Is there a post somewhere describing the basics of naval tactics? I've played WPE but pretty much ignored naval warfare there. I don't think I understand how to use naval units.
Here's an example of what I mean: I started the Solomons scenario as the Allies. After took Tulagi and Henderson field, a large Japanese surface fleet showed up and cut off supply everywhere.
I try to move a mixed CV/BB/CA fleet within 3 hexes to attack with the CVs, but when I do the Japanese surface fleet intercepts and I get a message like "Carriers caught in surface action," and often some of my CV's are sunk.
According to the manual "A surface combat fleet attacking a carrier fleet has a much smaller chance of being able to engage it in surface combat," but the Japanese surface fleet intercepts my fleet every single time.
(And please don't tell me to watch some Youtube videos - I am not the sort who can sit through hours of someone telling me what every button on the interface does, etc. in search of the 30 seconds of possibly relevant information!)
Basic naval tactics?
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Professor Chaos
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Basic naval tactics?
Post by Professor Chaos »
Last edited by Professor Chaos on Tue Mar 01, 2022 3:10 am, edited 1 time in total.
Re: Basic naval tactics?
No, the discussions in the game kind of died down after 2-3 months post-release. I imagine the steam release later in March will reinvigorate it somewhat. Yuejin (who IMO was one of the top few players, now MIA) wrote some of his thoughts about the opening in another thread. That is now defunct, however, due to multiple balance changes to slow down IJN expansion: no more blockades by subs/transports/PT boats; prerequisites for supply in IND/AUS, and turn 1 allied slow, non-LCU transports.
I'll write down some thoughts that may turn into some kind of guide some point down the road. I assume you already know the timing of relative power balance throughout the war. The Allies will have 2.5-4 times ish the IJN in CV(E/L) numbers by the end of the war.
1. Mahan's theory rings true in this game. You will want to approach with overwhelming force WHENEVER possible. On the defensive/early game, this can mean LBA. Allies are limited by oil early game, IJN by opportunity to find hidden Allied ships. Even fighters can nag a battleship/CV like 10% of the time. This is why I prefer running escort fighter advancements. Their increased range will let you fly sorties from screens away.
2. Gamey things rule the game. A fleet's interception range of 5 can be thought of as its 2-week-turn activity radius. This means that depending on the situation, either the attacker or the defender will have the advantage. For example, if you blockade a port in neutral ground with no air, you force a naval response. However, that response gets only one attack against you (spending one OP to move in), and the next turn, you will have the choice to commit your overwhelming force in reserve or to back out.
3. Detection should be your friend. Defenders have an advantage because the attacker, unless accompanied with ground units taking ground and spotting for enemy ships, cannot actually hit enemy ships except by interception. The exception here is your intelligence units, which can turn the tide by allowing you to strike enemy navy that is "hidden."
Conclusion from 2 + 3. You should almost never be on fleet mode unless you're attacking with overwhelming force. For one, whether an enemy stack is in fleet mode can be deduced by sending a DD/PT group within 5 ranges of it but in very low enemy detection. Second, once the non-active player's fleet has been determined to be in fleet mode, it can be torn apart by forcing it to intercept fleets it would not want to, e.g., a 3 x DD blockade can be subjected to naval-analogy-of-fighter-sweep by a stack of BB, which can actually then just run away after the interdiction has caused the 3 DD to die.
4. Blockade is a very slow way to kill enemy units. WPP does not have implemented a system that would allow for the weeks-monthslong island fights because the defender will always have supply advantage. Not being in supply at the beginning of the turn gets you (IIRC) another 10% malus to efficiency, and you have no way of retreating off islands. Unless you're taking a VP, islands are probably better to be left alone per history.
In summary, naval battle is an abstracted cat and mouse. You want to force the enemy to engage within your LBA by baiting with blockades and fleets in low reconnaissance waters. At some point, you may gain a carrier range advantage over the enemy, and I believe the enemy can actually not retaliate, so be wary of that.
