Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

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Omnibus Guide
By the little pringles
This Guide sheds light on a lot of intermediate tips and stratagies that should help players complete The Naval Academy. as well as up to the 1930 campaigns for both Germany and the UK.

It Is Relevent for the initial BETA (1.0 v99) and will be updated as I can
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My thoughts
First ever guide. Feel free to use parts of the guide to make a better guide. but please reference my work. Apologies for the dyslexia.

My hopes for the game (Hey this fan made guide is now multiple thousands of words long, gimmie a break):

- Having both mines AND submarines seems to be redundant based on their apparent mechanics. Submarine development was cut short by the LNT and WNT. Those treaties, among other things, banned the research and use of cruiser submarines. There is a vast number of types of player controlled submarines that could potentially be added to this game and sold as a paid DLC. I'll attach a pic of the subs the Germans considered building. Player controlled subs wouldn't break the game (<5kn speed submerged, no homing torpedos til very late game and even then there is countermeasures, can be spotted when at PD and surfaced) and could add new guns (K-guns, Hedgehogs and Squids) and mechanics (depth charge racks and ASDIC (which could use similar mechanics to radar).

- Can we make a campaign mode with no fixed end date? I mean I cant be the only one who wants an unlimited campaign? being able to start in the 1890's with nothing and teching through the research tree. Actually making Research useful. Fighting multiple wars and conquering multiple provinces till everyone's all running around in 5,000t super-destroyers and 100,000t super-battleships? that sounds awesome

- Being able to design the transports that are used in the campaign. we still wouldn't be able to control them but being able to pick what guns go where might be cool. on that note, is it possible to have the transports NOT fill up our fleet cards during the battle? The number of times i've accidentally paired my BB's with the transports as they flee

- Consideration for seaplanes. you already have several Hulls and towers with seaplane facilities. having a seaplane mechanic (spotting past your ships organic line-of-sight, with no accuracy buff) might be cool. adding a seaplane launcher might also work for those ships that don't have organic parts. you could use secondary gun placing scripts to make this easier to implement.

- On Aircraft Carriers. This is not as difficult to implement into the game as some discussions think. It takes quite a while to spot, load, fuel and launch even a single squadron of attack aircraft. "Nagumo's dilemma" is a famous example of how even modern carriers need a long time to react to information. what this means is that any real-time battle involving a carrier is likely to be a "Carrier Ambush". Think HMS Glorious vs the sisters. Ergo, carriers will likely do their airstrikes on the end turn world map. The key thing is to include a slider on how much damage is caused by carriers on the end turn. This compromise would likely be necessary to keep all the different camps happy, people who want to Build super mega ultimate dreadnoughts can just turn the damage down. I would expect this to be a Paid DLC
Known Bugs/ Bad Features
- Higher risk of player base desertion The AI is currently set to move to the maximum range that it's guns can penetrate your ships. Players on the other hand tend to prefer moving into a range that they have a higher probability of hitting. This leads to the problem of the AI always seems to be running away. I call this "World of chasing warships". This forces the player to either build a faster fleet than their opponents. Or building ships that are so heavily armoured that the AI MUST close. Either choice vastly limits player build options.

My hope Is that the DEV team would include a accuracy modifier into the preferred range setting of the enemy ships. This would tend to make the AI prefer ranges that are closer to the player preference. they could even add a time component in, as the battle goes on further the AI will prefer closer and closer ranges. This would further reduce the risk of long stern chases killing player entheusiasm.

- Higher risk of player base desertion ships sometimes remain under AI control even when AI is switched off. This has been bug reported by myself and others. as you could imagine being unable to control the ships that you are meant to be able to control as they careen into waves of torpedos is frustrating.

- Sometimes some of the ships in a formation will travel the opposite direction to their squadron mates.

- torpedo turret equipped craft not aggressive enough when under AI control. Perhaps a new torpedo attack AI mode is needed. +No pulling out of line +firing distance of torpedo's set based on time of flight (AI happier to launch further out with faster torps) and number of tubes (AI happier to launch further out with more tubes)

- extremely difficult to get good matchmaking for BC in the campaign.

- sometimes the AI will fight on despite a peace deal being signed. shouldn't be an issue considering how the campaign is meant to run however is an issue now

- one or more ships getting locked into a straight line due to trying to avoid a collision with each other.

- Add crew is turned off by default (in the Fleet screen).

- ships that are repaired are placed in a semi-random port (eg. East German ports), not back into the battlespace that they were originally placed in. This makes it hard to set and maintain fleet strengths. This makes the current German campaign harder than it needs to be I understand a damaged ships having to sail back to a shipyard to repair, buy why cant it sail back by itself?

- The 'Copy' mechanic. Doesn't let you refit new technologies into existing proven designs
How to win the campaign:
You win the campaign by either forcing the opposing nation to want to make a peace treaty, or by getting the opposing Naval Director fired for overspending.

Destroying warships, sinking transports, and building a massive disparity in tonnage are all effective ways of forcing the AI to capitulate.
World Map:
The strategic map has several things you need to know about. You will have a battles alert prompt showing up on your left side. This is a white box that reminds you of battles you can choose to fight. You don’t have to fight them and there is currently no penalty for no fighting them.

You will see a name of different seas and oceans on the map. These different oceans are separate battlespaces. If you put your ships in say the North Sea, then those ships with match up primarily against ship the ships the AI has placed in the North Sea. This is also important for “Power Projection” and beginning of turn transport losses. beginning of turn transport losses is a factor or relative “Power Projection” compared to your opponent and is calculated for each battlespace. If you have lots of Battleships (Thus lots of Power Projection) in a battle space and your opponent does not, then you will not they will quickly begin to lose transports.

Left clicking on a port opens the port up. you can then right click on a different port to move ships around. this is important for the German campaign as the AI likes yo send your BB's to the 'Baltic' when all the action happens in the 'North Sea'
Finance screen:
The key parts of this screen are the 3 Sliders and the shipyard size. Increasing Research will increase the rate that you develop new technologies. Increasing Crew Training will make more crew available for your warships. It will also increase the rate increase in skill levels of your crews.
The Transport slider is more involved. If your transport % drops below 100% you will incur an economic penalty. This will reduce the funds available each game turn. Increasing the transport slider adds more transport % (you can go over 100%). This is capped to 200% and if you reach that far then the game will automatically reduce the funding to transport for you.

As a rule, you want to max crew training and Transport %. You want to always be increasing your shipyard size. You will want to use whatever funds you have left over for research.
As of the release shipyard size increase, cost and time are all related in a linear fashion. There is no benefit in building big increases vs small increases. One trick I use is to look at my research screen and fleet screen to figure out when I want to build a new set of ships (due to research finishing or ships being completed). If that’s 8 Months out, then I will build whatever shipyard increase 8 months gets me.

Never underestimate the power of small increases in displacement on your ship on your ships combat utility.
Fleet screen:
This is where you can see a list of Active, Building, and Repairing ships. Clicking on the titles allows you to sort the list according to tonnage or build date etc. You can also 'Scrap' obsolete ships on this screen. There are several things to note on this screen.

