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Post by HolyDragoon on Jan 12, 2018 12:42:11 GMT -6
Oh no, it's that guy again! Welcome to yet another weird experience in Rule the Waves! This time, Sweden will be put to the grinder as I do... things to it. This is the skjold's Sweden mod, which I have no idea if it is different from natogeneral's version, to be honest. There are some modifications, since I'm using Aeson's map. Gold Coast vanished, so I replaced it with the Canary Islands. I think that point for point, the swap shouldn't make much of a difference in the overall game.
So, what does our plucky Scandinavian nation have as traits? (Don't mind the duplicate Germany, it's actually Italy trying to look important.) Well, this will be interesting. The Könung will surely try to stick his unmentionables into a meat grinder, leaving Amiral Cronstedt with the unenviable task of sorting off the mess that his sovereign will stick him with. Coupled with this, Sweden is not sure if they should into Navy. Must be unsure if they want warships or icebreakers... Now, good things! Rapid economic growth is nice to have, and research advantages in both armor and AP projectiles is a pretty good set of advantages. With 18 million as starting funds, we can't expect miracles, and starting with 10'' guns and 12k on the docks means that at least some of the larger ships will have to be ordered from foreign yards. Let's do this. Settings will be as usual for my games, which means 20% tech (masochistic tendencies speaking loud in this one), varable tech and medium fleets. Budget looks good enough to me. As usual, get some DDs as a foreign complement and prepare a decent home fleet. Thinking a bit on my last game, I reckon there's no need to design a 'colonial' DD, the same design can be used for both fleet and colony ships. This will do. Torpedoes won't be used a lot at the beginning of the game, but two tubes give a second shot in case my destroyer captains decide to get creative. Since I dislike speed-tuned engines, I reduce my broadside on this particular class to allow it to make 27 knots. Two squadrons to each colony, I'll add the home fleet ones once the rest of the main fleet is ready. Looks familiar? Yeah, it's pretty much a modified Adamastor with underwater torpedo tubes, reinforced deck armour and four 4'' guns to tell destroyers to get lost. A little experiment of mine, also splinter protection on uptakes. Because screw splinters in the uptakes. Three of these ships will compose the home cruiser fleet. Next, the battleship design. Now, I'd order this design from German yards, since they're my 'friends', but they make weird designs and are a bit undergunned, so Great Britain it is. Yeah... I really don't like heavy guns as secondaries. I use the saved weight to add more armour as usual, as well as an extra knot of speed. Building one of these, with the other probably being under construction at the start of the game. One DD squadron per cruiser and the funds are already kinda low. Which isn't that bad, to be honest. Let's just proceed to the ships underway at the start of the game. I can't build an armoured cruiser design that leaves me satisfied for the early game, so I just order another CL and more, you guessed right, destroyers, in addition to the battleship mentioned earlier. Since I don't have the budget to do both cruiser and BB at the same time, the CL starts on hold until a later time. With this handled, it is time to start the game. First things first, research. Thouhg I have advantages in armour and AP rounds, I don't set their research to high, focusing instead on lighter forces. I won't do a flood of destroyers again, I think, but I could use improvements for my cruiser force. The end of the first turn is generous to me, as one of my destroyers under construction gets the faster construction event. February starts with a shipyard expansion event. Looks like they're starting early. March and April, however, turn out to be uneventful months, apart from the completion of a destroyer. Not interested. I have enough as it is, and building one would mean another three would follow behind to preserve the 4-ship squadron rule. Well, let's claw some prestige and deal with the tensions later. June comes, and brings the completion of the rest of the destroyer squadron. I go for some coastal forts to improve my defence, now that I have some free money that is still not enough to sustain a cruiser and a battleship building at the same time. Nothing worth of not happens in the next months. No events, no delays, nothing. Soon enough, the first set of batteries are finished and it's time to go to the next colony. Britain seems to me a bit miffed at me, though. I wonder why. It took one year for the Könung to slip up. Wow, such restraint. Top option, since I can take the tensions, which rise on countries that are not GB, fortunately. More importantly, this means another point of Prestige. Also, January and March saw two shipyard size growth events. My docks now stand at 15k tons. April 1901 sees the completion of my battleship... and my tech guys say they can't figure out 600t destroyers. Anyway, I can now resume construction of my cruiser. June sees yet another batch of coastal guns finished, and the USA getting a bit too handsy with their intelligence operatives. I give them the gentleman's way out. The end of September graces my cruiser with a faster construction event. Until December, nothing worth of note happens, apart from yet more batteries and my tech guys messing up Heavy secondary batteries. Hmm... this means... Armoured cruiser design time. I have bigger shipyards, my cruiser is just about done... no wait, it is done, and I have the money to spare. My eggheads finally figure out where they left their pants and give me the Hardened AP penetrator te- Isn't that my bonus tech? It is! You cheap bastards! Computer, stop giving my low freeboard designs, we're near the freaking North Sea. Eeeh... not perfect, not horrible either. Spliner protection on the whole deck because once again, no splinters hitting my uptakes. I did ignore this detail on my battleship design, but they don't live with the motto 'speed is life' in mind. Well, to be honest, armored cruisers don't depend on it like lighter cruisers do, but let's leave this here as a safeguard of sorts. Balance is just enough to put one of these in the yards with no monthly deficit. Sweet. Scientists make unexpected advances in fire control! Ship design too! Yet, they have nothing to show. I mention privately to the Könung that someone ought to show up on their design offices by surprise and give them a royal decree to move to Lapland. June 1903: After a few more months of nothing happening, my intelligence efforts tell me that our 5'' and 7'' guns are superior to Italian designs. Well, okay. Uh... someone didn't get the memo that mass destroyers weren't to be a thing on this game. Well, let's accept and get them underway, because money and prestige are never enough. Also, research guys avoid a cold fate in Lapland by showing me results. Heavy secondary batteries are now buildable! Not that I'll make a lot of use out of this. GERMANY! We were supposed to be friends! Why do you make me call on everyone to see if you don't occupy... where they heck is that place? Aaand they ignore my noises of protest. All for a strip of land in Southern Chile. What are they looking for so far south, penguins? *shrugs* JUSTICE! Italy angry at me! Hydraulic recoil! No wait, that last one was my tech report. Er. Yeah. So that's... a 200k loss? Okay, I can live with this. Also, Krupp armour is researched. France is not my first option, but... *eyes Italy and Austria-Hungary* Might as well bite the bullet. I also increase intelligence efforts with those two, let's see who blinks first. Accepted, of course. Imprevements to torpedoes are always welcome. Also, Coincidence rangefinder is researched. It's January 1903, and I'll end this chapter here. Here's how things go: Not too bad. Budget is a bit short, but quality makes up for the smaller forces. I'm confident I can take on either AH or Italy, even if I just make a harassing campaign to give them headaches and a couple of torpedoes on their sterns.
