Battle Fleet 2

Battle Fleet 2

Not enough ratings
Battle Fleet 2: The Missing Manual
By j.rothbeind
Great game, but there hasn’t been a guide for it…until now.
Learn how to build an effective fleet, how to deploy it, and how to use it to win battles and take possession of territories, as well as weapons usage and overall strategies, based on actual historical data from WW2.
   
Award
Favorite
Favorited
Unfavorite
PART ONE: The Basics
When you start this game, you'll notice that much of it is locked.

Love it or hate it, it's for a reason. You have to learn the basics before you send a fleet out into the Pacific to take on Japan. And you have to defeat Japan before you take on the Axis powers in the Atlantic.

Trying to run before you can crawl will lead to dissatisfaction with the game, so take everything in order and do what you have to do to get what you want to get.

  • Start with a Quick Battle.
  • Learn how to move ships and fire the guns.
  • Get used to the controls and win your first battle.

THEN start a new campaign and choose HISTORICAL PACIFIC. This will let you recreate the Battle Theater during World War 2.

Before you do anything, though, familiarize yourself with the UNOCKS and OPTIONS.


UNLOCKS will show you what level you need to reach to get different ships, ranks, and weapons.

OPTIONS lets you change your graphics settings and lower the music volume.

There is also a SETTINGS button (a gear icon) at the top of the sidebar, where you can set your name.

The difficulty levels impact your targeting options - the easy setting (Ensign) gives you a 2000' and 4000' targeting reticle, which makes it much easier to find the range to target. Medium difficulty (Lieutenant) only gives you a 2000' reticle. Hard mode (Captain) gives you a 1000' ring and nothing more, making it especially difficult to estimate range.

MOVING A SHIP:
  • The game supplies the ship order, based on the rank of the captain of each ship. It starts with your ships, and highlights them one at a time.
  • Click on MOVE
  • Slide the distance slider as far as it will go (unless that would run you into a neighboring ship)
  • Choose a direction, which will usually be within a few degrees of forward.
  • Click MOVE
NOTE: You can also go backwards a bit by setting the slider to the left. This is helpful if you are too close to another ship or to the shoreline.

USING WEAPONS:
The second half of your turn is to use your ships weapons.
  • Click on ATTACK
  • Choose a weapon
  • Set the direction of fire
  • Set an estimated range and FIRE
  • Adjust the range and fire again.
  • Once the range is effective, change to SALVO and fire everything else.
  • Shoot until your ammunition is expended
It helps to start with smaller guns to get the range, and then unleash the big guns.

That's it for the basics. Let's now move on to the ships and how to win a few battles.

PART TWO: Your Fleet
Understanding your ships and their intended purposes will help you understand naval combat, and how to win at this game.

To do that, let's take a look at real ships and what they were built to do.

BATTLESHIPS
Probably the most famous type of ship, battleships date back to the 1880s. The original "ironclads" were the first battleships.
Battleships dominated naval warfare in the late 19th and early 20th centuries, and were a symbol of naval dominance and national might. For decades, they were a major intimidation factor for power projection in both diplomacy and military strategy.
Then the Naval Treaties of the 1920s and 1930s limited the number of battleships, and the fact that very few decisive fleet battles were won by battleships meant that they were relegated to secondary roles during World War II. The growing range of naval engagements led to the aircraft carrier replacing the battleship as the leading capital ship during World War II, with the last battleship to be launched being HMS Vanguard in 1944. We also lost five of the eight battleships we had in our navy during the attack on Pearl Harbor, while all of our aircraft carriers escaped undamaged (they were out to sea).
They do, however, have a pivotal role in BattleFleet 2.
They are large, fast, and armored, so they can dish out tons of steel (at high velocity) and take a lot of damage themselves. While smaller ships can put "warheads on foreheads", battleships will delete an entire hill (and everything on it).
In this game, however, they should be used with a specific purpose: to shell shorelines and eliminate on-shore artillery encampments and airfields. Their 4000' range (the longest of any gun in the game) is ideal for that.
You'll also need to fire broadside, instead of facing your opponents, to bring the rear guns to bear on anything. This takes an extra turn or two to position your battleship parallel to the shoreline, but it's worth it when you fire 9 huge shells into an airfield.
Don't build too many of them, but use them for any battle with a shoreline. They unlock at Level 10.

