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1MajorKoenig

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5 hours ago, 1MajorKoenig said:

Was that inspired by the Bubnov design as well or is that funny coincidence?

Total coincidence, I actually still don't know what is Bubnov design. This boat is actually several years old already.
Apparently similar line of thought for similar goal

Edited by Cpt.Hissy
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On 1/28/2021 at 12:49 AM, Fishyfish said:

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.

 

 

 

Hmm... ok first try didn’t go to plan. My ships (the ones I did not design) came out at minimum or few bulkheads and the enemy with maximum. And they torp rushed my BBs. I will certainly try again though 

 

Anybody else tried this one?

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2 hours ago, 1MajorKoenig said:

Hmm... ok first try didn’t go to plan. My ships (the ones I did not design) came out at minimum or few bulkheads and the enemy with maximum. And they torp rushed my BBs. I will certainly try again though 

 

Anybody else tried this one?

I've tried this one. Creating a decent realistic battleship is hard, and if it gets hit by a torpedo it's pretty much dead. It's challenging I'll say that.

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7 hours ago, 1MajorKoenig said:

Hmm... ok first try didn’t go to plan. My ships (the ones I did not design) came out at minimum or few bulkheads and the enemy with maximum. And they torp rushed my BBs. I will certainly try again though 

 

Anybody else tried this one?

Just tried. Hard to design ships.. Doesnt help that the only available BB hull is one of the most limit crippled in the entire game
My generated ships are also no bulkheads, but with given limits it's the only way i think?

Got into gunfight, hit rate is about 10 to 1 in enemy's favor, damage rate is similar, so they just straight up won by defaul.
Will try some more, i wonder if it's even possible

**upd**
Take 2, was somewhat close. Made light cruisers this time
At first contact, lost that stupid torpedoboat to a first hit.
Later lost one light cruiser to a single random torpedo out of nowhere.
Rushed capital ships through enemy lines, while distracting them by remaining light cruiser, found the transports and sank 3 of them.
Light cruiser was sank meanwhile.
Spent like 6 ingame hours just sailing at 16 knots towards where last transport was supposed to be, met enemy destroyers once or twice - some shootery and they wandered off into nowhere again.
Closed it at this point.

Could sink remaining boat if i could find it, but definitely zero chances against warships. Couldn't even hit any of them, and total hits by enemy was more than my total hits at the end.
 

Edited by Cpt.Hissy
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On 1/27/2021 at 3:39 PM, 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 (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.

Okeydoe - now I also got it for the RN ! Ended up with a asimilar design for the N3 (this time I called it correctly "St George") and was able to sink the US Capital ships relatively quickly. The CAs (with minimum bulkheads once more) gave chase for the destoyers and hunted them down. Nice Scenario!

 

Btw.: Lowering the US Tech Level made the scenario much more feel "natural" - the enemy Battlecruiser showed up with Cage Masts!!

 

1751871046_StGeorge.jpg.69e82cc32b7cff29e038730388c89c2e.jpg

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Howdy 🙂 here is another one !

 

Second Great War - Episode 2: „BLACK SEA MONSTER“ (or: how the French entered the War)

 

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.

In the early 1930s hostilities break out in Eastern Europe. Following some masked invasions into German Satellite States in Eastern Europe, the German Empire and the Soviet Union are at war. The Soviet attempt to quickly end the war with a surprise attack at Kiel fails and War unchains in Europe once more.

Following the Wilson Peace around Christmas 1916, German Chancellor Gustav Stresemann and French Premier Aristide Briand succeed in their joint „Mission Impossible“ and bring the two arch enemies in the heart of Europe into an unusual alliance — and against all odds. During the following Naval Treaty negotiations the Germans habe over two of the to–be–finished MACKENSEN Battlecruisers. These ships will form the Nucleus for the future French Fleet as the „CHARLEMAGNE“ class.

Once the hostilities increase and consume more and more countries in Eastern Europe the French enter the Second Great War on the Side of their German Allies.

 

Mission: A gigantic Soviet Battleship is reported to have left her Base of Sochi in the Black Sea to attack the Franco–German Oil Supply Route through the Mediterranean. A French Battlecruiser Taskforce scrambles to intercept the Monster. You are commanding the French Task Group with the Objective to intercept and sink the Soviet Super Battleship.