On the lower left is an “Add Crew” button. Ticking this will ensure that your ships will replace their casualties after each battle. I am uncertain why this is not ticked by default. You should always thick this for each Campaign.

A ship 'In Being' spends its time in port and on local patrols. it’s cheaper on a monthly basis but is less likely to get in battles.

A ship in 'Sea Control' status costs more to operate per month but is more likely to get in battles. I believe that there is also a "Power Projection" bonus for being in this state too. I haven't been able to verify this.

There is actually a third, hidden state called 'Mothballed' this is when you set the crew to '0'. 'Mothballed' ships do not participate in any battles or contribute to 'Power Projection'. this is a useful state to use if you want to scrap a ship but are not sure if it’s a good idea first. Put it in Mothballs for a couple of months then scrap it.

'Mothballed' is a useful state for the late German campaigns as your always having do downsize your BB fleet to pay for new BB's, but you are wary about downsizing too fast.
Research screen:
This screen is self-explanatory. The only major point is that focusing on research decreases the time to completion of 1 research BY INCREASING THE TIME TO COMPLETION OF ALL OTHER RESEARCH. It’s actually detrimental to your general technological level to use research focusing. The only time I use it is when I am trying to line up several technologies with a new building phase.

Key technologies to research are “Engines” (more HP/ Ton means more displacement for other stuff), “Hull Strengthening” (New BB hull types), and “Armor Quality” (Increased armor multiplier make armor more effective for any given thickness, it also lightens armor so you get more displacement for other stuff)
WIP Mine Warfare and Submarine Warfare:
Features not fully implemented in the game yet

"Submarine and Anti-Submarine Warfare
Submarines will have a special function in the campaign. Expensive to research, submarines sacrifice funds that could be spend on other warship technologies. However, once they become available, each campaign turn you will have the power to sink enemy merchant or military ships without any opposition, unless the opponent has sufficient Anti-Submarine-Warfare(ASW) technologies.

You control submarines by deploying them on the map and choosing their rules of engagement. During wartime, their effect is calculated per turn according to the strategic situation on the map. Similarly, the ASW ability of your ships is auto-calculated according to the amount of destroyers, depth charge equipment, submarine mines, torpedo nets and several other technologies currently researched.

Submarines can open Pandora's Box for the side that chooses an unrestricted warfare policy. An accidental sinking of a neutral ship may drag other nations into a war against you.


Mine Warfare
Like submarines, mines will have a special role in campaigns. Mines will need special research to become truly effective but will be a constant threat for ships even at the lowest technological levels.

Minefields will be automatically generated near your shores during a war, and the same will be done by your enemy. Ships that operate near heavy minefields may be struck by mines leading to damage or even complete loss. Minesweeping will be the basic counter-measure, progressively clearing enemy mines. Other potential counter-measures would be to design your ships strong enough to withstand mine damage or to have the necessary sensors to avoid them.

The end of a war will see minefields only slowly cleaned out, still capable of causing damage to ships of any side and possibly raising tension between countries."

Retrieved from https://www.dreadnoughts.ultimateadmiral.com/the-playing-modes at 11:00am NZST on the 24/12/2022
Battle tips:
Ships have Two types of HP. Structures and Flooding. Bringing either HP Pool to 0 during a battle will sink it. Structural damage is caused by hitting the enemy ship and by events like fires, flash fires, and ammo detonations. Flooding Damage is caused by Torpedo hits and shell hits below the waterline. it seems that getting hit in an area where there is an offset causes more damage than a balanced ship.

The Structures HP pool seems to be affected most by Tonnage, Bulkheads, the Resistance of the hull and Armour equipment.
The Flooding HP pool seems to be affected most by Bulkheads, Aux. Engines and Flooding equipment.

A good way to find the enemy fleet at the beginning of a battle is to use the AI to find enemy warships, this is hotkey 1.

torpedo avoidance AI is an AI assist that has the other ship in the squadron attempt to dodge incoming torpedos. The first ship will not attempt to dodge.

The AI does not do a good job of picking shell type. You should do that for it. As a rule-of-thumb HE should be used when you can’t penetrate reliably (long range against enemy ships. The goal is to cause fires here) or when you’re constantly over penetrating (this will increase alpha damage).

One of the reasons your ship might be sailing around not firing is due to the turret turn rate. This is especially the case for your destroyers, as they often make lots of sharp turns when dogfighting transports and other destroyers, or just prior to making an torpedo attack run. Trust me nothing is more infuriating than making the perfect run up to an enemy ship, an having nothing happen. Be aware that turrets will only fire when facing an enemy and that upgrades that increase turret turn rate seem to benefit torpedo launchers too. You should set your torpedo launchers to “safe” a little bit before you finish the run in. that will start the torpedo turrets tracking whilst getting them to hold their fire.

The AI does a great job at tracking ships that you have a good probability to hit. Leaving your ships to decide who they are going to fire against isn’t the worst idea in the world. You can still order your ships to concentrate on cripples or focus on an incoming torpedo equipped ship with unfavorable engagement geometry.

There are 2 types of engagement geometry: 1 for ships fighting a gun engagement against each other. The other is for ships fighting a torpedo engagement against each other. In this case I am using the term ‘engagement geometry’ to describe the position and heading of two opposing ships relative to each other. Many of you will have heard the phrase “crossing-the-T”. That is a type of engagement geometry. Funnily enough the dev’s have already figured engagement geometry out (based on AI tactics).

inset bow tanking and heavy torp boat tactics

“Crossing-the-T” is a suboptimal tactic for turreted and armored ships. The most favorable Gun engagement geometry for you will be to have an angled ship, that is still capable of firing all its guns broadside. You will be closing or retreating from the enemy ship on an oblique angle.

A torpedo armed ship that has its stern facing your bow has far more attacking options than one whose bow is facing your stern. The fact that early torpedo armed craft often have their torpedoes firing in the stern arc makes this especially the case. Just turn away from torpedo armed ships attempting to overtake you. The most favorable torpedo engagement geometry has your ship ahead and turning away from you opponent

A ship that has a “Radio Direction Finding” subsystem mounted will get a pulsing green arrow under it in the battle screen. This will show the direction to enemy ships. a ship with a Radar will indicate out of sight enemies by placing a green circle around them occasionally.
Ship types:
Battleships: This should be the core of your fleet. You can literally beat all the current campaigns by building only battleships. They have the highest tonnage hulls, are easy to increase the displacement. Carry heavy guns and can have a high “Power Projection” when compared to most other hulls

-[Heavy gun, Slow Speed]
-[Moderate Guns Fast Speed]
My preferred form Is a Bow turret heavy BB (A,B) loaded with Quad 14-16 inch guns firing AP. this is supplemented with 8-inch secondaries

Battlecruisers: So these ships are probably the most powerful ship type in the game. You need to be aware that they have a good chance of getting involved in capital ship bouts. They have a skill floor because of this. The best way for a BC to beat a BB is building it as a Large Torpedo Platform. My preferred form Is a Bow turret heavy BC (A,B,X,) loaded with Autoloading, Triple 10-inch guns and 20+ torpedo tubes per side. HE for BB, BC, CL, and DD, AP for CA. you should try to Bow tank other BB's and BC's

-[Appear to have the highest PP per hull type]
-[Large cruisers are counted as BC's, They are worth a 2nd look due to their hull qualities, mounting options and lower price]
-[Small numbers of Heavy Guns]
-[Large Numbers of Max Cruiser Guns]
-[Large Torpedo Platform]

Cruisers – These ships are more likely to show up in transport hunting missions. You don’t have to take them. But a couple wouldn’t hurt. After you get deck torpedo launchers for cruisers this will be your primary torpedo launching platform. Indeed the 1920-1930’s campaigns will be full of AI cruisers launching spreads of up to 20 torpedoes against your ships.

