Discussion in 'Forum Games' started by Lighthearter, Oct 14, 2010.
So 7 CT? I may be able to make it
Question: How long do these drills typically last?
usually between 1 and 2 hours, although we have had an incident with a 3-hour drill. the amount of time increases exponentially the more players we have
Busy, saturday will be my next day free.
Well I get my computer back sometime tonight. If the fix works, and I have Internet, I'll be able to get on. The actual connection will be unstable though, so I may have to jump overboard randomly.
Ok then. I'll try to make it.
Scratch that. Might get it it tomorrow instead. Turns out there was a boatload of malware on it.
Ouch. Sorry 'bout that. Wish you could join in!
1 1/2 hours until drill!
There are many types of ships out there, and it's easy to get the designations, subtypes, and recommended skills confused, or simply forget them altogether! This "Ship Primer" is designed to help with that.
Destroyer(DD) & Light Cruiser(CL)
these are small, fast ships, with few weapons and light armor. they tend to be armed with guns, torpedoes, Antiaircraft and antisubmarine weapons.
1. TAC. DDs and CLs are typically small ships, with few hitpoints and fewer weapons. as such, they need a high TAC to evade enemy fire and make the most of their limited armaments. TAC is also essential for their secondary role of scouting/subhunting.
2. TEC. Destroyers and Light Cruisers have very lightly armored(and thus easy to break) systems. This, combined with their small amount of hitpoints, means they depend on TEC only slightly less than TAC to survive.
3. DIP. These small ships tend to burn expensive weapons like torpedoes, rockets, missiles and what-have-you by the truckload, and since they don't have a capital ship bonus to DIP for resupply, they need DIP to replenish these weapons.
4. CHA. The only thing CHA does for small ships is improve their AA. This isn't worth the points, frankly. you're better off dodging the bombs and relying on your allies to shoot the enemy down, as they rely on you to sink subs.
Heavy Cruiser(CA), Battlecruiser(BC) and Battleship(BB)
These ships, ranging in size from big to unbelievably huge, are armed with very big guns, lots of antiaircraft weapons, and many smaller weapons that are usually main armament on smaller ships. These ships are extremely well armored and difficult to destroy, but tend to be slow and unresponsive. They get an incredibly useful bonus to DIP for the purposes of resupplying, as some of Hawaii's last remaining capital ships.
1. TEC. These ships are big. very big. when they enter the battlefield, it is not abnormal for every enemy unit to suddenly attack them all at once in an effort to sink these behemoths. as such, TEC is most important because it is statistically probable(read:unavoidable) that some of these hits will result in important system damage, as well as whittling away your hitpoints.
2. TAC. These ships are armed with lots of weapons, including guns big enough to sink others of their own type. to use these ships to their best advantage, you need a high TAC so you can destroy the ships that are busy throwing everything they have at you.
3. CHA. BBs, BCs and CAs usually carry between 1 and 3 scout planes armed with depth charges. highly useful when all your DD consorts have up and died because they couldn't take the heat. aside from that, there really isn't much reason to have CHA. it improves your AA, but you should be able to withstand most air attacks.
4. DIP. there is absolutely no reason at all to get DIP for a heavy gunboat, unless you want to convince your enemies to surrender at the mere sight of you. as far as resupply goes, these ships both have a DIP bonus for that, and don't use expensive weapons, so resupply isn't much of a problem.
Aircraft Carrier(CV) also known as Escort Carrier(CVE), Nuclear Aircraft Carrier(CVN), and Helicopter Carrier(LHA[I don't know what that means either])
These ships are unusual in that they are designed around not fighting directly, they sit at the edge of the battlefield, staying far away from the enemy, and let their planes do the dirty work. If your carrier engages the enemy directly, you better be out of planes. even Kamikaze strikes are a better option.
1. CHA. Carriers need CHA like a girl needs shoes. enough is never enough. CHA improves Carrier planes, which is incredibly important as planes are a carrier's entire striking arm. high enough CHA can make them fanatically loyal to you, enough to even order them to fly to their deaths. CHA also improves a carrier's AA batteries, and since Carriers are lightly armored and spend most of their time dueling enemy carriers, this is good.
2. TAC. Carriers need TAC to direct their planes onto specific targets, avoid hits from the numerous long-range attacks they will be facing, and make the most of their limited armament in a dire emergency.
3. TEC. Carriers need TEC to keep their most important system(planes) operational. there are a million things that can go wrong with this, from damaged elevators to control tower hits to inoperable planes.
4. DIP. Carriers need DIP because you have to supply your planes with ammunition, and buy replacement planes. that said, Carriers have a high enough DIP bonus to make this fairly easy to do.
Subs are slow, stealthy ships designed to move and fire underwater that are armed with virtually nothing aside from torpedoes. Subs typically carry one or two AA machineguns, and one small deck gun, but using either is a sign that something is seriously wrong. you might actually be better off retreating than using your "feel-good" weapons.
1. TAC. Subs are the snipers of the sea. they need to hit consistently with limited ammunition, avoid taking any hits, and sneak around a lot. TAC helps with all of this, making it the most important skill for subs.
2. DIP. Subs use as their primary, and only effective weapon, torpedoes. torpedoes are expensive. Subs don't get a DIP bonus. you do the math.
3. TEC. TEC is only useful for subs if you take a hit and lose your sonar or torpedo tubes. you can function just fine without any other system. even the engine, since you'll usually be going 2/3rds MAX.
4. CHA. lol what? CHA for a Sub? Subs neither have planes, nor have antiair complements, really. although, that would solve a lot of problems...
Next drill will be tonight at 8:30PM EST! I'll try to do 8 or 8:30 tomorrow and Sunday as well.
Can we start in 20 minutes?
Ahah! I'm at my moms house! Hopefully ican make it tonight. Wish me luck!
Ok, what time tonight so I can play aswell
8, 8:30. Something around there, at any rate. Good to have you!
Why does it have to be so early? I probably will be able to make it, but I can't guarantee anything before 9
I most likely will make it. Idk, my mother is doing a cancer walk, so i may drive out and walk with her a bit
Didn't say it HAD to be. I'm flexible! So would 9 be better?
Yeah, but at 2145 (if were in the navy, we might as we use military time) I will have to switch computers, so I would need a 1-3 minute break then
I'll start it at 9 then. Half an hour!
The last drill was a total success! Congratulations to all who participated in it! The next one will be tonight at 8:00 EST, 7:00 CT, etc . . .
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