 

Design Instructions and Order of Battle:

1) Your Fleet — France 

  • 2 x BC „Charlemagne / MACKENSEN“ — 35.000 ts / min 29kn / 4x2 35cm guns (Note: I had to use the large cruiser hull to get this done as the French Battlecruiser is more useful for all–forward setups)
  • 2 x CL - 8.000 ts

Tech Level: 1930

 

2) Enemy Fleet — Soviet Union / Russia

  • 1 x BB
  • 4 x DD


Tech Level: 1940 (So yes, they have the tech advantage)



Victory Conditions:

  • Sink the enemy Super Battleship 

 

 

VIVE LA FRANCE  — and have fun 

 

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On 1/30/2021 at 6:37 PM, 1MajorKoenig said:

Anybody else tried this one?

10000 starting diastance helps to avoid bad ai behavior

11" main, mount all the guns you can fit

20 speed, 12" belt armor and half for the rest, min bulkheads cause 1 torp kill you anyway.

use only HE shells during the fight.

send tb away cause it just die in few secounds if u dont and focus the transports only after the first engagment

with a bit of luck and and a lot of torp dodge(1 hit from these and you are dead in the water) focusing the lowest armored ships whould get you to sink 3 of them befor the ai starts to circle you away and vanish. even then you can catch up to them with 20 knots but it took me 4 hours game time to get the extra kill I needed to finish and it was a close one.

so in total sink 2 dd+1 light cruiser(the hardest part)+4 transports, it leads you to a 60% of enemy and thus a win.

can't say I liked it since the ai is a bitch right now, but was very happy when I managed it after 5-6 tries.

GL

Edited by Right
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So finished all, all sides, plz make some more :)

If anyone would be interested in builds I kept screen shots as souvenirs.

As example I present you - Dunkerque(SWfAI part 2b, there was no better suited 35500 hull or 4 barrel 13'' so I went with 14'' and this...)

Dunkerque.png

Edited by Right
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Battle of Tao-Feng - "Changing history as we know it"

During the early morning of July 25 1894, Rear-Admiral Tubosi's squadron arrived at the rendezvous point near Tao-Feng island. Approaching it the Japanese vessels spotted two warships heading south-west; they turned out to be the Chinese cruiser Yuan and the torpedo gunboat Kang-iy. Tubosi correctly assumed them to be the escorts of a Chinese troop transport and decided to go in a straight course for the Chinese warships.

As the commander of Yuan, you had spotted the Japanese warships at approximately the same time and was alarmed by their appearance.

 

Tech: 1894

Distance: 8000m

 

Chinese Empire (You)

1HC

2TB

1Transport

 

Empire of Japan (Enemy)

3HC

 

Lose:

If you lost more then one of your ships.

Win:

Sink at least two of the Japanese HC, if you decide it is enough get all your ships out of the enemy sight or finish the last one as well.

 

*Inspired by the real Battle of Pungdo.

 

Edited by Right
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Classified Cruiser

The year is 1936. Talks at the London naval treaty have broken down, and naval research is hastening at a rapid pace. the Secretary of the Navy has ordered a series of new experimental gunnery platforms to aid with research. You have been put in command of Experimental Gunnery Platform F, or EX-F for short. This vessel has nine eleven inch guns in three triple mounts, as well as our best technologies that will be used in next generation battleships. As it was designed to be a non-combat ship, it has minimal armor. Any other design modifications are up to you.

Your maiden voyage has taken you close to the Marshall Islands and into Japanese waters after a malfunction of the navigation equipment. The Japanese have mistaken the EX-F as a 32000 ton battlecruiser, and sends a task force made up of older battlecruisers and their escorts to intercept your ship. However, as the EX-F is highly classified, the Japanese must not know of its existence, and you have been ordered to sink any foreign ship you make contact with. 

 

START DISTANCE: 50000 M

YOUR FORCES: United States, 1940 tech

1X experimental heavy cruiser, EX-F

     Design constraints: minimal armor, 3x3 11-inch guns, Generation II Radar, Auxiliary engine IV, Sonar III, Stereoscopic rangefinder V, 20000+ ton             displacement

ENEMY FORCES: Japanese Empire, 1924 tech

2X battlecruiser, unknown class

3X light cruiser, unknown class

 

VICTORY CONDITIONS:

  • Sink all enemy ships in 6 hours
  • Don't sink
  • Leave no survivors

 

BONUS RANKS: (these are for people who find the base scenario too easy)

Silver Star: beat the scenario with 25 percent durability left

Navy Cross: beat the scenario with 50 percent durability left

Medal of Honor: beat the scenario with 90 percent durability left

 

Edited by werwaz
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16 hours ago, Right said:

minimal is 0? no armor upgrade?

