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bewbies
Sep 23, 2003

Fun Shoe
is anyone having this thing in the ship designer where the "check" and "save" buttons don't work?

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bewbies
Sep 23, 2003

Fun Shoe
I'm doing a game as Germany. I won a bunch of wars against Italy and Russia and was finally about equal to the RN. We started our war in 1923.

My fleet was 6 BBs, 6 BCs, 6 CAs, 13 CLs, ~30 odd DDs, and maybe 20 subs (subs had recently been outlawed). Oh, and a cute little carrier.

The RN was 15 BBs, 15 BCs, 1 CL, and ~15 DDs. "Fleet composition" indeed.

I had a couple of excellent super heavy capital ships, but otherwise everything is about equal.

War goes as expected...we're blockaded, raiders and subs are doing their thing against British shipping. There's a couple of actions, I sink a couple of BCs, the British invade all of my overseas holdings.

Then...all of a sudden, someone decides we need to invade...Wales? So I have to take my relatively tiny battle line out to duke it out with the entire Home Fleet. We actually did ok...we sank 4 BCs for the loss of one of ours. A couple of my BBs got all shot to hell, but we didn't lose any, and the invasion fleet made it to Wales. So, major victory and all that. Then...nothing happened. What the hell was that?

bewbies
Sep 23, 2003

Fun Shoe


I'm no naval genius but I don't think it is the greatest idea to take your 12 capital ships next to the enemy's coastline at night with only 1 escort.

They ate 52 torpedoes altogether.

bewbies
Sep 23, 2003

Fun Shoe
Am I missing something with dual purpose guns? it says I have everything researched but the little check box is still always greyed out

bewbies
Sep 23, 2003

Fun Shoe
It says I have dual purpose dual mount 3 and 4 in guns available

Are those actually single turrets?

bewbies
Sep 23, 2003

Fun Shoe
So "dual mount" is something different I guess?

bewbies
Sep 23, 2003

Fun Shoe


I appreciate the precision and competence of my pilots, but I feel like they could have gone after a different target after say the first...15 or so torpedoes.

Seriously though what would a ship even look like after 34 torpedo hits

bewbies
Sep 23, 2003

Fun Shoe

Gort posted:

Early destroyers seem extremely worthless. I think in five years I've seen five torpedo launches and two hits. Am I missing something with them? I even gave them special torpedo training.

They basically have to be used against stationary targets at close range. They're great for finishing off ships that you've brought to a halt with gunfire but that you'll never sink with lovely early game guns, just slow your formation down and go very nearby the enemy ship.

Also early in the game they're great in chaotic night battles.

bewbies
Sep 23, 2003

Fun Shoe
I've actually stopped building pre dreadnoughts altogether...I build a couple of very expensive/heavy/fast heavy cruisers, expensive light cruisers for local work, and cheap light cruisers for foreign station. My first war I'm always blockaded, but using the cruiser mix as raiders is very effective.

This probably wouldn't work for the UK/France as you're more susceptible to invasions and whatnot but it is great for everyone else.

bewbies
Sep 23, 2003

Fun Shoe
That...isn't terrible for 1907? Am I missing something?

bewbies
Sep 23, 2003

Fun Shoe
I'm not sure I've managed to make a decisively better ship in 1907. It'd certainly eat any pre dreadnought's lunch without and will be a useful cruiser hunter for quite a while.

bewbies
Sep 23, 2003

Fun Shoe
I finally had a proper Midway-plus carrier battle, heroic pseudo-democracy Germany against Communist UK/France, who keep invading their neighbors. Things I learned:



- CAPs are extremely important. I think the combined British/French fleet had one bomb hit and one torpedo hit combined, and they lost over a hundred aircraft to my fighters. I'd make sure at least a third and maybe half of your air wings are fighters later in the game...as long as my battle fleet had fighter cover -- generously provided by an attached carrier -- it was pretty much free to do whatever it wanted. The carrier group's CAP was also maxed out; they didn't get touched.

- Battle lines are still very useful. I basically ended up using my heavies kind of like armored cavalry...they charge forward and make contact, then I launch my 400 or so aircraft strike once I have the enemy fixed.

- Ship AA isn't great. All of my heavies have multiple directors and are pretty well maxed out on AA, and they only managed to shoot down 16 enemy planes. This could have been because the CAPs were mauling them before they got close, or it could be that they broke up the attacks without shooting down the planes, but the shipboard AA itself isn't particularly lethal.