Miscellaneous: subs are very hard to kill, but this is balanced by no longer being able to spam them to blockade. I wouldn't bother trying to attack enemy fleets with them, just use as MM harassing. Fleet-based shore resupply can even double the effectiveness recovery of front-line units. Relevant for amphibious units anywhere in the SoPac, HK (shuffle back armies to resupply them), Burma Road. You can also be on the lookout for enemy units resupplying, as it turns them into fleet mode for the abovementioned 6BBsweep. Take heavy notice of fleet efficiency, which is relatively new. At the end-of-move pointer, there will be 0-2 anchors on the mouse. You'll take like 24% effectiveness hit per turn depending on how far away you are from a good anchorage.
I'll write down some thoughts that may turn into some kind of guide some point down the road. I assume you already know the timing of relative power balance throughout the war. The Allies will have 2.5-4 times ish the IJN in CV(E/L) numbers by the end of the war.
1. Mahan's theory rings true in this game. You will want to approach with overwhelming force WHENEVER possible. On the defensive/early game, this can mean LBA. Allies are limited by oil early game, IJN by opportunity to find hidden Allied ships. Even fighters can nag a battleship/CV like 10% of the time. This is why I prefer running escort fighter advancements. Their increased range will let you fly sorties from screens away.
2. Gamey things rule the game. A fleet's interception range of 5 can be thought of as its 2-week-turn activity radius. This means that depending on the situation, either the attacker or the defender will have the advantage. For example, if you blockade a port in neutral ground with no air, you force a naval response. However, that response gets only one attack against you (spending one OP to move in), and the next turn, you will have the choice to commit your overwhelming force in reserve or to back out.
3. Detection should be your friend. Defenders have an advantage because the attacker, unless accompanied with ground units taking ground and spotting for enemy ships, cannot actually hit enemy ships except by interception. The exception here is your intelligence units, which can turn the tide by allowing you to strike enemy navy that is "hidden."
Conclusion from 2 + 3. You should almost never be on fleet mode unless you're attacking with overwhelming force. For one, whether an enemy stack is in fleet mode can be deduced by sending a DD/PT group within 5 ranges of it but in very low enemy detection. Second, once the non-active player's fleet has been determined to be in fleet mode, it can be torn apart by forcing it to intercept fleets it would not want to, e.g., a 3 x DD blockade can be subjected to naval-analogy-of-fighter-sweep by a stack of BB, which can actually then just run away after the interdiction has caused the 3 DD to die.
4. Blockade is a very slow way to kill enemy units. WPP does not have implemented a system that would allow for the weeks-monthslong island fights because the defender will always have supply advantage. Not being in supply at the beginning of the turn gets you (IIRC) another 10% malus to efficiency, and you have no way of retreating off islands. Unless you're taking a VP, islands are probably better to be left alone per history.
In summary, naval battle is an abstracted cat and mouse. You want to force the enemy to engage within your LBA by baiting with blockades and fleets in low reconnaissance waters. At some point, you may gain a carrier range advantage over the enemy, and I believe the enemy can actually not retaliate, so be wary of that.
Miscellaneous: subs are very hard to kill, but this is balanced by no longer being able to spam them to blockade. I wouldn't bother trying to attack enemy fleets with them, just use as MM harassing. Fleet-based shore resupply can even double the effectiveness recovery of front-line units. Relevant for amphibious units anywhere in the SoPac, HK (shuffle back armies to resupply them), Burma Road. You can also be on the lookout for enemy units resupplying, as it turns them into fleet mode for the abovementioned 6BBsweep. Take heavy notice of fleet efficiency, which is relatively new. At the end-of-move pointer, there will be 0-2 anchors on the mouse. You'll take like 24% effectiveness hit per turn depending on how far away you are from a good anchorage.
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Professor Chaos
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Re: Basic naval tactics?
Post by Professor Chaos »
Thanks eskuche, that is helpful.
Is it possible to attack a surface fleet with carriers without getting the "carriers caught in surface combat"?
I'm still confused about something that basic, how to attack enemy naval units with carrier air on your turn.
Is it possible to attack a surface fleet with carriers without getting the "carriers caught in surface combat"?
I'm still confused about something that basic, how to attack enemy naval units with carrier air on your turn.
Re: Basic naval tactics?
It’s as simple as moving within carrier range (3 hexes at 1942), changing mission type to attack ship (press 1), and right click. The interdiction is independent of your two ops points.Professor Chaos wrote: Tue Mar 01, 2022 6:30 am Thanks eskuche, that is helpful.
