Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 27, 2016 21:58:13 GMT -6
Gneisenau and all his battlestars, mainstay of the fleet during the 2nd war against the British. at the time germany gun research stagnated at 16inch quality -1 and couldn't produce a competitive battleship. But the 17inch (16.5inch 420mm actual) was available so the Scharnhorst and Gneisenau was made. Stellar performance all around and out performs the first line Sachsen class battleships at the time (12x15in only) in every aspect - speed, firepower and protection. If there is one drawback, it'd be the intensive maintenance required to run them... Eventually phased out to a fleet battlecruiser role due to their relatively weak firepower. The newer bismarck class boasts 12 x 17in guns and is more suited for the battlecruiser "hit hard and run" tactic while the fleet battleship standard had been changed to the 9 x 18" config. Still, the Scharnhorsts served very well in fleet level engagements due to their outstanding protection. They've been seen limping back to port after taking more than 30 hits on several occasions. name ship of the class, Scharnhorst, was torpedoed by a British sub. The event upset the german navy immensely, who proceeded to sink every British capital ship during engagements in the following months.... Ofc, Scharnhorst(ii) came off the docks couple of years later
|
|
|
Post by boomboomf22 on Dec 28, 2016 8:11:56 GMT -6
Very pretty picture art
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 28, 2016 8:48:25 GMT -6
in my last play thru, once past 1925 i set everyone to GGP=0 and RGP2=0. this means nobody will get above average economy/budget growth from 1925-1950. this essentially tames USA and Japan. This time i didn't... played till 1950. No wars with USA. He just doesn't seem to care 'bout the little guys. Reset back to 1926. This time GGP and RGP2 reset (everybody stays same budget level from now on), also BaseResource discount 0.6 (so ship numbers don't go crazy) 1 war with Japan, 1 war with GB, still no USA. He still doesn't care. Resets back to '26 again. Finally got me a war. I guess uncle Sam finally sees a threat there. And... what the.....! US BB: 61; BC: 16. 79(!!) total. Germany BB: 17; BC; 12. 29 total. of the BBs, 3 are old ones for tonnage keeping only. Current US budget: 1.77 Billion (phuck me sideways) Current Germany budget: 0.985 Billion. so it is essentially twice. Initial plan (tis was a long time coming plan since 1900, mwahahaha!): took all 4 GB colonies in NA east coast thru wars. Spent cash to build up base capacity, now 1000+ so enough to station entire fleet there. War starts and moves bulk of fleet to NA east coast. Ready to engage in epic naval battles... Reality: Coastal raid, location: NA east coast.. AI declines. eh? O.O And next turn... they started invading Northern Marianas in, ofc, southeast Asia, on the other side of the friggin' globe? gaaaah! did not fully prepare for this!! And since they have so many big ones to spare, might as well send ships to NEurope to blockade me. They have no base support but apparently crew skills be damned when you have so many ships:X gah! and since SE asia has become the center of conflict, it is now a battle of... well trying.. to protect colonies in N Marianas, as well as trying to prevent any more invasions in west africa, indian ocean, the carribean, as well as NA east coast, where I built up all those base capacities - as USA just "free roams" his BBs all around the world.... What is worse. Since i moved out ships from NA east coast, US home waters, the numbers there are getting thin. fat fingered a fleet battle without thinking. The thing is, with other battles like cruiser engagements, convoy attack/defense, coastal raids etc, the battle generator has a bit of balancing act in effect. it would not give any side huge advantages (well mostly) in numbers. BUT i don't think this balancing mechanism is used for fleet battles. which means EVERY ship in the area in your fleet is put into battle. And so. Contact. Wait.. those must be screening DDs.... no. phuck it is not. it's the enemy battle line! BUT NO. That's not a battleline. That's a swarm of locusts all packing 16in guns Under my command is... 4 BBs, 5 BCs in 3 separate divisions. ... had to reload game save. And to summarize with my limited vocabulary: WTF awesome atm just slugging it along. I've sank about 20 of their capitals, but every turn, and every battle is a very tense event. Any losses or screw ups is virtually unacceptable at this point. although having a healthy VP lead and no unrest, I think i wanna sue for peace and get better prepared for a world naval war like this.....
