Russia gets over 10x the score you do.

"Minor victory"

Eh?

Also bloody hell the AI in this game is a bit shit isn't it?
If you're going to have ships work under AI control for half the battle you could at least make them not-braindead
It probably calls it "Minor" due to the fact that at the end of the day, only one ship was sunk each side (I lost a CL, I'm not actually sure what they lost), and defensively, no major objectives changed hands or capital ships were lost.

Strategically however, it's definitely a win in the Russian's favor, since I already had less ships than them to start this war off with, and now two of my Pre-Dreds and one of my larger CAs are going to have to go into Dry Dock for repairs.

At least silver-lining out of all this, is that once more ST.LOUIS IS OP :V

Technically it's a design derived from the St.Louis, but seriously. Foefire got the absolute shit kicked out of her in a knife-fight with a Russian Pred-Dreadnought, then went toe-to-toe with CLs a couple of times later in the battle, yet she only came away with "Light Damage".
 
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Very "interesting" so far, you're probably going to need quite some luck to beat the Russians. I do have a few recommendations though. Firstly, you're going to need to set some ships to coastal patrol, and I'd recommend building around 20 or so 200 ton MS for this purpose, since that will free up larger ships for more important matters. As far as torpedoes go, they're absolutely terrible in the early game because captains just refuse to launch them. This gets marginally better as tech advances, but I've yet to build a torp focused ship which was worth the money I spent on it.
 
Also bloody hell the AI in this game is a bit shit isn't it?
If you're going to have ships work under AI control for half the battle you could at least make them not-braindead

Nah, the fog of war is real just like in real life! :p

Naturally this results in situations where ships will pass up opportunities or suddenly blunder into getting the Medal of Honor/Victoria Cross/ Order of Chrysanthemum.
 
Yeah...the AI needs some...refinement.

Torpedoes apparently do fuck all in the early stages of the game. Just build gunboat DDs :V
 
There's a setting you can tweak to give yourself more direct control over your forces so you can actually order your DDs to make a torpedo attack. I can't recall where the setting is, though.
 
Nah, the fog of war is real just like in real life! :p

Naturally this results in situations where ships will pass up opportunities or suddenly blunder into getting the Medal of Honor/Victoria Cross/ Order of Chrysanthemum.
Yep, a lot of the derp with the A.I. tended to happen when ships would fall out of contact with their flagships. Case in point, my Destroyer Divs that were non-factors for most of the second stage of the battle, and then the point when Carver and DesDiv.5, 6 and 11 took off to do their own thing. I'm also pretty sure it's the reason why the Russian forces became a lot more organised as they fell back to the mouth of the port, while further out, it degerated into a close range brawl.

At least on the upside, Carver and the Destroyers actually managing to save Hound was pretty awesome, especially after hours of the game describing in clinical detail what was happening as Hound and her crew was slowly blown to bits with each hit.

Though I do still want Carver and Yukaze's Captains' guts for garters after the fuck ups their over-eagerness to banzai the enemy created earlier in the battle. :V

There's a setting you can tweak to give yourself more direct control over your forces so you can actually order your DDs to make a torpedo attack. I can't recall where the setting is, though.
Yeah, that should be "Captain Mode" in the preferences.

Currently I had/have it set to "Rear-Admiral" mode, but that was mostly because I didn't want to micromanage every aspect of my forces while in a fight, all while trying to take/upload screenshots at the same time. I also kind of assumed my forces would be more competent.

To be fair however, the main reason this was such a balls up by the A.I. was because I was counting on my DDs to even the odds in my favor by surprise/alpha striking the heavier Russian ships right at the beginning. But then that didn't happen because the A.I. "thought" differently than I assumed, and despite them being my best assets aside from my Pre-Dreds for taking out the Russian ones, they were basically non-factors for most of the later battle. Aside from Tracker being hit by that Torpedo, I like to think my Cruisers (my CAs in particular) did pretty well for themselves considering it was a night battle at knife fight range.

