Guadalcanal slot

Column of USN ships heading Southeast down “The Slot” (New Georgia Sound) off of Guadalcanal - Nov/Dec 1942 B/W and Original Color Pictures LIFE Magazine Archives - Frank Scherschel Photographer

2023.12.12 19:58 JCFalkenberglll Column of USN ships heading Southeast down “The Slot” (New Georgia Sound) off of Guadalcanal - Nov/Dec 1942 B/W and Original Color Pictures LIFE Magazine Archives - Frank Scherschel Photographer

Column of USN ships heading Southeast down “The Slot” (New Georgia Sound) off of Guadalcanal - Nov/Dec 1942 B/W and Original Color Pictures LIFE Magazine Archives - Frank Scherschel Photographer submitted by JCFalkenberglll to WW2info [link] [comments]


2023.10.01 09:01 HistAnsweredBot Why did the US Navy not operate more submarines in "The Slot" at Guadalcanal during WW2?

submitted by HistAnsweredBot to HistoriansAnswered [link] [comments]


2023.09.30 18:36 SoundAndFury87 Why did the US Navy not operate more submarines in "The Slot" at Guadalcanal during WW2?

I am currently reading "Neptune's Inferno" by James Hornfischer, and he makes a passing reference to how effective US submarines could have been in stopping the Tokyo Express operating in the slot.
Is there a specific reason Adm. King did not cut over additional (any?) submarine resources to Adm. Nimitz during this campaign?
submitted by SoundAndFury87 to AskHistorians [link] [comments]


2022.12.14 13:15 James_Grove High Caliber update

High Caliber update

https://reddit.com/link/zlpfjb/video/iloyya80vu5a1/player
Meet High Caliber! This update brings a new type of weapon to Enlisted: large-caliber machine guns — 12.7mm of pure terror for infantry, aviation and even lightly armored vehicles. You'll be able to use them with all machine gunner squads of any army and in any campaign!
https://preview.redd.it/j53wg3g1vu5a1.png?width=1100&format=png&auto=webp&s=2c31de7dea2bacd6a844a4e7a94d6c088f1413fb
The Battle of Stalingrad has a new front — the huge Stalingrad Tractor Plant is now available as a new battlefield for this campaign! The hot melting furnaces, hundreds of metres of production lines and the winter that hit in full force are still very much present. Tractors from yesterday — tanks from today!
https://preview.redd.it/spoo35r2vu5a1.png?width=1100&format=png&auto=webp&s=52b762bb25a2ab36ef5f058b179be9d461b02cd7
Phosphorus grenades have now been added to the Invasion of Normandy and Battle of Tunisia campaigns, and remote explosives and bomber airstrikes are now also available in all campaigns. Now it's your turn to try these weapons and mechanics wherever you like!
https://preview.redd.it/zvv4fg65vu5a1.png?width=1100&format=png&auto=webp&s=1f3de45283ee0eb9e304290ba46ef0fd01639fba
Tankers now have smoke shells and defensive smoke charges for their tanks, and mortarmen are also now equipped with smoke rounds to cover allied maneuvers — keep your advances hidden, or retreat for repairs under the cover of smoke.
https://preview.redd.it/zw9zuuu6vu5a1.png?width=1100&format=png&auto=webp&s=055a5953642fbb887d26a3fe4439d073374e367c
In Moscow, Normandy, and Berlin, customization for your soldiers is now available, the replay mechanic has a built-in mechanism for recording video and creating high resolution screenshots — along with dozens of other improvements in the High Caliber update.

WEAPONRY AND SOLDIERS

  • A new type of weapon has been added: heavy machine guns — these are stationary weapons that can be unlocked in the upgrade tree of any machine gunner squad. A heavy machine gun is installed by an engineer in any given machine gunner squad.
  • For premium machine gunner squads without engineers, the ability to add a soldier of this class to the squad has been added.
  • New weapons:
    • Fedorov Machine Gun (USSR, Battle of Moscow)
    • MG 42 — early version (Germany, Battle of Moscow)
    • RD-44 (USSR, Battle of Berlin)
    • MG 15 (Germany, Battle for Berlin)
    • ERMA EMP 36 (Germany, Battle of Tunisia)
    • Owen Mk 1 (UK, Battle of Tunisia)
    • Winchester G30M (USA, Pacific War)
    • Type Ko rifle (Japan, Pacific War)
    • SIG 1920 (Japan, Pacific War)
    • Type-4 anti-tank grenade launcher (Japan, Pacific War)
  • Added No. 77 and SRCM Mod. 35FI phosphorus grenades in the Invasion of Normandy and Battle of Tunisia campaigns.
  • The soldier customization mechanic is now available in all campaigns except the Battle of Tunisia. You can purchase clothing items in the card of specific squad soldiers.
  • New knife models for USA, Germany, Italy, Britain and Japan.
  • New axe models for Britain, Germany, Italy, USSR, USA and Japan.
  • Added new models of vehicle repair kits for British, German, Italian, U.S. and Japanese soldiers.
  • Updated the Type-97 anti-tank rifle model for an authentic one.
  • The model of the Japanese radio has been updated to an authentic one.
  • The PPD-34/38 (box) version has been replaced by the PPD-34 with an updated model.
  • BM-41 and GrW 42 heavy mortars — average flight time of projectiles has been reduced. They now reach the target faster.
  • Increased the effectiveness of the BM-41 and GrW 42 heavy mortars against vehicles by increasing armor penetration.
  • Ammunition for the BM-41 and GrW 42 heavy mortars is now the same as regular mortars, giving them 10 shells of each type.
  • Added AI bomber airstrikes in all campaigns. This mechanic is available to radio operators with the relevant squad upgrade.
  • Increased the interval time between calling in AI bomber strikes for radio operators
  • Reduced the structural strength of AI bombers called by the radio operator. Corrected the belts of AI bomber gunners — the number of tracer rounds has been increased.
  • Added the ability to equip U.S. tankers with the M1E5 Garand rifle.
  • Characteristics of upgrade levels for the Mkb 42 H sniper version are now matched to those of the regular version.
  • Winchester 1895 — rate of fire increased from 57 to 66 rpm.
  • Smoke projectiles have been added for all mortars. You can switch to them at any time by pressing R by default.
  • Reduced the cool down time for the following stationary machine guns:
    • MG 42 — from 34 to 16.7 seconds.
    • MG 34 — from 30 to 13 seconds.
    • Maxim machine gun — from 35 to 11 seconds.
    • Browning M1919A4 — 40 to 10 seconds.
    • Type 92 HMG — 30 to 8 seconds.

VEHICLES

  • New vehicles:
    • T-34 (1941) (USSR, Battle of Moscow)
    • Pz.IV Ausf.F2 (Germany, Battle of Moscow)
    • M18 Hellcat (USA, Invasion of Normandy)
    • Panzer IV/70(V) (Germany, Invasion of Normandy)
    • A-20G-25 (USA, Battle of Tunisia)
    • G.55 (Axis, Battle of Tunisia)
    • M3A1 with flamethrower (USA, Pacific War)
    • Type 2 Ka-Mi (Japan, Pacific War)
  • Added smoke shells for tanks that could fire them.
  • Added smoke mortars and grenade launchers for tanks that used them.
  • Now pilot's hands are correctly placed on the controls of aircraft in all campaigns.
  • Improved the visuals of most aircraft (metal shine, reflections etc.).
  • The following tank models have been updated: T-60, IS-1, IS-2 (1943).
  • Tank shells can now ricochet on the ground and other objects, the ricochet chance depends on the projectile's angle of impact with any given object, as well as the material of the object.
  • Added ricochets from walls, the ground and other objects for tank shells above the caliber of 45mm.
  • The exhausts of vehicles with damaged engines will now have a different effect to undamaged engines.
  • The air brake is now automatically turned off after repairing an aircraft on a carrier.

LOCATIONS AND MISSIONS

  • Added new missions Tractor Plant (Confrontation), Tractor Plant (Destruction), Tractor Plant East (Invasion), Tractor Plant West (Invasion) to the Battle of Stalingrad campaign.
  • Added the new mission Birch Grove East (Invasion) to the Battle of Moscow campaign.
  • Added the new mission Gare de Saint-Lo (Destruction) to the Invasion of Normandy campaign.
  • Added the new mission The Reich Chancellery (Invasion) to the Battle of Berlin campaign.
  • Added the new mission Al Jabal Farm (Confrontation) to the Battle of Tunisia campaign.
  • Added the new mission Alligator Creek North (Invasion) to the Pacific War campaign.
  • Modern gabion fortifications on Pacific maps have been replaced with their historical period versions.

ANIMATIONS AND SOUNDS

  • Added new sprint animations with several variations.
  • New holding postures have been added for various weapons of Japan and the USA for soldiers on the main screen.
  • Added music themes when the battle starts. These can be turned off in the game settings.
  • Added a unique sound for headshot kills. This can be turned off in the game settings.
  • Added progress sound effects when capturing points.
  • RMN-50 — new reloading sounds have been added.
  • Browning Auto 5 — new firing sounds have been added.

VISUAL EFFECTS

  • Improved the length of the flamethrower effect when firing it into a wall. This fix should solve the issue of flamethrowers damaging soldiers behind solid objects.
  • Added new effects for aircraft damage, vehicle explosions, engine exhausts, and rocket smoke tails.
  • Different visual effects will now be displayed when a projectile penetrates or fails to penetrate tank armor.
  • Added ricochet effects for small and large caliber rounds.
  • The visual effect from explosions is now played when a shell hits a soldier.
  • Added new fire effects of various sizes.
  • Added smoke effects for grenades and smoke shells.
  • Added a new effect for smoke from vehicle exhausts.
  • Added ripples for bullets hitting water.
  • Added effects of bombs exploding on water.
  • Added effects for grenades and explosive packs detonating under water.
  • Added effects for aircraft crashing into water.
  • Added a new effect for artillery impacts.
  • Added the effect of mud flying out from under the wheels of wheeled vehicles.
  • Added a new balloon explosion effect.

REPLAYS

  • In replays, you can now change the speed of the camera with the mouse wheel.
  • You can now adjust the smoothness of free camera rotation in replays.
  • The FOV of aircraft and ground vehicles in replays now have independent settings.
  • Added a button in the replay menu which opens the folder with your custom replay files on your PC.
  • The ability to hide certain visual effects in cinematic mode in replays has been added.
  • When you download a replay, the size is now shown in its compressed form.

CONTROLS

  • Improved controls for starting a charge with a melee weapon. Actions have been split into short (hit) and long (charge) actions.
  • The destruction and repair of constructions was limited to switch action on gamepads, now it is not necessary to hold the button down.
  • Switched the use of medkits and flasks by tapping on gamepads instead of holding down the button.
  • Changed the key to exit vehicles without a squad to J on PC. Fixed G for firing smoke mortars.

USER MODIFICATIONS EDITOR

  • Improved the save mechanics for sandboxes.
  • Added the possibility to set RI without collision.

OTHER IMPROVEMENTS

  • Added the ability to restrict all allies, except squad members, from getting into your vehicles.
  • Added the ability to pick up your previously thrown dynamite sticks.
  • Added the ability to resupply neutral aircraft at their team's resupply point.
  • AI-soldiers will now try to avoid gas clouds from burning phosphorus grenades.
  • Reduced the time required to switch from grenades to other weapons.
  • Added the ability to assign a button in the settings menu to quickly throw a phosphorus grenade.
  • Now when an aircraft loses a wing, all of the weaponry attached to the torn off section is inoperable.
  • Several explosive types of tank shells now detonate on water.
  • Impact grenades are now triggered by water.
  • Blast damage has been added to the description of grenade launchers.
  • Kills from grenade launchers and the RMN-50 are counted as grenade kills (previously these were counted as anti-tank kills).
  • New players can now skip training by switching to another mode.
  • Now if a medic has the skill "+200% health restored when healing allies" when calculating rewards for treatment the amount of restored health is taken into account, and the more gravely an ally is wounded, the more points you get.
  • After the battle in the debriefing menu, new personal achievements will be displayed: artillery kills, Ampulomet kills and TNT kills.
  • Kills from all kinds of explosive weapons (grenades, TNT, mines of all types, etc.) are now counted when the Battle Hero is awarded in the "The Grenade Master" specialisation.
  • Added a hint that appears when a player looks at an enemy ammo box.
  • Added the player's rank to their portrait when receiving a best soldier award in battle.
  • Added a warning for when a soldier is allocated a weapon they cannot equip, and the subsequent blocking of sending such a soldier into combat.
  • Added messages and hints for when a player tries to board a damaged aircraft.
  • Added the function to fill up empty but required slots in a soldiers inventory to the automatic equipment button.
  • Now when aiming, free look mode will be disabled.
  • Mines are now no longer displayed when the commander is out of the hatch.
  • Removed ability to build on aircraft carriers.
  • Improved water reflections when viewed from an aircraft cockpit.
  • In the Battle of Tunisia campaign, the haze effect in the distance has been improved.
  • Global lighting on low settings has been improved.
  • Improved indoor fog.
  • Increased the draw distance of fog without the "in the distance" fog setting.
  • New tank targets added to practice mode.

