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Post by Deleted on Mar 12, 2017 11:21:09 GMT -6
currently over 1bil with budgetmodifier=21. baseresources is 79mil including possessions i'm also over 1bil at 22. still hoping the politicians can provide extra due to war.. but tis post baseresources 0.8 discount and resetting their extra economy/budget growth, i didn't want US/japan to skyrocket to mount everest largely overfilling their 1400 build area base capacity if not already. at previous 1950 cutoff it was 95.6 baseresource, and their budget also over 1billion at peace time. apparently usa managed to commission another 14 vans in the 4 years since warping back to 1926..
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Post by Deleted on Mar 12, 2017 11:52:57 GMT -6
a coastal raid at guam, SE asia. battle size is listed as large, and intel sez the US has 3 CAs there while i have only one, our 1st modern CA Rhein class. nevertheless i decided to go for it, without build area overlap with USA battles will be scarce and it is crucial to seize every chance to take some victory. the enemy emerges from the guam port mine field and appears to be a singleton only. i am confident that we can take it if that is the case as while the Rhein class is slow at 29kts it does have 12x10" guns. turns out it is a 8" gunned small CA. luck is on our side it appears. and the enemy soon turned tail and ran with me giving chase... with the Rochester dealt with CA Elbe proceed to sink the 2 escorting DDs. when it came to the guam port for the land target i'm not sure if could be destroyed hiding so deep in the protective minefield but seems the 10" guns could just barely reach it. looks like the modern CA got some use out them afterall! we then proceeded to exit toward Saipan, not sure if they have mines around guam but not risking it. on the way back we met a small merchant and obliterates it. successful engagement although just a small one. i've yet to figure out the funding problem. usually i stopped building new ships post 1945 to put some in the bank before warping back knowing the resource discount will strain the funds. but this time with war against italy running so late i completely forgot about it. arrgh. i'm looking at Konig, Markgraf, Hindenburg and Goeben, the 12 inchers. almost sentimentally attached as they've been in the fleet for so many important battles, especially the 2 battecruisers. no.. just no....
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Post by Deleted on Mar 12, 2017 14:35:24 GMT -6
as expected, battles are scarce, with 15 months into the war it's raider intercept 1 after another. other than interns and scuttles, lost a 24kt raiding CL to enemy BC intercept in NE asia no less. our 2 modern CLs did encounter a 10x10" enemy CA in N europe enemy coastal raid and was barely successful. it took 120+ 6" hits. in order to bring down the spending i had no way but to mass scuttle. gone are the 12" vans plus Bayern and Baden the 14 inchers. further reducing research spending, we are now barely breaking even with 18mil cash reserve. sayonara, warriors of the old.. war is tedious as US forces are spread over all our colonies. N europe, west africa, indian ocean, SE asia, NE asia. only sanctury is the med, where i'm hiding 2 BBs in order to entice the AI to more willingly accept battles in the north sea. constantly checking their deployment on the world map so as to match theirs in the next turn. the raiders are not really doing much except being intercepted at this point. maybe it's better to MB them now and send them out later where i've successfully whittled down their forces. hmm... only 1 major engagement an enemy coastal raid happened in west africa. we deployed BC Mackensen, the only capital stationed there, plus CA Mass and 3 CLs. the enemy spawns 1 BC, a Constellation class, and 2 Georgia class BBs, all of them 9x13" setup in triple turrets. the 2 BBs were in the support force. we manged to take them all down at the cost of 1 CL so not a bad result. first encounter was between Mackensen and Constellation. Mackensen is superior in all aspects and had no problem out gun it rather quickly. it was just when the Constellation was