 The EX-F wasn't supposed to be used in combat, only for research purposes. Everything should be unarmored except for a 4 inch main belt. However, you can still use all of the protection modules like bulkheads, anti-torp, citadel, etc. since those systems would be developed on the ship as well as the fire control, guns, and sonar. Even without armor, the scenario is still very much beatable, if you use the right tactics.

Edited by werwaz
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45 minutes ago, werwaz said:

 The EX-F wasn't supposed to be used in combat, only for research purposes. Everything should be unarmored except for a 4 inch main belt. However, you can still use all of the protection modules like bulkheads, anti-torp, citadel, etc. since those systems would be developed on the ship as well as the fire control, guns, and sonar. Even without armor, the scenario is still very much beatable, if you use the right tactics.

I did, the thing is that unless you get lucky I don't see how to beat it with more then 90% atleast from my 3 tries.

I got 2 hits on me and that got me to 85%.

Anyway thanks for the answer and scenario☺️

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19 minutes ago, Right said:

I did, the thing is that unless you get lucky I don't see how to beat it with more then 90% at least from my 3 tries.

I got 2 hits on me and that got me to 85%.

Anyway thanks for the answer and scenario☺️

I was able to beat it without using torps with about 75 percent left, and I even 1 shot one of the battlecruisers by detonating its ammo with my opening salvo. The  achievement ranks are just extra challenges if you find the base scenario too easy.

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  • 4 weeks later...

here's a bit of a goofy scenario for those of you who are still reading this:

Battlecruiser's Bane

It is 1940. For some reason the British got their hands on a ship duplication device and decided to duplicate some battlecruisers. The high command are visibly worried, and have ordered you to create a battlecruiser-killer with a secret cloaking device that can absorb radar waves. The cloaking device will only work farther than 10 km away from the enemy ships. You may use whatever resources are required to achieve victory. The Brits were able to clone 10 battlecruisers before our spies destroyed the duplication machine. Your ship will be escorted by whatever we can spare you. Right now, that would be 4 heavy cruisers and 8 destroyers. Make sure to give the Brits the full Hood experience and send 'em to Davy Jones' Locker.

START DISTANCE: 10000M

YOUR FORCES: German Empire, 1940 tech

1X mega battleship, Einschüchterer

4x heavy cruiser, whatever we can spare you

8X destroyer, V-1 class

ENEMY FORCES: British Empire, 1935 tech

10X battlecruiser, unknown class

 

VICTORY CONDITIONS:

  • kill them all.
  • bonus points if you pop some turrets or detonate some ammo

BONUS RANK: (this is for people who find the base scenario too easy)

Iron Cross: the British happen to clone 2 more battlecruisers before the duplication machine is destroyed. Win with at least 2 heavy cruisers and your battleship left.

Edited by werwaz
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9 hours ago, werwaz said:

here's a bit of a goofy scenario for those of you who are still reading this:

Battlecruiser's Bane

It is 1940. For some reason the British got their hands on a ship duplication device and decided to duplicate some battlecruisers. The high command are visibly worried, and have ordered you to create a battlecruiser-killer with a secret cloaking device that can absorb radar waves. The cloaking device will only work farther than 10 km away from the enemy ships. You may use whatever resources are required to achieve victory. The Brits were able to clone 10 battlecruisers before our spies destroyed the duplication machine. Your ship will be escorted by whatever we can spare you. Right now, that would be 4 heavy cruisers and 8 destroyers. Make sure to give the Brits the full Hood experience and send 'em to Davy Jones' Locker.

START DISTANCE: 10000M

YOUR FORCES: German Empire, 1940 tech

1X mega battleship, Einschüchterer

4x heavy cruiser, whatever we can spare you

8X destroyer, V-1 class

ENEMY FORCES: British Empire, 1935 tech

10X battlecruiser, unknown class

 

VICTORY CONDITIONS:

  • kill them all.
  • bonus points if you pop some turrets or detonate some ammo

BONUS RANK: (this is for people who find the base scenario too easy)

Iron Cross: the British happen to clone 2 more battlecruisers before the duplication machine is destroyed. Win with at least 2 heavy cruisers and your battleship left.

.......WHAT? 

 

Now don't get me wrong this scenario sounds awesome and hilarious at the same time and I'm going to make this happen custom battle right now.

