It just sucks because I had such a great foothold in the USA, I had nukes days away from being researched, and I had complete control of the pacific. Everything was going my way. It was a great game.
This 100% not a guide, BUT I like to think I gave some good navy tips in this vid. If you want a great navy guide, watch hammurabea’s navy guide video. It’s 10/10 and will help you start to understand navy. Then just mess around until you delete most of the enemies fleet without your fleet being deleted.
@@thetibbiesshowI was about to click off the video but took the time to re-read the title and the description because that does not read like a Navy guide.
@@thetibbiesshow You're aware that in meta battleships are still very much useful right? Specially in vanilla, a well built fleet of battleships + light cruisers with AA will always destroy a fleet of well built aircraft carriers with AA escort ships. It's actually quite the opposite of what you said right there, battleships are better than carriers in the current meta, they dont require a constant stream of planes built for them and they deal infinitely more damage and dont depend on weather as much.
@@jonataspereira1691 meta this and meta that, were do you guys find the info when a battleship goes from good to bad and vice versa? its also quite frustrating to see how dramatically they seem to change some of these units from patch to patch.
Around 30m, when you really dig into talking about how you're dominating the seas, part of it is that you refit your fleet - basically you spent the time to go quality, vs. America's quantity (which is also historically accurate to Japanese doctrine for just this reasoning) - but the bigger part is that you refit your fleet *properly.* You stacked a pile of light attack on all your ships, which shreds screens, and then torpedo attack destroys heavy ships. (Earlier, when you sank four battleships including the Pride of Fleet Washington, you may have noticed the killing blows were all from destroyers.) You never had overstacking carriers, you never had bad screen efficiency, and your ships were designed to shred exactly according to how HoI4 naval combat works. Refitting is a way to do this, though you can also do it with purpose-designed construction, and newer ships will be better - most of all they'll be *faster*, and speed is as you note hugely important. It not only means your ships can catch the enemy and engage in formation, but speed as a combat stat also translates to evasion of enemy fire. This is especially true of battleships, such as the starting Fuso/Ise class which plods along at a molasses-pace 21 knots, when even your converted cruiser carriers can get close to 30. (I tend to split them off into a dedicated shore bombardment support element.) Some of your refits were less worth it, such as the Early Light Cruiser refit which actually cost *more* than just building new ones, and your Early Destroyer which racked up almost 900 IC, when you could have been building 1936 hulls for not much more; basically you want to refit if you can do it for half the cost of a new ship or less. But that's little more than nitpicking; you nailed all the important parts, and the results speak for themselves. :)
Note on the speed, while in combat the speed is no longer dictated by the slowest link, but instead calculated for each ship individually. A slow but well armoured 21 knot ship is fine in that context
What about making it vice versa - torpedo cruisers and light attack destroyers? Especially for Japan, which has focus for one more torpedo module in cruiser
This is the THIRD youtuber I've seen that doesn't trade with his puppet, MANCHUKUO, who has 45 steel, for one civ. Or a bunch of aluminum for a civ. SPREAD THE WORD!
@@fnordcarpet3326 You can always compensate later. Unless you literally let them lower their autonomy level, it doesn't matter how much autonomy they gain compared to the benefit of actually using their resources INCLUDING their troops (for garrisons.)
When refitting ships, do NOT touch the armor and engine. For the price of replacing those you can quite literally build a whole new ship of the same class. Really, refitting is only worth it for cheap but important technology modules (fire control, radar, sonar) and AAA. Also, if you have empty slots, you can add something there too, but that's about it. Under any other circumstances you're way better off just building more
Super heavy battleships are awesome in protecting you carriers as you never have to worry about anything penetrating their armour and they have good damage as well
honestly imo the most fun historical nation to play. fun land, air and sea theatres, and island hopping the east indies while hoovering up resources you previously were missing is so satisfying. the difficulty of being vs the allies is amazingly fun to go up vs more powerful nations while you have local superiority. best dopamine release in the game is watching your meticulously built navy knock out an american carrier group. 10/10 would rising sun again.
