[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • There are 48 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]




File: 001.png (305 KB, 1033x566)
305 KB
305 KB PNG
>ctrl F
>Rule the Waves
>none found
Let's dominate the Pacific as Japan. 1900 start, here's the settings.
>>
File: 002.png (69 KB, 1612x627)
69 KB
69 KB PNG
Here's our starting fleet, and our starting battleship, a single class of surprisingly decent predreadnoughts. There's a B of the same class and another Asama class CA on the slipways, 10 months out. I've set up the research priorities and doctrines as picrel. We're spying a little bit on everyone and a lot on England and the US, because we're backwards technologically. The Ikis and Asamas are both built in the UK.
>>
File: 003.png (216 KB, 1920x1080)
216 KB
216 KB PNG
>>1090033
starting fleet
>>
File: 004.png (196 KB, 1920x1050)
196 KB
196 KB PNG
>>1090034
Here's the starting map and almanac. I had to reduce spying when I realized how sad our budget is. By the end of this game I intend to control the entire Pacific, maybe with naval bases in the Indian Ocean. This will be difficult.
>>
>>1090038
Here's the Asama, our starting CA. Also built in the UK, it's also a pretty good design. The double turrets will be unreliable and slow firing at this early stage in the game, but the majority of the firepower is in well armored casemates. It lacks the 8" main battery of a proper CA, but at this state in the game we're going for HE and fires anyways.
>>
File: 005.png (27 KB, 922x323)
27 KB
27 KB PNG
>>1090045
>>
>>1090038
naval ensigns look better than regular flags
>>
File: 006.png (303 KB, 763x782)
303 KB
303 KB PNG
Two important events trigger in the first couple turns, one is a much needed budget increase and the other is rebels in a German colony. That's actually not great, because in this game you can invade and seize colonies from other powers, but capturing a non-aligned colony is entirely chance based. So we want the AI to have colonies, so we can steal them.
>>
File: 007.png (16 KB, 738x410)
16 KB
16 KB PNG
>>1090052
Apparently our increased military budget spooked the British, despite being about 2% of their budget.
>>
File: 008.png (243 KB, 1920x1080)
243 KB
243 KB PNG
>>1090053
We've stolen the blueprints to an Italian battleship. It's the exact same ship as ours, probably built in Britain too because Italy is as shit-poor and undeveloped as we are.
>>
File: 009.png (254 KB, 1920x1080)
254 KB
254 KB PNG
>>1090055
If I have a choice in my first war it's against Russia. This is obviously the historical choice, and I want to consolidate Northeast Asia as my uncontested home turf.
>>
File: 010.png (247 KB, 1920x1080)
247 KB
247 KB PNG
>>1090058
Just as I put down a couple coastal batteries, Britain wants to sell us 12" guns. Obviously we can't refuse, so a few things will be paused for a couple turns to unfuck the budget, but it's not a huge issue.
>>
File: 011.png (248 KB, 1920x1080)
248 KB
248 KB PNG
>>1090058
2topical4me

absolutely no hypocrisy in criticizing imperialism from us
>>
File: 012.png (496 KB, 1920x1080)
496 KB
496 KB PNG
>>1090067
this is a genuine setback, it's now unlikely we'll be able to ever capture the Bismark Archipelago outside of random events
>>
>>1090055
>We've stolen the blueprints to an Italian battleship. It's the exact same ship as ours, probably built in Britain too because Italy is as shit-poor and undeveloped as we are.
*two spidermans pointing at each other meme*

>>1090058
>If I have a choice in my first war it's against Russia. This is obviously the historical choice
I hear the UK has some interesting ideas about centralized directing of fire. They can have some inspirations for future ship designs in return. Might lead to some interesting prototype ships, how does HMS Unafraid sound? Just spitballing, could use some workshopping.
>>
File: 013.png (252 KB, 1920x1080)
252 KB
252 KB PNG
>>1090070
Unsurprisingly Germany is building CAs that shit on our CAs. Tension with Russia is rising as desired.

>>1090072
Keeping relations good with Britain there's a decent chance a tech sharing agreement might happen, and it would be a huge help if it did. I'm only spying on Russia to piss them off, and the Franco-Italians probably have nothing to steal so I don't bother.
>>
File: 014.png (494 KB, 1920x1080)
494 KB
494 KB PNG
>>1090076
The Japanese people don't like our overspending. Unfortunately, our current level of spending is tied with Italy and miles behind everyone else. Our CA is finishing next turn and the B has been delayed a few months for budget microing. Should the next run of ships be CLs or KEs? I'll need to build both, our battle line is competent enough for now.
>>
File: 015.png (17 KB, 763x316)
17 KB
17 KB PNG
>>1090079
Hopefully this pisses off Russia and not the UK.
>>
File: 016.png (253 KB, 1920x1080)
253 KB
253 KB PNG
>>1090081
It kinda pissed off everyone. We've got the money to start expanding our docks now though, and another chance to piss off Russia.
>>
File: 017.png (255 KB, 1920x1080)
255 KB
255 KB PNG
>>1090082
This might reduce our budget, but I'm going to try to sign an alliance with the UK. Dragging them into the war against Russia would make it almost trivial.
>>
File: 018.png (411 KB, 1920x1080)
411 KB
411 KB PNG
>>1090086
No dice. Time to start designing our CL, though.
>>
>>1090081
Japan conducting gunboat diplomacy? That's a new one. Commodore Perry must have left quite the impression.
>>
File: 019.png (90 KB, 1376x760)
90 KB
90 KB PNG
>>1090090
Alright, so this is a slightly odd design. We have shitty 6" guns and alright 5 and 8" guns. Most people would see that and build a 5" armed CL. I've gone the USS Olympia route instead. Twin A and B twin 8" turrets. We get a 10% rate of fire penalty on them because we lack reliable gun mountings for guns this size in double turrets, but it's not as bad as the 40% penalty you get for turreted 6" guns. We have a heavy secondary battery of 5" guns because the primary purpose of CLs in my opinion is bullying enemy CLs and DDs. They're in casemates with 2" of armor, which adds a non-trivial amount of protection to the ship (casemates convert hull hits into secondary battery hits, effectively covering that area with 2" of armor in addition to the protected turtle-back)

