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[Possible Let's Play] Rule the Waves 2: any interest?

SirJalinth

Ortillery, my best Friend
Validated User
I do so love the swarms of bombers you can get going if you control a good portion of the Med. Just hold the line until your bombers can bring the pain. I agree that gunnery radar is glorious. Even search radar is love, but being able to shell the foes outside of visual range is wonderful.



A little bit of music.
 

DrunkenGrognard

Exile to the godforsaken reaches of the North
RPGnet Member
Validated User
And back to war we go. In the Med; the Brits attempt to land troops in Damlacia. The good news is, I have the cruisers Terrible and Gueydon in position to intercept. The bad news is, they're being escorted by the Battleship HMS Rodney. This is not a fight two heavy cruisers can win - Rodney weighs half again as much as both ships combined, and her 16" guns can trivially penetrate the cruiser's armor. However. This battle is not JUST about the warships. The two cruisers fire a blistering barrage into the battleship; but only in passing - they race past Rodney and her escorting destroyers and into the midst of the massed invasion transports. Between their own guns, and a few badly judged torpedo attacks from the British destroyers; the transports are badly hammered. Only one of the eight transports survives the two cruiser's single pass through their formation; and it only barely. The two cruisers turn their attention back on the warships; sinking a destroyer; maiming two others; and hammering at Rodney for as long as they can manage before sinking.

And then the BEEEES arrive. Wave after wave of medium bombers, flying boats, and torpedo planes swoop in. The mediums and the flying boats are trying to skip-bomb the Royal Navy units; with limited success; but the torpedo planes put four torps into Rodney; which retreats towards Malta under the heaviest CAP the Fleet Air Arm can get up to defend it. They don't quite manage to kill the battleship, but they maim it; and stymie the invasion attempt utterly. Not a good trade for two heavy cruisers, but the best I could do under the circumstances.

The CVL La Fayette strikes a mine, taking it out of service for a few months; I tell the yards to overhaul her while she's there. The next fleet action sees two of my cruisers and the CVL Nice clash with three Royal Navy cruisers and the full on CVs they're escorting. Sadly, their carriers run the moment they realize that I'm bypassing their screen, and they have good enough legs to get clear before I can do more than scratch their paint. The three British cruisers screening them pay for this annoyance with their lives; though they take two of my destroyers with them, and put one of my CAs in the yard for a bit. Again, I order it overhauled.

(Why yes, I AM just learning about how some aspects of this game works; like needing to order basic overhauls and not just think that the monthly maintenance covers it. In my defense, the manual for this game is highly obtuse and I figured I'd just wing it and dive straight in. Whoops...)

Next, feeling that the Kaiserliche Marine might be feeling left out, we raid up the coast, potting a transport and a destroyer; though at the cost of an older light cruiser and destroyer. Not a good trade; but for some reason the game's not letting me use any of my heavy iron right now. I stand corrected - Jeanne d'Arc and Richelieu corner a German task force in the Bay of Biscanny, sinking two CAs and chasing off the carriers they were escorting (not quite fast enough to catch those carriers, sadly, and they kept up a heavy enough CAP that I couldn't get an airstrike to them)

Rodney is active in the Med again; and spearheads a landing on Rhodes; the two small ships I have handy to try and stop it both getting torn to pieces in moments. I badly want to get some of my heavy iron down there to deal with that fucker, but I am apparently blockaded and cannot send any ships out of Northern Europe at the moment; which is highly annoying. Taking a break.
 

Ulzgoroth

Mad Scientist
Validated User
Sounds like you need the game to let you get a proper fleet battle in Northern Europe to kick the enemy fleets down to size and break the blockade.
(Why yes, I AM just learning about how some aspects of this game works; like needing to order basic overhauls and not just think that the monthly maintenance covers it. In my defense, the manual for this game is highly obtuse and I figured I'd just wing it and dive straight in. Whoops...)
Er, how? And to what purpose? I've been playing into the 40s (AH, Italy just lost their very last ship above a cruiser in our fifth-or-so war) and still have a couple untouched starter fleet destroyers on colonial duty. They seem fine, though I probably should cycle them back to the Med and pull them into the current half-century. Maybe.
 

DrunkenGrognard

Exile to the godforsaken reaches of the North
RPGnet Member
Validated User
so, you know how the ships will have their year-of-construction in one column in the ship summary? And once they've been in service a while they get a (O) next to the number? THat indicates that they need an overhaul. Not doing it causes a bunch of little debuffs; more likely to have breakdowns and such, and higher monthly maintenance costs. so Open Design For Rebuild; and you don't even need to make any changes; just let the yard dogs take a couple months to get everything up to snuff
 

Ulzgoroth

Mad Scientist
Validated User
so, you know how the ships will have their year-of-construction in one column in the ship summary? And once they've been in service a while they get a (O) next to the number? THat indicates that they need an overhaul. Not doing it causes a bunch of little debuffs; more likely to have breakdowns and such, and higher monthly maintenance costs. so Open Design For Rebuild; and you don't even need to make any changes; just let the yard dogs take a couple months to get everything up to snuff
I'm pretty certain they don't get higher maintenance costs. I've been watching for that with lots of obsolete ships sitting next to their updated siblings. They might get more breakdown events, though.

