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Community Scenarios


1MajorKoenig

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Hi all,

I love the concept of the game but there isn’t a whole lot to do yet — and this will at least be the case until we have a decent campaign.

 

Therefore I would like to try the following with you:


Let’s try to post our own scenarios here! We can then play these “Community Scenarios” in Custom Battles and Post the results, designs and discuss feedbacks in this thread!



As for feedback we can use the forum reactions - thanks to @HistoricalAccuracyMan :

  • “Like” - I like the scenario
  • “Thanks” - I beat the scenario 
  • “Sad” - I played it and did not win 


 

At least let’s give it a try and see how that works 🙂

 

Pinging:

 

SCENARIOS:

  1. Second Great War - Episode 1: “RED DAWN” (page 1)
  2. Second Great War - Episode 2: „BLACK SEA MONSTER“ (or: how the French entered the War) (page 2)
  3. WAR PLAN RED 1930 - Episode One "The Battle of Cape Breton" (page 1)
  4. Second War for American Independence — Part 1: "DESPERATE TIMES" (page 1)
  5. Second War for American Independence — Part 2a: "PREEMTIVE STRIKE" & Part 2b: "TWO CAN PLAY THIS GAME" (Page 1)
  6. The Last Ride of the Beiyang Fleet. 1910 (alternative history) (page 1)
Edited by 1MajorKoenig
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Okeydokey - I make a start:



SECOND GREAT WAR - EPISODE 1 “Red Dawn”

 

Background: WW1 ends 1916 with a peace brokered by US President Woodrow Wilson which results in the Empires of Europe to survive. Although this brings peace to the continent it does not resolve the tension which led to the war of 1914. However this will lead to new alliances and rivalries.

Europe calms down but tensions start rising again in the second half of the 1920s. And although the Empires of Germany and Austria live on in a slightly different form the revolution in Russia sweeps away Monarchy in the Giant Russian Empire with the communists emerging victorious from the civil war.

With large territorial concessions made to achieve a piece with the western powers the USSR seeks to recover lost land eventually which event would lead to war with Germany and Austria. 
 

In the early 1930s hostilities break out in Eastern Europe.

 

Mission: After war broke out between Germany and the USSR in satellite states in Eastern Europe the Soviet Baltic Fleets attempts a daring surprise invasion attempt at Kiel with the aim to achieve a quick Cease Fire. The German Baltic Squadron scrambles to intercept the invasion Force 

 

Design Instructions and Order of Battle:

1) Attacking Fleet - Soviet Union (stand in: Russian Empire):

  • 4 x BB - 36.000 ts / 3x4 16” (“Bubnov Design) 
  • 2 x BC - 35.000 ts / min 29kn / 4x3 14”
  • 3 x CL - 8.000 ts
  • 12 x TR

Tech Level: 1928

 

2) Defending Fleet - German Empire:

  • 4 x BB “Baden” modernized / 4x2 15”, hull: modernized Dreadnought (needs unlock), 35.000 ts
  • 6 x Torpedoboat / DD hull as stand in as not available 


Tech Level: 1928

 

You can pay as either side and design any of the ships yourself 



Victory Conditions:

you can play the Scenario from either side. Victory Conditions are: 

 

1) as Russia:

  • keep at least 50% of TRs and two capital ships alive for at least 3h in game time - that is the time the Germans have to intercept the convoy - for a victory 
  • keep 2/3 of the TRs alive sink all enemies for an outstanding victory 

 

2) as Germany:

  • sink at least 50% of the TRs within 3h of in game time - I.e. before they reach the coast for a victory 
  • Sink all transports In that time and keep all BBs alive for an outstanding victory 
Edited by 1MajorKoenig
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15 minutes ago, Cpt.Hissy said:

Actually, yes.
While i like the idea, your scenario currently is impossible to do. (just like so so many other things...)

Well of course you will only design one of the ships and the rest is random. Which obviously means that for the ships you don’t design won’t be 100% as in the description. But that is not an issue - the design instructions are for the one design you do yourself - and you may chose to design either the BBs, BCs or whatever.


Or what do you mean?

 

EDIT: or do you mean some prerequisites for the mission? I may need to adjust these if needed 

Edited by 1MajorKoenig
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Okay, I'll bite!

WAR PLAN RED 1930 - Episode One "The Battle of Cape Breton"

Background: Negotiations for the Washington Naval Treaty in 1922 fell apart. Warship building continued apace, and the two largest surviving naval powers, Britain and the US, found themselves in the midst of a new arms race which a weary Britain could ill afford. In the late twenties, the UK sought to deepen the old alliance with Japan in order to counterbalance America's rising power and safeguard her Pacific empire, further damaging relations with the US. Old disputes over Canadian trade and border issues flared, coinciding with Britain's near bankruptcy and default on all her American loans in 1928. In the wake of the Wall Street Crash the next year, the US moves to seize parts of Canadian territory as collateral.