Just a couple tips that I found helps a lot. Build radar on some of your islands. They help with fleet detection. You cannot kill what you cannot see. Another thing I learned is if you place naval mines they damage other ships, but one other affect they have is they slow down other fleets. Slower ships are easier to hit and sink. I like to setup one or two zones that I naval mine with radar in them they are just kill zones for enemy fleets.
Naval mines are much less efficient in open ocean, though, while also taking much longer to lay than they used to. You used to be able to lay them down quickly & stealthily with submarines, but nowadays you need to use destroyers to get them out before the war is over. They're much more effective with the appropriate research, too, although that's secondary to the speed reduction. If you don't have any radar for whatever reason, you can also assign naval bombers on the naval recon mission to achieve the same job, just much less effectively.
@@VynalDerpradar gives naval intel so setting it up where enemy convoys cross can give you so much navy intel that indirectly you can know where the enemy fleet operates
The thing to remember with refitting is to make as little changes to the original design as possible, or else it's better of just building a new one. Also never replace the engines those really lengthen refitting times.
Awesome video, you just gained a new subscriber. Ive been trying for a long time to figure out how to play navy in HOI4 and this video while not intended to be a tutorial basically taught me all I need to know to get started, nicely done.
I did a run as Cuba once with the intent on joining the Allies and focusing only on Navy. Decided to build the best quality destroyers I could and had a blast with it. Only had a few but they were very effective.
Super heavy battleships have one key advantage, besides being cool: They're futureproof. All you need to research for them is heavy gun 2 and the hull itself, then you get the best heavy attack gun in the game, that can be later refitted with fire control and radar. The only problem with super heavies is that you can't take advantage of their op guns without first reducing their speed to that of a submarine, which in turn will quickly transform your beautiful battleship into an *actual* submarine.
First video I saw from you. Very well put together. Narration, music, overall tempo they're all good. Going to check out some more. Cheers, keep it up.
Hammurabea’s guide and this video made me play two Japan games. Had a fun time destroying the American fleet after doing some refitting Other than refitting, setting up your bases/radar and intel gathering also helps a lot. Gave my navy a slight advantage over the US’s quantity.
I don't know how I found it but few thoughts: - Refitting is worth it for large ships, if you're not changing much. Ie: adding new modules to empty slots of upgrading firecontrol etc. Destroyers, before you have considerable tech to add to later models, can be roaches. As long as you have enough screens. - Battleships are not trash, but their attacks are. They're massive naval supremacy pools, and huuuge health buffers when it looks like you're losing a battle. Build them accordingly, unless you want to roleplay - you don't need every slot filled with mainguns, rather put in spotting planes, light attack, and aa. - Having said that, generally speaking what you want VS AI is carriers for damage, battleships to be their last line of defense and lot of light attack. Way I go about this is task force of 4 CV, 4 BB, 8 CL, and 50 or 60 destroyers (minimum of 4 per capital whatsoever!). This task force will eat ai mismatch fleets for dinner, and naval powers such as Finland can crush royal navy with this setup. If you have CA:s and others, either sprinkle them out or make a separate gun based task force for invasion support. - Speed is important, if scratch building BC > BB, keep your fleet as fast as your CV:s. - Spotting spotting and spotting. Aerial from navals, patrolling destroyers if you have spares, or raiding submariners. Your fleet should only be out and about when they know there's a target. - USE THE AUTOMATIC REINFORCE SYSTEM, AND KEEP SPARE SHIPS! ALSO CAPITALS! Trust me, you don't want ai to go out of port after losing screens, so have spare ones and have them automatically reinforce battle groups. Because ai doesn't understand that losing 20 screens vs deathstack can leave your fleet vulnerable to a fatal encounter, especially if you only have few full strength battlegroups. ... I do wish I had seen this video before spending a week in corona, about 80 hours total, trying different setups. I hope combined with the video, this helps at least one guy. Ps: 60/40 split of planes naval/fighter will further increase your punching power, REMEMBER TO TRAIN YOUR PLANE SQUADRONS. If you havent got that many Mills, add bomb locks and you can use one effective productiol line to have naval and cas from one airframe.
