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In Progress Let's Play: Rule The Waves

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
Just clicked through a bunch of LPs to see what people are up to, some good, some bad, some disturbing. This seems right up my alley. Good work from what little I've read!

:salute:

Though it does give me flashbacks to Aurora.
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,487
Location
Shaper Crypt
Let's Play: Rule The Waves, An Entire Update Was Eaten by a crash Edition

So, a good amount of the update was eaten by a random crash (gotta buy a new PC, this thing can't run anything to save itself any longer). I play this mostly ironman, so I have to remember and rebuild the update on the notes and the screenshots I have.

Oh well, it's not like you care about such small details, no?

No?

Let's go then!

MdcAGU1.png


Votes in, we got to build our new class. A Battleship with 16 inches guns. The Gangut is powerful and well-armed, and I developed the gun scheme we employed on the past Battleships. A 22 knots speed is more than enough for our battlefleet and 13 inches of armour give them a good coverage. The 10 inches conning tower worry me a bit, but I hope we won't gret lucky shots.

7 inches guns as secondaries is a choice born of the quality of such guns, as our industry has developed Quality 1 for them. We order two of the things, and we can manage to keep building them as our budget is now big enough.

uSK5EpH.png


Latin America wants to buy our guns! Who are we to say no? More money is good for tech exchanges (a.k.a. building stuff from Britain). That was what I thought, at least. The amount of tech we lost from espionage from this move was insane (Japan stole like four technologies from us this way).

Don't give your best weapons to Thirld-world countries, guys. A rusty AK is good enough.

QetWacA.png


Another batch of Destroyers is ready and deployed.

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Fuck it. The Japanese industry loses its maluses, and their new ships will be better-built. We won't give them time to build new stuff, however. When the hammer is going to fall, no Nipponese will be spared.

wDZxrUq.png


Our last Sub order is ready. Five more for the Motherland!

Gosh, ShareX is a godsend. You can be a German, Endlosung, but you are also a lifesaver. Thanks again! Between this and the new Imgur, the time for the updates has been cut by like the 50%.

bG40I09.png


After, I notice how we have enough money to get another capital ship. Another Battlecruiser would be nice, so I develop a new model from the Izmail baseline and order it. It will be a bit pricey, and maybe a bad move, but, hey, I'm kinda dumb.

qea2AzT.png


Suck it down, US.

cJoZ6lJ.png


I don't have the foggiest idea of what an Hydrophone is. My aide keeps saying it's a novel method to catch subs by sound, but I'll be damned if I get it. When I was a young admiral back in 1903 we caught subs the old way, with our goddamn eyes.

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The Madagaskar gets to see a bit of the world and shoot some guns against random Africans. Living the Colonial dream. Wait a sec, we now have African colonies. Russians in Cameroon? As long as the Tsar is happy, I guess.... I need to build a class of ships for colonial duty.

JjB5GBI.png


Would be nice, but the corrupt and debased German government would lessen tensions globally and stop our plan to give the Japanese a bloody nose. So, nay.

I cry, 'cause the New Germans could be easily controlled and help us blockade Nippon.

uczcOoV.png


At last we unlock MINE RAILS.

WAMGER_Mines_EMB_pic.jpg


Look at this beauty


Mines are an excellent weapon in RTW, even if they share the "randomness" of the subs. I order our main class of CL to be refit with mine rails. The job is cheap and short, in barely three months we the Mercury class enjoys 60 mines each. Mines can sink even BBs, if we are lucky.

JJEZYyy.png


Never. We slowly start to deploy our battlefleet into the Pacific. To keep expenses down, only a fraction of our ships will be transferred to NorthEast Asia at a time. Our Battleships and Battlecruisers are already there, now it's time for the older pre-dreads, Cruisers and escorts. One at a time....

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And here I can resume to type this update normally!

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I'm not impressed by the new British Light Cruiser. Nor by the spy who got us this useless report.

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I'm not going to start a fight with the US now. And we have no negatives from letting them go this time, so peace it is.

I lose a Prestige point nonetheless, I hate when you do this game

Jf4GhDZ.png


Oh, dear. A bunch of African rebels have taken over a colony and some of our people (working maybe from the ex-German sausage factory in Tanganyka) are now stranded. The International community is trying to keep the diplomatic channels open, and the most daring members suggest a multi-national strike force to avoid civilian casualties.

While other discuss such trivialities, we check the results (++Tension +Prestige +Budget? YES) and we calmly order our Foreign Service ships to assemble in a Squadron and bomb the rebels until they get back to the Stone Age, and then send the Siberians to clean up the streets.

We win and get our hostages back. Well, most of them. Well, some of them.

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oSMVwSO.png


Austria-Hungary hates the result, it seems. Dammit, I will need to lessen tensions with the inbred bastards. On other news, we get the Improved Director and that means a NEW AGE of refitting our ships. Goddammit.

And... we unlock Torpedo Boats?

I CAN'T BUILD TORPEDO BOATS IN THIS VERSION; STOP TAUNTING ME GAME

We start a refitting program for the Improved Director and keep sending our Ships to the Pacific. The battlefleet is almost ready, I'll order to get the crew in shape when they are all there.