AIRCRAFT CARRIERS
Your aircraft carriers will be locked until you reach Level 5. This is fine, since you can win most battles without them.
Having said that, the carriers in game can be used to attack ships from well out of their guns range, and to attack airfields and artillery positions from anywhere.
They are, unfortunately, not armored, so they cannot take too much damage. You'll want to leave them well behind the rest of your fleet, as far out of range as possible, to protect them.
When you eventually build them, switch all of their guns to AA (anti aircraft) weapons. This helps protect them from enemy aircraft, and careful positioning will protect them from guns and artillery.
You do not need more than a few carriers, so save your money for smaller, faster craft.

CRUISERS
Cruisers are fast, powerful, and meant to be used as escorts to capital ships.
In this game, though, they can deal tremendous damage all by themselves, so you can use them in forward positions against almost anything.
They are especially potent against enemy ships.
Like battleships, they are most effective when used broadside to the ships they are attacking, so try not to point hem at enemy ships. Move alongside them and then shell them with all three guns.
The US Navy had three cruisers for every battleship, so try to build these first and keep a decent number of them in each fleet. A battleship and three or four cruisers is a powerful projection of force, and can win almost any battle.

DESTROYERS
Destroyers are the unsung hero of BattleFleet2.
Our navy had 15 destroyers for every capital ship during WWII, and when you start using them in those numbers in game, you'll see a marked difference in the outcome of most battles.
Build as many destroyers as you can and then deploy them as far forward as you can - in large numbers.
They may have medium sized guns, but four destroyers all firing on the same ship will make quick work of it. They don't do much against land based targets, but they will mow through an enemy fleet before the Big Ships even get there.

FRIGATES
Largely useless in this game. They carry torpedoes, and are meant to fight submarines, but subs are also largely useless in BF2. Don't bother with either frigates or subs.

SUBMARINES
Useless. They don't move fast enough to deploy in front of your fleet, so they fall behind faster ships and therefore don't do anything decisive. Save your money for more destroyers.


FLEET COMPOSITION

Stock up on Destroyers and Cruisers early in the game, and use them to win your first few battles.
Once you can build Battleships, build enough to deploy a few to forward bases - one per base. You should only need three or four of them, until you get to the Atlantic Campaign (they come in very handy against the Germans and Italians).
You only need a few carriers, and never more than one per battle.

A good fleet could be any of the following:
  • 1 battleship + 2-3 cruisers
  • 1 battleship + 4 destroyers
  • 1 battleship + 2-3 cruisers + 4-6 destroyers
  • 1 carrier + 1 battleship + 4 destroyers
  • 1 carrier + 2 cruisers + 4 destroyers

MOVING SHIPS AROUND THE MAP
Every time you move ships between territories, you earn industry points, which can then be used to build more ships.
  • You want to move ships every turn.
  • Send fleets forward, toward enemy territories.
  • Create the fleet needed, based on recon of enemy ships and airfields.
  • Fight with overwhelming force and careful use of your fleet during battle.
  • Send damaged ships back to Hawaii to be repaired. Advancing one turn will repair any ship in port at that time.

You should know where all of your capital ships are, and move everything around every turn, to create the above fleets, before committing to battle. It may take an extra few turns, but that's how you build overwhelming forces.



PART THREE: Estimating distances/range
One of the hardest parts of this game is estimating distances correctly, so your shots land on targets.

It can be frustrating, but with a little help (and this insider secret) you can dramatically improve your chances of landing warheads on foreheads.

First, look at the range rings around your ship. Select a weapon and look at the half and max ranges.