My pre-dreads on the other hand, got struck down by the hand of bad luck. I probably would have stuck around longer actually, if Carnifex hadn't lost control of it's rudder, but with the pre-dread ratio basically reduced to 2-1 in favor of the Russians, combined with the fact that Carver was out of communication and looked ready to happily bum-rush the Russian Battleline, I figured it was time to regroup my remaining controllable ships around Antagonist, and hope that Carver's A.I. Would follow along once it realised nobody was backing up it's Banzai charge.
 
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The more I think about past games, the more I'm struggling to recall any incidents in which DDs were even remotely worth the money I spent on them. While torpedoes do get a little better, like I mentioned earlier, even when they're at their best they're still pretty bad, and they definitely aren't at their best in the early game.

I actually once tried building no destroyers, but it turns out if you do that, then when you try to go to battle, the game just says you don't have the right ship types to assemble a proper formation and forces you to decline battle. Still, I wouldn't build more destroyers than absolutely necessary to avoid that issue (well, a few in reserve, so when some get sunk doing something stupid, you aren't forced to decline all battles that come your way).

I will note, these recommendations are influenced by the fact that I only play on Admiral Difficulty, not Rear Admiral, and it may be possible to get a little more out of destroyers if you control them directly, but I haven't had any luck with them, even in battles where I did have direct control over them.

Because of all this, I should warn you that you've chosen what is, in my opinion, the hardest nation in the game to play as, because Japan's strengths involve tools (destroyers and torpedoes) which really aren't all that useful.

Edit: In the interest of not just talking about all the things I think don't work, I'll also recommend that you build a fleet of very, very heavy heavy cruisers. They're very strong in the early game and never really become useless. I've managed to get continued use out of some designs for more than 20 years, so they can be a really good long term investment.

Oh, also, I don't know if you've already done this, but I don't see it mentioned anywhere. The general consensus I've seen is that its best to always keep research spending at the maximum, 10%.
 
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Year 3 Part 5 - A Nation at War
And so with that absolute shitshow out of the way, it's time to assess the situation and figure out what the hell to do next.




As you can see, my two big problems are that Carnifex is out for a month, and Antagonist is down for two. Amazingly Hound managed to limp back to Japan, although it's been so thoroughly fucked up, it's out f action for 3 months. Meanwhile, it's still going to be at least 8 months at best before Predator and the Winter Class CA's roll off the production line.

Also, I'm being blockaded. So that's a kick in the nuts.

At least on the brightside, the budget got a boost and the St. Fires are all still operational, and they proved themselves capable of holding their own.



First things first; considering how crap they proved themselves to be, and with the Lupis class now around to (hopefully) replace them in any future operations, I stick a bunch of Hound Class DDs on Coastal Patrol duties in NEA and SEA. I also dispatch a pair of Hunters as raiders, hoping that the 24 knot top speed will help Harrier escape the Russian Blockade on Japan.

(in fact the game told me I needed more ships on duty, so I ended up sticking all the Hounds on Coastal Patrol).



I really don't like those numbers though. I either have to get extremely lucky with the raiding game, or pray I can last a few months until I get more ships.

Just to be safe, I set SEA's second Hunter Class to raiding duty as well.



Following @Das Wolfe's advice, I use part of the budget to pump out a bunch of glorified patrol boats to eventually help back up the Hounds on Patrol Duty. At 200 tons, these things are basically just two guns and an engine powerful enough to run away from anything that actually poses a threat to them.

I also dip into the red by a few Hundred thousand buying a third Chevalier Class CL to replace the sunken tracker. Whether things do go well or not over the next few months though, it's just as likely the war will be over by the time my new CLs arrive.

And finally, because I hate money, I raise Intel efforts against Russia to high.



This would be nicea nice start to the first turn of the war if I didn't have to decline the chance to do a Coastal Raid operation due to my Pre-Dreds still recovering. Harrier shows more promise in the ensuing turn by sinking 3 enemy ships next, but then I am hit with this offer.



The B and CA ratios aren't quite 2-1 for once, and if the objective is to sink convoy vessels, hopefully the superior speed of my Carnifex Pre-Dreds and CAs should give me the advantage and allow me to just slowly harass them to death.



Annnnnd of course, the operation was planned by monkeys who only gave me my slower Pre-Dreadnoughts.
 
