
Since the website www.paradoxian.org is currently down, I decided to copy over this valuable strategy guide from one of the best grand-strategy game ever: The Darkest Hour.
Contents - Click to show
- 1. Overview
- 2. Units
- 2.1. Escorts
- 2.1.1. Destroyers (DD)
- 2.1.2. Light Cruisers (CL)
- 2.1.3. Submarine (SS)
- 2.2. Capital Ships
- 2.2.1. Battleship (BB)
- 2.2.2. Battlecruiser (BC)
- 2.2.3. Heavy Cruiser (CA)
- 2.2.4. Carrier (CV)
- 2.2.5. Escort Carrier (CVL)
- 2.2.6. Super-Heavy Battleship (SHBB)
- 2.3. Others
- 2.3.1. Transport Ship (TP)
- 2.3.2. Convoys
- 2.3.3. Escorts
- 3. Stack Size
- 4. Fleet Composition
- 4.1. Synergies
- 4.2. Average Fleet Speed
- 5. Intelligence
Overview
To build a navy, you need to plan ahead. Capital ships, which are the most important combatants, can easily take two years to build. On the other hand, ships generally do not cost too much IC at a time. In terms of IC-days, a Carrier or Battleship will only set you back about as much as single large armored division. Ships seem expensive only because your ultimate objectives will inevitably lie on the land--the navy's job is to help you toward those objectives, but in no case can they accomplish them alone. Still, in many cases you may find a strong navy indispensable.Units
Escorts
Escorts serve a secondary, but important, role in navies. Unable to contend directly with capital ships, they are nonetheless useful for scouting, raiding convoys, and dealing with sub attacks.
Destroyers (DD)

Strengths:
- Cheap (for a ship)--comparable to 3 artillery brigades.
- Fastest ship in the game.
- Good at detection while not being very visible.
- High Sub and Air attack.
- Shares doctrine research with battleships.
- Weakest surface action ship, both individually and per-cost.
- Short firing and travel range.
Light Cruisers (CL)

Strengths:
- Cheap (for a ship)--comparable to 4 artillery brigades.
- Fast.
- Much better at surface combat than destroyers.
- Better firing and travel range than destroyers.
- Shares knowledge levels with Heavy Cruisers.
- Significantly worse against subs than destroyers, and more expensive.
Submarine (SS)

Strengths:
- Cheap (for a naval unit).
- Capital ships have little or no Sub Attack.
- Great for gaining naval leader experience.
- Extremely weak Hull.
- Hardly any Sea Attack, thus highly vulnerable once detected.
- Convoy sinking is not necessarily cost effective.
Capital Ships
Capital ships are the focus of naval combat. Whether due to their large guns and heavy armor, or by carrying aircraft, capital ships allow you to bring the most firepower and durability to a fight.
Battleship (BB)

Strengths:
- Extremely durable: 4 Hull and massive Sea Defense. When defense is taken into account, the battleship is the most durable ship per IC-day.
- Long firing range.
- High concentration of force.
- Expensive.
- No Sub Attack.
- Slow.
Battlecruiser (BC)

Strengths:
- Same speed as fleet carriers.
- Decent concentration of force.
- Almost as expensive as battleships, but quite a bit weaker in combat.
- No Sub Attack.
Heavy Cruiser (CA)

Strengths:
- Best Sea Attack per IC-day.
- Fastest capital ship.
- Cheapest capital ship (considering escort carriers need a CAG to be effective).
- Shares practical with Light Cruiser.
- Poor concentration of force.
- Less durable than a battleship per-cost.
Carrier (CV)

Strengths:
- Best naval vessel in the game without question.
- Faster than a battleship.
- CAGs can strike at extreme range.
- Extremely expensive with CAGs--8.79 kICd, or just over two battleships.
- CAGs vulnerable to attack, weather.
Escort Carrier (CVL)

Strengths:
- Cheaper than half a fleet carrier.
- Expensive with its CAG--4.09 kICd, or almost as expensive as a battleship (4.39 kICd).
- Slower and shorter operating range than a fleet carrier.
- Hardly any on-board detection capability.
- No Organization or Morale upgrades.
- CAGs vulnerable to attack, weather.
Super-Heavy Battleship (SHBB)

Strengths:
- High base stats.
- No upgrades.
- Extremely expensive.
Others
These ships may not be made for direct combat, but in the end they are the reason navies exist at all.
Transport Ship (TP)

Strengths:
- Cheap.
- Necessary for transporting land units.
- Slow.
- Unarmed.
- Short range.
- No upgrades.
- Doesn't share practical with anything else.
Convoys

Strengths:
- Extremely cheap.
- Necessary for trade.
- Unarmed.
- Production doesn't benefit from practicals.
Escorts