Escorts- these are your initial torpedo launch platforms in the early game. They’re also the second-best ship type in the game after Battleships. This is because they cost little money or victory points and they can cause enormous damage to ships that cost much more than them. As you begin to play the later campaigns you will see that these are less useful torpedo platforms than your cruisers. They simply can’t carry the same number of torpedo turrets as later cruisers.

A fleet mix of 10 Escorts, a couple of Cruisers and as many Battleships as you can build offers an enjoyable way to complete a campaign.
Ship Construction:
The lightest funnels are typically the most weight efficient way of maintaining engine efficiency.
engine efficiency affects acceleration, particularly past moderate speed. A ship with poor funnel capacity will need a very long stretch travelling straight to hit top speed. Travelling straight for long periods of time is one thing warships tend not to do.

‘Balanced rudder’ tends to be the best choice of rudder. After all the only thing heavier than a late game tower is late game torpedo defenses. And dodging torpedoes is a lot cheaper on displacement than high tier torpedo defense.

Often the best Main Tower is not the heaviest one. This is especially true in the later campaigns, where upgrades will make the main tower one of the largest sources of weight for your ships.

In the Pre-dreadnought era, the chance of plunging fire is almost non-existent. Set fore, main, aft deck, turret and casemate roof armor to 0.1 (this ensures there is armor there in case the game code decides to treat 0 armor differently to armored sections).

Escorts should always be built for maximum maneuverability, speed, turret mobility and flooding resistance.

Capital ships should be built with long range and power projection in mind. It is their tonnage and power projection that will win you the game.

In the earlier game, very small caliber guns are useful due to their low weight and are semi competent at usual combat ranges. In this era Escorts have little capacity to absorb damage. Massed 2-inch fire is usually enough to get them to abort their torpedo runs. Do not rely in this for later campaigns. Gun accuracy will only go up and 2-inch alpha is too low (their fire chance is low too) to manage to reliably defend your capital ships.
Recommended Pre-dreadnought:
Set Range to maximum. This seems to increase the “Power Projection” of the hull and increases the probability that it will become involved in battle.

Mount a 12-inch double turret at each end of the hull. Mount 2-inch casemates in all applicable locations. Attempt to mount secondary 2-inch guns to the area behind the rear tower. Mount broadside underwater torpedo tubes

Mount all the upgrades you can. I recommend a minimum of ‘Balanced rudder’, ‘Compound armor’, ‘Barbette 1’, ‘Heavy Shells’, ‘Reduced shell load’, and ‘enhanced reloading’.

Use Speed as your dump stat, Use Armor if your still overweight. Use bulkheads after that. One Bulkheads have dropped to “standard” then use range as a dump stat.

Do you remember me saying that “Never underestimate the power of small increases in displacement on your ship”? yeah, you’re going to use the displacement increases to increase your dump stats (keep adding 2-inch guns where you can).
Recommended Torpedo boat:
The best torpedo boat is a little micromanagement intensive. Add the lightest tower and the lightest funnel to the hull. Add one 2-inch gun to the front most mount on the hull. There should be enough room for two 1-tube torpedo launchers. Set ‘Minimum Torps’, Light Shells’’, ‘Minimum Shells’, Spend the rest of your displacement on speed.

If you’re not interested or uncertain about your ability to micro, that’s ok; Delete the 2-inch gun and one torpedo launcher. Set ‘Standard Torpedo Load’ and add two 4-inch guns, one before the tower one after the tower. Again, speed is your friend here.
Nations:
The UK:

The UK tends to start with a larger shipyard and has a larger naval budget – It's the easier Beta nation. This will likely become much harder than current as France and the imperial possessions are added in.

What I expect the playstyle of the UK in the full game to be affected by: the UK had a large and spread out empire. India and Singapore were key nodes in this empire. The loss of a colony like India will be keenly felt by the UK economy. Whilst the UK had the largest shipyard in the world at the time (with perhaps the USA coming close), a significant portion of the ships produced by these yards need to be spread out throughout the empire. The UK has colonies near, and reasons to fight basically everyone. For its home waters its main threats will be France and Germany.

- 1900's Battleship III hull allows for wing mount 9-inch guns, at above 16,001t this can accomodate - 10-inch guns in the rear of the middle section
- 1930's they have access to the N3/G3 hull
- BB's can be built up to 92,500t
- BC's can be built up to 82,500t
- CB's can be built up to 36,000t
- CA's can be built up to 18,000t
- CL's can be built up to 8,400t
- DD's can be built up to 2,625t


Germany:

Germany tends to start with a smaller shipyard and has a smaller naval budget – It's the harder Beta nation. Beating the later campaigns really requires a focus on building only battleships and keeping them in the North Sea. This will probably stay at the current difficulty level as the UK starts having to spread its fleet, but Russia gets added in forcing Germany to spread it's efforts over more than one front. Germany will have a smaller navy than the UK but that navy will be more concentrated.

What I expect the playstyle of Germany in the full game will be affected by:
Germany had a Small but spread out empire, with colonies in Micronesia and East Africa. However, the vast proportion of Germany's economy was based at home. At home they need to share the North Sea with the UK and France. as well as the Baltic with Russian Empire. They had a above the middle of the pack shipyard size and had to focus some effort on continental armies (which took funds away from the navy).

- At 10250t the German predreadnought I hull changes to a Brandenberg style hull allowing for a middle Intermediate battery gun to be mounted.
- Late German Cruisers include Barbettes in their towers.
- Modern battleship forward tower has an inbuilt large gun barbette built in
- BB's can be built up to 130,000t
- BC's can be built up to 49,000t
- CB's can be built up to 37,000t
- CA's can be built up to 18,000t
- CL's can be built up to 8,250t
- DD's can be built up to 3,350t


French Empire:

Yet to be added in the campaign
What I expect the playstyle of the French in the full game will be affected by: France had a large, mostly concentrated empire based in West Africa. it also has Madagascar, Indochina and a couple of islands in the Caribbean. It's home waters include the English Channel (which it shares with the UK) and The North Atlantic (which it shares with the UK and Spain), and the Western Mediterranean (which it shares with the Italy and Spain and has some of its colonies there). They had a historically smaller shipyard size and had to focus some effort on continental armies (which took funds away from the navy).

