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At 45 agility, naval vessels cannot attack you with their AA guns outside of kamikaze missions. Period. Air defense plays no role in naval air raids, air attack is also pointless.
Enemy AA is only effective at reducing your attack number but you can't combat this in any way.
If the enemy has pesky carriers you'll need self sealing fuel tanks to achieve adequate survivability against interceptors, but you will need 1 agility from your mio to remain immune to naval AA.
- A cheap torpedo destroyer, or torpedo heavy cruiser counters carrier aircraft cheaply if your naval bombers land hits on enemy screens. Can't have carrier aircraft if you can't have carriers.
- B non british enemy carriers won't launch sorties at night, except with one very specific doctrine milestone they won't get because you killed them first.
At about ~10% agility from MIO, you can replace reduced strategic materials usage entirely with self sealing fuel tanks, and cut losses to enemy naval fighters down about tenfold. At 15%, an anti-ship missile becomes a real option while remaining utterly retaliation proof.
Higher attack nav bombers sink fleets faster yes, but invincibility against non-interceptors is a hell of a drug. A cheap, almost zero resources aircraft that indefinitely causes enemy surface losses fundamentally forces your opponent to make unsustainable investments to maintain naval operations.
This is how you can win the naval war by doing almost nothing.
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Small warning: No air stat matters for ground forces air interception, if the enemy has 400 air attack in a ground battle there will be a a 100% interception rate you cannot interact with.
Surface forces immunity is specific to naval combat (And maybe trains/state AA, the numbers seemed to be the same mechanic just iterated on.)
W
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@123 Depends on enemies air response. Effectively dominates deep sea tiles where air escorts are hard to come by, but high 30's agility still gives excellent defense in a naval strike role, greater than 40 is more than 85% of naval retaliations blocked rapidly closing in on 100% by 45.
The high level engines only necessary due to the lack of MIO's since with MIO's you should have access to a few extra % agility.
The low air defense means the reference model should not be used in red air, but with better MIO's you should be able to readily make these earlier and with higher defense.
W
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@123 Wind tunnel experts+General aircraft designer makes this much cheaper to make early as you can stack 10% agility here.
Generic nav MIO's can get +15%, US is special can go +20%, same is true for multirole MIO's.
Best AFAIK is the US range focused fighter MIO, for +30% (15% from long range fighters, 5% from outsourced engines, 5% light aircraft development, 5% from wind tunnel experts.)
Course, nothing beats North American Aviation in a single stat late game from what I remember. This is why US goes heavy fighters in its meta, they will beat you in agility and speed without making the heavy fighter overly expensive, then just double your air attack yada yada.
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