Strengths:
- Extremely cheap.
- Production doesn't benefit from practicals.
Stack Size
Fleets suffer a 4% stacking penalty per point of combined hull size above 10. This creates the effect that fleets rapidly suffer severe penalties due to hull size over time. Due to stacking penalties, the maximum effective hull rating that a fleet can have is 12.24, which can be achieved with a total combined hull rating of 17 in a single fleet. Interestingly, while the stacking penalty has changed throughout the expansions of HoI3, this "sweet spot" of 17 has remained the maximum effective fleet size.Fleet Composition
Since stacking penalty is calculated per point of Hull, for nations that can afford multiple battlefleets, hull no longer greatly affects how effective a ship is overall, even for the same cost. The increased durability is offset by the decreased ability to concentrate force. This has the following effects on strategy:Heavy Cruisers are now clearly the best surface combat ship, thanks to their high Sea Attack per IC-day.
Battleships and Battlecruisers are hurt the most.
Carriers gain relative to Battleships and Battlecruisers with this change; however, they now have more to worry about from fast Heavy Cruiser fleets.
Destroyers may now the escort of choice--with their low Hull and high speed they will quickly increase the speed of a fleet.
The optimum fleet composition may then be something like 6 Carriers and 12 Destroyers. In newer Versions of SF and FtM the stacking and hull penalties make fleets of 12 ships more useful. 4-5 capitals, rest screens. The air combat stacking penalty makes more than 2 carriers with 4 CAG's in total not very useful, but some CAG's at home to rotate damaged CAG's with rested full strength CAG's is recommended.
In the official HOI3 forum there is a thread which contains historical naval information, including pre-war naval expansion plans for every nation capable of building domestic warships and historical fleet compositions, as well as information on the roles each ship type played. This information is mainly of interest to players who wish to role-play and not worry about which fleet composition is necessarily the best. The link to the thread is here: http://forum.paradoxplaza.com/forum/showthread.php?529044-Axis-Naval-Plans
Synergies
Exploits aside, there are a few combinations of ships that work with each other very well:
- Battleships and Destroyers both share the same doctrine tree and complement each other very well. While big guns on Battleships decimate enemy navy, Destroyers add to detection of the fleet, take care of Submarines and chase faster enemy ships once they try to escape combat (Carriers especially). Due to low range of Destroyers researching Battleship engine beyond 1938 level isn't necessary saving one research slot. Suggested for Italy and the UK.
- Carriers and Light Cruisers also share same doctrine tree and work together in a similar way BB+DD works. Lack of heavy-hitting guns and too cavalier escort behaviour allows enemy to take a few more shots at smaller ships while Carriers are far away and can't take their share of damage. So using another type of heavier ship with this combo is advised.
- Battlecruisers and Carriers with 1940 engines have very solid 25 kph speed and very long 5500km range (which is enough to reach Hawaii from Shanghai). If engine research of capital ships stops at 1940 level, Light Cruisers will match big ship's 5500km range in 1944 allowing to create very fast and versatile stacks built around Carriers but also with help of Battlecruiser armour and big guns to sink enemy ships faster. Suggested for Japan and the USA.
- Light and Heavy Cruisers share the same practical knowledge and building time. This allows to churn them out of shipyards at insane rate making them Militia equivalent of the high seas. They are the best choice to spam enemy waters with numerous fast ships and overwhelm his navy and shipping lanes.
- Heavy Cruiser and Battlecruiser share doctrines improving their organization and morale meaning that when you research one of them, you also upgrade the other one. This means that fielding a navy of pure Cruisers also is a viable choice.
Average Fleet Speed
It is also important to note that the average speed of the fleet is what determines if ships close during combat. As a result adding as many fast screens to a fleet will help with closing speed.Here's an example of how average fleet speed can matter.
Speeds listed next to the type
US Fleet IJN Fleet
CV - 22 BC -21
CV - 22 HC - 23
LC - 24.5 HC - 23
LC - 24.5 LC - 24.5
LC - 24.5 LC - 24.5
LC - 24.5 LC - 23
DD - 25 LC - 24.5
DD - 25 LC - 24.5
DD - 25 DD - 25
DD - 25 DD - 31
DD - 25 DD - 31
DD - 25 DD - 29
DD - 27 DD - 29
DD - 27
The US Fleet has an average speed of 24.7 and the IJN Fleet has an average speed of 25.6. In this battle the carriers closed and were destroyed by the IJN fleet.
I then removed the two DDs that had a speed of 31 to reduce the IJN Fleet's average speed to 24.6 which is 0.1 MPH slower than the US fleet and the carriers did not close and the US Fleet won the battle without losing a single ship.
Intelligence
Unlike land provinces, one cannot see into adjacent sea provinces. Furthermore, even brief naval battles tend to be devastating to one or both sides. Therefore, it is important to know where the enemy is, in order to be able to create favourable engagements and avoid unfavourable ones. Options include:Radar. A level 10 radar has comparable cost to a battle-cruiser, and covers a large area.
Aircraft. Due to their high speed, aircraft are excellent for spotting enemy fleets, especially those large enough to pose a major threat.
Ships. As a last resort, ships can be used to look for the enemy. However, a large fleet is obvious (though it has the advantage of being able to handle itself against whatever it finds), whereas a small fleet may not survive contact with the enemy.
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