We've also got six underwater torpedo tubes, two to a side and fore-aft launchers. Early fights almost always degenerate into shanking distance. The entire ship is armored to be splinterproof. We're also proof against (poor quality Japanese) 6" guns beyond 8 kiloyards.
>>
>>1090099
>22kn on a CL
>8in guns on a CL
Why u ghey?
>>
File: 020.png (133 KB, 1920x1050)
133 KB
133 KB PNG
>>1090099
We can afford three of these ships. The downside to my clown fiesta baby CA is that they're expensive for CLs, I could probably have built four or five conventional 4,000t 5" armed CLs for the same price.
>>
>>1090100
https://en.wikipedia.org/wiki/USS_Olympia_(C-6)
22 knots on a CL is kinda shit but it's 1901 on 80% tech rate, it's not exceptionally slow for the era.
>>
>>1090105
Do you plan to have a separate raider class or are you just gonna accept pain.
Cause I would at least make a limited run of 24kn Long range 5in CLs with no or few torps.
>>
File: 021.png (193 KB, 1920x1050)
193 KB
193 KB PNG
Looks like we might end up going to war with France instead of Russia. That's a worse war for us but probably winnable. France has 9 battleships to our 5 and 5 CAs to our 2, but they have to come halfway around the world to fight me.
>>
>>1090109
Might wanna reduce spying on Russia now, don't wanna start two wars at once.
>>
File: 022.png (224 KB, 1920x1080)
224 KB
224 KB PNG
>>1090108
I want to win wars by winning surface engagements and killing enemy ships, I'd rather build submarines for raiding if I'm going for commerce wars. CLs should be able to murder other CLs in cruiser engagements.

In terms of tech, we've discovered what damage control is. I've set it to high and fleet tactics to low.
>>
File: 023.png (211 KB, 1920x1080)
211 KB
211 KB PNG
>>1090115
France wants an alliance, but I'd rather provoke them and get money. My budget has gone down by over 10k and I didn't get an event explaining why. I can't afford more cuts.
>>
File: 024.png (209 KB, 1920x1080)
209 KB
209 KB PNG
Where the fuck do we get the money for that? I might make some really cheap coastal monitor that counts as a predreadnought.
>>
File: 025.png (89 KB, 1376x760)
89 KB
89 KB PNG
>>1090119
This is Austria tier, but it's legally a predreadnought battleship. That has use both to shut up the Prime Minister and because blockades are calculated on ship class, not tonnage.
>>
File: 026.png (135 KB, 1920x1050)
135 KB
135 KB PNG
>>1090122
We're building the shitbuckets. There will be constant delays due to the budget but at least the Emperor will find this most honorabru.
>>
File: 027.png (198 KB, 1920x1080)
198 KB
198 KB PNG
>>1090127
I really would prefer a war with Russia over Japan so we're backing off France for now.
>>
File: 028.png (198 KB, 1920x1080)
198 KB
198 KB PNG
>>1090129
China event popped again, I'm not going for the most aggressive option but it might still trigger a war.
>>
File: 029.png (149 KB, 1920x1050)
149 KB
149 KB PNG
>>1090134
Very nearly at war, but not quite. My budget refuses to go up though, even with super high tensions and taking mostly budget+ options
>>
File: 030.png (20 KB, 763x316)
20 KB
20 KB PNG
>>1090136
Well fuck.
>>
File: 031.png (195 KB, 1920x1080)
195 KB
195 KB PNG
>>1090138
Things are getting a little out of hand now
>>
File: 032.png (139 KB, 1920x1050)
139 KB
139 KB PNG
>>1090139
We're laying down a run of corvettes, I'll lay down another 6 when the Naniwa launches next turn. We'll need ships on trade protection.
>>
File: 033.png (216 KB, 1920x1080)
216 KB
216 KB PNG
>>1090145
Let's see if the British are serious about an alliance this time
>>
File: 034.png (378 KB, 1920x1080)
378 KB
378 KB PNG
>>1090147
Nope, and unfortunately with that event you still take the budget hit anyways.
>>
File: 036.png (379 KB, 1920x1080)
379 KB
379 KB PNG
>>1090151
And we're at war with Germany. The good news is we get a surprise attack and can invade Kiautschou Bay. The bad news is Germany outnumbers us 2:1.
>>
File: 037.png (162 KB, 1920x1080)
162 KB
162 KB PNG
>>1090152
It's a night engagement, 6 hours until daylight. Most of my fleet is here. With luck, the entire German Asiatic Squadron should be in this port.
>>
>>1090122
>because blockades are calculated on ship class, not tonnage
What the fuck?
>>
>allying with perfidious albion
>>
File: 038.png (173 KB, 1920x1080)
173 KB
173 KB PNG
>>1090153
Enemy spotted and engaged, banzai!

>>1090156
Yeah, any B has the same blockade value as any other B, whether it's an overgrown Lord Nelson with 14" main battery and 16 8" guns, or a coastal monitor with two 10" guns.
>>
File: 039.png (181 KB, 1920x1080)
181 KB
181 KB PNG
>>1090160
They never saw us coming, our destroyers are uncontested.
>>
File: 040.png (165 KB, 1920x1080)
165 KB
165 KB PNG
>>1090162
The good news is, there won't be any survivors. The bad news is that their Asiatic Squadron appears to just be 3 armored cruisers.
>>
>>1090139
Glorious Japanese diplomacy. Makes you wonder what the hell your envoys and ambassadors are doing. A little seppuku to purge the diplomatic corps might be in order.

>>1090152
>And we're at war with Germany.
Intended war with Russia, provoked France, ended up at war with Germany. All according to plan?
>>
File: 050.png (56 KB, 1089x784)
56 KB
56 KB PNG
>>1090165
Final score. These were all 12,000 ton Victoria Louise class cruisers with 9" and 6" guns, good to be rid of them.
>>
File: 051.png (217 KB, 1920x1050)
217 KB
217 KB PNG
>>1090171
It will take some time for their doomstack to make it to Asia, but we're outnumbered substantially when they get here. We're also still pissing away money even on a war budget. Tensions with Russia remain concerning.
>>
File: 052.png (421 KB, 1920x1050)
421 KB
421 KB PNG
>>1090172
The doomstack arrives and the Emperor remembered he needs to actually pay his navy
>>
>>1090172
Didn't Russia have problems coaling up on their way to Japan because UK was giving them the cold shoulder? I can't imagine they'd support the Hochseeflotte (no clue if coaling stations are even modelled in the game).
>>
File: 053.png (198 KB, 1920x1050)
198 KB
198 KB PNG
Fleet battle! We have 5 Bs, Germany has 6 in theater. I like these odds. Unfortunately we have zero (0) DDs becasue the corvettes weren't finished, so we need them all on trade protection.
>>
>>1090176
3 months? The Brits let them through Suez? What has the world come to...
>>
File: 055.png (168 KB, 1920x1080)
168 KB
168 KB PNG
Enemy spotted. They have the wind advantage and it's a stiff breeze. The Woerth class battleship should actually be the Woerthless class however, I'm extremely confident here.

