Air and Naval Warfare
Air wings and fleets operate from bases and fly or sail missions over regions and seas. Air superiority and sea control feed the ground war through fire support, slower enemy marches, cut supply lines, sea crossings and blockades.
Air wings and fleets fight a war around and above the ground war. They never stand in a province's brigade stack: each operates from a base and flies or sails missions over a target area, a region for air wings and a sea province for fleets. What they win there, air superiority or sea control, changes the ground war through explicit effects: fire support in battles, slower enemy marches, supply lines cut, crossings by sea and blockades of ports.
Formations
Air and naval units are trained like Brigades, paying manpower and arms up front through the training queue or into the unit stockpile, and they count towards military power. A trained air wing joins its base. A fleet must be built and based in a sea port, a coastal province with a harbour.
| Type | Arms cost | Training | Role |
|---|---|---|---|
| Fighter | 2,000 | 78 days | Air superiority; patrols its base's region while idle at war. |
| Tactical bomber | 2,500 | 96 days | Ground support, interdiction and strikes on fleets. |
| Strategic bomber | 4,000 | 132 days | Long-range bombing of enemy provinces. |
| Carrier group | 9,000 | 360 days | The strongest sea control; carries fighters to sea. |
| Surface group | 3,500 | 240 days | Sea control, escort, blockade, shore bombardment. |
| Submarine flotilla | 2,000 | 200 days | Raiding and blockade; hard to find without good detection. |
| Amphibious group | 1,500 | 150 days | Sea lift for crossings and assaults. |
Air wings have a full strength of 1,000; fleets range from 1,500 for a submarine flotilla to 5,000 for a carrier group. Range grows with the aircraft: a fighter reaches roughly a thousand kilometres from its base, a tactical bomber about half as far again, and a strategic bomber nearly four thousand.
Only fighters can embark on carriers, and a carrier group holds two wings. Tactical bombers cannot fly strategic bombing raids, and strategic bombers cannot provide ground support, interdiction, naval strikes or air superiority. Research changes detection, range, naval speed and damage, anti-air fire and carrier capacity for forces already in service (see Technology Trees).
Formations with no mission rest at base and regain strength and morale. A formation whose base falls to the enemy falls back to its home base with a heavy morale loss, or is lost if it has none. One worn too far down, or out of morale, breaks off its mission.
The air war
An air wing's mission names a region within range of its base or carrier:
| Mission | Effect |
|---|---|
| Air superiority | Fights for control of the region's sky. |
| Ground support | Joins every battle in the region on its side. |
| Interdiction | Slows enemy marches in the region and, when strong enough, stops their reinforcement. |
| Naval strike | Attacks hostile fleets in the seas along the region's coast; fleet anti-air fire intercepts the sorties. |
| Strategic bombing | Devastates enemy-held provinces in the region and adds war exhaustion to whoever holds them. |
Every day each region with air activity resolves an air battle. Each side's aircraft fire on the other's, and ground anti-air brigades in the region fire on enemy aircraft. Air superiority is a side's share of the air power present. It scales what that side's missions achieve, and gives its ground battles in the region a damage bonus that grows from nothing at even skies to 25% at total superiority.
Strategic bombing causes Devastation and adds to the target's War Exhaustion, so a bombing campaign wears down a country's will even without a ground offensive. Wings can rebase to another friendly province, taking time by distance, or embark on a carrier in the same port.
The naval war
Oceans and seas are provinces: about two hundred and seventy named sea provinces cover open water, from enclosed bays to ocean basins. They have names and neighbours but no owner. A fleet's mission names a sea it can reach from its port through waters the enemy does not control, and the fleet sails there first:
| Mission | Effect |
|---|---|
| Sea control | Fights for control of the sea. |
| Escort | Adds to sea control to keep the sea open for its side. |
| Raiding | Strikes enemy shipping; counts towards a blockade, best done by submarines the enemy cannot find. |
| Blockade | Closes enemy ports opening onto the sea. |
| Shore bombardment | Joins battles in adjacent coastal provinces on its side. |
| Amphibious lift | Holds lift on station for crossings and assaults. |
Every day each sea with fleets on station resolves a naval battle. Stealthy formations take only the share of fire the enemy's best detection in that sea lets it find. Sea control is a side's share of the sea-control power present, and a sea where the enemy reaches 60% control is denied: supply lines and wartime crossings cannot pass through it.
The sea and the ground war
- Supply over the sea. An expeditionary force overseas is supplied by sea, and cut off when the enemy takes that sea. See Supply.
- Wartime redeployment across water needs an open sea route.
- Crossings. With amphibious lift on station, brigades can march between two coasts of that sea, one brigade per unit of free lift; each amphibious group provides four. A crossing takes twice as long as a land march.
- Amphibious assault. Attacking a coast from the sea carries a 40% penalty, which ground support, shore bombardment and air superiority can offset.
- Blockade. The share of a country's ports under blockade cuts its taxable output and adds war exhaustion every month (1% a month under a complete blockade). It also gives the blockading side treaty leverage.
The AI
At war, AI countries send fighters over their biggest battles, tactical bombers to support them and strategic bombers against enemy capital regions, rebasing closer when nothing is in range. Submarines raid, carriers take sea control, surface groups bombard or blockade and amphibious groups hold lift for the ground army's crossings. At peace, formations return to base. Each AI country trains towards a force mix that depends on how well-equipped it is: the richest field fighters, bombers and fleets, while the poorest raise mostly militia. Countries without a coast build no navy.
Not yet in the game
- No blockade or quarantine action in Flashpoints and Crises.
- Nuclear deterrence does not yet depend on submarines at sea or on air defence (see Nuclear Program).
- No airborne drops, air transport or reconnaissance.
- Fleets in transit are shown at their port until they arrive.
Pages that link here
Brigades · Devastation · Infrastructure · Supply · War Exhaustion