BUG FIXES

  • Fixed a bug that caused a projectile to visually fly through a mortar when fired.
  • Fixed a bug that caused decals and decorators to not appear in the main menu.
  • Fixed long loading times in the campaign menu (this was especially noticeable on consoles).
  • Fixed the engineers' ability to equip weapons they can no longer use.
  • Fixed the display of premium engineers being allowed to equip machine guns (they aren’t; only machine gunners are).
  • Grenade launchers will be given to all players who bought the Pacific War: Special Landing Forces expansion pack, and to those who did not receive grenade launchers as a reward for army levels.
  • Fixed a bug that caused all vehicles in battle to be repaired when fixing an aircraft on an aircraft carrier.
  • Fixed a bug that caused the effect of a round penetration to not be displayed
  • Fixed an error that led to no ricochet effects on vehicles.
  • Fixed a bug which caused the player to see themself on the map as an ally of their group with a number icon and the incorrect color of their squad's soldiers when switching soldiers.
  • Fixed a bug that could cause the replay list to not reload after downloading.
  • Fixed bug which caused grenades to not disappear from a soldier's hand while using other items (e.g. during healing).
  • Fixed a bug that caused the entire squad of a soldier to be teleported to this soldier if they landed with a parachute.
  • Fixed a bug which caused binoculars to not work properly on rare occasions after switching weapons with the mouse wheel.
  • Fixed a bug which sometimes caused torn aircraft parts to be displayed incorrectly after repairing.
  • Fixed a bug which sometimes caused ADS mode to be automatically activated after switching to another squad member when a soldier died while aiming.
  • Fixed a bug which could sometimes play the swimming animation of a soldier sitting in a vehicle if the vehicle was under water.
  • Fixed the overestimation of damage towards infantry with the Type 5 anti-tank grenade launcher.
  • Fixed a rare bug that interfered with connecting to the game.
  • Fixed a bug that caused game settings to be reset to default.
  • Fixed the ability to change commands during battles in Custom Matches.
  • Fixed the ability to build/demolish buildings when a soldier is on fire.
  • Fixed a bug that caused rally points set by AI-controlled soldiers to be destroyed the moment another AI-controlled soldier started building a new rally point.
  • Fixed the incorrect effect of mortar shells hitting water.
  • Fixed bug with the M1903A1 Springfield USMC in the kill log (previously the name in the log was the same as M1903 Springfield).
  • Fixed a bug that caused the pilot to see a low-quality model of the aircraft cockpit after death.
  • Fixed a bug that made it not always possible to build a rally point even on a flat surface (such as houses).
  • Fixed a bug that could cause turning in the cockpit to be displayed incorrectly in replays.
  • Fixed a bug that caused other decorators to disappear when placing a decorator on a vehicle.
  • Fixed a bug that made it difficult to give commands when near a player-built object.
  • Fixed automatic centering on current Battle Pass progress.
  • Fixed Colt Monitor weight (reduced from 10 to 6 kg).
  • Fixed gear disappearing when switching to the base reward description when purchasing the Battle Pass.
  • Fixed the number of slots displayed for invited players in the squad.
  • Fixed the blinking of progress when receiving a reward in the Battle Pass.
  • Fixed the display of currency in the direct weapon purchase window.
  • Fixed the display of inactive progress for premium rewards in the Battle Pass.
  • Fixed the display of suspended weapons on aircraft after they are expended.
  • Fixed the display of machine guns at the moment of construction after switching to another soldier.
  • Fixed a rare server freeze when attacking aircraft carriers.
  • Fixed a bug that caused passengers in boats to be able to spin their heads 360 degrees.
  • Fixed a bug that occurred when a player left a tank and entered a boat, where information about the tank cannon was displayed.
  • Fixed research trees to increase crew size for vehicles.
  • Fixed a bug that caused invisible rally points to remain outside of the battlefield.
  • Fixed some cases of the warning marker shaking on planes.
  • Fixed some cases of excessive network traffic.
  • Fixed display errors of projectile hits on tanks.
  • Fixed display errors of bullet impact decals on tanks, now in the event of a non-piercing hit from small arms fire, the correct decal is displayed.
  • Fixed display errors of holes from bullets and shells on tanks.
  • Fixed a bug that caused crew kills to not be attributed correctly by the appropriate type of weapon when the death was caused by exploding ammo or a burning engine.
  • Fixed rare problems regarding connecting to the server.
  • Fixed angled edges on bomb craters.
  • Fixed the movement of branches in the wind in the Battle of Berlin campaign.
  • Fixed some sounds of interaction with surrounding objects (doors, windows etc).
  • Fixed sound effects for players in the aircraft.
  • Fixed the sound of stationary machine guns overheating.
  • Fixed the commander's position and animation when looking out the hatch in the 75/32 M41 and Crusader tanks.
  • Headwear on burnt corpses now correctly changes colour.
  • Fixed the incorrect appearance of foam on water on Ultra graphics settings.
  • Fixed a bug that caused artefacts to appear on enemies in the killcam on Xbox One.
  • Fixed a bug that caused the camera on the respawn screen in the Ruins of Vaux (Conquest) mission to be placed so that not all built assembly points could be selected.
  • Fixed a bug with combat zones in the Omer North (Invasion) mission in the Invasion of Normandy campaign.
  • Fixed a bug with combat zones in the following missions: Alligator Creek South (Invasion), Guadalcanal Coast East (Invasion), Guadalcanal Coast West (Invasion) and Tenaru River (Invasion) in the Pacific war campaign.
  • Fixed the combat zones in the Airfield West (Invasion) mission in the Invasion of Normandy campaign.
  • Fixed the combat zones in the following missions: Al Har West (Invasion), Al Har East (Invasion), Al Jabal Farm South (Invasion), Al Jabal Farm North (Invasion), Kahif Cave Village (Invasion) and Kahif Cave Village (Confrontation) in the Battle of Tunisia campaign.
  • Fixed the combat zones in the following missions: Werbig Station (Invasion), Königsplatz West (Invasion), and Königsplatz East (Invasion) in the Battle of Berlin campaign.
  • Fixed the combat zones in the Gogol Street West (Invasion) mission in the Battle of Stalingrad campaign.
  • Fixed the combat zones in the following missions: Gavutu North (Invasion), Gavutu South (Invasion), Gavutu (Confrontation) in the Pacific War campaign.
  • Fixed infantry respawn points in the following missions: Quarry South (Invasion) and Quarry North (Invasion) in the Battle of Moscow campaign.
  • Fixed infantry respawn points in the Ruins of Vaux North (Invasion) mission in the Invasion of Normandy campaign.
  • Fixed ground vehicle respawn points in the River Crossing (Invasion) mission in the Battle of Berlin campaign.
  • Fixed rough terrain in the Oasis North (Invasion) mission in the Battle for Tunisia campaign.
  • Fixed infantry respawn points in the following missions: Alligator Creek South (Invasion), Tenaru River (Invasion), Guadalcanal Coast East (Invasion), and Guadalcanal Coast West (Invasion) in the Pacific War campaign.
  • Corrected ground vehicle respawn points in the Gavutu (Destruction) mission in the Pacific War campaign.
submitted by James_Grove to enlistedgame [link] [comments]


2022.09.21 19:26 James_Grove Update “Pacific War”

Update “Pacific War”
https://reddit.com/link/xkb7h7/video/1t5cjos4y8p91/player
The long-awaited large Enlisted update is finally here! And with it — the Pacific War campaign and a new playable nation — Japan.
Admire your victories from the sidelines with the new replay feature, stick a 3D decoration onto your tank, check out how we’ve improved the VFX, graphics and optimization, and, of course, land on the sandy beaches of the Pacific. Bone-chilling “Banzai!” screams during melee charges are included.

ADVANCE ON THE PACIFIC FRONT!

Introducing the new Pacific War campaign that is dedicated to an important stage of WWII, where the US fought against the Japanese, appearing in Enlisted for the first time! At the start of the campaign we prepared 26 levels for each nation, and lots of missions in the most popular game modes: you’ll participate in the decisive battle for Guadalcanal, consisting of multiple skirmishes in different locations, including the bloody battle for Gavutu island.
Participate in the new campaign for free and with no restrictions — enter the first wave of offense!
Purchase the Special Landing Forces Pack and receive 2 premium squads for each side in the Pacific War campaign, soldiers, weapons and vehicles upgraded to pre-maximum level, and also an exclusive decorator for your nickname — let everyone know that they’re dealing with a Pacific War veteran!
GET A SPECIAL LANDING FORCES PACK
https://preview.redd.it/3885ao3kx8p91.png?width=1100&format=png&auto=webp&s=f7cf91bcdd79ebdc475d1ce8046e12290d3ab5ed

PACIFIC WAR WEAPONS

The new campaign introduces many unique weapons: from hydroplanes that can land and take off from the water’s surface and amphibious tanks, to amazing lunge mines, phosphorus grenades and SPAAGs. No matter what side you choose, you’ll find something to your taste.
Learn about all of the available weapons in our devblog.
https://preview.redd.it/ua9gcd8vx8p91.png?width=1100&format=png&auto=webp&s=60f533edbe31cb2831e30e35b762420c9fe54952
Supporting the Pacific War battles will be the floating fortresses — American and Japanese aircraft carriers. Pilots will be able to resupply and repair their aircraft on these bases. While enemy attack will be repelled by the powerful anti-air defenses mounted on these ships.
https://preview.redd.it/au40jtgyx8p91.png?width=1100&format=png&auto=webp&s=fcefa97cb9a1baad5ff73484ec85f5b31e66297f

MASSIVE VFX REWORK

We’ve done a lot of work on visual effects: improved explosions, fire, breaking glass, hits on various surfaces with weapons of all calibers, bullets flying through grass and leaves, destruction of objects, blood, wounds, and lots and lots of other details that surround you in battle have been significantly improved.
We’ve added new ways to interact with surfaces. Now hitting a dune will make a handful of sand fly into the air, and jumping into a wet trench will splatter dirt all around.
We’ve also improved the variety of sounds for tank engines and tracks. All new effects look and sound much better, more detailed and realistic.
https://preview.redd.it/yxjxbwy0y8p91.png?width=1100&format=png&auto=webp&s=6858ba180ac8f1cf893e92e1381a9c01cfb6389c

BETTER GRAPHICS AND OPTIMIZATION

Great news for the players of all platforms: we continue to improve the game’s performance without losing image quality or resolution through better resource management. Enlisted now looks even better, but system requirements haven’t changed, while the frame rate has been improved!
A lot of work has been done on the game’s visual quality: we’ve improved the way the flora looks at distance, added a faraway fog effect (with an option to turn it on or off), and improved the rendering of water surfaces, reflections and refractions. Water ripples, foam effect, reaction to rainfall, new reflections: you can check out the results of our work in all campaigns.
https://preview.redd.it/vml320n2y8p91.png?width=1100&format=png&auto=webp&s=e26628d83048823893e912de6134a577aa61f3b2

VEHICLE DECORATIONS

3D decorations have been added to all campaigns. Personal belongings, camouflages, weapons, useful items, and just talismans for luck that tankers in WWII carried on the armor of their vehicles.
Make your vehicles unique! Place the decorations in the same manner as you do the historic decals: there are separate slots for them.
https://preview.redd.it/pvlllf34y8p91.png?width=1500&format=png&auto=webp&s=087760170912d2a8097e92d8b1825f018eb776cc

THE REPLAY FEATURE

We’ve added replays to Enlisted. Now every battle in the game will be saved on the server, and you can watch them from all angles. Whether it’s your battle, your friend’s or some other unknown player’s — doesn’t matter!
To watch the replay, launch the Enlisted client and log in under the same account on Enlisted.net. On the “Replays” page you’ll find the list of recorded battles and a filter to help you find your battles or sort by your personal criteria.
You can rewind and pause the replay, change the camera angles — or even enable the movie mode that allows you to change color palette or even swap the time of day in the recording in real time!
Become a real wartime movie director!

LOCATIONS AND MISSIONS

  • Added the Gavutu (Destruction) mission in the Pacific War campaign.
  • Added the Gavutu South (Invasion) mission in the Pacific War campaign.
  • Added the Gavutu North (Invasion) mission in the Pacific War campaign.
  • Added the Gavutu (Confrontation) mission in the Pacific War campaign.
  • Added the Gavutu (Conquest) mission in the Pacific War campaign.
  • Added the Guadalcanal Coast East (Invasion) and the Guadalcanal Coast West (Invasion) mission in the Pacific War campaign.
  • Added the Tenaru River (Invasion) mission in the Pacific War campaign.
  • Added the Alligator Creek (Invasion) mission in the Pacific War campaign.
  • Added the new Oasis South (Invasion) mission in the Battle of Tunisia campaign.
  • Added the new location and mission River Crossing (Invasion) in the Battle of Berlin campaign.
  • Added the new Communist Street (Confrontation) mission in the Battle of Stalingrad campaign.
  • The battle area in the D-Day (Invasion) mission in the Invasion of Normandy campaign has been fixed so that the defending tanks couldn’t move onto the hills.
  • Added cover to the Railroad Gun capture point to the Ruins of Vaux and Swamps of Reviers missions in the Invasion of Normandy campaign.
  • Added the new Ruins of Vaux North (Invasion) mission in the Invasion of Normandy campaign.
  • Added the new Ruins of Vaux South (Invasion) mission in the Invasion of Normandy campaign.
  • Added the new Airfield (Invasion) mission with the Axis team attacking in the Invasion of Normandy campaign.
  • Fixed vehicles getting stuck on the spawn points in the Ver-sur-Mer (Conquest) mission in the Invasion of Normandy campaign.
  • The battle area in the D-Day (Invasion) mission in the Invasion of Normandy campaign has been expanded.
  • Fixed the spawn points for the ground vehicles in the Al Har West (Invasion) mission in the Battle of Tunisia campaign.
  • Fixed the spawn points for the ground vehicles in the Railroad Bridge (Armored Train Escort) mission in the Battle of Berlin campaign.
  • Improved the visual quality of the LCVP landing craft on the beaches of Normandy.

WEAPONRY

  • New weapons in campaigns (included with premium squads and available separately):
    • Fedorov Avtomat and MKb 42 (H) in the Battle for Moscow campaign.
    • Thompson M1921/28 SMG and StG 44 in the Invasion of Normandy campaign.
    • BM-41 and Granatwerfer 42 mortars in the Battle of Berlin campaigns.
    • M1 bazooka and RPzB. 43 Ofenrohr in the Battle of Tunisia campaigns.
    • PPSh-2 and Orita M1941 in the Battle of Stalingrad campaign.
  • New vehicles in campaigns:
    • Tempest Mk.V and FW 190 D-9 in the Invasion of Normandy campaign
    • LaGG-3-34 and StuG III A in the Battle for Moscow campaign.
    • Hurricane Mk IIB and FW 190 A-4 in the Battle of Stalingrad campaign.
  • Added a new grenade type — phosphorus grenades (in the Pacific War campaign). Upon exploding they light the nearby targets on fire and create a toxic gas cloud. The smoke from these grenades can be used as a cover.
  • Added a new weapon type — conical shaped charge anti-tank mine on a stick (appeared in the "Pacific" campaign). To use them, take the mine in your hands and hit the armor of an enemy tank. May the Emperor be with you.
  • Added a possibility of chopping off an enemy’s body parts with some melee weapons.
  • Authentic model of the machine gun nest with a Type 92 stationary machine gun is available for the Japanese engineers.

VEHICLES

  • Added an option to shoot from personal weapons while peering from the tank hatch.
  • Pilot hands are connected to the aircraft controls in the Pacific War campaign. In the future, pilot models will be corrected in all other campaigns.
  • 3D decorations for ground vehicles have been added to all campaigns. You can find them in the Customization menu of your vehicle.
  • Authentic sights have been added for Japanese tanks.
  • Japanese decals have been added to the vehicle decal sets.
  • Fixed the crew positions in the Pz.IIC. Now the commander takes the place of the gunner instead of the loader.
  • The view from the aircraft has been improved. Added head movement when looking around. Maximum view angles have been increased.
  • Improved sounds of the player’s aircraft being hit. Now the player will only hear the hits that damage their aircraft.
  • Added an animation for repairing the vehicles.
  • Added muzzle flash when firing aircraft cannons and guns.

SOLDIERS

  • Now the “+100% melee weapon damage” perk also provides the “+20% to the melee attack speed” bonus.
  • Radio operators in the Pacific War campaign can be upgraded to call in airstrikes, similar to the Battle of Stalingrad campaign.
  • Soldier clothing customization is available in the Pacific War campaign, similar to the Battle of Stalingrad campaign.
  • In the Pacific War and Battle of Stalingrad campaigns it is now possible to customize the clothing of premium squads.

UI

  • Added an option to purchase weapons and equipment straight from the inventory.
  • Fixed the display of the vehicle guns so that the name of the gun doesn’t overlap with the number of guns.
  • Improved the look of the Calliope tank on the tank HUD panel.
  • The number of player orders in the equipment and vehicle purchase window is now automatically refreshed.
  • Added a reset to the beginning of the items list upon pressing Esc when returning to the Logistics window.
  • Added a localization of errors when the connection to the game server is lost.
  • Vehicle grouping in the hangar has been simplified.
  • Added an ability to sort the wall posters in the player profile by campaigns and armies.
  • Added a hint about enabling the personal weapon mode when peeking from the tank hatch, and about using the binoculars.
  • Hints have been removed from the minimum UI mode.
  • Added a low server tickrate warning icon.
  • Tone mapping and color correction in the menu screen have been changed and are now closer to a neutral setting. Tone and color of the soldiers’ skin, of the clothes, equipment, and other important details have been corrected. The lighting of the soldiers’ skin and fabric in the menu have been changed to be more natural and smooth, and glares have been removed.