When you're trading for resources you should look to trade with your puppets first. When you traded the soviet union for 72 steel, you traded 9 factories. If you traded with manchukuo you would have got all 45 of their steel for 1 factory then you could've traded with the soviet union for the remaining amount you needed and saved yourself some factories.
If you enjoyed navy, you should try build one from scratch as Brazil. It's the most fun I had as a minor and it's how I learned navy. It pays to take the countries you conquer navies as well. Good video my guy I enjoyed it, Japan is the one nation I haven't played yet in my 1k hours. I think I'll give it a go now
I've found that if you refit your navy with the 1936 techs across the board(Early radar if you can manage) you will demolish the AI fleets. As you do not refit them and they never get better until they get more xp,tech, and desgins later in the war. But by that point you seize the initiative by having a decent base to add onto with expensive toys that let you dominate the waves.
For destroyers, it's much better to prioritize light attack since they nerfed the shiz out of torps. Did several USA games building (literally) hundreds of destroyers with 3 advanced torps and couldn't even tell in engagements. But you're dead on the money about screens just spam them and you'll never lose.
I’m playing Soviets on nonhistorical and having a hard time invading Japan. I know there’s an option to nuke twice to bypass capitulation, because the UK decided to trigger it by bombing Japan *once* before I had aerial superiority and made it impossible to complete. The UK routinely causes problems for me in playthroughs as an aggressor. Anyways, I need to figure out how to put together a fleet before I run out of manpower
Hope y’all and tibbie read this. Just a few tips and suggestions to ponder on. Refitting ships of course makes a lot of sense, but maybe choosing the refit spirit early is a bit too much, the exp gain one would be better allowing you to not exercise the navy as much (although it’ll have to done anyway) and getting a navy commander first would help that too allowing you to get more techs. I absolutely love the way you managed the war in china, and made me realise that i’ve been playing fascists like democracies; which is why i was always so slow (steal industry don’t make one!). Plus the puppet thing, i didn’t know exactly how it worked and i still don’t understand how to use the conquered nations’ manpower (to my knowledge puppetting won’t let you use their manpower, leading to an “all adults serve” but it’s cuz i always had too little mils for i always built civs too long, i guess concentrating on mils and docks counters it and let’s you use those harsher conscription laws). Last but not least, i suppose you made BBs cuz you liked them, but watching the vid they didn’t caused much damage or am i wrong? So maybe to make an optimal fleet, almost 6-8 carriers (divided 50/50 naval fighters/bombers or 40/60-20/80 depends on the nations production capability, if too low maybe an hybrid would be the best instead of 2 different production lines) - 2ish BBs as meat shield for them per fleet (following the 1/8ish ratio you suggested, maybe it can be optimised to create even more fleets)..? And thanks for arriving here, debate my (or his, this is just what is my head atm) ideas and have a nice day. 👋
Day one mils on Japan is a fun gamble, as you need to pull off an efficient China war or you get bogged down with no civs to trade for the resources you need, and the China war is a bit more risky than say going day one mils on Germany (which is a safer gambit and also very fun). The way screening works in the current gamestate is that your screening ships stop a percentage of all torpedoes (from ships, not bombers) and some of the heavy attack from the enemy fleet. These percentages cap at 100% for torpedoes at 3 screens/capital ship but don't cap at 100% for heavy attack. The idea is that screens fight screens and heavy ships fight heavy ships but that's not how it shakes out. If you'll notice on Tibbies' ships they had a lot of the dual purpose cannons on the heavy ships. These provide both air and light attack to capital ships which allow them to hit screens while screens can't really hit them until your own screens are destroyed, allowing the snowball of naval battles to occur. As for optimal fleet numbers, having more than 4 CVs in a stack reduces air crew efficiency, so you'll rarely want more than 4 (you can get away with 5 if you're going base strike doctrine and eat the penalty as the bonus to your carriers is better than the overstack penalty). You'll want at least 4 heavy ships as they screen heavy attack for your CVs but only at a 1:1 ratio. BBs are not very cost efficient but Battle Cruisers (BCs) are very cost efficient for the stats they give. Bare minimum fleet comp for a good stack should be 4 CVs, 4 BCs, and 24 screens but we expect some of our screens and maybe even a heavy ship to die over time so best practice is to go 4 CVs, 6 BCs, and 40 screens. Not all navies start with BCs so there's nothing wrong with refitting existing BBs or heavy cruisers. There's some debate in the MP HOI4 community about exactly how to build those screens and how many extra to have on a stack but a 4,6,40 stack will absolutely shred anything the AI can throw at you. Also, carrier based fighters don't work the way they're supposed to and base strike buffs carrier nav bombers so you should only have nav bombers on your carriers. Oh, and the reason that Tibbes kept catching capital ships alone was that the AI has split off to repair: on as the default so damaged ships abandon the safety of their screens only to be caught on the way to repair. Hope this small write up helps you better understand the Navy game.
