Critical hits are calculated the same as a regular ship gun hit that pierces armor. As mines are laid, some mines will graphically become visible on the map. That's really why carriers are so much worse this patch. Surface warships are categorised either as capital ships or screen ships, while submarines and convoys have their own unique mechanics. This website uses cookies to ensure that we give you the best experience on our website. Click on the plane icon on the picture of the carrier in the build queue, and you should be able to edit the the air wing that it starts with. When a ship gets targeted by an air wing, it will try to shoot back. The chance never goes lower than 0.2%. Thank you for your detailed response. Carriers match up quite well against subs (no AA, carrier sub detection was buffed) and against capital ships with no AA. In a big naval battle, you want to bring 4 carriers to counter the enemy bringing 4 carriers, having them is useful. This gets scaled depending on ship type: Damaged ships get a linearly increasing weight up to +500% at 0% HP. The attacking planes produce attacks against a randomly selected enemy division. (please don't actually go base strike, it's pretty garbage compared to TI or FiB). The actual purpose of carriers - winning naval battles.

Task forces are groups of individual ships. The rate of mine clearing depends upon both the quantity and type of plane which make up part of the air wings assigned to a region. +5% War support and the ship itself with a -50% bonus versus critical hits and a +25% bonus to experience gain. Strategic bombing damage is about 120 damage per attack cycle for ~0.3 buildings destroyed. But may be as your carrier is like a airport you can also process as if. It says something like: set standard loadout of planes and lets you select how many will be reinforced to the carrier once it's built. Naval bases are located within provinces on land, therefore, port strikes can only take place in a region which covers land. For example on High risk submarines will attack all enemy ships, including screens. A theater can accommodate any number of fleets without penalty. not carriers and convoys) and the respective weapons off cooldown can target three enemy ships independently per combat hour; one with its depth charges/light weapons, one with torpedoes, and one with heavy guns. Lost ships will open a window that shows a list of ships that have been sunk, either of or by the country, in the last two years.

Heavy fighters' larger range also means that they can be used to defend a larger area. In my Japan game I'm heavily using carriers.

Players carrying out strategic bombing should note: Players subject to strategic bombing can respond in several ways: Players can assess the impact of their bombing and their defenses in the region's air combat screen (number of buildings bombed, percentage of bombers disrupted). High screening efficiency prevents enemy torpedo attacks against the battle-line and carrier group, and confers increased hit chance (up to +40%) and retreat speed (up to +20%) upon all ships in those groups. 0.15 * ( + 20% * )^0.2. But if I had to choose between 4 carriers or 15-20 extra CLs, I'd probably take the CLs.

A new fleet can be created by selecting one or more existing task forces, then clicking the '+' button at the bottom of the screen. The naval strike target is randomly selected from a weighted distribution. They improve the following stats of aircraft executing the respective mission type: Escort Efficiency belongs to the same family of modifiers but has no effect. at 25% reliability the chance increases to 40%). Note that your bombers may get targeted by state-level "static" anti-air (AA).

All rights reserved. To do this, first the land based version of an aircraft will be researched, then one must research the carrier capable version by clicking the aircraft carrier button on the aircraft type in the air research tab. Each plane assigned to the attack rolls to hit a target. The chance for this is 10%, inversely scaled by reliability (e.g. Out of the remaining valid targets one is chosen by weighted random selection. The highest possible number of planes that can be shot down is 1% of planes times the ship's AA attack, capped at 100%. Theaters serve as a tool for placing different fleets in logical categories. On the British side, the heavy cruiser Effingham finished off two enemy destroyers (Curtatone and Castelfidardo) but the light cruiser Caledon did almost as much damage (only delivering the final hit on one enemy ship). With good positioning, 100% screening efficiency may be reached when the ratio is 3 screens per capital ship/carrier. Mission efficiency of an air wing is shown in the air base view window, that is shown if you click the airfield in which the air wing is stationed. This is a community maintained wiki. Two purposes for carriers: floating airbase and winning naval battles. Assigned regions for the selected fleet will be highlighted such that their color fades in and out, to distinguish them from regions assigned to other fleets. Carrier Engine I; Secondary Battery I; Hangar Space; 7500: 30: 5: 30: 3: 5.5: 16.1: 37.74 kn: 6000 km: 400: 13: 72%: 99: 85: 13089.25: Submarines . Once it has been pressed, it will bring up a column of information on either side of the summary naval combat results window, showing the impact of each unit or air wing (both carrier or land-based) on the battle - see the example to the right. The rate of minelaying depends upon both the quantity and type of plane which make up part of the air wings assigned to a region. click on your carrier from the air map mode while it's docked or holding offshore> click add air wing and then set the number to reinforce to> Can always check in the logistics tab how many planes you have ready to deploy.

CAS wings will join the battle to fill up to 54 planes. Task forces can be created and restructured in several ways: To maintain the current composition even after a task force takes losses, the Automatic reinforcement option can be enabled.

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Available for: All planes, except rocket interceptors, transport planes and scout planes. Following your comment, would the visibility reduction company be the clear choice (as it is with other classes), or would the ability to stack 30-40 extra fighters to deal with bombers be the better option? The air superiority mission doubles as escort mission, protecting bombers operating in the region by reducing disruption from enemy fighters. The remaining planes pick targets based on ship visibility, the amount of planes allowed to attack a single ship is determined by the ships max HP. The hit chance is always at least .05%[2]. Bad positioning applies a penalty to carrier screening efficiency, which may increase the carrier screening ratio required to achieve 100% efficiency. And if the plane is from air base, it does damage equal to the one fifth of plane's naval attack value. If a critical hit does occur, it potentially affects one of the critical parts on the ship. Only NAV2 and NAV3 have a sufficiently high naval attack value to sink troops convoys. Another factor is the guns hit profile compared to the target's profile. Below that overview is a list of task forces with their name, current operation area, as well as the number of ships and current mission. If any planes remain after the ship shot at them, they perform the naval strike. All trademarks are property of their respective owners in the US and other countries. Available for: Naval Bomber, CAS, Tactical Bomber, Jet Tactical Bomber. Selecting ships and right-clicking another task force reassigns them there. Bad positioning can cause a penalty of up to 50%.