Mission: You command the strong naval escort of the first British troop convoy seeking to reinforce Canadian forces in Newfoundland, or the numerically superior but hastily-assembled US Navy force rushing to intercept before the British reach the Gulf of St. Lawrence. US naval intelligence reports a worn-out but still dangerous Queen Elizabeth class battleship is the convoy's main defence. However, this is somewhat incorrect...

Design Instructions and Order of Battle:

(historical/planned classes given as examples)

1) Attacking Fleet - United States (1922)

  • 2x 28,000-35,000t BB - Tennessee class (33,000t, 22kt, 4x3 14")
  • 1x 40,000-50,000t BC - Lexington class (45,000t, 34kt, 4x2 16")
  • 6x 1,000-1,600t DD - Clemson class (1,300t, 36kt, 4x1 4", 4x3 21" torpedo)

2) Defending Fleet - Great Britain (1927)

  • 1x 45,000-52,000t BB - N3 (St. George) class (48,000t, 23kt, 3x3 18")
  • 1x 26,000-38,000t BC - Renown class (37,000t, 32kt, 3x2 15")
  • 2x 8,000-12,000t CA - Hawkins class (12,000t, 30kt, 7x1 7", 6x 21" torpedo)
  • 12x Transport

Victory Conditions:

1) United States:

  • Sink 50% of transports within 5h
  • Sink all British capital ships without losing more than two capital ships

2) Great Britain:

  • Keep 50% of transports afloat for 5h
  • Sink all three US capital ships


Thoughts on this match-up welcome! This is based on a real-world war plan - and if you doubt the likelihood of the scenario, recall that Britain and Germany had a very good, even friendly relationship even until the turn of the 20th century when naval rivalry began to seriously intrude.

Edited by SonicB
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Okay, so I've thought of a way to try and gather feedback about scenarios posted here.

As of right now there are 3 ways to react to a post: the Trophy (Thanks), the Crying Face (Sad) and the Heart (Like).

What if whenever we played a scenario it went like this: if you win, react to that specific post with the Trophy. If you lost that scenario, react with the sad face, and the Like reaction is pretty self-explanatory. This could be an effective and quick way to gather feedback/results about the scenarios we post here.

What do you think @1MajorKoenig @Cptbarney @Cpt.Hissy @BobRoss0902 @SonicB @Skeksis @Nick Thomadis and of course everyone else?

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15 minutes ago, HistoricalAccuracyMan said:

Okay, so I've thought of a way to try and gather feedback about scenarios posted here.

As of right now there are 3 ways to react to a post: the Trophy (Thanks), the Crying Face (Sad) and the Heart (Like).

What if whenever we played a scenario it went like this: if you win, react to that specific post with the Trophy. If you lost that scenario, react with the sad face, and the Like reaction is pretty self-explanatory. This could be an effective and quick way to gather feedback/results about the scenarios we post here.

What do you think @1MajorKoenig @Cptbarney @Cpt.Hissy @BobRoss0902 @SonicB @Skeksis @Nick Thomadis and of course everyone else?

Good thought, but afraid that would only work for scenarios with only one playable side.

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@1MajorKoenig just did your scenario, as current state of the game allows.
You may want to change your hull choice for Baden, ad Modernised Dreadnought starts from 37500t

Anyway.
FN22TpP.png

there she is

YDlCorM.png

Victory in less than half a hour.

And the role of battleships there was simply to be shot at by enemy, all work was done by destroyers.. ahem "torpedo boats"

Edited by Cpt.Hissy
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Now some general thoughts regarding this whole idea..

It does not really work, sadly.
While the idea of scenarios is.. good, current technical state of the game simply prevents it from working.

You cannot really set up a scenario to begin with, when all you have control over is number of ships and very blurred idea of their types.
Lucky RNG roll on designs and starting positions may easily turn what on paper looks as hard mission into 25 minutes of seal clubbing, or other way around.
Strict limitations on literally everything in designer make design process not fun, and make designing almost any ship from these scenarios impossible.
Bugged AI makes battles themselves not fun.. but well, because of lack of control it's same random battles anyway, so why would they feel different?

So yep.. Idea is great, but currently it needs some work from the dev team done first. Maybe, they could implement some crude support for this kind of activity before working on campaign?

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1 hour ago, HistoricalAccuracyMan said:

Okay, so I've thought of a way to try and gather feedback about scenarios posted here.

As of right now there are 3 ways to react to a post: the Trophy (Thanks), the Crying Face (Sad) and the Heart (Like).

