I would really like to join a stream of yours, but due to timezone, you sadly only stream when I am in bed ;( Maybe one day when I am on a couple of days off :D
@@Wolfpack345 my man, when you’re diving your subs you’re running too fast and cavitating. It’s just like cold waters. After you fire, dive down deep and as you move down slowly increase speed. You can see on the underwater cam the props making all them bubbles.
4:57 The AI seems to favor heavy cruisers a lot, in Tortuga's American campaign the Japanese are also running out of heavy cruisers. I actually like the duality of your campaigns, your campaign is basically if IJN doctrine had worked while Tortuga's is if American doctrine were even more effective.
To be honest this American AI is dumb as rocks. I hope something changes and they get more agressive and try to take out my fleets. They have carriers but I see wildcats rarely. If they decided to actually attack me with their flattops I would have some issues.
@@Wolfpack345 Yeah, the game isn't bad for a studio the size of Killerfish Games, but just based off of watching yours and Tortuga's streams I can definitely see areas of improvement: -The AI can definitely be better, although I don't want to harp too much on this since good AI is like the holy grail of gaming and even large, talented, and well funded studios can have trouble nailing down the AI. -Aircraft should be available in larger numbers on both carriers and airfields, but the tradeoff should be that aircraft should have to be resupplied by convoy to outlying airfields. Maybe make spare aircraft a resource that drops only once per week at your home base like oil/supply/troops. Carriers already have to resupply at port, I imagine the only reason their airwing is so limited is for balancing reasons. -Remove the dumb 1-hour cooldown on tactical engagements obviously -The game seems to be happening entirely too fast, the actual Guadalcanal campaign took 6 months, but at the rate yours and Tortuga's games are going the opposing navy won't have any ships in 3 weeks! I think that perhaps reducing the damage slightly that everything does, whilst putting a cap on how much damage can be repaired even if a compartment isn't "blacked" could force ships to return for repairs more often. Also, adding transit times when a ship is requisitioned or released (1-2 weeks excluding starting surface force) and making it so reloading/refueling isn't instant could also stretch the campaign out to a more realistic length. Likewise, the AI shouldn't be able to constantly summon new ships, but perhaps every week have a set amount of command points added so the AI can't be neutered in the opening days of the campaign. Perhaps replacing the command point awards with a weekly system and a system that rewards capturing and holding objectives would also keep it from being a sink-the-navy simulator. I do recognize that Killerfish may have purposefully made it shorter like this to keep the focus on the action. -While this may horribly unbalance the game, I would like to see PT boats added since they were historically used in the Solomons campaign.
I think the most glaring problem with the depth charges is that they always go to the correct depth. Even when you adjust, they seem to adjust to go off at the new correct depth. Also, aircraft flying back over the path of AA fire really needs to be updated. You should be able to put an "attack" and "exit" path or direction for them.
Yeah, there should be a solution just like surface combat, and also, it seems that you are notified of an enemy sub at unrealistically late, like my dd shouldn't need to go over an enemy sub to detect it, I should at least have a vague idea that something is out there eventually. Also no matter how far away you are, as soon as torpedoes hit the ai immediately turns its dds directly on bearing.
...okaym whoever made Kongo's 15cm secondaries dual-purpose goofed, hard. Those are casemate mounts. They don't even have the elevation to theoretically engage aircraft. The 12.7cms can, because those are the dual-mounts up on the deck.
Hey just a warning (comment I left on another one of these videos as well) when I owned the game for a bit it quickly became obvious that the AI has unlimited resources (my guess is the only thing that’s limiting them is some form of ship count limiter so they can’t hit you with a stack of 4 BB’s) but apart from that they can and will throw task forces at you constantly with no heed for battle points and the only way to beat them is to kill every single ship in that certain class. Stay strong and keep them back! As as soon as I lost one battle it snowballed and I completely lost control of the situation 😔
Ive been watching several channels play this game and none are experiencing much difficulty. The AI is so bad at so much of the basics that giving it unlimited resources is the only way to keep it in the running. Otherwise after 10 days, the AI would have nothing but merchants and DDs.
