A list of puns related to "Naval Combat"
So I recently commented a summary of the naval mechanics and alot of people wanted me to turn it into a post so it's not burried. Well here it is, hope it helps some get into what I consider the most fun system in the game.
Submarines/Torpedoes:
-Submarines deal damage primarily through torpedo damage and have some special mechanics related to torpedoes so these topics are merged
-Torpedo damage has the special ability of completely ignoring the armor value, which drasticaly reduces damage taken if it's above the piercing value of the enemy's attack.
-Every time a submarine fires a torpedo it has a 50% chance of revealing itself. Unrevealed submarines cannot be attacked at all and revealed can still only be attacked by anti-submarine damage. Chance reduced by doctrine.
-Submarines can be forced to reveal themselves by the enemy's submarine detection stat. The higher it is, the higher the chance a submarine will get revealed.
-Torpedo attack is extremely affected by the speed stat, so fast destroyers have a very low chance of getting hit.
-Torpedoes are affected by screening. As long as a capital ship is screened by screen ships (in base game those are destroyers and light cruisers) it can never be damaged by torpedoes.
-Screens aren't shielded by anything and will still be attacked by torpedoes.
-The ideal screening composition is 3 screens to 1 capital ship, but it is recomended to use a 4:1 ratio so that your capitals aren't vulnerable the moment one destroyer dies.
-Torpedoes aren't affected by combat rows (see next part). As long as there isn't a 3:1 ratio maintained there will be a chance for a fired torpedo to hit a capital ship. Chance increases the less filled the screening it.
-Carriers have an exclusive kind of screening they get from capital ships. 1:1 ratio provides full cover but as with screens it's best to have more than the minimum. They are also affected by regular screening.
Attack/Guns:
-There are two attack values any surface ships has. Heavy attack and Light attack.
-The greatest difference between those two has to do with combat rows.
-If you ever caught a naval battle in progress, you could see that your destroyers/cruisers are in the first row closest to eachother. The capitals are in the second row and, if you had any, carriers would be in the 3rd row.
-Light attack can only attack the closest row. A destroyer cannot use it's main guns on a capital ship until all the enemy destroyers are dead f
... keep reading on reddit β‘Iβm surprised not to see discussion of this game on this sub. Itβs on Xbox, PC, and possibly PS5.
Itβs a beautiful open world game where you sail on a sloop, brig, or galleon from island to island and fight other ships (piloted by AI or other players) with cannons and by boarding the enemy ship, where you can fight with cutlass and pistol. You can also quest for treasure etc.
Itβs far from a simulation, and the sailing and fighting are dumbed down, but itβs a ton of fun and very reminiscent of aspects of this series. The cartoony looking player characters kept me away for a while, but Iβm glad I picked it up for $20 on sale.
Has anyone played this or the other game that purports to be an age of sail combat game? I think itβs simply called Naval Combat.
tl;dr - Naval Warfare is poorly represented. I have couple ideas, based on history, to fix it.
For me the naval game has always been one of more engaging aspects of the game. I always love building a massive armada to crush my enemy with or trying to recreate historical naval battles like Salamis or Midway. Put bluntly, I love the naval game; however, I feel like Civilization 6 as the most recent release has misrepresented naval warfare in such a way that I now feel the need to start a discussion about how to improve it for future CIV titles.
Let's start with some background. Historically there are four main periods of naval history: Age of the Galley, Age of Sail, Age of Steam, and the Modern Era. Each of these eras lasts different length, with massive changes between each era. So, let's look at each era to see what changed. The Age of the Galley begins with the earliest records of naval battles to around the introduction of the Frigate, around 1650; from that point on the galley begins a slow, but noticable decline in effectiveness against more frigates. The Age of Sail from this point on generally saw an increase in the number of guns and decks to the frigate, leading to some insanely massive ships, such as the Spanish Santissima Trinidad. Eventually at its height, the naval battle in the Age of Sail came down to number of guns and ships in the line. The most important thing about the age of Sail, tactically, was the inverting of the naval battle. Prior to it, ships would attack each other perpendicularly; as most were ram-based ships, so they excelled best in ramming into the enemy. However, in the Age of Sail, that went out the window and new tactic, the Line of Battle, meant that the frigates lined up and passed parallel to the enemy while unleashing their cannon fire. At the end of the day for the Age of Sail, the bigger the ship the better in combat it was, despite its lower maneuverability.
The Age of Sail comes to end around 1820s with the introduction of the steam engine, and its incorporation into naval designs. From here the Age of Steam begins. The Age of Steam sees some of the greatest change in ship design and gunnery technology. By the end of the Age of Steam, many ships would be barely recognizable by Admirals a generation or two before. The two most iconic ships from the period are the Ironclad and the Dreadnought. In this period, the Line of Battle maintain supremacy, tactically, but the distance between the ships began to increa
... keep reading on reddit β‘Which makes them the first group to have developed the "ARGH-PG."