about to go down when the 2 enemy BB support force showed up, and at the same time nightfall came. i sent in the CL div of Koblentz and Monchengladbach to finish off the Constellation - post dbrf showed not necessary as it was already sinking before the torp hit. Mackensen and the 2 Georgias were then locked in a close range gun duel with Mackensen slightly bow away from the enemy, my typical tactical stance. the 2nd Georgia in the enemy div was slightly lagging behind, and Mackensen launched its port side 4 torps in 2 volleys in LOW mode, 1 of them managed to hit the lagging Georgia and it slowed down considerably! - above water tubes are great. torpedo attack time. i sent in CA Mass, who was core to Mackensen at the time, plus the CL div, to come up from behind the Georgia on 2 sides. Maas' 10" and the CLs' 6" were scoring numerous hits on the enemy BB altho i'm sure those are just superficial, but Koblentz in the process got a rudder damage by enemy gun fire and was unable to maneuver. i thus launched the torps on CL Monchengladbach's starboard side after it caught up to the enemy, first volley of 4, 1 hit. Koblentz got his rudder back in the same turn and was commanded to turn around in front of the enemy, but was hit by a 13" shell at close range. the ship goes up in flames! nevertheless, 2nd volley of 4 fish from the Monchengladbach followed in the next turn scoring 2 more hits. the lagging Georgia is thus torpedoed after a total of 4 hits. in order to make sure, i launched the port side 4 torps from CA Maas, turned out 'twas not necessary, but better safe than sorry! the forward Georgia sensing the bad tactical situation started turning away from Mackensen to disengage. meanwhile Mackensen's ammo was down to 20%. the screening 3 DDs on the Georgia also made closing to gun duel range difficult. for 1 turn Mackensen was avoiding 8 torpedoes. luckily none found the mark as i was jinking the ship constantly. in order to peel away their screening DDs, more work for the weary light forces who had already taken a beating. i sent them in gunz ablaze on the destroyers. the enemy Georgia made a left turn with their DDs lagging behind, who promptly went the other way away from their van. that's the opening. Maas and Monchengladbach was commanded to press and close to the enemy BB with their remaining torpedoes seeing Mackensen was low on ammo. the 2 cruisers closed in on the enemy from their starboard side. Monchengladbach's starboard torps were all shot out in the previous engagement which made Maas the only viable torpedo launcher. it was still a bit behind when it received an engine room B* hit that dropped its top speed to 24kts. yep CAs are not that great in close range attacks as the game gives a hit rate reduction to CLs and DDs.. nevertheless the Georgia had already received considerable damage from Mackensen and wasn't doing all that great speed wise. Maas turned away slightly from the Georgia and got a torp solution on HI mode, launched 4 and got 1 hit. Maas is outta torpedoes. the rest, whatever ammo the Mackensen had left on it, would have to be put to use. the close range gun duel was successful. Mackensen's ammo load dropped to 3% after this. we exited the battle and returned to port at Freetown. we had accumulated 1 point of unrest in the 15 months of war. with this major victory it went back down to 0. but have to keep this up.
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Post by Deleted on Mar 12, 2017 16:52:08 GMT -6
usa somehow moved most of it's capital ships to the carribean and left NA east coast open with 2 BCs. i moved Sachsen, Wurttemburg, Salamis, Kinobe, Scharnhorst and Gneisenau, along with 8 CLs and all 29 of the V2 class DDs over. expecting a blockade to drive up their unrest 'twas not the case as my raiders were still scoring merchants which wouldn't happen if a blockade were under effect. next a medium sized coastal raid at maine popped up. they have boocoo mega capitals in the area from the battle intel report - they moved ships back just this turn. bah. but doesn't matter, accepted the battle! i expect Scharnhorst and Gneisenau to be in on the action. indeed, spawns Scharnhorst, Gneisenau, 2 CLs and 2 DDs. we