The Seven Samurai – Episode 3 – Japanese 1.09 Beta Campaign – Ultimate Admiral Dreadnoughts



Ok when I said Russia wanted to undo the humiliation of Tsushima I didn’t expect them to send their entire fleet against us. Well this is going to be decisive one way or the other! One of the most massive fleet battles I’ve ever seen in a campaign.

This campaign uses the 1910 start date with the historical AI personalities and on Normal difficulty. There’s no extra rules aside from a ban on using the strategy of scrapping flawed ships – all must serve! This is a BETA campaign, that means the save may break. If it does I will skip time to the next start date and keep playing.

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Captain of the 1st Company: Treefrog
Veteran Sergeants: 1stplaceonion, LCG Canyon, Welshy
Sergeant: Jackie, Twitchyknees, Alerik Rahl
Veterans: Telemonian Dan, Sunless Sky Nova, Threadoflength, Darth Vendar.
Battle Siblings: Jacky Chan, nagebenfro, scurvekano, Cpt Graftin, Icd, Iroey, Zadrias.

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31 thoughts on “The Seven Samurai – Episode 3 – Japanese 1.09 Beta Campaign – Ultimate Admiral Dreadnoughts”

  1. Geese that was one very loaded battle … definately demos the advantage of well designed ships vrs AI cannon fodder. Shame at the loss of that BB but worthy of being rebuilt.

    I thought that ships with flaws cad be dry docked and brought up to snuff. Am I mistaken on that?

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  2. I had a battle against the Austro-Hungarians as the uk. I had 3BBs and 5CA the Hungarians had 1BB 10CA 60CL and 140 DDs and 100 TBs. I wanted to die and ofc, I lost everything. Wish they put a cap on the amount of ships in a battle or a big debuff or smth cz that was painful.

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  3. What's most annoying is that the Russian cadets didn't actually hit the Honshu and Okinawa. They just missed the BBs next to them, and the missed shells happened to hit the unlucky ships. You can clearly see that both of them start taking heavy damage when sailing close to another ship.

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  4. I've said it before I'll say it again.

    Consider using Follow commands to reduce the number of control groups to manage.
    The automatic gathering function is bugged, so trying to ask ships to merge is madness, but 8 ships with 4 follow groups is easy enough. Best of all ships getting focused will try to merge back, which is your notification to split, change orders, then swap the follow orders around. Monitoring 4 ships behavior is easier than 8, and any pair of damaged warships can fall back while offering support fire, without getting ignored or lost in the business of managing 6 seperate warships.

    And When facing Infinity Torpedo Small Craft, Don't Close The Range With Anything But Destroyers.

    I Expect the two destroyers were enough while I could have patrolled my Battleships on an oval course 2 km out while raining death and destruction on the fleet.

    It may have taken me two turns to exterminate the fleet due to running out of ammo, but our accuracy has been buffed this patch so there would be plenty of casualties.
    And with Destroyers the only ships in torpedo range and dodging infinite shells from cadet crews? I could afford to send out my fleet again next turn to have another go.

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  5. Incase you didn't see my last comment from Espisode 2 of the Japanese campaign:
    As a programmer myself but not in video games though I've coded it before. I can agree to your assumption about the stack overflow. Though I would need to see the code itself and the technical details for me to confirm the assumption. I don't have the game but those problems that occur in my opinion and knowledge are due to stack overflow and more in memory of whatever records the ship hit counter. Basically a memory overflow somewhere. Those errors are like HIV/AIDS, sometimes they can disappear and appeared to be fixed. Othertimes, they linger and cause problems.

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