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how is this beatable?!? prove your might


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so i have tried this mission.. idk even how many times, at least 50 times.. and its literally the same thing EVERY time.. enemy BB, who has 4x 3 barrel 14" main guns, 2x 2 barrel 6", 6x 2 barrel 4", 3x 2 barrel 3"  secondaries each side,  , as well as almost every upgrade you can have somehow... many bulkheads, antitorp V, AUX III, Shaft II, Krupp IV, Barbette IV, Triple hull bottom, Re enforced bulkheads I, Antiflood III, Citadel V, super heavy shells, Cordite II explosives, electrical turrets, standard reloading, fast 21in torps (two launchers each side), RNG S IV rangefinding, sonar III, RDF radio, Gen 1 radar. this combined with, 13.3in belt, 7.2 belt extended, 7.2 deck, 3.7 deck extended, 18.1 turret, 6.1 turret top, 7.2 secondaries. all of this, while SOMEHOW coming it at a total of 58,500t... and im supposed to sink this thing with a battlecruiser? i managed to throw 7 torps into it with the two pathetic DDs you get for an escort, resulting in a measly 386 damage.. and the friendly BB? not even close to being in the fight yet... starts off at 80km away moving at 24kts?!?! there is NO WAY this thing will EVER get to the fight in time. even if it does, its a measly 40,300t battleship, with hardly anything on it...3x 3 barrel 15" guns, and a handful of secondaries...  Not even considering the THREE heavy cruisers that are escorting it. These arent a random rare spawn either, i consistantly get VERY overpowered, super tiered enemy CA's and the BB, while getting a absolute crap BB who is MILES away, and a couple of crap DD's. i cant beat them at range, and i cant beat them in a brawl, as i cant mount good antitorp on the ship and have any decent guns (im already only mounting 4x 2 barrel 12" guns with my max armor at 14" and can only fit antitorp I)... also.. these guys somehow spot and begin firing at me, both my DD's, and all the TR's at 20km the second the mission starts, yet i cant see any of them until i get within 17km?!?!

 

 

 

9383a148c09c340bcd2a4f2faa5b0498.jpg55f542d8a977bb968d42c60e0f1a2f5c.jpgf3392d230e0deeb549be91b7f914144e.jpg5ec56dc17862a45d2ee99819bb4cbbb0.jpg63fc5d6c57b308ecd1277758e365caf1.jpg3e92ee500dae00814e4eb099b3b454f5.jpg

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It actually was my 13th design:

2I9QwtP.png

KBeFY6t.png

And as I said while posting this screenshots some time ago:

"

I won with this design by choosing Main Guns of Lower Caliber & QF, many number of secondaries guns and thick armor.

Instead of trying to win at long range, i've told to myself "f**k it!" and decided to punch him with my Sword.

And i did it.

lol"

 

Try it, maybe it's gonna work.

Edited by HusariuS
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This was easy...  I used the following:

9" Main Battery

Twin guns

TNT

Secondary Barbette up front with a twin 9" on it

Lots of Armor, extended and deck

Any remaining tonnage is spent on Torpedo Tubes fitted to the rear instead of turrets

 

Lots of course changes are needed, eventually you will get within a range where the 9" shells penetrate reliably and can go to work - start on the cruisers as they have Torpedo tubes.

Edited by slayer6
Clarifications
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I have modify her a bit:

QrYHNGL.png

onTr4Xv.png

I did that way: Ignored "friendly BB", gave screen order for DDs, and changed direction of my BC towards BB, started firing at the closest Cruiser until it sunk, then changed target on the second cruiser and make him fall back at the end of the formation, and then focused fire on enemy Battleship.

I was like maybe 1km when I started firing at the Battleship.

That's all, i've managed to complete this mission the same way I did before.

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exact same build. not possible to create, 104% ship weight.

i dont have the option to set range to very short.

with some tinkering with the armor, ive gotten it down to 100% weight, lets see how this goes.

 

Edited by Elite06
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5 attempts later.. not even REMOTELY close. yea i managed to get close to the BB, when i was around 20% health left, and i had hardly scratched him. managed to end the match with a grand total of, wait for it... 1300 damage done almost entirely to an enemy cruiser...

