View Full Version : Jutland - Subs made in!
In a recent post I found the following tidbit!
http://www.gamesquad.com/forums/showthread.php?t=75977&page=5
"Bullet Head has done a remarkable job researching, cross indexing, and database creation on a huge scale.Cute little items like, Zepplins, Light Houses, Subs, Sea Forts (Oh My), not to mention a huge ship database. He is also heavily involved with us creating the campaign game."
Glad to hear subs made it in the game! :yummy:
I can't imagine a campaign game without them and zepplins. They were just too important to their strategies?
I can't wait to start raiding the English coast and blowing up a few lighthouses..lol!
Bullethead
16 May 08, 20:43
I can't wait to start raiding the English coast and blowing up a few lighthouses..lol!
I haven't heard anything about destructable lighthouses. However, I have put them in their historical places, as much as the granularity of DG's terrain system allows, if any lighthouse afficianado wants to check. There are over 700 lighthouses on the campaign map.
As for subs, I there are scads of them. It might interest casual readers to note that the Brits actually had more subs in 1916 than the Germans, although you don't hear much about their exploits in the North Sea theater. The few in the Baltic and Dardanelles got all the headlines.
I haven't heard anything about destructable lighthouses. However, I have put them in their historical places, as much as the granularity of DG's terrain system allows, if any lighthouse afficianado wants to check. There are over 700 lighthouses on the campaign map.
What! I can't blow em up? Think of all the shipping running aground after I destroy a few hundred? (J/k)
Anything I can destroy (besides my ships, risking them around the english coast and all those british subs/ships?)
If you want to bombard something, maybe Sea Forts are your ticket but, I bet they get to bite back!!:laugh:
Now, I wonder what the British AI does when it sees a German sub? Does it turn it's fleet around and run back to home port! :D
I can't imagine a campaign game without them and zepplins. They were just too important to their strategies?
Zepplins ?? Other then scaring away a few surfaced subs and dropping a few bombs on cities, what did they really do! Rather than spotting, it seems more times than not, they showed up just in time to see what happened! More times than not, British intel on Germany fleet movements were better than any intel gained from Zepplins!
Zepplins ?? Other then scaring away a few surfaced subs and dropping a few bombs on cities, what did they really do! Rather than spotting, it seems more times than not, they showed up just in time to see what happened! More times than not, British intel on Germany fleet movements were better than any intel gained from Zepplins!
I don't think you will beat the British intel. I believe the idea was to spot for fleet and not let things like Jutland happen..lol
Firestorm
16 May 08, 23:24
If you want to bombard something, maybe Sea Forts are your ticket but, I bet they get to bite back!!:laugh:
Now, I wonder what the British AI does when it sees a German sub? Does it turn it's fleet around and run back to home port! :D
Well you could always bombard some of the coastal cities like Hartlepool and Scarborough were by the German Battlecruisers during the Scarborough Raid. Only at Hartlepool did Germans come under fire from 6 inch guns on shore which were barely a threat to them.
Bullethead
16 May 08, 23:41
Well you could always bombard some of the coastal cities like Hartlepool and Scarborough were by the German Battlecruisers during the Scarborough Raid. Only at Hartlepool did Germans come under fire from 6 inch guns on shore which were barely a threat to them.
By 1916, Scarborough had 1x 9.2" Mk X and 2x 4.7" QF Mk IV. Hartlepool was rather more heavily defended, with 4x 9.2", 8x 6" BL Mk VII, 8x 4.7", and 4x 12pdrs throughout the area.
FWIW, the Brit 6" BL Mk VII coast defense gun (not the later VII*) had a fairly long range and actually hit the German BCs during the bombardment of Hartlepool. This is often credited as a reason the bombardment wasn't worse there.
Bullethead
16 May 08, 23:59
If you want to bombard something, maybe Sea Forts are your ticket but, I bet they get to bite back!!:laugh:
Well, most of those things were built in the ironclad era and were designed for RML guns. By WW1, most of them just had a few 6" BL Mk VIIs. A couple at Spithead had 3x 12" BL Mk Is, but you'd have to come into Spithead to see them, which means running the gauntlet of the batteries on the east end of the Isle of Wight first. Still, Winston Churchill catagorized WW1's first battle of Helogland Bight as the Brits sending light forces into the enemy's Spithead and putting BCs in as far as their equivalent of the Nab. Rather an exaggeration, but I'm sure there are players who'll really do that with the HSF :).
I'm sure glad subs made it in, I can't wait to try to ram one! :D
Did any ship every sink after ramming a sub in WWI?
Will we see any sub vs sub surface battles?
Fairweather
17 May 08, 16:25
An old turtleback destroyer sank after ramming a U-boat. Can't remember the name though.
Firestorm
17 May 08, 18:27
Will we see any sub vs sub surface battles?
I wouldn't think so. I know of one instance in WWI where a British sub caught a U-boat on the surface and fired a torpedo. The U-boat saw it and crash dived. After playing cat and mouse for awhile with both the subs surfacing and diving. They both gave up and withdrew since it was a stalemate and neither could get another shot off at each other.
An old turtleback destroyer sank after ramming a U-boat. Can't remember the name though.
Never ram a sub with anything smaller that a battle cruiser:! :D
Now, I wonder what the British AI does when it sees a German sub? Does it turn it's fleet around and run back to home port! :D
Well, the way this is handled in other games is that the various historical commanders are assigned attributes reflecting their real world tendencies and performance. These commanders are then assigned to formations/task groups and the AI directs them accordingly.
To do that in Jutland, the game would not only need to have this "commander attribute" feature, but also allow the AI to make ahistorical assignments based on previous outcomes and (hopefully) adjust for changing political dynamics. A plus would be allowing the human player to make ahistorical selections based on nothing but whim, which would make for some interesting tactical and strategic what-ifs to go along with (hopefully) variable ship availability, random damage (eg, mines) and breakdowns, etc., etc. This would go a long way toward forming the basis for a solid, dynamic, plays-differently-every-time campaign game covering the period.
JD
Question for Bullethead (or anyone with the knowledge):
Can you remove subs from the order of battle in the campaign (not just in the sure-to-be-included scenario editor)?
thx in advance for any info
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