@@deserteaglegaming5290 Good point. The AI for surface combat is pretty competent; ships prioritize dangerous targets and screen or harass with DDs. I can see how getting into a fight against equal forces could go pear-shaped quickly.
Actually Truk did have the facilities to effect quite significant repairs because Akashi was stationed there. In fact when IJN Harusame was torpedoed by USS Wahoo she was towed to Truk where she had a false bow both manufactured and fitted by IJN Akashi for the trip back to Japan so they were capable of at least that level of repairs.
Tameichi Hara writes in his book that small to medium repairs were done at Truk everthing else was done at the home island. Mostly they patched the ships together at Truk and then sent them home. IIrc
I don’t think they expected anyone to play as the Japanese because all it seems like the US ai does is convoys that don’t stop not matter how many are wounded or dead
And they send the same (almost) 2 heavy cruiser convoys repeated despite the fact they aren't getting through. Either send a stronger force, or wait until you can send a send a stronger force instead of squandering their forces a little at a time. But the unlimited Vals is pretty gamey.
@@Nightcrawlerfive the americans have unlimited avengers as first available airfield bomber, and in my opinion thats more OP, as torps one shot smaller units (and some big ones too) and their rockets are super effective anti sub weapons
@@Nightcrawlerfive what the vals suck compare to the us bomber and there destroyers are way better it seems to me like us is easy mode and ijn is hard mode
You know that you can identify the Pensacola class easily because of the different amount of guns in the main turrets (2 guns for the lower turrets) (3 guns for the Barbette turrets). So at 6:55 didn't actually attacked a Pensacola class cruiser if I'm not mistaken.
You are correct. It's not a Pensacola. A bigger giveaway that it's not a Pensacola is the single rear turret instead of two turrets in the rear. Pensacola has ten guns I. Four turrets and that's a nine gun in three turret ship. I have noticed in a previous video there was another missed classification of a ship that looked like an Indianapolis but he called it something else. Can't recall what
Hey Wolf, have you tried “Skip bombing” yet? I checked out the manual and below 900ft (300m) alt, it’ll skip the bombs like a skimming stone. There’s pros and cons obviously
In the case of the Kuma, it would probably have headed back to Truk and then back to Honshu for proper repairs. A slightly less likely alternative may have been to return to Manila for repairs there, but I don't think that there would be substantial IJN infrastructure set up there at that point yet.
34:00 I notice that the reason your Vals tried to turn back over the ships seems to be because that point on the map was the last waypoint they had before you clicked attack. Check out 32:21 and the 34:21. Maybe I'm mistaken though and they just selected their last position before the attack order.
@@themecoptera9258 "But sir, they have more carriers and the Yamato in the region now." (See newest episode, not there yet but WP will definitely have them by then LOL.)
@@yurimiyama9825 I don’t want excuses soldier! I want big expensive ships charging into needless danger against overwhelming enemy forces. The Japanese think there is no way we can manage to lose this war with our indisputable production advantage, but damn if we aren’t trying.
You basically realized the wet dream of IJN high command since 1910s: enemy whittled down by constant harassment of light forces and aircraft and finished by heavy forces at night :) The Killer Fish Studio is doing really great job in reinventing the bane of my 1990s youth days, SSI's "Great Naval Battles" series with this new game and I can only hope they will resolutely keep it improved
One thing that I think would be an improvement would be experience points for ships. As the war goes on the crews will get more experience at damage control and their firing accuracy would increase. Keep up the good work my man!! On a separate issue, has anyone had their ships run out of AA flak ammo? Is this a known bug? I haven't investigated it yet..
It's really something to follow the Vals in visually as they do their bombing runs! Those planes were quite vulnerable to AA hits, but they were also very good at putting bombs on the target.