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here's a bit of an interesting alternate history scenario that came to my head:

Search and Destroy

It is 1942. following the decisive victory of the allies at midway, the Japanese have requested reinforcements from the Germans in the form of a group of captured French ships that will be used as stopgaps until they can construct new ships. Allied command has asked us to form a task force to intercept these reinforcements before they can be used in any serious capacity. At the center of this task force will be either the aging super-dreadnought Guofan, which will be refitted to suit your needs, or the hastily constructed but potent battlecruisers of the Zhejiang class. Escorting your ship or ships will be a heavy cruiser, 4 light cruisers, and 7 destroyers. We cannot afford to lose this engagement or else these reinforcements could jeopardize our recent gains.

START DISTANCE:50000M

YOUR FORCES: Chinese Empire, 1927 tech

1X super dreadnought, Guofan OR 3X battlecruiser, Zhejiang class

1X heavy cruiser, whatever we can spare

4X light cruiser, probably some stopgap ships with no bulkheads that will get killed easily by the enemy capital ships

7X destroyer, they're still on the slipway and haven't been named or launched yet, but they should be ready for the operation

ENEMY FORCES: France, 1935 tech

1X battleship, unknown class

3X battlecruiser, unknown class

2X heavy cruiser, unknown class

 

DESIGN CONSTRAINTS:

Guofan: no reload upgrades, cannot be faster than 26 knots, can only use mk1 or mk2 guns

Zhejiang class: cannot take more than 34 months to construct (found under information tab), budget of 65 million per ship, no guns bigger than 15"

 

VICTORY CONDITIONS:

  • kill at least the battleship and battlecruisers
  • all capital ships (BB or BC) must survive
  • kill them in less than 5 hours

BONUS RANK: (this is for people who find the base scenario too easy)

Order of the Double Dragon: kill all of the enemy ships and keep at least 3 of your escorts alive

Edited by werwaz
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Okay everyone I'm back (finally) and I have the final scenarios to my "Second War for American Independence" storyline...so here we go!

Please note that this post is only for the follow up scenarios pertaining to parts 2a

If you won Part 2a: Part 3a Time for Payback

The plan for a second British landing was successfully thwarted with the help of the French Navy. Now, with US Militia and US Military Forces pushing back the Canadians and retaking each state one by one, the US decides that it is time to ensure that nothing like this ever happens again and to remind the British that the 13 Colonies truly did want to be their own independent nation. The US amasses an invasion fleet, the size of which has never been seen before, and sets a course for Britain. The initial landings are slow, which gives the remnants of the Home Fleet to arrive and put pressure on the US Navy. The Home Fleet must be sunk at all costs, not just for morale reasons, but to ensure that it will be a very long time before the British have the capacity to to deliver such a strike again.

If you lost Part 2a: Part 3b Their Finest Hour

The British Invasion Convoy slipped past the French Navy and made it across the Atlantic. However, their larger escorts have diverted towards Canada to refuel and get repairs. This leaves only the light cruisers and destroyers to defend the convoy on it's final approach to the US East Coast. All that stand between the British Troops and landfall are 5 older destroyers and an a pair of aging cruisers. If they can hold the line, the war will be over and the US will remain free forever. If they fail, the British will overwhelm the East Coast and eventually rule America once more. The fate of the United States is in your hands Admiral.

Design Conditions for Part 3a: (Starting Range is 20000 meters)

Your Fleet: USA-1930 tech

2BB, 2CA, 3CL, 5DD (You design the Battleship, but it can only have 3 barrels per turret, maximum of 16 inch guns, three main turrets, and a top speed of 28 knots)

Enemy Fleet: British-1930 tech

3BB, 1 BC, 2 CA, 2 CL, 5 DD

Win Conditions for Part 3a:

Only one way to win: every British ship must be sent to the bottom.

Design Conditions for Part 3b: (Starting Range is 12000 meters)

Your Fleet: USA-1925 tech

1 CA, 1 CL, 5 DD (You will design the CA. Max gun size is 8 inch, maximum of 3 main turrets, no torpedo launchers, top speed of 30 knots)

Enemy Fleet: British-1930 tech

2 CL, 6 DD, 10 Transports

Win Conditions for Part 3b:

The British have 3 hours before they make landfall. 8 of 10 transports must be destroyed, or all the escorts must be destroyed before the 3 hour mark.

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And now for the final two scenarios

If you won Part 2b: Part 3c David...meet Goliath

The initial French Landings were successful, and the French troops are steadily rolling on towards London. However, they soon encounter a problem: the British have launched 3 experimental super battleships that, until now, were completely unknown to exist and are able to deliver pinpoint gun fire support thus hindering the advance and causing mounting casualties. The only ships the French have in the area are a pair of battleships and a battlecruiser escort, but the success of the French advance towards London depends on the sinking of these super battleships. The French charge headlong into the fight, knowing the odds are stacked against them...but US Reinforcements are on the way, along with their own invasion fleet.

