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Post by Flugzeugträger Europa on Jul 11, 2019 13:41:28 GMT -6
Greetings, Honoured community of NWS! I always loved AARs since my first playthroughs of Hearts of Iron games. It was absolutely fascinating to work on a story which changed the history while researching the nation I were playing as, consequences of my own actions and all that. Not to mention how amazed I were when I discovered Kaiserreich and its community! Needless to say that I were absolutely smitten by it. Recently I have returned to Rule the Waves 2 (after my long nights spent playing the first games) and during my last work trip I have played several games as many different nations to see how the successor to the famed Rule the Waves handles. Great shoutout to the devs if they will read this by the way- as I need to say that splendid work was done! Now at the end of my worktrip, during the long hours spent in transit I have looked upon the AARs which began appearing on the site. And honestly... The quality is amazing. Especially 'Indivisible & Insignificant' by akosjaccik who would be a fellow half-countryman bit over hundred years ago. The amount of work people are willing to put into this is amazing. And this brought me to an idea of putting my writing knowledge and what I know of history of various navies to make an AAR of my own! An interesting time to put my own knowledge, artistic skill and maybe even modelling and painting skills, if I will have the time and budget to do that, to a test! And what better nation to try it with than the Weimar Republic! The so much universally disliked underdog about which I practically found no AAR so far! But before that, during my final hours of my trip, I wanted to ask you, honoured members of the community... What would be your recommendations? This would be, after all, my first AAR for Rule the Waves, and with such a theme nonetheless! I would like to ask you - what would you recommend to me, someone who is relatively new to RTW2. to do in this AAR? How much work should I put into the AAR itself and how much would you be interested in seeing? Do you think present game mechanics and settings are lacking in some way? Should I use some house rules of my own? Or perhaps, some mods which would be helpful for this? Or perhaps the settings on which to start the game! All is up to you, after all, I just want to share the enjoyment I have of the game while I will be researching a bit into the period on my own! I will be glad to hear! I will be looking forwards to your answers!
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Post by mycophobia on Jul 11, 2019 15:21:14 GMT -6
Welcome to the forum! I am glad that you have been enjoying the community AARs and the game . I look forward to the AAR you will produce. Now to give some feedback to your questions: How much effort to put in?
I would say that this is entirely up to you, my only advice is that AAR writing should be enjoyable for you and not like a chore. Ideally, writing the AAR should make you want to play, and playing should make you want to write the AAR. The exact amount effort that you should put in really depends on how ambitious you are with the AAR and how much time you have on hand. If you have no idea where to start I'd recommend you start small but write more/put in more effort as you feel like. Basically, keep writing until you feel like "ya, that's good enough for today". If you like modelling and want to include them, that's great, but it shouldn't feel like an obstacle to your AAR that you have to finish a certain model for. I'd recommend start with your mind open to options, but also remain flexible so you can decide what works and what is too much work. As for a reader's perspective, some people like long and detailed AARs, some people prefer them short&concise. In either case I feel effort into imagery can please both side (Which is why I enjoy Indivisible & Insignificant so much). There are some very good AAR over at the RTW 1 forum by director, dorn, garrisonchisholm that does this very well, and I suggest you check them out. Basically my recommendation is, even if blocks of words aren't for everyone, I think an more extensive and indepth AAR would be more fun to read. What kind of AAR do I write?
That again depends on what types of writing you enjoy the most. But I'd say the common approach is either narrative, role-playing or more interactive. You can find examples of all three and some AARs mix these element. But the basic idea is: Narrative: You focus on giving a descriptive account of event that occurs during your game while you play it as you normally would. This can be done like a series of individual stories or just turn by turn account of what happened. This is probably the most common AAR and there are many ways you can chose to tell your story. I think this is the most flexible format as well since it lets you include other elements from time to time as well. Personally with Narrative AARs, I prefer to see more details than the game presents. I always preferred reading that sounds like a story or a history book over ones that sounds like an financial report (Maybe just because I see too much of these in my work x.x), but that's personal taste. I always find filling the gap of the gameplay event with your imagination the most interesting part of these AARs. I also enjoy a lot of the side information and stories that's not necessarily correlated to gameplay events (again, Indivisible & Insignificant is a good example of this with its effort to model weapon types, manufacturers etc.) Roleplay: This one is where you try to put yourself in the shoe of the admiral(or potentially other characters) and play your game as you would if you were that character. As a result, it is possible for you to play the game very differently that you normally would, and it could be a blast. But I feel this is something to try once you are more familiar with the game, since some eccentric gameplay style can make the game rather challenging. Interactive: The French succession AAR is a good example of this, we also had RTW 1 AAR where the player ask readers to produce ship design based on their requirements in a simulating bidding process like current aircraft development in game. These can be a lot of fun for both readers and writer to read/participate, but can be more dragged on since it relies on participation. You can always include interactive elements in other types of AARs, but an AAR designed around interaction can be great if well-executed. Ultimately I think its up to you to figure out what works best, but I believe incorporating specific knowledge and interest you may have into AARs will make it much better. How much would I want to see?
