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Post by serenity on May 27, 2022 9:56:05 GMT -6
I am trying to play as France and successfully destroy the Royal Navy’s large amount of battleships early game. Destroyer spam does not seem to be working, so I am not quite sure what other options there are?
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Post by oldpop2000 on May 27, 2022 11:04:48 GMT -6
I am trying to play as France and successfully destroy the Royal Navy’s large amount of battleships early game. Destroyer spam does not seem to be working, so I am not quite sure what other options there are? Well, instead of trying to sink them all, try to just mission kill the ships. In other words, just heavily damage them with medium to heavy guns and torpedoes. Over time, you could gain superiority by taking them out of service for a specific time.
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Post by zederfflinger on May 27, 2022 11:16:44 GMT -6
I am trying to play as France and successfully destroy the Royal Navy’s large amount of battleships early game. Destroyer spam does not seem to be working, so I am not quite sure what other options there are? Try to get into a night battle with lots of destroyers and torpedo armed ships, then get in close and torp everything in existence. It doesn't always work, and will often come with a heavy cost, but when it works, the results are spectacular.
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Post by zederfflinger on May 27, 2022 11:19:02 GMT -6
I am trying to play as France and successfully destroy the Royal Navy’s large amount of battleships early game. Destroyer spam does not seem to be working, so I am not quite sure what other options there are? Well, instead of trying to sink them all, try to just mission kill the ships. In other words, just heavily damage them with medium to heavy guns and torpedoes. Over time, you could gain superiority by taking them out of service for a specific time. The issue with this idea is that ships are never out of action for more than 5 months, and often its only 2-3 months. Not enough to gain and maintain superiority in the game.
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iwst
New Member
Posts: 10
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Post by iwst on May 27, 2022 12:40:15 GMT -6
1: One should try to avoid a war against the Royal Navy at all costs unless one has a strong fleet oneself 2: If 1 fails: Destroyer attacks at night and poor visibility. 3: For engagements without capital ships, cruisers that are fast and powerfull enough to deal some damage to the enemy, then open the distance, and return later to take down any straglers.
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Post by oldpop2000 on May 27, 2022 14:30:15 GMT -6
Well, instead of trying to sink them all, try to just mission kill the ships. In other words, just heavily damage them with medium to heavy guns and torpedoes. Over time, you could gain superiority by taking them out of service for a specific time. The issue with this idea is that ships are never out of action for more than 5 months, and often its only 2-3 months. Not enough to gain and maintain superiority in the game. Well, all I know is that I've beaten the British and French every time by using this principle. I use submarines, cruisers and destroyers in quick raids, then I skedaddle as fast I can. I use the old principle that "he who fights and runs away, will live to fight another day".
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Post by ludovic on May 27, 2022 16:20:49 GMT -6
I don't go for a mission kill per se but I will take that if that's all I can achieve without risking catastrophic failure. What I do in general, but as a small nation specifically, is to not get greedy. In large fleet actions, once I have sunk or almost certainly sunk a CA or greater and am probably ahead in victory points, I often turn tail with any ship that is not a destroyer-with-torpedoes and that gets damaged if I do not have a firmly superior force in the battle.
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Post by gurudennis on May 27, 2022 20:32:50 GMT -6
Every "mission kill" is a missed opportunity and therefore a failure. You get no points and any gains are short-lived. Go for the kill or else disengage early if the risk cannot be justified. Or in the words of a certain hyperintelligent frog, "do or do not - there is no try".
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Post by director on May 27, 2022 21:41:42 GMT -6
In the early game, you cannot depend on destroyers - they just won't make torpedo attacks until you get at least twin torpedo tubes and carry about 4 tubes per DD.
What I have found to work is to build powerful CL and CA types. You should be offered a lot of CL actions, and sinking enemy CLs will get you a lot of points. Properly handled, 2 big, fast CAs can handle a small to medium battleship. If you get a mission where you have two or more CAs and the enemy has one or two Bs, then you can probably get a superior position (crossing the T) and pound him. You don't have to penetrate his armor much, just wreck his funnels/condensers/ whatever and slow him enough for a torpedo attack to work.
The early years tend not to have decisive battles - unless you press in really close and get torpedoed. The enemy, of course, will not be torpedoed by your ships, so don't close the range too much.
Fire control. Fire control. Fire control. Makes all the difference between indecisive sparring and landing critical hits that let him be defeated in detail. In the early game it is the occasional critical hit that produces stragglers for you to pounce on. Wound, separate, overwhelm individuals, kill - and once you sink a couple of ships, don't press too hard because the tables can turn.