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I can see the contracted ship builders in their office with only a lamp on twirling their evil mustache saying something like.

"Something, something, dark side budget cuts"

to explain the delays in your new ships.
 
Year 3 Part 6 - Convoy Raid (part 1)
Whatever genius is behind the organization of my fleet at the beginning of each engagement needs to commit seppuku.

Seriously, there's no other redemption for this kind of bumbling.



Not only is it my slow Pre-Dreads assigned to this convoy raid, but the Heavy Cruisers are the ones stuck up front scouting and trying to keep the rest of these communist bastards in view while the rest of the Fleet catches up. As the Russians take their first few potshots at the St. Fires and I try to keep them at max range, I am then told that the Russian apparently have at least 1 possible Battlecruiser with them.

Welp, there goes the last of my hopes for the speed advantage in this engagement. If the Russians decide to be aggressive or pursue at the end of the engagement, then I'm really fucked.



Suddenly a chunk of the Russian force seems to back track on it's own course. At first I assume this to be them reorganizing to confront my forces and close the distance as quickly as possible, but as I alter my own fleets course, i notice the DDs still milling around the bottom.

I really hope that isn't the transports taking off while the Russian Heavy hitters try to deal with me. At the very least, hopefully that won't result in the clusterfuck that was DDs invading my battle line like last time.



A few minutes later and my fleet has now thankfully reformed on a new track course, with the DDs and CLs hopefully set to protect the Pre-Dreads and CAs from any attempts at torpedo attack.

Those CAs however, move at least a knot faster than my Dreads, so running them down will be impossible. At this point, the best thing is to probably either rush north for a bit and hope I encounter the convoy's slower ships, while having someone scout south. If I don't find anything however, my remaining options are to blunder about lindly until something happens and either;

a) wait for the Russians to find me then beat them to bits with the battle line.
b) wait for the Russains to find me and then die horribly because they outnumber me and are faster.
c) run away like a coward.



Bingo

Except now I'm in what's essentially a Stern chase with those CLs, and those DDs are getting worryingly close to my battleline, which is only moving at 14 knots, because I'm trying to increase my gunner's accuracy.

as much as I'd like to speed up to try and catch up to the merchant men, or try and cross the T of those CAs, I don't want to get any closer to those DDs or ruin my gunnery with maneuvers and speed changes. For now, I guess I'll just going to have to keep creeping along and hope the gunnery from my CLs and some aggressive flanking by a few DDs while the rest keep shooting, will convince those Communist blighters to sod off.



Some fancy maneuvering thankfully sees the DDs attack foiled, allowing the fleet to not only continue on towards the Russian convoy, but also now allows them to momentarily put more guns to the fleeing CAs (not that they manage to hit anything :V )



Time to let the carnage begin (and pray nothing big turns up to help)





Yep, here comes the Russian battleline

At least on the bright side, that reorganization I did after the DD attack means my forces are pretty much already arrayed in the right direction. Hopefully I can also put the Merchantmen between my fleet and the Russian's battleline so I can keep taking potshots at the real objectives here.



Okay..... for some reason their 3 brand new Pre-Dreadnoughts have all gone HAM and are now turing nose on to me rather than passing by, while the CLs and DDs either flee or mull about to the north of the convoy.



The Russian Battleship formation breaks up upon garnering a lot of attention, despite not actually been hit. Meanwhile, new problems arise when Shoikaze takes a hit bellow the water line and begins flooding, while at the same time, the Russian CLs and DDs look like they're about to flank down from the far side of the convoy.





With a bit of maneuvering and shifting of fire, the Russian DDs break off their attack, and a hit is even made on a Russian Pre-Dread. As they maneuver back onto a course to keep flinging lead at the Russian Merchantmen however, this happens.



Thankfully the situation is easily rectified, and the Russian fleet withdraws once more, leaving me to work over the Convoy almost unimpeded.

However, whether they'll leave it to it's fate, or come back for another round as the milling DDs and Cruisers to the Northeast seems to suggest, remains to be seen.
 
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Year 3 Part 6 - Convoy Raid (part 2)
Well shit, it looks like they're attempting to make a new battle line and possibly attempting to cross my T. Either that or they're regrouping for another attack.