Is it possible to attack a surface fleet with carriers without getting the "carriers caught in surface combat"?
I'm still confused about something that basic, how to attack enemy naval units with carrier air on your turn.
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Professor Chaos
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Re: Basic naval tactics?
Post by Professor Chaos »
Thanks, I understand the basic mechanics of how to attack with a CV.
My issue, as I posted in the first message, is that my CVs get clobbered by a surface intercept when I try to move them within 3 hexes. Is that just normal and expected?
My issue, as I posted in the first message, is that my CVs get clobbered by a surface intercept when I try to move them within 3 hexes. Is that just normal and expected?
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Remington700
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Re: Basic naval tactics?
Post by Remington700 »
Interception is normal and to be expected - if the enemy is in fleet mode. As eskuche mentioned you want to have overwhelming force - especially higher effectiveness which greatly impacts the outcome. So to attack the enemy fleet you are really getting the enemy to attack you.
To hold an island you want to be able to use night movement to sit a ship in raiding mode next to your port. This will stop the enemy from blockading unless they attack the ship in fleet mode (air units, including CVs cannot attack a unit using night move) and sink/retreat it. Which means they will be out of moves and a sitting duck for your naval response. Which is what you want. Keep your fleet fresh in a lvl 5+ port within 24 hexes and you can swoop in, cause the interception and return back to port. This will help to keep your effectiveness up while the enemy fleet is drained. Managing your effectiveness is key to wining these battles.
Or you can stay and launch a second attack - but you may fail to detect the enemy while you lose another 8% of effectiveness. Then you become the sitting duck to enemy land based air attacks. But then again you might finish off their CVs - depends upon how aggressive you want to be.
To hold an island you want to be able to use night movement to sit a ship in raiding mode next to your port. This will stop the enemy from blockading unless they attack the ship in fleet mode (air units, including CVs cannot attack a unit using night move) and sink/retreat it. Which means they will be out of moves and a sitting duck for your naval response. Which is what you want. Keep your fleet fresh in a lvl 5+ port within 24 hexes and you can swoop in, cause the interception and return back to port. This will help to keep your effectiveness up while the enemy fleet is drained. Managing your effectiveness is key to wining these battles.
Or you can stay and launch a second attack - but you may fail to detect the enemy while you lose another 8% of effectiveness. Then you become the sitting duck to enemy land based air attacks. But then again you might finish off their CVs - depends upon how aggressive you want to be.
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Re: Basic naval tactics?
Post by Staufenberg44 »
Interesting thread. Someone please explain the best uses for night moves with naval units. Thanks.
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Remington700
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Re: Basic naval tactics?
Post by Remington700 »
I work my Destroyers and Cruisers heavily, blockading and opening supply to island/ports. By using night moves (up to 12 hexes from port) your ships cannot be attacked by air units (land based air or carrier based air) making them much less vulnerable. They are also 50% less likely to be spotted, lowering the chance of being drawn into a surface battle. This works well in the Solomon's when you lack naval superiority.
I have also used night movement to attack with Battleships and Cruisers - even though you have less chance of initiating combat, you can crush a destroyer providing supply to an island, thus starting a blockade that cannot be countered by enemy air. Cruisers with the Torpedo specialty work great for this.
And I use night movement with a Destroyer or light Cruiser with the Supply specialty (doubles the effectiveness recovery) to resupply units. Your ship is less likely to be spotted or sunk (ends up in fleet mode once it initiates resupply) during the enemy's turn. Plus I use night movement with the torpedo boats to give them a better chance to survive when conducting resupply.
I have also used night movement to attack with Battleships and Cruisers - even though you have less chance of initiating combat, you can crush a destroyer providing supply to an island, thus starting a blockade that cannot be countered by enemy air. Cruisers with the Torpedo specialty work great for this.
And I use night movement with a Destroyer or light Cruiser with the Supply specialty (doubles the effectiveness recovery) to resupply units. Your ship is less likely to be spotted or sunk (ends up in fleet mode once it initiates resupply) during the enemy's turn. Plus I use night movement with the torpedo boats to give them a better chance to survive when conducting resupply.
- Staufenberg44
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Re: Basic naval tactics?
Post by Staufenberg44 »
Thanks much for that. More nuances to master, I like it. 
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