What if whenever we played a scenario it went like this: if you win, react to that specific post with the Trophy. If you lost that scenario, react with the sad face, and the Like reaction is pretty self-explanatory. This could be an effective and quick way to gather feedback/results about the scenarios we post here.

What do you think @1MajorKoenig @Cptbarney @Cpt.Hissy @BobRoss0902 @SonicB @Skeksis @Nick Thomadis and of course everyone else?

I like this idea! I will add it to the opening post!

 

EDIT: and I will try to play both of these scenarios we have already on the thread tonight - I am really looking forward to build an N3 🙂

Edited by 1MajorKoenig
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44 minutes ago, Cpt.Hissy said:

So yep.. Idea is great, but currently it needs some work from the dev team done first. Maybe, they could implement some crude support for this kind of activity before working on campaign?

Yeah, this thread should put alot of weight behind the development of steam workshops, blueprints and scenario exporting and importing. Hopefully some treaty options implementation too.

Edited by Skeksis
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I guess I'll give it a shot now.

Second War for American Independence

 Part 1: Desperate Times
 

(Alternate Reality) It's the 1920s and Britain is in a bit of a tough spot, as is the rest of the world. Due to the Great Depression, most nations around the world are doing everything they can to relieve some of their hardships. Britain is heavily suffering in particular due to it being an Island Nation and during these hard times, they have had to rely on importing much of their goods from other nations. France, who is still bitter over all the wars previously fought with Britain, chooses to still view them as an adversary and refuses to trade with them out of spite and the inability of Britain to offer their nation much in return. The United States, however, is engaged in limited trade with their old Ally from the Great War, as America's industry is starting to slowly recover due to sweeping economic changes. As the years drag on however, US/British relations degrade as the British accuse the Americans of trying to take advantage of them in their weak and vulnerable state, with the US finally ending trade with Britain in 1930 due to a multitude of reasons. With Britain's back squarely against the wall, they feel that their hand has been forced. They start by sinking or commandeering US Trade Convoys bound for other nations and start building up their military as best as they can. And they gamble on a desperate all-out attack on the United States, with a little help from Canada, to both exact a measure of revenge and improve their economic stability. They've decided to try and reclaim the former 13 Colonies.

Come 1932, the preparations are complete and the British plan is set in motion: Canada surprises the US with an attack across their shared border, capturing many state capitols within days, and drawing away a sizeable chunk of the US Atlantic fleet. The leading British force, comprised of somewhat older ships, sets sail for the US East Coast. US Submarines spot them, and sound the alarm. The US Navy, desperate to deploy something to stem the tide, deploys their latest super battleship: The USS Uncle Sam. However, there is a bit of a problem: The USS Uncle Sam is not yet complete and has absolutely no secondary armament save for a pair of dual 5-inch guns, and she also only has one of the smoke funnels installed and operational, thus hindering engine performance at sea, and US Engineers weren't able to get the complete turret rotation system working. A handful of destroyers and a pair of cruisers is all that can be scrambled in time to join the USS Uncle Sam as they head out to buy the United States valuable time to mobilize additional forces.

Design Conditions:

The USS Uncle Sam must have main guns that are at least 16 inches in caliber, but no larger than 18 inches in caliber. She also only has a single funnel, and the only secondary guns are a pair of 5-inch dual barrel turrets mounted at midship. You may only choose Electrical or Adv. Hydraulic turret rotation. All other design specifications are up to you.

Your Fleet (United States): Tech Level is 1935

1 Battleship, 2 Heavy Cruisers, 5 destroyers
Enemy Fleet (British Empire): Tech Level is 1930

2 Battleships, 2 Heavy Cruisers, 2 Light Cruisers and 6 Destroyers

Win Conditions
You must have either your Battleship or at least 1 heavy cruiser alive at the end of 4 hours of in-game time in order to halt the British spearhead force.

Alternatively, if you can destroy the British Battleships and Heavy Cruisers before the 4 hour mark, their spearhead force will lack significant enough firepower to complete their mission.

You lose if your battleship or both heavy cruisers are sunk before the 4 hours are up, or if all your ships are sunk.

(Part two for both win/loss are to follow based on feedback of this scenario)

**I realize this is really similar to @SonicB Scenario posted above, but I've had this scenario in mind for quite a while**

Edited by HistoricalAccuracyMan
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5 hours ago, SonicB said:

Okay, I'll bite!