Thankfully I've already gotten some hits on the Merchantmen, but my gunnery is probably going to go to shit again if I have to maneuver. The question is, which direction to go in? I can either go east and hope the convoy doesn't run behind the Cruisers and DDs, or I can head northwest and pray their BBs suck at aiming.

Fuck it, North it is. That'll put me on a closer track to the Merchantmen anyway as they try to flee.



More hits are scored on the Merchantmen, as for the third time in the battle, my battle line crosses over itself with the aid of some intense micromanagement.



And so the situation continues to develop, with it now revealed the Russians have a second battleline going on, with a bunch of DDs following their battleships.

Not eager to have my T crossed or come under mass torpedo attack, to my frustration I then have the fleet change course again. About the only upside is that at this range, it doesn't take very long for the gunners to start hitting the Merchantmen.



Not only does this fourth round of maneuvering force the Russain lines to reorganize themselves, but to my pleasant surprise, one of the DDs actually manages to hit a Merchantman with a torpedo.



The ensuing close-range pass wreaks havoc upon the Merchantmen, with numerous hits being scored, a few being reduced to medium damge or struck dead in the water, and a pair even catching fire.



Making a slow pass around the fleet, another aborted attempt is made by a pair Russian DDs to approach the column, but return fire from the escorting Destroyers and CLs quickly convinces them and a supporting Diana Class to make themselves scarce. With almost no opposition and from almost point blank range, my Pre-Dreads, CLs and CAs pummel the absolute shit out of the poor Merchantmen, leaving more of them dead in the water, starting more fires, and even reducing a few to "Heavy Damage" along with some combination of the other two.

As the fleet slowly loops back North and the Merchantmen attempt to flee Northwest however, the Russian CLs are spotted regrouping, while the Russian Pre-Dreads attempt to take up positions in their DD line once more. Of course by this point, you all know what that means.





Cutting hard to port and sweeping through into the convoy itself, not only results in one of the Merchantman being blown to kingdom come with a lucky shot, but then a second DD actually succeeds in a torpedo run on another Russian Merchantman.



Light rain sets in as the fleet scythes through the convoy like a medieval cavalry charge. Up North however, the Russians finally seem to be getting their shit together and are regrouping their Cruisers with that half-cocked battle line made up of Pre-Dreads and DDs.



Finally a second Merchantman goes down in a hail of gunfire, thus achieving the mission objective.



I'm not done yet however!

I maul the rest of their convoy to death before I then have the fleet run for the hills, only for the Russians finally find their balls and rush in just after I've sunk everything. A short chase later and then I'm home free.



How do ya like dem apples you Commie Bastards!

Cyka blyat motherfuckers




They still have more than triple my VP, but it's a start.

Annnnnd of course the Spirit of Winter is delayed by another month. It's like these bastards want to be ruled by a Dirty Commie dictatorship :V
 
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Year 4 Part 1 (Cruiser Force Encounter 1)
So, with two battle now under my belt and some time to think things over, I believe a bit of re-prioritization is in order.



First, while they had their moments in that last battle and made useful interceptors for telling enemy DD formations to fuck off, torpedoes really weren't that useful. Gunnery made all the difference in that battle, as well as the superior speed and maneuverability of my Cruisers that allowed my CAs and CLs to repeatedly reshape the formation as the Pre-dreadnoughts zigg-zagged about. Their speed also allowed them to fight a harassing action with the enemy fleet until my slower 19 knot Pre-Dreads broke line of sight with the enemy, at which point my Cruisers put on the gas and sent them on a wild goose chase in the wrong direction after they broke LoS as well.

To this end, I give up on "Light forces and torpedo warfare" as well as "Torpedo technology", and instead place new priority on "Machinery development", "Hull construction" and "Fire control".



Second, as soon as those Patrol Boats are done, I want to start putting more boats on Raiding Duty. Currently I have two CLs in SEA doing so, but there's apparently not anything down there for them to interdict or sink. I'd move them to Northeast Asia so they can join Harrier, but the fact that the Russians have forces down there makes me worry, even if it's a token one and more Force Requirements could probably handle one of the CLs being redeployed already.

