Guias

War on the Sea – U.S. Campaign – 16 – Transport Slaughter








Let’s play the newly released War on the Sea, a WW2 naval combat strategy game. This latest release from Killerfish unleashes the Pacific theater of operations, with carrier battles and surface action, including all that on a campaign fight for Guadalcanal.

► Best viewed in the series playlist:

▬▬▬▬▬▬▬▬▬▬▬▬▬▬

War on the Sea on Steam:

Command ships, submarines and aircraft in the South Pacific during WWII.

1942: The world is at war
The Japanese Empire expands throughout the Pacific where Allied forces attempt to halt its spread. A desperate struggle for control of the Solomon Islands is now underway.

How will you protect your transports as they deliver troops and supplies in the South Pacific? Will you deploy precious aircraft carriers to provide air cover? Do you screen the area with submarines? Or attempt to lure the enemy navy into a decisive surface engagement?

Major Features:
– Real time naval combat
– Theatrical external-view game play
– Play as Allied Forces or Imperial Japan
– Over 50 classes of playable ships
– Dynamic campaign
– Tactical control of aircraft (not a flight simulator)
– Fight fires, counter flood compartments and repair ships
– Sink ships using realistic buoyancy physics
– Historical missions based on actual naval engagements

▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Tortuga’s Discord ►
.

Link do Vídeo






26 Comentários

  1. Actually this is the perfect execution of a campaign. Supply denial. you could actually take a base just outside the Rabaul air coverage and build it up to Sea/Air lvl of 5 and slowly dominate the regio. Surprised the AI did not force a major Asset conflict to reduce the air supremacy. I suspected them to take an island in the North East to force your attention

  2. 4:36 Japanese Type 95 torps had the same oxygen-kerosene fueled motor as the Type 95 (Long Lance) …. it produced little visible wake and surely not one visible from thousands of yards away on a dark night at sea ….. and at 37 knots, you are not going to hear them coming … your entire ASW game is gaming this game ….

  3. As a former submarine sailor I can tell you that I got a bit salty when you turned the triton away from the 2x merchants. What do you think submarines are for?

  4. Allied sub hunters usually operated in pairs – one active, the slowest on passive to detect subs. Also – worried about HE shortage, maybe try engaging only with secondaries.

  5. I think for the transport hunting, you can do somthing a little fun. Like ram a destroyer into them or somthing. Be creative, and I would love to watch that

  6. i have tried some 1vs1 simulated engagements between several ships in order to really know which one to pick when building a task force…

    Brooklyn's are pretty good, they anihilate Tenryu in no-time and all the Kuma-like class IJN lightcruisers will also be killed after a short fight. The Brooklyn even hold it's own (very on pair and situational fight) if facing Furutaka/Aoba. Nevertheless get it's ass smoked by Myoko/Takao/Mogami/Tone, but nevertheless that's a very impressive performance for a 14 CP lightcruiser.

  7. I personally don't mind seeing these small battles – But I wouldn't mind if you cut them down for time and only showed the start and end of them (unless something exciting happened)

  8. Tortuga on the ASW missions it will take longer but your first destroyer on scene (first destroyer to evade torps and closets to probable location of sub needs to immediately cut power and active ping then bring your other boat onto station for the kill. yes this method may take longer but i believe will be more successful long term. would greatly appreciate feedback

  9. Game needs search and CAP commands. Should be able to automatically send up fighters to do nothing more than circle the CV or base and automatically launch search aircraft. Admirals and base commanders really did issue orders like this.

  10. BTW, in the scenario with the two transports and you're trying to save ammo, you could always let the ship's secondaries have at it. I've never seen anyone run out of secondary ammo, at leat on a YT playthrough. If you start to run low, just swing the ship around and pound from the other side. You're only using secondaries from one side at a time. Edit: Great! That's what you did. Just hadn't seen it yet. Good strategy.

  11. Shore bombardments in the current patch do not reduce supply or troop numbers. They only damage ports / airfields. From the manual, P. 55. Bombard – shell a location. Requires Battleship, Battlecruiser or Heavy Cruiser in group to perform. Damages airfield and port at this location, may decrease their level and airfield cannot launch aircraft for a time based on damage done. Expends 1/3 of ammunition, may be performed up to 3 times.

  12. Hey tortuga, if you are going to take an Island, I recommend prioritizing a level 3 port. This gives your ships a place to resupply on the front lines instead of having to return to New Hebrides. I personally recommend Rennel Island as the base, but it is your choice what you think you can defend. Don't overextend yourself. I play as the Japanese and I established a port level 3 on the Shortland Islands and since my fleets never have to leave the slot, I have had no issues with further American troops landing on Guadalcanal. I also made sure I have 2 convoys, one from Rabaul to Shortland, then Shortland to Guadalcanal. You can do something similar with New Hebrides and Rennel Island. This allows you to have a forward base with plenty of supplies and you can much more quickly distribute them to the frontlines as needed.

  13. Hi again,
    Sea State 5 cuts your Sonar detection range by 20%. Also, target aspect affects Active as a smaller cross section means a smaller area from which the pulse can be reflected. Approaching from astern of the sub will therefore reduce the range at which Active will generate a detectable return compared with coming from an angle of say 30 degrees of a stern quarter. I tend to come in at that sort of angle and at a considerably higher speed, although that's just a comment on different styles, not a suggestion one is any better than another.

    The Devs have also stated Sonar has a MINIMUM range, too, which it should. That's why you lose things when you're close even when they're travelling at speed.

    Technically the range at which this would happen is a function of the range to Sub and the Sub's depth. The deeper it is, the further out it gets "under" the cone of the Active pulse. For passive it's a similar situation and depends on the alignment of the hydrophone receptors.

    I don't use the manual fire options for the reasons you said, namely it's really an exploit. Which is not to say YOU ought not do so, and it doesn't hurt to show people how the option works.
    Cheers
    p.s. 44 + 12 = 56, not 66. I believe you'll need 84 CP, not 94. ;-P

  14. When manual targeting hold your fire until the guns have been reloaded and then place your marker and fire. You were placing your marker and then there was often a delay until the guns were ready to fire, then your shells fell behind your target.

Comentários estão fechados.