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Post by HolyDragoon on Jan 13, 2018 15:55:21 GMT -6
And let's get on with this.
So, last chapter, we were trying to rile either AH or Italy up. First thing to happen is this: Checking the almanac... well, let's just say Italy is barely out of the starting line. As they are, they'd be the ones to benefit from a technology exchange, so I refuse the agreement, raising tensions a bit more. France is allied to me, so I let them have this technology. Improved surface condenser is researched. A few more months where nothing of note happens, apart from the completion of the destroyers I ordered... or had to order, whatever. Then, a spy brings me info on my enemies: Run of the mill light cruiser, I guess. I can outrun it and it has some decent armament. Still, I'm confident my ships could prevail over theirs. Of course, as you'll see further ahead, my spy can't read a word of Hungarian/German. Yeah... no. I have a ship that's almost finished, and I know how my luck with these things goes. By now, tensions with AH are getting pretty high. I reduce intelligence efforts with Italy... It's still too soon to start thinking about starting to train my fleet, though. What I should do, however, is to prepare a simple minesweeper design for CP duties. Meanwhile, my shipyards grow another 1000t and I get yet another event. I push a bit more, but tensions do not rise further with the people I actually want tensions to raise with. Reliable bursting charges are researched. The USA offer for sale Lyddite bursting charges, which I accept. A couple turns later, my research team finally figure out 600t destroyers, which don't really tell that much to me. Meanwhile, I get a budget cut due to low tensions, even though half of the world is at level fout towards me. No. Get out. Next month, I get the industrial development event, and... Yeah, this is both annoying and an interesting opportunity. I shouldn't undo my works in trying to push them into a war, but on the other hand... well, they might want to try again, even though this round of negotiations bogged down. Anyway, I make up my mind, and decide to focus solely on Italy. They do have colonies, while AH doesn't, after all. Oh and my spies give me blueprints to the Jupiter, again. Perfect. Let's make some noise and annoy Italy further. By this time, I'm starting to get annoyed at how tensions refuse to rise by themselves when I actually want them to rise. Research teams also figure out Power rammers. Not much else of note goes on. September 1904, shipyards grow another 1000t. Some more sabre rattling. When I want to pick a fight, tensions seem to freeze where they are. As a result, I get my increase in tensions... though Britain also gets miffed. I've got to avoid getting into a fight with them... Also, my fleet figures out Active mine warfare. That's good to know. I order yet another battleship, mostly because it is cheaper than the armoured cruiser and lets me keep a token force at home. Also, I don't have 12'' guns, so I- Wait, how come I'm able to build my battleship design at home when I don't have 12'' guns? Ordering the guns from abroad? Next turn, Improved riveting techniques are adopted, and tensions decrease... again. *loud Swedish noises* I prepare gunnery and torpedo warfare training. Sooner or later, and hopefully in a favorable timetable, we will reach a boiling point. Some wacko brings me something related to armour development. I humour him, it's not like a 300k will hurt me. Sabres rattle, tensions rise to 10. Finally. It won't last long, though, as you'll see in a couple of events. The wacko's ideas had some merit, though they weren't enough for new technologies. It's time. Well, not quite. Which is good, since that will mean less time between the start of the conflict and the training to kick in. Dammit France, not THEM! Let's try to defuse this mess... Oh yes, this is the best outcome I could ask for. ... and tensions decrease again. Dammit! I wanted to avoid war with Britain, not to have the Italians tuck their tails between their legs! Research teams also have no luck with subs yet, though they do make some slow advances on that field. Actually, scratch that, they just made advances for two consecutive months and unlocked early coastal subs. This is a first for me, never saw them managing to do something like this. Ireland rebels. Business as usual. I think I'll keep a scorecard on how many times Ireland rebels over how many games. I'm pretty sure the ratio would be over 1. It is January 1906, and I'll end this second chapter here. I'm pretty annoyed. Usually I try to avoid wars, and end up getting caught into them nonetheless. This time, I want to pick a war, taking advantage of the French alliance, and I have no luck whatsoever. I shouldn't try to play when I'm feeling sleepy as well, my brain does some weird logic loops.