Never change engines and armour in a refit. The cost of doing so isn't much less then it is to just build a new ship. When looking to 'upgrade' an existing ship, always use it's base template and leave the engines and armour as is. This turns refits that take 100s of days into 50 day jobs
I enjoy playing historical Germany but with navy building, I've gotten to points where my 3 superheavies made the UK and US AI not leave their ports at all xD
Still gotta lot to learn. Raider mio is best for carriers but can only be applied if at lvl 6 mio you apply the policy “space efficient designs” which allows more deck space and toro bombers. You can also have 5 carriers in a fleet without positioning or overstacking penalties by having one of your carriers contain, in addition to your torp bombers, 1 fighter wing and 1 CAS wing. Meta for battleships is just refit them with aa and dual purpose 3’s. Meta for screens is light attack light cruisers and if possible also make torpedo destroyer, but light cruisers take priority.
Does a carrier cas aircraft do anything against ships really much? I always did torpedo bombers with one little air attack on and that was it. Why do people do carrier based cas?
japan has a torpedo getting trough chance, sightings like 2 3 4 5 capitals sunk in a fight, even in a fight where i had to retreat, was quite a common sight
Worth noting that battleships are not useless! Battleships/Battlecruisers/Heavy Cruisers are the screens for your carriers! If you do not have heavy ships to screen for your carriers on a 1 to 1 ratio then enemy heavy cruisers will destroy your CVs!
Maybe my version is off but battle ships and CA shoot over screens 100% and just knock out your carriers. it also tends to storm a lot when you come with a carrier fleet :D. PS any one has an idea why the AI can do naval landings on non port areas, withdraw without port and do a naval invasion elsewhere within 24-48 hours and you cant destroy surrounded units after landing?
When you reached a land, you can create a general border and press the arrow. The rest of the generals divisions will move instand over the sea. without the naval function.
Small things, select naval refit yards in naval high command, never refit armor or engine on ships, it’s absurdly expensive for no value gained. The only armor that can’t be pierced by heavy guns is super heavy armor, so your battleships will take damage anyways, if you are going unpiercable do super heavy battleships with light cruisers, refits should only take a year or so if done correctly. Maybe two if your also refitting battleships
My knowledge of navy is as follows 1. Have a 1 to 4 ratio of capitals to screens 2 Light attack heavy cruisers are still meta 3 since you need so many screens you need a DD that costs around 1k IC to maintain the 1:4 ratio 4 4 carriers per fleet with as many nav bombers as you can stuff in them don’t bother with fighters 5 for detailed reasons why go watch 71cloak videos on the subjects
Refit is only worth for stuff that is not expensive - radars, some AA etc. You don't want to waste that production for changing armor or main guns, it's not worth it. Super heavy Battleships are meta if you can screen them + support them with air, they cannot be pierced by any ship, only torps and air can damage them.