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IT IS WITHOUT DOUBT JAPAN

YES TENSION HIT

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CONCENTRATED FLEET FIRING

Welp. Our scientists are doing a great job. We can now fit directors to secondary guns (meaning we need another round of refits for our ships) and the Fleet can now manage to concentrate fire properly. It has been already posted how it was rather difficult to focus fire on a specific target in this age: as the best way to improve precision was to check the splashes and correct the aim an increased amount of fire could often cause problems and confusion. If I got it right, the problem was solved by colour-coding some shots, like tracers. If I got it wrong, correct me please.

ePRrcvA.png


The Japs stole tech from us. This is not a made-up thing to let us have an excuse to jump on them. No, sir.

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Another Tension hit. Thanks, nameless spy. It's time to stop the refits and get our fleet into active duty. We will be a million in the red but we can afford it for almost a year, and we will be ready when the war starts.

xPpaP2R.png


The Japs are upon us. Mobilize all our forces. We won't be foolish, they won't catch us unprepared. Sadly, we don't get the Tension hit. But war is just a tiny Event away.

Next update, we will get it.

For sure. Well, if some random and bogus event does not fuck up our Tension levels and we get to fight France with 70% of our fleet on the other side of the world.....

Just clicked through a bunch of LPs to see what people are up to, some good, some bad, some disturbing. This seems right up my alley. Good work from what little I've read!

:salute:

Though it does give me flashbacks to Aurora.

"Disturbing" :lol:

This is far easier than Aurora, and I hope to manage to finish it, as most Aurora threads I've seen get abandoned when the host gets swamped. This game is almost over, as we have just five years (time for one or two wars!).
 
Joined
Aug 24, 2014
Messages
162
The problem with firing upon a single target was solved with dye packs embedded in the shells, so that the splashes will be coloured and hence distinguishable. This was in regards to optical targetting.

Dye packs are actually a tech in RtW, so I believe concentrated firing is simply the idea your bigwigs pitched about trying to organise salvoes in such a way that they make it a bit easier to figure out which ship fired the shots.
 
Unwanted

Endlösung

Unwanted
Joined
May 1, 2016
Messages
340
Thread needs more tearful waltzes


and mustaches with boss uniforms
mWr9w5n.jpg


FOR FATHERLAND AND EMPEROR

"After Kolchak was handed over to Bolsheviks, Anna approached them and declared to them: "Arrest me. I cannot live without him."

Dont you want to die for motherland and glory?!
 
Last edited:

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,487
Location
Shaper Crypt

Let's Play Rule The Waves: Burning Destroyers, Losing Light Cruisers Edition



Welcome back to our dear LP of Rule The Waves! In this update, we will presumably manage to strike a deadly blow
to the accursed Nipponese. If the game RNG gives us the chance, of course.

Our fleet has been transferred and mobilized: three Dreads, two Battlecruisers, four pre-dread battleships and
dozens of support vessels have been redeployed and trained for this moment. If the war drags on for more than ten
months both of our Gangut class Dreads will be ready to be unleashed on the Japs.

May 1920. The Tsar rules quietly in his palace, the Navy trains with skill, and all is good in the world.


smcTexB.png


On June, we get an interesting chance. We can try to push our government to ally with someone, or we can get a
"we stand alone" policy. The second option could give us the Tension hit we need to start war with Japan, but an
alliance with a global power could be far better. Three years with GB and we take even the US without fear.

Let's try.

gww6Tsr.png


They don't like us enough. Well, worth a try. We get nonetheless a Tension hit, and I was wrong, we were TWO points away
from war with Japan. Anything can make the tensions between us blow now. Only a matter of time.

cWyQn6a.png


Wars are stupid and boring things. A victory on a German regatta is enough to cause some of the less-enlightened
Japanese politicians to be offended, and their Navy demands a scaling down of our forces in the Pacific.

We refuse, and they declare war.

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We have a parliament? I keep being amazed that we keep around useless politicians

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This weird message appeared without any prompt. I can only presume the Japs tried a sneak attack at night
and saw the awesome array of ships we have deployed, and the AI decided it wasn't worth it.

How cute.

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Our first battle is a convoy attak. Two squadrons of our Destroyers try to sink some Japanese merchant ships. We have the control of
merely two ships, and the other squadron is given to the AI.

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After some time, we spot a bunch of transports. Full speed ahead, and luck to the daring!

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We manage to get near them without getting fire from the escorts, release some torpedoes....

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And reap the spoils of our torpedo run!

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We get some good hits in, and then we disengage.

An insane amount of Japanese Destroyer escorts start running behind us. We gotta escape, and hope the torpedoes did their job well.
We lose the pursuers near Phusan, and I hope not to stumble on some Japanese minefield while we are escaping.

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One of our submarines lies in waiting, and one of the escorts is torpedoed in the darkness. Good.

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Well, the convoy safely made it to Japan, with only one of the twelve merchant ships sunk. But, if we consider that it was a FOURTEEN Japanese
DD against FOUR Russian ones, and we managed to sink a DD through subs and sink a transport, I'd call it a close victory for us.

HSTts5n.png


We manage to blockade the Japs easily. Time to strangle them properly. Sadly, the needs of war trumps our buildng project, and we stop the
works on the Izmail II. In four months, when our new BB is ready, we can resume them. Just not now.