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Post by HolyDragoon on Jan 14, 2018 14:11:12 GMT -6
Third chapter. Let's go.
Hmm. So. Training kicks in, and still no war. Dammit Italy! Cockburn safety valve is researched. Now, I realize that despite having subs, I didn't order any of them. I fix that now by ordering a batch of five. Science guys also tell me they're close to the reliable pendulum mechanism tech, and the next turn, 11'' Q0 guns are unlocked. I am impressed. Especially when they manage to unlock medium wing turrets the following turn. Right now, I could build (very primitive) dreadnoughts. I'd let them get away with it, but I don't want to take a prestige hit. Middle option. As expected, the US tells me to bugger off and goes through anyway. June brings me an industrialization event, which means more money to my coffers. Italian outrage is replied to with a loud and very wet raspberry. Double bottom is unlocked. France, my friend! you know you can count on me when it comes to Italian matters! And thus, my first war began. First things first, minesweepers start coastal patrol duties. I also send my battleships, three cruisers and assigned destroyers to the Med. Meanwhile, one of their raiders sinks a merchant ship... and gets interned right after that. The Italians refuse a fight, and right after that... I was expecting them to refuse this one as well. I was wrong. Two cruisers, one bombardment target... this mission sounds very familiar to me. I need to hurry up, in a few hours the sun will rise and unless their fleet has a derpy moment, they will be on my trail like hunting hounds. So this is a beeline towards the target at 22 knots. Sun rises at around 5:45, and I'm still out of range. Looks like I'll have to fight for it, though no enemy ships were sighted yet. As it turns out, my opponent only fielded one destroyer, that was perfectly happy to stay away while I pounded my objective... and after the land target was destroyed, it decided to take a closer look. My ships showered him a lot, but no significan hits. Meanwhile, two merchants who happened to be around were quickly sunk and their crews rescued. Not much happened after this, I just moved to Napoli and shelled the ships roaming inside the minefield until night fell, which came a bit before the scenario ended. All in all... Good result. More importantly, now that a new month has come, the Italians are now blockaded. Another Italian raider is out of the equation, this time being forced to scuttle. AI allies, news at eleven. Even in war, business continues. My shipyards grow by another thousand tons. An Italian raider manages to actually succeed in sinking something without being lost in return, and the French lose a destroyer. A battle is refused by the Italians. Given that the odds were against them, can't really say that I disagree with their option. Expectable, with France right next to them and the seas closed. Austria-Hungary is probably very amused at the situation as well. One merchant lost to subs, and another one to their raider. France also manages a operation without losses, netting me 40VP. Very well. Let's see what we have here... Eh. I'm not impressed. The objective area is to the north, near Taranto, so that's the course I take. I arrive just a bit before dawn, only to find... ... nothing at all, at least at first glance. I go around for a bit, looking for targets spread along the way, and find an auxiliary vessel. Sorry friend, you're going down. Nothing personal. One merchant sunk, survivors rescued, and I'm back to my roaming operations. I do get surprised by an armoured cruiser, but it decided that discretion was the better part of valor and rushed to port, leaving me free to find and sink another merchant. All in all, it was a small victory, but a victory nonetheless. Uhhh, no. The following months saw me sending my CA to the Central Atlantic, follwing a raid from their own CA that saw one of my destroyers getting sunk. Also, my shipyards grew a bit more, and my submarines were finally finished. Reliable pendulum mechanism was researched. Some more stupid battles, namely a lone CA trying its luck in my home waters and getting shoo'ed away by my forces there. High tensile steel was researched. Well, okay. They'll accept this battle, but let's try to split their forces and sink any stragglers. That's not much of a support force... guess I'll have to just live with it. And there's their fleet. My cruisers will try to take down that lone AMC, while the battleships turn south and be a noisy target. Ultimately, this is a bust. I get a potshot torpedo on one of my battleships, which fortunately survived, and didn't manage to sink anything else. This setback was compensated by my home forces, who finally managed to pull their heads out of their collective arses and fill the visiting CA with torpedoes... nearly creating a friendly fire incident in the process. I also lost one of my subs here. The next turn, more submarines are ordered and my third battleship is finally completed. ... aaand I realize this chapter is running a bit too long. I still have one fight to go... Which is another bust, as my home fleet seems to be suffering a collective brain fart and lets the enemy CL get away. Seriously, what the hell is wrong with those guys?! This chapter's name is 'Misunderstood signals'.
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Post by HolyDragoon on Jan 15, 2018 11:41:35 GMT -6
Next up!
