Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

Hubbfrosch Dec 8, 2024 @ 7:32am
Naval Academy, BB vs torpedo boats
Did anyone recently manage to do this? The technology options seem a 'bit unbalanced'.

I went with secondary guns, added just one main turret and as many small guns as possible. Crew is set to 100%. I could as well chose the mobility option. This gives all of the propulsion technologies. But its not that useful either, because you do not have the funds to use them...

I find this mission impossible. The torpedo boats are hard to hit and soak up damage like crazy... my own BB is super sluggish, so eventually they land a torpedo and it goes downhill. Any ideas?
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Showing 1-11 of 11 comments
hurepoix Dec 8, 2024 @ 8:06am 
Without using tricks, you can try something like that (priority secondary guns).
dont make the mistake to add funels.

https://steamcommunity.com/sharedfiles/filedetails/?id=3380798466
MasterFool Dec 8, 2024 @ 8:22am 
This scenario teaches you several things you need to know.

First, RUN, do not attack the torpedo boats head on. Make them come in at a stern chase and hit them as they run in straight lines toward you. They have to turn and open up their broadside to fire, gently turn perpendicular to their course and this will only give them your stern and it gives you time to gently maneuver between the incoming torp salvo.

Second, your build should have your speed to optimal maximum, but also get an unbalanced rudder. I know, it's odd on a BB but it's necessary to evade CERTAIN attacks at critical points. Don't overuse turning with an unbalanced rudder, it will make you slow and that's a torp target. So Optimal Maximum is not just max optimal speed but also best efficiency you can manage as this means acceleration! (Also, you don't need heavy armor, just enough to defend against 4" AP, use the extra tonnage for speed, efficiency and more secondary mounts.)

Third, small guns is a good idea but they are limited in range and only useful when the TB's are already in torp range. You need 6"-8" guns as well, built for rapid firing, so shorter barreled and light rounds. This will hurt your small arms but 3" do good with light ammo. 2" does not. If you want to use standard ammo, you're going to be into 2" guns. You also don't need ANY AP for TB's, use maximum HE and nose fused or lower. Base fused is still very penetrative which isn't helpful against TB's as you tend to just over-pen. TB's have NO armor. Make sure your rear firing arc is maxxed out for weapons. Keep your broadside well armed also, fore should be the lightest armed firing arc.

Last- stay nimble and alert. Notice when torp launches happen and immediately turn 45°-90° from your current heading, in the opposite direction the launch cam from. Turning does two things: changes course but also SLOWS you down. In a BB you can't use acceleration to evade but that unbalanced rudder just dumps speed. The torps have to run at an intercept course for your current Speed and Heading, turning changes both. Best defense is not to be there when the torps arrive.

IIRC, I think you only need to survive and most TB's in this scenario have at most 1 reload. Damaging them at all should slow them down. Just keep hitting the lead boat and change to the new lead boat when they change out due to damage. It's not a realistic BB build but it takes experience in a realistic build to deal with a swarm of torp boats and in reality, BB's are rarely un-escorted in early game. CL's and DD's chew TB's up.
Last edited by MasterFool; Dec 8, 2024 @ 8:25am
Big mean bunny Dec 8, 2024 @ 8:50am 
You can save weight by not having much deck armour. Draught should be 0 or higher as a compromise between anti flood and accuracy while beam should be as high as you can . Max bulkheads helps. Crew should be veterans and you dont need lots of main guns (I think I ran with two singe barrel 9" for accuracy. secondaries are the focus here so make them as accurate as possible with good tracking/turret rotation. I favoured extending range and barrel size over rapid fire. I took 1 (non dud) torpedo hit using the run away tactic and had a 2 section flood. All in all I was left with about 75% health.
Hubbfrosch Dec 8, 2024 @ 9:49am 
Originally posted by MasterFool:
This scenario teaches you several things you need to know...

I think I applied most of these things already... but you do not have a lot of options for speed or shell type, you do not have anti-flood or anything... you do not get the technologies. The first missions are basically 1890 + some random unbalanced extra techs.

I just keep failing in the next mission as well. (getting by topedoed or alternatively running out of ammunition). I get the impression, that the developers need to adjust many of the naval academy missions. They are tinkering around with a lot of parameters with their patches. So maybe the missions were fine in the past... but currently they are not.

For now they teach only one thing: You need a ton of good RNG to win this...
Hubbfrosch Dec 8, 2024 @ 9:50am 
Originally posted by hurepoix:
Without using tricks, you can try something like that (priority secondary guns).
dont make the mistake to add funels.

https://steamcommunity.com/sharedfiles/filedetails/?id=3380798466

Thats very close to the clownboat I was designing... but just goes one step further. I give this a try. :steamhappy:
hurepoix Dec 8, 2024 @ 10:19am 
If it fails you may try something, less honnest like tthat. 9'' is in front. Deck armour is here to stabilize the ship.
https://steamcommunity.com/sharedfiles/filedetails/?id=3380897475
Last edited by hurepoix; Dec 8, 2024 @ 10:20am
Hubbfrosch Dec 8, 2024 @ 11:33am 
Maybe you are using a mod? Because I cannot place any barbettes...

However, placing the mandatory main gun inside of the ship is a great idea and it helps a bit for getting more secondary guns. Still no success... after sinking 3 of the little torpedo- boats, the rest stays outside of effective gun range until time runs out.

This game is... special.
hurepoix Dec 8, 2024 @ 11:42am 
Originally posted by Hubbfrosch:
Maybe you are using a mod? Because I cannot place any barbettes...

Start with the square one, even it appears grey.
Big mean bunny Dec 8, 2024 @ 2:29pm 
Its a bit of a close chested secret to use the small square barbette to unlock the other small barbettes. Don't want it taken away so just don't use them if you are after an authentic era specific hull feel. I feel better if I can create a great ship without them but not opposed to the option of some unique refit looks either.
Hubbfrosch Dec 8, 2024 @ 2:32pm 
Thank to hurepoix advice I finally made with this war winning machine:

https://steamcommunity.com/sharedfiles/filedetails/?id=3381056998
All the naval academy missions are either really easy, or impossible because of ridiculous time limits. I give up with them
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Date Posted: Dec 8, 2024 @ 7:32am
Posts: 11