Order of Battle: World War II

Order of Battle: World War II

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Simulacra_53 Apr 24, 2017 @ 9:05am
Sea mines disappointingly weak...
...been using them extensively to achieve scenario goals, taking time to create mine fields only to be disappointed by their lack of effect. Most of the times transports will not have any damage after hitting mines. The only time I got the mission goal of 2 mine damage, the two transports each hit two mines. Zero damage on first hit and one on second - feels like a bug.

Also it takes quite an effort to create a minefield, but what's the use of all the effort if the AI seems to know where most of them are planted, besides after hitting them with zero damage most transports just sit still for multiple turns.

Been sowing them in patterns right across shipping route choke points. 2 vertical, space, 2 vertical and lower repeat one up - that is 6x

Compared to aerial torpedoes and even aerial bombs, sub attacks, surface torpedoes and mines feel unhistorically weak.

The Kriegsmarine dlc is fun, but there are so many little quircks that it often borders on dumb luck or an exercise in frustration.
Last edited by Simulacra_53; Apr 25, 2017 @ 12:16am
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Showing 1-7 of 7 comments
ShotNot Apr 24, 2017 @ 2:06pm 
Confirmed. Same impression on mines and torps.
Simulacra_53 Apr 24, 2017 @ 11:54pm 
Well with Uboots I think I get what the devs were trying to aim for.

It looks like if you can position your sub so that it will be next to the target in the attack turn or that you only have move one more hex, the damage will be maximized at 2-3, add the torpedo perk for a +1 modifier.

An AI TB can fly its max range pop up next to its target and do the same 2-3 damage, rinse and repeat.
Last edited by Simulacra_53; Apr 25, 2017 @ 12:16am
Simulacra_53 Apr 25, 2017 @ 12:06am 
BTW talking about frustration in a scenario like Clash of Titans.

Britain has Coastal Artillery, AA and Radar.

Occupied France only has two airfields.

British Fighters are just as effective as fighters as they are as bombers, dealing damage to ships and even submarine pens. Not small damage but 2-3 damage each strike on land and sea. I'm happy if my Ju88s deal 1 damage!

Again due to the small size of the map everything clumps together, the northern TF, the escort groups and later the extra cruisers.

With the current bugs, balance and map issues it may pose an "interesting challenge", but it also illustrates the many weaknesses of this game and especially this dlc.
Simulacra_53 Apr 25, 2017 @ 2:33pm 
Encountered a new beast - literally The Beast - the Curtiss SB2C Helldiver 2 which even when outnumbered is more deadly than the fighters attacking it and it only has to look at a capital ship to deal out 3 damage or more.
Last edited by Simulacra_53; Apr 29, 2017 @ 11:48pm
CassieX Apr 29, 2017 @ 3:13pm 
Sea mines are underwhelming. Got 1 successful hit last playthrough and then the next 8 were duds. I wasted half the turns on that scenario moving my fleet away from targets since I already had everything but the last kill accomplished. Please fix this obvious bug.
VirgoCompany Oct 8, 2019 @ 3:47pm 
Been a couple years but yeah, the mines you place don't do diddly. The AI will either go around without having ANY real way of knowing where they were placed, or they will just plain not move if the mines so happen to be in their path. Sea mines are a hopeless waste of time and resources.
the evil one Oct 9, 2019 @ 5:20am 
https://en.wikipedia.org/wiki/List_of_Royal_Navy_losses_in_World_War_II

At least for the RN mines were as big a killer as anything else
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Date Posted: Apr 24, 2017 @ 9:05am
Posts: 7