Hmm. I'm pondering a new cruiser design around this time, but I was hoping to get TPS before fielding the design. Meanwhile, the Italians launch a raiding campaign, refuse a battle, and get blockaded again. Again, no. The Italian raiders sink some more ships, but one of theirs gets interned in return. Yeah, they're not too good at this. I attack a convoy defended by some destroyers and light cruisers, getting away with minimal damage. Though their escort force survives with no sinkings, eight merchants are sunk. Oh, and another raider ended up interned. Another engagement, another inconclusive cruiser engagement. It's pretty annoying, as usually I'm the one taking the speed hits while the enemy manages to go away, damaged but still at full speed. By this time, I'm pretty much giving short lines because that all that happens. Gunnery in this game is simply abysmal, my ships can't hit crap, and I can't rely on destroyers because signals are so bad, they misunderstand them even when I don't change orders. Truly, a lot of skippers are going to Lapland after we're done here. Still, not everything is bad news... well, sort of. I enter a battleship engagement, where I managed to slow down and sink one of their battleships. Again, my destroyers are morons, starting on misunderstanding signals, delaying flotilla actions in a way that they end up in the middle of the enemy fleet and take massive damage. One of my lost destroyers was rammed during that action. To add insult to injury, they went there, did nothing, then forgot they were supposed to follow the main fleet, only catching them after the battleships managed to cripple the enemy to a stop. Gunnery rates were also abysmal, around 2%. Also, the -1 12'' gun can't pierce 8'' of armour at 5000ft, which means that our fleets were probably dinging hits off each other's belt. Still, it is a major victory, and it nets me one prestige. Honestly, I think I'll just write off this was as a bad plan. I'm winning, yes, and little by little Italy's fleet is being sent to the bottom, but it is very. very. annoying. My whole fleet must be crewed with myopic daltonics, not to mention that everyone seems to have their own ideas on where to go, instead of sticking together and following commands. Yet another mission to attack the usual land target. Only this time, the whole fleet showed up. At the cost of three destroyers, I accomplished my mission, and even bagged another battleship during the night brawl with two torpedoes. Well, my light forces are getting minced out there. Either that, or they think they can run against the enemy's heavy shells. And I find myself into yet another destroyer-attacks-convoy fight, where despite losing two out of three ships, I still come ahead in points. I figure this 500t design is bound to be used for razorblades, as they seem to be unable to take on their equals. A quick trip to the designer nets me a 600t model with the same speed and torpedo armament, but mounting 4'' guns in four single mounts. More importantly, the war is OVER! Yup, that's a government collapse. Let's see what this gives me. A ship... Yup, that 1908 design seems good enough to see if they have anything special. If they don't... well, more razor blades will be made. Yup, taking all the places I can. *cries* Why? WHY? *sigh* Well... it's not absolute crap. A bit light on armour, but it's not awful! Top option... they could wait a bit before setting this particular kind of fire under my arse. Either way, I've been thinking on what to do. The prize ship, despite its armour shortcomings, can be of use if sent away to the Indian Ocean. The 500t destroyer model is to be scrapped. If it already got the refit, as they got outdated in the final months of the war, then it goes to the reserve fleet. As the 600t DDs roll in, the older models will be thrown out. Hmpf. Bottom option, as their tensions aren't that bad. Pneumatic recuperator is researched. Next turn, Diving planes are also researched. Meanwhile, I sit and patiently wait for my constructions to be done and I can start sorting this mess. Yes please, anything to be able to hit a couple more shots! The first batch of 600t destroyers comes out. Time to send the old cans to the scrapyard. Also, the Halland goes to the yard for the refit. The casemated guns are replaced by single mounts and the quality is upped from -1 to 0. Some armour is taken off the secondaries as well, leaving them with 2.5''. Gyroscope is researched. Cut that out people. Finally, a chance to reduce tensions. Oh yes, keep scratching my back, please! To close this chapter, I order the construction of two 5'' batteries in Sardinia. So, things are as follow. All right, this was the chapter that made me want to give up on the whole thing. Fighing with what is basically beginning technologies ends up being a messy, long and boring affair unless we use Captain's mode. As long as I'm playing with this tech progression, I'm not repeating the joke.
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Post by HolyDragoon on Jan 16, 2018 13:38:56 GMT -6
And time for yet another chapter.
So, last turn we were starting to sort off the mess that was my fleet after clobbering Italy. Not much happens, apart from yet another industrial production event. Yay for Rapid Growth! Tensions with Germany are at 1, so I can take the top option with relative safety. Ugh... I could do without this event, but I'm not burning a point of prestige for this. With my ducks more or less in a row now, I send the battleships and my other armoured cruiser to the yards to refit them with central firing. I'm going to take the safe option and go with the middle choice. Improved subdivision is now unlocked. Hmm. I forgot if gradual improvements take effect right away or need a visit to the yards to come into effect. They are technology leaders, it is always advisable unless you're a leader yourself. My current batch of coastal batteries is completed, time to move to the next colony. More prestige, a bit less money... oh well. France... doing French things. Speaking of doing things, of the battleships is sent to the Med, as my armoured cruiser has higher maintenance costs. The light cruisers will now be refitted with central firing, which they missed by a matter of months. I'm not afraid of Austria-Hungary, and if my only concern were their tension levels I'd pick the second option. Unfortunately, my tension with Britain is at a moderate level, and I'd like to avoid riling them, so I'm playing it safe. This turns out to be a good decision, as tensions with Britain decreased a bit. To close 1910, another industrial production event. How nice of them. Accepted. The tech agreement with Germany allows my tech teams to make progress in a number of fields, though no new technologies were actually unlocked. Still, given that two of them were torpedoes and guns... I'm reasonably hopeful that I might see some nice things in the near future. Cruisers comes out of refit, and I get this: Woo, my people can't make up their minds! The Konung spoke, it is spoken, damn the consequences. More advances thanks to German cooperation, and Range calculator is unlocked. A couple of turns later, Mechanical shell handling is researched as well. Accepted. Also, and again thanks to German cooperation, Basic weight control is unlocked. Their tension has been increasing on its own for a while now. I'll burn some prestige to try to make sure it doesn't go higher. As a side note, my scientists say they're close to unlocking TPS, so once that's unlocked, it will be time for a new cruiser design. Improved AP caps and Anti submarine nets are unlocked. The next turn, my shipyards grow a further 1000 tons. Our tech agreement with Germany keeps giving advancements. With any luck, we might go into an unlocking spree in the next months. Yet another industrial production event. And next turn, 900t destroyers are unlocked. Let's wait for the 1100t tech before we think of a new class. At last, Torpedo protection I is unlocked! To the drawing boards! The Gotland design, when we take in account the weight improvements of the last few years, can fit it right away with a lot of space to spare. Basically a Gotland with that extended belt line filled. Dunno if it will help a lot with their ability to prevent getting shot to pieces, but I want to figure out from where the heck does that splinter damage come from. It is not that expensive, too. This will be the Västergötland-class, and two ships were ordered, completion estimated in 21 months. August 1912, Quality control is unlocked. Meanwhile, I refuse to sell a fire control update to the US, as I have money in store. In fact, I'm half hoping for a shipyard event for another Västergötland. Improved hoists are researched. Hrm... don't make me go down there and slap you like I did to your neighbour. And your BC doesn't scare me! Well, worst that can happen is instant war with AH, so let's try this! It didn't work. In fact, it was a fail, and Italy suddenly got very pissed at me. Meanwhile, our security agreement with France expired. Also, Preheater and Improved compressed air supply were researched, along with Coastal submarines (the improvement to the early version). Not too interested in this, so I pick the bottom option. 5'' guns go up to Q1, and with this, it is time to close this chapter. Hmm... could be worse, could be better. Let's see what the future brings us.
