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https://www.youtube.com/watch?v=eFs6rgC1a3Q&t=371s
https://www.youtube.com/watch?v=5lDnuoOJkAo
As far as Task Force composition/numbers, there's tons of threads here and on the Paradox forums. Just off top of head, a typical US or Japan Strike Force TF might comprise 4xCV 4xBB 4xCA 8xCL 24xDD (44 ships). (I'm not selling that as "ideal"...just a ballpark example).
Important thing to know about an admiral is their orders. For example you can have an admiral with a patrol fleet, strike fleet, escort fleet, convoy raiding fleet etc. However obviously this can cause some skill conflicts, penalties and limits. Also some frustration when you take the UK's navy consolidate it into one task force to divide it up "easier."
The other thing to know is this for example. I did a recent game as Netherlands, I put both my sub task forces under the same admiral. I had one sub fleet in West Indies and the other in the English Channel. Once the war started both task forces ended up in the English Channel, not what I wanted.
Took me a while to catch on that the sea zones are assigned to the parent fleet, not to the individual task force which happens to be selected when you assign the zone. So whenever you add a zone, ALL the TFs in that fleet are going to try to expand their mission to include that sea zone as well (whether they can effectively/efficiently do so or not).
What I've found is that it all works best if fleets are organized by both geographic area AND function. In this case, you probably needed two separate submarine fleets; one for home area and one for the Caribbean. Even if each fleet was just one task force apiece.
In each general theater, I usually wind up having three or four fleets. One for Patrol/Strike, one for Convoy Raid submarines, maybe one for Convoy Escort. Sometimes a separate fleet for Invasion Support and/or Mine Warfare. So if I've got stuff going on Pacific, Atlantic, and Med all at the same time, it gets complicated. Anywhere from 9-15 separate fleets (not counting home-area fleets established for training/reserve purposes), many of which aren't very large. But ensures the right ships doing the right missions in the right sea zones.
The obvious downside, however, is that this requires a lot of admirals, lol. A few of the lesser fleets (mine warfare, for example) can get by without one, though.
Yeah that is eventually what I caught on to. Like for example if you want the UK to cover escorting from Gibraltar through the Suez and you want to divide it up into 3 sections then you need 3 admirals to keep each fleet in their own section. Otherwise all your fleets are just going to clump together.
The other annoying thing is the deep water can prevent your early class and coastal class ship from being moved around or operating in certain areas.
I found making an admiral into a miner makes a huge difference in laying mines. It is too bad you can not have mine placer and minesweeper on the same admiral.
If you can not move a fleet somewhere else, then you need to look at the fleet and the course it choose. If the fleet has any shallow only ships (coastal ships and early light hulls) then that fleet will not enter any deep water.
My biggest complaint is the inability to turn exercise off if a fleet is repairing. I found it annoying the other day while doing some training before the war. Then today the war started and it would not let me turn it off and the fleet ran back out to exercise and was sunk.