What, no Dive Brakes? It's like an extra self sealing fuel tank in defence and it doubles the naval targeting for bomb locks and ap bomb locks. I always use dive brakes.
defense doesn't matter, don't use CAS in contested air space. My CAS has like no air defense or agility, hell I use non-strategic materials to lower it's costs and aluminum amounts
@@chrisofelt6427 defence literally mitigates losses from AA, it's speed and agility that only matter for air to air combat [and are both far more important than defence for that situation]
Thanks! Oh, thats one for Badger, i stay away from the seas :) Jokes aside, that might be, I have Tactical bombers first in the backlog, but yeah, thats a interesting topic! //TheRealBoppus
A few questions I have on CAS: 1. Why dont you use Small Bomb Bay instead of Heavy Bomb Locks or Anti-Tank Cannon I? Statswise I think Small Bomb Bay is better in every stat if used for ground attack only, right? 2. In which case would it be better to use turrets instead of armor plates? 3. Are dive brakes useless against ground targets? Nice video, +1 subscriber. Thanks.
1. Small Bomb bays give less ground attack per slot and per unit weight, but do permit different missions. Basically it makes the plane a light bomber rather than cas. 2. Turrets give less defence but use less weight than armor. They do give some attack, but fighters easily have 10x as much attack before speed and agility. A bomber will typically lose 10-30 agility from being a bomber resulting in a significan loss of firepower. Use turrets when you don't have enough thrust for more armor but you do want a little bit more defence. 3. Dive brakes do not help vs ground targets, they help vs the fighters shooting at you while you are attacking ground targets.
@@gudmundursteinar @PredatorianStyl 1 SBB are 3x the price of HBL, same damage. Otherwise you're right, they're more efficient damage per IC and damage per weight than ATC2. Rocket rails are best damage per IC but 1/2 the damage per slot of SBB or HBL. 2 I honestly skip turrets and armor on CAS entirely (except carrier CAS where range doesn't matter and quality does). Better to slot extra fuel tanks or non-strategic materials. CAS shouldn't be used in contested airzones, too much gets disrupted and losses are high even with defense modules. 3 Dive brakes are great on carrier CAS, and they're strictly better than armor plate (no range penalty, same weight, same defense). Typically, defense is wasted on CAS because you don't want to fight in contested airzones.
@@FurryCruz Small bomb bay are most efficient ground attack per weight early game, later equal to heavy bomb locks (but HBL are cheaper). Rocket rails are best attack per weight but only half the attack per slot of HBL or SBB (and same cost as HBL).
Can someone explain the results, please? According to wiki CAS dmg must be "Ground Attack*number of planes". So i cant see how the dmg of expensive one is 5 time bigger than 1940 medium (31 vs 20 dmg in templates)
I have to say, me neither, I didn’t expect that difference, so I have to go deeper here. It might even be the topic for my next guide just to understand damage dealing from CAS. But i decided to stop there in this guide, its already like 7 minutes longer than i originally aim for :) So, ill be back with that //Boppus
@@СергийЖуков-с6и there must be something as it weights more then small bomb bay, so there is no logical reason to use it. Bomb bays and Bomb locks are strange stuff too. When and which to use. I personaly found dive brake AP CAS on carrier awesome. Still its able to join landings and dish out great dmg even against destoryers on convoy raiding.
To simplify it Air attack modified by speed vs. Air defence modified by agility. For every full modified Air Defence of damage you do you shoot down one airplane.
Thats a simple and big question, but the simple answer is yes. If you have 200 HP and take 2 in damage. 1% of your division is destroyed. If you have a 50 hp division, 2 in damage will destroy 4% of the division. The second one is harder, the amount of cas that can go into a battle is dependent on the enemy combat width. If you fill upp 100% of the possible CAS in a battle, you get full bonus. //TheRealBoppus
As someone who exclusively plays single player, I almost never build tanks because they are so expensive and fuel consuming. I use really good fighters to control and dominate the air, then use CAS to absolutely demolish whatever is in front of my infantry. I often use the triple anti tank cannon design and it works wonders. Is there a reason why you haven't used that and attached heavy bomb locks?
can u compare survivability of a medium frame cas. despite getting more cas damage. the ic cost over a year do u save more on mediums not being shot down by 36 aa?
Sice medium frames have to put guns or a bombay (which is bad at cas) in the first slot the single engine cas will always be more efficient in the damage done vs cost calculation. Furthermore there will be more light airframes to lose since division air defence simply shoots down a # of planes.