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 28, 2016 9:07:53 GMT -6
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 30, 2016 11:59:52 GMT -6
USA collapsed after some intense battles. But yes, the human player shamelessly declined all the following "fleet battles" in USA home waters:X... anywhere else, even the carribean, was fine where he doesn't have the numerical advantage. the US ended the war still with a very sizable fleet, 38BBs and 2BCs. Still larger than Germany and only surpassed by Britain who has not suffered war losses for nearly a decade. But US losses were so high that they were not able to sustain the war due to civil unrest. another war with Russia after that. mostly an uneventful one as 'twas against another sub fleet. however experience learned: if AI feels it is too outnumbered, it will decline battles, thus the player misses a chance for a major victory thus suppressing the unrest level. Therefore, the best way is to move out capital ships from the area, so player BB/BC number is close to enemy's, enticing the AI to accept capital ship fights, but still able to blockade and having a bit of numerical advantage in battles. -> might as well use the moved out ships to his colonies and start some invasions. using this method, unrest level was never above 2 or 3, mostly 0 or 1. meanwhile... US and GB is yet again rebuilding their fleet to mega strength due to their huge budgets. Currently: Germany capital ships: 18BB, 14BC Great Britain capital ships: 35BB, 24BC USA capital ships: 49BB, 10BC i sense another storm is coming. But we've been building up our fleet as well, especially moving online the new light cruisers and destroyers. hopefully our tech advantage can translate to something useful. next, ship class of the day - none other than the previously mentioned, Scharnhorst class's successor, the Bismarck class. Six of them in total, Bismarck, Tirpitz, Scheer, Hipper, Prinz Eugen and Graf Zepplin. Hipper is relatively new and has yet seen any action unlike his brothers, but he most likely will, if the bloody subs don't interfere first. The Bismarcks are designed with firepower in mind, boasting 12 x 17in main guns. the 17inch belt and 18.5inch turret can stop one or two enemy shells from long range, but certainly, protection is not to be trusted in these ships. combat experience has told us, partially from those of the Scharnhorst class, that armor on a battlecruiser is fundamentally less important and less effective than firepower. Another drawback with the Scharnhorsts are that their rear facing firepower is relatively weak. A 3 gun rear firing setup is fine with battleships for they are rarely running away from the enemy, but for a Battlecruiser that often requires violent maneuvering, and the "dragging" engagement, a lack of rear firepower is not ideal. Plus the 4 turret config means even if 2 turrents are disabled, which can be due to jams or enemy fire, 6 guns can still fire, ensuring sufficient output if engagements are prolonged. And so, with the Bismarcks, our navy feels it has reached an equilibrium with this design. A notable trait is their use of a "V" turret, instead of the more popular "X" turret. It is a legacy inherited from their ancestors, the Mackensens and Blüchers; plus, the engineers realize that the V turret provides the same firing arc as the X while do not cost the extra weight of superfiring, hence saving significant tonnage with these heavy turrets. Also, the 4-2-2-4 gun turret layout was considered, but, the concern of "low splash size" affecting hit rate when the quadruple turrets are disabled leaving only the double turrets firing, makes the design finally being dropped. If there's anything still wrong with these ships, it is the cost. It is darn expensive to run them, therefore neither the Scharnhorsts, nor the Bismarcks will be built to any further numbers. Instead, the navy has issued orders to design a BC with a "cheaper" setup, using 12 x 16inch guns and no more than 53000 tons, to supplement the 2 Ultra-dreadnought classes by numbers. They will be named the legacy "Von der Tann" to honor the Hochseeflotte's first ever Battlecruiser.
