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  1. And with the US there should almost nothing but duds, after watching the video about the Mark 14 Torpedo I an amazed it sunk anything until 1943.
  2. So after finishing the scenarios I thought of two more things. 6. As Looping above me mentioned we need a post battle report. For those who played Ultimate General, can you imagine not having that post battle report? I would like to see what ship did well, who did poorly, did the DDs and TPs I sent to torpedo the BBs and BCs make the sacrifice worth it, etc. especially in custom battles that would be great as you sometimes have a lot of ships going against numerous other ships and can’t keep track of who did what to whom and when, but in scenarios that would be helpful to, just to see what ship design or tactics works best. 7. You could multiply the number of scenarios by just marking what tech and hull you used in a successful completion. Eg. I went for Main gun tech and BC in a scenario, so that would be marked green, next time I would try it with a CA and Main guns, then extra cash and BC, etc. When campaign will be available this would be less useful, but for right now it would multiply the existing gameplay.
  3. Finished a day ago. Hurry up was the worst for me, but the posts here helped with that.
  4. Thank you guys, your input helped a lot (and there was a little luck since I got 8” and torpedo mounted CLs). The CLs torpedoed the CA and CL and did some damage to the DDs before going down. For the BC I went for a lot more speed, lower caliber guns and less armor then usual and it worked. In the end it was a relatively easy and quick.
  5. Gun&Fire control or Torps & Shell? Any secondary guns? What armor?
  6. I found that one quite easy actually. Forget about the secondary guns and torpedo protection as the DDs won't get within 20km of you. Go for 30 speed, 5x18" 3 gun turrets, heavy shells and TNT and deck armour. Try HE everyonce in a while and focus on only the 3 older BBs, take out the fastest one first, the the other two. Fire a few shells at the big BB that comes and it will turn soon.
  7. Has anyone managed to finish this scenario? I have completed everything else, but this one. I went with a BC, 2 CA, 5DD all in different configurations (torp heavy, medium gun heavy, big gun heavy, faster, more/less protection, etc). I came closest with the 5DD, but it was down to 1DD with no damage, 1 with medium and one on his last legs plus one the the CL which was without engines against three enemy DD whit no damage (sunk the CB, CA and CL). I couldn't finish tem off as every time I got close he launched a mass of torps and I lost the two damaged DDs and had one left. I just can't hit those DDs, they are fast a hell and have 120 torpedo tubes each (or so it seems) and my 5" guns on DDs can't do anything. Everytime I went with a bigger ship I destroyed 1 or 2 of the big ones and then the DDs just covered me with torpedoes. Has anyone won this one and if so, how?
  8. I bought the game a week ago and so far I think it's very good. For me it's the best naval game (for surface vessels) I played since Fighting Steel 20 years ago. There are a few things I miss (maybe there are in the game and I just didn't notice them yet) and I was wondering if the team was thinking about it. 1. 2D game view. For big battles it's hard to keep up where everyting is and a 2D game view would be great for an option 2. Opponent speed and direction. You get a lot of information about the enemy (more then would be available to a real captain) but you don't get the speed and direction which is the basic information that you would need to calculate a firing solution for guns and torps. 3. Setting a direction of sailing (seting a course). Clicking and the ship going there is great, but sometimes I would prefer to be able to set a course, not only for one ship or group, but for different groups, so I can have them run parallel to each other. 4. Seeing which turrets can fire/are fireing and which are still not engaged. I have found myself many times just watching which turrets are fireing to see if I have my ship at an optimum angle to close and still fire with all the turrets and the changing the course a little, waiting, changing, waiting, etc until I see all turrets firing. 5. Torpedo spread. If possible I would like an option to change the torpedo spread, ad right now I see they are very thight and if I shoot 10 torps and the ship changes course just a little (at long distances) all will miss, but if I can set a larger spread, yeah 8 will miss, but two will still hit and do the damage.
  9. This is the exact setup: 44.000t Speed 42 knots Range: Very short Bulkheads: Many Components: G. Turbines Oil Forced Boilers Aux III engine Shaft II Krupp III No barbette, No Anti torpedo and a single hull bottom Bulkheads II Antiflood I Citadel - nothing Armament: Heavy shells TNT Explosives Auto reloading Everything else standard Equipment: Top rangefinder No radio Gen II Radar Armour: 11 belt 7 deck 11 tower 2,4 turret top 6,2 belt ext. 3,5 deck ext 11 turret 3,8 secondaries The ship has: 4x 3 barrel 17" (one is on a barrbette, the rest are deck mounted) Modern tower V Secd. Tower III 2x Tall Funel IV No secondaries and no torpedoes This is from my last 3rd run, when I upped the speed to 42 and reduced the armor to 11", you could do 40 and 12".
  10. I put 17" guns in 4 turrets 3 guns/turret (TNT, high weight ammo) 10-12" armour and 40 knots top speed. I played the mission 30 times before I got the design just right and the played it two times again after I won to be sure. Won every time. I just stay at 15km from the BB and 10km for the CA, CA only needs a few HE rounds to go down, BB sooner or later turns and runs, when I get to 5km I start with the HE and it blows up.
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