all hands lost. If your ship designs are strong and your air support is good, you should do decently, at least enough to get 50% in the channel and launch an invasion. During battle, they can form the bulk of a screening line to protect. Maybe AA to help vs bombers. Medium tanks are fast, and have the best armour for buck as well as decent hard attack. Got a pretty good result after fighting a much more massive Italian fleet, the only advantage was carriers, but those pilots did good work. It does not change anything else. But, Naval AI is doesn't exist so you can't really go wrong with anything you do. 1, each battalion weighs 0. The destroyer design should go along with the design of your other ships. Start your initial construction by building 2 civilian factories in each of your 80% Infrastructure states. Capital Ships can use up to 5 yards of production at a time, Screens and Subs use up to 10 yards, and transports can have a capacity of 15 yards working. Have scout task forces of 2 scout cruisers + 6 destroyers. Those will hunt down the submarine in no time. . CL spam is beyond stpuidly effective. Operating in squadrons of 6 on convoy escort. Subs like other people said work well and sub 3s can even whittle down a developed navy. You might have to send them back to repair once, but once you send them in the second time, you should have complete naval superiority. any tactic will defeat AI. there is a lot of info left out for the sake of time. At the start of the game, each country will have a. Template 4. You can refit it to have some pretty amazing sub detection. Because you have to heavily rely on your Tanks and their breakthrough value to accomplish stuff. They work very well and are very powerful still. Although with hundreds of dockyards you could produce so many subs that you can just overwhelm your enemy but then fleet size may become an issue. Look, the problem with naval combat in HoI4 is the same problem with land combat: Far too much of the tactical and operational levels of combat are abstracted and nonsensical. Atari774. 363K subscribers in the hoi4 community. After all, spending a bunch of IC to turn an existing destroyer into a cheaper destroyer defeats the purpose of the cheaper build. III DEMS & SBML two-inch mortar. g artillery, tank Destroyer, infantry, heavy tank divisions. The way naval hit probabilities work in hoi4, it's a reasonable concept. Like, lets just say I make a Variant of the Panzer IV called Pz 4 A, and I want to add that variant to my stockpile, but here is the thing, if I type in “Ae [Number] medium_tank_equipment_2”, it just gives regular Panzer 4’s without the “A” variant. Set to engage at high risk (sub3 or sub4 only). Subs aren't great at that tough, but they will survive longer than ordinary fleets when facing superior numbers. Subs for Convoy hunting fleets, CLs fleets (4 is enough if you use battle fleets to clear waters) for long range escorting and DDs fleets (also only 4 is enough, possible 1 CL and 3 DD) for short range escort. Should I make tank destroyer divisions, or just integrate them in my standard tank divisions? This thread is archived New comments cannot be posted and votes cannot be cast. Subs are used to cripple your opponents sea trade and supply, especially useful against island-based countries (UK and Japan). Battleship can do it better, but you might. Never used tank destroyers, since the AI seems to love infantry and little else. Screen on Battle Fleets are cannon fooder, send them back to repair at half health. Can certainly start off the campaign with less to get the ball rolling but spam. A place to share content, ask questions and/or talk about the grand strategy game Hearts of Iron IV by…The way I've used them, SPGs are for giving your armor divisions a lot of soft attack without slowing them down. You can refit it to have some pretty amazing sub detection. Having a ton of navs basically guarantees you’ll win. my personal favorite tank template and the original one of the 2 this template consist of 2 types of tank : the breakthrough medium tank and hard attack tank destroyer they both come to supplement each other's weaknesses and add their strengths. Development is still ongoing, but it's definitely going and there's a very active Discord if you want to engage with the devs and the community. Check it out here. Nobody mentioned the obvious: upgrade the ships with AA. In hoi4, naval trade is more expensive, because you need convoys, while for land you need nothing. I'd give both radar, since it's cheap and powerful, and I'd give the destroyer a set of torpedo tubes so it can pose a credible threat to a capital ship it encounters, otherwise it's literally incapable of harming one.