Tman65
Warlord
The usefulness of navies is a fairly hot topic. Some people hate them while some of us love them. In all honesty, both sides have very valid points. Personally, I think Naval Units provide some diversity in the game play, however you shouldn't expect a titanic naval clash with the AI...cause it's not gonna happen. Here are a few ways (in C3C) that you can use your navy to make a difference:
Coastal Defense
- with a well developed navy you can defend your homeland at the enemy's shore...you know when they move and have the ability to plan ahead on how to deal with them. This works can be applicable in all ages (ie before recon is available with flight)
- a balanced navy, can stop the AI from dropping off that one or two harassment units on your shore, either by sinking them or wounding them so they return to port to heal
Invasion
- your navy can help you in different types of assault: A. Marine vs. city B. SOD dropped off on foreign shores
A. Marine vs. city: Not many folks(so it seems) use marines to assault an enemy city and secure a beach head. If you do, your navy can really help make this task easier by bombarding the defenders into submission prior to the shore assault by the marines. Not only can it weaken the defenders directly, but shore bombardment can also reduce city size...thus reducing the defensive bonus. If you have carrier aircraft available, you can use them to kill the defenders after the navy bombardment. Note that if the enemy has fighters or AA in the coastal city you're trying to take, your bombers could take a beating in trying to remove the defenders.
a. Once the marines secure the city, move your transport fleet into harbor, disembark and move out! OR
b. If this is a diversion for your main thrust in another area, fortify your defenders and then use the fleet to help weaken the attackers that are sure to follow. Note, if you're only trying to bleed troops away from your main thrust go ahead and cut all transportation aids (road and rail) for two tiles outside your new border. This will force the counter attackers to stop in front of you forming a killing field.
c. You can alter this a bit and do raids. Bombard a city, take it with marines, raze it, reload and move on. Note that this strategy depends on your navy to cut lines of communication once again to by time for your marines to re-embark on the transport the next turn...if you don't cut the lines, you're marines are probably a goner.
d. All of this is practicable against an enemy on your same landmass as a leap frog method.
Pros of the Navy/Marine approach: 1. Disembarking in a city takes up no movement points, so your tanks, infantry, artillery can move quickly to the next target on the same turn. 2. Taking and holding an AI city as a diversion can allow you to penetrate deep into enemy territory with your main thrust while encountering less opposition. So you can take out the capital (for example) while the AI worry about their occupied city at the coast. Using the bombardment of BB's and DD's gives your troops holding the city a chance at holding out longer...thus keeping the pressure off your main forces longer. 3. Razing cities and/or resources on the enemy's coast can be devastating to productivity, reducing the number of troops you may have to face in the long run. You can also do the raiding in support of a weaker AI and not face a major investment of your own troops while still making an impact.
Cons of the Navy/Marine approach: 1. The major con with this is having to research the dead end tech that yields marines. This simply might not work with your current strategy. 2. Requires you to expend more resources if you're going to a foreign land and go for raids. This is due to having to field two fleets (one for the main force and one for the raiding diversion force).
B. Dropping of your SOD: What is the biggest disadvantage you face when you drop off your forces on another continent? All of your forces, whether its MDI's or Modern Armor, have to sit their and take the counter attack on that first turn. If you have artillery or units w/defensive bombardment you can take pot shots at the attackers, but for the most part you have to take one on the chin before you get to take your own swing. How can you reduce the response?
a. Use your bombardment group to hit your target city....hard. If you can (and you should bring enough to do so), redline every unit in the city on the turn you drop off the forces. If they're hurt, they're not gonna hit you.
b. Your carriers with their bombers can help isolate the battlefield by performing deep interdiction strikes to slow down the reinforcements. Go out to max range and bomb roads and rails...especially rails for two tiles. Why max range? Hopefully you're gonna be taking territory pretty soon and your units can use the enemy's roads themselves in a bit so by going out to max you're giving yourself room to maneuver while saying "Ok, the units w/in this area are gonna get that free shot in, but nobody else." As for cutting the roads, you did remember to bring combat engineers to fix them up in a jiff once you get to the breach didn't you?
c. Once you're established your beach head city, you've got some options:
i. You can move some DD's into your city and use them for defensive bombardment on any unit that attacks the city once your own forces move on. I don't think they bombard automatically, you must manually target.
ii. Sail your fleet to the next coastal city/resource you're going for and bombard away. You have the advantage of being able to move a decent distance AND bombard on that turn. Your artillery, moving with your ground forces, stops just as soon as it crosses the border...and then progresses one tile at a time.