>>1090179
from Europe to SEA in four months, the month hadn't ticked over in that picture, they're still in the Indian Ocean.

>>1090177
If you're over base capacity there's various bad things that can happen to you like being interned for lack of fuel, yes. And base capacity is modeled. Germany does still control Tsingtau though, and can retreat to / coal from it.
>>
File: 056.png (174 KB, 1920x1080)
174 KB
174 KB PNG
>>1090180
The enemy scout is a single well armored and well armed CA. However, we outnumber if 3:1 with out overgrown CLs, so I'm going to press the attack.
>>
File: 057.png (142 KB, 1920x1080)
142 KB
142 KB PNG
>>1090181
The entire German battle line is Woerthless! Not a gun above 9"!
>>
File: 058.png (227 KB, 1920x1080)
227 KB
227 KB PNG
>>1090182
Unfortunately it's 1903, nobody has any fire control technology, and we're fighting in a high sea state, so nobody is hitting anything. Thankfully my battleships are well armored to close to pissing distance of a 9" armed B.
>>
File: 059.png (147 KB, 1920x1080)
147 KB
147 KB PNG
>>1090185
Cowardly Germans execute a battleline turnaway rather than face my 12" guns and torpedoes at point blank.
>>
File: 060.png (156 KB, 1920x1080)
156 KB
156 KB PNG
>>1090189
They're beginning to scatter, as the German battleline is accosted by CLs hardly any lesser armed than the German Bs. Also, Iki is on fire.
>>
File: 061.png (197 KB, 1920x1080)
197 KB
197 KB PNG
>>1090191
Germany has now lost all unit cohesion. Our CLs have closed to torpedo the enemy battleships. Our battleships themselves are launching torpedoes. Everyone's still missing even at pissing distance.
>>
File: 062.png (144 KB, 1920x1080)
144 KB
144 KB PNG
>>1090194
One German battleship dead in the water, multiple torpedoed. Iki is on fire again.
>>
File: 063.png (140 KB, 1920x1080)
140 KB
140 KB PNG
>>1090198
This one got separated and killed by my CLs. It took a couple torpedoes, and then one just blew it the fuck up.
>>
>>1090204
BANZAI
>>
File: 064.png (136 KB, 1920x1080)
136 KB
136 KB PNG
Two down, four to go. Concerned I may run out of ammo before I run out of targets.
>>
>>1090204
Yep that's predreadnought combat alright
>>
File: 065.png (136 KB, 1920x1080)
136 KB
136 KB PNG
At this point we've killed 3 predreads and put a torpedo in a fourth, but we're basically out of ammo.
>>
>>1090217
It's not a true Tsushima, but damn if it isn't close.
Well done, 提督.
>>
File: 066.png (199 KB, 1920x1080)
199 KB
199 KB PNG
So the final score
>CL Unebi torpedoes B Wettin, magazine hit, ship blows up
>B Fuji torpedoes B Braunschweig, ship sinks through progressive flooding
>B Yashima and B Mikasa torpedo B Worth, sinking it (although the superstructure had largely been blown off by then anyways)
>DD Hakaze torpedoes B Brandenburg, 50% flotation damage, limps back to Tsingtau
>>
>>1090220
When they fail to even take out that one DD you know they're having troubles. The Kaiser is going to be having fits after this.
>>
>>1090231
Six Predreads and an Armored cruiser aren't going to shit going past 20 knots in 1903. I'm surprised the destroyer even got touched, let alone hit that bad
>>
>>1090234
Probably got too close to that CA and got pounded for it.
>>
This game looks very soulful, is it hard to pick up and play?
>>
>>1090258
You'll definitely need to read the manual and browse the forums and such. It's not intuitive, especially the interface. But it's also not super difficult once you figure out some basics. You can just let the AI design your ships and tweak them how you like, or leave most of your fleet on AI control and only directly command your battle line. I'd say the easiest start is probably Germany.
>>
>>1090179
German efficiency la
>>
>>1090220
So how goes the war, OP?

Did you get your KE's out? Any more battles? Hunt down the rest of the German Pacific Squadron?

We await with interest the further developments in the Germano-Japanese War of 1903.
>>
The battle is over and everyone is going back to port healthy and alive, would be a shame if anything happened right?
>>
File: 067.png (215 KB, 1920x1080)
215 KB
215 KB PNG
>>1090292
I went and ate dinner, this is the first turn after that battle. We're pressing for harsh terms, what I really want out of the war is Tsingtau
>>
File: 068.png (215 KB, 1920x1080)
215 KB
215 KB PNG
>>1090313
The peace treaty is much more generous than I expected, we got enough points to capture every German colony with two points spare for reparations.
>>
File: 069.png (247 KB, 1920x1080)
247 KB
247 KB PNG
>>1090314
This is the resulting world map. I'm going to use those two tiny battleships that have been delayed, when they finish, as colonial gunboats in the Indian Ocean and Southeast Asia
>>
File: 070.png (263 KB, 1920x1080)
263 KB
263 KB PNG
>>1090315
Not much interesting happening in the immediate postwar, I've added six inch batteries to our new possessions and begun designing a new class of destroyer. Do you see torpedo boats?
>>
>>1090314
>much more generous than I expected
You selected harsher peace deals, so you should have expected it.
>>
File: name-example.png (111 KB, 665x537)
111 KB
111 KB PNG
look mom im playing vidya
>>
>>1090217
>but we're basically out of ammo.
You've mentioned having "Austria-tier" ships above, might as well ram the enemy at this point to go full Tegetthoff.