Personally, the more the merrier . Right now we don't have a whole lot of new AARs on the forum so the more time I can spend reading other people's AAR instead of writing my own, the better . Part of Game that's Lacking
I am of the opinion that using your imagination to fill the eccentric scenarios that RTW toss you is a lot of fun, and indeed I find the unpredictability makes writing rtw AARs more fun for me. (I write a lot of Warhammer tabletop AARs where Its a lot of fun come up ways to explain ludicrous dice rolls ) However, I do think the game is currently slightly lacking in late game carrier engagements(There are plenty of post on the issues with late game carrier engagement/landbased air). I think carrier engagement in the 20-30s are fairly enjoyable and makes for good writing, but engagements post 40s does deviate a bit from reality due to both AI issues and mission types.(you still occasionally get a good carrier battle, but its few and far between) Hopefully if you are slow with your AAR these issues would be fixed by patches by the time you get to the 40s . In anycase, I don't think its game breaking but it is something to keep in mind. House Rules/ Settings
Use them if it makes things more fun for you. I feel this is most prevalent for Role-Play type of AAR, but can have a place in any AAR. If you are fairly new to rtw 2 though, I recommend you don't start with any constraint on yourself, but feel free to add them later on. Besides house rules, in game settings are worth considering. I am a fan of using variable techs to add unpredictability to prevent some hindsight in my games, but its just as fair to leave them off to avoid some potentially odd situations if that's not your cup of tea. For more realistic battle size/budget, I recommend at least playing on large fleet size. I don't think the micromanage is too overwhelming since Weimar Germany wont have too much international obligations. Mods
The engine power and more AI design mod are both something to consider. the more AI design mod is slightly out of date so it may cause some weirdness, so beware of that. I am by no means a skilled AAR writer so im sure others around the forums can give you more useful advices as well. Anyways I hope this tl;dr wall of words is able to help, and I look forward to your AAR
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Post by aeson on Jul 11, 2019 23:01:43 GMT -6
Whatever else you end up doing for the AAR, I would recommend that you take notes on 'interesting' events that occur within the game as you play and then do the proper write-up when you have enough interesting things to make it worth the time, rather than relying solely on your memory or trying to do a proper write-up as you play the game. You don't need to be noting down every little thing that comes up in the message log - probably nobody is going to care exactly when you develop Cockburn Safety Valves or that Britain just laid down another three corvettes - but maybe you'll beat Japan in a sailing regatta event and find yourself loading into a surprise attack scenario before the interturn ends or something like that, 'important' things like the laying down, commissioning, conversion, and loss/retirement of major warships (well, at least the battleships, battlecruisers, fleet carriers, and predreadnought-period large armored cruisers) or the construction/commissioning of the first dreadnoughts and carriers are probably worth specifically mentioning in a 'factual' narrative, and you could probably make something of the coronations, sailing regattas, and revolutions mentioned in some of the diplomatic incident events, as well. If you're doing more of a 'story' or 'roleplay' narrative, the in-game events can also give you something to work with - the million that government accountants say is missing from the Navy's treasury most certainly wasn't used to buy the Navy Minister's new Caribbean island retreat, Admiral Bob's really very sorry about swamping Kaiser Bill's yacht at the sailing regatta last month, and yes, Mr Finance Minister, the Navy would be pleased to send your son the naval cadets on a world tour in one of our finest ships if you'll support this year's naval estimates.
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Post by Flugzeugträger Europa on Jul 12, 2019 11:56:14 GMT -6
I didn't quite expect this rapid and large replies! Huge thanks! It was a huge help and thanks to that I can slowly visualize the concept for the AAR I am planning. Since at the moment I don't have much time to write- (My bus leaves tomorrow at 12 and I got to pack) -I will at the very least answer some of those things. Well... to the best of my knowledge at the moment. Things can change of course and I won't say anything definitive! The type of AAR I had in mind would be a mixture. Mostly narrative with descriptions of some more interesting events through a roleplay perspective with some room for interaction. As for mods, increased engine power and more AI designs sound very interesting for sure, and I will probably use them too!