I appreciate you playing the game. The AI seriously needs work. Historically the US was cautious with their carriers at Guadalcanal but with these loses I can't imagine why the haven't reappeared.
Actually, I think the reason for the 1 hour delay where a recently attacked ship can't be attacked for an hour is because time pretty much stands still on the map view whilst you are in battle.. So on the map you can have several battle play out all at the same time no matter how long they take in the tactical view..
To help answer your question on Japanese naval repair capabilities, Rabaul wasn’t much of a repair center but more of a forward operating base. Truk Atoll had the facilities to do some repairs and patchwork. Kure is where they did most of the major repairs and refits.
I would be inclined to spend those command points on a CV with some support, depending on what a CV costs. It was aircraft carriers that won the pacific war.
Full-scale Val attacks to damage or sink the destroyers (in the first instance) would have left it clear for your Subs to deal with the Hvy cruisers in relative safety. Also, is this game worth a buy you reckon? (given the bugs)
That was my first reaction: "Damn man, you are planning to send two submarines into that convoy - they will take care of heavy cruisers with easy so use your airforce to sink destroyers first". He lost I-17 only because of bad prioritization decisions...
💯. Vals weaken the destroyer escorts, sub hits the cruisers, and then can survive to pick apart the merchant ships. Do it the opposite way, Vals AND subs attack the cruisers, then you're still left with the destroyers protecting the merchant ships and hunting your sub.
@@Armant.ik this is late, but bad prioritisation was basically what Germany and Japan were good at in WW2, so it’s at least historical in that case lol
Just a thought, how's the idea to kill the DDs first during a submarine attack? If they killed, probably the other ships are turkey shoot? Not sure how good it will to wait the torp reload on the sub.
And those DDs ended up in a surface engagement with the Kongo nearby... DD torpedo capability (and speed advantage) would seem to make them a priority over cargo. But it all worked out...whew.
Dive-bombing from "the side" makes most sense, because you actually "see more surface area" and thus have a better chance of hitting. Additionally your three bombs are side-by-side and are released at the same second, so they deviate sideways from each other, which kinda makes it "one hit at best" for a head-on bombing run. Strafing might make more sense from an almost-head-on angle, because this allows you to "run along the ship" and it might even limit some AA fire arcs.
From your nighttime surface engagements it generally seems like the AI is more accurate than you with star shells and gets at least a chance to get several accurate salvos off before you're hitting their ships.. Maybe you'd have more joy in the sunshine with a spotting plane?
Attacking the Americans at night is actually giving them a bit of an advantage, since surface search radar is much more prevalent in the USN over the IJN. That's how they're getting accurate shots off before the Japanese ships have even spotted them
usually to make sure that my submarine safely escape, is start the leave countdown right after firing my torpedo, so by the time that the count down reach 0 the target usually already sinking and the enemy destroyer didnt have much chance to drop their dept charges. knowing that wolfpack really like thing as realistic as possible I doubt he will use this trick but who knows
here is an idea for a task force: 2x Shokaku CV (double airstrikes - 24 bombers in one tactical battle) 2x Tone CA (12 spotting planes, each with 1000km endurance) 2-6x Akizuki DD (destroyers literally built for AA support, also are pretty large in tight formations can serve as sacrificial ship for incoming torps) you´ll get so much air traffic over the ocean you will literally see enemy convoys 300km+ away from Rennel Island and Shokakus kill whatever they set planes upon. Did this yesterday and was amazed how much map control i had. was just covering for a single convoy swinging on the map like a pendulum :D
I actually have been thinking about my future task forces and this is almost exactly what I had in mind. I was going to take: Shokaku Zuikaku x1 Tone class (Probably Chikuma) x3-4 Akizuki DD It is still an expensive formation. I want to flesh out my surface task forces a bit more and then I will get this CTF and go on the offensive a bit more.