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4 hours ago, Elite06 said:

exact same build. not possible to create, 104% ship weight.

i dont have the option to set range to very short.

with some tinkering with the armor, ive gotten it down to 100% weight, lets see how this goes.

 

Oh, yea, sorry, that was template from the previous versions...

But still I don't know how to help you, since my tactic is basically YOLO and it worked out for me every time since I tried that strategy first time.

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2 hours ago, HusariuS said:

Oh, yea, sorry, that was template from the previous versions...

But still I don't know how to help you, since my tactic is basically YOLO and it worked out for me every time since I tried that strategy first time.

Can you simply slap biscuits and then run away and win? As long as she doesn't hit you as well?

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As you found, I found this battle is difficult but manageable compared piloting tons of destroyers missions. This is how I won the fight recently. The armor configuration is designed to protect against 16 inch and can sustain a few torps but if enemy BB uses 16 inch it is often still partial pen, your chance is better if you fight 14incher BB. Speed just enough to keep up (the enemy BB is very fast 29kn+). Balanced boiler is used as two of tall funnel II is about 50% efficiency instead of forced (70ish). Heavy shell and tube powder is used to increase pen as the enemy BB is heavily armored.

This sacrifice towers to very thick armor (modern tower I and rear tower VII). Acoustic is useless as tech not high enough to detect the torps far enough, so they are not used. However instead this is designed to simply shrug off a few torps. You do not need barbette in this armor thickness.

Note, in screenshot below for armor configuration see right side

132942238_Proveyourmightsuccess.thumb.png.05541c03180fe85c83a5ebbd34b4108f.png

I simply ignored the CA, go to northwest to west, and focus fire on BB and try to keep lead against the BB while trying to maintain about 5-10km. The enemy fleet would going southwest if you move west. Most of time the BB often too fast moving for the CAs to keep up. The allies DDs ? just sacrifice them to absorb enemy torps by either screening or following your BC, their torps are useless, and even if all hit they would not sink the BB. If you do this, it would be very hard for CA to torp you as you are ahead of them and make it difficult angle, except during initial turning west, as if they use oxygen they may hit you, hence you may want DD to be sacrificed to absorb this or make CAs busy. If you are lucky lead CA would be gun only and this would help as torps will have difficult angle to torp. I had one time they are torping me, they friendly fire leading CA. Still watch out, but torp on this angle are pretty easy to avoid, and hitting a few torps would not matter much, this mainly happen when the BB slowed down. To adjust for slight decrease, initially do not reduce your speed, but increase and decrease range a little bit (the path would look like zigzag), as you often want to maintain lead. This path is mostly straight hence accuracy is pretty high.

I have tried this tactic for few times just to test and it does works most of time except on unlucky hit to engine/rudder, or when the16 incher BB lucky fire hit me on deck damaging something on plunging fire from long range. Your tower also may get damaged but as I tried to keep straight and close, the accuracy penalty is not that big. Further this is tiny tower, chance of damaging tower is much lower.

1088115567_ProveyourmightTactic.png.53da0919a9e139cbc9c90e2cd604ac1e.png

I had tried to kite enemy by going to west side before at long range multiple attempts, while kiting works (and make far enough to have BB join the fight), but I simply emptied my ammo. while the enemy BB simply had half structure at best. This tactic also may work if you have ammo detonation luck on long range. When using this tactic, make sure the deck is very thick and simply reduce belt armor. While trying this, I found allied BB is useless as it is often very underarmored and undergunned, It can beat the CAs but not going toe to toe with enemy BB.

I tried similar tactic to Husarius, though I can't make it work, if I tried to attack CA, they will just smoke and almost not hitting or damaging any or at best the closest CA run to back.

Hope that helps.

 

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  • 2 weeks later...