- 1890-1900s: Multiple Predreadnaught hulls in the eclectic french tumblehome style, focus on small gun turrets not casemates
- There are no special torpedo boat hulls
- Modern battleship has barbettes built into the hull
- Modern battleship rear tower has an inbuilt large gun barbette built in
- BB's can be built up to 95,000t
- BC's can be built up to 65,000t
- CB's can be built up to 30,250t
- CA's can be built up to 13,700t
- CL's can be built up to 8,250t
- DD's can be built up to 3,475t


United States:

Yet to be added in the campaign
Expected playstyle

- Good Armour and Fore Control, likely due to Cage Masts, early access to rangefinders
- Modern ship hulls have 2-inch gun tubs at the extreme front and rear of the hulls. You can put guns on them despite not normally being able to put larger guns that far forward and back.
- Modern battleship forward tower has an inbuilt large gun barbette built in
- BB's can be built up to 109,000t
- BC's can be built up to 50,000t
- CB's can be built up to 37,000t
- CA's can be built up to 17,750t
- CL's can be built up to 8,250t
- DD's can be built up to 2,800t


Russian Empire:

Yet to be added in the campaign
What I expect the playstyle of the Russian Empire in the full game will be affected by: So this is a tricky one as Tsushima and the revolutions really messed with naval policy in this period: Russia did not really have a spread out Empire. It was trying to annex parts of the Chinese Empire (Modern day Dalian, as well as the sections of Manchuria needed to build a railway to the port at that city). The Russian shipyards appear roughly the size of the French shipyards (The Gangut's being only a little larger than the Corbet's. the Major challenge for players playing Russia is managing their disparate fleets in the Baltic sea, Black sea, the sea of Japan, and the sea of Okhotsk. these are disparate area's and Russia Might struggle to gain the numerical superiority to fight some opponents

- 1900s Predreadnought has a tumblehome hull that includes cutouts for medium style turrets
- Modern battleship has a cutout at the end which stops you from pushing your rear turrets to the back of the ship
- BB's can be built up to 117,000t
- BC's can be built up to 75,000t
- CB's can be built up to 39,000t
- CA's can be built up to 21,000t
- CL's can be built up to 7,750t
- DD's can be built up to 3,150t


Austro-Hungarian Empire::

Yet to be added in the campaign
Expected playstyle
- BB's can be built up to 101,500t
- BC's can be built up to 60,000t
- CB's can be built up to 33,500t
- CA's can be built up to 17,750t
- CL's can be built up to 8,250t
- DD's can be built up to 3,350t


Italian Empire:

Yet to be added in the campaign
Expected playstyle
- Modern battleship has a cutout at the end which stops you from pushing your rear turrets to the back of the ship
- There are no special torpedo boat hulls
- BB's can be built up to 92,500t
- BC's can be built up to 75,000t
- CB's can be built up to 42,500t
- CA's can be built up to 18,000t
- CL's can be built up to 9,750t
- DD's can be built up to 4,000t


Empire of Japan:

Yet to be added in the campaign
-Tropedo sponsons in Heavy Cruiser hulls Expected playstyle
- BB's can be built up to 125,000t
- BC's can be built up to 51,000t
- CB's can be built up to 32,250t
- CA's can be built up to 19,000t
- CL's can be built up to 11,600t
- DD's can be built up to 3,300t


Spanish Empire:

Yet to be added in the campaign
Expected playstyle
- BB's can be built up to 87,500t
- BC's can be built up to 75,000t
- CB's can be built up to 35,000t
- CA's can be built up to 20,000t
- CL's can be built up to 8,600t
- DD's can be built up to 3,150t


Chinese Empire

Yet to be added in the campaign
Expected playstyle
- BB's can be built up to 82,500t
- BC's can be built up to 75,000t
- CB's can be built up to 35,000t
- CA's can be built up to 13,200t
- CL's can be built up to 8,900t (Also has access to compact light cruiser hull 5,500t)
DD's can be built up to 3,150t
Campaigns:
1890 Campaign: This is a tutorial campaign. Maximize all 3 finance sliders, keep upgrading the shipyard, use the recommended ships and fleet mix above and have fun.

1900 Campaign: - This is just an extension of the 1890 campaign. You may need to cut funding to research from time to time to keep in the green. You can start to use Brandenburg class type hulls. You should consider 2-inch secondaries as ineffective for this campaign.

1910- 1920 Campaign: this is an intermediate campaign. You will likely find that you will have to actively manage fleet size and funding allocations in this campaign.

1930-1940 Campaign: These campaigns draw in on all the things you have learned from the prior campaigns. It will be typified by destroyers launching 4+ torpedoes per wave and cruisers launching up to 12+ torpedoes per wave. As stated above your cruisers will form the main torpedo force. Your escorts should focus on keeping the engagement away from your own capital ships and should attempt to bait opposing ships into launching their own spread of torpedoes against them. Gunboat escorts work well in this era
Navel Academy Basics:
The first 20 or so missions are essentially tutorials. they teach you practical aspects of the gam. for example "Mission 02. First Turrets: USS Monitor" is designed to teach the player the usefulness of sloping armour as well as how to get around this sloped armour.

Every mission after that is a challenge mission. it's designed to make you think "What can i take out of my ship?", "whats not important?". It's a practical application of Min/Maxing

Increasing armour quality, Increasing engine technology, or changing the fuel types are all ways of minimising (t) in exchange for ($)

if you expect to win the scenario using guns then having a well trained crew is important. having a poorly trained crew can drop your accuracy by almost half. Sometimes its worth taking a little less trained crew in exchange for another ship. its your call on whether you think the extra firepower justifies the reduction in accuracy.
Naval Academy (1-10)
01. Target Practice
- Balanced Gun Techs
- You want 'Veteran' crews
- Dump Stats are 'Bulkheads' and 'Speed'
- 'Picric Acid 1' and 'Enhanced Reloading'
- you want lots of heavy guns
- Drop down to half speed during the battle to get an accuracy buff

02. First Turrets: USS Monitor
- More Funds (you want 2 ships for this, it increases the chance of having one firing broadside when it attempts to flee from your first ship)
- Speed 7 knots
- Max bulkheads
- You want 'Veteran' crews but if you need to drop down to 'Seasoned' to get 2 ships then do that
- Heavy shells
- One Single 12-inch guns the middle of the ship
- 0.1 Deck and turret top armour
- Set your ships to go line abreast with moderate to loose spacing

03. First Casemates: CSS Virginia
-Firepower Tech
- Speed 10 knots
- Standard bulkheads
- You want 'Veteran' crews
- Superheavy shells
- 'Picric Acid 1' and 'Enhanced Reloading'
- 0.1 Deck and turret top armour
- 10-inch main guns, 7-inch bow chasers
- try and bow tank. read my notes on Gun engagement geometry