>>1090315
>the resulting world map
Ten thousand years! Glorious.
>>
Why aren't these destroyers torpedoing that CA?
>>
>>1090260
Thanks. I'll give it a look once I'm home. Nice to know that you can leave the battle to the AI, I'm more interested in designing the ships and developing the navy than actually commanding the battle itself.
>>
File: file.png (75 KB, 2116x1087)
75 KB
75 KB PNG
>>1090523
Forgot pic
>>
Somewhat hijacking the thread but RtW2 won't get an expansion, instead they are releasing RtW3 in october. Apparently the expansion catalog is already outdated due to feature creep/bloat.
Also includes a steam release.

>>1090115
Understandable sentiment but I've always desired my CL killing CLs to be faster than that, although I wouldn't use a design with that speed against DDs either.

>>1090360
Looks nice, name?
>>
Is there much of a difference between this and Ultimate Admiral Dreadnoughts?
>>
>>1090680
It's finished and you can actually play a campaign from start to finish.
In the case of RTW 2 you can go from 1900 to 1975
>>
>>1090528
Are they gonna expand the timeline again and we're gonna get 1900 to 2000, or even better 1875 to 1975
>>
>>1090523
>>1090525
Did you check the box in the orders window to signal a flotilla attack? In my experience DDs don't shoot torpedoes at all unless you do.
>>
>>1090682
Atleast 1890-1970, it still has the "Ironclads to Missile Cruisers" subtitle.
They were considering adding more post-1970 stuff with the longer development time but nothing specific was confirmed.
>>
>>1090525
A stern chase doesn't provide a good shot. Move the destroyers to the beam or ideally forward beam and they'll douse it in torpedoes.
>>
>>1090528
>Somewhat hijacking the thread but RtW2 won't get an expansion, instead they are releasing RtW3 in october.
That was to be expected. RTW2 was RTW1 + bugfixes and features that were promised in RTW1 but never delivered, so it was logical to assume that the bugfixes and promised features of RTW2 would instead get turned into a "standalone game".
>>
File: RTW_German Legacy CA.png (103 KB, 920x317)
103 KB
103 KB PNG
Bumping with my standard legacy CA.

>>1091400
True enough, the biggest thing is it coming to steam now.
>>
Do you guys wanna maybe do a save relay for this thread?
>>
this game looks intricate and i love pre air naval
>>
>>1090138
>3 years in
>almost war with germany
What the fuck did you do? They don't even have any strategic interest in you!
>>
>>1090528
>Looks nice, name?
I think it's the game engine development environment and he's not actually coded anything yet.
>>
>>1093967
Unfortunately the game can be divided into three eras:
1900-1905: large vessels shooting at each other ineffectually until they run out of ammunition
1905-1930ish: large vessels shooting at each other until they slow down enough to be torpedoed by destroyers
1930ish-fin: aircraft torpedoing large vessels
You can fuck with the research and budgets and stuff but all you're doing is changing the start and end dates.
>>
>>1091400
honestly I don't really care for missiles and helicopters. unless 3 has big improvements to the 1900-1950 era I'll just stick with 2 or wait for a pirate
>>
>>1094309
I suspect that the changes will be sufficient enough not to bother with RtW2 anymore.
The, by now outdated, expansion catalog https://files.catbox.moe/8xr1a2.pdf mentions things like:
>ai vs ai war
>ability to choose division composition
>movable submarines
>dd max size of 3500t
I'm quite sure it will be at least worth a pirate.
I sure do miss the ability to post pdfs
>>
>>1094309
3 is going to be free for me until all the options in 2's ship designer are actually functional and not just placeholders. I paid for 2 (less than a year before it was abandoned... how was I to know), I won't make the same mistake with 3.
>>
File: 1653389269916.jpg (130 KB, 1280x720)
130 KB
130 KB JPG
RTW is an okay game and especially if you LARP you can get a lot of hours out of it. Now the DRM autism literally dying with the storecuck dying (and his flip whorewife and his business partner looting his corpse) is a big step forward. And I'm not going to peck about all the minutia of how many systems are lacking and unrealistic outdated boomer spaghetti code since there is no competitor on the market. But I cannot believe that it will take until RTW3 releases that AI vs AI will be a thing. Should've been a thing since RTW1 and I believe that the previous 2 titles suffered a lot due to that. Navalchads sure have it hard with their lackluster choice of games.
>>
>>1090022
RTW novice here, how do you guys keep the AI from just turning tail and running the moment it looks like you might have an advantage? Seems like half my games devolve into stern pursuits that I always lose because the stokers get tired. Or the map spawns me way away from enemy targets and I simply can't survey it in time to catch anything.

Is it worth it to skimp on armor/guns to keep speed and guarantee that you at least *get* an engagement, or is there a maneuver I'm not using properly?
>>
>>1090315
>Japanese Africa

Hideous, but also based.
>>
>>1094301
You can just focus on speed in exchange for range and endurance. I twice had a battle fleet that went so fast I could always run down the enemy and keep them in my invulnerability range while they ate shit. Once I had 4 28kn BC with 3x3 AB X set ups that just ran down any opposition.
It was fun seeing the enemy react. At first they made really overpowered and poorly armoured BCs to counter and eventually they just made lots of BBs with big guns but not a lot of them.
>>
>>1090683
1890-19whatever. 80, maybe.
>>
>>1098183
Might initiate combat at lower speeds to keep your stokers not-exhausted when the battle is over and you need to sprint.
>>
File: kTuAnfo.png (144 KB, 1513x682)
144 KB
144 KB PNG
>>1098070
>But I cannot believe that it will take until RTW3 releases that AI vs AI will be a thing.
What's really appalling about it is that someone made a mod to enable ai wars and ship losses with some hacky setup.
The RtW3 gui is even similar to the mods just without numbers.

>previous 2 titles suffered a lot due to that.
Definitely, the could only ever lose ships to you making player losses much more punishing in comparison.