GAME MECHANICS

  • New mechanic: the berserk-attack mechanic.
    • gives a speed boost and widens the field of view;
    • your character loses less speed when taking damage;
    • melee attacks take less time;
    • A charge can be performed when you have enough stamina and have a suitable melee weapon or a weapon with a bayonet equipped; the cooldown for charge is 3 seconds.
  • The damage multiplier when shooting the enemies’ legs have been reduced (from 80% earlier):
    • new damage multiplier when hitting a hip is 60%;
    • new damage multiplier when hitting a shin is 45%;
    • new damage multiplier when hitting a foot is 30%.
  • Added an ability to push boats.
  • Added aiming mode for the AA stationary gun. The Ctrl key is for the default switch to the default mode. (PC)
  • Improved hit registration for all ground and air vehicles. The improvement is most noticeable when shooting anti-tank rifles.
  • Added a mechanic for several soldiers being pierced through by a tank shell.
  • Added effects for interactions between the aircraft and the explosive shells (airborne explosions, missile tracers, MLRS and grenade launchers).

USER MODIFICATIONS EDITOR

  • In the object search window and in the list of selected objects an RI name is now shown (if object is RI).
  • An option to set up hit points for RI or make them indestructible has been added. Decorative RI are now indestructible by default.
  • When inputting text filters, an X button is added on the right to clear the input field and reset the focus.
  • When searching for objects, Ctrl+click now allows to highlight objects and remove them from selection, and Shift+click allows to choose several objects in a row.
  • When enabling the Toolbox/RendInsts mode, RI for the selected objects are now selected automatically (if there are any).
  • When choosing RI from the list an option to use the mouse wheel for scrolling has been added.
  • Sorting modes have been added to the search window.
  • Added auto saving of the scene every 5 minutes (can be disabled in settings).
  • Added a display of the list of objects when selecting more than one object with an option to view properties of any object in the list and go back to the list by clicking on the title.
  • In the object search window with the RendInsts filter enabled the unbaked_rendinst objects are now displayed.
  • W/E/R keys now no longer reset the Toolbox/RendInsts mode.
  • Buttons to create RI objects and scenery_remover have been added to the Toolbox/RendInsts.
  • When inputting text filters, you can now press Enter to finish your input (to remove the focus).
  • Added tags and groups (both preset and user-created) support to the RI selection dialogue.
  • In the Toolbox/RendInsts mode the Instance button now works for the RI objects as well.

CONTROL

  • Added an option for the player to enable the toggle mode. It allows you to, for example, make holding your breath on the keyboard to be toggled on and off by pressing a button and not holding it.
  • Added an option to switch to zoom for a tank commander peeking from the hatch in the same way regular weapons have two aiming modes.
  • Now it’s possible to control the movement of any vehicle if there’s a soldier from the player’s squad at the controls.
  • Added controller vibration for your own shots.

OTHER IMPROVEMENTS IN ENLISTED

  • Added victory and defeat themes to the end of a battle.
  • Fog artifacts visible in foliage have been fixed.
  • Fixed the visual display and added extra details for the M41 fleece tunic.
  • [Consoles] Variable Refresh Rate has been added to the new generation consoles. If your display supports this technology and you have it enabled in the console settings, the game will run at the maximum possible frame rate (120 FPS max).
  • [Consoles] Default free look button for the aircraft has been changed to L3/LS.
  • [Consoles] Command menu in the aircraft is now correctly set to open upon pressing R1/RB.
  • [Consoles] Healing, reviving, entering and leaving the vehicles, extinguishing fires, holding breath are now togglable actions, and no longer require you to hold a button.

FIXED ERRORS

  • Fixed marker placement on an enemy through glass (earlier the markers were placed onto the glass).
  • Added new environmental effects in urban locations of the Battle for Berlin campaign (including the background effects). We continue to work on the details that affect immersion in all our campaigns.
  • Fixed an error that sometimes caused incorrect free look in a tank hatch.
  • Fixed TAA smearing on characters at low TAA settings and on the Xbox One S
  • Disabled the turret’s sights display when a player cannot currently control it.
  • Removed the display of ammo refill points when the player is in a vehicle that cannot use that type of ammo.
  • Fixed shaking of anti-tank guns when looking down their sights as they are being moved.
  • Fixed an error that caused the player to be unable to move all of the guns of the tank when the main turret’s drive was broken.
  • Fixed the engine, oil, and water temperature values upon spawning an aircraft. Now they have realistic values instead of zeroes.
  • Fixed distant terrain flickering.
  • Fixed a bright atmospheric dispersion on the screen edges inside dark buildings when moving the camera.
  • Lowered the visual recoil for M50 Reising for more comfortable usage of the sights when shooting.
  • Fixed an incorrect display of the night sky.
submitted by James_Grove to enlistedgame [link] [comments]


2022.08.31 00:07 ThatOtherCajun What’s a good basic USN strategy?

For context: I bought this game a couple of years ago, but never got very far and put it on the back burner for a bit as it continued to get updated. I decided to get back into it and really get into a campaign.
My opening strategy was 5 single submarines on patrol, 5 ASW patrols of 2 destroyers each, and a convoy to secure Rennel Island and Santa Cruz(I think that’s what it’s called. I’m away from my PC). Anyway, the ASW patrols covered the gaps around those islands and the submarines went further up to patrol and attack any targets of opportunity.
I’m currently building a level 5 airbase on Rennel Island and my ASW patrols have taken out 18 of the IJN subs, so that threat rarely pops up anymore.
With the points I got from the two weeks of building up I opted for a carrier group instead of a surface force, with the idea that I’d linger south of Guadalcanal and attack any ships I’ve spotted. However even with 12 kingfishers and 4 wildcats on constant patrol from that carrier group I’ve yet to find any ships spotted from those patrols. All I’m doing is constantly dodging air attacks from Guadalcanal planes attacking my ASW patrols.
I wanted to do a slow methodical campaign island hopping my way up. Should I have gone with a surface force instead, and just ride up the slot? I feel like all I did was let the airbase on Guadalcanal get built up to max.
I don’t like min/maxing and I just wanna know someone else’s take on how they generally go about their USN campaign.
Also, I feel like in the past I got into way more fights with my carrier based planes. Maybe I should move my carrier further up?
submitted by ThatOtherCajun to WarOnTheSea [link] [comments]


2022.07.24 08:37 Prinz_UwUgen real life premium idea: USS Johnson

So WG is on a kick recently of adding overpowered paper ships, and non-USA ships at that. These ships are frustrating to deal with, and do not reflect the USA as the dominant naval power of the day. USA ships need to be made great again, as almost all the tech tree and premium ships in the line are nothing but XP pinatas. With WG making out of Russia, hopefully Russian visas will not be moving with them and they will see what real naval power looks like. (Remeber; it was USA battleships and Destroyer that won the war, not fake soviet botes.) On top of there being not enough USA votes in the game, there are too many fake botes too! There are over 175 Fletcher class botes alone in real life, and WG have only added 3!My proposal is to add the USS Johnson as a tier X premium ship, available for coal. Hopefully all the fletcher class can be added by WG, so that this destroyer line can get the recognition it deserves.
USS Johnson: Johnson is a real life fletcher class destroyer, who is famous for almost sinking the largest battleship in the world with guns and torps at the battle of guadalcanal. To reflect this in the game, johnson should be given highly effective tropedoes, with a long range fast reload and good alpha damage, as well as rapid firing guns, armed with SAP and possessing a decent firing range. She will have access to fuel smoke, main battery reload booster, emergency engine power, and surveillance radar consumables. She will also get enhances midsection armor, similar to that of destroyer Khabarovsk. Her gameplay will be very similar to that of tech tree Italian destroyers, revolving around utilizing SAP shells at long range to deal moderate damage to cruisers and battleships, as well as making lightning fast attacks at close range.
Hit points - 25,000, plating - 50mm, fire duration - 30s, Main battery - 5x1 127mm, firing range - 13km, maximum HE shall damage - 1800, HE shell penetration - 21mm, chance to cause fire - 10%, HE initial velocity - 890m/s, maximum SAP damage - 3000, initial SAP velocity - 950m/s, reload time - 1.5s, 180 degree turn time - 4s, maximum dispersion - 102m, sigma - 2.05.
Torpedo tubes - 5x2 533m, Maximum damage - 23,093. Range - 16.5 km. Speed - 66 kt. Reload time - 60 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km.
AA defense: 6x1 20mm., 3x2 40 mm., 5x1 127.0 mm.
AA defence short-range: continulus damage per second 884, action zone 2.0 km AA defense mid-range: continuous damage per second - 585, hit probability - 100 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 14, hit probability - 100 %, action zone - 5.8 km;
Number of explosions in a salvo - 12, damage within an explosion - 1540, action zone 3.5 - 5.8 km.
Maximum speed - 38.0 kt. Turning circle radius - 620 m. Rudder shift time – 3.9 s. Surface detectability – 6.5 km. Air detectability – 2.0 km. Detectability after firing main guns in smoke – 2.1 km. Available consumables:
1 slot - Damage Control Party (action time 5s, 40s reload, unlimited charges)
2 slot - Exhaust Smoke Generator (action time 30s, 40s reload, 6 charges)
3 slot - Emergency Engine Boost (action time 65s, +30% ships speed, 30s cooldown, 6 charges)
4 slot - Main Battery Reload Booster (action time 15s, 60s cooldown, -75% reload, unlimited charges)
USS Johnson will be available In the armory for 375,000 coal.
submitted by Prinz_UwUgen to WorldOfWarships [link] [comments]