I used to play Steel Ocean a bunch and loved that game ever tho it had plenty of short comings. The servers have been shut down for quite a while now and I have an itch to pay some sort of naval ship combat game?
World of warships doesn't look very fun to me and looks like alot of pay to win, but I could be wrong.
Does anyone have recommendations for a good naval / ship combat game. Can be historical or modern, multiplayer or single player. Bouns If it has submarines.
The first two iterations of naval combat in the series has been controversial but personally I have always loved it.
I will admit that naval combat in Empire and Napoleon is quite slow, but I have never had problems with long battles.
What are your thoughts?
It just came upon me that I never fought a naval battle with hundreds of planes in the air over my ships so why bother with carriers
Iβm asking because planes doing mission are separate and often wonβt help
And if thereβs a way to make them divert to a battle please tell me
Just ran a skirmish playing as Rus vs Hardest AI English. Early to mid game was quiet enjoyable, however the problem started around imperial age when English got access to Carracks. Since Rus cannot build anything else than an Arrow boat and explosive ship, it placed me in a very difficult situation where AI could snipe my keeps from a far while simultaneously wrecking the heck out of my puny dark age like boats. Even if I could fend off its fleets, there was ABSOLUTELY NO WAY to land any sort of invasion forces on their coast, because Rus cannot build any type of siege ships and even a single Al's keep can easily destroy entire landing party. The moral of the story is that past castle age, if you're playing as Rus against any civilization having access to late game cannon based naval units, you're basically fucked. You have to either destroy AI early on, below 30 minutes mark, or turtle up and clench your cheeks, however sooner or later AI will decimate your defenses by spamming cannon ships, which obviously it does, just like in older games.
To elaborate I have the biggest navy on this side of the galactic core. I have mostly extremely strong carrier cruisers which make up the a lot of my fleet. The vast majority of my destroyers and some of my cruisers are outfitted to be Frontline fighters that attack the enemy fleet but they keep getting absolutely destroyed and they cost too much to replace. Is there any design for these kinds of ships or strategy to use to ensure I don't have to pay all of my energy credits just to replace half of them?
The Context: Tonight I was doing a Reaper FotD and world event grind for rep and commendation. During this period we were attacked by a Galleon. We fended off the first time they came at us at the Fort and the second time when we were traveling between the Fort and Reaperβs Hideout. On the third time we manage to sell everything before fighting them. Where I come at my standstill is how SoT handles spawns and new boats
The Problem: SoT does a bad job at spawning new boats after they sink to another ship. If I can see a ship we sank 3 times while doing a Fort spawn at the same island 2 squares away thatβs a problem. I donβt feel like the game actually punishes someone for making a bad play or sink themselves. Also how there isnβt a βPeace Periodβ after a new ship spawns in is another problem
Solution: Honestly easiest way to fix the issue is to just spawn the new ship at an outpost similar to how you start a session. This would fix the spawning issue with being too close to islands and still allow for people who sank to get resources and have time to prepare. Or you could induce a period where the ship isnβt allowed to raise anchor for 5ish minutes after spawning to advoid the constant kamikaze by the same people youβve sunk 5 times.
I'm not sure if cannons exist in the Elder Scrolls, but let's say they don't. Considering that in games we mostly see galleons and (I presume they are) carracks/frigates, how do they dish it out at sea? Do they have massive ballistae on board? What's preventing a mage from lobbing a fireball into an enemy ship's sails crippling them? There must be at least some form of agreed upon treaty of naval warfare conduct, as the mere presence of magic in all its forms spells chaos for wooden floaty things. I'd imagine there being alteration mages present on every warship who manipulate the wind to always go into the sails, or ward the ship from enemy magic. Even if cannons existed, cannonballs could potentially be made of magic conductive materials and explode when they hit a ship. This, of couse poses a problem as to why cannons are not used in siege warfare but oh well. What are some of you guys' ideas about this?
I just want to control a naval fleet, position botes, create formations and blow stuff up. I'm looking for more tactical gameplay than a first person sim. Is there anything like this available?
I've had a look at BattleGroupVR, and this seems to be what I'm after, but it's space themed which has put me on the fence of trying it.
If you have any recommendations, or want to weigh in on Battlegroup that'd be much appreciated.
Thanks.
What are the different roles/assignments seamen (spacemen?) are given during combat?
In BF4 thereβs were tons of water craft vehicles and it was fun. This time around you canβt even dive into the water and thereβs no naval combat. Fucks sake.
I have a plan in case there is no naval battle in case there is no naval combat in tw Warhammer 3. Because I think naval combat is a key part of the Warhammer fantasy world. There is a mod in medieval II total war but naval combat is an auto-resolve there that and small tΕΎhings like Kislev missing 2 oblastΒ΄s. Also, I like the new things in newer tw. such as garrisons but I like some of the older things such as armies not having to need a general. What is the best total war with naval combat that is the best to mod? From empire to attila?
It seems immediately clear that fire-suppressant fields would be commonplace, given the seeming abundance of fire spells.