WAR PLAN RED 1930 - Episode One "The Battle of Cape Breton"

Background: Negotiations for the Washington Naval Treaty in 1922 fell apart. Warship building continued apace, and the two largest surviving naval powers, Britain and the US, found themselves in the midst of a new arms race which a weary Britain could ill afford. In the late twenties, the UK sought to deepen the old alliance with Japan in order to counterbalance America's rising power and safeguard her Pacific empire, further damaging relations with the US. Old disputes over Canadian trade and border issues flared, coinciding with Britain's near bankruptcy and default on all her American loans in 1928. In the wake of the Wall Street Crash the next year, the US moves to seize parts of Canadian territory as collateral.

Mission: You command the strong naval escort of the first British troop convoy seeking to reinforce Canadian forces in Newfoundland, or the numerically superior but hastily-assembled US Navy force rushing to intercept before the British reach the Gulf of St. Lawrence. US naval intelligence reports a worn-out but still dangerous Queen Elizabeth class battleship is the convoy's main defence. However, this is somewhat incorrect...

Design Instructions and Order of Battle:

(historical/planned classes given as examples)

1) Attacking Fleet - United States

  • 2x 28,000-35,000t BB - Tennessee class (33,000t, 22kt, 4x3 14")
  • 1x 40,000-50,000t BC - Lexington class (45,000t, 34kt, 4x2 16")
  • 6x 1,000-1,600t DD - Clemson class (1,300t, 36kt, 4x1 4", 4x3 21" torpedo)

2) Defending Fleet - Great Britain

  • 1x 45,000-52,000t BB - N3 (St. George) class (48,000t, 23kt, 3x3 18")
  • 1x 26,000-38,000t BC - Renown class (37,000t, 32kt, 3x2 15")
  • 2x 8,000-12,000t CA - Hawkins class (12,000t, 30kt, 7x1 7", 6x 21" torpedo)
  • 12x Transport

Both use the earliest year for 18" turrets (1927?)

Victory Conditions:

1) United States:

  • Sink 50% of transports within 5h
  • Sink all British capital ships without losing more than two capital ships

2) Great Britain:

  • Keep 50% of transports afloat for 5h
  • Sink all three US capital ships


Thoughts on this match-up welcome! This is based on a real-world war plan - and if you doubt the likelihood of the scenario, recall that Britain and Germany had a very good, even friendly relationship even until the turn of the 20th century when naval rivalry began to seriously intrude.

Hi, nice Scenario - my first try playing as Royal Navy failed though. My BC and my two CAs got minimum Bulkheads and the enemy just smashed them. My N3 / St Andrews put up a fight though, killing the enemy BC and one of the two BBs (46k monsters with 43cm guns).

 

I will try again - here is my N3 / St. Andrews build though:

 StAndrews.jpg.c75e7aa9202699bdd96db0088d5dc7cf.jpg

I had to take some liberties as I couldn't fit all turrets forward and went with the G3 config instead - 45cm triples though. At the end I needed the longer hull and had to use a bit over 53000 ts instead of 52k. Was an interesting battle though...

 

To be continued!

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4 hours ago, Cpt.Hissy said:

@1MajorKoenig just did your scenario, as current state of the game allows.
You may want to change your hull choice for Baden, ad Modernised Dreadnought starts from 37500t

Anyway.
FN22TpP.png

there she is

YDlCorM.png

Victory in less than half a hour.

And the role of battleships there was simply to be shot at by enemy, all work was done by destroyers.. ahem "torpedo boats"

Wow you were fast! Just played it from the German side and it was easier than I thought although the battle took 1,5 ingame hours although with killing the entire enemy fleet.

 

And I took some liberties for the modernized BADEN as the hull which gave a more German looking superstructure was much bigger. I kept the armor and weapons close to historical though. 
 

Funnily enough the AI built for the Russians some BBs which were quite close to what I had in mind (36k and 10 x 40.6cm guns).

 

Tomorrow I try to play it from the Russian side and see if it is beatable. But I would assume so 

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Oh, interesting. Here's my take.

 

The Last Ride of the Beiyang Fleet. 1910 (alternative history)

The Qing Dynasty is collapsing. The Guangxu Emperor is dead as is the Empress Dowager Cixi, on the throne sits a child while the defacto leader of the country Prince Chun of the First Rank Zaifeng has a tenuous grip on power at best. The true leader, though none are yet willing to admit it is the General Yuan Shikai, warlord and high commander of the Beiyang Army. Even his influence isn't strong enough to control China as a whole and the countryside is slipping deeper into civil unrest. Multiple uprisings have already sprung up and regional warlords have begun to break away, all the while a rival government is incubating in the south under the cautious direction of Sun Yet-San. Revolution is on the horizon, but that is still yet to come. Over the past few decades the foreign powers of Europe and Japan have already begun to pick apart the country and force upon it unequal treaty after unequal treaty. The Opium wars are well behind but their memory is not forgotten, still fresh is the recent Japanese aggression that saw Korea taken from China's Sphere of Influence, and even more recently the embarrassment of the Boxer Rebellion still burns bright among the people. More than 80 extra territorial concessions have been given up to these ravenous and ever hungry foreigners in the form of the nation's railroads, various cities and trade ports.