2022.06.23 15:38 krymsonkyng Four Ships

Yggdrasil’s Fall Update:
The Exile pilot reached out to me after my article, “Death of a Praxis”. For OpSec purposes I will only say that he is a part of B4H and has a few other juicy kills to his name. From the killmail he provided (my 30% of the dps to his 70%) the erstwhile Stratios that saved my tail by losing its life was (only) worth a grand total of 3,589,124,892 isk. If he reads this, I hope the story surrounding both our deaths was worth far more. It has inspired me to describe a few of the smaller encounters I’ve had as the Warring States Period continues. Standby for the walliest wall of text I’ve built in years.
Spirit of Bohemia
In last week’s article, I talked a bit about exploration and the aggressive mining opportunities that go with it. I also wrote something of a love note to the Noctis and the other fat-bottomed beauties that roam the gates. My money goes where my mouth does. It makes trips to the dentist awkward and uncomfortable for everyone involved. Those articles came from a particular cruise between my home base and Ned. These are the damned dirty drab ol’ details.
On her maiden voyage from the dockyards where her hull was laid to the main launching off point into Delve’s hostile void, the Spirit of Bohemia impressed and frustrated me. I fly on the cheap. It lets my isk go further for longer and softens the blow of my inevitable and seemingly constant losses. When it came to fitting my Firefly wannabe, I opted for the usual suite of exploration scanners and analyzers I send my planetary patrollers out on. That means I sprung for Tech 9 gear (the modules, not the rapper), and slapped a webifier into the fifth slot because why not? With my exploration skills (65 days to go for Expert 5) and a full suite of t3 rigs, this landed the minimum scan radius at 87.55 meters. Not great. That’s about 12m higher than where it needs to be to see all and bookmark all.
A bit miffed but still enamored by my big ol’ babe, I put her through her paces on a simple Planetary Materials pick up. Now I had previously heard about a potential fuel rework on the horizon so I figured it’d be best to stock up while the getting’s good. I calculated the isk and GJ per hour of the fuel planets near enough for me to be arsed and set those cooking about the same time I put the Noctis in the oven. I’ve got a nice little love triangle of systems in low and null sec I like to kill pirate bases in, and having the planetary materials among them is just the sort of hammock I like to lounge in. So the Noctis set forth and picked up about 2.4 full loads of exploration nectar in one swell foop. Each system received a blue boop as I passed, but only a t3 C-Space managed to pique my sensors.
Her maiden voyage complete, I looked for an opportunity to further slow dance with the Spirit of Bohemia. If an occasion struck for a jig, so much the better. Destination in mind, I dropped my sweets at wouldn’t-you-like-to-know and set a course for Ned. At the time, TUNA still had some salt and spice nestled in her hangars over in MO-GZ5. An expedition to the danger’s doorstep seemed like just the trip (to see how it feels).
The distribution of new players in EE should (in a growing game) be skewed towards the lower tiers. The distribution of content seems to be skewed more towards the center of the tier system - Techs 4, 5, and 6, by my reckoning. Debate these theories as thou whilst. Broadly speaking, this puts the point of most competition below tier 6. It’s napkin math, and the napkin has a weird stain on it, so don’t be too harsh on me. After ravishing a couple small relic and data sites, I stumbled across a T6 C-Space. Data point number 2, the Noctis functions well enough to meet expectations.
A few more systems passed my more passive perusal before I found more relics to chew on. About halfway through my meal, a giant crab monster from the paleolithic era sprang from the depths to confront me. I lied. It was yet another Stratios. Why Stratios pilots think they’re the pinnacle of the exploration scene is beyond me. Maybe it’s the price tag. Maybe it’s the 4th mid slot that gives them illusions of adequacy when it comes to splitting between combat and exploration. Odds are even they’re all apple users.
It takes 12 seconds cold for my sweet baboo to turn tail and trot. I assume she’s faster hot, but in my haste I ended up attempting to lock on rather than pop my inertial stab to run for my life. I needn't have bothered. Locking on to a cruiser in the Noctis felt a bit like trying to toss a sock onto a telephone wire. It’s possible in theory but in practice I may as well have strapped a bow to my head and sang happy birthday. Blow out the candles - the party was over.
To my surprise the E-War capabilities of the enemy exploration vessel, a literal sensor platform with a hull strapped midway through the donut like some sort of new age hot dog, couldn’t pin the Spirit of Bohemia down. I slipped free without even needing to activate my warp stabilizer. Lesson learned from the Yggdrasil: Fair fights are a myth. With the new knowledge that hunters were out and about, I sent my freshly bloodied baby home for some R & R and grabbed an even clunkier hunk of heavy machinery.
R-7364
Retrievers do not deserve names. Maybe if they are destroyed you can call them Robert Paulson or some such nonsense, but until they have earned their place amongst the stars through courage and will, they are nameless. Numbers will suffice. That said, the numbers arbitrarily chosen for this particular void diver look a bit like the word “Teba” so that’s what I’ll call her for the rest of her story. Don’t get too attached to her though. Retrievers have a shorter life expectancy than a flamethrower grunt on guadalcanal.
Edna Sin-Vinney Millay once wrote a neat turn of phrase with, “My candle burns at both its ends, it will not last the night. But ah my foes, and oh my friends, it gives a lovely light.” If you watch the Retriever’s animations closely it will release a plumed pair of flames every so often. These are farts. It ain’t all poetry and rainbows out in the void - more like Gravity’s Rainbow really. I pilot Teba with these principles in mind.
She made her way easily enough to the T6, but I knew explorer hunters were on the prowl. She inched along across the empty tactical plot to the main mining zone with my thickest digit hovering over her cloak the whole way. We entered the central point with all the trepidation of a cat girl in a dog show. Phantom Nightmares lurked behind every square rock. Compressed space feels a bit like touring The End in Minecraft. Prolonged periods of calm and quiet mask the looming dread that is realized when covert ops vessels material directly atop one’s face. Somewhere in the realms of metaphor a cat girl twitched her whiskers.
With ore holds full, and excess gasses thoroughly vented, Teba made her way back towards home. She made the jump back into the dungeon’s first room. To a lone Retriever, drones are more liability than asset. They will decloak their owner if accidentally deployed. Worse still, they cost money. They are the sorts of prizes pirates can resell easily. With that in mind, I tend to keep Teba relatively defenseless. That particular expedition into Nyx’s armpit was no exception. This is why I panicked a little when I spotted an Astero enter through my exit gate.
Picture this: we were both butt naked, hanging out in compressed space. Teba was a snack. The Astero was a fat kid. By crumbs or coronary, the relationship was doomed to fail. A Retriever’s options are usually pretty limited: Escape, or live long enough for friends to get revenge. With that in mind, I activated my cloak 5kms off of the entry into the Main Mining Zone gate. I turned away from the gate as the cloak did its thing, and activated my microwarp drive to try and crawl a bit further out of the way. The Astero closed in on my last known position with gusto.
It was a classic tortoise and hare situation. If the Astero was fast enough, she would close to within 2kms and leave Teba more exposed than a cat’s asshole. I clocked her in at approaching 3kms per second, though that might have been the nerves. Meanwhile invisible Teba crawled away from the gate at about 200 meters per second before her MWD cut off and she returned to a piddly 20 and change meters per second. For those keeping score at home, Usain Bolt broke the record at around 10 m/s. I know folks who have hopped off of (and on to) faster moving trains.
Somewhere in the booze blasted annals of my memory there is a math teacher grinning over the math problem this incident presented to me. If a frigate is moving at fuck off velocity to close on her prey over a distance of getting smaller quickly, while her prey is also moving about as fast as a stoned sloth towards safety 2kms away, will there be a kill mail or a close call?
In this case, there was neither really. See, the Astero pilot had mistaken my disappearance as a jump back through the gate to the Main Mining Zone. As soon as they jumped out of my room, I dropped cloak and sprinted towards the exit with all the fury and velocity of a thousand hamsters. If I could see the look on that face as they contemplated Teba outrunning their prize toy in the next room I could die a happy pony. I didn’t stick around for round two of our deadly game of hide and seek. Teba made it home safely that day, and I decided it was time to do something a bit less nerve racking. I decided to smuggle goods out of null sec.
Zagreus
My first named ship was a Nereus 2. Her name is Zagreus. The nanocore on her is garish and overly bright from attempting to pretty her up to match her namesake from Hades on a phone with the brightness turned down low. I remember it now - guiltily playing digital dress up with my partner trying to sleep beside me. I knew that no matter how many times she died, a rogue-like approach to life in null would see us through.
Zagreus was my primary money maker for a good long while in Delve. That all changed when the fire nation attacked (see "Earning a Name" for a bit of that story). I tell you this so you grow a bit attached to her. Perhaps not as attached to her as I may be but attached all the same. See the bulbous head, long cylindrical body and rounded diamond aft painted up with all the gaudiness of a melted bag of skittles? Got a decent picture going? Good. Zagreus does not survive this story.
See, the pipe from Ned to MO is a hotbed of gate camps and roving interceptors. If you've ever visited the shark display at an aquarium you have a pretty good idea of what to expect from those waters. You'd best buy tickets or learn how to move about unseen if you want to make that particular trip. What with all the hostility and confusion that is the hallmark of the present Warring States Period, tickets were not an option (Bishop, where you at?). Zagreus has carried me through similar situations without complaint.
Negotiating a gate camp is a straightforward affair. It comes down to a single guiding principle: Don’t get got. Whether that involves crashing the gate as I’ve seen some of the more daring cruiser pilots, or stealthy sneaking in as I prefer, as in life, the trick is not to get shot. The stealth option strikes me as the easiest. Some folks fit specifically to lock onto their target as quickly as possible before crushing them beneath overwhelming firepower.This makes having a Covert Ops cloak especially useful. If they can’t see you approaching the gate, they can’t target you.
Mechanically speaking, this creates a kind of guessing game between gate camp and encroaching pilot alike. Stick a reaper at the right coordinates and you can decloak incoming prey if you manage to call their shot on the approach. Some pilots align their ships to the most likely opposite gate, and stick their fast tackle directly on the edge of the warp disruption bubble. This lets them act a bit like spiders, pouncing on whatever falls into their web. Some pilots play goalie with the gate, choosing to make the approach as difficult as possible from within the safety of the bubble. Drone boats are great at this. Most will have some form of heavy hitter backing their bubble.
And then there was this asshole. I have a variety of protocols for how I approach gate camps due to the bluffing game outlined above. For large groups in local, I take fewer risks. For smaller groups, I test the waters a bit in case there’s a lone spider on the other end. That means warping in anywhere from 50 to 100 kms off the gate. With two neutrals in system, jumping in at 100 felt safe enough.
100 was the wrong answer, but I want to focus in on a specific tactic that made my list of potential answers less than 46. This mad dictor pilot managed to launch a bubble encompassing just the very tip of the sphere on my destination gate. That alone is a thing of beauty. Cooler still, they managed to park said interdictor spot on 100 off the gate aligned to where Zagreus was coming from.
I landed on their face with no chance of escape without warp stabs. The Coercer slapped a disruptor on my ass in about 5 seconds after my cloak fell away. The Machariel they had on hand made shorter work of Zagreus than Hades himself could have. It was a thing of beauty. The efficiency and lethality of that set up brought a tear to my eye as my pod lost control. GOOP and M10, you have some killer pilots. Fuck you - I love you. Next time I’ll be carrying more worthy loot, I promise. For now, Zagreus remains once more in the house of Hades, plotting her next escape.
Quiet Wyatt
For those of you not keeping score, that was two close calls and a death without any real progress on exfiltrating goods from TUNA’s old home. By baseball rules, I’d struck out. One of the benefits of having a whole mess of little ships fitted and ready to rock is that I don’t have to play by baseball rules. I’d give you the deets on what my yeet fleet can beat, but it ain’t much to be honest. Plus, who doesn’t love a surprise?
There’s a lesser known road to MO through Sakht. Unfortunately, it is guarded by the dreaded Space Cows. I’ve already donated my fair share of kill marks to the divine bovines, and I was feeling salty enough to go for more. After my trademark squadron of Tristans, I yeeted a barely fit Nereus into their pipe to chum the waters and check their reaction time for the rest of my personal fleet. They saw it coming, set up a camp and popped the poor bugger as expected. The orange bubble covered the last gate through null like a fine cloak (the wrapper, not the module). Thankfully I was ready and performed a maneuver I like to call “shitting a brick.” I dumped my cargo at the gatecamp. For some reason, you can’t dump all of your cargo at once when under duress, but every little bit helps. They got their kill mail. I got what goods I could get out with a CovOps frigate. Everyone was happyish. They took down their bubble and went back to their lives, seemingly satisfied with my pound of flesh.
Still, I had several cruisers and other lesser industrial ships looking to make their way out of one Null home, and into the next. I managed to sneak a yet unnamed Rupture through. It stirred up further interest. Channeling the spirits of JIm, Johnny, Jack, and Leroy I launched a Bellicose with an empty cargo hold, mission be damned. I wanted a burger.
One of the benefits of flying cheaply is that it is easier to win the money game when comparing killmails. Let’s ignore for a moment how deep in the red I found myself at that time. The first interdictor I came across, I opened fire on. Two medium rapid fires and two medium missiles battered the Coercer in short order. All its accompanying Hurricane could do was wait for its sensors to lock on as I came out swinging. The cathartic release of a day filled with losses set my nerves a-buzzing. Like a gunslinger at the not-OK corral, I ran down the varmint, barrels blazing. If violence isn’t solving your problems, you aren’t using enough.
Clocking in at about 72 Million, the coercer interdictor seemed surprised to find a rather bellicose Bellicose bearing down on them. The Space Cow tipped over. Sure, the rest of the herd came stampeding in behind to kill the saltiest little cruiser in the galaxy, but the damage was done. The score for that fight had them losing a 72M Destroyer to my 43M Cruiser. Considering the difference in isk per tonnage, I’ll take that trade. All I have to do to sleep soundly at night is ignore the 120M Nereus and 427M Nereus 2 that died before it.
TL;DR: A Noctis, Retriever, Nereus 2, and Bellicose walk into a bar. Only 2 walk out again.
submitted by krymsonkyng to echoes [link] [comments]


2022.06.23 15:38 krymsonkyng Four Ships

Yggdrasil’s Fall Update:
The Exile pilot reached out to me after my article, “Death of a Praxis”. For OpSec purposes I will only say that he is a part of B4H and has a few other juicy kills to his name. From the killmail he provided (my 30% of the dps to his 70%) the erstwhile Stratios that saved my tail by losing its life was (only) worth a grand total of 3,589,124,892 isk. If he reads this, I hope the story surrounding both our deaths was worth far more. It has inspired me to describe a few of the smaller encounters I’ve had as the Warring States Period continues. Standby for the walliest wall of text I’ve built in years.
Spirit of Bohemia
In last week’s article, I talked a bit about exploration and the aggressive mining opportunities that go with it. I also wrote something of a love note to the Noctis and the other fat-bottomed beauties that roam the gates. My money goes where my mouth does. It makes trips to the dentist awkward and uncomfortable for everyone involved. Those articles came from a particular cruise between my home base and Ned. These are the damned dirty drab ol’ details.
On her maiden voyage from the dockyards where her hull was laid to the main launching off point into Delve’s hostile void, the Spirit of Bohemia impressed and frustrated me. I fly on the cheap. It lets my isk go further for longer and softens the blow of my inevitable and seemingly constant losses. When it came to fitting my Firefly wannabe, I opted for the usual suite of exploration scanners and analyzers I send my planetary patrollers out on. That means I sprung for Tech 9 gear (the modules, not the rapper), and slapped a webifier into the fifth slot because why not? With my exploration skills (65 days to go for Expert 5) and a full suite of t3 rigs, this landed the minimum scan radius at 87.55 meters. Not great. That’s about 12m higher than where it needs to be to see all and bookmark all.
A bit miffed but still enamored by my big ol’ babe, I put her through her paces on a simple Planetary Materials pick up. Now I had previously heard about a potential fuel rework on the horizon so I figured it’d be best to stock up while the getting’s good. I calculated the isk and GJ per hour of the fuel planets near enough for me to be arsed and set those cooking about the same time I put the Noctis in the oven. I’ve got a nice little love triangle of systems in low and null sec I like to kill pirate bases in, and having the planetary materials among them is just the sort of hammock I like to lounge in. So the Noctis set forth and picked up about 2.4 full loads of exploration nectar in one swell foop. Each system received a blue boop as I passed, but only a t3 C-Space managed to pique my sensors.
Her maiden voyage complete, I looked for an opportunity to further slow dance with the Spirit of Bohemia. If an occasion struck for a jig, so much the better. Destination in mind, I dropped my sweets at wouldn’t-you-like-to-know and set a course for Ned. At the time, TUNA still had some salt and spice nestled in her hangars over in MO-GZ5. An expedition to the danger’s doorstep seemed like just the trip (to see how it feels).
The distribution of new players in EE should (in a growing game) be skewed towards the lower tiers. The distribution of content seems to be skewed more towards the center of the tier system - Techs 4, 5, and 6, by my reckoning. Debate these theories as thou whilst. Broadly speaking, this puts the point of most competition below tier 6. It’s napkin math, and the napkin has a weird stain on it, so don’t be too harsh on me. After ravishing a couple small relic and data sites, I stumbled across a T6 C-Space. Data point number 2, the Noctis functions well enough to meet expectations.
A few more systems passed my more passive perusal before I found more relics to chew on. About halfway through my meal, a giant crab monster from the paleolithic era sprang from the depths to confront me. I lied. It was yet another Stratios. Why Stratios pilots think they’re the pinnacle of the exploration scene is beyond me. Maybe it’s the price tag. Maybe it’s the 4th mid slot that gives them illusions of adequacy when it comes to splitting between combat and exploration. Odds are even they’re all apple users.
It takes 12 seconds cold for my sweet baboo to turn tail and trot. I assume she’s faster hot, but in my haste I ended up attempting to lock on rather than pop my inertial stab to run for my life. I needn't have bothered. Locking on to a cruiser in the Noctis felt a bit like trying to toss a sock onto a telephone wire. It’s possible in theory but in practice I may as well have strapped a bow to my head and sang happy birthday. Blow out the candles - the party was over.
To my surprise the E-War capabilities of the enemy exploration vessel, a literal sensor platform with a hull strapped midway through the donut like some sort of new age hot dog, couldn’t pin the Spirit of Bohemia down. I slipped free without even needing to activate my warp stabilizer. Lesson learned from the Yggdrasil: Fair fights are a myth. With the new knowledge that hunters were out and about, I sent my freshly bloodied baby home for some R & R and grabbed an even clunkier hunk of heavy machinery.
R-7364
Retrievers do not deserve names. Maybe if they are destroyed you can call them Robert Paulson or some such nonsense, but until they have earned their place amongst the stars through courage and will, they are nameless. Numbers will suffice. That said, the numbers arbitrarily chosen for this particular void diver look a bit like the word “Teba” so that’s what I’ll call her for the rest of her story. Don’t get too attached to her though. Retrievers have a shorter life expectancy than a flamethrower grunt on guadalcanal.
Edna Sin-Vinney Millay once wrote a neat turn of phrase with, “My candle burns at both its ends, it will not last the night. But ah my foes, and oh my friends, it gives a lovely light.” If you watch the Retriever’s animations closely it will release a plumed pair of flames every so often. These are farts. It ain’t all poetry and rainbows out in the void - more like Gravity’s Rainbow really. I pilot Teba with these principles in mind.
She made her way easily enough to the T6, but I knew explorer hunters were on the prowl. She inched along across the empty tactical plot to the main mining zone with my thickest digit hovering over her cloak the whole way. We entered the central point with all the trepidation of a cat girl in a dog show. Phantom Nightmares lurked behind every square rock. Compressed space feels a bit like touring The End in Minecraft. Prolonged periods of calm and quiet mask the looming dread that is realized when covert ops vessels material directly atop one’s face. Somewhere in the realms of metaphor a cat girl twitched her whiskers.
With ore holds full, and excess gasses thoroughly vented, Teba made her way back towards home. She made the jump back into the dungeon’s first room. To a lone Retriever, drones are more liability than asset. They will decloak their owner if accidentally deployed. Worse still, they cost money. They are the sorts of prizes pirates can resell easily. With that in mind, I tend to keep Teba relatively defenseless. That particular expedition into Nyx’s armpit was no exception. This is why I panicked a little when I spotted an Astero enter through my exit gate.
Picture this: we were both butt naked, hanging out in compressed space. Teba was a snack. The Astero was a fat kid. By crumbs or coronary, the relationship was doomed to fail. A Retriever’s options are usually pretty limited: Escape, or live long enough for friends to get revenge. With that in mind, I activated my cloak 5kms off of the entry into the Main Mining Zone gate. I turned away from the gate as the cloak did its thing, and activated my microwarp drive to try and crawl a bit further out of the way. The Astero closed in on my last known position with gusto.
It was a classic tortoise and hare situation. If the Astero was fast enough, she would close to within 2kms and leave Teba more exposed than a cat’s asshole. I clocked her in at approaching 3kms per second, though that might have been the nerves. Meanwhile invisible Teba crawled away from the gate at about 200 meters per second before her MWD cut off and she returned to a piddly 20 and change meters per second. For those keeping score at home, Usain Bolt broke the record at around 10 m/s. I know folks who have hopped off of (and on to) faster moving trains.
Somewhere in the booze blasted annals of my memory there is a math teacher grinning over the math problem this incident presented to me. If a frigate is moving at fuck off velocity to close on her prey over a distance of getting smaller quickly, while her prey is also moving about as fast as a stoned sloth towards safety 2kms away, will there be a kill mail or a close call?
In this case, there was neither really. See, the Astero pilot had mistaken my disappearance as a jump back through the gate to the Main Mining Zone. As soon as they jumped out of my room, I dropped cloak and sprinted towards the exit with all the fury and velocity of a thousand hamsters. If I could see the look on that face as they contemplated Teba outrunning their prize toy in the next room I could die a happy pony. I didn’t stick around for round two of our deadly game of hide and seek. Teba made it home safely that day, and I decided it was time to do something a bit less nerve racking. I decided to smuggle goods out of null sec.
Zagreus
My first named ship was a Nereus 2. Her name is Zagreus. The nanocore on her is garish and overly bright from attempting to pretty her up to match her namesake from Hades on a phone with the brightness turned down low. I remember it now - guiltily playing digital dress up with my partner trying to sleep beside me. I knew that no matter how many times she died, a rogue-like approach to life in null would see us through.
Zagreus was my primary money maker for a good long while in Delve. That all changed when the fire nation attacked (see "Earning a Name" for a bit of that story). I tell you this so you grow a bit attached to her. Perhaps not as attached to her as I may be but attached all the same. See the bulbous head, long cylindrical body and rounded diamond aft painted up with all the gaudiness of a melted bag of skittles? Got a decent picture going? Good. Zagreus does not survive this story.
See, the pipe from Ned to MO is a hotbed of gate camps and roving interceptors. If you've ever visited the shark display at an aquarium you have a pretty good idea of what to expect from those waters. You'd best buy tickets or learn how to move about unseen if you want to make that particular trip. What with all the hostility and confusion that is the hallmark of the present Warring States Period, tickets were not an option (Bishop, where you at?). Zagreus has carried me through similar situations without complaint.
Negotiating a gate camp is a straightforward affair. It comes down to a single guiding principle: Don’t get got. Whether that involves crashing the gate as I’ve seen some of the more daring cruiser pilots, or stealthy sneaking in as I prefer, as in life, the trick is not to get shot. The stealth option strikes me as the easiest. Some folks fit specifically to lock onto their target as quickly as possible before crushing them beneath overwhelming firepower.This makes having a Covert Ops cloak especially useful. If they can’t see you approaching the gate, they can’t target you.
Mechanically speaking, this creates a kind of guessing game between gate camp and encroaching pilot alike. Stick a reaper at the right coordinates and you can decloak incoming prey if you manage to call their shot on the approach. Some pilots align their ships to the most likely opposite gate, and stick their fast tackle directly on the edge of the warp disruption bubble. This lets them act a bit like spiders, pouncing on whatever falls into their web. Some pilots play goalie with the gate, choosing to make the approach as difficult as possible from within the safety of the bubble. Drone boats are great at this. Most will have some form of heavy hitter backing their bubble.
And then there was this asshole. I have a variety of protocols for how I approach gate camps due to the bluffing game outlined above. For large groups in local, I take fewer risks. For smaller groups, I test the waters a bit in case there’s a lone spider on the other end. That means warping in anywhere from 50 to 100 kms off the gate. With two neutrals in system, jumping in at 100 felt safe enough.
100 was the wrong answer, but I want to focus in on a specific tactic that made my list of potential answers less than 46. This mad dictor pilot managed to launch a bubble encompassing just the very tip of the sphere on my destination gate. That alone is a thing of beauty. Cooler still, they managed to park said interdictor spot on 100 off the gate aligned to where Zagreus was coming from.
I landed on their face with no chance of escape without warp stabs. The Coercer slapped a disruptor on my ass in about 5 seconds after my cloak fell away. The Machariel they had on hand made shorter work of Zagreus than Hades himself could have. It was a thing of beauty. The efficiency and lethality of that set up brought a tear to my eye as my pod lost control. GOOP and M10, you have some killer pilots. Fuck you - I love you. Next time I’ll be carrying more worthy loot, I promise. For now, Zagreus remains once more in the house of Hades, plotting her next escape.
Quiet Wyatt
For those of you not keeping score, that was two close calls and a death without any real progress on exfiltrating goods from TUNA’s old home. By baseball rules, I’d struck out. One of the benefits of having a whole mess of little ships fitted and ready to rock is that I don’t have to play by baseball rules. I’d give you the deets on what my yeet fleet can beat, but it ain’t much to be honest. Plus, who doesn’t love a surprise?
There’s a lesser known road to MO through Sakht. Unfortunately, it is guarded by the dreaded Space Cows. I’ve already donated my fair share of kill marks to the divine bovines, and I was feeling salty enough to go for more. After my trademark squadron of Tristans, I yeeted a barely fit Nereus into their pipe to chum the waters and check their reaction time for the rest of my personal fleet. They saw it coming, set up a camp and popped the poor bugger as expected. The orange bubble covered the last gate through null like a fine cloak (the wrapper, not the module). Thankfully I was ready and performed a maneuver I like to call “shitting a brick.” I dumped my cargo at the gatecamp. For some reason, you can’t dump all of your cargo at once when under duress, but every little bit helps. They got their kill mail. I got what goods I could get out with a CovOps frigate. Everyone was happyish. They took down their bubble and went back to their lives, seemingly satisfied with my pound of flesh.
Still, I had several cruisers and other lesser industrial ships looking to make their way out of one Null home, and into the next. I managed to sneak a yet unnamed Rupture through. It stirred up further interest. Channeling the spirits of JIm, Johnny, Jack, and Leroy I launched a Bellicose with an empty cargo hold, mission be damned. I wanted a burger.
One of the benefits of flying cheaply is that it is easier to win the money game when comparing killmails. Let’s ignore for a moment how deep in the red I found myself at that time. The first interdictor I came across, I opened fire on. Two medium rapid fires and two medium missiles battered the Coercer in short order. All its accompanying Hurricane could do was wait for its sensors to lock on as I came out swinging. The cathartic release of a day filled with losses set my nerves a-buzzing. Like a gunslinger at the not-OK corral, I ran down the varmint, barrels blazing. If violence isn’t solving your problems, you aren’t using enough.
Clocking in at about 72 Million, the coercer interdictor seemed surprised to find a rather bellicose Bellicose bearing down on them. The Space Cow tipped over. Sure, the rest of the herd came stampeding in behind to kill the saltiest little cruiser in the galaxy, but the damage was done. The score for that fight had them losing a 72M Destroyer to my 43M Cruiser. Considering the difference in isk per tonnage, I’ll take that trade. All I have to do to sleep soundly at night is ignore the 120M Nereus and 427M Nereus 2 that died before it.
TL;DR: A Noctis, Retriever, Nereus 2, and Bellicose walk into a bar. Only 2 walk out again.
submitted by krymsonkyng to echoes_eve [link] [comments]