Following Beastro's counsel, I order a small task force of a single B, a cruiser and two DD to patrol the south Asian seas, in the hope of
baiting our generals to send our marines to gain GLORY and a chance of stealing Formosa or Korea.

1Mz1vaN.png


A rebellion in French China. Good for me, less problems and competition.

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More reliability for our awesome subs.


Meanwhile, our old ships in South Asia try to hunt for the only Japanese CL covering Formosa. Pity those ships are very old, I fear for the result.

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Dammit. The Hashidate is superior to both our old designs. 10 5 inches guns. We have two ships, of course..... but the Russian Navy is not crewed by cowards.
FULL SPEED AHEAD, LET'S MAIM SOME JAPS

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We are lucky. After three or four exchanges, the Hashidate gets a damaged rudder and starts circling like a wounded animal.

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Not for long, though. The Japs manage to repair hit and start exchanging volleys with renewed vigor. Our lead CL, the Flora, is hit several times
and the damage starts to get heavy. Should I retreat?

The flooding is kinda bad. But the Hashidate was hit several times too.... mmmh. Let's risk!

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Goddammit. We pay for sending old ships into battle. Pay dearly.

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The Flora is still fighting, though. Even if damaged, we keep returning fire.

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We manage to scare the enemy CL away. Dammit, this battle was a defeat. We limp towards the sinking Diana, to rescue all the survivors we can.
We own the seas, but the price was high.

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Fuckin' Japanese.

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The Japs refuse to send convoys or to fight a decisive battle with us. Cowards. I send two modern CLs to the south seas, to hunt for the Hashidate.
I long for revenge, after all.

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We get something. One of our Mercury-class catch a enemy raider, a Chiyoda. It's a old ship, now it's time for the Japanese to suffer.

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Annnd we get hit by a torpedo while inflicting the killing blow. We stop the ship at once, and the well-trained crew manages to keep the
flooding under control, but the Japanese manage to escape in the chaos.

Fuckin' Japanese.

I'm starting to hate them a little.

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The Revitzan II is ready. Some months for the wind-up, and the Japanese will enjoy ANOTHER Russian BB. Equipped with the latest tech, of course.

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The Japanese refuse pretty much all battles. Bar limited cruiser actions. We get another one, this time two Mercury-class. This time...this time....

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We manage to locate two DDs. They are brand-new models, for the Japanese I mean. 1100 tons, 34 knots, six torpedo launchers.
If we manage to sink them, a good catch. But the Mercury are far slower.


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Whelp. We won! Against inferior foes, but whatevs. The battle was nothing to write home about, we manage to get a couple of shots in and the superior
Russian guns made short work of the Destroyers.

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But we have to start somewhere, nay?

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Peace? Already? Sons of Nippon, I am disappoint. NO.

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The Chinese armies manage to repel the French. Ahahahahaha. Losers. Losing against the Chinese.

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But they look kinda disciplined, I'll admit.

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Impressive. 40k tons, 16 inches armour on the turrets, an awesome array of weapons. The US are a bit superior to us, it pains me to admit. A single conning tower, though? Was that even a thing?

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Another minor battle, two more Japanese DD destroyed. They must be running out of them, I fear.

Well, the first weeks of the war have been rather unevenful, bar for cruiser and destroyer skirmishes. We need to think about our CL fleet, the
Mercury are aging designs and we can't count on the older ones.

A minute of silence for my old laptop, who died while writing this update. The first screenshots were rescued from the blasted remains of its HD. As a bonus, we get the English month names now!

:salute:

To the next time, people.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
Bought this game based on this LP and having a ball as Austria-Hungary. Experimented with low freeboards on the assumption the Med is calmer than the high seas, is it so? Short range and speed engine focus is also nice for saving some weight.
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,487
Location
Shaper Crypt
Bought this game based on this LP and having a ball as Austria-Hungary. Experimented with low freeboards on the assumption the Med is calmer than the high seas, is it so? Short range and speed engine focus is also nice for saving some weight.

I never played an entire campaign as Austria, but from what I've seen they whould have a rather interesting style, focusing simply on maiming Italy, despite having subpar resources. The only other power around in the Med is France, and France has to design oceangoing vessels.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
Is it just me or does there seem to be little point to building heavy cruisers? It seems only a short leap to build a proper battleship in terms of expense (DD and CL are useful and reasonably priced on the contrary). Is there a rough ratio of gun size to armour penetration? AI designs in the auto-builder seem to like a large number of secondary and tertiary guns of low calibre what seems rather wasteful to me (sans chewing up incoming DDs I presume) while I prefer to focus on big guns and armour.
 
Joined
Aug 24, 2014
Messages
162
Is it just me or does there seem to be little point to building heavy cruisers? It seems only a short leap to build a proper battleship in terms of expense (DD and CL are useful and reasonably priced on the contrary). Is there a rough ratio of gun size to armour penetration? AI designs in the auto-builder seem to like a large number of secondary and tertiary guns of low calibre what seems rather wasteful to me (sans chewing up incoming DDs I presume) while I prefer to focus on big guns and armour.
Heavy cruisers are in the uncomfortable position of countering light cruisers while being overpowered by battlecruisers. They can be very effective if you can tailor make them to counter enemy cruisers while keeping the cost minimal and they are usually the most powerful ship you can make if a treaty gets passed.

