Hearts of Iron IV

Hearts of Iron IV

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Khorne Mar 8, 2019 @ 8:17pm
How work Naval task forces
for example I add subs to convoy raiding. Then make second task force and give them mission convoy raiding in another region. Why all task forces have the same regions. When i delete a region it is deleted for all task forces.
I found only one decision it's make another fleet. Why devs make task forces this is so stupid.
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Showing 1-4 of 4 comments
Random Mar 8, 2019 @ 9:16pm 
your fleets roam between assigned sea regions, and in the case of convoy raiding arguably teleport still just like convoy escorts. you want to split your subs up into groups of say 20 (10 initially if you are a smaller naval power) then assign them their raid locations (an entire ocean for example) and by having multiple groups of 10 they will engage multiple convoy locations; their mission limitation is that they can only fight 1 battle at a time, so fight 5 battles at a time.

The reason why you wouldn't setup any less than 10 subs in a raid group is you want to be relatively quick in killing the convoy groups so you can move on to engage the next one or simply vanish into the deep before a fleet can respond. 20 subs function better at this, but any more will result in blatant overkill, but at the same time it then means you can probably throw down with a small escort fleet a little better, but that isn't your goal in the first place.

For your remaining surface ships you want to split off groups of destroyers in order to make patrol (scouting) fleets for your regions. These will physically roam the area's assigned so having as many patrol groups as you do sea regions to cover will yield best results for engagement but at the same time you can comfortable do a 2:1 of sea regions to patrol fleets with decent enough destroyer engines.

Your patrol fleet size should be scaled to your overall fleet size. if you are a smaller nation I wouldn't recommend you get greedy trying to hold too many sea zones as this will result in more destroyers being taken away from your strike force itself, and if you spread yourself too thin you may find that you cant efficiently kill the fleets you find.

For composition patrol fleets should be from 5 - 10 destroyers. 5 if your fleet is on the low side. If you are a major naval power (UK/Japan/USA/Italy) you can afford to add 1-2 LC to these patrol fleets just to give them a small meat boost while not hampering their speed (LC are quite quick) but this is not required as ideally your patrol fleets will not be fighting as they are generally set to do not engage by the mission definition itself (their role is merely to locate targets). regardless of role you will want sonar + radar on all of your destroyers and LC, this is basically not negotiable for effectiveness.

If your patrol fleets are spotted by enemy spotting fleets because they are only destroyers or D+LC they will be able to out run any larger fleets that the enemy strike force may consist off so you should very rarely be engaged.

Your strike fleet should consist of your remaining ships, and if you do have alot and are a major power, then you can likely split these fleets in half to create 2 strike groups, but if you are up against a similar sized naval opponent it would be wise not to or you may find half your fleet fighting their whole fleet and you will be wiped out.

for ships themselves, Heavy cruisers lack the heavy piercing value to even pierce capital ship armor, and pretty well fail to justify their existence (especially as they are classed as capital ships and are thus limited to 5 ports to build), you are better served building BC. As for BC vs BS, as both have access to the exact same weaponry and are capable of having enough piercing value to puncture both BS and BC armor, you would be better served using the faster BC option as this will help your strike fleet actually chase down enemy fleets who are running BS or older model ships.

Your admiral groups should be split up based on their intended roles.

Strike fleet + patrols on 1 admiral.
Raiding subs on another admiral
Minelayers and minesweepers on a final admiral.

As for mine layers and sweepers, destroyers are more then enough for this role, they very rarely if every get engaged, and just like convoy raiders they tend to teleport, so you can afford to spread them out over entire oceans (or the entire planet when you have 50+). As these ships are not intended to fight, you can actually forgo some components in order to make more of them due to reduced cost, however the cost isn't toooo bad, so if you can afford it (major nation) then you don't need to skimp. These should be built with a focus towards AA because if anything is going to hurt them its going to be planes, not ships. I have never had a strike fleet engage my mining destroyers... ever. and this is over multiple games and nations since MTG release.

Well this post got longer then expected, so I hope this helps somewhat.
Khorne Mar 9, 2019 @ 8:00pm 
Your post really helped me understand many things. Thanks.

What about mine layers? In what situations is it most effective to use? I know that mines reduce enemy ships speed by half. That means they're good to use to chase a retreating fleet? What about combine mine layers with subs to convoy raiding. It's more effective? And what about lay mines in areas where work torpedo bombers. Slowest speed mean more chance to hit with torpedo or not? And, finally, what about random die enemy ships on mines?


You say that destroyers most suitable for mine layers and sweepers role. I agree but what about planes? They more cheaper.

You say that one task force can only participate in one battle. For example, I have 4 naval task forces which consists of 10 subs. All have convoy raiding mission in 4 regions. A large enemy caravan passes through only one region . One task force engade into combat kill 40 ships and 40 escaped. Does this mean that the rest of the submarines can no longer teleport to this region to start a new battle?
Random Mar 9, 2019 @ 8:19pm 
Planes can lay mines, but honestly I never bother as ships can scatter further, as planes are obviously limited by your controlled land and range.

That being said strategic bombers can lay mines, so that's valid i guess, but once again its just extra or redundant to ships doing it. But for a minor nation spare planes laying mines is a decent option, but sub miner layers would generally be better for it in that particular case. Basically planes are "defensive" miners due to them reaching your territory only. Ships however can basically trap and isolate FUTURE enemy nations.

Mines can be laid while you are at war, even if the war has nothing to do with your target, so you can fight some landlocked nobody nation in south america, while filling the pacific ocean with mines for your future fight against japan as the USA.

Mines cause "accidents" to enemy ships, give a supremacy bonus (along with planes) resulting in boosted ship performance in naval combat against enemy fleets, and also slow naval invaders (gg allies) and as there is little risk in laying them, there is basically no scenario where mines are bad.

For the scenario of a raiding technically yes the convoy scenario of the 40 convoys "escaping" technically yes they can run away if you lack dps to kill them inside the first combat window, however their escape is to the next tiny sea tile within the region where the next sub raid hits them... so yeah everything is going to die eventually so dont worry about it :D
Khorne Mar 9, 2019 @ 8:56pm 
thanks you so much :)
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Date Posted: Mar 8, 2019 @ 8:17pm
Posts: 4