Some additional things I am considering are:
Modifying the treaty: I noticed that the treaty of Versailles is different from the Washington Naval Treaty and it seems to change slightly as you play. I am not sure if this applies to everyone, but I seem to be able to build 11,000 ton cruisers instead of the 10,000 ton ships of the WNT. What confuses me though is that... What the V peace treaty shows me is 12,000 ton limit which is showing up as illegal due to WNT. Slightly confusing for sure! The questions I have is... Does the peace treaty override the WNT? And if it does, how can I modify it? Since Weimar Republic wasn't part of the WNT. I'd like to somehow show this in the AAR as I will be reaching the year 1930. Next question is if there is another way to make the AI stick with the WNT without enabling it... Or something like that! I am open to ideas!
Modifying the 'Legacy' fleet: Personally, I love warships. Interesting stories and ships that never or almost were... After all that is why we play alternative history games! The game rarely gives me anything alike the Weimar navy- Being usually far less than what they had. (Not that it is a huge loss, mind you. Huge part of those ships were scrapped and replaced anyways.) Things which I considered including is, however, adding for example some of the unfinished vessels of High Seas Fleet which were, in 1920, laying in the dockyards unfinished and waiting for scrapping. Good example would be the Mackensen class ships. It could be interesting to see those fore sure! And from what I saw it isn't all that hard to push them into the start of the game and keep them halted in the dockyards until I will be able to RP the Reichsmarine justifying their finishing. For example through the rising Soviet threat. After all, the Allies wanted to ensure that while the Reichsmarine won't be able to challange them, it will be able to assert domminance in the Baltic region against the rising threat of Soviet Union. Just an idea I had! The same way I could probably, in case of being unable to modify the treaty, push in the designs which were against the WNT, during the year 1930~.
As noted before, I am more than open to all ideas and very hyped for writing this AAR! So many ideas to do! What I will definitely touch in this AAR is the 'State within the state' state of Weimar army. After all, this kind of thing is a grand way to explain the strange and exciting things RTW2 offers us through the events! Ah yes, and another question. What happens in the game after the initial 'end' of the WNT? (1930) Does it get extended? So far, every time I were trying to avoid breaking it with war I kind of failed, so the more I know about the game mechanics, the better. Any info will help!
And once again! Big thanks to both of you for answering my question! I will be looking forwards to you reading my AAR and I will hope to provide entertainment for you!
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Post by mycophobia on Jul 12, 2019 12:28:23 GMT -6
Glad I could be of help For the treaty, I haven't played a game where both peace and naval treaty are in effect so I cant speak to how they interact in game. WNT in game operates as a normal treaty, so it blanket all nations in the game, which includes Germany. I don't know if this is overridden by a peace treaty with more lenient terms. Without naval treaty I don't think its possible for the AI to play by its rules. ( I am no modder, but it might be possible to put all AIs under individual peace treaties to simulate WNT, and leave yourself unrestricted?) As for modifying your start fleet, I think that's totally fine and a good way to add some historical flavour to the start of your alt history path. Invisible & Insignificant likewise modified starting fund a little so AH does not die horribly in its first war xD. I am all for changes if it makes for more interesting AARs, and I think Weimar is a difficult enough start that such small modification will be nothing game breaking. A bit more note on the "More Ship Design" mod, it was made during 1.00/01, and with the weight distribution change for very large battleships in one of the latter patch, there might be a risk some very late game AI design may end up being slightly weird. I'd suggest starting a game and just keep ending turns till like 1935 to see how things turn out. As for naval treaty, I've never had a treaty lasting till the end of its term so I cant say what happens after xD. I am pretty sure the game doesn't have built in historical renewal of the treaty (i.e no follow ups like London Naval Treaty etc), but the treaty itself might be extended by in game events.
