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Post by joebob73 on Dec 21, 2018 1:19:13 GMT -6
I've got one. Built as a legacy fleet ship and then refitted with better engines and 5" secondaries. Already made a post about the incident. So I got into a fight with Britain in 1927 as the USA. I promptly send my entire battle fleet to the Caribbean, where the British have sent their main fleet. First battle that pops is a battleship engagement, maximum size. I accept, and am greeted with a shocking force arrangement. 1 ancient BC I now use as a raider, 6 CAs of similar vintage, and 2 CLs from the same time frame. Supporting them is a division of 4 excellent modern destroyers, with 35 knot speed and no compromises on armament thanks to a lucky "Exceeds design speeds" event. So I assume that the British have a similarly weak fleet. WRONG. They got 1 BB, and 4 BCs, all newer than my heavy combatants. Aside from a single one of their BCs, they are all armed with 14" guns, between 8-10 per ship. This other ship is armed with 10 16" guns. However, they only have a single escorting destroyer. But I don't yet know this. My CL squadron spots an enemy in the haze, at night, less than 3 kilometers away. I order all my ships to flank speed, and set them on course to converge at the sighting. When I hit the turn button, however, I am greeted with the message "CL Minneapolis is sinking". The "unidentified ship" turned out to be a massive 40k ton BC, and had sunk her on the first salvo. At this point, I realize that the enemy fleet has modern capital ships displacing about twice as much as my squadron's heaviest ship, and likely more than one of them. I order the fleet to head for port, and that's about when the rest of the enemy fleet appears. What the enemy doesn't realize is that they have actually put their ships in the one situation they could possibly lose in. I have several torpedo-armed destroyers, and my CAs, while ancient, have been upgraded with both advanced director fire control as well as modern 13" guns. My own battlecruiser runs headfirst into a British battlecruiser division and takes 14 heavy caliber hits, while only making 5 in response. This leaves it with about 400 flooding and only half flotation remaining. I order her to turn away from the new threat, while giving the DD squadron orders for a torpedo attack. Several torpedoes are fired, but only two hit, one of which bounces harmlessly off the hull of the battlecruiser without exploding. The other knocks out her engines, leaving her dead in the water. I order one of my 3-ship CA divisions into close range, hoping the 13" guns can take out this ship before she can get back underway. Meanwhile, my other CA division has run into a battleship. Several minutes of furious main battery fire later, both enemy capital ships are dead in the water, while I have only suffered medium damage to one of my cruisers. As her forward turret is destroyed, I detach her and send her to port. The CA division that had just sank a battleship then stumbles upon a third battlecruiser, and a short exchange of fire leaves one of my ships moderately damaged and the British battlecruiser sinking. As dawn finally approaches, I set course for the base, hoping that my battlecruiser will be able to repair enough of the flooding to make port. I then realize that more of my ships had taken hits than I noticed, and it's about then when a 4th BC pops up, this one with an escorting destroyer. But a fake torpedo run from my own destroyers, who have no remaining torpedoes, is enough to drive her off. Shortly thereafter, my fleet reaches port and the battle ends. It was one hell of a ride for those old cruisers, and probably the most tonnage sunk in a single engagement during this run. And the result of the battle This ship in particular had other unusual occurrences, such assinking multiple battleships via ramming without taking much damage in return, taking a magazine hit but then reappearing almost undamaged the next turn, and being duplicated during a battle.
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Post by joebob73 on Aug 9, 2018 10:25:05 GMT -6
So France decided to declare war on me over a minor colonial dispute.
2 battles later, their fleet was almost entirely gone, except for a freshly-launched dreadnought.
And they still wouldn't surrender. For all of the "French surrender" memes, the French in my games have been some of the hardest to end wars with.
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Post by joebob73 on Apr 27, 2018 9:04:03 GMT -6
Wait, you can build just CAs at the start without triggering prestige loss for not having enough capital ships? I'm BC-heavy enough late game that starting with a battle line of just CAs is attractive. Likely depends on your country. Certain countries, such as Germany, likely will trigger that. I haven't had it once as the USA or Japan though.
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Post by joebob73 on Apr 26, 2018 17:12:43 GMT -6
2 oldpop2000I agree that torpedo tubes are quite useless for this class. I always remove it while the ship is refitting to Central firing control. 2 gornik
I seems to post the wrong picture. Here is the proper one, with ship having short range and cramped rooms. But you're right, I'm using a bit outdated RTW 1.22. 1-inch deck is a necessary evil as well as naked fore/aft ends. There is no any weight reserve in 10.000 ton limit at all. Better I have machinery damaged by splinters than the detonation via 10-inch shell from enemy CA penetrated my belt or turret. Otherwise I should build well-armoured CA but only 22-kt, oversized and overpriced... and still too weak against classic BCs in the mittelspiel (IMHO). I have enough success with mine. They're far larger, at a full 16k tons, but that allows for more armor and guns. Here's an example of one, already posted earlier in the thread. The major refit required to give them good speed and better guns is quite expensive, but the use I get out of them makes up for it. And building them means I don't need to bother with pre-dreads that are just going to be scrapped later.
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Post by joebob73 on Apr 19, 2018 18:10:11 GMT -6
So I decided to look over a 10x9" CA that I just commissioned... Yep, looks al... wait, fourteen 9" guns? ... Um, where are the other four guns coming from? 2 quads and 2 triples is 14.
