The Kikla Doctrine: Naval Philosophy in the Modern Era

Evan_Kikla2

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Ok, so I've been tired of this misconception that the Navy isn't effective, spawning transports isn't an effective use of the Navy. So I've developed a doctrine by which the Modern Naval forces in Civ IV can be used effectivly and as an extremely useful tool. Believe it or not the Navy is an extremely potent weapon.

So here is the first Chapter covering the Philsophies, Logistics, Strategic, Opertational, and Tactical doctrine of the Navy and in particular the Carriers.


The Kikla Doctrine: Naval Philosophy on a Strategic and Operational level during the Modern Era

Note: This Philosophy was developed using SevoMod, effectiveness of this Strategy may differ in other versions of Civilization IV.

Chapter I:

The Philosophy of Modern Naval Combat

It is sad that weapons as potent as the Naval arsenal are largely ignored in Civilization IV, particularly in the Modern Era where there is an amazing potential to do extreme damage to the enemy. Before we delve into the specifics of Naval Philosophy, it is important to hammer down the basics of all Military Philosophy on an Operational, Tactical, and even strategic sense.
The Dominant philosophy in warfare is Local Superiority whereby the player has the advantage of superior numbers in a limited engagement. Simply put: If the player controls more units and can commit them to battle, then even if the opposing forces controls overall more units and more potential, the player will prevail in a limited combat. Such is how Modern Wars are won, by locally outnumbering the enemy with similar troops in most cases the Player will win. The ability for fast mobility in these cases is crucial, where a Player can engage and destroy an enemy, withdraw and redirect their troops, and then throw them into a new engagement. This theory of Modern Warfare is dominant in all Battle spaces.
By adapting this theory to the Navy, a Nation can become a powerful and dominant overseas force with the possibility to wage war in all areas of the world. An effective and well maintained and positioned enemy can not only begin waging war on an enemy as soon as it breaks out, but also wage an effective war, inflicting hurt upon its forces and economy. What gives the Navy this ability is simply the Navy-Air Team: the Carrier. But before we get into the specifics of Carrie combat, we will first discuss the foundation of Naval Strategic and Operational Warfare.



It is important to know in which Terrain the Navy excels at. Many think that the ideal area would be something such as an Archipelago, small islands separated by a myriad of channels and sounds. However this is not the case. The potential for land-based bombers out ways the cost of the Navy, and there ability to inflict damage upon the Navy also is something to worry about. The most suitable terrain to wage Naval Warfare in under the Kikla Doctrine is the Continental system: Large continents separated by wide open seas. This is because it allows for all the foundations of the Naval Warfare to be used to there complete effectiveness.
The Kikla Doctrine is based in a few key principles: Firepower, Mobility, and Flexibility. With all three of these core requirements met, the Navy can become one of the most effective forces in the Player’s arsenal.

Firepower: This links back to the basic principles of Modern Warfare. Firepower in terms of Modern Naval Warfare means Carriers, Fighters, and lots of them. The ability to bring to bear massive amounts of ordinance on an enemy is critical to waging the Naval War on Land.
Mobility: Another principle of Modern Naval Combat, Mobility is the Navy’s strong point, and should be exploited to its greatest potential. The Firepower-Mobility combination makes the Carrier Task Force an extremely potent weapon if well used. Bringing to bear massive amounts of firepower, then redirecting the force, and reengaging with overwhelming firepower, gives the Navy a unique advantage against Land-Based bombers and units. Instead of being tied into Cities and Towns, and sometimes caught into dangerous positions because of it, the Naval Carrier is an independent and mobile Air platform. It is able to move with the objective and keep hold of the offensive initiative key to winning wars.
Flexibility: Simply put: the Carrier is the most flexible units in the Player’s arsenal. It gives the player the means to fight, destroy, and then redeploy halfway around the World. It gives him the ability to wage small scale 1-carrie operations effectively against isolated enemies of combine his forces into massive 6-carrier task groups in support of a sea-born invasion. Not only is the Carrier an effective stand-alone weapon, but it has amazing potential for using its Airpower in support of Land operations where Land-based strikes are not an option.
Because of these main foundations in Naval Carrier strategy, the Naval Carrier option gives the player a unique ability to wage war like no other unit gives him. The possibilities are amazing: using Carriers in fast mobile task-groups, bringing to bear a massive amount of Firepower, destroying an enemy before the Land mop-up, and then redirecting them to a new area or even redeploying them to a new theater, is an astounding option that should not be neglected.
 