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Post by aeson on Jul 12, 2019 13:11:10 GMT -6
Modifying the treaty:I noticed that the treaty of Versailles is different from the Washington Naval Treaty and it seems to change slightly as you play. I am not sure if this applies to everyone, but I seem to be able to build 11,000 ton cruisers instead of the 10,000 ton ships of the WNT. Powers with government types other than Liberal Democracy - all but Britain, France, and the USA at either start date - can exceed international armaments limitations treaty limits by up to 10%, and it appears to be the case that the most restrictive applicable displacement limit takes precedence.* The 10,000t limit of the 1920 start's 'historical' WNT is modified to an 11,000t limit by Germany's government type, and as 11,000 tons is more restrictive than the 12,000t limit of the game's Treaty of Versailles the 11,000t limit takes precedence. A displacement limit imposed by a peace treaty, however, cannot be exceeded regardless of government type.
*You can fairly easily check the precedence of the treaty limits on the 1920 start as Germany with Versailles and a random international treaty in effect - Germany's limited to 12,000t ships (the limit set by the game's version of Versailles) when 110% of the international treaty limit is greater and to 110% of the international treaty limit when 110% of the international treaty limit is less than 12,000 tons. You are correct both in that the game's WNT does not have an automatic renewal in 1930 and in that it can be extended by in-game events.
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Post by Flugzeugträger Europa on Jul 14, 2019 7:05:55 GMT -6
And now that I am back at home - I can submerge myself in preparations for the AAR! It might take a bit before I will make the first real AAR post because of traveling exhaustion, but hopefully, it will be soon enough to keep your interest! On my way home I were also gathering a lot of information about Weimar Republic, the Reichsmarine and of course- their shipbuilding and ships! And I am quite confident that I can put together an AAR which will hopefully be interesting enough to keep your interest! First of all, before I dive right into it, I will try to provide a bit more info on what I will be working with and how I will be adjusting the starting ships of the Reichsmarine in the 1920 start! (With the slight sigh about the lack of historical fleets for other nations in the game, but oh well! If I tried to change the British, French, Japanese and Italian fleets I would probably go insane. Maybe I will just make sure that there is a big seven or find a mod for the legacy fleets.) In real life, the Reichsmarine had the following large warships in year 1920: Three Deutschland class Pre-Dreadnought battleships (Schleswig-Holstein, Hannover and Schlesien), three Pre-Dreadnoughts of the Braunschweig class (Braunschweig, Elsass and Hessen), the light cruiser Bremen and five Gazelle class light cruisers. Compared to the Versailles treaty start we have in the game this seems to compare... Somewhat accurately. The starting navy on the 1920 start with Versailles on seems to, on Large and Very Large fleet size, give you up to six large ships (Old Pre-Dreadnoughts and Armoured cruisers, always built before 1905) some light cruisers about the size of a Gazelle class light cruiser and some torpedo boats, even if the numbers never quite add up to the actual number of ships. (While on the other hand, Soviets, Italians and the French seem to always get a huge boost when it comes to ship numbers and size. (Lucky them) The Big Seven seems to usually either not exist or appear in one or a different form split between Great Britain, France, Italy, Japan and USA with the 16" gunned ships being always under construction, with the rest of the major warships having 12" to 15" guns. (Not counting the Pre-Dreadnoughts other nations have, as they usually scrap them quite early on.) The largest amount of ships is usually with Great Britain and USA with the numbers being (on Large fleet size) up to 20 BBs (With tonnage of around 300,000 to 400,000 tons) up to 25 BCs (With the tonnage being usually around 450,000 to 500,000 tons) and up to 17 Pre-Dreadnoughts (With the tonnage being around 200,000 to 250,000 tons). Under those circumstances I don't consider significant buffs to the Reichsmarine anything bad, especially since the Reichsmarine was supposed to counter Baltic fleet of the Soviet Union, with the Soviet navy starting usually with up to 100,000 tons of BBs, up to 100,000 tons of BCs and up to 100,000 tons of Pre-Dreadnoughts, which just towers above both the ingame representation of the Reichsmarine and above historical Soviet Navy. But again, those numbers vary largely. The setup of the Reichsmarine I were considering was the following: Single (or two if the size of Soviet Navy will be unexpectedly huge) 'Big Seven' type Battleship which would be one of my old BB designs from Germany playthrough, four unfinished, slightly modernized Mackensen (With the three last vessels either scrapped or waiting in the scrap yards, just for the Reichsmarine to pull them out and build them as tension and size of Soviet Navy will increase) class Battlecruisers (Think of an extensive rebuild, like what the Italians did to their ships. After all, Reichsmarine isn't allowed to build new major