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Post by joebob73 on Apr 17, 2018 21:01:33 GMT -6
During a routine raider interception, my CL suddenly and abruptly vanished. What happened? Was this some in-game effect I've never seen before? Were krakens modeled in-game and decided that 2500t of steel was a good meal? Oh nevermind, they just hit the portal to Australia. This actually happens more often than you would expect. I’ve had DDs suddenly appear in the middle of the enemy formation, entire squadrons abruptly vanish and then appear on the other side of the world, or been reinforced by duplicates of my own ships.
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Post by joebob73 on Apr 12, 2018 4:48:43 GMT -6
The first battle the hit percentages were pretty similar, but with the heavier guns you should have hurt him more. How's your ammo tech? Do you have decent AP shells? Were you smoke blinded? All things even, it's my experience that my ships will generally shoot a bit better than the AI, mainly because (1) I'm more aware of avoiding smoke/glare interference (a HUGE penalty in some cases), and (2) the AI tends to maneuver a bit too much and thus gets 'ship turning' penalties. I sometimes have similar issues, where even when I have better fire control and more, larger guns, my CLs can’t seem to land damaging hits, while an enemy CL armed with 4” guns is seemingly unable to miss. When I look at the after-battle report, my ship seems to have landed a disproportionate amount of hits to superstructure/turrets, while their ship lands a majority of hits to the belt.
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Post by joebob73 on Mar 29, 2018 20:54:03 GMT -6
Will things like battleship guns on CAs be allowed in RTW2 as they are currently? I would hope so, as they are quite fun to use, and allow “challenge” runs such as going without battleships or dreadnoughts while still participating in fleet actions.
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Post by joebob73 on Mar 28, 2018 16:00:39 GMT -6
After starting several wars in quick succession with me, the French have actually managed to run out of ships. I was able to enforce a blockade with only a single CA, from the first month of war to the end.
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Post by joebob73 on Mar 28, 2018 15:17:51 GMT -6
I've learned the hard way that just because a fire is not reported does not mean it is out. My experience with the few fires that I have experienced has been similar to krankey's. Seeing a fire apparently go out, I move to rejoin the fight by cranking up the speed only to reignite the fire in short order. Fighting fire is pretty mysterious in RTW. There are few hints on how to deal with it, though fredsanford's advice is good. Regarding how ship movement affects fire, it seems logical that reducing speed should help, if only because increasing speed seems to make things worse in most damage situations in RTW. But saying that for sure is difficult because of the scarcity of samples. I notice the same thing can happen, until you get the "fire extinguished!" message. Haven't had a fire come back after that.
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Post by joebob73 on Mar 24, 2018 23:15:51 GMT -6
On the other end of the spectrum, we have this. Yes, that is a message saying the ship had a magazine detonation. But the ship is still afloat. I noticed it says "torpedo magazine hit". Does that mean a torpedo hit the magazine, or was hit registered in the torpedo magazine (I've never seen that message, but I see the ship has no torpedoes so would explain the lack of explosion). Is the message missing some punctuation in other words? Remember how similar yet different these two statements are: (1) Let's eat, Grandpa! (2) Let's eat Grandpa! Punctuation saves lives. That is the message generated when a torpedo hits the main battery magazine. I've done it to many early CAs and battleships, so I was surprised to see my own still floating after getting the "ship blows up" popup.
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Post by joebob73 on Mar 24, 2018 19:32:18 GMT -6
Maybe the "rammed by enemy" changed it? I wouldn't think that should have any effect on an already sunk ship, because normally when a ship gets a magazine detonation, it instantly sinks, and is no longer a valid target, even for ramming. Also, more weirdness. Fired one launcher, took hits to both launchers, including a hit that detonated the unfired launcher, and then fired the torpedoes that had already exploded aboard. Got hits with them too.
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Post by joebob73 on Mar 24, 2018 15:14:19 GMT -6
On the other end of the spectrum, we have this. Yes, that is a message saying the ship had a magazine detonation. But the ship is still afloat.
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Post by joebob73 on Mar 8, 2018 7:47:52 GMT -6
I did not know some countries get more blockade points from their ships. No wonder its so hard to get out of a GB blockade! Are your ships in the area active? I think ships on foreign stations and raiders don't count towards blockade value? The modifier affects blockades done to them, not by them. So GB or Russia can blockade another country with the same number of ships, but it takes more to blockade GB than Russia.
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Post by joebob73 on Mar 3, 2018 9:36:45 GMT -6
One thing I would like is less operations in very bad weather? I don't like having a fleet spawn in the middle of the ocean in a hurricane, and then losing DDs to the storm that I wouldn't have even taken out of port with a storm like that on the way. Also, nobody could effectively fight in a hurricane, yet I routinely get somewhat acceptable hit rates under such weather conditions. Hmm I am curious, what ocean and location were you in, when the hurricane occurred? Hurricanes or Typhoons only occur in the Eastern Pacific, Atlantic specifically off the Azores and head west, Western Pacific ocean and the South Pacific. Sometimes in the Indian Ocean towards Madagascar. Specifically in the Northern Hemisphere, rarely in the Southern Hemisphere. Only one hurricane force storm has ever been recorded in the South Atlantic. Just curious. Usually in the Caribbean, but I get a few hurricane-force storms in the North Atlantic near Britain.
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