Naval Taskforce as "Sea Army"

Kirejara

King
Joined
Jun 21, 2012
Messages
859
Location
Northern Germany
Hi,

as you all possibly know it is not possible to create a naval counterpart to the army.

I have added some sort of workaround to get a similar unit in my CIV3.

First I had added a Naval Academy (Navigation, one elite ship, +1 movement point from Lighthouse, splashscreen and icons borrowed from Great Library). This Naval Academy produced every 40 rounds one Naval Taskforce of each a Cruiser, Destroyer and Carrier ( http://forums.civfanatics.com/downloads.php?do=file&id=20232 ).



This Naval Taskforce has got a deadly bombardement both at sea and at land over two tiles, can carry four aircraft and has 10 additional hitpoints. Otherwise its attributes are similar to a normal Heavy Cruiser but a stronger defence (see screenshot).


EDIT: Editor screenshot added. Heavy Cruisers have got 15/6/11 and +2 hitpoints. As you can see I also reduced the defence points of the Taskforce.

I have tried to give it blitz attack, but that was an overkill as it was able to fire over ten times in a single round... (and that is even with a weakened bombard attack value too much) :eek:

The 40 rounds production interval should cause it to apear at around the time Mass Production comes up, but it is still possible that a civilisation that is stuck in the medivial age with Navigation and an elite ship to receive one of it (think of a shoulder shrug smilie here ;) ).

So while far from perfect it is at least a working replacement. ;)
 
I have tried to give it blitz attack, but that was an overkill as it was able to fire over ten times in a single round... (and that is even with a weakened bombard attack value too much) :eek:

Nice screenshots Kirejara. :) One possibility to give the carriers the blitz attack is, to set their movment from 12 to 4 and to give them the option to treat every terrain as roads. If the road-movement in your mod is set to 3 tile for one MV-point, the taskforce only fires 4 times with the blitz flag. I use this methode in my mod CCM.
 
Okay, Kirejara, now I have to try and do that too, with some of my boosted units, including a battleship.
 
Looks cool, but doesn't this make the advantage the player has over AI not even bigger??
I do not think so. As soon as the KI reached Navigation they start to build the Naval Academy (sometimes without the required elite ship it seems - KI is a cheating bastard ;) ).

In my last game my Second Fleet composed of elderly Ships of the Line (Pre-Dreadnought), Ironclads and Steam Frigates were ambushed by a single dutch Naval Taskforce, despite the fact that Willem was still researching Steampower. They were barely able to withdraw with half of the fleet damaged, but without losses. Surprisingly Willem did not directly attack, but did use the superior range and speed of his Taskforce to bombard my ships (it reminded me of the Battle at Falkland in 1914).

The dutch Taskforce was also damaged and finished during repairs in harbour by my faster and more modern First Fleet (with a core of Battleships, Dreadnoughts, Carriers, my own Taskforce and some escorts).

And my usual airstrikes against an enemy Naval Taskforce have been proven very costly...

Best way to deal with them seems to bombard it with a massive fleet of Battleships and Dreadnoughts. :trouble:
 
One possibility to give the carriers the blitz attack is, to set their movment from 12 to 4 and to give them the option to treat every terrain as roads. If the road-movement in your mod is set to 3 tile for one MV-point, the taskforce only fires 4 times with the blitz flag. I use this methode in my mod CCM.

Doing this in my mod tonight for my missile cruisers.
 
Thanks to Wotan49, I have now a better Naval Taskforce.



I had tried Civinator idea with the all terrain as road and blitz, but both the Naval Taskforce and the AEGIS (with flavor units) have been an overkill with it.

While theoretical a 12 MP ship (really 4 MP and ATSR) can fire 4 times, under optimal conditions it can still fire 8 time (units own 4 MP, +1 MP Seafaring, +1 MP Naval Academy and +2 MP Magellan).

During my first encounter with a KI Naval Taskforce (see previous post), I would have lost a complete fleet, if the Taskforce were able to make multiple attacks in a round.

For the same reason my Phalanx Artillery Mech has no blitz unlike the offensive Tomahawk Mech (wich in turn has no offensive bombardement).
 
Hmm, I wonder if having a mega-blitz is a bad thing though. As long as the AI takes advantage of it, it would make for some interesting decisions. Fleets with more outliers as scouts, shoot and move, shoot and move. I may play around with it. I have a late-game missile cruiser with a range of 4. Maybe I'll try it with that, give it a range of 8.

Now, where did those cities come from that look like forts? I wouldn't mind using those as forts.
 
I have a late-game missile cruiser with a range of 4. Maybe I'll try it with that, give it a range of 8.

Now, where did those cities come from that look like forts? I wouldn't mind using those as forts.
My Missile Cruisers/AEGIS Cruisers have allready a range of 4, Battleships/Dreadnoughts have a range of 3, Ships of the Line/Armored Cruisers have a range of 2 and all smaller and older ships have the basic range of 1.

And the KI is using them good. Even with scouting Seaplanes on my larger ships, I have sometimes a hard time finding the marauding Battleships of the enemy, so that I can sink them.

I am also thinking of reversing the Defence/Attack value of large capital ships, so that its defence is higher than the attack (similar to the Ironclad).

Do you mean the Fortress in the city or the city itself?

The Fortress is the Star Fortress by Wyrmshadow: http://forums.civfanatics.com/downloads.php?do=file&id=12632

To use it as immobile defence you will have to use Quintillus Editor instead of the Firaxis Editor: http://forums.civfanatics.com/showthread.php?t=550865

The cities are by Kyriakos.
 
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