2022.06.21 21:09 FernandoPM Invisible allied ships dropping off troops? (Vanilla)

Recently started up war on the sea again after a long break and tried the Japanese campaign — as I was dropping off troops to Guadalcanal in a task group that had my aircraft carrier (so you bet I had subs patrolling the slot, planes everywhere and a small destroyer fleet screening the other entrances to keep the carrier safe) I suddenly got an announcement that American troops had landed— and saw about 2k troops landed — but no ships anywhere. Is there an event that just puts Americans there? I don’t think it was possible for any troop ships to make their way into Guadalcanal I had it locked down and patrolled the area after the landings and never saw the ships that dropped them off.
submitted by FernandoPM to WarOnTheSea [link] [comments]


2021.06.19 11:59 wiIdcolonialboy Also, how do I win Guadalcanal?

There simply don't seem to be enough troops as the American side to win. I have about 10,000 troops and 15,000 supply on Guadalcanal and I'm at around 40% on the bar. I have about 10 submarines in multiple groups forming layered screens, a battleship squadron and a cruiser squadron sitting right off Guadalcanal as well as another cruiser squadron sitting at the entrance to "Iron Bottom Sound", just southeast of Savo Island, while two carrier battle groups, with the Enterprise and the Hornet, are constantly sitting in the Solomon Sea sending aircraft patrols up and down "the Slot".
I think I've sunk so many Japanese ships that I haven't seen any IJN ships for at least a 10 days. How am I supposed to win this? It feels like this game was released a little too early, and it's a little buggy especially the longer you play. I now often have a bug where when I try to launch aircraft from my carriers it says "Can't launch for another 0.3 hours" (and I know there's a 'cool down' period between launches), but I'm getting a message like that, from both my carriers, for days. I've tried replenishing them, moving them around, obviously speeding up to pass not just 0.3 hours but days but I still get the same message.
I think the devs need to, (1) fix up some of these issues around troop reinforcements, you should receive regular troop reinforcements at your main base, as well as fuel and engineering etc, rather than having them as limited quantities that seem unsufficient to win even Guadalcanal base, and (2) expand it to other theatres, such as the Mediterranean, once they've sorted out the bugs.
submitted by wiIdcolonialboy to WarOnTheSea [link] [comments]


2021.05.08 09:31 Secretary_Ooyodo [Discussion] Spring 2021 Event Extra Operations E-5

第二次ルンガ沖夜戦

"Second Night Battle off Lunga Point"

Back To Event Megathread
Ooyodo's Briefing

Map Information

Full Map
LBAS Range Map

Lock: HARD ONLY!

Fleet Type: Strike Force, Single, STF Boss Type: LBAS: 1 Base + 2 Defense Bases

Phases: Five (5) + Debuff & Last Dance

  1. Sink the enemy Wa!
  2. Eliminate the enemy Ri!
  3. Unlock starting point 3.
  4. Unlock the final Boss node.
  5. Dance with New Light Cruiser Hime!
  6. Debuff the Boss and finish Last Dance.

Overview:

This map goes back to the previous 3-Gauge structure that was seen throughout the MO: the first part is an attack against the brand new abyssal ship AP Wa-Class Flagship B. The second part follows the structure of E-4's Phase 4 gauntlet, where you are tasked with defeating the other battleship princess - New Battleship Princess. The third and last part is a gauntlet where your 2nd Torpedo Squadron must cut through multiple dangerous nodes as they find their way to the last boss: New Light Cruiser Princess.
Regarding locks, each one of them is applied once again depending on the Fleet Type, similar to E3:
This map will reutilize previous locks, two from E-3, the Orange and Gray tag for 2nd Torpedo Squadron and 8th Fleet respectively, and one from E-4, the Emerald tag, for 2nd Fleet. If ships don't have this tag before sortieing, they will be applied in this map as well.

Historical Bonuses available on this map:

Potential Historicals
8th Fleet - Choukai, Aoba, Kinugasa, Furutaka, Kako, Tenryuu, Yuubari, Jingei, Sendai, Hatsuyuki, Amagiri, Satsuki, Minazuki, Fumizuki, Nagatsuki, Mutsuki, Yayoi, Mochizuki, Uzuki, Mikazuki
2nd Torpedo Squadron - Jinstuu, Isuzu, Noshiro, Kagerou, Kuroshio, Oyashio, Kasumi, Kawakaze, Suzukaze, Shigure, Shiratsuyu, Ariake, Samidare, Harusame, Naganami, Makinami, Takanami, Hayanami, Fujinami
2nd Fleet - Atago, Takao, Choukai, Maya, Myoukou, Haguro, Noshiro, Umikaze, Kawakaze, Suzukaze, Ariake, Shiratsuyu, Shigure, Naganami, Makinami, Shimakaze, Samidare
Confirmed Historicals
8th Fleet - Choukai, Aoba, Yuubari, Minazuki
2nd Fleet - Atago, Takao, Maya, Myoukou, Haguro, Noshiro, Shigure, Naganami, Kawakaze, Shiratsuyu, Umikaze
2nd Torpedo Squadron - Noshiro, Shigure, Shiratsuyu, Samidare
1st Guadalcanal Reinforcement Unit - Jintsuu, Naganami, Kawakaze, Kagerou, Kuroshio, Takanami, Oyashio, Makinami
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A, D, F, H, J (Boss #1)
8th Fleet - 1.15x
Reinforcement - 1.25x
U1
2nd Fleet, Yamato, Mutsu, Kongou, Haruna, Hiei, Kirishima, Akashi, Sendai, Kuroshio, Urakaze, Kazagumo - 1.2x
V1
Yamato, Mutsu, Kongou, Hiei, Kirishima, Haruna - 1.1x
2nd Fleet - 1.15x
V (Boss #2)
2nd Fleet, Urakaze, Kazagumo, Kuroshio - 1.38x
Yamato, Mutsu, Kongou, Hiei, Kirishima, Haruna, Akashi - 1.35x
Washington, South Dakota, Fletcher, Atlanta - 1.32x
X, Y
2nd Torp Squadron - 1.15x
Reinforcement - 1.2x
Z
2nd Torp Squadron, Atlanta, Fletcher, Urakaze, Kazagumo - 1.37x
Reinforcement - 1.47 ~ 1.48x
Debuff bonuses
IJN DD - 1.35x
IJN CL - 1.2x
Boss Modifiers (for attacks targeting New Light Cruiser Princess)
3 Historicals Present - 1.3x
6 Historicals Present - 1.35x?

Phase 1 - Cut-off the enemy supply lines!

Phase 1 Map
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[Gray Tag] Striking Force 2 (F)BB(V) / 5 XX (XX can be CA(V), CLT, CL or AV)
  • Up to 2 AV(?) and Up to 1 CLT(?) - A common composition is 2 BBV / 2 CA / 2 CAV / CL(T)
  • A very strong surface fleet that uses the 8th Fleet tag. This fleet can bring sizeable air power with SPFs to lessen the threat from the air raid as well overall higher survivability, in exchange of going though an extra torpedo squadron.
  • Route: A-D-E-F-G-I-J1-J
[Orange Tag] Striking Force CL / 5-6 DD
  • This very light fleet uses the 2nd Torpedo Squadron tag. This fleet goes to the boss through the shortest path and will not spend additional locks, however is more prone to airstrike threats and may have issues dealing with the enemies leading up to the boss. Node support shelling recommended.
  • Route: A-D-E-G-I-J1-J
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  • Description: This phase kicks off the map with a pretty simple route and objective: you must sink the new transport ship AP Wa-Class Flagship B. The path to the boss is guarded by a submarine node, an air raid, and two to three torpedo squadrons (depending on your fleet choice) that may appear on any of three formations: Line Ahead, Echelon and Vanguard.
    For this phase specifically, you may deploy either 8th Fleet or 2nd Torpedo Squadron for the job, however keep in mind that as the map opens up, you will eventually be prevented from reaching the first boss with the 2nd Torpedo Squadron. Due to this, you may choose to farm the first boss first should you want to do so with 2nd Torpedo Squadron before further progressing the 2nd Phase.
  • Air Power Chart
  • Loadout Notes: The loadout for this phase will vary wildly depending on your chosen fleet:
• 8th Fleet may bring air power and thus, use artillery spotting setups that will be very useful with both dealing with the nodes en route that may show up on Vanguard formation, as well as the boss itself, since the enemies there, while not exactly tanky, have fairly high HP pools, especially the boss. The air power will also be useful in granting your fleet a desirable air state on node G, which may improve pass rate significantly.
• 2nd Torpedo Squadron has less options to work with. The presence of air power is not an issue in itself as the fleet is mainly made by DDs but the lack of any airpower might make node G more difficult to deal with. This fleet should employ standard double-attack loadouts as the boss node doesn't have any kind of enemy that warrants high damage cut-ins. Both fleet should use some kind of AACI to deal with G, with 8th Fleet having no DDs having to be a bit more "creative" with less standard AACI setups. It is recommended for both fleets to just use Vanguard formation against the surface torpedo squadrons in hopes to increase pass rate (this is especially true for the 2nd Torpedo Squadron).
  • Line of Sight: There is a LOS check for (C) ??? (E) ??? (M) 54.0 (H) 66.0 Cn3 from J1 to J. Failing this check will detour to node J2.
  • LBAS: It is recommended to send your base loaded with anti-submarine bombers to node A, so that your fleet may focus solely on surface combat loadouts.

