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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#12 | |||||
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
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As to the actual armor values used in game calculations, put the mouse over a ship and hit "I" to bring up the Ship Information Screen. This shows the armor values for the belt, hull, deck, and conning tower. Then mouse over one of the green/yellow/red dots on the ship's picture to see the armor value for that particular weapon, as well as the weapon's stats. The armor for a weapon only affects that weapon. The conning tower armor only affects the conning tower. The belt armor runs the length of the ship, and it may be domed so as to add to the belt armor (this is shown on the info screen if applicable for a given ship). The belt and hull armor values require some explaining, as follows: Belt Armor:
As I said, this average number is NOT used in game calculations, it's just there as a sort of quick reference. It can be misleading if a ship has a very thick belt but no other armor, because such a ship might have a high average armor value but still be extremely vulnerable because most of it isn't armored much or at all. This was, in fact, a fairly common armor layout in this era, for ships built before Harvey and Krupp armor was invented. They had to have truly massive belts, which weighed so much they couldn't have armor elsewhere, and these thick belts didn't provide any more protection than thinner belts of more advanced armor types. Quote:
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Or course, it isn't like that at all in real life. There's actually huge scope for human error and mechanical malfunctions, little if any control over hit location, and even then the shell might be a dud, or might do unexpectedly large amounts of damage. All that sort of thing is modeled in our games. As a result, individual battles fought under the same conditions can vary a lot in their results. In any given battle, any individual ship can perform better or worse than its historical basis. However, over the long run, the results of many trials will average out at the historically realistic level. This all makes our games more realistic--they are simulations, not just games. Battles are dangerous, unpredictable things and you might take painful losses even if you go in with the much stronger force. This approach appeals to many people, but not others. Sorry you don't seem to like it. Quote:
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When I play the Russians in the campaign, I actually try to avoid battle as much as possible. After all, killing IJN warships doesn't contribute directly to victory and takes ships away from the vital task of stopping merchants. I avoid Togo completely until 2PacRon arrives and in the meantime just use 1PacRon for nocturnal sorties against the blockade at Port Arthur so my cruisers can get in and out easier. I use the Vlad ACs to lead the IJN on a wild goose chase, which makes life easier for my PCs in the Sea of Japan. However, over in the Gamesquad forum, there's a guy named "Double Whisky" who is an expert at fighting fleet actions as the Russians. He's posted a number of AARs of glorious victories in the Yellow Sea and Tsushima Straits. You might want to read some of that.
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distant guns, japan, naval, russia, wwi |
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