ships.) and finally, three Deutschland class pre-Dreadnoughts (Which will be bumped up to their historical size and capabilities and adjusted slightly to account for modernization of the hull.) with the other Pre-Dreadnoughts being scrapped. Any CA and CL type ships will be scrapped as well to represent the fact that the Reichsmarine was able to keep those major units. All of the above-mentioned ships will be starting with coal-fired engines with the displacement being slightly higher than the real life counterparts, to account for them being modified during the construction. As for the ships themselves, construction of the ships will start as halted, with the ships having their delivery dates dictated by the peace treaty. For the Mackensens I actually got the idea that I would build them up until some 5-10 months of construction will be left, with the armament being inRP used in coastal batteries, which I would scrap once I would finish the ships later on.) I will adjust this today and hopefully come up with something interesting! That aside- My final questions about the game mechanics, as this is the large couple of things I were wondering about! The most important one being armour scheme of ships in the game. How does the belt extended work, how much does the extended belt help in combat and of course, how big, cost aside, is the benefit of AoN? I heard that AoN ships recieve a bonus in flotation over their counterparts with extended belt. The other thing was where is the peace treaty located and how can I modify the peace treaty, and if I can add a 'peace treaty' to the AI nations? Oh, and the last bit is related to story I will follow... Should I stick to Erich Raeder as the leader of the navy or delve a bit deeper in the alternative history and settings and create someone... Since you know... The Legacy Fleets of the world will be a mess anyways! That aside- I think this is all I needed to know before I start this AAR!
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Post by aeson on Jul 14, 2019 9:45:42 GMT -6
AoN ships do not receive a bonus to flotation points over non-AoN ships: Both of those ships were designed and laid down on the same turns, neither had a 'found to be overweight on trials' event, both have FloatMod=0 in the design files, and both have 13,735 maximum flotation points, as can be seen from the tooltip that appeared when my cursor hovered over the empty bar next to "Flotation" (you can't see the cursor but can see the tooltip).
What AoN ships get that non-AoN ships don't get, to my understanding, is reduced likelihood of taking 'Progressive Flooding' damage - the more dangerous of the two types of flooding in the long run, because it cannot be reduced in battle by damage control.
As to your questions about extended belt (BE) armor: BE armor represents the upper belt strake, which usually protected the casemated secondary battery, and the belt ends. The only particularly important thing that BE armor protects within the game, at least on non-AoN ships, are the uptakes - a potential hit location which can reduce your ship's speed. I personally would recommend using at most splinter protection (2") for BE armor, at least once you get to the dreadnought period, because putting enough BE armor on the ship to protect against the guns you're likely most concerned about - 11"+ (and by the 1920s more probably 14"+) for battleships and battlecruisers and 8" to 10" guns on heavy/armored/first class cruisers - starts to become very impractical, and the guns that are light enough to armor against without paying a heavy tonnage cost also aren't usually much of a concern to a battleship or a battlecruiser - excluding 12" or 14" shells from the turrets, magazines, and machinery spaces is in general much, much more important than excluding 6" shells from the gallery deck and the ends of the ship, because a 12" or 14" shell exploding in a turret or a magazine or a boiler room will usually hurt your ship a lot more than a 6" shell knocking out a secondary gun. Also, during the dreadnought period, typical engagement ranges will begin to grow to the point where the relatively light secondary batteries simply cannot engage effectively (or in more extreme cases at all), especially prior to the development of Secondary Directors.
Personally, I don't see any reason to use BE/DE instead of 'true' AoN.
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Post by mycophobia on Jul 14, 2019 11:11:27 GMT -6
A little bit more on BE. The game also modify the possibility of transverse bulkhead being hit when approaching the enemy bow on. The devs didn’t specifically say what determines the thickness of the transverse bulkhead, but I suspect it to be BE, as I have noted early pre-dread with low BE can take a lot of low caliber pen when going face in towards an enemy and sink through resulting flooding. Once you have AoN tho this matters a lot less.
Modest BE has the the advantage of making you virtually immune to 5-6in guns, which can help early ships from avoiding the risk of being slowed by BE hits when engaging lighter ships, which can be life saving on battlecruiser that may need to run away from lighter foes. But as aeson pointed out, by 1920 engagement range would’ve been long enough that you likely would not worry about light guns anymore anyways. AoN also mostly eliminates the risk of small hits end up doing big flooding damage.