A line must be drawn before the imperial powers get too bold, China desperately needs something, anything that will give them just cause to muster one last show of force against these foreigners and prove to the world that they are not yet willing to roll over and be carved apart. 

That something has come. Two weeks ago anti-Japanese riots broke out in a backwater harbor city in Liaoning Provence. Several Japanese merchants were murdered, their businesses plundered and burned. It took more than eight days to reestablish order in the city but the effects have been widespread and felt all across China. Japan demands the city be ceded to them as reparations and threatens to take it by force if Zaifeng does not comply. The rest of the world looks on disinterested and impassively as a Japanese fleet has been dispatched in a show of gunboat diplomacy. Large Anti-Japanese and Anti-Government protests have already begun to spring up in cities like Peking, Nanjing, Shanghai and others. Sun Yet-San and his Kuomintang have been out rabble rousing the failures of the central government emphasizing how weak China has become under the failing rule of the Qing. The people demand that not one more city be given away to the foreigners and if these demands are not met it could spell revolution. While Zaifeng waffles in the forbidden city unsure how to handle the situation, Yuan Shaikai has seized the initiative and ordered the Bieyang Fleet to sail and intercept the Japanese fleet descending upon the harbor city. Standing firm and bloodying the Japanese nose could result in a much larger conflict but doing nothing and letting the Japanese step on China again will guarantee collapse. The risk must be taken, a strong enough show of force could cause them to stand down.

 

Mission: You're the commander of the hastily assembled and woefully out of date Beiyang fleet. Years of corruption and neglect have taken it's tole and all ships capable of building steam have been put to sea. You and your sailors know it's a suicide mission but your sacrifice may well assure that the Qing retain the Mandate of Heaven for just that much longer. Intercept the Japanese invasion force and repulse them at all costs.

Player: Chinese Empire, Tech level 1890. 

2x Battleships

1x Heavy Cruiser

2x Light Cruisers

1x Torpedo Boats

 

Enemy: Japanese Empire, Tech level 1910.

3x Heavy Cruisers

2x Light Cruisers

2x Destroyers

4x Transports

 

Victory Conditions: Sink all four Japanese transports carrying Imperial Japanese Navy Landing Forces, Sink 60% of the enemy fleet. Keep 33% of friendly fleet alive.

 

 

 

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21 hours ago, SonicB said:

Okay, I'll bite!

WAR PLAN RED 1930 - Episode One "The Battle of Cape Breton"

Background: Negotiations for the Washington Naval Treaty in 1922 fell apart. Warship building continued apace, and the two largest surviving naval powers, Britain and the US, found themselves in the midst of a new arms race which a weary Britain could ill afford. In the late twenties, the UK sought to deepen the old alliance with Japan in order to counterbalance America's rising power and safeguard her Pacific empire, further damaging relations with the US. Old disputes over Canadian trade and border issues flared, coinciding with Britain's near bankruptcy and default on all her American loans in 1928. In the wake of the Wall Street Crash the next year, the US moves to seize parts of Canadian territory as collateral.

Mission: You command the strong naval escort of the first British troop convoy seeking to reinforce Canadian forces in Newfoundland, or the numerically superior but hastily-assembled US Navy force rushing to intercept before the British reach the Gulf of St. Lawrence. US naval intelligence reports a worn-out but still dangerous Queen Elizabeth class battleship is the convoy's main defence. However, this is somewhat incorrect...

Design Instructions and Order of Battle:

(historical/planned classes given as examples)

1) Attacking Fleet - United States

  • 2x 28,000-35,000t BB - Tennessee class (33,000t, 22kt, 4x3 14")
  • 1x 40,000-50,000t BC - Lexington class (45,000t, 34kt, 4x2 16")
  • 6x 1,000-1,600t DD - Clemson class (1,300t, 36kt, 4x1 4", 4x3 21" torpedo)

2) Defending Fleet - Great Britain

  • 1x 45,000-52,000t BB - N3 (St. George) class (48,000t, 23kt, 3x3 18")
  • 1x 26,000-38,000t BC - Renown class (37,000t, 32kt, 3x2 15")
  • 2x 8,000-12,000t CA - Hawkins class (12,000t, 30kt, 7x1 7", 6x 21" torpedo)
  • 12x Transport

Both use the earliest year for 18" turrets (1927?)