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Post by oldpop2000 on May 28, 2022 7:02:50 GMT -6
In the early game, you cannot depend on destroyers - they just won't make torpedo attacks until you get at least twin torpedo tubes and carry about 4 tubes per DD. What I have found to work is to build powerful CL and CA types. You should be offered a lot of CL actions, and sinking enemy CLs will get you a lot of points. Properly handled, 2 big, fast CAs can handle a small to medium battleship. If you get a mission where you have two or more CAs and the enemy has one or two Bs, then you can probably get a superior position (crossing the T) and pound him. You don't have to penetrate his armor much, just wreck his funnels/condensers/ whatever and slow him enough for a torpedo attack to work. The early years tend not to have decisive battles - unless you press in really close and get torpedoed. The enemy, of course, will not be torpedoed by your ships, so don't close the range too much. Fire control. Fire control. Fire control. Makes all the difference between indecisive sparring and landing critical hits that let him be defeated in detail. In the early game it is the occasional critical hit that produces stragglers for you to pounce on. Wound, separate, overwhelm individuals, kill - and once you sink a couple of ships, don't press too hard because the tables can turn. I agree with your tactics, again you don't have to penetrate his armor much, just mission kill him which is what you are alluding to. Over time with technological improvements, kills can be accomplished.
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Post by ludovic on May 28, 2022 8:17:23 GMT -6
In the early game, you cannot depend on destroyers - they just won't make torpedo attacks until you get at least twin torpedo tubes and carry about 4 tubes per DD. What I have found to work is to build powerful CL and CA types. You should be offered a lot of CL actions, and sinking enemy CLs will get you a lot of points. Properly handled, 2 big, fast CAs can handle a small to medium battleship. If you get a mission where you have two or more CAs and the enemy has one or two Bs, then you can probably get a superior position (crossing the T) and pound him. You don't have to penetrate his armor much, just wreck his funnels/condensers/ whatever and slow him enough for a torpedo attack to work. The early years tend not to have decisive battles - unless you press in really close and get torpedoed. The enemy, of course, will not be torpedoed by your ships, so don't close the range too much. Ah, yes, it does depend on how early is meant by early. The very early years indeed tend not to have decisive battles, because both sides can spend an entire day without very many hits, and the torpedoes are so slow that even in Captain's Mode they won't hit much.
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Post by oldpop2000 on May 28, 2022 9:14:22 GMT -6
In the early game, you cannot depend on destroyers - they just won't make torpedo attacks until you get at least twin torpedo tubes and carry about 4 tubes per DD. What I have found to work is to build powerful CL and CA types. You should be offered a lot of CL actions, and sinking enemy CLs will get you a lot of points. Properly handled, 2 big, fast CAs can handle a small to medium battleship. If you get a mission where you have two or more CAs and the enemy has one or two Bs, then you can probably get a superior position (crossing the T) and pound him. You don't have to penetrate his armor much, just wreck his funnels/condensers/ whatever and slow him enough for a torpedo attack to work. The early years tend not to have decisive battles - unless you press in really close and get torpedoed. The enemy, of course, will not be torpedoed by your ships, so don't close the range too much. Ah, yes, it does depend on how early is meant by early. The very early years indeed tend not to have decisive battles, because both sides can spend an entire day without very many hits, and the torpedoes are so slow that even in Captain's Mode they won't hit much. Over time, your operational goals and tactics must change, again, due to economic and technological change. This is a given. With aircraft and better torpedoes, faster ships, better armor, better protection like bulges etc. you can change tactics and defense of your ships. Carriers are very vulnerable. One good hit on the deck and it mission killed.
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Post by xenontennessee on May 28, 2022 11:02:36 GMT -6
In the early game, you cannot depend on destroyers - they just won't make torpedo attacks until you get at least twin torpedo tubes and carry about 4 tubes per DD. What I have found to work is to build powerful CL and CA types. You should be offered a lot of CL actions, and sinking enemy CLs will get you a lot of points. Properly handled, 2 big, fast CAs can handle a small to medium battleship. If you get a mission where you have two or more CAs and the enemy has one or two Bs, then you can probably get a superior position (crossing the T) and pound him. You don't have to penetrate his armor much, just wreck his funnels/condensers/ whatever and slow him enough for a torpedo attack to work. The early years tend not to have decisive battles - unless you press in really close and get torpedoed. The enemy, of course, will not be torpedoed by your ships, so don't close the range too much. Fire control. Fire control. Fire control. Makes all the difference between indecisive sparring and landing critical hits that let him be defeated in detail. In the early game it is the occasional critical hit that produces stragglers for you to pounce on. Wound, separate, overwhelm individuals, kill - and once you sink a couple of ships, don't press too hard because the tables can turn. Quite agree. This is why 'monster cruisers' takes place in my fleet in the first decade. Well, these cruisers are usually useful before enemy begins to build lots of BCs.
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Post by sjpc302 on Jun 2, 2022 12:54:11 GMT -6
Like others have said, early destroyers are good but often not good enough. I try to get a light cruiser that goes 24 kts with 5 torpedo tubes - forward and 2x port and starboard. I also like forward torpedoes on CA's, its good for heading straight at an intercept course, launching forward, turning and launching broadside, and these ships have reloads. If you can split off one division of enemy battleships with CA or CL then you can often pick them apart with your battleships without the enemy fleet contributing much. I also always go for 19kts on my battleships, as that one knot can mean the difference between catching and getting caught.
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