If you are talking about the early pre-dreadnought phase then think of your heavy cruisers as battlecruisers, they will be just as expensive for a good one. They have an advantage over battleships in that they fulfil the mobile cruiser role for your fleet, which make up the vast majority of naval encounters in the game. Battleships are generally held in reserve for full fleet battles, which are extremely rare, largely because one side usually has an advantage on this front. You can however ignore it, and focus on a US style Mahanian fleet with a large slow, but powerful battleship fleet designed to simply blockade the enemy into submission and win any fleet battles the enemy attempts.

Gun penetration varies largely on quality and shell technology but in general 4-5 inch guns are good against unarmoured targets like destroyers, 6 inch guns are good against unarmoured and lightly armoured targets and can usually penetrate 2 inches of vertical armour, 8-10 inch guns are good against medium armoured targets and can usually penetrate between 4-6 inches of vertical armour. Beyond that larger calibres give increasing benefits, as long as the guns are of good quality.

The auto-designer loads a lot of small calibre weapons as it attempts to simulate conventional wisdom of the time, there was significant debate between large guns and the new quick firing small calibre guns that were introduced in the late 19th century so pre-dreadnoughts were built to be in both camps. With the advantage of hindsight we know big guns won over, but later on smaller guns were added as secondaries anyways as torpedoboats developed into major threats (The original dreadnought had all 10 12 inch guns but only 3 inch guns as secondaries).

In the early game small calibre guns are certainly worthwhile on pre-dreadnoughts, due to the limited amount of large calibre guns they have, and because shell technology is insufficient to penetrate the average thickness of most pre-dreadnought battleships. The Battle of Tsushima showed that the majority of damage came from the 6 inch secondary batteries firing massive amounts of HE shells.
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,487
Location
Shaper Crypt
Let's Play Rule the Waves: Triggered by the Britons, Bored by the Japanese Edition


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I love British tabloids. I'm not joking, I love them

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We open the update with a new BB being completed. And we are now up to FIVE against the Japanese. A respectable force.


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The Japs beg for peace, even giving us some minor colonies. They don't have minor colonies, we can now manage the budget as the Gangut is off the docks, and the Unrest level is 0, meaning the Peoples of Russia are supporting this righteous war.

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The Japanese start to pay the price for their lack of initiative. We get a string of coastal bombardment missions, and the Japs are powerless to stop us. We gain hundreds of VP while their ports and coastal defences burn under the unopposed, relentless fire of our capital ships.

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As a test ad proof-of-concept, I design a new CL class, the Izumrud. Honestly, I don't know if it's a great idea to build more of them. The vast majority of the enemy Navies have a rather big amount of Battlecruisers, and against them CLs would be dead iron. I save it as an idea, as it's a nice design. 12 8 inches guns, 30 knots, mines and torpedoes....

I'll order some extra DD with the budget we have now. Can't have enough DDs, and we can retire the obsolete ones if we need. The Vidni M class is the same as the old 1500 tons Vidni class, but with a Director as Fire Control. We order four.

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One of our aging CLs has problems. We should retire them. We are the only ones left with pre-Dread battleships in our roster, even the Germans retired their freshly built ones. But They have still their uses as blockading ships.....

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We catch a raider!

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The Novik gets an old Japanese CL. This time we will be more careful, we can't afford being torpedoed again and losing the prey.

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I'm still happy with the Mercury class. They have an outdated armour design, sure, but their 8 inches guns and speed is enough to fight reliably CLs designed years later. As we can see, the Japanese CL is taking damage and most of its turrets are disabled.

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Just after, the CL catches fire. I guess this is the end.

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Yep. And a Jap raider is down!

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Our subs sink a Japanese CA. I'll need to check, I remember the Jap CAs being monsters....if we sank one of their 12k+ tons designs it's a huge victory. That we won't see.

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Another cruiser action. This time, at night. This time, Captain Kalin manages to be on site. A chance to use our Battlecruisers!

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BATTLECRUISER DUEL

THE RELENTLESS CRUELTY OF THE ASIANS VERSUS THE DRUNKER RAMBLINGS OF RUSSIANS LEAD BY A SWEDE

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We disable one of their forward turrets.

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After a badly managed turn, the Tsukuba gets mauled by our guns. Keep up, Swede.

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YEAH! Two turrets down! Their output is 33% of ours. This battle is ours. Battlecruiser duels are short by definition: like in tank battles, the first one to get a good shot in wins, considering that BCs are less armoured than BBs and their guns are devastating.

vQPsEXt.png


Game over, man. Game over.

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The Tsukuba sinks soon after. 49 heavy hits, a massacre. VICTORY! The Kalinin II managed a great 11,46% hit percentage, an excellent result (to compare, the Tsukuba managed to get barely 3% of their hits).

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The first "good" victory in this war. We gain Prestige and 5k VP. And it was almost exciting!


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I check the Almanac. After a year of war against Japan, we have little to fear, it seems. We have roughly ten times their victory points
and the Japanese are holed in their ports, fearing our might.

I notice that Germany is on a rebuilding spree, building THREE new Battleships. The US is also heavily reinforcing their fleet. This cannot stand.
Time for a study about our BB capabilities.