Also I don’t think BE offers any protection for turreted secondary, which relies entirely on secondary Armor. Casemate might add their protection to BE or replace BE value when they are hit.(not sure which way, the manual mentions that casemate can absorb hits and protect the hull)
Last thing is that belt+sloping deck gives extra protection against belt penetration by having the slopes deck armour behind belt offering an additional layer of protection. I personally don’t think this is worth it in light of AoN’s weight saving and other benefits, can be something to consider.
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Post by aeson on Jul 14, 2019 12:34:49 GMT -6
Also I don’t think BE offers any protection for turreted secondary, which relies entirely on secondary Armor. Somewhere around here is a post by Fredrik indicating that either BE or DE (I don't remember which, but DE would make more sense to me) is the assumed thickness of the top armor on secondary turrets, though as within the game the tonnage cost for the secondary armament appears to be independent of any of the armor thicknesses other than secondary I don't know that I believe it.
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Post by Flugzeugträger Europa on Jul 14, 2019 12:48:38 GMT -6
I tested it a little and now I think I see majority of the advantages and disadvantages. For legacy ships I will just make the BE armor as it was done 'historically' and roll with it as it adds to the story and doesn't hurt the performance of the ships enough to make it a huge disadvantage. What you said about the casemate secondaries benefiting from BE seems to be true as well. Or at least partially and most definitely, for tetriary casemate type guns it is absolutely true. This seems to also benefit the BB from my old Germany gameplay which I will be using in this playthrough. Anyways - I will be putting together what I have now and hopefully, I will be able to make my first post sometime tomorrow, after I will see how much work I can put into it.
On one side I'd love to model the ships and paint them, but since I lack a printer, I would have to order all of the 3D models from Shapeways and then paint them, which would make this process just way too slow. The same way, I love the ideas of making the ships in Shipbucket style but I just lack the knowledge to do most of that, so I will just do my best with writing and find online references, while maybe, trying to figure out how it would work.
Edit: If you want a faster contact on me - I have joined the RTW Discord as 𝕲𝖗𝖆𝖋 𝖅𝖊𝖕𝖕𝖊𝖑𝖎𝖓#4346
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Post by dorn on Jul 14, 2019 13:07:27 GMT -6
A little bit more on BE. The game also modify the possibility of transverse bulkhead being hit when approaching the enemy bow on. The devs didn’t specifically say what determines the thickness of the transverse bulkhead, but I suspect it to be BE, as I have noted early pre-dread with low BE can take a lot of low caliber pen when going face in towards an enemy and sink through resulting flooding. Once you have AoN tho this matters a lot less. Modest BE has the the advantage of making you virtually immune to 5-6in guns, which can help early ships from avoiding the risk of being slowed by BE hits when engaging lighter ships, which can be life saving on battlecruiser that may need to run away from lighter foes. But as aeson pointed out, by 1920 engagement range would’ve been long enough that you likely would not worry about light guns anymore anyways. AoN also mostly eliminates the risk of small hits end up doing big flooding damage. Also I don’t think BE offers any protection for turreted secondary, which relies entirely on secondary Armor. Casemate might add their protection to BE or replace BE value when they are hit.(not sure which way, the manual mentions that casemate can absorb hits and protect the hull) Last thing is that belt+sloping deck gives extra protection against belt penetration by having the slopes deck armour behind belt offering an additional layer of protection. I personally don’t think this is worth it in light of AoN’s weight saving and other benefits, can be something to consider. If I remember it well Fredrik specified that transverse bulkhead is simulated in game as having about same thickness as main belt.
Casametes are above armour so I think casemates can be hit instead of hull.
What I do not know is if game simulated penetration of belt but not sloped deck behind. It should made superstructure damage but I do not now if this is the case as game shows in log only penetration of belt.
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Post by mycophobia on Jul 14, 2019 13:16:26 GMT -6
I am in the discord server as well under mycophobia, although I don’t discord working on my phone at the moment feel free to reach me in the rtw discord if you have questions.
I’d recommend using the in game ship picture generator as an alternative to both model and shipbucket drawing. These can Be put together fairly quickly and if you only do them for major ships won’t take you very long at all. If you do decides to do this, the rtw 1 discussion board on this forum have a stickied post called “ship parts for everyone”, you can find many good resources to use in conjunction with the rtw picture generator.(they are compatible with rtw2, but dont have carrier parts so you have to rely on what’s rtw2 have.
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Post by garrisonchisholm on Jul 17, 2019 8:15:29 GMT -6
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