Perhaps wooden hulls are transmuted to iron/protected against magical tampering to prevent leaks.
The ability to create/destroy fog clouds would be useful to gain control of the visual environment.
Cannon fire might be ineffective against magical hulls, so they could be replaced wholesale with oars manned by people, magical creatures, or automatons. This could even eliminate the need for sails.
Every ship with the resources would require at least one druid/wizard on board to cast spells like Control Water/Weather and Counterspell.
What am I missing? I want to develop a world where the true infrastructural considerations of a world with magic are brought to bear.
Hello all, selling some things that have been sitting around a while and I need Christmas funds. Sorry not interested in trades right now. All prices PayPal G&S to the continental US. Please feel free to ask any questions.
Album & Timestamp https://imgur.com/a/7V01h09
Small Wilson Combat Sebenza 21 $350 (B) SOLD!
I have had this one for a few years and it has been carried a handful of times. The scales and clip show some normal snail trails, but you can always send it in for a spa treatment if you'd like. DOB is April 27, 2016 and includes box, leather sleave, and everything else expected.
Maxmadco bolt action pen in Naval Brass $300 $250 SOLD (A)
This one hurts to post because I have had it since I bought it new and am sure I will never get the chance to own one again, but it has just been sitting in its case and only been fidgeted with a handful of times. I was really not sure about price on this one because they so rarely are posted but I feel this is fair for the rare nature of these pens. It is in near perfect condition.
Fellhoelter TiBolt $125 (A) SOLD
I bought this on a whim when I saw it for sale last year and just never ended up using it that much. It is an awesome pen but just not for me. It is in perfect condition.
Benchmade Volli $65 (B) SOLD!
I bought this knife several years ago when I was into assisted knives and while it is a great knife it just never made it into regular EDC rotation. The handle is incredibly comfortable, and the blade shape is very functional. Includes box and bag.
Hello, so I feel that even though I may not be incredible at air or ground combat, I at least understand the systems and their primary concepts enough that I will be able to improve and can at times even do good at them. However, I am still very much struggling with naval combat. It seems simple enough and maybe I do understand and am just bad at it, but I feel like super regularly I'll have battles where my entire fleet is decimated around 1943-44 and this just ruins naval stuff for the rest of the game as all my capital ships, battle ships, and heavy ships are destroyed. I mean I obviously know you assign fleets to areas and put them on specific missions, but is there some key to fleet composition or ship design (I have man the guns)? Also naval invasions, again I think they seem simple enough but even when I upgrade my transports its like I can only assign still a total of 10 divisions to completely separate naval invasions so I will have 3 naval invasions in the Pacific planned and two of them only have like 2 units assigned. I am also completely open to suggestions for tutorial videos if you know of any good ones and would rather point me towards them than actually try and explain it to me.
Prior to WW2 heavily armed and armored vessels had a central role in sea warfare, while novel aircraft carriers were intended for providing air cover to navy formations and light bombing raids. This concept radically changed in 1941 as a result of heavy losses suffered by the US at Pearl Harbor and Britain in the South China Sea, from that point on capital ships were mostly used in escort and fire support missions for the remainder of the war. Rearmament with anti-ship and anti-air missiles greatly extended the service life for many of them and became the basis for construction of newer ones, but also reclaiming some of the lost capacity for independent operations. Interestingly it has become a catalyst for further reigniting old rivalries, for instance Japan or India planning to build even larger next-generation destroyers to match Chinaβs Type 55s, perhaps one day they will actually call them cruisers. This coupled with most frigate and destroyer classes growing to near-cruiser size and capability means that unlike just a few decades ago, today there are numerous navies possessing ships with state of the art armament that could theoretically pose a real threat to any carrier force at a standoff distance.
With help and thanks to those in the A Series of Dice-Based Events discord server, I have a finished rough draft of Skull & Shackles conversion. While I'm yet to have completely played through the AP with my conversion, my group has completed Book1 and is onto Book2. I'll be cleaning up the conversion and updating any errors I find, as well as any that someone using these documents might find.
I have converted monsters, loot, unique items, unique vehicle items, subsystems, DCs, vehicle & fleet statblocks, and campaign backgrounds. Each folder has an NPC folder where you can find monster statblocks as PDFs as well as JSON files for uploading into VTTs. If any are missing, please let me know.
In addition, the player's guide folder offers campaign backgrounds, pirate weapons, and the Naval Combat rules I have been working on - though only as a printer-friendly document. If you would like a full-color document for that, you can check out Naval Combat v1.2 on GM Binder. If you have problems with text going off a column, try zooming in and out and using the Chrome browser - it can be a bit persnickety.
In addition, I've also created the campaign backgrounds and additional pirate weapons on Wanderer's Guide in a bundle! You can find a link to that here. (If you want more weapons, I also have a Weapon Pack here.)
As the last point, this is created pre-Gears & Guns, so once that releases I'll be making any updates to the items and the converted monsters that are needed.
How the fuck does naval combat work?
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