A quick. informative guide on ship building in Road to 56. Some different ship hulls are available, and items have been added that are not in the base game.
Invoering
This guide is to help newer players with little to no knowledge of Man the Guns DLC build better, faster ships. This guide isn’t really meant for multiplayer, but rather for saving convoys from pesky AI Submarines, and downing the American fleet in one go as Japan.
These ship designs are optimized for higher production nations, but the simpler 1936 ships can easily by made by any nation with some naval production. You’ll notice that there are no pre-1936 ships. That’s a conscious choice, as those ships are bare bones, and not worth the production. Anti-aircraft and anti-submarine play a big part, as the AI loves to wreck your ships and your convoys more than reenacting the sinking of the Bismark.
Happy Sailing!
Cruiser Submarines
Modules Used: 1x Fuel Tank, 1x Snorkel, 2x Torpedo Tube IIThe superior early game submarine. Duitsland, Japan, and a few others have access to this marvel with increased range and module space.
Modules Used: 2x Mine Laying Rails, 1x Radar II, 1xTorpedo Tube IIUsing the extra module slot, the Cruiser Submarine is ideal for mine laying missions. Radar allows your submarine to slink away, avoiding enemy ships altogether.
Submarines
Modules in use: 2x Torpedo Tube II, For those nations that don’t have access to the cruiser submarine, de 1936 submarine is a simple, easy to mass produce convoy interdiction vessel.
Modules in use: 3x Torpedo Tube III, Snorkel IA simple upgrade off of the 1936 submarine, de 1940 submarine is now equal with the cruiser submarine in module slots.
Modules in use: 3x Torpedo Tube IV, Snorkel IIThe best nonnuclear sub, de 1944 sub has solid range and speed.
Modules in use: 3x Torpedo Tube IV, Snorkel IIThe literal nuclear option, de 1948 submarine allows you to add speed and range to your submarine, outrunning all but the fastest of ships.
Destroyers
Module in Use: 2x Minesweeping Gear 1x Light Battery IA simple, cheap mine sweeping destroyer. Perfect for dealing with those pesky mines.
Module in Use: 2x Depth Charge II 1x Light Battery I, 1x Anti-Air Gun I, Sonar IIUseful for dealing with and locating submarines. Good for smaller scouting parties, as well as for convoy escort.
Module in Use: 3x Anti-Air II 1x Dual-Purpose Main Battery I, Radar IIAgile enough to protect against threats from land and sea, the anti-aircraft destroyer is a cheap option for protecting your ships.
Module in Use: 2x Torpedo Tube II, 1x Depth Charge II, 1x Light Battery II, 1x Anti-Air II, Fire Control, Sonar II A simple mainline destroyer, can be easily mass produced for smaller nations, but can quickly become obsolete for larger nations looking for more powerful mainline ships.
Module in Use: 2x Torpedo Tube III, 1x Depth Charge III, 2x Light Battery III, 1x Anti-Air II, Fire Control, Sonar II The second iteration of the destroyer, de 1940 destroyer adds more light batteries for light piercing. perfect as a screening vessel for larger battle groups.
Module in Use: 2x Torpedo Tube IV, 1x Depth Charge IV, 2x Light Battery IV, 2x Anti-Air II, Fire Control, Radar IV The third iteration allows for more anti-air functionality for larger battle groups. Protection from aircraft will serve you well with these cheap screen ships.
Module in Use: 3x Torpedo Tube IV, 1x Depth Charge IV, 2x Light Battery IV, 1x Anti-Air II, Fire Control, Radar IVDe 1948 Destroyer is more focused on damage output. With three torpedo tubes, de 1948 destroyer can do fantastic damage in raiding groups, and within a larger battle group.
Cruisers
Modules in use: 4x Torpedo Tube II, 2x Anti-Air II, 1x Light Cruiser Battery II, Fire Control, Radar IIThe torpedo cruiser costs nearly 1000 less production points than other 1936 cruisers. It can hold multiple torpedo tubes (as the name suggests) to act as a fantastic anti-screen ship. It also does very well with raiding groups.
I wouldn’t use this ship templateI’ve only included this ship to compare it to the 1936 cruiser, which has the same number of module slots, and costs far less to produce. Unlike the special torpedo cruiser and cruiser submarine templates, the coastal defense cruiser just isn’t worth it. It under performs in every category.
Modules in use: 5x Anti-Air II, 1x Light Cruiser Battery II, Fire Control, Radar II, 1x Secondary Battery IIA simple, standard light cruiser outfitted with anti-air. Good with larger battle groups.
Modules in use: 2x Anti-Air II, 4x Light Cruiser Battery II, Fire Control, Radar II, 1x Secondary Battery IIA perfect addition to battle groups and raiding parties.
Modules in use: 5x Anti-Air II, 1x Light Cruiser Battery II, Fire Control, Radar II, 1x Secondary Battery IIA simple light cruiser design to harass enemy screening ships.
Battlecruisers
Modules in game: 3 x Heavy Battery II, 2 x Anti-Air II, Aircraft Facility II, Fire Controller, Secondary Battery, Battlecruiser Armor IIA fast, reliable capital ship for inflicting punishment on unsuspecting enemy ships.
Modules in game: 3 x Heavy Battery III, 3 x Anti-Air III, Aircraft Facility II, Fire Controller, Secondary Battery, Battlecruiser Armor IIIFast and heavy? Excellent.
Modules in game: 4 x Heavy Battery IV, 3 x Anti-Air IV, Aircraft Facility II, Fire Controller, Secondary Battery, Battlecruiser Armor IIIMore firepower, more speed, what could go wrong?
Modules in game: 4 x Heavy Battery IV, 3 x Anti-Air IV, Aircraft Facility II, Fire Controller, Nuclear Engines, Secondary Battery, Battlecruiser Armor IIIMore Battlecruiser, Now with Nuclear Power providing increased Range and Speed.
Battleships
3x Heavy Battery II, 2x Anti-Air II, 1x Recon Plane II, Fire Control, Dual-Purpose SecondaryThe heaviest of heavy duty 1936 schepen (other than the superheavy battleship). De 1936 battleship may be the last battleship you ever need to build.
3x Heavy Battery III, 3x Anti-Air III, 1x Recon Plane II, Fire Control, Dual-Purpose SecondaryJust in case the 1936 battleship isn’t the last battleship you ever need to build.
4x Heavy Battery IV, 3x Anti-Air IV, Fire Control, Radar IV, Dual-Purpose SecondaryWill this even be done building before the game ends?
4x Heavy Battery IV, 3x Anti-Air IV, Fire Control, Radar IV, Dual-Purpose SecondaryThis will almost definitely take longer than you have left in the game. Ook, Nuclear engines.
The Superheavy Battleship
Modules in use: 5x Heavy Battery V, 4x Anti-Air IV, Fire Control, Radar II, Dual-Purpose SecondaryThe thickest, most damaging ship you can get. You could easily build 4 of these by 1940 as a major nation.
Carriers
There’s no difference between aircraft carriers. Just keep adding more flight slots as you go. Persoonlijk, I try to go for 20 carrier fighters, and the rest torpedo bombers.
Naval Doctrines (Coming Soon!!!!)
Dat is alles wat we vandaag hiervoor delen Hearts of Iron IV gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door Miniwitz. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.