>>1099003
This, cruise speeds before making contact tend to be best to keep the stokers fresh.
>>
If I'm blockading the enemy is it worthwhile to also use raiders and submarines or is the blockade maxing out their unrest per turn?
>>
>>1093828
How did you get the colored stacks and signal flags? Is there a mod that adds more to the ship side view maker?
>>
File: fuck submarines.png (21 KB, 728x400)
21 KB
21 KB PNG
>>
>>1099752
it says in the manual that when blockading your enemy, most enemy trade is presumed to have stopped so no, you wont get much benefit out of it.
>>
>>1099773
A couple mods exist, the flags should be from CCIP's accessories mod.
Worth noting that those need to be accessed through accessories and navigating the folder.
https://files.catbox.moe/welmgm.7z is my entire shippers folder.
>>
File: fuck germans.png (30 KB, 1079x774)
30 KB
30 KB PNG
Fuck Germans.
>>
Should I buy this now or wait until RTW3?
>>
>>1100054
>buy
Heh
I'd say pirate, patch to 1.26 because no DRM and wait.
RtW3 should release in ~4 months and with the storefront owner passing I think purchasing is still more complicated.
>>
>>1100063
Are you suggesting I break the law anon?
>>
>>1100077
Would there be anything more fitting than sailing the seven seas for a naval game?
>>
>>1100286
Link?
>>
>>1100063
Don't buy RTW2, it was effectively abandoned ~2 years ago and officially abandoned in favor of RTW3 several months ago. If you want to pay for a product, wait for RTW3. In the meantime, cis rin ru.
>>
>>1090022
Gonna show us what happens next, OP?
>>
File: base cap.png (10 KB, 321x334)
10 KB
10 KB PNG
Can someone explain base capacity? I'm over base capacity here but both my adjusted tonnage and whatever that fleet strength number is are less than the base capacity. What number is it comparing to that base capacity number?
>>
What do I need to edit to remove submarines from the game? The AI is building them by the hundreds which makes the game boring because there's nothing to fight, and even with several pages of ASW corvettes (on small fleet size) I can't kill them as fast as they produce them.
>>
File: small family company.png (7 KB, 644x148)
7 KB
7 KB PNG
>>
>>1100739
Is it tracking berth size or something? Maybe you have the horizontal capacity but not vertical, can't support something as big as a BB
>>
>>1100853
that only happens to me when i quit without saving for a few months. seems like the game updates the ship list every turn anyway whether you actually hit the save button or not.
>>
>>1101021
I don't understand what you mean.
In that example the game had been running continuously since Jan 1900, I think it's more to do with whatever undisplayed character is there in the name list.
>>
>>1100853
>>1101021
>>1101087
You know how some obscure japanese games tell you to run on JP locale?
It's the opposite here, jp locale fucks up special german characters.
You can solve it by going into the German name files and removing every special character in it, changing your locale to US or some other or doing the same with locale emulator when starting the game.
I did the name edit because its a pain in the ass to keep restarting.

Oh also it isn't save compatible.
>>
>>1101087
if you open the save folder, you will see that there are a bunch of separate files for every ship class. it seems that when a ship goes into dock to be rebuilt, the game will automatically create a new file in that folder for the rebuilt design. if you then quit the game without saving, the next time you load up the new files will still be there but the game wont recognise them since they technically dont exist in this timeline, leading to the error. i sometimes have had entire enemy divisions disappear at battle start because of this so now i always play ironman. however, >>1101183 seems to be more correct in this instance here
>>
File: no contact.png (11 KB, 880x774)
11 KB
11 KB PNG
How can I search more effectively? In general I'll only get a report in maybe one in three battles, while the AI will always have aircraft attacking my fleet before my search planes have even managed to fly back. Does the AI just know where my fleets are even if their search pattern doesn't find anything?
Sometimes the game will even set up the fleets like in the image, where it won't even be possible for the default search pattern to find the enemy because they'll move out of the way before the search plane arrives. I always thought that in general fleets would be pointed at each other at the start of the battle to give a good chance to make contact.
>>
>>1101686
If I recall correctly, smaller range wider radius on turn 0.
>>
>>1090220
Are the post battle reports always reliable or is it possible that ships marked as sunk may have survived?
>>
>>1101954
It's the exact opposite for the most part, ships that survived till the timer can still die cause they got fucked up too much.
>>
>>1101954
The post battle reports are 100% true and correct.
>>
>>1090022
Just killed the enemy's only two battleships, so for a force balancing attempt the game spawned my next fight in as a bombardment destroy mission and gave me... 2 destroyers to do it with. In 1904.

Literally ran both of them out of ammo without taking the target past heavy damage, set it on fire seven or eight times, but just couldnt kill it despite no enemy opposition and me sitting motionless 5 inches from it. GOD that was some horseshit. At the least, land targets shouldn't regenerate as you try to kill them. Nor should you have a 90% miss rate when neither side is noving at all.
>>
>>1102318
Wow and it gets better. This time I have two battleships, neither of which will fire despite having rammed into the coast, because although they have identified the bombardment target, they just wont fire because its dark. We're 50 feet away, and they know what it is. But no boom.

Fucking what.

I like this game a lot, but it does puzzle me mightily.
>>
>>1102318
should have put 6-inchers on your destroyers, that'll do the trick
>>
>>1102323
Sometimes if you get too close they'll stop firing because the land is in the way, if you back off a little they'll start up again.
>>
File: HMS_Eden.jpg (85 KB, 1154x850)
85 KB
85 KB JPG
>>1102323
>>1102318
Honestly I could see this exact thing happening for real. Especially in 1904. Though for reasons the game won't model specifically like it turns out the target was behind a pile of rubble or building materials that was eating half the shell hits, or smoke from fires obscured the target, the shells were bad and kept failing to detonate or deviated too much, the gunners were exhausted and got the angles wrong, the gunnery officers lost their binoculars, that kind of bullshit.

>>1102361
I don't think you're going to be doing that with 1904 ones which'll be what, 500 tons? 600 if you're lucky and got the advance on that.
>>
>>1090022
Is this Aurora 4x but with 1900s ships?
>>
I set all the submarine techs to unlock in 1950. This is how the game was meant to be played.
>>
>>1103062
From what I understand of Aurora, no.
RtW is far more focused and smaller in scale. You primarily focus on designing military ships and commanding them in battle, all interactions aside from that are quite limited.

>>1103070
Now you only have to disable airplanes and change the ai build plans to big gun mega BBs
>>
>>1102833
Didn't know that, I'll try it next time.

>>1102361
Wish I could have.

>>1102864
Yeah, it was a pair of 500 tonners from game start.

And for the battleships, I got lucky in that night had just fallen at mission start, and was able to literally sit there the entire night waiting for sunrise lol, then panic-blasted them to victory at like 973/1000 time units or some shit haha.
>>
>>1103062
No, this game is actually fun.
>>
>>1103080
>Now you only have to disable airplanes
If I could disable airbases I would. I enjoy CV combat.
I might change it so only lighter-than-air and floatplanes are allowed, massive (ineffective) floatplane glide-bomb strikes from 20K ton AV could be fun.
>>
>>1103080
>>1103105
Thanks. I want to play this but I literally don't know anything about ships. I only remember in Civ V, destroyers fight other boats while battleships shoot each other like portable cannons.