04. Gun basics 1
- Balanced Gun Techs
- Speed 20 knots
- Standard bulkheads
- You want 'Veteran' crews
- 0.1 Deck and turret top armour
- One Double 12-inch guns at each end
- 'Picric Acid 1' and 'Enhanced Reloading'
- Heavy shells
- Switch to HE. read my notes on Gun engagement geometry

05. Gun basics 2
- Optimise Main Gun Tech
- Speed 23 knots
- Max bulkheads
- You want 'Veteran' crews
- 0.1 Deck and turret top armour
- One Double 13-inch guns at each end
- Don't use underwater torpedo tubes, the AI will switch to fleeing. you don't want that annoyance
- 7-inch casemates
- Heavy shells and 'Enhanced Reloading'
- Casemate armour is your dump stat

06. Speed basics 1
- Mixed Technologies
- Displacement 2751 t
- Speed is dump stat. I got 29.3 kn
- Min bulkheads
- Balanced Boilers
- Geared turbines 2
- No armour whatsoever
- Front and Rear tower I
- 3 Angled funnels
- One 4-inch gun mounted on the back
- Light shells and Reduced shells ammo

07. Speed basics 2
- Optimise Maneuverability
- Displacement 3500 t
- Speed is dump stat. I got 30.4 kn
- Many bulkheads
- Forced Boilers
- Geared turbines
- 2-inches of bow belt, 0.5 inches main belt. No other armour whatsoever
- Front and Rear tower IV
- Three Bow 5-inch guns all side-by-side, two 3-inch chaser casemates
- Four Middle 5-inch guns
- Four Stern 4-inch guns
- 4 Standard Funnels
- Light shells and Reduced shells ammo
- 'white powder', 'Picric Acid 1' and 'Enhanced Reloading'
- Coincidence rangefinder I, don't use the Stereoscopic as you will be fighting at close range.
- this will likely be your first introduction to the AI using torpedos. be careful and don't get too close

08. Torpedo basics
- Optimise Torpedo Propulsion
- Speed is dump stat. I got 35.9 kn
- Max bulkheads
- Induced Boilers
- Triple Expansion engines
- No armour whatsoever
- One Bow 2-inch gun
- Front tower I
- 4 Standard, very small, Funnels
- Three deck Torpedo Tubes
- Light shells, Reduced Shell and torpedo ammo
- 'Oxygen torpedo propulsion' and 17-inch torpedo
- I got 6 ships, set torpedo AI to 'Safe" and begin your runs in line astern

09. Battleship vs Torpedo Boats
- Optimise Secondary guns
- Displacement 16500 t
- Speed is dump stat. I got 28.1 kn
- Balanced Rudder
- 1-inches of Gun side plate as well as bow and aft belt, 9 inches main belt and conning tower. 0.1 Deck and turret top armour
- Front and Rear tower V
- One Double 9-inch guns at each end
- Fill in 6-inch casemate slots
- Fill in 5-inch casemate slots (some gun mounts have a maximum size)
- 4 Standard Funnels
- Light shells and Reduced shells ammo
- 'Enhanced Reloading'

10. Pre-dreadnought conflict
- More Funds
- Battleship I hull
- Displacement 17000 t
- Speed is dump stat for tonnage. I got 23.5 kn.
- Crew Training is dump stat for money I got 3 ships.
- Balanced Rudder
- Compound armour and Barbette I
- 0.1 Deck and turret top armour
- Front and Rear tower V
- One Double 12-inch guns at each end
- No casemates
- 6 underwater torpedo tubes, 3 each side
- 2 Funnel with boats
- Heavy shells and Reduced shells ammo
- 'Enhanced Reloading'
Naval Academy (11-20)
11. Defeat the Semi-Dreadnought

- Guns and Fire Control
- Battleship III hull
- Displacement 12000 t
- Speed is dump stat for tonnage. I got 27.3 kn.
- Crew Training is dump stat for money I got 2 ships with 100 Veterans.
- Induced Boilers, Multiple Expansion Engine and Balanced Rudder
- Krupp II armour
- 0.1 Deck and turret top armour
- Front tower I and Rear tower V
- One Double 13-inch guns at each end
- No casemates
- Two Single 4-inch guns on each side
- 2 Standard Funnels
- Heavy shells, Increased shells ammo, White powder, TNT II, AUTOLOADING

12. Sink the Raiders
- Boost Firepower
- Battleship III hull
- Displacement 14000 t
- Speed is dump stat for tonnage. I got 28.5 kn.
- Crew Training is dump stat for money I got 2 ships with 100 Veterans.
- Induced Boilers, Multiple Expansion Engine II and Balanced Rudder
- Krupp II armour
- 0.1 Deck and turret top armour
- Front tower V and Rear tower IV
- One Double 13-inch guns at each end
- No casemates
- Two Double 6-inch guns on each side
- 2 Air Intake Funnels
- Heavy shells, Increased shells ammo, White powder, Picric Acid III, Semi-auto
- Coincidence Rangefinder III

13. Undefended convoy attack
This is a hilariously fun mission and shows how cool BC's can be if the dev's can fix BC matchmaking

- Guns and Fire Control
- Battlecruiser I hull
- Displacement 17500 t
- Speed is dump stat for tonnage. I got 37.8 kn.
- Crew Training is dump stat for money I got 2 ships with 100 Veterans.
- Natural Boilers, Multiple Expansion Engine I and Balanced Rudder
- Krupp II armour
- No Armour, at all.
- Advanced Tower II (Enhanced) and Rear Tower III
- Two Double Superfiring 10-inch guns at the bow (you may need to push the first turret forward)
- Two Double 10-inch guns on each side
- One Double 10-inch gun Behind the elevated island thing
- One Double 10-inch gun at the stern
- No casemates
- Two Small Funnel I's
- Light shells, Reduced shells ammo, Cordite I, Picric Acid II, Electro-hydro turrets, Autoloading guns.
- Coincidence Rangefinder II

Enjoy a quick victory and all the Dakka

14. Armed convoy attack

-Guns and Fire Control
-you could legit use the ship from above
-remember the mission is to kill the transports
-if you're struggling then delete a turret and add belt armour

15. Destroyer Attack

- Shells and Torpedos
- Destroyer IV hull
- Displacement 1550 t
- Speed is dump stat for tonnage. I got 33.8 kn.
- Crew Training Balanced for ships. I got 5 ships with 36 Trained Crew.
- Forced Boilers, Turbine Engines, Aux. Engine I, Shaft I and Balanced Rudder
- Krupp III armour and Anti Flood I.
- No Armour, at all.
- Advanced Tower II (Enhanced) and Rear Tower III
- Two 5-inch guns at the bow (one superfiring on a Average barbette)
- One Standard Funnel (Small)
- Light shells, Reduced shells ammo, Triple Base Propellent, TNT III, Electro-hydro turrets, Enhanced Reloading guns, Oxygen Propulsion, 24-inch Torpedos
- Coincidence Rangefinder II