Then eyeball the midway point and do the math.



If half range is 1000 and max range is 2000...an enemy ship halfway will be 1500' away.

If it's midway between 0 and half range, it's half the half-range distance.

For ranges that are 1500 and 3000 (half and max), you can eyeball thirds and use 2000 and 2500 as points of reference. This should get you fairly close.

Set that range on your weapon and then click right on top of the enemy target. That should place your aim right on your target. Sometimes, you have to do it manually, and then use the + and - buttons to fine tune it.

Once you're satisfied, hit FIRE and observe where your round lands.

Adjust your range and fire again.

Remember one other thing: these ships are massive. They stand out of the water, so add a few feet (or is it yards?) to your range, so you hit the side or mast of the ship you're firing on.

Practice makes perfect, and it gets MUCH easier the more you do it.
PART FOUR: Battle Strategies
Now let's talk strategy.

Use the following three steps in every battle:

1. ASSESS YOUR ENEMY
Take a good look at what you've got against you and where they are. You may not see exact positions until you get within range, but you'll have a rough idea of where your enemy is, particularly their ground forces and air bases.

2. POSITION YOUR SHIPS
Move all of your smaller ships forward first, since they need to be in close range to do damage.
Move your battleships and cruisers within range of shorelines if they need to neutralize targets there. Keep you smaller ships away from artillery.
Leave your carriers as far away from enemy ships and artillery as possible.
Don't be afraid to NOT move your ships. Let the enemy come to you if you have a ship outside of the main area which needs a few moves to get in range. Bring it in while the enemy ships are advancing and you will all meet in the middle.

3. BLOW SH*T UP
Start shelling enemy ships and positions as soon as you are within range.
Use all of your ammunition on each turn.
Turn your destroyers, cruisers, and battleships so you can use all of their guns by "crossing the T" - turn sideways in front of the enemy ships and give them a broadside.
Be cautious with your carriers - enemy ships have AntiAircraft guns, and if there is a cluster of ships, they will all fire on you. That can ruin an aviators day and thwart your efforts. Look for stragglers - ships that do not have the support of nearby ships - and send air missions after them. Also, do not send your aircraft after an enemy carrier who has air defense (you'll see an airplane circling their carrier).Wait a few turns before you try to attack them by air.
SPEAKING OF AIR DEFENSE: The first move your carriers should make is defense. Put up an air defense plane first, then start attacking enemies on your next turn.
NEW MISSIONS - Dutch East Indies
We have five new missions that can adda ton of enjoyment to the game, if you're ready for them.

They are not easy. They are based on actual battles, and the Allied forces took a beating from most of them. Maybe this is our chance to make up for that?

So play all of them on the easiest difficulty level - Ensign - so you get better aim and distance reticles. You'll need them.

Aim carefully and double check whenever you switch guns. The game has been rebalanced, and your aim can move a bit when you switch from fore to aft guns.

Don't miss. That sounds elementary, but in order to win these missions, you have to hit an enemy ship with almost every shot. We are outgunned and outnumbered in every mission, so get good at distance estimations before you jump into the Dutch East Indies expansion.

Finally, expect to lose the first attempt at each mission. One of the new game mechanics is night battles, so you won't know where any enemy ships are until you play through each mission. That will often mean that you lose the first time. But once you know (roughly) where to expect enemy ships, the missions are really enjoyable, and a great way to spend a few hours.

PS: The addition of Light Cruisers is awesome. They carry a ton of firepower, so use them often and well.

Following is guidance on each mission. We need every edge we can get, so I've tried to give you that edge right here. Enjoy!
MISSION 1: The Battle of Badung Straight
You have a transport to move to Zone 1, and only 2 destroyers with which to protect it. And you’ve got a bunch of American & European ships to get past and through.

But all is not lost. You have this strategy guide and the cover of night to help you. And maybe a little smoke.

Start by moving your ships out straight, and only 500’ (half way). That lets you broadside the three ships coming in to stop you, so you can use all of your guns. You’ll need them.