Pros: 1. Absolutely the biggest advantage of this is force preservation. If more of your units are healthy and/or survive those first couple of turns to press on the attack, you are in a much better position. 2. Flexibility and options...you decide where you want to land and then can actually make an impact 1st rather than having to stand around and take it.
Cons: 1. Redlining enemy troops in your target city (if your target is a city) may take a turn or two as may using bombers to isolate the battlefield. So, your troops may/should have to in the transports until you've prepared the way. 2. No bombers = no isolation. 3. You won't have quite as many ground forces due to the resources spent on the navy (but the ones you do have will survive longer).
How much is enough?
This is a personal preference really. There are quite a few folks who feel that any navy is too much. However, I feel that the size of your navy should be based on your goals and the age you're currently in.
MA
Invasion: ~6 frigates and enough transports for however many troops you want to land...and a lot of patience as frigates can be rather unreliable.
Standing: ~6-12 (not counting invasion fleet) frigates. You can station your ships in a three ship cell various points for lookouts and shadowing. If something should happen, two can bombard and one can attack.
IA
Invasion: 3-4 Battleships, 2 Carriers (mix load of bombers and fighters for air superiority), 6-8 DD's, transports to suit (Personally, I think cruisers are worthless so I left them out, but feel free to add them)
Standing: 4-6 BB's (to be included in invasion), 1-3 CV's, 10-20 DD's.
Modern
See above...you can add Aegis Cruisers, but odds are your game will be over by this time anyway.
Are navies critical to success? Obviously not given the derision they receive. However, they can:
1. Give you more options on how to attack.
2. Increase your odds on invasion or the number of units viable left after that first turn.
3. Maybe most importantly BE LOTS OF FUN!
Coastal Defense
- with a well developed navy you can defend your homeland at the enemy's shore...you know when they move and have the ability to plan ahead on how to deal with them. This works can be applicable in all ages (ie before recon is available with flight)
- a balanced navy, can stop the AI from dropping off that one or two harassment units on your shore, either by sinking them or wounding them so they return to port to heal
Invasion
- your navy can help you in different types of assault: A. Marine vs. city B. SOD dropped off on foreign shores
A. Marine vs. city: Not many folks(so it seems) use marines to assault an enemy city and secure a beach head. If you do, your navy can really help make this task easier by bombarding the defenders into submission prior to the shore assault by the marines. Not only can it weaken the defenders directly, but shore bombardment can also reduce city size...thus reducing the defensive bonus. If you have carrier aircraft available, you can use them to kill the defenders after the navy bombardment. Note that if the enemy has fighters or AA in the coastal city you're trying to take, your bombers could take a beating in trying to remove the defenders.
a. Once the marines secure the city, move your transport fleet into harbor, disembark and move out! OR
b. If this is a diversion for your main thrust in another area, fortify your defenders and then use the fleet to help weaken the attackers that are sure to follow. Note, if you're only trying to bleed troops away from your main thrust go ahead and cut all transportation aids (road and rail) for two tiles outside your new border. This will force the counter attackers to stop in front of you forming a killing field.
c. You can alter this a bit and do raids. Bombard a city, take it with marines, raze it, reload and move on. Note that this strategy depends on your navy to cut lines of communication once again to by time for your marines to re-embark on the transport the next turn...if you don't cut the lines, you're marines are probably a goner.
d. All of this is practicable against an enemy on your same landmass as a leap frog method.