16. The Power of Dreadnoughts

- Boost Technology
- Battleship II hull
- Displacement 12500 t
- Speed is dump stat for tonnage. I got 24 kn.
- Crew Training Balanced for ships. I got 4 ships with 85 Veterans.
- Geared Turbine Engines and Balanced Rudder
- Krupp IV armour.
- Front and Rear Tower V
- One 15-inch Triple Turret at the bow
- One 15-inch QuadTurret at the Stern
- Two Standard Funnel.
- Heavy shells, Autoloading Guns

17. Battlecruiser vs Dreadnought

- Enhance Firepower
- Battlecruiser I hull
- Displacement 22000 t
- Speed will be 25 kn.
- Set crew training to 85 Veterans.
- Induced Boilers, Multiple Expansion Engine I and Balanced Rudder
- Krupp II armour and Barbette IV
- Bow belt Armour will be your dump stat
-Small Reinforced Tower I and Rear Tower VI
- Two superimposed Double 12-inch guns at the bow (you may need to push the first turret forward)
- One Double 12-inch gun Behind the elevated island thing
- One Double 12-inch gun at the stern
- No casemates
- Two Small Funnel I's
- Super Heavy shells, Ballistite, TNT IV, Autoloading guns.
- Stereoscopic rangefinder I

18. Design a Dreadnought

- Enhance Firepower
- Dreadnought I hull
- Displacement 23000 t
- Speed is dump stat for tonnage. I got 22.4 kn.
- Crew Training is dump stat for money I got 100 Veterans.
- Induced Boilers, Multiple Expansion Engine I and Balanced Rudder
- Krupp II armour, Barbette I and Reinforced Bulkheads I
- Advanced Tower I tower I and Rear tower III
- Two Double Superfiring 10-inch guns at the bow (you may need to push the first turret forward).
- Two Double 11-inch guns on each side.
- One Double 11-inch gun Behind the elevated island thing.
- Two Double Superfiring 11-inch gun at the stern.
- Double 2-inch guns on top of 5 of the 11-inch turrets (don't put them on A turret or Y turret)
- No casemates
- One Small Funnel I
- Super heavy shells, Increased shells ammo, Ballistite, TNT IV, Electrohydro turrets, autoloading

19. Torpedo the Dreadnought

- Balanced Techs
- Large Torpedo Boat hull
- Displacement 650 t
- Speed is dump stat for tonnage. I got 41.1 kn.
- Crew Training Balanced for ships. I got 8 ships.
- Forced Boilers, Geared Turbine Engines I, Aux. Engine II, Shaft II and Balanced Rudder
- Anti Flood III.
- No Armour, at all.
- Front Tower I and Rear Tower I
- One 4-inch gun at the bow
- One Single Funnel (Small)
- Light shells, Reduced shells ammo, Reduced Torpedo ammo, Electro-hydro turrets, Oxygen Propulsion, 21-inch Torpedos

20. Destroyers vs Torpedo Boats

- Enhance Guns
- Destroyer II hull
- Displacement 1200 t
- Speed is dump stat for tonnage. I got 31.8 kn.
- No Crew Training for ships. I got 8 ships.
- Induced Boilers, Multiple Expansion Engine I and Balanced Rudder
- Barbette I and Anti Flood II.
- No Armour, at all.
- Advanced Tower II and Rear Tower I
- Two superfiring 5-inch guns at the bow
- Two Enhanced Funnel (Small)
- One Stern 5-inch gun superfiring over a 3 tube torpedo launcher
- Light shells, Reduced shells ammo, Reduced Torpedo ammo, Electro-hydro turrets, Electric Propulsion, 17-inch Torpedos
Naval Academy (21-30)
21. Meet the US Battleships

- Enhance Firepower
- Dreadnought II hull
- Displacement 23000 t
- Speed is dump stat for tonnage. I got 24 kn.
- Crew Training is Balanced stat for money I got 4 ships and 84 Veterans.
- Forced Boilers, Geared Turbine Engine I, Aux. I, Shaft II, and Balanced Rudder
- Krupp III armour, Barbette IV and Citadel III
- Reinforced Main Tower IV tower I and Rear tower VIII
- Two Quad 14-inch guns at the bow (you may need to push the first turret forward).
- Two Triple 8-inch guns, one on the rear tower. one ahead of the rear tower.
- One Quad 11-inch gun at the stern.
- No casemates
- One Wide Funnel I
- Super heavy shells, Increased shells ammo, Tube Powder II, TNT IV, Autoloading

22. Super Dreadnought or Battlecruiser?

- More Funds
- Dreadnought III hull
- Displacement 44000 t
- Speed is dump stat for tonnage. I got 23 kn.
- Max Crew Training
- Oil I, Balanced Boilers, Turbo-Electric Engine I, Aux. III, Shaft III, and Balanced Rudder
- Krupp IV armour, Barbette IV and Citadel III
- Tall Advanced Tower V and Rear tower IX
- Two Triple superfiring 14-inch guns at the bow (you may need to push the first turret forward).
- Two triple 6-inch turrets in the forward tower
- Two Triple 10-inch guns, one on the rear tower. one below the step in the hull
- One Triple 14-inch gun above the step in the hull, between the 10-inch turrets.
- One Triple 14-inch gun at the stern.
- No casemates
- One Tall Funnel VI
- Super heavy shells, Increased shells ammo, Tube Powder I, TNT III, Semi-auto
-make the destroyers initially follow your BB. this will split the fire of the enemy fleet

23. Defend your Convoy

- Guns and Fire control
- Armoured Cruiser V hull
- Displacement 44000 t
- Speed is dump stat for tonnage. I got 27 kn.
- Max Crew Training
- Forced Boilers, and Balanced Rudder
- Krupp III armour, Barbette III and Citadel II
- Advanced Tower IX and Rear tower VIII
- Two Triple superfiring 11-inch guns at the bow (you may need to push the first turret forward).
- Two Triple superfiring 11-inch guns at the Stern
- No casemates
- Two Small Funnel I
- Heavy shells, Increased shells ammo, Cordite I, Dunnite, Autoloading
- Coincidence II rangefinder

24. German Raiding Squadron

- Guns and Fire control
- Light Cruiser IV hull
- Displacement 11100 t
- Speed is dump stat for tonnage. I got 28 kn.
- Crew Training is Balanced stat for money I got 3 ships and 100 Veterans.
- Induced Boilers, Multiple Expansion I and Balanced Rudder
- Krupp I armour, Barbette I and Citadel II
- Front Tower VI and Rear tower VII
- One Single 7-inch gun Ahead of the tower.
- One Single 6-inch gun Behind the tower on the elevated Bow. (you can use the 'R' button to rotate it so it will fit.
- One Single 6-inch gun Behind the tower on in the middle where the first funnel would go.
- Four Single 5-inch guns in the sponsons in the center section
- Two Single 5-inch guns in the sponsons in the rear section
- One Single 7-inch gun Behind the rear tower.
- Fill all casemates with 3-inch guns
- Two side underwater torpedos.
- Four Air Intake Funnel (Large)
- Heavy shells, Increased shells ammo, Ballistite, TNT I, Electro-Hydro, Autoloading
- Coincidence I rangefinder

25. Hurry Up

- Guns and Fire control
- Battlecruiser III hull
- Displacement 33000 t
- Speed is dump stat for tonnage. I got 25 kn.
- Max Crew Training
- Forced Boilers, Turbines, and Balanced Rudder
- Krupp III armour, Barbette III
- Advanced Tower XII and Rear tower VI
- Two Quad superfiring 14-inch guns at the bow (you may need to push the first turret forward).
- One Triple superfiring 8-inch Turret superfiring over the first two guns using the 'Standard Barbette for small guns'
- Two Triple superfiring 8-inch Turrets Amidships
- Two Quad superfiring 14-inch guns at the stern
- No casemates
- One Advance Funnel
- Heavy shells, Increased shells ammo, Ballistitie, Dunnite, Autoloading
- Stereoscopic II rangefinder
-Take manual control of the CL's put yourself between the incoming ships and the transport and - Start zigzagging until the BC get's to the CL's.