The next turn actually passes without incident. A few surprise advancements are made in AP shells, and Harrier doesn't get to sink anything due to an encounter with a Russian ship, but otherwise nothing noteworthy happens.

The next turn however, takes me into 1903, and then this happens.



Well, I could really use the money, despite how much I'd hate to piss off the Brits.



And then a battle.

I really hope with a "Battle Size of 1 and a name like Cruiser Action, that means there aren't any or at least very few Russian Pre-Dreads.



For once my force composition looks like something that wasn't assembled by an absolute dunderhead. I have the trusty trio of St. Fire, Spirit of Fire and Foefire, I got a pair of Hunter Class CLs, and a handful of destroyers.

On the other hand however, I have no objectives actually listed, an apparently massive amount of time on the scenario-clock, and no sight of the enemy fleet. Also, the weather is kind of shit. This could either go really well, really badly, or I'll end up pissing about in the rain for a few hours.

Well, win some, lose some I guess.



Well hello there. I wonder if he brought friends?

Whatever he is, he immediately turned tail or started maneuvering upon catching sight of a CL, so hopefully he's not too big. That or he has more friends he wants to have back him up.



Well, there's at least 2 CLs out here, though I don't see anything else yet despite the passage of a few minutes . All they seem to be doing is circling around and attempting to keep Raider in view. They haven't even attempted to close in and take pot-shots at her yet.



Annnnnnnnd there's the rest of their force.

I looks like it's of similar composition right now, though I appear to be slightly outnumbered. I at least have the speed advantage, but that doesn't really mean much when my ships keep on misreading signals and orders due to the shitty weather.



As the Russian cruiser force apparently falls apart at the first sign of having to make a decision about what to do next, I immediately cut speed and swing left while forming my Cruisers up into a loose battle line in order to make a pass at this lone CL. Almost immediately it starts taking a hits.



Seeing the Russian squadron finally gets it's act together, my next goal is to get the St. Fires to the front of the battle line via creative micromanagement of ship courses and speed changes, so they can hopefully tank hits for the thinner-skinned CLs



Great, here come the CAs.

Those Olegs are pretty similar in armor and armament to the St. Fires, but the Banyan could be a problem. While it has thinner armor, it packs two 10 inch guns.



The St. Fires start trading hits with the Russian CAs, giving and receiving damage in turn, but the real problem starts when the Russian DDs initiate a mass torpedo run.



Eventually I finally sort this shit out and put a few good hits into the DDs while fending them off, but the fall of night and the deteriorating weather add new problems, with the Russians soon lost from sight.

Now I am effectively left blind and stumbling around in the dark.



Eventually after stumbling around in the dark for a while, I finally make contact with the Russians again, kicking off what is now looking likely to be a night battle.



Sadly all it turns out to be is a bunch of DDs, who immediately turn around, flee and are quickly lost to the darkness of the night once more, without even a single shot being exchanged between anybody.
 
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The second your Minesweeper Patrol boats are done, you need to start shitting out Subs in batches of 5-10 until you have 30.

Maintain that number and a similar number of Minesweepers if you can. And when you get medium subs, up sub numbers to about 50. They ruin enemy convoys and have a chance of sinking enemy ships leaving the fight.

While subs will only ever give VP off convoy actions, the chance that they might sink a Battleship is not something to pass up on.
 
Year 4 Part 2 - CRUISER NIGHT BATTLE 1
Blundering around and blindly sweeping passes through the fleet's last known location in the dark for about ten minutes, eventually it looks like I have lost any chance of contact with the Russian force.





Of course, when it rains, it pours, and my DD screen blindly stumbles head on into into the middle of what appears to be two formations. Torpedoes are launched, but with no clue what the hell those things are, I don't plan on sticking around, especially since the size of those things seems to suggest that at least two of them are CAs.