Whats the point of heavy bombs? Its the same as small bomb bay, I only put heavy bombs on if I could not use more small bomb bays. The tier 1 gun has more weight then a small bomb bay, why would you use it? Btw you could test to use 1 cas with small bomb bay and 1 with the tier 1 gun. Maybe guns have more crit chance or something.
Think of it like this, and this applies to figher weapons too., Paradox have balanced plane modules like this. Light weapons give most boom per unit weight and Heavy weapons give most boom per unit slot. Think of it like this. If you have a fighter (I'm using this as an example because I don't remember the values for bomb locks) which has 3 weapons slots and 10 thrust available. Filling them with light quad machine guns gives 30 attack for 6 thrust, with 4 thrust left over. Filling them with quadd heavies would give you 54 attack but cost you 15 thrust, meaning you could only use 2 out of 3 slots for 36 attack for 10 thrust with one slot empty. The ideal mix option would be one heavy and two light which would give you 38 attack for 9 thrust with 1 left over. The same basic system applies to bomb locks. Regular bomb locks give more boom per unit weight and heavy bomb locks give more boom per unit slot. The best way to maximize your output is to first fill with the lightest weapons and then uprage each of the light weapons one step until you run out of thrust.
HBL are 1/3 the price of SBB, but same damage and weight. Once you have HBL, no reason to use SBB unless you really care about the extra 5 agility. Using CAS in contested zones isn't a great idea, 5 extra agi won't suddenly make it better, might as well use the cheaper option. AT Cannons are only good if you're slot limited (and they're not particularly good IMO, number of planes matters more)
@@28lobster28 If you are going to use cas in contested air zones you need battlefield support and rockets only with self sealing, dive brakes in the first two slots. They will be hrded to shoot down than fighters. Typically CAS gets slaughtered when they run with bomb locks which gives them a big agility penalty.
So I don’t need to produce for example a thousand CAS ?? Because if all of them can’t fit into the fight what’s the point. I think that question is important because I can make a decent stock pile and then focus those military factories to produce other things.
The stacking limit is why I prefer tacticals. A 1936 tac with 2x level 3 engines has the same payload as his expensive cas, yet has more range. Cost is roughly the same. With a range mio, it will easily outrange it. It can park in the rear area airfields and support the front line much more effectively than a cas. Of course, you need the industry to be able to produce them.
Number of CAS involved in battles can be calculated as "average combat width"*3*"number of land battles in airzone". So 1000 of CAS will cover maybe 3-4 active land engages.
CAS per Battle is 3x the Combat width, so a battle with 100Width can use 300 CAS, with 10 of those battles per airzone you are already at 3000 CAS Planes that can be utilised. But yes the point he was making is it depends you playstyle. If you go all out battleplanning you will have many battles at ones and cheap CAS makes more sense to make it available in Battle. If you use Tanks for precision maneuvers, you need less CAS so better focus on quality in this case.
Sorry, but how can you even use the designs? As far as I remember there is a very strict weight to thrust limitation for CAS missions. At least for light frames, I am pretty sure I could add very limited amount of modules before the build becomes invalid. The WtT rate you demonstrate in the video would only work for fighters. What am I missing?
I totally get your question, some of the equipment ass weight when on CAS missons, and some dont. I really dont know why they make it difficult for us sometimes :) But its described for each weapon you add, which stats it gives always, and what stats they get on a CAS misson. //TheRealBoppus
@ They make it difficult so that designs are choices we need to make and there is no simple meta plane. To be fair, I think we have too much thrust available to us. We can fill all slots on a 40 singe engine fighter with heavy machine guns, self sealing fuel tanks and 2 armor or fuel tanks. That's too much. Most fighters had typtically two quad lights, one cannon two double light, two cannon two double light, two triple heavies or two quad heavies. If we use the plane designer to make these real world options then we have lots of thrust and multiple slots left over.
Thanks Guys - great. I didn't get the Girlfriend DLC - it was way too expensive. So I am thinking I want my CAS to do a good job at logi strike too, which might mean I should stick more to bombs than other weapons/antitank stuff etc ? Cheers, MMM
Thanks! Haha, yeah, thats seams like a financially sound decision :) Yeah, for log-strikes you want to have high ground attack, so the ones focused on Air Support are kind of bad in that regard. Borh Badger and I have made a guide about Log-strikes and they are just amazing, I would say OP. Cheers!
of course we need the 1944 builds, to be able to win the long games, imagine you are south africa and you do the anti coloniest campain and the axis-allied war went currios, than you will have to do the long game ;)
i tried tactical bombers playing as italy and i dont want to go back. i put 2 strategic bombs and 2 cas bombs and it really really efective. Couldnt invade UK after new DLC, tried tactical bombe and i deleted uk from the map playing as italy super easy.