Truk would be a very spot on guess as that would be the likely location unless the IJN Repair ship Akashi could pull it off which would be unlikely in the Kuma's case... and if Truk was not capable then they would likely pull her into a dry dock back in Yokosuka....
It seems the dive bombers return to the last waypoint before the attack order. That's why they turn back into the fleet. A solution might be to first set a waypoint across the convoy they are going to bomb and then order the attack. That way they should not do the 180. Worth a try! ;) Oh, and I love your videos. Thank you so much for the entertainment!
I recomand you to atack the enemy ships with the divebombers frontaly and with the torpedo bombers from the side. Also , if you divebomb from the front order the planes to stay in a line ahead formation to enshure 4 hits I also recomand slowing the divebombers as much as possible to makr the dive straighter . I didnt test this cause i dont have the game so you showldnt take this comment as is bur rather with a acean of salt
Yeah I have explained that it really doesn't work that way in practice in game. Also, I do dive bomb from the front in this episode and every bomb misses.
@@Wolfpack345 sorry for the bad advice , i dont have the game (nither a pc that can run it) and thought it wluld work like in reality . Sorry for the bad advice :((
Got a job interview tomorrow, gonna put on some music and do some prep Opens RUclips and sees this as the first video Well I never wanted that job anyway
Man seeing Kongo shooting those massive guns and the affects of the shock wave was incredible. Also your next ship has to be a carrier, I mean look at all the damage your doing with the Guadalcanal planes, your reeking them. 🤣
I some times see that contact isn't established between friendly and enemy surface fleets, I recommend having a floatplane always up near the required taskforce so contact can be established quicker.
I think the reason the US Heavy Cruiser kept starting on the tactical map by turning to the left was because it’s rudder was damaged. We know AI damaged ships move on the strategic map at full speed so it keeps showing up with the same damage.
So random historical comment. Most of the damaged ships during the Solomon Islands campaign went back to Truk where the IJN Akashi, the IJN's only purpose designed repair ship, was stationed. The link below is for her Tabulated Record of Movement (TROM) which shows just how busy she was during Autumn/Winter 1942/43: www.combinedfleet.com/Akashi_t.htm
Man I can't be a jinx because you played this through 2yrs ago it's saying, so I don't have to worry about telling you that I'm about to watch #9 and you haven't lost any ships, much less, capital ships, except for a couple of subs and really not a lot of airplanes either! Excellent. Might even be on the way to winning at 'canal. 👍🤞🙏✌️😎
Not sure if you are trying to make it more difficult or if you are unaware of it, but you can click on the sonar and radar buttons on the bottom of the screen to easily show the enemy on the map to target.
My strategy here would be to prepare fighting a carrier. So buying more convoys for more and bigger airports and a t3 port in Gudalcanal.would be ideal I think.
I Wonder if the game will model the advent of VF fuzes for 5"/38 guns. Historically, these fuzes made US flak murderous at The Battle of Santa Cruz. I also agree that the depth charge depth setting is overpowered.
I've almost caught up. I'm watching a couple of other IJN streams of this game, and while I enjoy them too, yours are the best. Very immersive. Also it's nice that they're in bite-sized instalments, as I don't always have 2-3 hours or more at a stretch.
if you are feeling a bit ballsy (or just think that a small surface task force plus air cover is enough to hold Guadalcanal) maybe you could try to do operation MO but without carrier support (so only zeros from airbases and the Bettys from Rabaul)
Want more content? I stream weekly here. Come say hello! www.twitch.tv/wolfpack3451 :)
Hay u might be able to get 4 yamato class battleships as planed by the Japanese in ww2
I would really like to join a stream of yours, but due to timezone, you sadly only stream when I am in bed ;(
Maybe one day when I am on a couple of days off :D
Maybe buy 2 tankers for g2 convoy
You just need to get as many yamatos as you can next episodes
When are you getting a carrier?