soon ran into the enemy, 2 BCs, 1 14" gunned and 1 13". as soon as they were IDed as BCs i pull the scout CLs back to screen - this would save them from going off to who knows where and getting picked off by their BCs, who do somehow prioritize CL targets. our first 2 hits came in at 26700 yds - one bounced off the engine room belt although their belt is only 11.5" and one a hull pass thru*, it is quite nice to get outta the north sea, definitely - and kept hitting them as the range closes. usa apparently hasn't yet researched improved director. with both our BCs at elite status, and 12hrs to go until nightfall, this would be a walk in the park and long range gunnery awesomeness. but i'm a bit alert. we have no support force. the AI more than likely will... indeed, another formation appeared outta the horizon, which soon were IDed to be another 2 enemy BC... the first enemy group was damaged and lagging behind, we therefore switched fire to the 2nd group. our 2 BCs were minimal damage, 1 at 3% and 1 at 4%, ammo 70%+, so still in good shape and began to also out gun them who started running back to the port at portland. we swung over and placed ourselves between the enemy and the portland minefield, and proceeded to pound the cr*p outta the 2 support group BCs. at this time the 1st enemy group came over from our bow side, surely also intent on return home but it puts their broadside on. Gneisenau thus received a few hits but fortunately nothing serious. after the enemy support group was dealt with the 1st group was starting to get into the protective minefield. if they were to go any further surely it's back to port. we pull the 2 BCs along side the minefield edge going broadside and broadside. indeed, the enemy puts turning away from the threat a priority and slowly turns into the land mass, appearing stationary for a while and came out reversing its position going outside the minefield. flotilla attack time, for sure. and so a close range dogfight ensues, during day time! i manually controlled the 2CLs and got quite a few torp hit on one of the enemy BCs, plus the numerous 15" hits it came to a stop. the other enemy BC started seriously retreating going deeper into the minefield, and i had to launch the torps from it's 7-8 o'clock position, 3 volleys from CL Stendal and both of my BCs. it was hit by 3 torpedos and stopped dead at the entrance of portland. the battle was still not over. Gneisenau was hit 22 times after the close range dogfight and top speed dropped to 22 kts, 1 hit toppled the funnel and another hit damaged machinery. and both BCs' ammo was running low, with Scharnhorst being critical, A turret was all out, B turret had 35 AP left, and even secondary battery was completely empty! we started to exit but ran into an enemy CL, who was giving one of our DDs a severe beating before. revenge time. but only Scharnhorst was able to keep up with it whose top speed was also 32kts, yet Scharnhorst did not have the ammo to score anything! and so i detached Gneisenau who had a little bit more ammo but limited by speed, and kept Scharnhorst running to keep the enemy in sight and waited for day time. we are in scenario overtime, if LOS broke, the battle would end. finally, day break came after an excruciating night. the enemy CL started running straight back home. Gneisenau was seriouisly lagging behind with only B turret still firing. suddenly a 15" hit, but the CL then disappeared outta sight range. we pressed on, and the enemy reappeared doing crawling speed! evidentally the heavy hit caused heavy flooding. Gneisenau closed in, went broadside and did in the last enemy in the scenario. i'm very satisfied with the Scharnhorsts' protection, all 16000yds+ heavy hits on the belt bounced off, a 14" AP hit from 3000 yds on the turret also did nothing. both BC listed as light damage, yet Gneisenau requires 3 months repair time. if we left it in NA east coast it would be interned, which is unacceptable. luckily we can refit it, hah! might as well get the secondary director on. so does the DD with heavy damage, time to refit it with director. the 2 damaged CLs just receive a blank refit. all the rest of the NA east coast ships moves back to N europe.
