Unit Spotlight - Naval Patrol : Not sure How I lived without them

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    • Unit Spotlight - Naval Patrol : Not sure How I lived without them

      ***** Not a End All .. Be ALL of Unit. If you have other Pros and Cons please feel free to add. *****

      OK not sure how I lived without Naval Patrol (Was anti heavy in General) but last game as New Zealand started to build late in game and became helpful and now a Must have for advanced Naval Warfare; especially in middle of Pacific

      Pros:

      1. Research Tree - Fast and Cheap

      2. Build Costs - One of Cheapest Aircraft to build (850 component / 800 Elect )

      3. Range - starting at 1500 mi day 1 up to 3000 by day 27. Can get to 2000 mi day 13 which covers a lot of Ocean ( Very important to spot / keep BM subs out of striking distance). Playing with Aussie and set up forward Air bases in Fiji and island between aussie and africa; which results in able to patrol like 10,000 sq miles of ocean and coverage from South Africa to India in the west and Past Hawaii down to Antarctica in the East; which covers all of Indian Ocean and Half Pacific.

      4. Cruise Missile capable day 19; which corresponds to when able to produce and have available with Strike Fighters. Helps against Non Frig stacks if need be; but important to research CM stack too (Lvl 4 basically like a ballistic missile at 11 HP). Have also used over land to hit armor outside Strike Fighter Range (Must be in area confident no Air Supp Fighters.

      5. Radar Range (75 mi to 200 mi)

      6. Decent HP at 22 to 25 HP can usually take 1 or 2 AA hits unlike 10 HP AWACS

      Cons:

      1. Way too slow!! If trying to hit Navy with AA will get hit like 3 times (once coming; at engagement; on Exit). Return Flights take forever so best used as Scouts unless close to home.

      2. Blind to other Aircraft. If venturing near Aircraft Carrier or Coast with Planes will get hit before you know it.

      3. Zero Air Defense


      Ideal Use:

      Early on keep close to home shore and above cover from AA in naval stack. This still doubles to Triples radar range of Ships.

      Ex. If position on front edge of AA Cover of Frig stack (100 mile AA in front of ship) keeps Plane Safe and Ship will pick up / engage enemy planes. Now with 200 mile range can see enemy navy up to 300 miles from ship.

      As Game progresses can slowly expand Naval Perimeter.


      Combat:

      These drastically increases effectiveness in Naval battles especially if engaging multiple countries or naval stacks. Its like them fighting in the dark and you have a Giant Flashlight to see what / where next ship coming. Key is to keep the Naval Patrol on Edge of AA of given type of Navy (Important to read CoN News). Naval Warfare unlike others as vast areas of neutral territory; its a lot like hide and seek and try best to not get locked down in fixed combat; rather hit and lead battle to near by stacks and/or pull back 1 hr at a time; rinse and repeat till reach next choke point and send next closest stack to that point to join battle (will leave that second Navy Patrol near original choke point to avoid a blindside). I approach a picket fence line of choke points; with general 4 or 5 points will block off any approaching paths; so usually have another stack near by. A major part is hide and seek; so think of Naval Patrol as a cheat to see opponents well before they see you.

      ex. If Enemy has 100 mile AA and you have 150 mi Radar you basically have to keep radar contact on far edge close enough to see them but if patrol to close your 40 mi patrol circle will overlap his 100 mi AA. Best trick is to loop around and get behind him but still out of AA range. This allows to keep eye on this opponent; while can see 150 mi in direction any enemy support and/or transports trailing. This also reduces risk of him drifting into AA range under you.

      Having advanced eye in the sky makes sure you get first Volley hit. Most likely hes steaming and you hit and full reverse to keep out of return hit. (A moving ship will not fire back; if stationary will fire in 1 min. So the reverse keeps you out of auto engage range )

      If unsure of type of Navy stack can slowly close in on them (will get hit)

      ex. Was just battling Peru and Brazil in middle of pacific and they were coming from multiple directions and various types.

      Frig Stack - anything more than a 10 mile overlap AA will fire. Now you know Missiles and trying to direct attack useless; mission scout only.

      Cruiser stack - If within frig AA range and no hits can get to I think 40 miles now. Also can identify by how fast blue dots move ( takes a bit of experience). Can get much closer and may able to get CM in and/or direct attack.

      Destroyer Stack - Ideal and getting real close its either a Destroyer or a Transport. Do a Fly over to identify as destroyer defense only AA. If a Transport hit with CM; If other Naval patrol near by direct attack or can just keep spotting. If a Destroyer hit with CM and depending on # in stack or other potential keep NP on site or attack but downside will be takes a long time to return to ship so better to keep eye on them till nearby other NPs or Naval stacks can engage.

      Aircraft Carrier - Similiar AA to Cruisers so almost need to judge by speed and if suspect keep out of range. Very important to loop around to back as most opponents will only patrol planes in front of Carrier as they assume their six is safe. If you have airbase that is not in line with airbase and carrier launch CM and attack ( don't have carrier planes in direct line of return to base.

      Unknown - If don't want to risk getting NP hit (I had some down to 1.6 HP ) send in a CM as a potential throw away. Worst case it gets shot down but you now no what you are dealing with. Best case its something with little AA and you now have identified and done damage.

      Alternate Land Use:

      I like finding secondary uses. And first game used had coal partner vacant last day of battle we needed to push over VP total and enemy was hitting his territory on land so can use as a long range "bomber" with 1 or 2 CM capacity. Not ideal against Inf as CMs ony do 10 HP damage so two CMs to take out 1 unit. But in that game was able to launch from N. Africa and stop 1 inf who was taking territory in Poland. Highly not cost effective but saved from losing many unprotected prov and cities. Against Armor than pretty effective (assuming no AA or air cover).

      In Rising Tides game just won used to defend Victory Site that was way outside normal plane range till could get airfield nearby.




      "And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him "

      aka ...The killer formerly known as BuckeyeChamp

      The post was edited 3 times, last by The Pale Rider ().