2 cruisers, 2 destroyers and 6 merchant ships... aka the Bannerlord's looters equivalent of an XP Piñata, so a Command Point Piñata.
It's almost harvesting season!
Looks like they are going to keep coming too! Lol
@@Wolfpack345 my man, when you’re diving your subs you’re running too fast and cavitating. It’s just like cold waters. After you fire, dive down deep and as you move down slowly increase speed. You can see on the underwater cam the props making all them bubbles.
true
Hearing the Shogun: Total War music at the top of the episode takes me back!
Thank you I knew the banger but forgot the game.
great game btw
* grunt of approval *
it was an excellent opening :)
One of the best strategy games of that time: in my opinion only bowing to Blitzkrieg: Burning Horizons And Praetorians
Gotta upgrade the shipyard in Guadalcanal to level 3 so you can rearm ships there or a base nearby so you don’t have to head a day back
by the time you can possibly get a level 3 shipyard in guadalcanal the US are already out of capital ships for the most part.
4:57 The AI seems to favor heavy cruisers a lot, in Tortuga's American campaign the Japanese are also running out of heavy cruisers. I actually like the duality of your campaigns, your campaign is basically if IJN doctrine had worked while Tortuga's is if American doctrine were even more effective.
To be honest this American AI is dumb as rocks. I hope something changes and they get more agressive and try to take out my fleets. They have carriers but I see wildcats rarely. If they decided to actually attack me with their flattops I would have some issues.
@@Wolfpack345 Yeah, the game isn't bad for a studio the size of Killerfish Games, but just based off of watching yours and Tortuga's streams I can definitely see areas of improvement:
-The AI can definitely be better, although I don't want to harp too much on this since good AI is like the holy grail of gaming and even large, talented, and well funded studios can have trouble nailing down the AI.
-Aircraft should be available in larger numbers on both carriers and airfields, but the tradeoff should be that aircraft should have to be resupplied by convoy to outlying airfields. Maybe make spare aircraft a resource that drops only once per week at your home base like oil/supply/troops. Carriers already have to resupply at port, I imagine the only reason their airwing is so limited is for balancing reasons.
-Remove the dumb 1-hour cooldown on tactical engagements obviously
-The game seems to be happening entirely too fast, the actual Guadalcanal campaign took 6 months, but at the rate yours and Tortuga's games are going the opposing navy won't have any ships in 3 weeks! I think that perhaps reducing the damage slightly that everything does, whilst putting a cap on how much damage can be repaired even if a compartment isn't "blacked" could force ships to return for repairs more often. Also, adding transit times when a ship is requisitioned or released (1-2 weeks excluding starting surface force) and making it so reloading/refueling isn't instant could also stretch the campaign out to a more realistic length. Likewise, the AI shouldn't be able to constantly summon new ships, but perhaps every week have a set amount of command points added so the AI can't be neutered in the opening days of the campaign. Perhaps replacing the command point awards with a weekly system and a system that rewards capturing and holding objectives would also keep it from being a sink-the-navy simulator. I do recognize that Killerfish may have purposefully made it shorter like this to keep the focus on the action.
-While this may horribly unbalance the game, I would like to see PT boats added since they were historically used in the Solomons campaign.
@@Splinter00S I can mod it. As far as I tried I had max 24 per flight
@@Wolfpack345 formations do help, check tokio express mod
@@ivanbeslic8906 Yeah, I was looking at the patch notes and it seems most everything is controlled by plain text, I love games that do this!
I think the most glaring problem with the depth charges is that they always go to the correct depth. Even when you adjust, they seem to adjust to go off at the new correct depth.
Also, aircraft flying back over the path of AA fire really needs to be updated. You should be able to put an "attack" and "exit" path or direction for them.
I believe they return to the last waypoint after the attack run. So he should put his waypoints behind the ships he intends to attack.