Finally

On 7/22/2020 at 12:18 AM, Elite06 said:

so i have tried this mission.. idk even how many times, at least 50 times.. and its literally the same thing EVERY time.. enemy BB, who has 4x 3 barrel 14" main guns, 2x 2 barrel 6", 6x 2 barrel 4", 3x 2 barrel 3"  secondaries each side,  , as well as almost every upgrade you can have somehow... many bulkheads, antitorp V, AUX III, Shaft II, Krupp IV, Barbette IV, Triple hull bottom, Re enforced bulkheads I, Antiflood III, Citadel V, super heavy shells, Cordite II explosives, electrical turrets, standard reloading, fast 21in torps (two launchers each side), RNG S IV rangefinding, sonar III, RDF radio, Gen 1 radar. this combined with, 13.3in belt, 7.2 belt extended, 7.2 deck, 3.7 deck extended, 18.1 turret, 6.1 turret top, 7.2 secondaries. all of this, while SOMEHOW coming it at a total of 58,500t... and im supposed to sink this thing with a battlecruiser? i managed to throw 7 torps into it with the two pathetic DDs you get for an escort, resulting in a measly 386 damage.. and the friendly BB? not even close to being in the fight yet... starts off at 80km away moving at 24kts?!?! there is NO WAY this thing will EVER get to the fight in time. even if it does, its a measly 40,300t battleship, with hardly anything on it...3x 3 barrel 15" guns, and a handful of secondaries...  Not even considering the THREE heavy cruisers that are escorting it. These arent a random rare spawn either, i consistantly get VERY overpowered, super tiered enemy CA's and the BB, while getting a absolute crap BB who is MILES away, and a couple of crap DD's. i cant beat them at range, and i cant beat them in a brawl, as i cant mount good antitorp on the ship and have any decent guns (im already only mounting 4x 2 barrel 12" guns with my max armor at 14" and can only fit antitorp I)... also.. these guys somehow spot and begin firing at me, both my DD's, and all the TR's at 20km the second the mission starts, yet i cant see any of them until i get within 17km?!?!

Ok, after ~10 tries, I finally won this.

You only need to kill the BB to win this mission, forget about "kill 70% of enemies" trap that is one of the objectives.
 
You will need a fast ship, about 38 kt speed with about 14 inches belt armour so the BB cannot hit you reliably when you close the distance
 
The guns are your choices. I used 12 x 12" guns and lot of 2" and 8" secondaries. I have also some underwater torps for last ditch.
1533075570_Provethemightdesign.thumb.jpg.d8c9f35ad5b9063a2fb79df019870b11.jpg
Start the battle, run west like @draconins said, sacrifice your DDs to make a distraction, keep the escort CAs busy a bit and slow them down. The aim is to split the BB from its deadly escort. Forget about engaging the CAs, they are all built to tank hits. You will die horribly if you try to dance with them.

363449385_ProvethemightsplitBBvsCA.png.8de57db9906ebc5636e56a478bc0541d.png

When you already keep a good distance with the CAs, start to head northwest to intercept the BB course, you want close combat to maximize your DPS. And he will sink for good.

877903755_Provethemightfinal.thumb.png.03b02ca2e8784aa2abae141bbdded0e8.png

Edited by Darth Glorious
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  • 2 weeks later...
On 7/24/2020 at 3:24 PM, draconins said:

As you found, I found this battle is difficult but manageable compared piloting tons of destroyers missions. This is how I won the fight recently. The armor configuration is designed to protect against 16 inch and can sustain a few torps but if enemy BB uses 16 inch it is often still partial pen, your chance is better if you fight 14incher BB. Speed just enough to keep up (the enemy BB is very fast 29kn+). Balanced boiler is used as two of tall funnel II is about 50% efficiency instead of forced (70ish). Heavy shell and tube powder is used to increase pen as the enemy BB is heavily armored.

This sacrifice towers to very thick armor (modern tower I and rear tower VII). Acoustic is useless as tech not high enough to detect the torps far enough, so they are not used. However instead this is designed to simply shrug off a few torps. You do not need barbette in this armor thickness.