Our 42k tons are more than adequate. Truth be told, I think we should scrap the thought of updating our CL fleet, and let the role of
raiders to the subs. Sub Tech is now mature, and they are cheap and effective, even if rather random.

The basis of our new BB will be, as usual, the past class: the turret positioning has proven fairly effective, as we saw in the BC clash.

xvtCm15.png


One of our aides had this peculiar idea, of a "fast battleship". He proposed something with the same firepower of a Gangut class, so base on
our 16 inches guns in triple mounts, with an increase in armour (thanks to the workd of our research bureaus) BUT instead of getting more
turrets or more armour, employing the new tonnage for speed.

The Kutuzov could reach the speed of 27 knots, making it very fast compared to our other capital ships (that are built on a philosophy of a
roughly 23 knots battlefleet).

Well, someone has to be the tech leader. We give the okay to the project.

Building a SINGLE one costs 5 millions Tsar Bucks par month. I hope I did not make an huge mistake. All in all, it will be ready at best for our
last conflict, if we get to war around 1925 or 1926.

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The Gangut finishes working up. We will send it to the Pacific Fleet soon.

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Shell dyes unlocked. Good.

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We are given command of the Kalinin II during a coastal raid near Korea. A big amount of Japanese ships have been sighted in the area,
and we are to cover Battle Division 6 (two of our BBs, the Madagaskar II and the Aleksandr III) if they get a contact with the Japs.

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After more than half of the battle spent covering the Sixth division and scouting around, we dare to get near the coast of Japan to hunt for
something. At 11:00 PM, we find a Japanese minesweeper of the Kongo Maru class. When we manage to identify it, nine 12 inches guns reduce it to
scrap in less than two minutes.

DjWSpiH.png


Bored to death, we choose to bomb the coastal fortifications near Sasebo (yes, you can bomb coastal forts in RTW, and they are good targets if you don't have anything else to waste your shots on). While we travel to get in range, we spot another unidentified ship.

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It's a small merchantman, that tried to break the blockade in the night, but failed to get back soon enough. I feel almost bad in sinking it.
Victory, meh.

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We pick up the survivors and bomb the enemy positions. The Japanese will win this war by boring us to death.

Or not. Before I can end the battle, the Sixth division report enemy contact. Time to rush back to the korean coast. With our luck, it will be
a couple of DDs.

Before we can intercept, the BBs destroy whatever they have found and we are given the order to get back.

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"Marginal Victory".

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We reach September. The Japanese keep refusing us battle, our generals refuse to advance on Korea, Formosa is a dream, and no one does anything.
Lucky us at least our BCs enjoy some action. The Quintus and the Kalinin are hunting. Let's see what we find.

JkSzbGp.png


Another worthy prey, the Kongo, one of the more up-to-date Jap BCs. It has bigger guns compared to our own, but whatevs, 2vs1 it's a
already decided battle.

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Not that the Japs die without fighting. The Kongo manages to destroy one turret from the Kalinin, a very good shot.

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Valiant but useless. Soon all the main turrets of the Kongo are offline or destroyed. It's just a matter of time.

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Aaaand it's over. 73 Heavy hits, 70 medium hits? Another massacre. Our ships kept their 10% precision, very very good.

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Great. The Japanese are slowly bleeding to death. They still have their two BBs, but they no longer have a fleet to cover them with.

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The Britons are slowly losing their tech lead. Their new BB is inferior to our Kutuzov. Was goddamn TIME. I can notice, however, that the Illustrious
will be ready in three months. Our ship, in thirty. We are still two-three years behind the British ;_;

The Japs lose one of their best raiders, a Armoured Merchant Cruiser, thanks to our subs. I lost the screenshot, sadly.

Yet, the irony is not lost on me. A AMC, the trap ship par excellence, sank by a sub.

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A Japanese mine gets one of our DDs. This war is beyond boring.

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The Japanese are starting to hurt. The convoys aren't coming, their economy is getting shredded....

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Enough! The Tsar can end this better than we can. Let's see what we gain.

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We manage to get South Korea. Our soldiers and administrators are hailed by the people.

At least, I guess. Most of the soldiers can't understand thing about those guys. Better than the Japanese, I guess?

This war was an example of what Coxwaggle called a "Mahanian doctrine" I guess. The Japanese were so inferiore that they dared not to risk their good surface ships in a hopeless battle, we blockaded them and slowly bleed their cruiser and battlecruiser fleet to death.

The minus of that is that it is kinda boring. The only "fair" battle was the BC duel we had soon.

Next update, we'll have to endure the post-war cuts and start scrapping some Bs. We can manage at least another beautiful war if we play our cards well. It's time to teach the Britons or the Americans a lesson, and ensure our ascendancy?

In the early game small calibre guns are certainly worthwhile on pre-dreadnoughts, due to the limited amount of large calibre guns they have, and because shell technology is insufficient to penetrate the average thickness of most pre-dreadnought battleships. The Battle of Tsushima showed that the majority of damage came from the 6 inch secondary batteries firing massive amounts of HE shells.