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Post by aeson on Jan 16, 2018 14:32:55 GMT -6
I believe it's the extended belt that protects against splinter damage to the uptakes.
Also, good work beating Italy, though I think I might've preferred reparations to the African possessions. It's a pity that that armored cruiser wasn't faster, especially since it looks like it might be a little expensive for your colonial requirements, but based on design dates and ship types it doesn't look like there was anything else worth taking.
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Post by HolyDragoon on Jan 16, 2018 14:36:24 GMT -6
20% Progression, so 24 knots are pretty much the fastest thing at their construction ingame. I really don't know about the splinter protection, tbh. I recall seeing something about the uptakes being protected by the extended armour, but not which type. Though, this game (I'm well ahead of this chapter) has been rife with weird stuff. Let's just say 'low-tech' accurately describes 90% of the stuff. EDIT: It seems that I goofed up big time in the splinter protection. For some reason I thought I had read ext deck when checking about it, and now a search through the board shows me that it is indeed extended belt.
Well, schucks.
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Post by fredsanford on Jan 16, 2018 17:02:43 GMT -6
What is your AP vs HE shell tech? Due to poor AP performance in early game, I've had success in B vs B engagements by emphasizing HE, and going for structure damage and fires as the method of sinking ships. I make HE the shell choice for large caliber at medium and long range, reserving AP for close range coup de grace shots. I also change the ammo loadout for large caliber to 25-75 AP-HE (same for medium caliber).
Secondary light guns get 100% HE, and hope they can start some fires.
Then I put AP tech on high and hope it goes up soon.
Glad to see you got Q1 5". Recommend using it as your standard secondary armament on all new construction from here on out. I always like it when I get Q1 5" or 6" since they go on so many ships.
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Post by HolyDragoon on Jan 16, 2018 17:46:25 GMT -6
Well, I've played ahead, so I don't know whether my techs were at the same level or not. I think AP was one level ahead, but that's it.
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Post by HolyDragoon on Jan 17, 2018 11:32:29 GMT -6
And back to business.
So, to start things up... Okay. What else can I say? The budget increase is always useful. Also, Diesel engines were researched, along with TNT bursting charges. Not interested, you guys go on without me. 12'' guns were researched... too bad they Q-1. Bleh. Several countries want to purchase techs I have... I refuse to sell because I don't need the money. On the other hand, I buy everything I see. Hmm... well, at the very least I can lay more ships down with the extra money. Italy, cut that out. Do not take colonies, or I'll be tempted to take them from you. I want it. And the first of the new cruisers is complete... and it has speed problems. Crud. Well, I do have the budget for it... open design, open derivate class. Weight savings give me space to protect the secondaries and install two new turrets, since an extra knot wasn't possible. The montly cost is also lower. Middle option, let's not rile people up too much, at least not for now. Hmm... tensions are low with Britain, so I pick the middle option. Another industrial production event. How nice of them. Money keeps flowing. And 4 centreline flows in as well. After advances and stallings, they did manage to jump straight to that one. Now, someone could be a dear and sell me superimposed turrets... meanwhile, I'll do a dock expansion and prepare to deploy a >30k ton BB or BC once that is done. Meanwhile... I need to dump money on something. Also, my guns are still very wimpy, to say the least. Welp, this one came with very bad timing. I pick the bottom option because I need some more time. Meanwhile, two more cruisers are ordered. As things go, I'll probably retire the legacy ones before 1920. Aaaaand triple turrets are now available. That turn's intelligence report suggests we stole stuff related ot their field of investigation from AH. Take the boat, I don't mind at all! A few months later, Automatic range transmitter is researched. I don't need this. I take it anyway because it might come in handy for some strange reason. If it gets signed, I don't mind too much, so I pick the middle option. Oh, harsh. It's barely bigger than a cruiser. Then again, most of their armoured cruisers are under 10k tons, apart from France and British ones. Torpedo aiming system is researched. Hmm... can't use 10'' guns, but I can upgrade existing ones. Accepted. Larger torpedo warheads researched. The new light cruiser design came out of the yeards, thankfully with no speed issues. Torpedo protection II is unlocked. And I overshot the planned end date for this chapter. Here's the current situation: Those few battleships/cruisers will be very prized by their countries. And I really need improved 12'' guns for my own battleships, else they won't be very useful.