Then your have CV, DD, BS, BC, and I'm wtf is this? Tbh this sounds very interesting but I can't make head or tails of it.

I like looking at ships. The Yamato and Bismarck are of my favorites. There's a French ship, Richelieu, it's very pretty too.

It's funny, I don't know about ships, but I like looking at them.
>>
File: RTW_German Legacy B.png (77 KB, 917x316)
77 KB
77 KB PNG
>>1103125
>If I could disable airbases I would. I enjoy CV combat.
I'll have to check if setting the maxairbase size to 0 would work or if it gets reset like the airbasesize setting.

>massive (ineffective) floatplane glide-bomb strikes from 20K ton AV could be fun.
Admittedly that does sound kino.

>>1103127
I'm not sure it's necessary to know that much to start of, most can be learned by playing and losing wars isn't too bad, sometimes I do it to initiate a revolution on my own government.

Early game everything is piss poor and no one can hit shit except when it will ruin your day.
DDs: fast, cheap smol boats, no armor, torpedoes against big ships and guns against other DDs.
CLs: light ships, lots of lighter guns, late game lots of aa and torps too. Quite fast, great escorts, perfect for bullying DDs.
CAs: medium-heavy guns, decent armor, can support larger ships or lead small forces, dangerous for CLs.
Bs: pre-dreadnaught battleships, slow, heavy armor, large and expensive. Up to two heavy gun turrets and lots of smaller guns.
BBs: dreadnought battleships, huge, expensive, lots of heavy/superheavy guns tons of armor.
BCs: like BBs but exchange armor for speed.

AVs: floatplane tender, can scout with them.
CVLs: light carrier, < 34 planes and 16000 tons.
CVs: true carriers, >24 knots >35 planes

KEs: tiny corvettes for mine laying, mine sweeping and trade protection
AMCs: merchants with guns for raiding, cheap, fast to build, scrapped after wars

The latter two segments can be ignored.
Technically I'm oversimplifying it, the game has factors for classification and things shift over time, late game BBs for example make BCs basically obsolete, but that is more than enough info to jump right in.

You can create pic related to but it can be quite the effort.
>>
>>1103223
Sorry for the late reply. Thanks for your answer. You're kind. I'll try to learn more.
>>
>>1103223
You also can replaces DDs with KEs till like the 30s since KEs can have armor
>>
>>1103125
I've tried editing a savegame, setting maxairbase to 0. By 1939 I haven't seen any airbases thus far, research rate was at 100%.
I think that might be the correct setting but not sure if it will work with the 1920 start and the existing bases.

>>1105167
>replaces DDs with KEs till like the 30s
Huh never even considered that, early game the lack of torpedoes shouldn't matter so they might work as DD killers.
>>
>>1105167
If DDs didn't have torpedoes I wouldn't build them at all.
>>
>>1103125
>massive (ineffective) floatplane glide-bomb strikes from 20K ton AV could be fun.
I experimented with it a little last night. The maximum AV size is 14K which puts the maximum reasonable air wing at about 40 planes. You could do 50 or more but it would be a 10 knot unarmed death trap.
The biggest problem is that AVs have no "spot" value so launching a big strike takes an eternity, the enemy will definitely be gone before your planes arrive. I didn't try making a lot of tiny strikes but that might be the solution.
The other problem is that the naval air interface is terrible and if you only have a single type of aircraft you can't bypass it and use the "shortcuts" that the game applies when you have fighters/dive bombers/torpedo bombers, such as getting CAP just by changing the CAP radio button or having bombers autoselect a heavy/torpedo load with a naval strike mission as soon as you click the checkbox.
>>
>>1090022
How to get into this game if you're not an autist?
>>
>>1105377
General question for the thread's more knowledeable people, IS there any point to building destroyers?

I keep hoping that if I build enough of them I might get a fight where they do ANY GODDAMN THING other that sit on some FUCKING SCREEN PATH ten miles from where the combat happens, circling around ships uselessly. And even then, if they DO come in and escort the big ships as they should, they never attempt to defend them because the AI never tries to close range!

Even if I bring my goddamned battleships in so close my sailors can throw rocks at the enemy, somehow my DDs STILL manage to be nowhere near where they could fire even a single torpedo.

Like, I need you fuckers to be a cost-effective way to drop torps into the big boys. If you all die to do so, I don't care. JUST FUCKING FIRE A TORP. You don't fire on offense, you don't fire on defense, you hardly even so much as fire a gun in anger, what is their fucking problem?

Are my BB's really supposed to also be my torp carriers? I'm honestly hoping I'm just retardo and not clicking the right button or some shit, lest the programming actually BE that defective.
>>
>>1105659
Around maybe 1915 torpedoes gain the speed and range that makes destroyers spam them at anything and everything, prior to that the only torpedoes you're likely to see are enemy torpedoes striking your ships or torpedoes launched against stationary enemies. Once you've confused the enemy battle line a little bit you can select the "flotilla attack" option in the lead squadron's menu to order all destroyers to press the attack and launch torpedoes which they will do to great effect especially if the enemy capital ships are separated from the screens.
Prior to ~1915 there's not much point in destroyers because they typically won't launch torpedoes and will generally hang out on the opposite side of your battle line which makes it hard for them to "screen" the battle line against anything. There may be some credence in putting torpedoes on CLs during this time as their heavier guns and armor make them a little more brave.
>>
>>1105674
OK, that at least makes some sense, as the only time I have ever seen DD's launch is when my big boys have put enough shells into the enemy to slow them to a crawl. It's just frustrating because at that point I've already won, lol. I don't even need the torps.
>>
>>1105659
>IS there any point to building destroyers
Yes, though for the first war it's irrelevant.
Destroyers are the fastest and cheapest ships.
I have played most of my games of RTW1 and 2 with a Fast Battle Line set up with no CAs and 2 types of CLs. I usually build about 3 DDs per BB and make up the rest of the light fleet with KEs. In Fleet Battles the high speed of DD means that I always have a screen even if I am doing something stupid with 2 26kn BCs. In Raider battles it means I have a better shot at spotting and killing them.