OH FUCK

THAT'S A BATTLESHIP





Shit only gets more confusing, as either someone misidentified that Oleg as a Battleship, or there's even more firepower up there as well. The intial torpedoes shot that way miss, but then as my DDs flee Southwest, the Minesweeper they saw was either misidentified as well, or it had escorts as they pass with a few hundred yards of a Legeki. Then much to my amazement, Kamikaze actually manages to put a torpedo into the thing



While the DD is left dead in the water, it is left side on to the battle-line's course giving it the perfect aspect shot on the CA's if they continue on as planned. Meanwhile, the Russians withdraw northwards, and so deciding to kill two-birds with one stone, I turn to pursue. The maneuver allows the CAs to cross the Legeki's T at close range, and a salvo from Spirit of Fire promptly blows it out of the water.



As the fleet moves to pursue however, something crawls out of the darkness and begins tailing after Raider.



Eventually Raider's tail breaks off, while the head of the column continues North. Lots of mad weaving from the DDs ensues as they repeatedly have to interdict attempts by Russian DDs to make runs on my CAs, along with continually brushing with the Russian formation to give an idea of where they are. In all the madness, what was thought to be a lone DD making a torp run on the CAs, turns out to be a very isolated cruiser when it ends up at knife-fight range with my DDs.



Suddenly the CAs appear once more, just as a number of bad hits are taken by a few of my DDs



The CA's disappear from view as the fleet heads east, but this throws the DD screen into the Russian one.

Then as if the situation wasn't bad enough, Spirit of Fire falls out of contact with the rest of the Division, despite being right at the center.



And then this happens.





Also unseen, Spirit of Fire circling around to the North for some unfathomable reason.



At this point, things have definitely turned into a clusterfuck.

Spirit of Fire is zerging away to the Northwest, my remaining CAs and what's left of the DD screen are struggling to chase off these remaining Russian DDs, while Kamikaze is dead in the water/stuck to the enemy DD she tried to ram, I'm trying to link the rest of the fleet back up with everyone while taking potshots at a second dead in the water DD, and I have absolutely no fucking clue where the rest of the Russian cruiser force is.



And because the situation isn't FUBAR enough, as Kamikaze and the Russian DD do their best impressions of 18th centuray ships of the line by firing their main armaments into each other at point blank range, Spirit of Fire runs headlong into the enemy fleet



At least Spirit of Fire's blind blundering was good for something. Being not completely brain dead, Spirit of Fire's A.I. Captain turned tail and ran, only to stumble into this second force just Northwest of my main position.



And it's those DDs I ran off earlier, and they promptly put a torpedo into Spirit of Fire.

-sigh-

As much as I'd like to save Kamikaze and finish off these two DDs, Spirit of Fire is too valuable an asset to let die.



Forming a very loose battle line, one of Spirit of Fire's attackers is chased off, while the other is left dead in the water and then torpedoed. Meanwhile, Kamikaze finally sinks her opponent, but Spirit of Fire is now charging Northwest once more, despite already running into the bulk of the enemy CA force there previously.

Now the chase is on to link back up with the stupid fuckwit, before anybody else takes serious damage or is sunk.
 
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Long term I'd really advise using torpedoes. Yes, they're not that good now, but mid-late game a surprise attack with torpedo armed destroyers will probably net you all of the ships in harbor. Got in a war against Britain as Japan, netted 2 modern battleships, a battlecruiser, and 5-6 cruisers. Basically the entire British pacific force, destroyed on day 1.
 
I think the problem with torpedoes is that they are slow and very short ranged at the beginning of the game.
 
Year 4 Part 3 (Idiot Cruisers and NIGHT BATTLES)
And so for the third time in the night, the Japanese and Russian Cruisers clash.



Expect fuck that, I'm running the fuck away :V



Right now, my fleet is far too strung out and in completely the wrong organization to deal with this shit. My CLs are at the front, while my CAs lag behind, I have a number of moderately damaged DDs, the weather has fined up a little, but it's still too rough to make use of their superior speed, and I currently have the lead in vessels sunk or heavily damaged anyway.

I think the best course of action at this time is to try and either break up the Russian line, or attract their attention and lead them on a wild goose chase away from Spirit of Fire.



Unfortunately I loose track of the Russians far to quickly for my liking, while Spirit of Fire does the dumb once more and starts circling around. Meanwhile Kamikaze finally fixes her shit and heads Northwest as well.