Yeah, there should be a solution just like surface combat, and also, it seems that you are notified of an enemy sub at unrealistically late, like my dd shouldn't need to go over an enemy sub to detect it, I should at least have a vague idea that something is out there eventually. Also no matter how far away you are, as soon as torpedoes hit the ai immediately turns its dds directly on bearing.
@@cerdon4076 Good game AI is hard to make, but it really seems like the developer went the route of "buff the AI to god mode in a few aspects"
...okaym whoever made Kongo's 15cm secondaries dual-purpose goofed, hard. Those are casemate mounts. They don't even have the elevation to theoretically engage aircraft. The 12.7cms can, because those are the dual-mounts up on the deck.
Hey just a warning (comment I left on another one of these videos as well) when I owned the game for a bit it quickly became obvious that the AI has unlimited resources (my guess is the only thing that’s limiting them is some form of ship count limiter so they can’t hit you with a stack of 4 BB’s) but apart from that they can and will throw task forces at you constantly with no heed for battle points and the only way to beat them is to kill every single ship in that certain class. Stay strong and keep them back! As as soon as I lost one battle it snowballed and I completely lost control of the situation 😔
bring this up to developers on their steam forums
@@djsatane I could be wrong but I believe it has been brought up in the form of reviews and forum messages
Ive been watching several channels play this game and none are experiencing much difficulty.
The AI is so bad at so much of the basics that giving it unlimited resources is the only way to keep it in the running. Otherwise after 10 days, the AI would have nothing but merchants and DDs.
@@dougjb7848 true, my mistake was slamming my surface fleet directly into one of their fleets without whittling it down.
@@deserteaglegaming5290
Good point. The AI for surface combat is pretty competent; ships prioritize dangerous targets and screen or harass with DDs.
I can see how getting into a fight against equal forces could go pear-shaped quickly.
Yes yes yes, fresh food.
Haha
;) i know what you mean budy !
so, how many c3 cargos you have?
US Navy: yes.
The USN was pumping out three cargo/troop ships a day by 1943.
Kuma had her nose blown off, I don't think either Truk or Rabaul had facilities for that - back to mainland Japan she goes!
Lol
to show you the power of flex tape, I sawed the nose of Kuma off
I think Singapore would be the option to be fair, they certainly had the heavy facilities and drydocks to repair such damage.
Actually Truk did have the facilities to effect quite significant repairs because Akashi was stationed there. In fact when IJN Harusame was torpedoed by USS Wahoo she was towed to Truk where she had a false bow both manufactured and fitted by IJN Akashi for the trip back to Japan so they were capable of at least that level of repairs.
Tameichi Hara writes in his book that small to medium repairs were done at Truk everthing else was done at the home island. Mostly they patched the ships together at Truk and then sent them home. IIrc
I don’t think they expected anyone to play as the Japanese because all it seems like the US ai does is convoys that don’t stop not matter how many are wounded or dead
And they send the same (almost) 2 heavy cruiser convoys repeated despite the fact they aren't getting through. Either send a stronger force, or wait until you can send a send a stronger force instead of squandering their forces a little at a time.
But the unlimited Vals is pretty gamey.
@@Nightcrawlerfive the americans have unlimited avengers as first available airfield bomber, and in my opinion thats more OP, as torps one shot smaller units (and some big ones too) and their rockets are super effective anti sub weapons
@@Nightcrawlerfive what the vals suck compare to the us bomber and there destroyers are way better it seems to me like us is easy mode and ijn is hard mode
@@tt-nm3pz the us as surface to surface radar too 😅
@@louis-philippelacharite7201 everyone has radar it just differ in range at least for latest ship, older ship does not have.
You know that you can identify the Pensacola class easily because of the different amount of guns in the main turrets (2 guns for the lower turrets) (3 guns for the Barbette turrets). So at 6:55 didn't actually attacked a Pensacola class cruiser if I'm not mistaken.