My recommendation for DDs is to make sure they fit your fleet rather than build your fleet around DDs. If you build Torpedo heavy destroyers make sure you have torpedo heavy CLs and invest in fleet torpedo training. And if you have a gunline heavy line, build gun DDs. And get gunnery training.
>>
>>1105659
>Why you should always play on captains mode: the post
Early on destroyers exist to fire torpedoes at crippled ships to guarantee a sinking, later on destroyers have an additional task of flooding the sea with torpedoes to fuck up the enemy battle line. But you need to be on captains mode.
>>
>>1105167
And it turns out that the battle generator doesn't consider corvettes for escorts in any of my games thus far, making them useless as DD alternative.

>>1105584
Just start playing, it's what I did.

>>1105659
The use and effectiveness of destroyers heavily depends on research and settings and there are a few factors behind your experience.
Early torpedoes are pretty shit, slow and short range, and DDs will only fire them if they have a good hit chance, meaning rarely against nondisabled ships. This gets better with torpedo research and multi torp launchers.
Torpedo training in doctrine affects this as well as sea state, vision and being fired upon.
Before researching Destroyer screens as fleet tactics they can only act as support and even afterwards they aren't necessarily set to screen or to screen other formations.
As >>1106070 said that's the reason many use captain's mode to fire toros manually. Having your DDs in front and on both sides of the enemy will increase kill chances too.
>>
>>1106428
>on both sides of the enemy will increase kill chances too.
On both sides is risky because if the DDs think there's a risk of friendly fire they won't launch torpedoes. And then of course there's obviously the real risk of friendly fire if they do decide to launch torpedoes.
>>
>>1106912
True, I was thinking of it being viable in captain's mode.
Truth be told I mainly use admiral because it's less hands on and I don't mind my DD behaviour most of the time.
>>
>>1106070
Yeah, I felt like playing on captain's mode was "I am a fucking casual" tier, but maybe I should, just for sanity's sake.
>>
>>1106985
Captains Mode + torpedoes ruins the game. I mean it. You could go into a fleet battle with a proper battle line, or 20 destroyers, and the outcome will be the same.
Torpedoes are frustrating in Admiral Mode because destroyers that aren't launching torpedoes might as well not exist, but they're totally overpowered in Captain's Mode.
>>
>>1106985
Just do captains mode and deligate what you don't want/think is too gamey.
>>
>>1090022
Is it normal when playing japan in the early game to spawn so far away from the enemy during the surprise attack missions that even at full speed, you can never reach the enemy in harbor before they wake up?

This has happened to me twice now and it kinda ruins the fun. I know an 18 knot battleship ain't exactly a speedboat, but even a 22 knot CL or whatever couldn't make it in time. Do the suprise attacks just not mean anything until midgame?
>>
>>1108383
In the early game destroyers will spawn very close to the enemy in order to execute unopposed torpedo attacks (via the "flotilla attack" command). In the truly early game, like 1900-1910, if you're not playing Captain's Mode then it is probable that your destroyers will just turn around upon identifying the enemy rather than obliterating them with torpedoes as you desire. There's nothing you can do about it, and it does indeed make "surprise attack" pretty uneventful. It still lets you execute an invasion outside your invasion range though which is pretty cool, assuming you "win" the opening battle.
After 1930 or so the surprise attack will spawn in the same place but your carriers will be able to launch at an unaware, immobile enemy with all-but guaranteed success.
>>
>>1090022
When building legacy ships as a smaller nation, how do you guys usually approach it? Just a couple of the best ones available at foreign docks to buy time until you can ramp your economy, or a larger swarm of trash to try and win through volume of fire?
>>
>>1109510
The battle generator favors equality in numbers, which means you need to favor individual quality over numerical quantity. Having 20 trash cruisers instead of 10 good cruisers is pointless when the battle generator will always match up 3 of your vs 3 of the enemy.
If you're playing Captains Mode it doesn't matter though, just torpedo them to death.
>>
>>1109510
I leave it on auto generate. It makes it feel like I just took over from some other tard.
>>
Have any of you tried to do a Jeune École fleet?
>>
>>1109510
Kind of depends on who I plan to fight, what my home area is and what dockyard size I have.
In the mediterranean for example I can use short range and low freeboard to safe tonnage and go for cheap indigenous designs.
If there is no one powerful I share my build area with I like to go for trashy ships, partially because or allows for more blockade strength if I share my home area with others.
Aside from that I only build in foreign docks if they have better quality guns , I try to do something stupid like 13" CAs like >>1093828 or I have an alliance with someone but that doesn't concern the legacy fleet.

>>1109897
Yeah I like how it's not optimized although the ai can generate some illegal designs.

>>1109898
Not that I can recall but depending on the tech level it will work really well.
Early game torpedoes will be too bad at hitting and DDs will have to few torps.
By the time enemy has secondary directors and radar fire control they probably won't survive long enough to fire torpedoes. Although by then aircraft dominate everything.
Raiders and submarines are brokenly op in RtW and will always work very well.
>>
Wasn't there a 1.26 crack floating around somewhere?
>>
File: Wut.png (225 KB, 1894x800)
225 KB
225 KB PNG
>>1109510
Custom build dumb ships, it's the only way to go
>>
>>1112883
No, it isn't needed. 1.26 doesn't have a DRM and removes it from the game.
>>
>>1113299
I was trying to find a new installer really, guess I'll just have to email them
>>
>>1113543
>trying to find a new installer
If it's just that, this is for (you).
https://files.catbox.moe/i2z1mn7z
The patch is the normal 1.26 from the forums, just added for convenience.
>>
>>1113572
Thanks Anon, you're a real human bean
>>
>>1112933
The "Fat Riverboat" strategy, I guess?
>>
>>1113974
Yeah, I imagine it as an ironclad ram for harbor/river defense. Too bad ramming isn't properly in the game. Still, I like to build legacy ships representing the ridiculous past, not planning for the future
>>
>>1114755
Extremely based design philosophy. I will be sure to visit all the glorious sunken ship memorial sites you produce.
>>
>>1112933
>9"belt
good
>10x7" and 14x4"
very good
>only 8ktns and cheap
glorious
>16 knots
Pain
I want to like them, especially with that superstructure turret integration but playing those would make me suicidal.
>>
File: Wien.png (61 KB, 1139x393)
61 KB
61 KB PNG
>>1114768
Thanks Anon, hilariously they are very hard to sink, unless torps are involved.