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Post by HolyDragoon on Jan 18, 2018 15:44:16 GMT -6
All right, time for another chapter!
No. It's not time and, most importantly, we are not prepared. It's not like we can construct our own reply to their BC designs, too. Improved weight control is researched. Sorry, but no deal. I have enough money as is. They did not like my refusal. The next month, a British spy is given the gentleman's way out and Improved annealing is researched. Both cruisers under construction are now complete, and I need something to sink money. I still have the minesweepers I started the game with, but they probably won't be enough to cover patrol duties if/when a new war begins. So, another donzen minesweepers are ordered. I don't know what they're thinking, but middle option it is. They ignore me. Not my problem, so I do nothing. The last 500t destroyers I had have the infamous (O) show up, and are scrapped, especially since I have the new match of minesweepers operational. While I wasn't considering 900t destroyers, the lack of futher progression in destroyer size makes me think about getting a provisional design out, though I wanted to have at least double tubes. Speaking of scrappings, it is time to send the Gotlands to the breakers. Though they stood out among the fleet in the war against Italy, they are now too old, lacking torpedo protection, and can be phased out in favour of the newer designs. Öland (5 stars) and Skåne (4 stars) will be the first ones to go. The other two (Gotland and Blekinge), who have... well, a lot more stars, will be sent back home and into mothballs, to be scrapped when the next class of light cruisers comes out. Kinda hard to see them go, to be honest. I grew attached to them. Sending a cruiser. Cross-deck fire was researched, not that it makes a lot of difference to me, though I can refit my cruisers to take advantage of this. It also gives my yards something to do while I think about things. It's not AH that I'm worried with. Well, it's not like we're already under treaty... third option, to avoid budget cuts but take the tension reductions. Improved diving gear is researched. Oh what the heck. Fine, things were going down the drain anyway! It is time to rumble against France! .. or it would be, if they deigned to show up to the battles anyway. Two possible battles, they refused the first one and could not find enough ships for the second. Same old dance, coastal patrol ships go patrolling, and the almanac tells me something interesting. France has no modern battleships. Of course, the ones they have are semi dreadnought with 13'' main and 10'' secondary batteries, which as this point in time can make my fleet have a bad time. Meanwhile, and because I have the money to spare... maybe I can light a fire under someone's rear. Yeah... no superimposed turrets hurt a lot. Most importantly, I can have it building with a minimal negative income... though I'm not too fond of the design. Well, that happened. One battle in support of the invasion doesn't happen because the French do not have enough ships. A cruiser engagement in the North Atlantic is refused by the French, and then we get to the second invasion support operation. Destroyers, once again raiding convoys. Sounds familiar. A ship was sighted southwest. My flotillas make a wide turn, and once they get a second contact, they turn towards them. Well, time to speed up and make a pass. Only two 600t destroyers are seen escorting them so far. A few torpedoes on their merchants, but I could do without that 6'' gunned CA that has come to pester me, eventually costing me two destroyers. Looks like I'll have to move my own CA south to pummel this guy. Losing half of my attack force isn't good, but the mission was accomplished. Double torpedo tube mounts are researched, and the enemy comes to my waters... and declines to battle. Twice. The intelligence report tells me that my forces are fighting to capture Tunisia... from myself. What. This is explained with the beginning of the next turn, as my troops managed to capture that colony, and... Looks like my guys in the other side of Africa were inspired by their Mediterranean friends. Break them. And it seems to me that I have a fleet battle in my hands. As this chapter runs long, I will split it in two here.
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Post by garrisonchisholm on Jan 18, 2018 21:20:05 GMT -6
Wow- that is enviable initiative by the Swedish Army!! Hope you cane keep it going long enough to win them.
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Post by HolyDragoon on Jan 19, 2018 13:47:11 GMT -6
The second part of the chapter.
That's my battleships and their escorts, along with the light cruisers serving as scouts, though the sub there will probably help in that role as well. I'm worried that they brought their 10'' secondary battleships here, though other part is hoping that they did and that I manage to flash fire them. The enemy was south of me, or at least their scouting force was. A lone CL is engaged by its Swedish counterparts, and retreats to the southwest, where new contacts are reported. The cruisers and the battleships turn to meet each other and turn their broadsides towards the enemy. I also clear my destroyer squadrons to perform flotilla attacks. Enemy battleships are identified as a Magenta-class, and a Jaureguiberry-class. The Magenta is not much of a worry, but the other one is big and ugly. We trade shots until night falls, and with poor weather at night, we lose sight of their fleet. End tally for my side is two destroyers lost due to battle damage. It is still a victory, though. Thanks to a small surplus on the monthly budget, an emergency order for a squadron of 900t destroyers is made. Capped AP projectiles are researched, and the French refuse 4(!) battles. The next turn however, they make another home visit... My subs are camping the entrance, while my fleet is further north. I wonder if they want to give a show to the gunners at the Hangö batteries? Because I'm heading there first, and will only turn south if they refuse to come closer. As night fell, I turned south, and we obviously missed each other, as I'm forced to backtrack as fleet movements are reported in the place I left a couple hours ago. Ultimately, they