There are three ships coming in from the Southwest, and you can take acre of them if you don’t miss a shot. Check and double check every shot, and prosecute the enemy ships one by one.

Deploy a smoke screen and stay within in for the next few moves, or until you sink the three enemy ships.

As you move your destroyers out, move your transport northeast as quickly as possible, while the enemy ships are distracted by your destroyers.

Once you destroy the three enemy ships to your southwest, move your destroyers north east as quickly as possible. Let them overtake the transport, so they can clear a path for it. (There are one or two enemy ships waiting northwest of the island - you’ll need your destroyers to take care of them.)


You may have to move your transport backwards for a move or two, to let your fighting ships advance in front of it.

Now blast the waiting American ships, so you can move your transport into the safe area and win he game.


MISSION 2: First Battle of Java Sea - Japan
February 27, 1942. The Japanese fleet, led by Rear Admiral Takeo Takagi, escorts an invasion force toward Java, aiming to secure a critical foothold in the Pacific. With two heavy cruisers, two light cruisers, and 14 destroyers, your fleet faces the Allied navy, determined to intercept and stop the invasion. Your task force must clear the path for transports to reach the shores of Java.
Objective: Protect your transports and advance to Zone 1.
Engage and sink at least 10 Allied ships while limiting your own losses. Optional: Sink enemy cruisers De Ruyter and Houston.


This battle looks impossible at first glance. It isn’t.

In reality, the Battle of the Java Sea was a decisive victory for Japan, with the complete destruction of the American-British-Dutch-Australian force.

Japan won this one in 1942, without a single lost ship (except from friendly fire), and managed to sink all of the Allied ships. You can do the same in BF2, with this guide and careful maneuvering.

There are two battles going on within this scenario - one to the east and one to the west of the eastern island.

Your job is to engage and destroy the ABDA fleet, especially their heavy cruisers (Houston and Exeter). You can do this with your smaller ships, while using the cruisers for reconnaissance. If maneuvered well, your destroyers and light cruisers will be more than the Allied ships can handle.

Move your transports to Zone 1 as quickly as possible, to win the scenario.



You’ll have two fights going on simultaneously, while moving your transports around the western island. Your main force needs to sink as many ships as possible before they can get in range of the transports, and you also have a substantial force to the east of the eastern island. Their mission is to draw off half of the ABDA force and sink them.

The trick to the eastern battle is to draw the Allied forces north, so they can be attacked one by one. Do not move your forward ships, but do bring the rear rank of ships forward, so everything is just north of the island. Then sit and wait for the Allied ships to move north and engage them one at a time. You’ll be able to sink five or six ships, depending on how many the game sends up the right hand side of the island. Just don’t miss a shot.

In the center of the map, bring all of your ships straight down the channel, so they are all perpendicular to the oncoming enemy force. You’ll be able to broadside the enemy with all of your guns, including the after batteries, which will give you a decided advantage.

Use smoke screens judiciously, mainly to the east of the island, to mask your ship movements. Your forward ships should all “pop smoke” early in the engagement, so your other ships can move up into a line. Then sit and wait for the Americans and Dutch to come to you.

  • Move your transports with every turn.
  • Let your eastern force sit and wait before engaging. It worked in Thermopylae - it works here.
  • And keep your main force in a straight line as you move them south.

MISSION 3: First Battle of Java Sea - US & Allies
The Battle of the Java Sea began when the American-British-Dutch-Australian (ABDA) naval command attempted to stop the Japanese invasion of Java on February 27, 1942. Led by Royal Netherlands Navy Rear Admiral Karel W.F.M. Doorman, the ABDA force was decimated in a seven-hour battle.

This is your chance to atone for the beating we took in this battle.

Smart maneuvering and patience will win the day in this scenario.

You already know where everything is, if you are playing these in order. Use that to your advantage to position your ships strategically and then wait for the enemy to come to you. Thermopylae again.