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Post by Deleted on Mar 12, 2017 18:50:52 GMT -6
1 v 5 convoy attack. we researched advanced director. massive refit commences. i pulled the BBs in SE asia to refit as well. quite a few turns where nothing happened, not even raider intercepts as usa pulled it's capital ship fleet back leaving colonies including SE asia unattested. apparently a few of its vans were in roaming mode or something. they go from NA east coast, to the carribean, to NA west coast, then to NE asia. SE asia. indian ocean. west africa. back to NA east coast. they were just in SE asia when the invasion at guam was triggered. naturally what follows was a land combat support mission. convoy attack. accept, and we reach the point of no return. battlecruiser Yorck, with its escort ships, faces 3 BBs and 2 BCs. luckily it was at night and gave us some wiggle room.. the enemy probably has 1 BC defending the convoy, a 14" 3 quad turret setup. 3 BBs and 1 BC in the support force. we firstly encountered the convoy defense, went for a few rounds exchange and nothing of substance came of it. it was then that we spotted their support force, at night basically a cluster of capital ships. damn. i went into evasion mode and started pulling back, but then again, if we disengaged and went home, this mission would fail, the invasion would maybe fail, then we would stop getting these land combat support missions, which would make the whole war drag on even longer. unrest is already at 2. not good. my intention changed to somehow single out the convoy defense BC, take it down and score a major victory outta this. and so we did. after eluding their support force the lone BC came outta the convoy and engaged us broadside to broadside. things were not really going well, Yorck got an engine room B* hit, and another funnel toppling hit which made top speed drop first to 28kts, then to 25kts. damn again. it was stuck at the enemy BC's 5-4 o'c at the risk of being torped. but Yorck got in a few hits on the enemy BC as well with the rear turrets barely keeping within firing arc. we were just about to gain the gunnery upper hand when the support force reappeared. this time they came on to us straight on, the 3 BBs in line ahead straight towards us from Yorck's starboard side rear. forget about the lone BC! pulled Yorck immediately to starboard and went broadside on the enemy BBs, at the same time launching a flotilla attack. the enemy BBs apparently are not turning away. our new CLs are all 24 torps each, and massive swarms of torpedoes head towards the enemy line... 1 hit, 2 hits, 4 hits..... i lost count. all 3 of the enemy BBs were hit by torps, yet they're still coming directly at us! i order Yorck to target the closest enemy BB and engaged it in close range gunnery. Yorck then got another hit which damaged the machinery, max speed dropped to a mere 12kts. this was very bad because the enemy's support DDs were also charging right in. i had to pull Yorck away facing the enemy with its stern to avoid potential enemy torpedoes. the 2nd BB in the enemy line ate the most torpedoes and was dead in the water. the 1st BB was shot at close range plus Yorck's own 4 torps and also appeared dead. yet the 3rd BB was still closing. i took command of 3 CLs, and counter attacked without the support of Yorck. CL Kassel was almost rammed by the enemy ship while unable to launch its torps due to a bad angle, but thankfully the light cruisers were successful in their attack. the support force had a further battle cruiser! oh gimme a break.. just how many ships do they have, was really starting to swear at this point. luckily Yorck repaired its machineary and was back to 25kts, and so it was able to support the CLs when they charged in again for the torpedo run. in the process all of our CLs were badly damaged, it was pure luck that there were no major flooding going on in any of them. the enemy BC, a Bon Homme Richard class, 8x13" 41100t ship, was hit by 5 torps, and was sank completely by these. there were 2 15" hits by Yorck, but they were superstructure damage only. tried to gather my forces which were spread all over the place in the flotilla attack, especially the destroyers who went off to some far away place - they were mostly useless! Yorck was just cruising along trying to gather up its escorts when a torpedo hit.. most likely from a stationary enemy DD, which i thought was already dead. thankfully only minor flooding, i slowed it down to 16kts and the flooding soon stopped. a few turns later day time came, and the convoy defense BC came into view. Yorck was seriously low on ammo. time to run. i ordered force wide retreat using the little white flag on the force right click menu, gathered everybody, switching to manual control if have to, and head direct towards saipan. luckily the enemy BC didn't pursue. post dbrf shows apparently it was already on heavy damage after 13 15" hits. CL Pforzheim was cut off from the rest of the forces and went the other way. we got 6 of the 8 merchants.