If you lost Part 2b: Part 3d One Last Effort

The beach landings were interrupted by the British home fleet and the French were forced to turn away and leave their troops stranded in Scotland. The home fleet gather's most of it's strength and blockades the French coastline. France knows that the stranded troops won't last long without support, so they have to break the blockade somehow and give it one last go. The French Navy throws the best ships they have right at the center formation of British ships. If they fail, the British will overwhelm the US and the troops in Scotland will be captured or worse...

Design Conditions for Part 3c: Starting Range is 25000m

Your Fleet-France 1930 Tech

2BB, 1BC (You may design either one, but maximum speed is 29 knots, quad main guns only, 15 inch guns for BB or 12 inch guns for BC, heavy shells only)

Enemy Fleet-British 1940 Tech

3BB

Victory Conditions for Part 3c:

If you can survive for at least 5 hours of in-game time, then the US Navy will arrive and help to overwhelm the new Super Battleships. Alternatively, you can sink the 3 battleships before all your ships are sunk.

Design Conditions for Part 3d: Starting range is 18000m

Your Fleet-France 1930 Tech

3BC, 2CA, 3CL, 7DD (You design the BC: maximum of 14 inch guns, top speed of 29 knots, triple barrel turrets only, radar 1 only)

Enemy Fleet-British 1930 Tech

2 BB, 1 BC, 2 CA, 2 CL, 5 DD

Victory Conditions for Part 3d:

There is only one way to win...you must sink all enemy ships or force them to turn away and run while keeping all 3 of you BCs alive. Failure is not an option, and neither is losing a BC, as that means the French won't have enough firepower, and the British will reclaim the 13 Colonies.

 

 

I realize that this has been an incredibly long storyline, but it is at an end now, and I hope you guys found it interesting! Let me know your feedback, and stay tuned for more scenarios...my head is full of ideas!

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here's a cool scenario that I thought of that has a lot of different ship options: (WARNING: this is a full fleet engagement, lots of ships, not suitable for lower-end PCs)

Counterstrike

It is 1946. With the fall of Germany and Japan in the war, the United States and the Soviet Union were left as the dominant superpowers in the postwar world. Soon after, the uneasy alliance fell apart, and both nations prepare for the inevitable clash. Congress has been considering proposals for several next-generation warships. However, they only have the funds to construct one of these designs. The proposals have been narrowed down to these four: the Harbinger class super-battleship, the Annihilator class fast-battleship, the Emancipator class battlecruiser, and the Liberator class pocket battleship. The Russians have been doing some suspicious stuff like flying reconnaissance planes over our naval facilities, one of which was shot down. our interrogators were able to get out of him some information about an upcoming Soviet operation codenamed Red Storm. It is likely that the Soviets intend to attack our naval facilities soon. Serve these commies some Freedom if they try anything funny.

START DISTANCE: 50000M

YOUR FORCES: United States, 1940 tech

2X Harbinger class SHBB OR 3X Annihilator class FBB OR 4X Emancipator class BC OR 6X Liberator class PBB

7X heavy cruiser, whatever is in port

12X light cruiser, whatever is in port

 

ENEMY FORCES: Soviet Union (Russian Empire),1940 tech

3X battleship, unknown class

4X battlecruiser, unknown class

7X heavy cruiser, unknown class

12X light cruiser, unknown class

 

DESIGN CONSTRAINTS: total budget- 470M

Harbinger class: SHBB hull, main battery of 17" guns, long or very long range, 28 knots or faster 

Annihilator Class: Modern BB 2 hull, faster than 32 knots, guns no bigger than 17", medium range or longer

Emancipator Class: Modern BC hull, guns no bigger than 16", medium range or longer, cannot take more than 40 months to construct

Liberator Class: Large Cruiser hull, guns no bigger than 14", medium range or longer, cannot take more than 32 months to construct

 

RULES OF ENGAGEMENT: you cannot return fire in the first 15 minutes unless one of your ships is hit or sunk.

 

VICTORY CONDITIONS: 

  • sink all enemy capital ships (BB and BC)
  • have at least 1 SHBB, 1 FBB, 2 BC, or 2 PBB left

 

there are no bonus ranks for this scenario.

Edited by werwaz
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