Note, in screenshot below for armor configuration see right side

132942238_Proveyourmightsuccess.thumb.png.05541c03180fe85c83a5ebbd34b4108f.png

I simply ignored the CA, go to northwest to west, and focus fire on BB and try to keep lead against the BB while trying to maintain about 5-10km. The enemy fleet would going southwest if you move west. Most of time the BB often too fast moving for the CAs to keep up. The allies DDs ? just sacrifice them to absorb enemy torps by either screening or following your BC, their torps are useless, and even if all hit they would not sink the BB. If you do this, it would be very hard for CA to torp you as you are ahead of them and make it difficult angle, except during initial turning west, as if they use oxygen they may hit you, hence you may want DD to be sacrificed to absorb this or make CAs busy. If you are lucky lead CA would be gun only and this would help as torps will have difficult angle to torp. I had one time they are torping me, they friendly fire leading CA. Still watch out, but torp on this angle are pretty easy to avoid, and hitting a few torps would not matter much, this mainly happen when the BB slowed down. To adjust for slight decrease, initially do not reduce your speed, but increase and decrease range a little bit (the path would look like zigzag), as you often want to maintain lead. This path is mostly straight hence accuracy is pretty high.

I have tried this tactic for few times just to test and it does works most of time except on unlucky hit to engine/rudder, or when the16 incher BB lucky fire hit me on deck damaging something on plunging fire from long range. Your tower also may get damaged but as I tried to keep straight and close, the accuracy penalty is not that big. Further this is tiny tower, chance of damaging tower is much lower.

1088115567_ProveyourmightTactic.png.53da0919a9e139cbc9c90e2cd604ac1e.png

I had tried to kite enemy by going to west side before at long range multiple attempts, while kiting works (and make far enough to have BB join the fight), but I simply emptied my ammo. while the enemy BB simply had half structure at best. This tactic also may work if you have ammo detonation luck on long range. When using this tactic, make sure the deck is very thick and simply reduce belt armor. While trying this, I found allied BB is useless as it is often very underarmored and undergunned, It can beat the CAs but not going toe to toe with enemy BB.

I tried similar tactic to Husarius, though I can't make it work, if I tried to attack CA, they will just smoke and almost not hitting or damaging any or at best the closest CA run to back.

Hope that helps.

 

I can't even seem to build this ship under cost. Don't know what I am missing or if they changed. Maybe they thought it wasn't hard enough.

Edited by iceman_fl
More accuracy. It was cost and not weight.
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I was playing in Alpha 75  (basically current version at time of writing), and I just checked again.

Just to make sure, are you using "Balanced tech" , with:

  • cheap towers (modern tower I and rear tower VII),
  • two of tall funnel II with balanced boiler
  • No acoustics or radio
  • Basic hydraulic turret

For your benefit I screenshot the other part, try to compare the weight and cost on right side to quickly find where you overshoot.

128598409_ProveyourmightDesignpart2.thumb.png.c4b355ed45840177b281941ecb72ba12.png

Also this design is very optimized to weight and cost limit, so if there is balancing in future there might be need some adjustment however the concept should work well if gameplay still similar. For example, radar honestly does not really matter much

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Tried this, welp, absolutely "unfair" scenario. Even more if random gen derps and creates impossibly good enemies (as in, apparently exceeding hulls' weight limits even for their ultra grade tech), while arming your battleship with t2 10" guns and no bulkheads.
Not sure what purpose it may have besides "challenge".

On tactics described above. Tried it like 10 times, and in all tries cruisers were much faster than the enemy BB and armed with like all the torpedoes in the entire world. Glorious boomfish fans spawning across several miles. Not sure how to "ignore" that.
In fact they were so fast they were immune to hits because of dorked hit chance calculation, and most of the time BB was also nearly immune.
Also BB always has idiotically thick armour and is immune to all but real big guns, and real big guns are real low tech and can't hit them often enough.

I can just keep them busy and away from transports until my battleship arrives, but this inevitably kills the BC, and that's loss condition.
And if it doesn't kill BC, i run out of time, and that is also loss condition.

Unfun mission.

Edited by Cpt.Hissy
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Enemy BB had thick armor but you can beat them on close range, 5-10 km is close enough for 12 inch to hit and penetrate often, arming your ship with 10" is too small in my opinion, and all reported working design above uses 12 inch.