Phase 2 - Destroy the main enemy surface fleet!

Phase 2 Map
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[Emerald Tag] STF 4 (F)BB(V) / (CA(V) or CL) / Akitsushima or Akashi + CL / 3 (CA(V) or CLT) / 2 DD
  • Up to 2 CLT(?)
  • A very strong STF that uses the 2nd Fleet tag. Like E-4, this fleet is the heaviest fleet you can bring and still go to the boss through the shortest path. Akitsushima has preference in this fleet as she can carry a single SPF to enable AS+ on all nodes except M.
  • Route: L-M-Q-U1-V2-V
[Emerald Tag] STF 4 (F)BB(V) / (CA(V) or CL) / Akitsushima or Akashi + CL / 2 FBB / (CA(V) or CLT) / 2 DD
  • A Slow Fleet will start towards node K instead of L
  • A half-battleship STF that uses the 2nd Fleet tag. This fleet allows you to bring Kongou and Haruna in escort fleet for Night Touch and also drastically increases the escort fleet's daytime power, but in exchange deploys less high damage, historical bonus attacks at night.
  • Route: (K)-L-M-Q-U1-V2-V
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  • Description: Immediately after dispatching the oversized Wa-Class, the map automatically opens up revealing the entire upper half in one go. For this phase, you must use the same fleet tag from E-4 Phase 4, 2nd Fleet, in order to defeat the other battleship princess that lies on node V. The route this time around is much tamer when compared to E-4 but still poses significant threat, featuring three of the brand new CA Ri-Class Flagship B, who are much more accurate than their non-B counterparts, in a combined fleet at node U1 and a rather strong air raid as well at node M.
  • Air Power Chart
  • Loadout Notes: Your battleships as well as main fleet cruiser have nothing to worry about but use standard loadouts to go all-out on surface shelling damage. Using artillery spotting setups together with historical bonus BBs is imperative to deal with the Ne-Class Kai escorts in a realistic manner. The recommended flagship for this fleet is Mutsu, employing the touch attack on the boss node to possibly make short work of the otherwise extremely tanky Ne-Class Kais, possibly getting rid of multiple before the first enemy shelling even begins. The 2nd ship for this touch attack may be Nagato, who has no bonuses but will further boost Mutsu's damage, allowing the touch to be more consistent, or one of the bonus BBs, who also get a very potent third shot that may severly damage the boss or one of the escorts.
    A single SPF is enough to guarantee AS+ on all nodes but M, preferably on Akitsushima, if she is used for this phase.
    The escort fleet might have issues with loadouts as their slots are limited, especially so if DDs are using the new DD cut-in attacks. Due to this, use of one-slot OASW at most is recommended. Alternatively, ASW support may be used to increase pass rate through nodes K and L.
  • LBAS: It is recommended to send your base to the boss node V, preferentially using bombers that are more effective against DDs, like Hayabusa (65th Squadron) and Do 217 + Hs293., as well as high accuracy, AA resist bombers. Do keep in mind that, despite having no air power, the boss node does have very high anti-air.

Phase 3 - Secure a proper start point for your torpedo squadron!

Phase 3 & 4 Map
  • Description: After dealing with the New Battleship Princess, you must open the last starting point for the 2nd Torpedo Squadron. To unlock the 3rd starting point, you must perform the following:
Node B U
Casual ? ?
Easy ? ?
Normal ? ?
Hard AS x2 A+ x2
Once that is done, the third start point will appear, but not the 3rd boss herself.
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[Emerald Tag] STF 3 (F)BB(V) / CV(B) / 2 (CA(V) or AV) + CL / 1-2 CA(V) / 0-1 CLT / 3 DD
  • AV cannot be Akitsushima(?)
  • A slightly modified fleet compared to the previous phase.
  • Route: L-M-Q-U1-U2-U
[Emerald Tag] CTF 2 (F)BB(V) / 2 CV(B) / 2 (CA(V) or AV) + CL / 1-2 CA(V) / 1-2 CLT / 2-3 DD
[Emerald Tag] CTF 2 CV(B) / CVL / 2 CA(V) / CL + CL / 2 FBB / CLT / 2 DD
  • Fast Fleet. A largely modified fleet compared to the previous phase, this new fleet is better fit to deal with high enemy air threats as well keeping most of its former strength. The first fleet tries to fit a balance between boss performance and reach rate, while the second fleet heavily focuses on surviving the preboss, and allows the use of Night Touch.
  • Route: L-M-R-T-U2-U
[Gray Tag] Single Fleet 2 CV(L) / 4 DD
  • A fleet with two carriers using the 8th Fleet tag can easily attain AS on node B by loading only fighters on each carrier.
  • Route: A-B
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  • Air Power Chart
  • Loadout Notes: Node U is a combined carrier fleet with extremely high air power and airstrike. AACI is outright mandatory regardless of fleet. Equip your carriers accordingly and optimize your fleet to A-Rank the boss node instead of making compromises to attempt S-Ranks.
    For the AS requirement on node B, simply load enough fighters to meet the AS threshold.
  • LBAS: It is recommended to send your base to assist with node U, but keep in mind that with its staggering range of 10 it severely limits most of your choices when it comes to planes, particularly fighters.

Phase 4 - Uncover the position of the main enemy fleet!

Phase 3 & 4 Map
After unlocking the 3rd starting point, you can finally find out where the New Light Cruiser Princess is.
To unlock the 3rd boss, you must perform the following:
Node B U S V Y Land Base
Casual ? ? ? ? ? ?
Easy ? ? ? ? ? ?
Normal ? ? ? ? ? ?
Hard AS x2 A+ x2 S x2 A+ x2 A+ x2 AS x2
Once that is done, the 3rd boss will finally appear, and you may begin the 3rd Phase proper.
__
[Orange Tag] Striking Force 1 CL / 6 DD
  • The same fleet used for the previous 2nd Torpedo Squadron phases, plus one CL if there's not one already locked in the tag.
  • Route: B-C-W-X-Y
[Emerald Tag] STF 2 (F)BB(V) / 3 CA(V) / 0-1 CL / 0-1 DD + CL / CA(V) / 0-1 CLT / 3-4 DD
  • Minimum 4 DDs in the fleet
  • Fast Fleet. A yet again modified fleet compared to the Phase 2, this new (lighter) fleet is able to route from M to N in order to reach the requirement node.
  • Route: L-M-N-O-S
Please refer to the previous unlock Phase for nodes B, U, and to Phase 2 for node V.
__
  • Air Power Chart
  • Loadout Notes: The node S sorties will give you a feel of how the Phase 3's route. Load your DDs and CL with standard combat loadouts and try to cruise through the submarine princess and surface enemy fleet using Vanguard.
    Node S is similar to U1, but this time you fight it with a much lighter fleet. Keep your loadouts from Phase 2 in your combined fleet and it should be dealt with with little issues.
    For both fleets, AACI and OASW are highly recommended.
  • LBAS: It's recommended to send a base similar to the one sent to Phase 2's boss to help your fleet A-Rank node Y.

Phase 5 - Strike the the heart of the enemy fleet!

Phase 5 Map
*Description: With all unlocks finished, all that is left is to bring the boss down to Last Dance. The route to the boss is filled with multiple kinds of threats from airstrikes to submarines, to surface fleets and a night battle node. At the end of the path lies the last boss, New Light Cruiser Princess, in a combined fleet.
[Orange Tag] Striking Force CL / 6 DD
  • A fleet the 2nd Torpedo Squadron tag. This is the only fleet that you may bring to this boss.
  • Route: B-C-W-X-Z1-Z __
  • Line of Sight: There is a LOS check for at least (C) 55.0 (E) 55.0 (M) 62.0 (H) 81.0 Cn3 from W to X. Failing this check will detour to node P.
  • Air Power: You cannot bring any air power. You're running a Torpedo Squadron straight into the depths of hell. Godspeed.
  • Loadout Notes: With the way this fleet is limited and the route it has to go through, most of your fleet will have no option but to completely forgo setups that would assist in the route in order to bring high damage night Cut-ins to deal with the boss and her escorts. It is recommended to assign one, at most two of your DDs to AACI and/or ASW roles, preferably both if possible, as well as bringing night equipment in order to increase Cut-in chances.
    Due to the sizeable LOS check and other beneficial effects of the reworked DD Cut-ins it's recommended to, if possible, equip a GTRL setup (Gun, Torpedo, Radar, Skilled Lookouts) on as many DDs as you can, preferably with a 12.7cm D Gun.
    For increased survivability and to improve your boss reach rate, it is recommended to use Vanguard Formation and try to pass through the pre-boss nodes, as well as using a Striking Force FCF or Torpedo Squadron FCF.
  • LBAS: Similar to the Phase 2 boss, it is recommended to send your base to the boss node Z, preferentially using Hayabusa (65th Squadron) if available, as well as high accuracy, AA resist bombers. Keep in mind that, despite having no air power, the boss node does have very high anti-air.

Debuffing the Final Boss

Phase 5 Map
Different from most other maps, the debuff for the last boss in E-5 is regarded as outright mandatory due to its massive bonuses.
To debuff the boss, perform the following steps:
Bring the boss down to Last Dance
Using the Unlock Phase 3 Fleet (Gray Tag):
  • Attain AS in Node B
Using a modified Phase 1 Fleet (Gray Tag):
  • S-Rank node H
    [Gray Tag] Single Fleet 2 BBV / 2 CA(V) / 2 DD
    [This fleet can also be used for the node J requirement]
    Route: A-D-E-F-H
Using the Phase 1 Fleet (Gray Tag):
  • S-Rank the 1st Boss at node J
Using the Unlock Phase 3 Fleet (Emerald Tag):
  • Attain AS in Node N
  • A-Rank+ node U
Using a modified Phase 2 Fleet (Emerald Tag):
  • Obtain S Rank in Node V1 once [V1 can be reached by swapping Akitsushima or Akashi for another AV]
    [This fleet can also be used for the node J requirement]
Usingthe Phase 2 Fleet (Emerald Tag):
  • A-Rank+ the 2nd Boss at node V
After being debuffed, the boss CG will change from yellow to red, showing red cracks across her rigging.

Node Types and Drops

Node: J U U2 V Y Z
Agano Casual S Casual S Casual A
Akitsushima Normal S
Ariake Normal S Hard S Casual S Casual A
Hatsukaze Casual S
Helena Hard S Casual A
Isokaze Easy S Hard S Easy S
Kaiboukan No.4 Normal S Casual S Casual A
Mikuma Casual S
Mikura Casual A
Nagato Casual S
Nowaki Normal S
Sakawa Casual S Casual S Casual A
Souya Hard S Normal S Casual A
Tanikaze Easy S Easy S Easy S
Tsushima Hard S
Uranami Hard S Casual S

Map Rewards

Reward Casual (丁) Easy (丙) Medium (乙) Hard (甲)
CL Honolulu 1 1 1 1
Medal - 1 1 2
Improvement Material - 5 8 10
Action Report - - - 1
S03C Seamew Kai - - 1 (★+0) 1 (★+2)
Type 0 Model 32 (Tainan Air Group) - - 1 (★+2) -
Type 0 Model 22 (251 Air Group) - - - 1 (★+1)

Notes

submitted by Secretary_Ooyodo to kancolle [link] [comments]


2021.05.08 09:30 Secretary_Ooyodo [Discussion] Spring 2021 Event Main Operations E-3

ルンガ沖夜戦

"Night Battle off Lungga Point"

Back To Event Megathread
Ooyodo's Briefing

Map Information

Full Map
LBAS Range Map
General Air Power Information

Lock:

Fleet Type: Single and Combined Boss Type: Surface TP, Surface, Surface LBAS: Two (2) Available + One (1) Defense-Only

Phases: Five (5)

  1. Run a Transport Operation vs CA Hime.
  2. Unlock the 2nd Boss node.
  3. Defeat the enemy Wo-Class
  4. [HARD ONLY] Unlock the final Boss node.
  5. Battle Lungga Point Princess to the death!

Overview:

This map is split in several phases: first, you must carry out a transport operation across the map; then, you must strike the enemy carrier task force that is positioned at the northern part of the map to finally use the same fleet from phase 1 to take on Lungga Point Cruiser Princess.
This is a 3-phase map, with TP, HP and HP gauges respectively. There are 3 ship locks that can become messy very quickly, so pay attention to your fleet before sortieing!
This map will reutilize two locks from E-5, The orange and gray tags for 2nd Torpedo Squadron and 8th Fleet respectively.

Historical Bonuses available on this map:

Group A (1st Guadalcanal Reinforcement Unit) - Jintsuu, Naganami, Kawakaze, Kagerou, Kuroshio, Suzukaze, Takanami, Oyashio, Makinami
Group B (2nd Torpedo Squadron) - Noshiro, Isuzu, Nagara, Shigure, Michishio, Yamakaze, Kasumi, Shiratsuyu, Umikaze, Harusame, Teruzuki, Shiranui, Shimakaze, Fujinami, Samidare, Ariake
Group C (Battle of South Pacific/3rd Fleet) - Hiei, Kirishima, Shoukaku, Zuikaku, Zuihou, Tone, Chikuma, Suzuya, Kumano, Nagara, Teruzuki, Tanikaze, Maikaze, Urakaze, Hamakaze, Tokitsukaze, Arashi, Yuugumo, Makigumo, Yukikaze/Tan Yang, Hatsukaze, Akigumo, Isokaze, Amatsukaze, Kazagumo
Group D (8th Fleet) - Choukai, Aoba, Tatsuta, Yuubari, Matsukaze, Nagatsuki, Satsuki, Hatsuyuki, Yayoi, Minazuki, Fumizuki, Mikazuki
Nodes J, X, L
Node N (Boss #1)
Nodes R, V, W (Boss #2)
Node Z (Boss #3)
Debuff - 1.12 ~ 1.14x (only against the boss)
Nodes O, O1
Node O3

Phase 1 - Establish a supply route at the heart of the Solomons!