Victory Conditions:

1) United States:

  • Sink 50% of transports within 5h
  • Sink all British capital ships without losing more than two capital ships

2) Great Britain:

  • Keep 50% of transports afloat for 5h
  • Sink all three US capital ships


Thoughts on this match-up welcome! This is based on a real-world war plan - and if you doubt the likelihood of the scenario, recall that Britain and Germany had a very good, even friendly relationship even until the turn of the 20th century when naval rivalry began to seriously intrude.

Ok Sonic - I did play it from the US side now - after I failed with the Brits - and that was an easy win. And my two BBs did't do much but the Battlecruiser Lexington did some work. I had to use UNLOCK though as the US Battlecruiser was too small (33k?) and used one of 45k tons - which unfortunately turned out to look british.

 

Regardless, we killed all transports and the capital ships in roughly an ingame hour and the remaining two CAs were running. 

 

Nice Scenario! - Although I still need to beat it from the Britisch side - which seems much tougher

 

Here is my USS Lexington:

295193512_USSLexington.jpg.59e070b39ad43b18c5d204a9756bab07.jpg 

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16 hours ago, 1MajorKoenig said:

Wow you were fast! Just played it from the German side and it was easier than I thought although the battle took 1,5 ingame hours although with killing the entire enemy fleet.

 

And I took some liberties for the modernized BADEN as the hull which gave a more German looking superstructure was much bigger. I kept the armor and weapons close to historical though. 
 

Funnily enough the AI built for the Russians some BBs which were quite close to what I had in mind (36k and 10 x 40.6cm guns).

 

Tomorrow I try to play it from the Russian side and see if it is beatable. But I would assume so 

And here is my Baden Build:

SGW-EP1-Baden.jpg.2b306397d42dc80ee8a9db7dfc0f5263.jpg

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18 minutes ago, 1MajorKoenig said:

Ok Sonic - I did play it from the US side now - after I failed with the Brits - and that was an easy win. And my two BBs did't do much but the Battlecruiser Lexington did some work. I had to use UNLOCK though as the US Battlecruiser was too small (33k?) and used one of 45k tons - which unfortunately turned out to look british.

 

Regardless, we killed all transports and the capital ships in roughly an ingame hour and the remaining two CAs were running. 

 

Nice Scenario! - Although I still need to beat it from the Britisch side - which seems much tougher

 

Here is my USS Lexington:

295193512_USSLexington.jpg.59e070b39ad43b18c5d204a9756bab07.jpg 

Nice! I've played the scenario through a few times and I have to admit it would be so much better if custom battles were more... well, customisable.

The biggest problem here is that while I wanted to include the Lexington as constructed for Rule of Cool value, equal tech levels generally mean the two US battleships are more powerful than intended. As a tweak I tried lowering the US tech level to 1921 (the year in which Lexington's keel was laid) and that generally worked out more balanced.

Your Lex on the BC V (?) hull actually doesn't look far off published designs, with the exception of the cage masts which I doubt would have been present in the mid-20s.

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55 minutes ago, Airzerg said:

Tell me, everyone knows about a wonderful game "Steam and iron"? 

There is a whole list of possible naval battles.

 

What if you use it here?

Unless they are somehow protected IP we can use any scenario idea I would say 

 

On 1/27/2021 at 6:16 PM, HistoricalAccuracyMan said:

I guess I'll give it a shot now.

Second War for American Independence

 Part 1: Desperate Times
 

(Alternate Reality) It's the 1920s and Britain is in a bit of a tough spot, as is the rest of the world. Due to the Great Depression, most nations around the world are doing everything they can to relieve some of their hardships. Britain is heavily suffering in particular due to it being an Island Nation and during these hard times, they have had to rely on importing much of their goods from other nations. France, who is still bitter over all the wars previously fought with Britain, chooses to still view them as an adversary and refuses to trade with them out of spite and the inability of Britain to offer their nation much in return. The United States, however, is engaged in limited trade with their old Ally from the Great War, as America's industry is starting to slowly recover due to sweeping economic changes. As the years drag on however, US/British relations degrade as the British accuse the Americans of trying to take advantage of them in their weak and vulnerable state, with the US finally ending trade with Britain in 1930 due to a multitude of reasons. With Britain's back squarely against the wall, they feel that their hand has been forced. They start by sinking or commandeering US Trade Convoys bound for other nations and start building up their military as best as they can. And they gamble on a desperate all-out attack on the United States, with a little help from Canada, to both exact a measure of revenge and improve their economic stability. They've decided to try and reclaim the former 13 Colonies.