You need bulkhead to shrug torpedoes, all designs above use "many" bulkhead.

For tactic, I assume the tactics were turning to the left I gave in picture? The cruiser indeed very fast but it is a convoy with the battleship as lead, and they would mostly stay behind the battleship in my tests if you turn left/west+northwest (not so if you turn right/northeast). The torps should not reach you if you are turning the way I described, as it is not a straight line path, direct line path would be torpedoed easily. By the end of your turn, you would be about side to side with enemy BB (I prefer slightly ahead).  I don't need "super-fast" battleship since I timed my turn so I am slightly ahead. Before the enemy battleship slowed down by the damage, torpedo launch should come behind you and should be easier to evade and you can sacrifice the DD for detecting the torps from behind or as shield. As you can see already the torpedoes from several miles, you should be able to avoid it. Additionally, Darth Glorious actually screenshot the tactic step by step, albeit the turn ended slightly behind, which is not a problem for Darth Glorious'  superfast ship. The goal is splitting enemy battleship from the escorts.

As mentioned above, I found allied BB is useless as it is often very underarmored and undergunned, It can beat the CAs but not going toe to toe with enemy BB, but feel free to try. Try also  Darth Glorious'  design, especially Darth Glorious' as the design uses faster ship which may be easier for you. My design uses slower ship but harder to sink, it can absorb a few torpedoes, which indeed will occasionally hit you, especially once you slow the battleship down.

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  • 3 weeks later...

Hooray for me... After countless defeats, I have finally completed this monster mission... I fought against a 15-inch battleship. Essential for the victory: Brutally strong belt and turret armour to prevent a breakthrough. Over 30 knots speed, 12-inch armament only, a favourable position of the battleship in front of its cruisers... Zigzagging towards the battleship with the hope of not getting too many heavy deck or turret hits... Then turn left and approach the battleship with a core range of 1-2 km...A battle like with the sailing line ships of former times... Watching how to take the thing apart more and more...

But there was something else... Oh yes, these f.....  cruisers... They came closer and closer so that I had to take care of them one after the other... Always show them a nice stern... Watch the torpedo display of the enemy and change course after firing... After dodging broadside...Because the boys also came to less than 2 km, the effect of the 12 inchers was devastating... It took only a few salvos and they were fish food...;-)) 

Now I wanted to finish off the battleship...  But, uh... After the third cruiser sank... Mission accomplished... With nearly 70% strength...

Greets  to all captains....

 

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  • 2 weeks later...

Really having trouble with this one still,  even draconins's tactics do not seen to work anymore.

Closest I have ever got to the BB is 7km (That seems to be a glitch, I was stuck on 0.8% Float for a long time). The CAs are too fast and get between you are the BB, and they fire so many torps by the time I get within 12km I just about sunk!

Tryed going twin turrents and  more armours and made no differece,

This senario just seems very broken.

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  • 2 months later...

I've tried about 4 or 5 approaches each with many designs. All of them a massive failure. Even with stupids amounts of deck and belt protection, i got "Hooded" 3 times in a row, the second of them in the first shot. 

Crazy torpedo designs are not possible, out gunning is no viable, out speeding them equals loosing your transports. 

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Tried this more, also noticed your BB being a derp with it's speed. It helps to refres it's status somehow, for example put it into division with BC or out of it, or change it's current order (straight/screen/follow etc), some of these manipulations will reset the speed bug.

Still cannot beat the mission though. In latest version, enemies tend to field a Bismarck with couple of mini-Bismarcks as cruisers, and those have magic vision, while my ships are completely blind.
I can easily save the transports by pulling enemies on my warships. I can lure them as far as i want. But i cannot sink them. No matter what i try, i get one of two endings:
If i'm keep my ships safe, I run out of time, or ammo, or more often both, before even one of the enemies receives serious damage - because they're well protected and almost unhittable due to speed, distances involved and my ships blindness.
If i'm being more aggressive, all my ships get obliterated - because enemies are so so much more powerful.

 

Edited by Cpt.Hissy
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