26. Near Jutland

- Firepower and Speed
- Destroyer I hull
- Displacement 900 t
- Speed is dump stat for tonnage. I got 37.6 kn.
- I got 14 ships
- No Crew Training
- Balanced Rudder
- Front Tower I and Rear Tower I
- One 2-inch Turret forward
- One Quintiple Torpedo launcher Aft
- One Standard Funnel (small)
- Light shells, Decreased shells ammo, Oxygen Torpedo Prop., 21-inch torpedo

- I found this mission to be incredibly annoying due to how buggy the ship pathfinding still is. 7 of my destroyers were still screwing around in my start zone and one was going the opposite direction of the battle despite its squadron mates being stuck in the fight. Not to mention the AI pathing your 'definitely in manual control' destroyers into torpedo spreads'.

Go 1x or 2x speed. manual control on all squadrons


27. Search and Destroy

- Reconnaisance and other
- Battlecruiser III hull
- Displacement 33000 t
- Speed is dump stat for tonnage. I got 36.6 kn.
- Crew Training is Maxed, I got 3 ships and 100 Veterans.
- Forced Boilers, Geared Turbines, Shaft II and Balanced Rudder
- Krupp IV armour, and Barbette I
- Advanced Tower VI and Rear tower VIII
- Two Superfiring 14-inch Triples Ahead of the tower.
- One Triple 14-inch gun behind the tower on the elevated section.
- One Triple 14-inch gun at the very stern.
- Two Triple 9-inch guns. one on the rear tower. one ahead of the start 14-inch gun (at deck level).
- Two casemate 4-inch guns mounted in the front tower.
- Ten casemate 3-inch guns mounted in both towers (this should fill the towers up)
- One Tall Funnel II
- Super Heavy Shells, Increased shells ammo, Triple Base Propellent, TNT IV, Electro-Hydro, Semi- autoloading
- Stereoscopic V rangefinder, Gen II radar

(additional mission jeun ecole has failed)

28. Destroy a full Fleet

- Enhance Firepower
- Dreadnought IV hull
- Displacement 56700 t
- Speed is dump stat for tonnage. I got 21.5 kn.
- Crew Training is Balanced, I got 2 ships and 84 Veterans.
- Semi-Oil, Forced Boilers, Turbines, Shaft II and Balanced Rudder
- Krupp IV armour.
- Tall Advanced Tower V and Rear tower VII
- Two Superfiring 14-inch Quads Ahead of the tower.
- One Superfiring Triple 9-inch gun behind the forward guns (Tall barbette for small guns).
- Two 6-inch Triples in the forward tower.
- Two 9-inch Triples in the in wing mounts after the forward tower.
- Two Superfiring 14-inch Quads at the Stern.
- One Tall Funnel VI
- Super Heavy Shells, Increased shells ammo, Triple Base Propellent, TNT IV, Autoloading
- Stereoscopic V rangefinder, Gen II radar

29. Rise of the Heavy Cruiser

- Guns and Fire Control
- Heavy Cruiser (German) hull
- Displacement 20500 t
- Speed is dump stat for tonnage. I got 32 kn.
- Crew Training is Balanced, I got 2 ships and 100 Veterans.
- Oil I, Balanced Boilers, Geared Turbines, Aux. III, Shaft III and Balanced Rudder
- Krupp IV armour, Barbette IV, Reinforced bulheads II, Citadel V.
- Modern Tower III and Modern Sec. tower IV
- Two Bow Superfiring 11-inch Triples, One using the barbette built into the tower.
- Fourteen Quad 3-inch guns Built onto and in the embrasures
- Two Stern Superfiring 11-inch Triples, One using the barbette built into the tower.
- One Mega Funnel II
- Super Heavy Shells, Increased shells ammo, Tube Powder I, TNT III, Electro-hydro, Autoloading
- Stereoscopic V rangefinder, Gen II radar

30. Dreadnought vs Modern Cruisers

- Boost Technology
- Dreadnought IV hull
- Displacement 52000 t
- Speed is dump stat for tonnage. I got 20.5 kn.
- Crew Training is Balanced, I got 2 ships and 85 Veterans.
- Aux. III and Balanced Rudder
- Tall Advanced Tower V and Rear Tower IX.
- Two Bow Superfiring 13-inch Triples.
- Two Tower 6-inch Triples.
- Two Stern Superfiring 13-inch Triples.
- In between the stern 13-inch guns i managed to fit Four 8-inch triples, two in wing mounts, one on the Rear Tower.



Naval Academy (31-40)
- So i ran out of characters in the last page. I'll move to an abridged style, Focusing on the most important points. PM or Comment if a levels hints aren't helpful enough and i will find a way to expand on it.

Congrats on making it through the tutorial levels of the Academy. TBH most of these stratagies will likely have to change once the AI is no longer 'World of chasing warships'


31. The Modern Battleship

- Boost Tech
- One ship with 100 Vet's
- Turbo-Electric Drive, (try to get shafts and Aux engine too)
- Four Quad 20-Inch guns in ABXY.
- Three Triple 9-Inch guns forward of X turret, using the tall small barbette trick used previously.
- Superheavy shells, Increased Shells (really important), Auto-loading.
- Stereoscopic Rangefinder V, Radar II.
- Start the battle off by switching Main Guns to 'Save'
- The trick is to bait the DD's to come at you then Kite them and burn them down. As soon as you are safe from imminent torpedo attack turn around and focus on one BB at a time. You should swap to other incoming torpedo equipped craft. Read my notes on torpedo engagement geometry.

32. Numbers don’t matter

- at this stage it seems unwinnable given the current build of the game. I can't even crack it sending 7 max speed torpedo BC cheese at it. World of chasing warships. will reassess later
- so 84 torpedos and a battlecruiser sunk by ramming later I've done it. It's Cheese. but you play with what you're given. even if its a rock, a stick and a pile of.. well you know


- More Funds
- Six ships with no crew training.
- 46kn, G. turbines, Natural Boilers, (Is ok in this instance to have very low funnel capacity, because we're essentially chasing a ship that's always fleeing we get the nice long straight run we need to get to top speed).
- Two Single 9-Inch guns in AB (not superfiring).
- One Superfiring Triple 5-Inch Gun Froward
- As Many Torpedo turrets as you can fit. I got 44 torpedos per side
- Light shells, Decreased Shells, Decreased Torpedos, Fast Torpedo Propulsion, 21-inch Torpedo.
- Stereoscopic Rangefinder IV, RDF.