@@adrianwilliams7856 medium ofc, heavy is too expensive. medium tactical bomber destroys everything. try to put cheapest engine, its veryr important. i dont put any additional modules, try make it max cheap
@@EpicEnding2025 Basic heavy airframe with non-strategic materials costs 0 aluminum. Something to consider if you're starved for resources. They work just fine as strat bombers when assigned to night missions or heavily escorted.
Great question, since it really makes way to little difference to be worth investing in :) I recently made a guide testing agility if you want to see more about it. //TheRealBoppus
There is no meta. Make what u need, modules for everything. - "good ground attack vs inf not good" is nonsense. CAS also bombs org, not only strength. More damage to org, faster win, even if, as u stated correctly, the damage to strength of inf doesnt matter much. Idea might be to slap some machine guns on the CAS, with the small bomb. It doesnt do real damage, but can give - side information missing, many viewers might not know: No stat does matter when calculating loss through AA. Defense(and a bit of speed+agility) does matter ONLY vs enemy fighters. So, dive breaks are good....vs enemy fighters. Which doesnt make sense.
Thanks for the feedback! Its easy get tunnel vision after a couple of hours setting up templates, testing and save-games. Will keep that in mind :) //TheRealBoppus
What, no Dive Brakes? It's like an extra self sealing fuel tank in defence and it doubles the naval targeting for bomb locks and ap bomb locks. I always use dive brakes.
defense doesn't matter, don't use CAS in contested air space. My CAS has like no air defense or agility, hell I use non-strategic materials to lower it's costs and aluminum amounts
@@chrisofelt6427 defence literally mitigates losses from AA, it's speed and agility that only matter for air to air combat [and are both far more important than defence for that situation]
@@CM-db5cg There is no way to mitigate losses from AA. CAS with 40 air defense will suffer the same amount of losses to AA as a design with 0 defense
@ This is just factually incorrect. If you actually play hoi4 you can easily check this yourself.
@@CM-db5cgis it?
Excellent guide, very good CAS templates
Thanks FD!
//Boppus
Great video, than you!! Clould you next get into naval bombers and carrier airplain templates?
Thanks!
Oh, thats one for Badger, i stay away from the seas :) Jokes aside, that might be, I have Tactical bombers first in the backlog, but yeah, thats a interesting topic!
//TheRealBoppus
A few questions I have on CAS:
1. Why dont you use Small Bomb Bay instead of Heavy Bomb Locks or Anti-Tank Cannon I? Statswise I think Small Bomb Bay is better in every stat if used for ground attack only, right?
2. In which case would it be better to use turrets instead of armor plates?
3. Are dive brakes useless against ground targets?
Nice video, +1 subscriber. Thanks.
1. Small Bomb bays give less ground attack per slot and per unit weight, but do permit different missions. Basically it makes the plane a light bomber rather than cas.
2. Turrets give less defence but use less weight than armor. They do give some attack, but fighters easily have 10x as much attack before speed and agility. A bomber will typically lose 10-30 agility from being a bomber resulting in a significan loss of firepower. Use turrets when you don't have enough thrust for more armor but you do want a little bit more defence.
3. Dive brakes do not help vs ground targets, they help vs the fighters shooting at you while you are attacking ground targets.
@@gudmundursteinar Thanks. That really helped!
@@gudmundursteinar @PredatorianStyl 1 SBB are 3x the price of HBL, same damage. Otherwise you're right, they're more efficient damage per IC and damage per weight than ATC2. Rocket rails are best damage per IC but 1/2 the damage per slot of SBB or HBL.
2 I honestly skip turrets and armor on CAS entirely (except carrier CAS where range doesn't matter and quality does). Better to slot extra fuel tanks or non-strategic materials. CAS shouldn't be used in contested airzones, too much gets disrupted and losses are high even with defense modules.
3 Dive brakes are great on carrier CAS, and they're strictly better than armor plate (no range penalty, same weight, same defense). Typically, defense is wasted on CAS because you don't want to fight in contested airzones.
I load up on small bombs. I'm curious why you didn't use any...
What about the effects of AA..... Does AA shoot down air superiority or CAS first?
Anti-air in divisions only shoot down CAS and tactical bombers. But anti-air in divisions also decrease the negative effects of enemy air superiority
Small bomb bays you mean? Bcz they can't naval strike. Is really no reason take that.
@@FurryCruz Small bomb bay are most efficient ground attack per weight early game, later equal to heavy bomb locks (but HBL are cheaper). Rocket rails are best attack per weight but only half the attack per slot of HBL or SBB (and same cost as HBL).