Not rlly. I first didnt care about it but afterwards i saw dreadnoughts and big ships and the possibility that these old ships could kill the big new ones so i made a ton of them and killed the enemy fleets. This exited me and i wanted to know more. Its acctually very easy you dont even have to know it much. Just look up a guide from feedback gaming and try it out yourself. Also play a minor nation so yiu can focus 100% on navy and learn about it. Completly forget army and train with navy and play like siam with japan against american fleet.
If history has taught us anything, it's that big ships take a long time to build and are quickly sunk. Same applies here, better to build 100 destroyers than 5 battleships.
I always see that 1 carrier, 2 capital ships and 4-5 screens is the optimal composition for the navy. And then stack to... 4 carriers, 8 capital ships and 16-22 screens for the main strike fleets
@@Finlzz yes, carriers require capital ships for screening, but they still require light ship screens as well. They are still considered capital ships but fight from the third tier. If you have no capital ships screening your carriers they will be targeted by the opposing fleets heavy attack. If you have a carrier and a capital ship but no screens your carrier will be safe from heavy attacks until the capital is inevitably shelled and torpedo'd to death while still being vulnerable to being torpedo'd as well.
My build is usually 4 carriers 6 BCs 8 Cl and 32 DD. If you cba for Cl then have 40 destroyers. Think only 30 destroyers are needed for screening that many capitals but needs some redundancy
The starting navies are large, but utter trash for such nations. Some important notes i drew from my observations: - Keep lighter on the refits, just stuff like radars/sonars fire computer. - Detection is key. RADAR and scout plane catapults for cruisers work wonders for me. Ground RADAR is great too, for fleet spotting. - A good fleet seems to have at most 4 carriers, more than 4 gets you penalties. Their planes are extremely useful. - I don't build battleships (BBs), but battlecruisers (BCs) instead. Battleships are screened by first line units (DDs, CLs); have enough screening and you won't worry about getting hit on the skinnier BCs. A slow BB will take long to get involved, it will either not get much done, or nothing at all if the enemy is quick to retreat. A BC on the other hand will get involved on time with the screens, obliterating enemy cruisers on the spot. - You need a ton of screening, a ton of DDs and CLs. What follows in my observations is heavy cruisers (CAs) with mixed light and heavy armament. Not going full spec into heavy attack also keeps them faster, allowing them to get more time in combat, thus more dead enemy CLs and DDs. - As for ship type numbers, i go for something like: 60DD, 20CL, 10CA, 4BC, 4CV. My actual fleets are pretty much 1 at most 2 doomstacks worth roughly double of each number mentioned except for CVs obviously, but i reckon smaller fleets work ok too... it's just the AI doomstacks as well and it's best when you meet for your fleet to be suitable in size, making sure you sink as many of them as you can before it retreats.
Fr it hurts me. But do you wana know how thid happends? When you click on the number that hoes up and down during a battle you will see troops in reserve and fighting. When you attack, youre troopd will stop fighting when there id one troop not in reserve but has low org. When it has high org its the game wich buggs out because the troops wich go out of reserve in the battle will immediatly go into reserve so its a bug and stupid. Could also be the battleplaner wich wants to do it his way
You need a 1 to 3 ratio for screens to capitol ships at optimal levels but thats without suffering any losses for your screens. realistically the more screens to capitol ships you have the better.
Honestly, I may be biased as I've done mod development (so I've had to snoop through files for custom nations, doing stuff like making custom ship & air designs) but it never seemed that complicated to me. The AI has absolutely no idea how to build a proper ship (nor airplane). Ships are already super expensive to make and an extra 500-1000 production cost is nothing ontop of the 4k you're already putting into it anyway. Build a couple dockyards (or actually do some naval focuses), fill out the slots, refit, and occasionally upgrade your guns and the like. You don't really need the last two techs of ships (except for subs, possibly, because they are so weak nowadays, extra survivability might matter) but the AI only worries about building utter garbage. A tech 2 destroyer with 3 guns, radar, fire control and good engine will blow a crappy default tech 3 destroyer with one gun and it's default engine. Refitting ships also has another massive benefit, specifically that it massively reduces the production cost necessary to get these generally better-than-ai ships. also, very cost effective to refit versus build new ships manpower-wise, not just production-wise. Now that you've figured out navy in vanilla HoI4, how long until you release a tutorial for navy for Black Ice?
how was he catching the US fleets at the start of the war by Philippines? Was he just sitting in a single tile, or on patrol? it looked like they were staying put, but the orders showed them on patrol...