- Dive bombers really wreck carriers. One of the RN's CVs was done after only 3 heavy bombs. This guy was done after 4, but my fliers really kept at it:




Also one of the most heroic engagements I've seen in RTW:

This guy:



Took on two of these guys:



By herself, and survived, not for lack of trying on my part...we were chasing her for hours laying down shells, but she made it into the fog and dusk and escaped. She somehow or other took 27 hits from 17" shells and made it home. I want to know what the math is on that, like what the actual odds were of that happening.

Of note: we probably would have gotten her, but both my giant battleships destroyed their own radars with their own guns and couldn't fire accurately at night. Is there a way to prevent this?

bewbies fucked around with this message at 03:28 on Jun 20, 2019

bewbies
Sep 23, 2003

Fun Shoe
Also, by 1935 or so, submarines get absolutely murdered by ASW. Every other navy has at least 90 subs in their fleet; I'm usually getting 10-15 of them a month. I have a bunch of airship bases and floatplanes and a ton of sub hunters, but regardless, it doesn't seem like sub warfare is a winning strategy after planes and the new ASW gear comes out in the 1930-35 time frame.

bewbies
Sep 23, 2003

Fun Shoe

Grumio posted:

Is there a guide to ship design? I feel reasonably well-versed in naval history, but when faced with this game I don't know what constitutes "good" design for armour thickness, guns, number of turrets, etc.

Is the strategy just to look at enemy ships and design something that can penetrate their armour while being impervious to their fire?

This is what I do, I have no idea if it is mathematically optimal but it is fun.

DDs:
- early game, doesn't matter much, just make sure they have max torpedoes. As they get heavier, it is useful to be able to beat enemy DDs in gunfights.
- late game, I build two tiers: a light ASW/TP DD, and a heavy fleet support DD. Light DD gets all ASW equipment and is never "active fleet". They augment the corvettes on TP duty. Heavy DDs are there to win the torpedo fight against enemy light forces during surface battles: prioritize speed, guns and torpedoes.

CLs:
- early game, decide if you want to win with a guerre de course, or with naval superiority. If guerre de course, build a ton of cheap raiders, prioritizing range, reliability, and speed. If you want to win with naval superiority, build a smaller number of "heavy" CLs that can win one on one versus any other CL. Fit as much armor and guns on them as you can, then think about speed...an 8000 ton CL can often be fast enough to catch lighter cruisers. If you have colonial holdings, also build a "colonial" class of CL, that displaces at least 6,000 tons, has colonial service appointments, and is otherwise as cheap as possible in order to fill your foreign station obligations. Late game, build CLs as CLAAs for carrier support: all the AA you can fit on them (including DP main guns), plus as many floatplanes as you can fit on them. Keep using "colonial" CLs the entire game.

CAs:
- early game, these are great cruiser killers. Give them a ton of secondary guns, good belt armor, and adequate speed, and watch them chew up any enemy cruiser they come across with the shotgun effect of a ton of smaller guns. This class becomes kind of a liability after proper BCs appear though...the AI LOVES building BCs, and if you run into one with a CA, you're toast. Late game I've been building a handful of CAs in the 10,000 ton/8-9" gun class to serve as flagships for distant fleets. They're usually the biggest kid in the area and that can be enough to have naval superiority and enable invasions, but make sure they can run away from any enemy capital ships that show up. If nothing else it is useful to draw enemy capital ships away from more important areas.

BCs:
- Early game, once you can build them, do so, and make them as powerful as possible. The AI will build a ton of them, so try to make yours able to beat any potential opponent's BC one on one...if you do that, they'll be able to win any cruiser battle you encounter, and for a while, they'll also be able to fight in the battle line. Prioritize speed and belt armor. Late game they'll be more vulnerable to long range gunfire, so you won't want to use them in the battle line anymore, but make sure they're still better that the enemy's BCs 1v1, and use them as heavy scouts for the carriers and to win cruiser battles.