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Post by Deleted on Mar 13, 2017 5:20:54 GMT -6
the war vs US is now at 75 months. that's 6 years and 3 months. woot. but it is as expected. even sent out the oldie Bs to raider duty, but only tucks them in at N europe and the med. after the previous convoy attack by BC Yorck and his support CLs fighting tooth and nail we'd successfully taken guam. a few turns later, the invasion of the philippines was triggered. the enemy turned down the combat support mission. by next turn, the philippines was in our hands. 'twas really a turning point in the war as we'd successfully cut off the enemy's capital ship traffic. in my previous wars vs the US this didn't happen even. this meant they would no longer send out their vans on the world cruise and we also no longer needed to spread ours for sporadic encounters, but could concentrate them together pushing for some major capital ship action. and so the support non-raider CLs, DDs, and MSes all packed up and went home, as well as the battlecruisers and battleships on foreign colonies. kept the modern CAs out as usual, and sent some Bs out for tonnage filler. what followed was the plan previously thought out. not that different from fighting italy without base support in the med. we send a few vans plus support ships over to NA east coast for action and better case for blockade, if the US somehow, i really dunno why, would move the majority of its ships to the caribbean. any ships that requires repair next turn, we do a refit on it. this way nobody gets interned. this did not always result in major action however, what's most common is probably coastal raids involving 2 Cls or 2 BCs. if it's BC action we push for major victories gaining prestige and suppressing unrest. if it's CL action, 'twas problematic. the enemy had built a plethora of coastal arties on NA east coast, from 6" all the way up to 12". there was a raider intercept on NA east coast with my CL against an enemy CL and it had to trip over 3 coastal arties, 1 6", 1 7", 1 12". i even toughed out the 12" arty, but when the enemy CL ran back to portland and a swarm of coastal arties came into view i sodded off. bah! not worth it to risk some magazine flash fire over this. but all in all it was surely better than the previous phase of war, at least i now have the initiative instead of being reactive. managed to sink quite a few enemy vans in BC coastal raids. but the most epic so far is a fleet battle. decided to send over majority of available vans + based on enemy current forces on the east coast 'twas was needed to make a blockade happen. they were getting unrest warnings, so a good sign. next turn a fleet battle popped up! accepted it expecting the enemy to decline, but we actually deployed! 6 BBs and 4 BCs with the BCs all in the scout force. pretty good AI oob. the 2 BC divs are 3 ship in 1 div, 1 ship in its lonesome in the 2nd div. decided to edit the .sac save to change it to 2 ships per div. and so we duked it out and stomped the AI completely. hits were scored at as long as 28000+ yds. awesome. even got all the CLs, their last 2 surviving DDs ran back to port after nightfall. upon contact the enemy gradually formed it's battle line and came in slightly bow on. sea state varied from fresh breeze to strong breeze, so top speed cap @ 22-26kts. set the main force to 20kts, scout force to 22kts. usually lead with scout force, but with sea state speed limit it is better to have the BBs lead, i reckon. gradually gaining the gunnery upper hand and enemy disengaging. turned into them a few clicks to pursue. splitting the scout force to capture the stragglers while also encircle the enemy line from the other side.. end result, got 'em all except 2 DDs. our biggest damage was on BB Sachsen. enemy gunfire didn't score a single hit on it, but 3 of our own torpedoes got him. 2 from CL Paderborn, 1 from DD G92. it probably isn't a good idea to trespass the enemy ship graveyard with a mass BB fleet...... hit logs on enemy ships. capped the pics with the ship stat in the background to record the armor levels. really like the long range hits especially on the decks. 4.5" of deck doesn't do much post 23000yds against 15" Q1 as a double pen* happened on a 4.5" D ship, 1 at 25k, 1 at 23k. also a 24k TT hit destroyed a turret. however a 14" belt can still be very effective this far out. i remember even 18" +1 has trouble penning some thin belts long as the range is wide enough. we'd researched all the AP tech so other than the 15" guns, tis pretty much end game level penetration. more on research below. rebuilt 3 BCs and 4 DDs due to battle damage. all other ships move back to N europe next turn. non of our capitals got citadel penetrations. but then again they were not really hit that much, except BB Kinobe who was the lead ship and got hit some 20 times. it was still keeping its 27kt top speed at battle's end. research: basically maxed out everything except hull weight savings and naval guns. very unlucky on this play thru on guns. both 16" and 17" were done on Q-1 and wasn't really usable. only just researched 16 Q0 couple turns ago and atm considering a new BB class, probably the same 4x quads 16". BB instead of BC because next foe would be britain and BBs are needed in fleet battles.