11:23 Tibbies stop agreeing to American terms on historical😆They won't ever declare on you so you can not only save 100 political power but I believe you gain 100 and I don't believe it raises their war support.
General rule of thumb for refitting ships: engines and armor and never worth it it's better to just build new ones. Any other modules are fair game, always wanna refit new radar and fire control when it's available, those are dirt cheap refits
14:00 Generally, refitting is pretty good for updating most ship components, *EXCEPT* engines and armor. Pay careful attention for how much IC it costs for refitting every single gun into a better one vs a newer engine (tip: it's a fucking LOT). Additionally, once you get newer ship models (i.e. you research 1940 destroyers) your IC is better spent on making the new models rather than refitting the older models, generally.
Man what is it about Japan in Hearts of Iron. Tokryva invaded the US in HoI3 and occupied roughly three states, and had to withdraw his forces to avoid losing them to counterattack, then got stuck in a death spiral with the Soviets. Now you invade the US in HoI4, occupy roughly three states, and the game corrupts. In real life Japan occupied _zero_ states, lost the war, and today has one of the world's most vibrant cultures and advanced economies. It's a mystery for sure.
I could never tell if it was worth building fast battle cruisers or doing heavy cruisers I will say I also made a fleet specifically for marine landings which where fighter/cas (using rockets) with a 3 carrier 10 old heavy cruisers refitted for big guns and 10-20 light cruisers for screens Bias opinion though My Cruisers focus might be an old habit from playing a lot of minor nations where the manpower to ship ratiot tended to be in your favour
honestly the good thing about dockyards is you can do both. with 20, 30 dockyards you can pump out light cruisers, light escort cruisers, heavy cruisers and battle cruisers. it's quite fun to make one of your task force squadrons into the fast battle group, put any slow ships in the other taskforces and have exclusively battlecruisers, light cruisers and fast destroyers zipping around, manually reinforcing battles.
I must apologizing to u that I'm having trance playing in the back to cover ur lofi when im watching u commentating And yeah, the costs between building a meta fleet and converting aren't that far off, you are better off just use the older ships as cannon fodders or just simply use them to gain naval supriorty & launch invasions
@@josefaksoy42 i guess spamming destroyers are good and put all boats in one fleet doing strike force, besides subs. But i also make some anti submarine destroyers on convoy escort, but idk if they are useful
As a tip: you don’t have to agree to the American terms after the Panay incident. Every time I play Japan I don’t agree to their terms (about 15 times over multiple patches) and they have never declared war on me. Japan struggles with political power already so there’s no reason to waste 100 PP unnecessarily.
Wait you're saying battleships are not worth it but I read in some reddit post they are the most efficient for achieving naval supremacy, do you have any knowledge on this?
I always have trouble in my naval games due to my oil consumption is there any particular method you use to not use as much oil whilst still having your fleets in the action?
refineries, keep up with oil and refin tech, and also trade with the soviets. Protect your Convoys because you live on an island, its easy to get choked out. Build some silos pre war with the USA so you can have a small stockpile just in case.
Battleships are beautiful massive ship sthat go boom-boom-boom on your enemies, except if the enemy does a single boom on them, its the rest of the game repairing😎😎👍👍
how do u not run out of fuel when u attack the us navy? mine just drops to 0 and then i stop getting naval supremacy on their west coast... bc of range
You do this so that your ships are already out at sea. In strike force, your ships stay in port until they are called out, then they leave. If you're trying to catch enemy fleets, you need your ships out at sea, not sitting in harbor. He already has radar and plenty of aircraft, so there's no need to use a separate patrol fleet. If you leave your ships on Strike, they won't catch ships that are fleeing the harbors that you're capturing. Just keep in mind that you're using more fuel this way