(I have seen a handful of old ships get higher maintenance costs, but that seemed to correspond to being overweight, and that in turn I think came from some tonnage-affecting change for small classes when I updated from 1.0 to 1.04 mid-game...)
 

DrunkenGrognard

Exile to the godforsaken reaches of the North
RPGnet Member
Validated User
Don't have hard numbers but I do think that the breakdowns thing is real... not sure I want to dare the manual again. If nothing else, updating a ship's fire control (and swapping light guns to dual-purpose) does not add any time to the overhaul, which is helpful once the BEEEEES come into play.
 

Ulzgoroth

Mad Scientist
Validated User
Don't have hard numbers but I do think that the breakdowns thing is real... not sure I want to dare the manual again. If nothing else, updating a ship's fire control (and swapping light guns to dual-purpose) does not add any time to the overhaul, which is helpful once the BEEEEES come into play.
Oh yes indeed. Plus it's usually much preferable to have the finest available fire control on a ship that sees combat, AFAICT. It seems to me that any re-arrangement of the AA armament or fire control can add cost but not time, and most legal changes to secondary or tertiary guns are the same. And I think you can switch primary turrets to increased elevation and maybe also DP as a negligible rebuild. Touching anything else I've tried about the primary turrets can put you in the shop for a long time, though not as long as a machinery rework. Which probably makes sense, though it's annoying when I just want to expand the magazine a little...
 

DrunkenGrognard

Exile to the godforsaken reaches of the North
RPGnet Member
Validated User
Back at it; and I immediately run into a problem: The game keeps wanting to run battles in the Med or off Africa; and I do not have much in the way of forces in those areas. And I can't transfer anything out of Northern Europe because I'm blockaded. And I can't break that blockade unless I get, and win, a major fleet action. Which the game isn't giving me a chance for. It's a vicious cycle; one that's slowly giving the enemy VP because they're attacking in places where I cannot contest them.

The upshot of this is that I get a research breakthrough jumping my Search Radar from tier 2 to tier 5 in one shot (RNG research can occasionally break in your favor HARD) and a second Jeanne d'Arc class battleship; Madeleine Sophie Barat; finishes building and begins her workup, and Richelieu gets out of the shop. And finally, my patience is rewarded. I get a convoy attack. Lead by Jeanne d'Arc and Trident; with three supporting CVLs. At night.

And the Brits still don't have Fire Control radar.

The resulting battle is long and confused; going through the night and well into the next day as we try to get out of reach of British land based air. But at the end of it all; none of my ships have been lost (though Trident and Jeanne d'Arc are gonna be in the shop for a while) and in exchange, I have sunk a Battleship (FINALLY caught up with Rodney), two Carriers(and sending three more to the shop for repairs), a CVL, a CA, four destroyers, and fourteen merchies.

22812

That's a damn good night's work. Not enough to break the blockade, annoyingly, but that's a big chunk of the Royal Navy's ability to project force sent to the bottom.

ANd that's going to be it for now; this nice new game with its aggressive patching schedule just updated today and I am finding one of the changes renders battles almost unplayable: you no longer get any sighting reports whatsoever. Not from ships in the area not under your direct control. Not from the land-based-air. Not even from your own task force's dedicated recon planes! If it's not in visual range of one of oyur ships, you don't get any hints about where it is. Really hoping this one gets fixed soon.

EDIT: and I'm not the only one getting this bug; there's already a thread for it on RTW's official boards so hopefully it's getting looked at already
 
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Ulzgoroth

Mad Scientist
Validated User
ANd that's going to be it for now; this nice new game with its aggressive patching schedule just updated today and I am finding one of the changes renders battles almost unplayable: you no longer get any sighting reports whatsoever. Not from ships in the area not under your direct control. Not from the land-based-air. Not even from your own task force's dedicated recon planes! If it's not in visual range of one of oyur ships, you don't get any hints about where it is. Really hoping this one gets fixed soon.

EDIT: and I'm not the only one getting this bug; there's already a thread for it on RTW's official boards so hopefully it's getting looked at already
They've got a hotfix that's supposed to make it go away.

It sounds like the handling of the new limited aircraft torpedo supplies is still a bit imperfect, but the no spotting problem should be gone.
 

DrunkenGrognard

Exile to the godforsaken reaches of the North
RPGnet Member
Validated User
They've got a hotfix that's supposed to make it go away.

It sounds like the handling of the new limited aircraft torpedo supplies is still a bit imperfect, but the no spotting problem should be gone.
yeah, I was going to update yesterday, but I was just dead after work. gonna try to get some play in today
 
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