Can someone explain the results, please? According to wiki CAS dmg must be "Ground Attack*number of planes". So i cant see how the dmg of expensive one is 5 time bigger than 1940 medium (31 vs 20 dmg in templates)
I have to say, me neither, I didn’t expect that difference, so I have to go deeper here. It might even be the topic for my next guide just to understand damage dealing from CAS. But i decided to stop there in this guide, its already like 7 minutes longer than i originally aim for :)
So, ill be back with that
//Boppus
Same. Soon I will do tests myself and search for the defines in the game files
Maybr the gun behaves differently
It sounds logical, but it's hard to justify it in terms of game code
@@СергийЖуков-с6и there must be something as it weights more then small bomb bay, so there is no logical reason to use it.
Bomb bays and Bomb locks are strange stuff too.
When and which to use.
I personaly found dive brake AP CAS on carrier awesome.
Still its able to join landings and dish out great dmg even against destoryers on convoy raiding.
I didn't know this about CAS designs.
Now you do mr Falk! :)
//TheRealBoppus
so air def and agi vs AA and intercept fighters? whats the deal there?
To simplify it
Air attack modified by speed vs. Air defence modified by agility.
For every full modified Air Defence of damage you do you shoot down one airplane.
The #1 stat for air is range.
Is the damage that a division takes only deependent on the hp? And with how many cas do you max out the grounsupport bonus?
Thats a simple and big question, but the simple answer is yes. If you have 200 HP and take 2 in damage. 1% of your division is destroyed. If you have a 50 hp division, 2 in damage will destroy 4% of the division.
The second one is harder, the amount of cas that can go into a battle is dependent on the enemy combat width. If you fill upp 100% of the possible CAS in a battle, you get full bonus.
//TheRealBoppus
👍just learning this game
it is gonna take ca. 3 years. good luck
Just wait til you start trying to understand how ships work.
As someone who exclusively plays single player, I almost never build tanks because they are so expensive and fuel consuming. I use really good fighters to control and dominate the air, then use CAS to absolutely demolish whatever is in front of my infantry. I often use the triple anti tank cannon design and it works wonders. Is there a reason why you haven't used that and attached heavy bomb locks?
can u compare survivability of a medium frame cas. despite getting more cas damage. the ic cost over a year do u save more on mediums not being shot down by 36 aa?
Sice medium frames have to put guns or a bombay (which is bad at cas) in the first slot the single engine cas will always be more efficient in the damage done vs cost calculation. Furthermore there will be more light airframes to lose since division air defence simply shoots down a # of planes.
Whats the point of heavy bombs? Its the same as small bomb bay, I only put heavy bombs on if I could not use more small bomb bays.
The tier 1 gun has more weight then a small bomb bay, why would you use it?
Btw you could test to use 1 cas with small bomb bay and 1 with the tier 1 gun.
Maybe guns have more crit chance or something.
Think of it like this, and this applies to figher weapons too., Paradox have balanced plane modules like this. Light weapons give most boom per unit weight and Heavy weapons give most boom per unit slot.
Think of it like this. If you have a fighter (I'm using this as an example because I don't remember the values for bomb locks) which has 3 weapons slots and 10 thrust available. Filling them with light quad machine guns gives 30 attack for 6 thrust, with 4 thrust left over. Filling them with quadd heavies would give you 54 attack but cost you 15 thrust, meaning you could only use 2 out of 3 slots for 36 attack for 10 thrust with one slot empty. The ideal mix option would be one heavy and two light which would give you 38 attack for 9 thrust with 1 left over.
The same basic system applies to bomb locks. Regular bomb locks give more boom per unit weight and heavy bomb locks give more boom per unit slot.
The best way to maximize your output is to first fill with the lightest weapons and then uprage each of the light weapons one step until you run out of thrust.
HBL are 1/3 the price of SBB, but same damage and weight. Once you have HBL, no reason to use SBB unless you really care about the extra 5 agility. Using CAS in contested zones isn't a great idea, 5 extra agi won't suddenly make it better, might as well use the cheaper option. AT Cannons are only good if you're slot limited (and they're not particularly good IMO, number of planes matters more)
@@28lobster28 If you are going to use cas in contested air zones you need battlefield support and rockets only with self sealing, dive brakes in the first two slots. They will be hrded to shoot down than fighters. Typically CAS gets slaughtered when they run with bomb locks which gives them a big agility penalty.
So I don’t need to produce for example a thousand CAS ?? Because if all of them can’t fit into the fight what’s the point. I think that question is important because I can make a decent stock pile and then focus those military factories to produce other things.