I believe that in order to approximate the current "real-time" Naval capabilities, Carriers need to be able to carry not only fighters, but Gunships and Marines (and be able to "air-drop" them, at least on the coast lines).
 
Great article, looking forward for the next chapter.. a lot more fun to read than some of the "math"-articles :confused: in the war-academy...
 
Well i don't think there is much to discuss about naval forces.

Basicaly you want to do a couple things :

- Have the biggest stack. First strikes promotions are most of times the best choice. Pretty simple.

- Keep your ship out of sight. This means 1 squares from enemy's cultural borders, 2 when they have optics.

- When landing troops that are not amphibians, aim for trees and hills. If enemy have consistent railroad system you gotta raze cities because let's face it, the enemy will pull lots more troops than you when on his turf. Unless you have total superiority and they didn't have a chance to begin with.

- Avoid making carriers unless your enemy is really really far. Get an open border with anyone near and set up an airfield in someone's city. Recon and bombard from there. And if he's REALLY that far, well reconsider and look for someone close.

- Use your Carrier groups to take out crucial resources only. We're talking about Aluminum, Oil and Uranium and possibly coal and copper. Leave the city bombing to the battleships. DO NOT TARGET the railway system unless its a single track or you know what you're doing (Usually if you have that much planes to actually cripple the whole system well, you could probably take the city easy right?). Rails are free and quick to make and usually cutting a few wont do anything. Planes gets shot down and they aren't cheap

-Often when there are 2 or more civs on a continent you dont even need transports. Get open borders with one, build airfield and airlift your people.

- Always keep fighters doing recon missions everywhere around your empire, every turns. Knowing exactly what is going on in the surrounding oceans will saves you nasty surprises and gives you initiative. Information is key to modern warfare.

- If you see a fleet coming at your land most of times its better to keep your fleet in the harbor. Let them come in range then attack. Dont let yourself get jumped in the open. Obviously if your enemy have major movement advantage this wont be usefull to stop them from landing.

- Having a ship in front of enemy town during war will blockade it. Very usefull because then your navy is actually doing something if you have naval superiority. Less food, less commerces for enemy and maybe foreign deals canceled.

- Submarines are, in my opinion, not good. You may argue that they can scout around but trust me a fighter does that job much better. Skip subs and grow your battleships stack.

- Nukes + marines. Enough said.
 
Something else not mentioned. Warlords can be used on boats and can create some very unique upgrade paths.

eg. It is possible to create 5 move gallies using warlords. This is extraordinarily powerful as you can hit any coastal city the enemy leaves open.

Simply load the gally with nothing but the warlord, use the warlord then promote with flanking, navigation 1 (+1 movement), navigation 2 (+1 movement), morale (+1 movement). That's the fastest ancient unit possible and it works well for surprise attacks on the back line.

Also works well on later units, creating 8 move galleons or 6 movement ironclads with the globe circumnavigated.
 
Something else not mentioned. Warlords can be used on boats and can create some very unique upgrade paths.

eg. It is possible to create 5 move gallies using warlords. This is extraordinarily powerful as you can hit any coastal city the enemy leaves open.

Simply load the gally with nothing but the warlord, use the warlord then promote with flanking, navigation 1 (+1 movement), navigation 2 (+1 movement), morale (+1 movement). That's the fastest ancient unit possible and it works well for surprise attacks on the back line.

Also works well on later units, creating 8 move galleons or 6 movement ironclads with the globe circumnavigated.

I can just imagine a Viking Warlord ship that is built with Trading Post :goodjob: And I bet it won't be hard winning the circumnavigation race for another movement point.
 
Nice post, Kiershar.

Kikla, umm, can you go straight to the point?
 
yeah youve only outlined that a Carrier is key to naval victory. you havent actually mentioned any strategies on using a navy, promotions, what units, what unit to pit against another, whether you should spend that extra gold having marines in a transport out of your borders (+1 gold for supply) for rast reaction.
 
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