Phase 1 Map
[Orange Tag] Fast Single Fleet 0-1 CL / 5-6 DD
A fleet with a CL will detour to node E on Hard Mode. A standard torpedo squadron that brings a good mix of combat and transport point potential. This fleet must have X Drum Canisters total, on X different ships.
X = 0/3/?/4 on Casual/Easy/Medium/Hard
  • Description: The first phase of the map starts on a high note: using a torpedo squadron, your fleet will go through submarine nodes, air raids, imps and a night battle for a gauntlet of pretty much every combat style, to then finally fight the first boss, Heavy Cruiser Ne-Class Kai, in order to carry out the TP gauge.
  • Routing: A-C-(E)-G-F-I-J-L-M-N
  • Air Power Chart
  • Loadout Notes: It is required that you bring a specific number of drums, each one on a different ship, to route to the boss. Due to this, on top of regular TP gear, equipment loadouts might feel a bit claustrophobic on most of your fleet. With that in mind, using ships that excel at one of AA, anti-imp and surface with minimal slots is recommended. Due to the relative weak submarine node C, and the fact that it is right off the gate, it's not recommended to bring dedicated ASW loadouts. Similar to E2's phase 1, going for S-Rank is not recommended unless you can bring your fleet's combat power on par to bring down the Heavy-Cruiser Ne-Class Kai, which is quite tanky. Using the previously obtained Torpedo Squadron Skilled Lookouts (or TLO for short), one of the drum carriers may still access a rather potent cut-in attack despite the loadout, which may help to do so.
  • LBAS: It is recommended to send both bases, both filled with 4 bombers, to the boss node (Range 7); another possibility is sending a base to node J (Range 5), which lets you mostly disregard anti-imp setups altogether. Alternatively, you may opt to assign a base with 4 fighters to assist you with passing node G (Range 4), however that is not as effective as the previous alternatives.

Phase 2 - Unlock the 2nd Boss Node

Phase 2 & 3 Map
To unlock the 2nd Boss node where Wo resides, you must:
  • Casual: B+-rank node O1 once.
  • Easy: S-rank node O1 once, A+-rank node O3 once.
  • Normal: S-rank node O1 once, S-rank node O3 once, obtain AS on node B once.
  • Hard: S-rank node O1 once, S-rank node O3 once, obtain AS on nodes B and O3 once each.
[Yellow Tag] Combined Fleet (CTF) 2 CV(L) + CL / 2 DD
A minimal CTF with ships you are going to use in Phase 2 Combined Fleet, avoiding unnecessary locking.
  • Route: A-B-D-O2
[Gray Tag] Single Fleet 2 CA(V) / 1-2 CL / 2-3 DD
Fast fleet. A mixed ASW/Shelling surface fleet to deal with the Princess at O1 and the torpedo squadron at O3. The Flagship MUST BE a Heavy Cruiser or Aviation Cruiser
  • Route: P-B-O1-O3
  • Air Power Chart
  • Loadout Notes: To deal with nodes B and O2, simply bring two carriers loaded with fighters and cruise through. You may opt to use a single carrier, to save on locks, but that will most likely require help from your land-bases. For node O1, it is recommended to bring at least 3 OASW ships to deal with the submarine princess. Node O3 will be dealt with by your CA(V) and CL; it is recommended to use either land-based or shelling support to guarantee the enemy fleet goes down easily.

Phase 3 - Take down the enemy combined fleet!

Phase 2 & 3 Map
[Yellow Tag] Fast Carrier Task Force 2 CV / FBB / CA(V) / CL / DD + 1-2 CA / CL / 4-3 DD
  • Route: A-C-E-G-Q-S-U-W
    A lightweight CTF that saves on locks for capital ships and gets slightly better routing in exchange of lower combat performance.
[Yellow Tag] Surface Task Force 2 CVL / 2 FBB / CA(V) + CA / CL / 4 DD
  • Route: A-C-E-G-Q-R-V-W
    A well rounded STF that can make short work of the second boss fleet while bringing a sizeable air power cushion to deal with the en-route issues.
  • Description: The second phase of the map proper is nothing special: sortie through a nest of air raids, submarines and potentially a surface combat to take down a basic Standard Carrier Wo-Class Kai which stands as a combined fleet flagship.
  • Air Power Chart
  • Loadout Notes: The loadouts for this phase are as standard as it gets: pack enough air power to attain the desired air stats on the air raids, as well as AACI and OASW if possible, to help with pass rates. The boss is really nothing special, and will die to pretty much any kind of cut-in a BB or CV(L) throws at it.
  • LBAS: It is recommended to send all bases to the boss (Range 7) to help mitigate its air power, as well as to take out some of the escorts. However, as the boss node doesn't strictly need it, you may instead prefer to send it to mitigate the air power of the air raids en-route (Ranges 3, 4, and 6), or to assist with preboss node V (Range 6).

Phase 4 - Unlock Boss 3 [HARD ONLY!]

Phase 4 & 5 Map
[Yellow Tag] Transport Combined Fleet 0-1 CVE / 1 (CAV or AV) / 4 DD + CL / 3 DD
A minimal fleet good enough to tackle the last unlock requirement.
**[Orange Tag] Single Fleet AV / 5 DD
  • Description: With the Wo-Class Kai Carrier properly dealt with, the last step is finding out where the actual last boss stands. To unlock the 3rd boss, you must obtain AS or higher at node H.
  • Routing: A-C-E-G-F-H
  • Air Power Chart
  • Loadout Notes: Pack as many Seaplane Fighters as well as regular fighters to attain AS on node H. Commandant Teste is good for this task. You may use your land bases to sweep the node and lower the AS requirement so your fleet might attain it more easily.
  • LBAS: Node H lies at Range 5.

Phase 5 - Strike the enemy task force positioned at Lungga Point!

Phase 4 & 5 Map
[Orange Tag] Single Fleet 6 DD
[Orange Tag] Single Fleet CL / 5 DD (Easy and Casual ONLY)
A Destroyer only fleet that will reach the boss through the shortest path possible, facing little threat in the way. A fleet with a CL will go through node E.
This fleet must have X Drum Canisters total, on X different ships.
X = 0/3/4/5 on Casual/Easy/Medium/Hard
There is a LOS check of ~30.0 Cn2 from M to Z (Hard mode).
  • Description: The last phase of the map features the same fleet employed in the first phase, however with a twist: this time around, your fleet is tasked with sinking the enemy flagship Lungga Point Princess at node Z, with an added bonus of the route becoming substantially more manageable.
  • Routing: A-C-(E)-G-F-I-X-M-Z
  • Air Power Chart
  • Loadout Notes: Like the first phase, this fleet must have a specific number of Drum Canisters total, on different ships. The loadouts for this phase are constrained by the drums as well as possible LOS equipment, so once again rely on any Torpedo Squadron Lookouts (TLO) and Skilled Lookouts (SLO) as possible, to both boost your cut-ins as well as help with LOS. It might be necessary to bring a DD completely dedicated to carry Radars. Other than that, same recommendations as phase 1 apply, with the exception that you no longer face an imp node and a night-battle node, both being replaced by a very tame surface node. The day battle consists of 2 rounds where your DDs will basically scratch the boss down to death. Bring enough cut-ins in order to deal the finishing blow at night.
  • LBAS: It is highly recommended to send all bases to the boss (Range 8), all using either 4 bombers or 3 bombers and a land-based recon, in order to dispatch the enemy escorts and allow as much scratch damage as possible to your fleet.

Final Boss Debuffing - Only recommended for weaker fleets

Phase 4 & 5 Map
The boss can be debuffed. To do so, perform the following steps:
• Bring the boss down to Last Dance
• Attain AS at node E.
• Obtain AS on an LBAS raid.
• S-rank node K
• S-Rank the 2nd Boss at node W
• S-Rank the 1st Boss at node N
[Yellow Tag] Combined Fleet (TCF) 0-1 CVE / (CAV or AV) / 4 DD + CL / 3 DD
• S-Rank node O3 (unconfirmed)
• Obtain AS at node H (unconfirmed)
Steps might be different or not needed for lower difficulties.

Node Types and Drops

Node: W (Boss 2) O3 Z (Boss 3) X V N (Boss 1) K L S J
Akishimo Easy S Hard S
Arashi Casual S Hard S
Colorado Casual A
Etorofu Casual S Easy S Easy S
Fujinami Casual A
Hagikaze Easy S Normal S Hard S
Harusame Casual A Easy A Hard S Casual S Casual A Hard S Casual S Casual S Casual S
Hatsukaze Casual S
Hayanami Casual A
Hornet Normal S Casual S
Kawakaze Casual S Easy S Casual S Casual S
Kunashiri Casual A
Makinami Casual A
Minazuki Casual A
Nagato Casual S
Noshiro Casual S
Ooyodo Easy S Easy S Casual S Casual S
Oyashio Casual S Easy S Normal S Casual S
Perth Casual A
Shimushu Casual A
Takanami Casual S Easy S Casual A Easy S
Umikaze Casual S Casual S
Washington Casual A
Yahagi Casual S

Map Rewards

Reward Casual (丁) Easy (丙) Medium (乙) Hard (甲)
CA Northampton 1 1 1 1
Medal - 1 1 2
Improvement Material - - 5 8
Torpedo Squadron Skilled Lookouts - 1 (★+0) 1 (★+4) 1 (★+8)
SOC Seagull - - 1 (★+8) 1 (★+10)
S03C Seamew Kai - - - 1 (★+0)

Notes

submitted by Secretary_Ooyodo to kancolle [link] [comments]


2021.02.25 23:18 toegut Why were the Japanese unable to win the Guadalcanal campaign by encircling and dislodging the US forces there?

So I'm reading Ian Toll's book on the Guadalcanal campaign and I'm surprised by the passivity of the Japanese. Admittedly, as Toll points out, they badly underestimated the number of US Marines on the island and conducted frontal bayonet attacks while being outnumbered (instead of achieving the required 3:1 superiority for the attacking force). Still he describes the whole panoply of the Japanese measures and they seem like pinpricks: every day they fly bombers from Rabaul to drop a few bombs (which is useless because the Marines, forewarned by the coastwatchers, are already in their foxholes), at night they send a plane apparently just to disturb Marines' sleep, plus a few destroyers dart into the sound every night to lob a few shells, then escape.
Why didn't the IJN behave more aggressively? For example, Toll writes that it was so difficult to supply the island there were shortages of food rations as well as fuel. Why didn't the Japanese use their submarines in a picket line around the island to torpedo all of the American supply ships (they torpedoed Wasp)? Then the Americans would be reduced to dropping supplies from the air which is not very efficient. Or they could bring a few battleship guns to do an accurate daytime shelling that would destroy Henderson field while providing air protection for this surface force with fighters from carriers parked further up the slot, beyond the reach of the Guadalcanal air force? (basically they had a big problem bringing escort fighters from Rabaul as it was at the limit of Zero's range so it would make sense to use carriers as floating airfields and base fighters on them instead).
submitted by toegut to WarCollege [link] [comments]


2021.02.10 20:09 IDOnT4 Iron Bottom Sound: The real world equivalent to WoWs Legends battle ground.

Iron Bottom Sound: The real world equivalent to WoWs Legends battle ground.
WoWs Legends as a video game had to make certain changes to make the game balance and fun compared to how actual naval surface battles are fought. Two of the biggest changes are (ii) decreasing the engagement range and (ii) shortening the detection range. Where there an actual real life naval battle that closely resembles how the game is played.
Answer: the battles around Iron Bottom Sound.
Iron Bottom Sound is the name given by Allied sailors to the stretch of water at the southern end of The Slot between Guadalcanal, Savo Island, and Florida Island of the Solomon Islands, because of the dozens of ships and planes that sank there during the Battle of Guadalcanal in 1942–43. As these battles mostly occurred at night, they give us the real world equivalent of the two distinct game play changes that War Gaming in acted: decrease engagement range and detection.
https://preview.redd.it/x66163lw5pg61.jpg?width=330&format=pjpg&auto=webp&s=216dac52196ac7d2d78b39da730692846f0a50ff
The Naval Battles of Guadalcanal were a series of several short range engagements at night, with detection range of less than 5 km, resulting in heavy ship losses. Others were losses on the way out of Iron Bottom Sound. The ships losses include several ships in WOWS Legends including:
Japanese losses
  • Fubuki (Tier V)
  • Furutaka (Tier IV)
  • Akatsuki (Tier VI)
  • Yudachi (Tier VII)
  • Hiei (Tier IV - Kongo Class)
  • Kirishima (Tier IV - Kongo Class)
  • Yanami (Tier V - Fubuki Class)
  • Kikuzuki (Tier IV _ Mutsuki Class)
  • Teruzuki (Tier VII - Akatzuki Class)
US Losses
  • Astoria (Tier VI - New Orleans Class)
  • Quincy (Tier VI - New Orleans Class)
  • Vincennes (Tier VI - New Orleans Class)
  • Canberra (Tier V - London Class UK )
  • Duncan (Not in game Greaves Class)
  • Atlanta - (Tier VI)
  • Barton (Tier VI Benson Class)
  • Cushing (Tier V Mahan Class)
  • Laffey (Tier VI Benson Class)
  • Monssen (Not in game Greaves Class)
  • Preston (Tier V Mahan Class)
  • Walke (Not in game Sims Class)
  • Northampton (Not in game Northampton Class)
  • Aaron Ward (Not in game Greaves Class)
  • Jarvis (Not in game Bagley Class)
  • Blue (Not in game Bagley Class)
  • Calhoun (Wickes class)
  • Gregory (Wickes class)
  • Little (Wickes class)
  • Juneau (Tier VI Atlanta class)
submitted by IDOnT4 to WoWs_Legends [link] [comments]


2019.04.22 02:57 johnnythelip1 [ARMA 3: WW2] The Battle of Guadalcanal- SUNDAY April 28th @ 19:00UTC

Calendar Details:2019-04-28 19:00Arma 3 The Battle of Guadalcanal
​
THIS OP IS A WW2 OP! DOWNLOAD THE REPO HERE: http://swifty.projectawesome.net/ww2/

INFO:

Where? PA Arma 3 Server
When? 19:00 UTC
Join the steam group!
Get the mods through our custom mod downloader, Swifty
When should I update the mods? As soon as you can, PM me with issues.
Want more info? LINK to our wiki
Recommended reading: http://ttp3.dslyecxi.com/
If you have any issues with any of them, or anything really. Do not hesitate to contact me or any of the other helpers on teamspeak. Reddit PM is the easiest way to get a hold of me.
Please take the time to watch our Orientation Video

MISSION

This will be a recreation of the Battle of Guadalcanal. You will be playing as an element of the US Marines as you secure AA/Artillery positions on the coast and eventually take and hold an airbase located towards the heart of the island. You will be supported by 1 M5 Stuart and 1 2-man Flamethrower Team
OBJECTIVES:
MAP:

Slotting:

Use this in your slotting comment:
IGN: SLOT: Alpha A1 AR 
CO, squad leaders and special roles (All roles in bold letters) should join the teamspeak 30 minutes before the event starts for planning the mission.
​
If this is your first event with us we would also like to ask you to join 30 minutes early for a quick introduction to PA.