But you will not have only one battle to fight
there's many battles on the front lines...trust me a 1000 is a good amount to have in an air zone
The stacking limit is why I prefer tacticals. A 1936 tac with 2x level 3 engines has the same payload as his expensive cas, yet has more range. Cost is roughly the same. With a range mio, it will easily outrange it. It can park in the rear area airfields and support the front line much more effectively than a cas. Of course, you need the industry to be able to produce them.
Number of CAS involved in battles can be calculated as "average combat width"*3*"number of land battles in airzone". So 1000 of CAS will cover maybe 3-4 active land engages.
CAS per Battle is 3x the Combat width, so a battle with 100Width can use 300 CAS, with 10 of those battles per airzone you are already at 3000 CAS Planes that can be utilised.
But yes the point he was making is it depends you playstyle. If you go all out battleplanning you will have many battles at ones and cheap CAS makes more sense to make it available in Battle. If you use Tanks for precision maneuvers, you need less CAS so better focus on quality in this case.
Sorry, but how can you even use the designs? As far as I remember there is a very strict weight to thrust limitation for CAS missions. At least for light frames, I am pretty sure I could add very limited amount of modules before the build becomes invalid. The WtT rate you demonstrate in the video would only work for fighters. What am I missing?
I totally get your question, some of the equipment ass weight when on CAS missons, and some dont. I really dont know why they make it difficult for us sometimes :) But its described for each weapon you add, which stats it gives always, and what stats they get on a CAS misson.
//TheRealBoppus
@ They make it difficult so that designs are choices we need to make and there is no simple meta plane. To be fair, I think we have too much thrust available to us. We can fill all slots on a 40 singe engine fighter with heavy machine guns, self sealing fuel tanks and 2 armor or fuel tanks. That's too much. Most fighters had typtically two quad lights, one cannon two double light, two cannon two double light, two triple heavies or two quad heavies. If we use the plane designer to make these real world options then we have lots of thrust and multiple slots left over.
@hyggegaming Great info. Can you explain in detail the purpose of equipment tags for planes, tanks and ships?
Thanks Guys - great. I didn't get the Girlfriend DLC - it was way too expensive. So I am thinking I want my CAS to do a good job at logi strike too, which might mean I should stick more to bombs than other weapons/antitank stuff etc ? Cheers, MMM
Thanks! Haha, yeah, thats seams like a financially sound decision :)
Yeah, for log-strikes you want to have high ground attack, so the ones focused on Air Support are kind of bad in that regard. Borh Badger and I have made a guide about Log-strikes and they are just amazing, I would say OP.
Cheers!
pls 44 tech ❤
of course we need the 1944 builds, to be able to win the long games, imagine you are south africa and you do the anti coloniest campain and the axis-allied war went currios, than you will have to do the long game ;)
i tried tactical bombers playing as italy and i dont want to go back. i put 2 strategic bombs and 2 cas bombs and it really really efective. Couldnt invade UK after new DLC, tried tactical bombe and i deleted uk from the map playing as italy super easy.
You used heavy airframe or medium airframe
@@adrianwilliams7856 medium ofc, heavy is too expensive. medium tactical bomber destroys everything. try to put cheapest engine, its veryr important. i dont put any additional modules, try make it max cheap
@@EpicEnding2025 Basic heavy airframe with non-strategic materials costs 0 aluminum. Something to consider if you're starved for resources. They work just fine as strat bombers when assigned to night missions or heavily escorted.
Interesting, im probably coming to Tacticals next.
//TheRealBoppus
Why don't you care about agility?
Great question, since it really makes way to little difference to be worth investing in :) I recently made a guide testing agility if you want to see more about it.
//TheRealBoppus
There is no meta. Make what u need, modules for everything.
- "good ground attack vs inf not good" is nonsense. CAS also bombs org, not only strength. More damage to org, faster win, even if, as u stated correctly, the damage to strength of inf doesnt matter much. Idea might be to slap some machine guns on the CAS, with the small bomb. It doesnt do real damage, but can give
- side information missing, many viewers might not know: No stat does matter when calculating loss through AA. Defense(and a bit of speed+agility) does matter ONLY vs enemy fighters. So, dive breaks are good....vs enemy fighters. Which doesnt make sense.
Good reasoning but newer players won’t have a clue what you’re talking about as you’re not explaining what you’re putting into the modules.
Thanks for the feedback! Its easy get tunnel vision after a couple of hours setting up templates, testing and save-games. Will keep that in mind :)
//TheRealBoppus
Why do you lie in a tutorial? HOI4 players having girlfriends LOL give me a break. /s
Haha, sorry :)
//Boppus