|
|
Roumba
Junior Member
Posts: 88
|
Post by Roumba on Dec 30, 2016 18:39:54 GMT -6
Do you think the game be modded to support additional save slots?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 1, 2017 18:57:16 GMT -6
Do you think the game be modded to support additional save slots? is all very slow and accidental stuff, hex modding... feature and support definitely have to be from the developer. but i prefer some way of controlling my own gameplay experience so it's like... gotta have to do it! (first time on hex modding as well.. ehhh) made a small discovery and changed the government collapse victory condition a bit. the game's default setting's like the following. i count it using victory points, 1 point = 1 possesion point = 50,000 economy bump after the war if not taking any possession = 25,000 economy bump + 25,000 defeated nation economy decrease after the war if using the a point to take a possession. government collapse victory: baseresource +1,000,000 -- 20points possession points 10 -- 10 points total victory points: 30. however compare this to a "considerable territory gain victory" that allows player to take 8 points of possessions. baseresource +1,000,000 -- 20points defeated nation economy -500,000 -- 10points (!!) possession points -- 8 points total victory points: 38. a compromised peace in this case is actually somewhat better than a total victory?.. so changed government collapse total victory to something very simple: baseresource + 0 -- 0 points. possession points 40 -- 40 points. total victory points: 40. better:D and can even take india. i mean if just for the heck of it. gonna start a new game. and the last battle before calling current play-thru an end, november 1949. it is so rare to see the battle generator group the divisions so nicely! lots of DDs and CLs mixed in too. but ended up being a night battle. shame, pity!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 10, 2017 2:55:19 GMT -6
the Battle of Records... Hit of the Longest Range: a deck hit at 33748 yards Stupidest Destroyer Captain - who is now fired from his post:X 3 torpedos fired, 3 dead on the mark... on his own flag ship.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 10, 2017 15:21:59 GMT -6
well... sh*t. Dunno how did this happen.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 20, 2017 12:28:52 GMT -6
Social events for the new year keeps busy.. So just had one game war and twas short.
I had: 300+ subs. The USA had: 60 BB+BCs
Only 6 turns later USA gov't collapses. Bwahaha!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 29, 2017 15:28:40 GMT -6
when the battle generator groups the BCs into a sizable scout force..
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 20, 2017 19:54:43 GMT -6
10% research rate, no subs, time warp.
things went mostly favorably as who and when to go to war with. and learning from past experience made good decisions about which colonies to take.
war w/ russia 1901-1904. gov't collapse. no colonies taken.
war w/ france 1906-1907. gov't collapse. no colonies taken.
war w/ france 1911. negotiated peace. colonies: guangzhouwan by invasion.
war w/ britain 1915-1917. gov't collapse. colonies: weihaiwei, for NE asia base support; burma, for oil. zanzibar and sierra leone by invasion.
war w/ russia 1919-1921. gov't collapse. colonies: baltic states and finland, for operational support; liaodong peninsula by invasion.
war w/ britain 1925-1928. gov't collapse. colonies: ireland, for operational support (kudos to brits for actually keeping it this long...). nigeria, kenya, hongkong by invasion.
(ggp/rgp1/rgp2=0 set post 01-1930)
war w/ france 1932-1935. negotiated peace. colonies:madagascar by invasion.
war w/ USA 1941-1947 (very very long 60 mo+). gov't collapse. colonies: maine, for NA east coast operational support; the philippines, for strategic support; guam, by invasion.
(time warped to 01-1926, baseresources x 0.8)
war w/ britain 1936-1939. gov't collapse. colonies: everything they had in NA east coast and the mediterranean, for base and operational support.
future war planned against USA in NA east coast.
summary:
toughest war is 2nd war against britain due its tough ships. the old ships are sunk in the 1st war and most of its capitals are 14inch gunned new build. all my ships are 12 inches, plus a few 11 -1 ships that are mostly useless. had to fight it tooth and nail. lost 2 battlecruisers. but not really surprised as tis always the case in past playthrus as well. kinda prepared for it ala the significant lack of naval gun caliber and made all ships 12x12in minimum and the latest BB class 15x12, later even 18x12 A/B/V/Y/Q/W turret layouts. but 'twas still tough! very often had to resort to suicidal torpedo attacks to sink ships or just to escape.