Slots

This list is not guaranteed to be up to date! Do a quick look through the comments to make sure your slot hasn't already been claimed.
You need to have played at least three events with us for all leadership and special roles like pilots or vehicle crew.
Callsign/ Role IGN
Commanding Officer
Command Radioman
Platoon Medic
Overlord johnnyhotsauce1
FLAMETHROWER TEAM GUNNER Embrodak
Flamethrower Team Support Mocker
STUART COMMANDER
Stuart Gunner KJ Trey
Stuart Driver Hog
ABLE Leader Libation
Able Radioman Xander
Able Medic Yarpen
Able Automatic Rifleman Riikkaaa
Able Rifleman Anton
Able Rifleman BashfulYeti
BAKER Leader
Baker Radioman
Baker Medic DamnDaniel
Baker Automatic Rifleman Cygnet
Baker Rifleman
Baker Rifleman McReeeeebok
CHARLIE Leader
Charlie Radioman
Charlie Medic
Charlie Automatic Rifleman
Charlie Rifleman
Charlie Rifleman
DOG Leader
Dog Radioman
Dog Medic
Dog Automatic Rifleman
Dog Rifleman
Dog Rifleman
ECHO Leader
Echo Radioman
Echo Medic
Echo Automatic Rifleman
Echo Rifleman
Echo Rifleman

Reserve: Sol52, Captain_Derpy, Krakon

​
AGAIN: THIS OP REQUIRES THE WORLD WAR 2 REPO, WHICH IS STILL A WORK IN PROGRESS DOWNLOAD IT HERE: http://swifty.projectawesome.net/ww2/
submitted by johnnythelip1 to ProjectMilSim [link] [comments]


2018.12.07 23:02 fgsgeneg Friday Night Music -- 12/07/18

Today is the seventy-seventh anniversary of the day that will live in infamy, the Japanese attack on Pearl Harbor. My Dad was stationed at Pearl on a confiscated yacht, the USS Senaden, when the Japanese attacked, but he missed all the doin's because he was far away at sea. Right after the attack all ships based at Pearl were ordered back to Pearl asap. He said the most disheartening thing he saw during the war was as they steamed into Pearl a few days later, the Seventh Fleet of the United States Navy sitting on the bottom of Pearl Harbor. The worst part was that he and a buddy had bought an old, banged up trading schooner and when they finished getting all ship shape and Bristol fashioned, they were going to leave the Navy and ply the Copra Trade around the South Pacific. I come by my romanticism honestly. The attack on Pearl and the subsequent freeze on leaving the Navy fot the duration put an end to that dream. He spent the war on various ships in the Pacific theater. He was a Carpenter's mate in the Navy and at one stop met a future President of the US. He was stationed at the Torpedo Boat base in the Solomon Islands at Tulagi. Torpedo Boats were made of plywood, basically, and ran on three rwenty four cylinder Packard engines. They generally patrolled the New Georgia Sound, or as the Yanks called it The Slot between Tulagi at the southern end and Rabaul to the north on New Britain. The Japanese held Rabaul as a central supply depot for the fighting in the Solomon Sea and New Guinea. They ran supplies down the slot at night in convoys called the Tokyo Express to soldiers on Guadalcanal and other islands. It was the job of the Tulagi PT boats to interdict these convoys. I don't know if you've been on the water in the dead of night on a moonless, cloudy night with zero visibility, but it's scary. Thank goodness for horns and running lights, which, of course, were not used in these battles. My dad said all the crews of the boats were the jumpiest people he ever saw. Just the slightest unexpected sound would spook them. He said he would never join the crew of one of those things. Well, Dad, being a carpenter's mate was stationed aboard a PT Tender and they would go out in the daytime looking for damaged boats to bring back to Tulagi for repairs. On one of these trips the ship was sunk. Everyone survived and they were soon enough rescued. As they disembarked the rescue vessel there was a fresh looking lieutenant looking to crew his new command, the PT109. Dad told him respectfully, but firmly he had no intention of signing on to one of those boats. Of course this lieutenant went on to become JFK and most of us know Dad was right about not shipping with him. Dad finished out the war on the USS Maryland, a Colorado Class dreadnought. He was at several of the last ship to ship battles of the war. He was at the Battle of Saipan providing heavy artillery fire for the invasion of Saipan, but was nearly sunk by an airborne Japanese torpedo and sent back to Pearl for repairs. She was hit again by a kamikaze off Leyte in the Philippines and finally provided heavy artillery support at the invasion of Okinawa and was part of the planned support for the invasion of the Japanese home islands, had it come to that. Dad had some interesting war stories. I didn't appreciate him much when he was around. I have missed him terribly these last fourty years.
On to the music.
Let's start out with a whiskey blues from a nightclub.
Pourin' Whiskey Blues
And now a bit of honkey-tonk, upbeat white boy blues.
Whiskey Blues
And our dance music for tonight. This song was a big hit down in Tidewater North Carolina the summer I graduated from high school. Lots of great memories here.
Cry Baby
That's tonight's music. Movin on ...
Tonight's Supper -- Habanero's Taquirea -- Not much of a rice and beans guy so I'll be ordering off the a la carte menu, tonight.
Tonight's Sipper -- Evan Williams BiB -- Nice, inexpensive, relatively low proof pour. My collection is running low.
That's our post for tonight. Please, everyone, be careful out there. Bad weather, bad drivers, never a good combination. Keep on the lookout. Spread light and joy during this holiday season. Fight the darkness. Be blessed.
Next week, same time, same sub. Until then ... Adios.
submitted by fgsgeneg to bourbon [link] [comments]


2018.05.12 23:37 WWWallace71 [A3 WW2] Operation Watchtower Naval Invasion of Guadalcanal SUN MAY20 1900 UTC

OPERATION WATCHTOWER

By Wallace [A3 WW2] Operation Watchtower Naval Invasion of Guadalcanal SUN MAY20 1900 UTC

BRIEFING:

Get the mods through the mod downloader, [Swifty]
Make sure your mods are updated in time, and feel free to contact the mods through Discord or Reddit for help!
Recommended Reading: http://ttp3.dslyecxi.com/
SITUATION
Map of AO
Map of Blue Beach & Kakum
MISSION
1) Land on Blue Beach sector
2) Secure beach-head town of Kukum
3) Secure Kakum Camp
4) Secure Lunga Hamlet and Bridge
Terrain: FOW Henderson Field
Medical: Basic Medical System
Revive: Disabled
Respawn: 3 Respawn waves

Slotting:

Use this in your slotting comment:
IGN: SLOT: ABLE 1 AAR Hi I'm New! (If Applicable) 
SLOT DESCRIPTIONS
  • CO - Commander - Has command over the entire mission, responsible for creating a plan and directing units in game.
  • MED - Medic - Provides medical assistance to wounded comrades.
  • SL - Squad leader - Leads a squad, reports to CO
  • FTL - Fireteam Leader - Leads a fireteam - reports to SL
  • AR - Automatic Rifleman - Provides suppression fire for the squad with his support weapon.
  • AAR - Assistant Automatic Rifleman - Carries extra ammo for the AR, and guides them onto targets.
  • GREN - Grenadier - Carries a rifle w/ mounted grenade launcher. hard to aim, fun when it hits.

This list is not guaranteed to be up to date! Do a quick look through the comments to make sure your slot hasn't already been claimed.

Callsign/ Role IGN Equipment
1ST MARINE RAIDERS COMMAND Willys MB
CO Khaki M1A1 Thompson
MED Cloby M1903 Springfield
ROSIE M4A2 SHERMAN
CMDR Lukas M3A3 Greasegun
GNNR Enigma M3A3 Greasegun
DRVR M3A3 Greasegun
ABLE SL LVPT AMTRAC
SL Volc M1A1 Thompson
MED Gouper M1903 Springfield
ABLE 1
FTL Grepa M1 Garand
AR HaroldSax M1918 BAR
AAR Billy Bean Bags M1 Carbine
R Volture1 M1 Garand
ABLE 2
FTL M1 Garand
AR M1918 BAR
AAR M1 Carbine
GREN M1 Garand + M7 Launcher
BAKER SL LVPT AMTRAC
SL M1A1 Thompson
MED Koba M1903 Springfield
BAKER 1
FTL Cozmicc M1 Garand
AR ValHallas M1918 BAR
AAR Mason M1 Carbine
GREN Wallace M1 Garand + M7 Launcher
BAKER 2
FTL M1 Garand
AR Miko M1918 BAR
AAR M1 Carbine
R M1 Garand

Reserves: Klima, Cre8or, Bubbus

Latrine Digging (Let us know if you can't make it this week):

submitted by WWWallace71 to combinedarms [link] [comments]


2018.04.10 02:03 WWWallace71 [A3 WW2] Firefight Friday the 13th WW2 edition FRI APR13 1900 UTC

WW2 FIREFIGHT FRIDAY

By Wallace [A3 WW2] Firefight Friday the 13th WW2 edition FRI APR13 1900 UTC

BRIEFING:

Get the mods through the mod downloader, [Swifty]
Make sure your mods are updated in time, and feel free to contact the officers through Discord or Reddit for help!
SITUATION(S)
MISSION 1: Map of AO
MISSION 1: Battle of Greyson Farm
  • INDEPENDENT: 82nd Airborne Glider Troops - Sieze Greyson Farm in under 25 minutes (Includes 2 minute safestart)
  • BLUFOR: 3rd Falschrimjaeger - Defend Greyson Farm for 25 minutes (Includes 2 minute safestart)
MISSION 2: Map of AO
MISSION 2: Makin' your mark
  • INDEPENDENT: USMC Carlson's Raiders - Raid Makin Atoll radar Station and Kill the CO in under 30 minutes (Includes 2 minute safestart)
  • BLUFOR: Japanese Garrison - Defend Makin Atoll Radar Station and Keep CO alive (Includes 2 minute safestart)
MISSION 3: Map of Camp
MISSION 3: The Great Escape
  • INDEPENDENT: Allied Prisoners - Escape the Camp. Victory upon 5 escapees before 25 minutes runs out (Includes 2 minute safestart)
  • BLUFOR: German Camp Guards - Prevent any escapes from happening. (Includes 2 minute safestart)
MISSION 4: Map of AO
MISSION 4 (Reserve Mission): My Motherland
  • INDEPENDENT: Ukranian Partisans - Kill or Capture German officer, and seize truck. You must return it to your safe-house and be in possession at the end of the match. (Includes 2 minute safestart)
  • BLUFOR: German - Defend the Convoy and reach your destination. You must dismount and fight through any contact (Includes 2 minute safestart)

Terrains:

1: Panovo

2: Guadalcanal

3: Bray-Dunes

4 (reserve): Bystrica

Medical: Basic Medical System

Revive: Disabled

Respawn: None

Slotting:

Use this in your slotting comment:
IGN: SLOT Mission 1 Able MMG 
SLOT Mission 2 Fuji R SLOT Mission 3 Guard R
Hi I'm New! (If Applicable) 
SLOT DESCRIPTIONS
  • CO - Commander - Has command over the entire mission, responsible for creating a plan and directing units in game.
  • MED - Medic - Provides medical assistance to wounded comrades.
  • SL - Squad leader - Leads a squad, reports to CO
  • FTL - Fireteam Leader - Leads a fireteam - reports to SL
  • AR - Automatic Rifleman - Provides suppression fire for the squad with his support weapon.
  • AAR - Assistant Automatic Rifleman - Carries extra ammo for the AR, and guides them onto targets.

This list is not guaranteed to be up to date! Do a quick look through the comments to make sure your slot hasn't already been claimed.

MISSION 1: GREYSON FARM
Callsign/ Role IGN Equipment
(IND) COMMAND 2x Willys Jeep
CO Pickering M1A1 Thompson
MED Mack M1 Carbine
(IND) ABLE
SL M1 Thompson
MMG Coolping M1919A6
AMMG M1 Garand
AMMG M1 Garand
(IND) BAKER
SL Obvious M1 Thompson
AR Ziren M1918 BAR
AAR M1 Garand
AAR M1 Garand
(BLU) COMMAND
CO MP40
MED Billybeanbags Kar98
(BLU) ANTON
SL Lukas FG42
MMG volture MG34
AMMG Kar98
R Kar98
(BLU) BERTA
SL Cozmiicc FG42
AR Wallace FG42
R Kar98
R Kar98
MISSION 2: MAKIN YOUR MARK
Callsign/ Role IGN Equipment
(IND) COMMAND 3x Inflatable Boat
CO Pickering M1 Garand
MED Billybeanbags M1903 Springfield
(IND) ABLE
SL Wallace M1 Garand
AR Ziren M1918 BAR
ENG M1903 Springfield + Demo
ENG M1903 Springfield + Demo
(IND) BAKER
SL M1 Garand
SMG volture M1 Thompson
ENG M1903 Springfield + Demo
ENG M1903 Springfield + Demo
(BLU) COMMAND
CO Type 100
MED Coolping Arisaka
(BLU) YAMATO
SL Obvious Type 100
AR Mack Type 99 LMG
AAR Arisaka
AAR Arisaka
(BLU) FUJI
SL Type 100
DM Lukas Scoped Arisaka
GREN Arisaka + GL
R Arisaka
MISSION 3: THE GREAT ESCAPE
Callsign/ Role IGN Equipment
(BLU) WARDEN (1 Slot) Pickering MP40
Guards (Multiple Slots) Billybeanbags, Wallace, Ziren, Coolping Kar98
Allied Prisoners (Multiple Slots) Lukas, Obvious, volture N/A

Reserves: Cozmiicc, Cre8or, Xalothq, Mack

Latrine (Let us know if you can't make it this week):

submitted by WWWallace71 to combinedarms [link] [comments]


2017.07.04 19:15 RPBot [Military] World War II gunner wearing an oxygen mask as he stands before an open slot in a B-17 airplane firing his machine gun during the Battle of Guadalcanal by SGT Howard Brodie (1942-1943)[OS]

[Military] World War II gunner wearing an oxygen mask as he stands before an open slot in a B-17 airplane firing his machine gun during the Battle of Guadalcanal by SGT Howard Brodie (1942-1943)[OS] submitted by RPBot to NoSillySuffix [link] [comments]


2017.07.04 19:15 RPBot World War II gunner wearing an oxygen mask as he stands before an open slot in a B-17 airplane firing his machine gun during the Battle of Guadalcanal by SGT Howard Brodie (1942-1943)[OS]

World War II gunner wearing an oxygen mask as he stands before an open slot in a B-17 airplane firing his machine gun during the Battle of Guadalcanal by SGT Howard Brodie (1942-1943)[OS] submitted by RPBot to MilitaryFans [link] [comments]


2017.04.07 19:55 vonGekko WW2 Game Design Question: “On station” vs “downtime” for carrier or surface groups

I am trying to conceptualize a board game focusing on the Guadalcanal campaign. It would use an area movement system that defines operationally significant areas (e.g. the Slot, Ironbottom Sound, the open ocean NE of the Solomons) that ship groups would move between.
I’m trying to create rules that realistically depict limitations of fuel and endurance without becoming overly detailed or burdensome. One perspective that I’m missing is having a good sense of the activities and length of a typical patrol for a surface or carrier group. I understand that there were no standardized patrols, but it would be very helpful get a sense of what a “typical” cruiser group might do and how much time it would spend in each area.
Based on some reading material, it seemed like the following might not be an unreasonable timetable for a cruiser group, assuming no at-sea refueling (I’m using 3 day increments because I’m considering using those as the possible turn length):
Days 1 – 3: Travel from Espiritu Santo to loiter area S of Guadalcanal Days 3 - 5 and 6 - 8: On station S of Guadalcanal Days 9 - 11: patrol “the Slot” to interdict Japanese ships Days 12 - 14: return to loiter station S of Guadalcanal Days 15 - 17: return to Espiritu Santo Days 18 - 20: refuel and resupply at Espiritu Santo
For the purposes of the game, I’m trying to create a decision process whereby a player must decide the best use of limited resources. Not only will ships themselves be in short supply, but so too will be the player’s ability to have them ready and in the area of operations at the right time.
In additional to opinions and insight, I would be very appreciative of sources for your information so I can learn more about this crucial campaign.
Thanks very much for any help!
submitted by vonGekko to hexandcounter [link] [comments]


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