manage to bust a couple of land batteries, but the scenario ends before I can get in touch with them. One of my destroyers is sunk by an enemy sub. Annoying, but not dangerous. Once again, they come for a chat. Let's see if I can find them this time around. Turns out that I do find them as usual, but this time their whole battleline shows up: Well then, this might get a bit hairy. The two battlelines follow up with an attack on each other, while my cruisers are sent to take down their scout. Eventually, their battleships were pushed against the coast of Sweden, losing one of their destroyer escorts. If my own destroyers did their torpedo runs now, it would be perfect. Once again, they fail to do what is asked of them, and instead I lose two of them as the French ships vanish into the night. However... What a surprise! Even better, it was one of the ships that worried me the most. I guess that it got too beaten up to continue sailing. My lead battleship took a heavy pounding, but managed to return home safely, though it will take 2 months until he is out of repairs. Those two turns are spent... losing another destroyer to subs, and seeing France refuse battle after battle. Hydraulic riveting was also researched during that time, too. The Djibouti invasion is still on a stalemate. While we took the territory, we have now to fend off the French, who don't even have the decency to accept to battle there. The next turn, their counterattack is defeated and the possession stays in our control. Next up, a cruiser action in the North Sea. Middle of the sea, speed limited to 18 knots due to the weather, horrible visibility... yeah, it's going to be one of those days. And then they show up right in front of our noses. Flotilla attack allowed, though the destroyers won't probably do a thing, but they might want to do their own stuff. Torpedoes away! The first two miss their targets, but a destroyer managed to nail the other cruiser as it went close to the flotilla. Still, due to the bad weather, they managed to slip away, as my ships weren't able to close the distance. As it turns out, the end report does not indicate any torpedo hits, so it either was a dud or a misreport. This was also the last battle of the war. Though I didn't want to sign peace yet... ... the outcome is agreeable. There is quite a few of them... I only take Algeria, though, as Polynesia is on the end of the world to me and not worth taking. Base Fuzes are researched. Also, I find out about something that's terribly amusing to me. They have AoN! And of course, I take advantage of that and order one ship from them. This brings my budget into the red, even stopping the construction of the two cruisers I had on the way, but I'm sure I can handle it as the 900t DDs come out of the yards. I'm a bit behind on the dreadnought race, but we can't have it all, can we?
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Post by HolyDragoon on Jan 20, 2018 16:22:17 GMT -6
Next up!
So, nothing much to say. My destroyers are almost complete, waiting on that British design, but all in all I'm pretty stable as is. Hydraulic rammers are researched. A few months later, the predreadnoughts are sent to the yards for a quick refit. Once they're out, the armoured cruiser still in service will follow. While tensions are low, having some help isn't unwelcome. Well, it is a bit far, but let's try it out. Score! Accepted, of course. I'm sort of surprised how little was the technology progression in this game. Also, 1100t destroyers are researched. ...YGBSM! At least we're only 6 years away from the endgame, though I'm not sure if the nerf was already there or if it only applies from now on (I've had a lot of jammed turrets on my predreads in battle). Q-Ships are now researched. Accepted. Also, 9ft rangefinder is researched. Stop trying to sabotage the Navy. Contra rotating propellers are researched. Oil firing(!) is researched. I have access to oil right now through Sardinia, but we're at October 1919 anyway. Eeeeh... we do have and alliance, and I resumed construction of one of the cruisers I had stopped, so it's another month's worth of money that is covered. Onay, sold. Industrial production event triggers. Yay! Guatemala? Hmmm... let's try it. ... and it's a fail. *glares at the shipwrights* Lapland to all of you. No. Go away. With the new cruisers coming out, the last pair of Gotlands are finally sent to the scrapyards. The other cruiser on hold is resumed, as it is only 6 months from completion. Increased oblique penetration ability is researched. No new tech, but still good to know. Accepted. I should work on a new battleship or battlecruiser by now, but part of my is still hoping the British figure out more than two turrets on the centreline, so I can take advantage of their AoN. So... destroyers. Okay, hopefully they'll be a bit more aggressive. BELAY MY LAST! Also, Improved fuzes are researched. When this model starts to roll out of the yards, the 600t that are not in colonial service will be scrapped. Mechanical fire control computer is researched, along with Light cruiser armor configuration. A couple months later, the last cruiser is finished, and Extended double bottom is researched as well. Another budget increase due to industrialisation, and Medium range subs are researched. Let's take a peek at the almanac first. Hmmm... I think I could take them on. Well then, this means war. Over a dredger. First battle comes out, it's nothing worth writing home about. Heavy weather, speed limited to 12 knots, had a destroyer and a merchant(!) damaged by weather, of all things. Still, my ships seemed to finally get the hang of torpedo warfare. Though they didn't score hits, they sure fired quite a few of them at close ranges. So, to close this chapter, the preparations for war. A lot of ships sent to the med, including the Oscar II. Patrol ships up. AH has their forces concentrated there, so a blockade isn't really possible. So, closing this chapter here, with a status report. Need to make another batch of minesweepers, they're getting too close to the minimum.
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Post by HolyDragoon on Jan 22, 2018 4:37:09 GMT -6
And so, the Med turns once again into the arena where nations fight. I had a pretty good run so far, but...