And of course, with the Russian force something like a stones throw away in the darkness to her left, Harukaze picks a wondrous time to fall out of communication. Meanwhile I have a growing suspicion that Kamaikaze's course is going to result in her running into the Russians if they don't turn around. Thankfully though, she finally gets close enough to Foefire that I regain control of her.



With Spirit of Fire finally reattached to the fleet, I figure it's time to GTFO while the score is still in my favor.

At least I hope it stays so, since I have no clue what the fuck Harukaze is doing.



As my main force flees east and I pray Harukaze doesn't end up running into anything, I almost feel further justified in my decision to disengage from the battle as the weather takes a turn for the worse. With rain now adding to the windy and overcast conditions of the night battle, accuracy and visibility decrease even further, meaning any further contacts would have been close-range nightmares.

Setting the fleet on a course for home, I then resign myself to a boring wait for the scenario to time out.



But then to my immense disbelief, a few hours into the next day, just as this nightmare is finally about to end, I run into these fucks once more, this time off the coast of Japan, taking pot-shots at my coastal artillery.



One hasty battle line later, the chaos begins. At least on the upside, the Russians appear to be thrown into complete disarray by my sudden intervention.

I don't plan on sticking around long though. Hopefully I can scare them off or get them pissed enough to start chasing me rather than their actual objective until the scenario finally ends.



DesDiv.2 really have been the MVPs of this entire battle. Once more they tangle with and harass the CAs, only this time it's in daylight. Breaking up the Russian CA's formations with faux-torpedo attacks, they even manage to score hits on the hulls of a couple of Olegs with their popguns (not that it causes any damage).

With the scenario now passing into overtime, and with the way cleared by the DDs, it's then time to put on the gas and run. As the CAs and CLs flee while the DDs harass the ruskies, the return of the light rain then allows the DDs to do their own disappearing act.



The final result for the operation.





Urgh, I really didn't need Spirit of Fire being knocked out for 3 fucking months. I also did jack against their CAs.

Maybe next time I'll get lucky and my DDs will actually torpedo something useful for once.



Russia is also still massively ahead of me in terms of VP, and I'm also still Blockaded.

At least on the bright side, while I didn't get any Prestige, I got a pay rise, so I'm no longer hemorrhaging a million a month.

Also the post-operation reviewed ship course line-things from that battle made a heart, so that's nice as well.

 
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I think a big part of the problem is that I am outnumbered 2-to-1 by the Russians in pretty much all areas, but where this hurts me the most is in terms of my Pre-Dreads and Heavy Cruisers.

These things can take so much god damn damage, so near as I can tell, there's really only two ways to take one down. A slugging match between ships of equal stats, or a lucky torpedo attack by multiple DDs. The thing is, we've seen how unreliable the later is, and I can't really afford to get into the former because I'm already outnumbered, and every ship taken off the line due to damage or sinking really puts the pain on my already limited forces and resources. So basically I am currently stuck in the conundrum that I need to make an aggressive play against a Russian battle line or somehow isolate and sink some of their heavy hitters somehow, but right now I can't afford the kind of losses or damage that could be incurred, even if it goes right.

A loath as I am to admit it, if I have to engage the Russian's surface fleet with my own, it needs to be in a decisive battle of some kind. Any attempts at sinking them is going to have to require me getting really lucky and catching something on it's own, or sinking/badly damaging enough of them at one time that they can not retaliate while my own vessels recover.

Also, on another topic, what are people's thoughts on me recording a battle then uploading it to youtube/linking it here?

The screen-caping lets me do some silly stuff with my reactions and commenting on the shenanigans of my brain-dead captains, but it really drags the process out. I get the feeling most of these battles should be resolvable in about 30-60 minutes, but having to screen-cap Rule the Waves, paste-crop-and-copy in Paint, then upload to imgur before linking and adding to my post here pretty much triples the amount of time it takes to do each scenario. A recorded match might also show some of the other derpy stuff the A.I. sometimes does, and give an idea of how I actually run everything.

There's also possibly the minor aspect that I may also really want to just get through to when I finally get more ships and aren't desperately trying to play it safe and forestall the Russians with each battle. :V
 
Why do you even have so much money in the bank o_o what are you saving up for.
 
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