>>1115190
Well, those are technically main battery Casements, I've not found a way to fit a usable turret of 10+ inches on 8000 tones, while still having armor. On 9000-9500 tones though, you can get a very usable ship for 1900, especially when the Italians or Turks build a bunch of 15000 Ton Bs with 6" of armor.
>>
File: KuKFlotte.png (438 KB, 1139x2424)
438 KB
438 KB PNG
>>1115706
War with the Turks soon brothers!
>>
File: Wash.png (385 KB, 1920x1080)
385 KB
385 KB PNG
>Washington Treaty lets me build this
Guess we're a real nation now
>>
>>1116868
>Greece
wat
>>
File: RTW2.png (338 KB, 1922x1032)
338 KB
338 KB PNG
>>1116887
Yeah, there's a bunch of different nations people have built on the forums. Greece was built for 1, but it works for 2 as both playable/enemy with a bit of work. I've been adding regions from the 7seas mod to the normal map, it's working pretty good sofar
>>
>>1116934
Got a link to the mods?
>>
>>1116936
https://nws-online.proboards.com/thread/3317/mod-list
Here's the forum link to the RtW2 mods, I don't remember if it requires a login.
https://nws-online.proboards.com/attachment/download/6015
Is a Japan mod with Italy replaced by ROC, you'll need the ROC mod:
https://nws-online.proboards.com/attachment/download/6124
Then the Regia Marina mod has Italy facing off with Spain and the Ottomans instead of Germany and Japan, I believe.
https://nws-online.proboards.com/attachment/download/7633
These are some of the easy ones, but it's not hard to browse through the data files and figure out how it works. I just copy pasted Greece into the Italy warinfo20 file over the German bits
>>
File: rtwrevoluttion.png (427 KB, 1920x1080)
427 KB
427 KB PNG
hon hon hon
>>
File: rtwfrancemap1907.png (211 KB, 1920x1050)
211 KB
211 KB PNG
>>1117053
HON HON HON HON HON
>>
File: 1653235884581.png (1.91 MB, 1080x1350)
1.91 MB
1.91 MB PNG
>3rd game, starting to get the Basics
>playing as Italy
>A decade pass, end up stealing/researching some decent guns and turrets
>Time to make some new battleships
>decide to make them fast becuase the original battleships were slow as fuck
>war breaks out with Austria
>First few battles dab on them with my speed and big guns
>Get a battle in poor weather
>Austrian shitboats manage to get close before being spotted and sink 2 of my new Battleships nearly instantly
how do I improve my vision in bad weather anons?
>>
>>1117801
use screens, lots of them. order your big ships to turn away immediately once contact is made and let the dds do the heavy lifting. you did have training in torpedo warfare right, anon?
>>
>>1117801
avoid combat with poor visibility, sometimes it just happens anyways

in conditions of poor visibility you should be incredibly defensive with your capital ships and incredibly aggressive with your destroyers, you can murderfuck them with torpedoes just as well as they can you

personally I always keep at least a pair of torpedo tubes on my battleships to visualize torpedo range if nothing else (they're occasionally actually useful, especially very early and later with long range torpedoes and deck launchers)
>>
File: rtwliberte.png (214 KB, 1920x1080)
214 KB
214 KB PNG
I got quality 0 14" guns before three centerline turrets, so I made this thing
>>
File: rtwlibertedesign.png (88 KB, 1376x760)
88 KB
88 KB PNG
>>1117956
I'm using ghetto all-or-nothing armor (narrow belt, with belt extended of the same thickness) and have a lot of ammo for protracted stern / bow chases. Heavy secondary and tertiary batteries are for cruiser bullying. Torpedoes are pretty much just there to show the range circle.
>>
>>1117956
Why are you using 8" secondaries? Are you using this as a predreadnought killer?
>>
>>1117959
why are you having such thick belt extended? i thought they only protect the stern and the bow where there are nothing important worth protecting anyway.
>>
>>1118042
He probably misunderstood the concept of a narrow belt as length rather than height.
>>
>10000ton, 8" gun treaty within the first year
>Constantly extended for >20 years because why not
There's basically only one ship type left


>>1117053
>The Kaiser has been deposed.
>A communist regime has taken over
Wat ze fug? I've never seen that, gamefiles should have german revolutions go kaiser -> liberal democracy -> fascist

>>1118040
Even as a predreadnought killer I wouldn't advise 8" secondaries. He's got better speed and range with the main guns.
Besides all secondary/tertiary guns <7" can't flash fire, 8" with 2" splinter protection will be "fun".

>>1118042
>>1118046
>I'm using ghetto all-or-nothing armor (narrow belt, with belt extended of the same thickness)
It somewhat works, although AoN has a flat flotation bonus. 10"Belt with 4" BE weighs as much as a 10" narrow Belt with 10" BE.
The thing is narrow belt converts some belt hits to BE but also some BE hits to no armor hits. I think BE is also used for intake protection making speed loss less likely which is valuable for battlecruisers.
>>
>>1118046
>>1118042
I don't have the explainer image handy but it's both length and height. Essentially "flat thickness, narrow belt" covers ~80% of the ship's length and all of the machinery.
>>
>>1118145
>>1118040
Ostensibly the purpose is to hunt enemy CAs (Germany laid down 10 CAs around when I laid down the Libertes) as well as bullying predreadnoughts and generally supporting the battle line. But the honest answer is I just really, really like Lord Nelson style predreadnoughts. My last generation B is basically the same ship but 19 knots. It's just a really satisfying layout for me, even if it's not optimal.
>>
File: rtwamericashowsup.png (96 KB, 1920x1050)
96 KB
96 KB PNG
America showed up to my fleet battle with Germany off Dogger Bank. Technically these are dreadnoughts, but they're 17 knots and only carry 6x12 AXY. Devastation and Magenta have 4x14 and 12x8 secondaries, and are better armored. All my ships are 19 knots. The Liberte class are all here in a scouting group to the north with some DDs. Germany should have ~4 BCs and ~10 CAs and not much else.
>>
File: rtwscharnhorst.png (167 KB, 1920x1080)
167 KB
167 KB PNG
>>1118755
These are the CAs the Libertes were designed to destroy, but it's going to be dark soon and I won't risk a night engagement.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.