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How to defeat the semi-dreadnought?


Druzki

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Hey,

I'm really loving the missions in this game because most of them are really well designed and have a high degree of replayability, and have a balance between challenge and fun

However for me the only exception to this rule is the defeat the semi dreadnought mission. Now before alpha 5, I had managed to win this several times. I understand that this mission is a challenge where you are at a disadvantage, but honestly the stats of the enemy ships are so above your own that it gets almost impossible to win without being extremely lucky.

1. Semi dreadnought is way too fast

In the previous alpha versions, the AI would design the semidreadnought with a reasonable generally historical 16-21kn speed, but now the majority of the time its designed with speeds above 25kn, sometimes reaching over 30, outrunning its cruiser escort. Even when it spawns with maximum bulkeads, it usually reaches speads above 26kn. This not only makes your odds stacked unreasonably against you, but it completely breaks the immersion. 

2. Semidreadnought is way too hard to pen

Even if you put highest calibre gun possible, its very hard to pen , even at close range with 11in+ guns. I remember in the previous alphas it was tough but quite possible to pen . Even when its spawned with a very high speed, it usually gets 12+in belt armor, both outgunning and outspeeding you to a massive degree. Having one with 16in+ of krupp armor also breaks the immersion.

3. Your cruisers are useless

They have extremely low survivability, accuracy and speed. I understand that Im supposed to be in a technological disadvantage, but. even using your cruisers for torpedo attacks against the semi-dreadnought is impossible majority of the time, since theyre spawned with <2km range torps, if they even have torps at all. Also the semidreadnought is usually at least 40-50% faster than them. 

Possible improvements that could make this scenario more possible to win without just luck while keeping it a challenge is that the semidreadnought has a speed cap and armor cap (<14in belt)and either the enemy cruisers are reduced in technology or yours are increased.

 

Regarding the hulls available to you, the battleship III hull is such that you can only mount max 10in guns, which with the current armor quality that the enemy spawns in, makes it almost useless. 

Does anyone else find this mission to be a bit too unbalanced?

 

 

 

 

Edited by Druzki
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The primary issue with this mission is that the semi-dreadnought will run, and you're in for a stern chase. 

If you want to cheese the scenario, build two battleships that are geared toward destroying the cruisers (9 inch primaries), and load up with torps.  Keep restarting until the semi-dreadnought has no torps of its own (you can check before the identify process completes by clicking on the semi-dreadnought; if it has torps it will show up in the range).  Destroy the cruisers (hide your own cruisers behind your battleship), and then close range and torp.  This allows you to do so much damage to the semi-dreadnought, that by the time it thinks to run, it won't be able to make anywhere near its top speed, and you can keep pace.  In terms of closing distance - although the high speed of the semi might seem a problem, keep in mind the AI usually doesn't go for top speed, and will turn to maintain a broadside.  Thus, you don't really need more then 20-22 knots to close range.  If he runs, that's another matter.  You will need a lot of belt & belt extended armor.  Deck armor can go to 0.

Given your post, you probably want a more legit solution.  Sometimes you'll get lucky and the AI will choose lyddite and/or have insufficient belt extended armor with few bulkheads.  In that case you can pen him from 5000 m with 12 inchers, and you might flood him before he has a chance to run.  If he spawns with lyddite and no torps, definitely close the range ASAP.

If he has torps, you're in for a much tougher time.  The only way to do enough damage to prevent his escape is at extreme close range, and torps make that much more difficult.  You could have him expend all his torp ammo before closing in, and/or sneak your light cruisers in behind you for torp attacks of your own (if they spawn with halfway decent speed and torps).  Either way, I've always found it easier to destroy on the enemy light cruisers first.

Good luck, this is one of several scenarios that are extremely tedious if they end up in a stern chase. 

Edited by HNMasterson
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