Secondaries also help a lot against the dreaded Torpedo runs (if your screens manage to be subpar). Furthermore, good secondaries can manage to get the job done if you dare to risk and close the range: Quality 1 8 inch guns penetrate 11 inch of armour at range 5000 and 6 inches at 12000, a rather respectable result and good enough to shred cruisers and in close range even Battlecruisers.

The second Japanese BC we got was sank by a combination of heavy hits and medium hits, for example.

But I'm not the expert here!
 

GarfunkeL

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Russia marches on!

The problem with heavy and battle cruisers is that they get more and more expensive, while their primary job does not get any more rewarding. They can never stand in the actual battle line with BBs, as combat experience has shown. Naturally they can excel as raiders but it's plain insanity to waste the resources for building them when armed merchantmen and submarines can do the same job much cheaper. Heavy cruisers kinda justify their existence by how they can operate as division/squadron leader for CLs and DDs, and thus "anchor" an independent squadron.
 

Baardhaas

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Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here
We can manage at least another beautiful war if we play our cards well. It's time to teach the Britons or the Americans a lesson, and ensure our ascendancy?
Well, Russia managed to win every war in this game, if this is the last war, lets go out with a blast. My vote goes to America, simply because they're a replublic, a blight that Tsarist Russia shouldn't have to content with in the world theater.
Kick them 'till they change their government.
 

Beastro

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The Chinese armies manage to repel the French. Ahahahahaha. Losers. Losing against the Chinese.

That's southern Vietnam around the Saigon region.

As a test ad proof-of-concept, I design a new CL class, the Izumrud. Honestly, I don't know if it's a great idea to build more of them. The vast majority of the enemy Navies have a rather big amount of Battlecruisers, and against them CLs would be dead iron. I save it as an idea, as it's a nice design. 12 8 inches guns, 30 knots, mines and torpedoes....

A good core of CLs is nice for screening your BCs as they scout as well as the BBs. I've found the best thing to do is build a class or two near the beginning of the game with the max 8000 displacement with 25 knots and loaded with as many 6inchers you can put on it. You can upgrade them over time and remain good as secondary raiders with a chance of fleeing fights, unlike old 21knot ones that can't be hastened much.

I also just realized, you also need a bit of numbers to fill out your fleets to prevent the stupid "Friendly forces are unable to muster enough numbers" or something and CLs are a good way to do that allowing your better ships an actual chance of fighting.

Note you can load more guns on that design. Check the amid ship guns and add a couple or more (since you're no longer building PCs you can add more than 2 centerline turrets).

In my current game I'm building a class of em with 16 6inch guns for a 9 gun broadside.

Also had a battle happen that was fairly run of the mill, sank a Jap B and they booked it. Decided to follow some CLs fleeing and figured I could trap them before they could round the Northwestern Korean Peninsula (It's a fucking nightmare finding Korean geographical names online! My typically go to Atlas from 1938 for old names failed me. Being rightly Euroecentric, East Asia minus Japan was all on one page) only to force them into a bay when I realized I'd trapped their entire fleet:

I77Yb3R.png


Now like trying to crush trapped armies in old TW games, I didn't want to punch a pin cushion so I waited for night, crept my Bs up to maintain command range and sent my DDs in bit by bit hoping for some torps to hit, which given the confined spaces resulted in a lot. However, by dawn there was still a couple Bs left and plenty of DDs and CLs, which fortunately, seemed to have expended most of their torps (which were nonetheless weak, one of my Bs took two and barely flooded). Still lost a B from ramming the last remaining Jap B, which sat next to it pounding it enough to cause enough flooding for her to sink, but well worth the price I say:

CxHgzpI.png


All that remains of them is Mikasa, 3 more Bs building, 4CAs with 1 more building, 6 CLs, and 11 DDs. :D

Like the damn peninsula I couldn't find a name for the bay so, given the size of the battle given the chase, it simply became The Battle of the Western Korean Bay (name for western side of the Korean peninsula neck, not being being unoriginal).

This war was an example of what Coxwaggle called a "Mahanian doctrine" I guess. The Japanese were so inferiore that they dared not to risk their good surface ships in a hopeless battle, we blockaded them and slowly bleed their cruiser and battlecruiser fleet to death.

Send off more ships until the fleets are more evenly numbered. Typically the only thing you need to do is have evenly matched BBs and not too many BCs. They'll accept and you can play the game of trying to maximize damage.

They can never stand in the actual battle line with BBs, as combat experience has shown. Naturally they can excel as raiders but it's plain insanity to waste the resources for building them when armed merchantmen and submarines can do the same job much cheaper.

BCs dominate the raider/anti-raider/ typically when a BC is around and gets intercepted/intercepts the enemy the battles over in seconds as the AC or CL are ripped apart. I use them for that very reason often, so slowly bleed the enemy of their lighter forces, which in fleet battles translates into a much weaker screen for the BBs to stop my suicide DD charges.

The big problem for BCs later in the game after 1925 is that BBs speed picks up so any BCs made with more than 12 inch armour have the game switch them to BBs in the designer (preventing you from using them in the above way, since BBs only fight fleet battles and rarely do others like preventing enemy raids on coasts) and not much better deck armour. The result is even more exaggerated where BC fights are deadly fast battles and I wind up losing most of my BCs later in the game, though they still fill that vital role.