Come 1932, the preparations are complete and the British plan is set in motion: Canada surprises the US with an attack across their shared border, capturing many state capitols within days, and drawing away a sizeable chunk of the US Atlantic fleet. The leading British force, comprised of somewhat older ships, sets sail for the US East Coast. US Submarines spot them, and sound the alarm. The US Navy, desperate to deploy something to stem the tide, deploys their latest super battleship: The USS Uncle Sam. However, there is a bit of a problem: The USS Uncle Sam is not yet complete and has absolutely no secondary armament save for a pair of dual 5-inch guns, and she also only has one of the smoke funnels installed and operational, thus hindering engine performance at sea, and US Engineers weren't able to get the complete turret rotation system working. A handful of destroyers and a pair of cruisers is all that can be scrambled in time to join the USS Uncle Sam as they head out to buy the United States valuable time to mobilize additional forces.

Design Conditions:

The USS Uncle Sam must have main guns that are at least 16 inches in caliber, but no larger than 18 inches in caliber. She also only has a single funnel, and the only secondary guns are a pair of 5-inch dual barrel turrets mounted at midship. You may only choose Electrical or Adv. Hydraulic turret rotation. All other design specifications are up to you.

Your Fleet (United States): Tech Level is 1935

1 Battleship, 2 Heavy Cruisers, 5 destroyers
Enemy Fleet (British Empire): Tech Level is 1930

2 Battleships, 2 Heavy Cruisers, 2 Light Cruisers and 6 Destroyers

Win Conditions
You must have either your Battleship or at least 1 heavy cruiser alive at the end of 4 hours of in-game time in order to halt the British spearhead force.

Alternatively, if you can destroy the British Battleships and Heavy Cruisers before the 4 hour mark, their spearhead force will lack significant enough firepower to complete their mission.

You lose if your battleship or both heavy cruisers are sunk before the 4 hours are up, or if all your ships are sunk.

(Part two for both win/loss are to follow based on feedback of this scenario)

**I realize this is really similar to @SonicB Scenario posted above, but I've had this scenario in mind for quite a while**

Nice Scenario! I beat it last night with a monsterous 95k super Battleship with 3x4 45cm guns. She basically beat the entire enemy squadron in about 1:45h. 
 

I hope I didn’t miss any design instructions - I certainly used advanced hydraulic turrets. Will try to post a picture later.

 

I must say it is really nice to see your scenarios and I am having a lot of fun playing them! 
 

I still need to beat Sonic’s Scenario from the British side, I am already really hyped about Fishy’s and I yet have to do my own from the Russian perspective. And I already have an idea for Episode 2 of that alternate history - and it will involve the French 🙂

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@1MajorKoenig you actually weren't too far off from what I was planning as far as involving the French go

The Second War for American Independence

Parts 2a and 2b

If you won the first scenario: Part 2a: Preemptive Strike

The British spearhead force has been defeated, and the US Navy has mobilized the majority of the Atlantic fleet. The Canadians still hold on to their territorial gains in the border states of Montana, North Dakota and Minnesota all while starting to move towards Wyoming and South Dakota. British troops who were stationed in Canada, as well as Canadian Militia are making life hell for the US Army who was caught completely off guard. France, who is still refusing to trade with Britain, gets wind of this and the Government and Military start deliberating whether or not they should intervene and help their old Ally. For France, it could strengthen the Alliance with the US and result in prosperous trade once again. For the US, it would also result in trade, as well as much needed assistance from the foreign aggressors. But best of all, it would be a chance to force this war to a quick end before it escalates and drags more countries into it. The French then intercept a radio message saying that the British are sending a large reinforcement convoy to the US Mainland to try and force the US to fight along their Northern Border and East Coast. The French decide to launch a preemptive strike in hopes of preventing the convoy from ever leaving, or destroying it's escort so as to allow the US Submarine Fleet to pick apart the convoy at their convenience.

If you lost the first scenario:  Part 2b: Two Can Play this Game

The British spearhead force was successful in wreaking havoc among the remaining bulk of the US Atlantic fleet, as the USS Uncle Sam and it's escorts were unable to stem the tide. The British send a large reinforcement convoy towards the US, confident that their destroyers can keep them safe from the US Submarine Fleet. France hears of this and issues a public statement condemning the United Kingdom's actions and called for them to "end this unnecessary and unprovoked attack against their former ally." Britain responds to France with a swift Bugger off and continues ahead with their plan. France, now seeing that the only way to keep this war from escalating and to help their old ally is to take military action, they do just that. They send a troop convoy across the channel to invade Scotland in hopes of forcing Britain into a 2-front war. The French escort includes two Dunkerque class battleships, a new battlecruiser a pair of cruisers and 4 destroyers. The British Home Fleet, while on patrol, stumbles across them, but they are too late to stop the initial landings. Determined to interrupt the rest of the landings, the Home Fleet presses on. The French turn their bows towards the enemy, determined to show the British that they aren't the only ones who can play war.