- Start the battle off Combining your DD's into one formation ( these will essentially be worthless), Put them under AI control and forget about them. Place BC's into one formation. place them in line abreast and head them towards the RDF arrow (because youre running at full speed they will actually form an echelon), Set torpedos to 'Save'.
- Disband the BC formation once you can see where the AI BB is (you can see its fire coming in). you are going to have to Micro each BC in on the target (you don't want to keep them in formation because you cant afford to have cripples pulling out of line, or have healthy ships slow down to stay with cripples).
- Only unleash your torps once you ware within 4 km of the target. it is normal for you to have lost one BC and have a couple of cripples at this point.


33. There can be only one

- Boost Technology
- One ship with dump stat on crew training.
- 30+kn, G. turbines II, Natural Boilers, (Is ok in this instance to have very low funnel capacity, because we're essentially chasing a ship that's always fleeing we get the nice long straight run we need to get to top speed).
- Two Quad 20-Inch guns in AB (superfiring).
- Superheavy shells, Increased Shells, Autoloader
- Stereoscopic Rangefinder V, RDF. Radar II.

this is easier than the previous 2 missions

34. Sink “The Cruiser Killer”

- Boost Technology
- One ship with max crew training.
- 46kn, G. turbines II, Natural Boilers, (Is ok in this instance to have very low funnel capacity, because we're essentially chasing a ship that's always fleeing we get the nice long straight run we need to get to top speed).
- Two Quad 16-Inch guns in AB (superfiring).
- Superheavy shells, Increased Shells, Autoloader
- Stereoscopic Rangefinder V, RDF. Radar II.

35. Heavy Duty

- Boost Technology
- One ship with Veteran crew training and speed as dump stat for displacement and cash.
- 46kn, Gas turbines.
- Two Quad 20-Inch guns in AB (superfiring).
- Two Triple 8-inch forward wing guns
- Superheavy shells, Increased Shells, Autoloader
- Stereoscopic Rangefinder V, Hydro III RDF. Radar II.
- Your AI assistant is too stupid to properly screen your ships ( tested in AI, Screen, and Scout modes). You NEED your DD's to properly screen your BB as it conducts its closing engagement. combine DD's to one group, and star both groups towards the opponent BB
- You don't need to care about losing DD's. just make sure the opponent DD's don't launch on your BB


36. The "Pocket Battleship"
- Shells and torpedos
- Two ships with speed as dump stat for displacement and cash.
- i got 38.8kn using turbines. an minimising armor
- Two Triple 6-Inch guns in wing positions on the forward tower.
- Six Quintiple torpedo launchers
- Light shells, Decreased Shells, Decreased Torpedos
- Split your CA's. You don't what to risk the AI assist dong something dumb with your ships.
- Your AI assistant is too stupid to properly screen your ships ( tested in AI, Screen, and Scout modes). Place your DD's initially in 'Follow'. once the oppoent BC opens up on your CA's move them forward to screen your CA's.
- Don't waste time engaging the DD's you NEED to push to kill the BC

37. France vs Germany
38. Modern Battleship vs Destroyers
39. Japanese Modernized Dreadnoughts
40. German Pride
Naval Academy (41-50)
41. Prove your Might
42. The US Super Battleship
43. Design your own H-class
44. Wounded Beast
45. Cruisers needed
46. Modern vs old Destroyers
47. Torpedo Banzai
48. Mission Impossible
49. Battle of Destroyers
50. Contest in the Black Sea
Naval Academy (51-56)
51. Conflict in the Tsushima strait
52. German wrath at North Sea
53. Prevail in the Mediterranean
54. Enforce the British Rule
55. Russian fleet in dilemma
56. Payback Time
33 Comments
Cobalt60 9 Oct, 2023 @ 2:04am 
Dated. Needs update. Nice work,though.
狙撃兵の法律 (Laww) 18 Feb, 2023 @ 12:14pm 
unfortunately with all the changes made to the game... this guide (atleast pertaining to the Naval Academy) is quite outdated.
BoneZ 12 Feb, 2023 @ 5:16pm 
some great stuff here thanks
VivyX2 1 Jun, 2022 @ 1:50pm 
lemme uhhh make a quick update on this guide realted to beta 1.06.
...
just get a big gun and add a long barrel to it and thats all u need to complete naval academy combat missions
Tellashim[GIF] 21 Feb, 2022 @ 12:40pm 
For some reason I cannot get through Dreadnought vs Modern Cruisers. Not sure why I can't find the right balance in speed, armour and firepower. Is it possible to get a screenshot of your ship setup showing all the equipment you got? What ammo you used and armour you used would be appreciated as well. There are just TOO many enemy to deal with.
Mr. Alex Raven 16 Jan, 2022 @ 3:00pm 
Ok, so I FINALLY found a semi-viable way to complete "Jeune École has failed?" So I ended up choosing "Shells and Torpedoes" for the boosted tech. Any of the others I just get lit up by the god-range distance of enemy destroyers torpedo range.

I built 30 DDs, with four Triple Torpedo deck launchers. The deck guns to make weight were 3 inch guns, just two of them.

From there it was a matter of forming up if the AI pathfinding would let you and leaving your targeting priority for torpedoes on "Normal". Even though you may sink a few of your own ships, it's critical because you launch your torpedoes almost immediately and keep the 12 enemy DDs away and ruin their runs; allowing you to approach the DDs and maybe strafe a few with torpedoes.

I can try to provide more specifics; but otherwise I had no luck building any other class of ships.Strange, if not awful, scenario.
狙撃兵の法律 (Laww) 10 Jan, 2022 @ 2:33am 
hmm.. noticed one of the academy missions isnt handle in this guide (#27)
Derpy 31 Dec, 2021 @ 3:04pm 
Our hero!:erune::steamthumbsup:
godspeedthunder 30 Dec, 2021 @ 10:11am 
Just a word of warning. Don't copy any of my ship building guide information. The latest update has made all of the info in there irrelevant.

I'm in the process of correcting it all so it should be done in the next few days
Derpy 29 Dec, 2021 @ 4:21pm 
For the all guns forward, all armor forward, 30 knots BB ship type, this one is from 1910. For armor at +40%(krup I) There's 12.9in on the fore, and like 9in on the sides to deal with up to 12in guns.
Here's a link to a picture:
https://cdn.discordapp.com/attachments/561706994122096642/925904564513816616/unknown.png

Doesn't matter how much the computer wants to run from this guy and at only 10 million its a steal in 1910!

Later battleship designs are wide enough you can fit 3x barrel and some 4x barrel turrets on there in the front with this turret placement. Though with later hulls, the towers get mighty T H I C C and get in the way... Sometimes you're forced to stick one turret in the back of the ship.