BBs:
- I don't usually build Bs, but if you choose to, give them a ton of secondary guns and thick enough belt armor to be able to resist secondary gunfire (probably 6" guns) at close range. Close the distance as fast as you can and shotgun anything you can catch until it stops moving and your destroyers can torpedo it. Once you can build BBs, try to make them all have the same speed (22-23 kts seems good) and give them at least 4 turrets and 10 main guns, with the thickest belt armor you can manage. Same tactic: close the distance and outgun your opponent at close range. Late game, start paying close attention to immunity zones: the AI seems to prefer 16" guns, which requires a LOT of armor to have a useful immunity zone. I usually don't use any BE or DE armor, just belt/deck/turret/con, and a bit on secondary batteries. Late game I've been using them as armored cav for the carrier air wings, and then as cleanup for any damaged enemy ships. Bigger seems to be better; one well designed 60k ton ship can take on two 40k ships pretty effectively, especially if you can keep the fight in the immunity zone. Make sure they're protected from air and torpedo attack though...a full spread of DD torpedoes late game can be lethal to even the toughest battleship.

CVs:
- There doesn't seem to be much to these yet. 30 kts seems to be about as fast as they need to be; I give them light (2") armor all over and max out the air wing at 100 planes. This requires about a 35k ton ship; I haven't seen much worth building past that size. I do max out the AA though. It might be worth giving them thick deck armor to resist heavy bombs, but I haven't really experimented with that yet.

bewbies fucked around with this message at 18:41 on Jun 20, 2019

bewbies
Sep 23, 2003

Fun Shoe

Grumio posted:

Great stuff, thanks.

What's the rule of thumb for armour thickness? Armour can resist up to it's own thickness in shell calibre? (e.g 12" belt is impenetrable to shells 12" or less?)

Something like that; the "gun data" tool will tell you exactly what the zone of immunity is for the shell caliber you want to resist.

My general rule of thumb is I keep deck armor relatively thin and belt armor very thick until potential opponents have big battery director fire. Once they can start landing long range gunfire you have to armor the deck a lot more to defeat plunging fire, and that's when I start planning for immunity zones with the gun data tool. In that vein, being able to add additional deck armor in a rebuild is a very useful new tool to keep older battleships relevant.

bewbies
Sep 23, 2003

Fun Shoe
Some "worst AI ship" submissions, from 1947

It may have lovely guns, but at least it has lovely armor




Its firepower consists of its air wing of 5 aircraft




It'd probably win a gun duel with a ship 40 years younger and 20k tons lighter

bewbies
Sep 23, 2003

Fun Shoe


spoiler: this guy did not survive a 1 on 1 fight with a cruiser almost half its size

bewbies
Sep 23, 2003

Fun Shoe
Build a quick and dirty light carrier

bewbies
Sep 23, 2003

Fun Shoe

Mister Bates posted:

Are CLs supposed to be expendable deathtraps or am I doing something wrong with them? The game's battle gen really likes to throw my light cruisers alone into heavy fleet engagements with enemy BBs and BCs, and the CL's torps can theoretically wreck poo poo, but their survivability against those heavy hitters is extremely low without any CA or BC support.

I mean...don't engage capital ships with light ships, is a good general plan. Always try to make sure your CLs are fast enough to escape anything they don't clearly outgun, and use them only as screens or independent in big battles. They aren't meant to be hit by heavy caliber shell fire.

I was about halfway through writing this before I remembered I'd already written it. This is my approach with CLs:

bewbies posted:

CLs:
- early game, decide if you want to win with a guerre de course, or with naval superiority. If guerre de course, build a ton of cheap raiders, prioritizing range, reliability, and speed. If you want to win with naval superiority, build a smaller number of "heavy" CLs that can win one on one versus any other CL. Fit as much armor and guns on them as you can, then think about speed...an 8000 ton CL can often be fast enough to catch lighter cruisers. If you have colonial holdings, also build a "colonial" class of CL, that displaces at least 6,000 tons, has colonial service appointments, and is otherwise as cheap as possible in order to fill your foreign station obligations. Late game, build CLs as CLAAs for carrier support: all the AA you can fit on them (including DP main guns), plus as many floatplanes as you can fit on them. Keep using "colonial" CLs the entire game.

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bewbies
Sep 23, 2003

Fun Shoe
If I have foreign tonnage requirements I always build a colonial heavy cruiser early on in the game. Make sure it can beat any light cruiser one on one and can run from any capital ship. They do a pretty solid job of hunting down raiders and with a couple of rebuilds they'll last forever.

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