Design Conditions for Part 2a:

Your Fleet (France): Tech Level is 1935

1 Battlecruiser, 2 Heavy Cruisers, 3 Light Cruisers, 5 Destroyers

You will design the Battlecruiser, but it cannot have guns larger that 12-inch (305mm) guns and the minimum speed must be 30 knots

Enemy Fleet (British Empire): Tech Level is 1930

1 Battleship, 2 Heavy Cruisers, 2 Light Cruisers, 6 Destroyers, 10 Transports

Win Conditions for Part 2a:

As the US Submarine Fleet will be able to sink the transports, the Light Cruisers and Destroyers are your primary targets since they are the biggest threat to US Subs. If you destroy all CLs and DDs, you will be victorious. Alternatively, you can sink at least 7 transports and any number of warships and the British plan will fall apart. However, the French Fleet only has enough fuel for 4 hours of combat before they have to return to port. You must meet one of the victory conditions before 4 hours of in-game time.

Design Conditions for Part 2b:

Your Fleet (France): Tech Level is 1935

2 Battlehsips, 1 Battlecruiser, 2 Light Cruisers and 4 Destroyers

(You design the Battleships, but try to make them resemble the Dunkerque)

Enemy Fleet (British Empire): Tech Level is 1930

1 Battleship, 1 Battlecruiser, 2 Heavy Cruisers and 4 Destroyers

Win Conditions for Part 2b;

There is only one way you win: The group of Home Fleet ships must be destroyed or forced to turn away and you must keep at least one battleship and the battlecruiser afloat.

(Specific follow-up scenarios for each of the possible 4 outcomes will arrive later. As always, let me know your feedback!)

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2 hours ago, HistoricalAccuracyMan said:

@1MajorKoenig you actually weren't too far off

Here is my USS Uncle Sam - nice that there are specific follow ups 🙂 :

1398281610_ussunclesam.jpg.9de8b25a4ec6ac0b773f08aa941c04d8.jpg

 

On 1/27/2021 at 11:25 AM, 1MajorKoenig said:

Background: WW1 ends 1916 with a peace brokered by US President Woodrow Wilson which results in the Empires of Europe to survive. Although this brings peace to the continent it does not resolve the tension which led to the war of 1914. However this will lead to new alliances and rivalries.

Europe calms down but tensions start rising again in the second half of the 1920s. And although the Empires of Germany and Austria live on in a slightly different form the revolution in Russia sweeps away Monarchy in the Giant Russian Empire with the communists emerging victorious from the civil war.

With large territorial concessions made to achieve a piece with the western powers the USSR seeks to recover lost land eventually which event would lead to war with Germany and Austria. 
 

In the early 1930s hostilities break out in Eastern Europe.

 

Mission: After war broke out between Germany and the USSR in satellite states in Eastern Europe the Soviet Baltic Fleets attempts a daring surprise invasion attempt at Kiel with the aim to achieve a quick Cease Fire. The German Baltic Squadron scrambles to intercept the invasion Force 

 

Design Instructions and Order of Battle:

1) Attacking Fleet - Soviet Union (stand in: Russian Empire):

  • 4 x BB - 36.000 ts / 3x4 16” (“Bubnov Design) 
  • 2 x BC - 35.000 ts / min 29kn / 4x3 14”
  • 3 x CL - 8.000 ts
  • 12 x TR

Tech Level: 1928

 

2) Defending Fleet - German Empire:

  • 4 x BB “Baden” modernized / 4x2 15”, hull: modernized Dreadnought (needs unlock), 35.000 ts
  • 6 x Torpedoboat / DD hull as stand in as not available 


Tech Level: 1928

 

You can pay as either side and design any of the ships yourself 



Victory Conditions:

you can play the Scenario from either side. Victory Conditions are: 

 

1) as Russia:

  • keep at least 50% of TRs and two capital ships alive for at least 3h in game time - that is the time the Germans have to intercept the convoy - for a victory 
  • keep 2/3 of the TRs alive sink all enemies for an outstanding victory 

 

2) as Germany:

  • sink at least 50% of the TRs within 3h of in game time - I.e. before they reach the coast for a victory 
  • Sink all transports In that time and keep all BBs alive for an outstanding victory 

And: I tried to play my first scenario and went with 36k tons Bubnov dreadnoughts. Unfortunately the AI build 66k tons super battleships with 12 x 16" guns which beat up my smaller ships pretty badly. Maybe I need to lower the tech level for the AI for that scenario?

 

Anyway - here is my Russion Bubnov Design:

Bubnov.jpg.ac176c75ebb6d89b86f7e0200ea4ef63.jpg

Edited by 1MajorKoenig
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