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Post by Deleted on Mar 13, 2017 16:04:12 GMT -6
hyaa! after an everlasting 98 months, the us gov't finally collapsed. the "blockade dash" helped a lot, but we also sank a lot of their capital ships. they lost a total of 51 BB + BCs. it is almost the same amount as brtain, who lost 54, in all 3 wars combined. meanwhile usa still have 24 in their fleet. when the war started they had 66. they managed to commission 9 during the war. the battles always took place near their ports. it was tricky trying to sink ships before they could return base. most times we had to block their escape paths like so. a New Jersey class at the time got a jammed rudder and was obliterated at close range. the most heroic battle was an enemy coastal raid. they spawned in 2 BBs and we spawned 2 CLs and 3 DDs. we torped them both at the cost of 1 CL. but they had no screening ships, only this made it possible. and 'twas only the job for light forces, had it been CAs they woulda been wiped out before closing to within torp range. the "WTF" moment. was expecting an enemy light force but sighted 2 BBs... close in for torp runs. at the time both ship had already sank actually. didn't wanna chance it and DD G93 had another 4 fish on the way 4 or 5 torps plus tons of light hits on the BBs. i'm sure the light hits are just superficial, even a CA needed 100+ hits to sink let alone 50k ton BBs. took maine as war reparation. that'd always been planned. if not we woulda settled for a negotiated peace few years ago. that and we needed a chance to sink their ships. after seeing the great scattered minefields at helgoland after i built a few coastal arties on it to help with enemy coastal raids, i'm building 4 9" arties on maine. plus base expansion. gonna build it up non-stop to prepare the next war vs the US where we'd finally have proper base support in their build area. we still need britain's 4 colonies in this area, ofc.. come here tommies, tis ur old friend! haven't managed to get any new ships in, what with the constant war spending. laid down a new Posen class, 2 16" gunned BBs, once cash reserve hit 200mil. they're still 8 months away. we researched 16" Q+1 and 17" Q0. next ship class will have to choose between these 2 calibers. we have 1 more hull research, plus the naval guns. that's all there's left.
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Post by Deleted on Mar 17, 2017 13:03:47 GMT -6
NA east coast fleet battle the war vs britain went as expected, a relatively short but fierce one. as tech research peaked everybody especially US/britain were all on the best end game tech and 16" guns. but while their budget allows them to build massive fleets we sent them all to bottom of the sea just as quickly. at the climax of war capital ships engagements happened every turn. britain had lost a total of 108 capital ships til now. as planned we took everything they had on the NA east coast. 'twas nearing 1950 and war vs usa was looming again as planned. but we needed more time to build up base support on NA east coast and commission the new dreadnoughts. after we blew up one of their destroyers tension was exactly one click before going hot. just at this month we hit 1950. after warping back things were pretty much on track. NA east coast base support 1540 points. would've liked to make it even larger to leave some wiggle room but it was enough to house the majority of the fleet. this time i learnt from experience and reserved 300mil+ in the bank by scrapping 5 vans immediately after war vs britain ended - i knew we'd commission new ones and the budget wouldn't be sufficient to sustain all of them, might as well save the maintenance expense in the interim, while always leaving a generous surplus in monthly spending. after an aggressive 0.7 baseresource discount we were somehow managing to break even, after emptying the entire cash reserve, commissioning 2 more vans, 4 more ultra CLs plus putting 4 heavy DDs in construction. as war unavoidably came at july 1926 'twas... a huge bore compared to fighting britain. raider intercept one after another. coastal raids with 2 light cruisers. convoy attack spawning 2 DDs. convoy defense where the enemy only spawns 1 DD. at best 'twas a coastal raid using a couple of BCs. probably just as the manual says the game being european centric once the build area goes outside of the european circle the war becomes very slow paced. from this aspect i'm not sure a japan gameplay would be very interesting... did make one small discovery, that as long as a prestige is earned or lost the battle result will have an effect on unrest. couple of times we sank 2 CLs in a CL only fight and got an unrest drop which was interesting to see. usa entered the war again with 60+ capitals. we left 1 BB, 2 BC in N europe and moved all the rest 8 BBs, 6 BCs to NA east coast. they outnumber us 3:1+ but i ain't too worried. as tetragrammaton clerics, for