As for Subs and shit being cheaper? So what, the game isn't hard and the challenge I've found is getting the biggest most devastating battles I can get. Winning wars, causing the enemy government to collapse and eat up colonies is a cinch.

Next update, we'll have to endure the post-war cuts and start scrapping some Bs. We can manage at least another beautiful war if we play our cards well. It's time to teach the Britons or the Americans a lesson, and ensure our ascendancy?

Aww, not gonna play to 1950? The game becomes quicker after 1930 and you get time to round out a good fleet and finally clean everyone's clocks.

Britain and the US aren't hard to fight, especially the US given that they lack bases in other powers home regions preventing them from blockading (getting the Aleutians or Hawaii in a early war is nice, you can then sit off the Western Coast and wipe the floor with anything they send) and both keep the majority of the ships in their main home regions, Northern Europe and the Eastern Seaboard respectively.

The problem is Russia shares Northern Europe so you'd being going up against the full brunt of their ships while being blockaded, just like against Germany, only far, far worse. I don't know if BBs or total ships determine a blockade, but by those 6 BCs are very scary. You fight a convoy defence or attack mission and a good 4 of them will be coming for your mere 3. Just as bad, you'll be having them intercepting any of your raiders, fights you cannot avoid.

I just might swap my vote to attaking both anglo-saxon nations :D

It's hard to get the right tension events to get several nations at war with you when you want it. What he could do is get into war with one, then open his save folder, look for RTW for the date file, open it and then search for Fisher or Mahan, which ever nation isn't at war with him, and then look below that for tension and ramp it to 13, which is over the threshold for war. I got bored of playing Japan far from most action so wound up warring 2-3 powers at the same time to make things more entertaining that war.

The auto-designer loads a lot of small calibre weapons as it attempts to simulate conventional wisdom of the time, there was significant debate between large guns and the new quick firing small calibre guns that were introduced in the late 19th century so pre-dreadnoughts were built to be in both camps. With the advantage of hindsight we know big guns won over, but later on smaller guns were added as secondaries anyways as torpedoboats developed into major threats (The original dreadnought had all 10 12 inch guns but only 3 inch guns as secondaries).

The issue is the technological changes that happened between the 1890s and 1900s. Large guns were simply too slow firing in the latter to be relied on, hence why they were retained mainly as finisher weapons, to hole a disabled enemy after the secondary battery and reduces everything above war to scrap and flame.

By the time of the Russo-Japanese War tech had changed and allowed even a Pre-Dreads 2x2 armament to be effective and at ranges nearly twice as large as those ships has been stuck in for since the end of the Age of Sail, 1000 to 6000 yards.

The issue was the tech had changed quicker than ships could be built and for nations like Russia, still with near-ironclad pre-dreads and older pre-dread (which were thrown with the Baltic Fleet heading to East Asia and did more harm than good), the tech gap was all the larger. Compared to them the Japanese had a fresh battlefleet, their oldest B being commissioned in 1897. Ironically one of the side effects of them adopting the Jeune Ecole was when they dropped it they built a fleet of Pre-Dreads at the right moment when modern battleships were both needed and relevant without anything obsolete around to be temped to tag along with them.

Dreadnought was nonetheless under-armed with secondaries. hence why they made a return. Yes, secondaries weren't effective in neutralizing DDs, like carriers and stopping attacking planes, fighter planes on CAP were batter than any AA armament warships could equip until the advent of SAMs.

In the early game small calibre guns are certainly worthwhile on pre-dreadnoughts, due to the limited amount of large calibre guns they have, and because shell technology is insufficient to penetrate the average thickness of most pre-dreadnought battleships. The Battle of Tsushima showed that the majority of damage came from the 6 inch secondary batteries firing massive amounts of HE shells.

In-game I find a good 6-9 inch secondary armament is good for Pre-Dreads. Relying only on the big guns just doesn't do much damage against anything but wounded and lagging enemy battleships, which never happens early game unless you have that good secondary battery or instead use DDs well enough to get torp hits.

Atm I'm finding turreted secondaries nice early on. Even if they fire slower they seem to be more effective and get better as tech makes up for their early deficiencies. Compared to them casemates suck and only get worse.

BC, which you can oddly built right from Day 1, armed with a turreted secondary or 6-8 with a 10 gun broadside can be built on a 16,000-20,000 ton hull with a speed of 25-27 knots (that only gets faster with tech and oil) and armour better than any pre-dread (best to put a bit more in deck, which you can manage about 2.5-3 inches worth. That way they remain useful into the 20s when diving shells make older thinner deck ships worthless due to early hits ruining speed performance).

Is it just me or does there seem to be little point to building heavy cruisers? It seems only a short leap to build a proper battleship in terms of expense (DD and CL are useful and reasonably priced on the contrary). Is there a rough ratio of gun size to armour penetration? AI designs in the auto-builder seem to like a large number of secondary and tertiary guns of low calibre what seems rather wasteful to me (sans chewing up incoming DDs I presume) while I prefer to focus on big guns and armour.

Battleships cannot be used in anti-raider or cruiser fights. Having big, fast, heavy hitting cruisers around to intercept them will quickly destroy the enemies raiding fleet and can do so while you concentrate your BCs in the main region of battle. I don't know if you can use BBs the same way, they can be used as raiders, but you can set your ACs and BCs to raider and then have the AI intercept them, battles that you and the AI cannot decline.