The central force will take a few turns to get within range. Sink them as they do, and you'll thin the herd rather quickly.

The eastern force will come down the channel in singles (or a few a time). Careful aim and distance settings allow you to sink them fairly quickly.

With luck, you'll put ten of their ships on the bottom and win the scenario long before their transports get anywhere near Zone 1.

POSITIONING
You start with three lines of ships.



  • Move your cruisers in behind the atolls and leave them there. You'll be able to fire on ships before they get in range - you have bigger guns with better range.
  • Move the HNLMS Kortenaer in with the cruisers. It's speed is diminished, so get it out of the way where it can do some good. (True Story: In 1942, most of the Allied ships in this battle group were outdated and damaged for this battle, which contributed to them being outgunned.)
  • Move the HMS Electra, Encounter, and Jupiter so they point north, as well as the HNLMS Java and the HMAS Perth. Short movements of 150 work out well, with the rudder cranked all the way over. Then move them all so they are East-West facing and broadside to the advancing enemy vessels. This lets you use your aft guns, so you get more shots than the Japanese. Do not advance them once they are in position. Patience, my friend. Once your ships are roughly where you want them, use smoke screens, and let them come to you.



  • The rest of your ships need to move due West in a straight line towards Zone 1 as quickly as possible. That will let them pick off the advancing Japanese ships as they come into range.
  • NOTE: Be careful with basic stationkeeping - it's easy to run ships into each other in this scenario.
MISSION 4: Second Battle of Java Sea - US & Allies
March 1, 1942. In a desperate bid for survival, the damaged Allied cruiser Exeter and her escorts, Encounter and Pope, attempt to evade pursuing Japanese forces while sailing towards sater waters. Outnumbered and outgunned by.
Japanese heavy cruisers and destroyers, the Allies must use every maneuver at their disposal to avoid capture or destruction.
Objective: Reach Zone 1 safely without losing Exeter.
Optional: Protect the Encounter & Pope

We took a beating in this battle in real life, but that was because the Exeter couldn't use the eastern channel (it was too shallow) and it had engine problems which slowed it down. Not a problem in Battle Fleet 2!

Use the eastern channel and go down the eastern side of the island. Otherwise, you will get swarmed by several groups of ships and destroyed.

Use reconnaissance flights wisely. Scout the southeastern corner of the island to find the two cruisers you will have to deal with, and then recon north of the island, slightly to the west. There will be a ship up there. Later in the scenario, watch out for two destroyers that will show up to the west of the southern tip of the island, in between you and Zone 1. There will also be a couple of ships who make it within range from the central channel.

  • Be careful with your aim and distance settings and you will be able to deal with enemy ships.
  • Check before every shot and try not to miss too many of them.
  • And move it - you can't waste any time getting Exeter to safety.
MISSION 5: Battle of Sunda Strait - US & Allies
February 28, 1942. Ordered to escape from Java, Allied cruisers USS Houston, HMAS Perth, and the destroyer HNLMS Evertsen set course for the Sunda Strait, unaware that a nassive Japanese invasion convoy was converging on their route. One of Houston's main guns is disabled. Instead of a quiet passage, the Allies found themselves facing a fleet of Japanese transports and a formidable escort force of heavy cruisers and destroyers.
Objective: Engage Japanese forces and sink at least 5 enemy ships. Optional: Push through the blockade to reach Zone 1.

You get 2 ships - not 3 - but most of the Japanese fleet is transports, so you're not hugely outgunned.

Most of the enemy gunships are west of you, with one or two south of you and one or two north of you. They are all in between you and Zone 1, so stay put for the first few moves and sink the transports behind you. Houston is already damaged, so if you bust it for Zone 1 immediately, you're going to be up against a formidable force that will be difficult to sink. (Transports aren't armored!)

This is one of the easiest missions, and getting to Zone 1 is optional, so just stay put and sink ships to win. You can try to get to Zone 1 the second time you play this mission.