us these are balanced odds. we managed to get in 8 new vans. the BBs are 12x18 inchers, 4-3-2-3 turret layout this time as an experiment to maximize forward volume while still having enough on the rear in close range night fights. the BCs are 12x17" typical 4 triple turrets. stopped using V turrets tho. somehow it just doesn't look as nice as the X turret despite saving 1-200 tons weight. first rule of all things.. always look good! so far the best one had been a fleet battle. despite the small engagements being boring they do drain the enemy DD fleet. they're seriously low on destroyers, having to use some of them as CP makes things worse. battle started at night and seeing their vans sailing naked we naturally go for flotilla attacks, and massive swarms of torpedoes sailed towards their line or... cotton ball of BBs since the AI is very quickly to collapse into that.. amazing thing it was. but don't think it would've happen had they had dd escorts. torpedoes were scoring hits every turn several turns after that. as day break came all of them were limping. we employ the usual sandwich tactic and got most of them, but had to leave a few letting them run back to port as ammo was getting low. 3 of the BBs were sunk entirely using torpedoes. in the end they lost 16 BBs and 1 BC, the latter due to a magazine explosion after receiving only 5 hits. and the cause of the result was rather obvious, there were only 5 escorts, 3 DDs and 2 CLs, in their entire deployed fleet. and 4 of the were in the scout force who never fully engaged us! basically, the enemy main force had 18 BBs, and for their protection only a single destroyer... on our side Salamis and Kinobe the 2 lead BBs received a beating. Salamis got 37 hits and 1 torp. Kinobe was torped 2 times and got 22 hits. listed as medium damage. we went for a close range gunnery duel vs the enemy lead div at night and most hits they received was during that time. Salamis lost electrical power 2 times, yet it was not torped when being dead in the water. if only they had some destroyers. the new BCs did well, one of them got hit 27 times and there were no flotation damage - but i did keep them mostly outta the night battle and kept the distance even during the day. in total our ships we torped ~ 10 times and half of them, self inflicted. this happens so much i don't even care nowadayz! 36 months so far into the war. will likely go twice this long if not more. but it'd likely be the last in this one.
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Post by Deleted on Mar 17, 2017 16:18:30 GMT -6
after another decisive large convoy attack we managed to empty out the us' capital ship fleet. they've got another 2 on the books but they are interned. this was definitely the end i thought and started to move some vans back to N europe, mothball them, and save some money. in the interim something good happened. 1 of our 16x6" CL managed to beat a 8x9" enemy raider CA. was touch and go there for a while but eventually the CA succumbed. although, had it been a 10x10" CA, probably not. a few non-action turns later, checked the almanac again, they managed to commission 6 vans in short order! never underestimate that huge budget... luckily their unrest was already pretty high, after we got rid of a lone BC that finished working up 'twas gov't collapse time. did not take any colonies. we already have everything needed. we ended up with the largest budget and baseresource, almost 50% more than britain, and slightly higher than usa. the smaller nations still have some unresearched tech, especially naval guns - japan is still only on 14" guns. we have yet to fight japan, but both of my strategic goals - becoming the biggest economy, and beating the usa in his home waters, have been achieved. as thus, gonna call this play thru a close. 10% research definitely goes on the sweet spot as it greatly extends the longevity of a play thru. even if 50% RR probably would result in the 2 warp backs completely on end day tech even for the smaller nations. it has also been a fun one, from the early harsh wars using inferior guns and tech fighting britain tooth and nail to the late game "euphoria" period where our ships could whip anything they came across. final scoreboard onto the next one..
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Post by JagdFlanker on Mar 17, 2017 20:19:43 GMT -6
loved the German-Canadian East Coast
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Post by Deleted on Mar 18, 2017 8:50:05 GMT -6
loved the German-Canadian East Coast guess it's alternate history enuff lol;p
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Post by wolfpack on Mar 18, 2017 16:43:15 GMT -6
your mod let me float a "super heavy cruiser " toting 10x10" guns and 12 4" guns with a 9 in belt i love your mod man
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Post by konstantinua00 on Mar 19, 2017 12:21:11 GMT -6
Germany: AUX: 567
wow, what was that?