First battle of the chapter is a cruiser action off the South American coast, where both my fat cruisers face off against... well, intelligence says one AMC and a minesweeper, but I'm going to write that as an intel glitch until I see them for myself. As it turns out, at least half the information is correct. The other half of the intel did not apply, as this one was the sole Austrian ship in the area. Next battle is on the Adriatic, and my newest cruiser's debut. The mission is to kill one ship, but sea state dictates that my speed is limited to 18 knots, which means no 'full speed ahead, sayonara suckers' shenanigans. There's... quite a lot of them. Still, their cruisers can only throw the same weight that I can with my ship. Unless silly buggers happen, I should be able to accomplish the mission. Silly bugger do happen, as my cruiser is hit by a torpedo, just before he manages to slow down heavily the cruiser that launched it. The crew must have been feeling particularly vindictive, as they launch two torpedoes at the immobilized cruiser, making sure he rests at the bottom of the Adriatic. Still, I suspect this might be a win for them based on damage inflicted. While my ship does seem to have its flooding controlled, I give up on searching for the rest of the fleet, who vanished in the night, instead sending it southwest at a very sedate 8 knots. If everything goes well, he should survive with only a few months in the yards for repairs. Well, looks like this round is mine. Flotation damage on my ship was well under 50%, but I'm still surprised at how little damage points they racked up with that shot. This victory also nets me one prestige point. Nice. The Uppland will spend a couple months in the yards for repairs, as expected. Quality control II is researched. Also, the blockade I had on the Austrians is causing food shortages. I'd say something about them being more of a land power, but then I recall I do have an alliance with Germany, so they could very well have both routes closed off. Next battle is a cruiser action, again in the Adriatic. I have one lone cruiser, facing I don't know what. As it turns out, I seem to have stumbled upon one of their older cruisers. Those three destroyers are most unwelcome, though, as each one has five torpedo tubes. Though I fire some shots their way, night eventually falls and I lose contact with their fleet. With no specific mission to accomplish, I'm not willing to risk my ship into getting closer and eating a torpedo, so I turn south and let the scenario run its course. Next turn... another cruiser action in the South American coast. My cruiser can't catch theirs, and as night falls I turn away. Smartarses tried to hit me with torpedoes, but my ship avoids them with no damage and retreats south. Next turn, most of my new minesweepers come out of the yards, and one of their raiders is interned. I also commission some subs to replace the ones lost to attrition. Not yet. And yet another of their raiders is interned. Next up, I'm saddled with a convoy defense mission. Yikes. At least the generator is generous enough to give me some destroyer escorts. Could do without the nighttime, though. The enemy was right in front of me, a couple of light cruisers. A volley of torpedoes quickly makes them rethink their plan of attack, and they retreat to the east, though I keep my fleet near the convoy in case they get any funny ideas. My merchants seem to be a bit confused in their sailing, though. Would be good if they all made up their minds on which direction they want to go. Dawn comes, and sight ranges increase. We are all alone in the sea, it seems. It's just the convoy and their escorts. Boring is good. Spoke too soon, it seems. Buzz off people, you aren't touching this convoy if I can help it! The first batch of the 1500t destroyers comes out of the yards. Once they finish their work up, they'll go straight to the Med, to replace the older 600t DDs still there. Next up, another coastal raid. Our favourite torpedo eater and two destroyers are the dramatis personae for the Swidish side. Destroy two ships? Well, if I'm lucky enough to avoid being seen by their big ships, it might be doable. My first target is a merchant just outside Cattaro. As soon as he sees me, it heaves to. That's one ship. Oh look, it's that guy again. I'm not fighing it, mission or not. As it turns out, I get lucky and come across one of their minesweepers in my escape. Looks like the mission was accomplished after all. Another marginal vitory, but a victory nonetheless. Meanwhile, and little by little, their raiders end up interned, and their people claim for the end of the war. Another coastal raid, pretty similar to the last one. I go near Cattaro, sink what I can, then bail out once the Lissa shows up. Another minor victory, but little by little, they pad my VP score. The war loan event triggers, increasing my budget, and Better steel quality is researched. Next turn, preheater is researched. Over these months, I've ordered a small minesweeper from Germany, just to see if a plan of mine to go around Britain's... problems with centreline mounts (or the lack of them in 1921) can be circumvented. Austrians like their AMCs in my home waters. I like to see them there as well... for other reasons that are not in their best interests. Not an option. Besides, locking the guy up is free Prestige for me. Next up, an Austrian cruiser tries to run the blockade, but is intercepted... by a minesweeper. What the hell are minesweepers doing in the Med is another question that comes to my mind. I turn away from him, and the scenario ends with not much to say. More protests in Austria-Hungary to end the war, and another budget increase for me. Still waiting to see if my little cheesing is doable. Another raider interned. Next turn, an event with a proposal to end the war shows up. I take a hard stance, but... Well, it is a good result. The have only one colony to take, and the points are just enough. Uruguay now belongs to Sweden. Improved armour bracing is researched. Remember that minesweeper. It comes with a speed increase event. On a minesweeper. FML. So. Building a ship with an AoN scheme in a country that does not have that tech should result in a ship that does not have a true AoN scheme. Now, if I refit it in another country that happens to have AoN, the design registers as being valid for that type of armour scheme. Now the question would be... if I refit it, would it count as an AoN ship from that moment on? Of course, it all turns into an exercise in futility, as Britain finally thought about putting more than two turrets in the centreline. Only one more turret, though. Let's not get too hasty here. Eventually, I make up my mind. If I build any battlecruisers, which won't probably be see service in this game, they need to have around 40k tons, with some 27 knots, and whatever guns I can get my mittens on. I end up designing this: After a crapload of reconstruction events from my minesweepers, I get the notice that Hydrostatic pistols were researched. The submarines are also finished, and I get an event on industrial production. Reliable power training and elevation is researched. I order that battlecruiser, because at this point in the game, there won't be a lot of things happening, and I did have a lot of money accumulating. Sure! And this was the last significant event of the chapter. Here's how we stand right now: Next chapter should be the last one. It has been one hell of a ride, let me tell you.
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