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Post by cleveland on Feb 13, 2014 17:44:19 GMT -6
The Germans realize they are outgunned so they turn back. We order full speed, 23 knots, and give chase. Attachment Deleted
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Post by cleveland on Feb 13, 2014 17:45:51 GMT -6
The Hun orders a flotilla attack and we respond in kind. A destroyer action now ensues. Attachment Deleted
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Post by cleveland on Feb 13, 2014 17:47:22 GMT -6
Superior Russian destroyers gain the upper hand and the dreadnoughts are ordered to continue the chase. Attachment Deleted
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Post by cleveland on Feb 13, 2014 17:50:37 GMT -6
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Post by cleveland on Feb 13, 2014 17:52:39 GMT -6
The surviving Germans manage to escape to the thickly mined Gulf of Danzig so we turn for home. But what's this? Attachment Deleted
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Post by cleveland on Feb 13, 2014 17:55:49 GMT -6
Unbelievably there's another German task force. It's all light cruisers and destroyers though and we can only manage two hits. Bad shooting. With ammo running out we decide to head for home and tally this week's score. Attachment Deleted
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Post by randomizer on Feb 13, 2014 18:26:44 GMT -6
This is great, thanks for posting. I am currently on Turn 108 (28 August 1916) of a Russian campaign and it looks like you're doing better than I.
Good Shooting.
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Post by cleveland on Feb 13, 2014 18:43:40 GMT -6
I am up 168K. I'm playing on hard, Rear Admiral, so I don't think I'll 'win' (I need to be up 600K) but it's really fun to sally with big ships every once in a while and go hunting. The Germans sure have a lot of OP's.
What level do you play at?
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Post by cleveland on Feb 13, 2014 19:00:20 GMT -6
Also, as a suggestion, I would like the AI to run my turn sometimes (I activate the ships, the AI completes my turn). I don't always want to spend the time to run 'minor' operations. Just a thought.
Edit: Probably not a good idea now that I think about it as minor operations can turn into major operations with emergency activations.
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Post by randomizer on Feb 13, 2014 20:50:01 GMT -6
What level do you play at? Hard difficulty and Rear Admiral command mode.
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Post by fredsanford on Feb 15, 2014 12:02:55 GMT -6
Do you guys feel like the allotted 3200 minutes is too short? I feel like I constantly have to rush back to port before my ships turn into pumpkins.
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Post by Fredrik W on Feb 15, 2014 12:17:57 GMT -6
You may have a point. The Pumpkin effect was increased in the RJW to prevent the Russians raiding from Port Arthur and not caring about making it back again, but it may be too severe in the Baltic (or North Sea) WW1 campaigns. Please tell me your experiences and if you think adjustment is necessary.
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Post by cleveland on Feb 15, 2014 12:40:45 GMT -6
I don't have any issues. Usually I'm back in port before the time limit. I don't like to force combat unless I have some BB's activated so I don't hang around at sea too long. I have never played a North Sea campaign so I can't comment on that. If the time limit was raised it wouldn't make a big difference.
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Post by fredsanford on Feb 15, 2014 14:38:52 GMT -6
I don't have any issues. Usually I'm back in port before the time limit. I don't like to force combat unless I have some BB's activated so I don't hang around at sea too long. I have never played a North Sea campaign so I can't comment on that. If the time limit was raised it wouldn't make a big difference. Wait for a 'destroy TR' mission to the south Baltic, and you have trouble finding victims right off. You are severely limited on time on station, and not due to fuel. North Sea campaign turns are 4400 minutes, and RJW are 4800. It doesn't need to be nearly that high, but going to 3800 minutes (its 3200 now) gives the player another 10 hours on station. As it is, there's barely enough time to go back and forth, about 40 hours in straight-run transit time. That's 2/3rds of the scenario length.
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Post by phoenix on Feb 15, 2014 15:13:43 GMT -6
How do you edit it? Must be easy enough, though I can't find an entry in the cam file that looks like a likely suspect.....
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