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Post by Deleted on Mar 19, 2017 23:54:33 GMT -6
didn't change things about CA!.. but a total vic gives more colonies to take so prolly more need for them in the end!
aux are merchant sinkings by raiders and such in strategic events, basically the more wars fought -> more merchants sunk...
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Deleted
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Post by Deleted on May 13, 2017 15:35:02 GMT -6
gonna start an Austria-Hungary game. previous 2 playthrus were actually Japan, but it was quite boring. But A-H appears to be quite interesting -
Strategic:
A very unique small nation that has NO overseas colonies whatsoever. this is very good. when under blockade i don't have to worry about colonies being invaded. when in peace time no need to spend maintenance costs on colonial ships. the Mediterranean build area is also very advantageous. 1. after i can somehow joust Egypt off the British hands, the Med will be cut off from the "capital ship flow" of the world's strong navies when i am fighting them. their ships will sail from Neurope - west africa - indian ocean... and leave the Med alone, tucked away in the corner. so unless he deliberately sends ships to my home waters, i will be left alone and free to move the majority of the fleet overseas to fight battles in the enemy's home, without worrying about being blockaded. one exception to this is France, as he has home area of both NEurope and the Med. 2. oh the weather. it is very often sunny on the Med. good sighting ranges. longer day times in winter. not the "fire 2 shells and it's night time or it rains" North sea. 3. only one step to the powder-keg NEurope. later in the game it is very quick and easy to move the fleet over. 2 turns to NA east coast, still pretty close. our position is in good cover, yet ready to strike. lastly, Japan is not present. i think might as well. it is too far away.
Operational:
the Med is a relatively small sea and the ports are scattered very closely along the coast. this means fleeing enemy ships could easily disappear into base should the battle happen close to their ports, which apparently they often do. i think this is especially bad against Italy. but probably not as bad as NA east coast.
Tech:
Very German-ish. 11inch guns. Small 13k ton yard but not too small. Bonus tech triple-turrets is lame. i'd say on par with Italy who has better starting tech but handicapped. better than Japan. another advantage: native access to oil. this is dreamy. but irrelevant to me, as oil firing will certainly be developed later than 1920 on 5% RR.
Budget:
another interesting one. starting resource is same as Italy, Japan, 10mil, smallest in the world. However: RGP1=2. Budget growth pre-1916 is even faster than Germany and USA, on par with Japan.
The Plan:
5% research rate, manual build and HBR.
War vs Italy is priority. the 2 nations are too closely matched and share build areas, it is the most apparent choice. plan is to take all of Italy's colonies in the med so as to provide operational support for our ships and deprive them of theirs. War vs britain is critical when the time comes. they control the key to Egypt. they also have our needed foothold - Ireland, into Northern europe. but the timing must be right. too early and we will be devoured by the giant. too late and we will be left with no base to support our ships to fight other nations. will probably also use wars against France and Italy to bump up our economy. later, war against russia, war against germany - to further expand our base support in Northern Europe. in the end, war against USA, the big boss.
in order to maintain our "singularity", intention is to avoid from taking overseas colonies in peacetime early game. "there's an internal upheaval in XXX, do you send a force?" will mostly choose "no." unless ofc it is mid late game when the nation's economy is already a world player. for a small nation a colony can be a burden rather than asset early on.
fleet ops wise, legacy fleet B and CA will come from France, as usual. 16k tons docks, 12inch guns, no hidden flaws. the prestige points will be on a thin line at game start, because cash pool is too small and post game start builds are unfortunately a must. due to the very slow research rate, tech advance will come a lot from accidental discoveries and intelligence, rather than from the research budget investment. i wouldn't be surprised if somehow we're still on director firing and USA/GB is already on advanced directors. so will probably lean quite heavily on foreign yards to rebuild my ships with better fire control should the tensions allow. will also ally with big powers should the situation fits - mostly depends on current budget. too high and it drives up unrest. too low and it hampers fleet growth. the aim is peacetime monthly budget about equals base resource.
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