Pros of the Navy/Marine approach: 1. Disembarking in a city takes up no movement points, so your tanks, infantry, artillery can move quickly to the next target on the same turn. 2. Taking and holding an AI city as a diversion can allow you to penetrate deep into enemy territory with your main thrust while encountering less opposition. So you can take out the capital (for example) while the AI worry about their occupied city at the coast. Using the bombardment of BB's and DD's gives your troops holding the city a chance at holding out longer...thus keeping the pressure off your main forces longer. 3. Razing cities and/or resources on the enemy's coast can be devastating to productivity, reducing the number of troops you may have to face in the long run. You can also do the raiding in support of a weaker AI and not face a major investment of your own troops while still making an impact.
Cons of the Navy/Marine approach: 1. The major con with this is having to research the dead end tech that yields marines. This simply might not work with your current strategy. 2. Requires you to expend more resources if you're going to a foreign land and go for raids. This is due to having to field two fleets (one for the main force and one for the raiding diversion force).
B. Dropping of your SOD: What is the biggest disadvantage you face when you drop off your forces on another continent? All of your forces, whether its MDI's or Modern Armor, have to sit their and take the counter attack on that first turn. If you have artillery or units w/defensive bombardment you can take pot shots at the attackers, but for the most part you have to take one on the chin before you get to take your own swing. How can you reduce the response?
a. Use your bombardment group to hit your target city....hard. If you can (and you should bring enough to do so), redline every unit in the city on the turn you drop off the forces. If they're hurt, they're not gonna hit you.
b. Your carriers with their bombers can help isolate the battlefield by performing deep interdiction strikes to slow down the reinforcements. Go out to max range and bomb roads and rails...especially rails for two tiles. Why max range? Hopefully you're gonna be taking territory pretty soon and your units can use the enemy's roads themselves in a bit so by going out to max you're giving yourself room to maneuver while saying "Ok, the units w/in this area are gonna get that free shot in, but nobody else." As for cutting the roads, you did remember to bring combat engineers to fix them up in a jiff once you get to the breach didn't you?
c. Once you're established your beach head city, you've got some options:
i. You can move some DD's into your city and use them for defensive bombardment on any unit that attacks the city once your own forces move on. I don't think they bombard automatically, you must manually target.
ii. Sail your fleet to the next coastal city/resource you're going for and bombard away. You have the advantage of being able to move a decent distance AND bombard on that turn. Your artillery, moving with your ground forces, stops just as soon as it crosses the border...and then progresses one tile at a time.
Pros: 1. Absolutely the biggest advantage of this is force preservation. If more of your units are healthy and/or survive those first couple of turns to press on the attack, you are in a much better position. 2. Flexibility and options...you decide where you want to land and then can actually make an impact 1st rather than having to stand around and take it.
Cons: 1. Redlining enemy troops in your target city (if your target is a city) may take a turn or two as may using bombers to isolate the battlefield. So, your troops may/should have to in the transports until you've prepared the way. 2. No bombers = no isolation. 3. You won't have quite as many ground forces due to the resources spent on the navy (but the ones you do have will survive longer).
How much is enough?
This is a personal preference really. There are quite a few folks who feel that any navy is too much. However, I feel that the size of your navy should be based on your goals and the age you're currently in.
MA
Invasion: ~6 frigates and enough transports for however many troops you want to land...and a lot of patience as frigates can be rather unreliable.
Standing: ~6-12 (not counting invasion fleet) frigates. You can station your ships in a three ship cell various points for lookouts and shadowing. If something should happen, two can bombard and one can attack.
IA
Invasion: 3-4 Battleships, 2 Carriers (mix load of bombers and fighters for air superiority), 6-8 DD's, transports to suit (Personally, I think cruisers are worthless so I left them out, but feel free to add them)
Standing: 4-6 BB's (to be included in invasion), 1-3 CV's, 10-20 DD's.
Modern
See above...you can add Aegis Cruisers, but odds are your game will be over by this time anyway.
Are navies critical to success? Obviously not given the derision they receive. However, they can:
1. Give you more options on how to attack.
2. Increase your odds on invasion or the number of units viable left after that first turn.
3. Maybe most importantly BE LOTS OF FUN!