the war w/ usa is very strategically tedious as home areas don't overlap and usa only had 100+ base support in SE asia. so it's mostly raider warfare and smallish engagements, and had to constantly watch usa's ships in west africa and indian ocean since sometimes capital ships are enroute to SE asia. was also half way in my refit to improved director so tis a mouse click fest. there are some turns where no engagements popped up. to drive usa's unrest it's victories in the cruiser engagements to sink a few of their BCs; massive raiders - had kept all the old CAs and CLs and put them all to raider duty; and some blockades - usa would sometimes base all its ships in the carribean and leave NA east coast open with no capitals. when this happens i send a few BB/CL/DDs over for 1 turn which can blockade it and drive up unrest. battles are acceptable - if a ship is damaged hey just do a rebuild, this way it wouldn't get interned. but this is the best war against usa by far and the key factor is how (not) to take colonies in previous wars.
so about taking colonies. most important one to deliberately take ofc is burma to get oil. next up are the ones in NE asia in case japan wanna play but it didn't happen this round. thirdly colonies in N europe. this is very interesting. in the past i'd let go of those for more baseresource, but apparently their bases offer operational support by way of robbing the enemy of their bases in battles. capital ship engagements are often frustrating because damaged enemy ships simply run back to their bases. once those colonies are gone they've no where to run back to but only stuck to the land mass edge and become flottila attack torpedo marks. battles with russia and britain are now very advantageous as my ships can rtb rather quick but their ships always end up stuck. a very significant operational bonus this one. and fourthly, in preparing for war against usa. in the past when eyeing for war against the US i'd take something in the carribean from britain. the carribean instead of NA east coast because it's less often to get battles there and i get fewer VP penalties for turning down unfavorable fleet battles where usa's massive capital ships swarm simply devours everything, while capital ship engagements still happen frequently enough so to achieve decisive victories. HOWEVER. huge side effect to this is staging the battle area in the carribean means fighting usa everywhere - it'll send its ships in N europe, it'll be in SE asia, it'll also be in west africa and indian ocean since they're on the route of usa's capital ship traffic. it's very hard to hold on to all the colonies, especially the carribean ones as it's one of usa's home area and need to maintain a 4:1 force ratio, while still staging enough ships in N europe and other sea zones to fight and avoid being blockaded. the blockade trick well AI does it too. therefore to avoid stretching thin, the new strategy is to stay way from any colony in the carribean. even if it's an "internal upheaval" event - we keep out of those foreign affairs. instead just go to war with usa where the only colony overlap is SE asia. win this war, and take the 2 colonies they have in SE asia. by doing this the route of carribean - west africa - SE asia is cut off. these sea zones are thus free in future wars. next up fight britain, gov't collapse it and take the colonies in NA east coast. in peace time build up their bases and build couple of coastal arties. when war w/ usa comes again just move everything to NA east coast to fight it there. tis much much easier.
about deletion of subs. only one word - EUREKA. much better experience all around. big relief that the sub spamming is gone woot. to drive up unrest raider spam is much more enjoyable and have done such in the war against usa where raider sinkings drive up unrest to good effect. delete delete delete them subs goners!
about 10% research rate,, it is a bit weird to build 50k ton+ 12inch gunned ships, but not much. the pros of a slower research outweighs it by a lot especially that old ships stay relevant a lot longer now, whereas in a fast research rate game a capital ship is most likely a burden in the 2nd war it takes part in.
and so, onto the next one...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 24, 2017 9:26:22 GMT -6
gonna see how this one does. hyaa!
|
|
|
Post by boomboomf22 on Feb 25, 2017 1:08:51 GMT -6
That is a horrifying "light" cruiser
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 25, 2017 3:08:23 GMT -6
the Unbearable Lightness of the Light Cruiser:d have yet to encounter 1v4 or 2v6 CL battles, which happens. it is in that scenario that it will receive the ultimate test:d good news is it surpassed its design speed,, it is now 34 knots.
|
|