Still, like I said, BCs can be built from day one and CLs can be built powerful enough to make up for the remote station work and for screening.

ACs do become useful I find after 1920 which tech allows modern WWII era heavy cruisers with 8 or more guns, but they're very much a vanity item. The CLs restricted displacement at 8000 handicaps them in the 30s, and you're able to build CAs to replace them in the station and screening role. I find 8inch or larger CAs to not be of much use, BCs do their job better, but 12,000-18,000 ton "Heavies" brimming with 5 or 6 inch guns rip through CLs and DDs allowing you to easily attrite the enemies screening forces, which becomes needed large on as BB secondaries in the later half of the game cause huge DD losses in my torpedo charges (my recent Japanese game had the USA lose 23BBs, Russia 20 and Britain 16 for the price of 178 DDs from all my Banzai charges).

My favourite designs for Light CAs are modeled on the Atlanta and Brooklyn Light Cruisers, the former having 16 5inches and the latter 15 6inches, though I could have probably made all of the Atlanta deigns triples instead of twins and increased the number even more so.

Very late game when you get into the 1940s and are going to fight your last war or two, you can go 12+ 8inches and do even more damage quicker.

Like RL through, all these designs burn through ammo so they need to load as much as can be worked in, especially since you won't have space for a secondary battery, which in this game never runs out of ammo (which can be very useful on early Bs and BCs btw for that very reason when they're packing 6-8 inch ones).

The challenge for later CAs is the fact that you run into design issues you don't face anywhere else in the game: Early on hard design restrictions keep ship types in line (CLs with the PC armour layout cannot have more than 2 center line turrets, for instance) while for BBs and BC the larger and meaner the ship the better, price is no issue and remains that way until 1950. CAs though face none of that, while in order to make good CAs, you yourself must place restrictions and goals for the design to meet while displacement is no issue. You can easily make 30,000 ton monster CAs that are worthless because of their price, but you can prevent design creep and pump out good, 10,000-20,000 ones that do have a good, and fun niche.
 
Last edited:

Dayyālu

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That's southern Vietnam around the Saigon region.

I stand corrected..



A good core of CLs is nice for screening your BCs as they scout as well as the BBs. I've found the best thing to do is build a class or two near the beginning of the game with the max 8000 displacement with 25 knots and loaded with as many 6inchers you can put on it. You can upgrade them over time and remain good as secondary raiders with a chance of fleeing fights, unlike old 21knot ones that can't be hastened much.

We can notice this even in my playthrough: despite the outdated armour (Protected Cruiser scheme) 26 knots CL with 8 inches guns are still effective years after they have been built.



Also had a battle happen that was fairly run of the mill, sank a Jap B and they booked it. Decided to follow some CLs fleeing and figured I could trap them before they could round the Northwestern Korean Peninsula (It's a fucking nightmare finding Korean geographical names online! My typically go to Atlas from 1938 for old names failed me. Being rightly Euroecentric, East Asia minus Japan was all on one page) only to force them into a bay when I realized I'd trapped their entire fleet:

I77Yb3R.png


Now like trying to crush trapped armies in old TW games, I didn't want to punch a pin cushion so I waited for night, crept my Bs up to maintain command range and sent my DDs in bit by bit hoping for some torps to hit, which given the confined spaces resulted in a lot. However, by dawn there was still a couple Bs left and plenty of DDs and CLs, which fortunately, seemed to have expended most of their torps (which were nonetheless weak, one of my Bs took two and barely flooded). Still lost a B from ramming the last remaining Jap B, which sat next to it pounding it enough to cause enough flooding for her to sink, but well worth the price I say:

CxHgzpI.png


All that remains of them is Mikasa, 3 more Bs building, 4CAs with 1 more building, 6 CLs, and 11 DDs. :D

Poor fucks. Yeh, the AI is often subpar at managing his ships near coasts, particularly when disengaging. That said, I see you enjoy playing with big fleet sizes!

As for Subs and shit being cheaper? So what, the game isn't hard and the challenge I've found is getting the biggest most devastating battles I can get. Winning wars, causing the enemy government to collapse and eat up colonies is a cinch.

The problem is Russia shares Northern Europe so you'd being going up against the full brunt of their ships while being blockaded, just like against Germany, only far, far worse. I don't know if BBs or total ships determine a blockade, but by those 6 BCs are very scary. You fight a convoy defence or attack mission and a good 4 of them will be coming for your mere 3. Just as bad, you'll be having them intercepting any of your raiders, fights you cannot avoid.

Winning wars against comparable opponents is easy. The only "true" difficult wars you can find is get into a fight with early Britain with autodesigned legacy fleet. That one is often a mess. Plus I'm bad at the game, the amount of BBs lost should show it! But even now, as you said, Britain could me a mess to fight. I'd prefer the US, truth be told.


Aww, not gonna play to 1950? The game becomes quicker after 1930 and you get time to round out a good fleet and finally clean everyone's clocks.

I never played after 1926. Maybe I can add a year or two if the situation is interesting!

And thanks for your posts! They are better than mine, I'll admit.
 

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