You are correct. It's not a Pensacola. A bigger giveaway that it's not a Pensacola is the single rear turret instead of two turrets in the rear. Pensacola has ten guns I. Four turrets and that's a nine gun in three turret ship. I have noticed in a previous video there was another missed classification of a ship that looked like an Indianapolis but he called it something else. Can't recall what
I think your next objective is building up the port at Guadalcanal and have the ships be re-supplied there
Hey Wolf, have you tried “Skip bombing” yet? I checked out the manual and below 900ft (300m) alt, it’ll skip the bombs like a skimming stone. There’s pros and cons obviously
If the Pensacola is CA-35 (Salt Lake City), bonus points for sinking her. That ship's namesake is my home town.
Don’t forget you can always blow ballast and put up a fight even if it’s a small fights my friend
In the case of the Kuma, it would probably have headed back to Truk and then back to Honshu for proper repairs. A slightly less likely alternative may have been to return to Manila for repairs there, but I don't think that there would be substantial IJN infrastructure set up there at that point yet.
34:00 I notice that the reason your Vals tried to turn back over the ships seems to be because that point on the map was the last waypoint they had before you clicked attack. Check out 32:21 and the 34:21.
Maybe I'm mistaken though and they just selected their last position before the attack order.
“Admiral we’re out of cruisers”
The admiral looks up from his paper
“Send battleships then”
Two weeks later.
"We're out of those as well, sir."
@@yurimiyama9825 “have we no carriers?”
@@themecoptera9258 "But sir, they have more carriers and the Yamato in the region now." (See newest episode, not there yet but WP will definitely have them by then LOL.)
@@yurimiyama9825 I don’t want excuses soldier! I want big expensive ships charging into needless danger against overwhelming enemy forces.
The Japanese think there is no way we can manage to lose this war with our indisputable production advantage, but damn if we aren’t trying.
@@themecoptera9258 SIR! With all due respect, the OSS will have you court martialed for this!
You basically realized the wet dream of IJN high command since 1910s: enemy whittled down by constant harassment of light forces and aircraft and finished by heavy forces at night :) The Killer Fish Studio is doing really great job in reinventing the bane of my 1990s youth days, SSI's "Great Naval Battles" series with this new game and I can only hope they will resolutely keep it improved
One thing that I think would be an improvement would be experience points for ships. As the war goes on the crews will get more experience at damage control and their firing accuracy would increase. Keep up the good work my man!! On a separate issue, has anyone had their ships run out of AA flak ammo? Is this a known bug? I haven't investigated it yet..
3:31 - ...as Joe Shmoe makes his way to third shift at the Annapolis shipyards in 1942, where they are finishing their 5th ship THIS WEEK....lol
It's really something to follow the Vals in visually as they do their bombing runs! Those planes were quite vulnerable to AA hits, but they were also very good at putting bombs on the target.
I appreciate you playing the game. The AI seriously needs work. Historically the US was cautious with their carriers at Guadalcanal but with these loses I can't imagine why the haven't reappeared.
Actually, I think the reason for the 1 hour delay where a recently attacked ship can't be attacked for an hour is because time pretty much stands still on the map view whilst you are in battle.. So on the map you can have several battle play out all at the same time no matter how long they take in the tactical view..
To help answer your question on Japanese naval repair capabilities, Rabaul wasn’t much of a repair center but more of a forward operating base. Truk Atoll had the facilities to do some repairs and patchwork. Kure is where they did most of the major repairs and refits.
BUDDY !! I'M Litteraly eating each episode as soon as they ringing the bell !
My favourite time of day......approximately 20:00 GMT........Wolfpack time!!!!
Shogun 2 music, that's the shit, nice
Actually Shogun 1! :D
@@Wolfpack345 Aww, I hoped it wouldn't be in the comments yet so I could flex my Total War knowledge. ;)
@@Wolfpack345 put some of the rising storm japanese themes on (if copyright allows), especially "rising sun"
Man, I really really hope they fix the land based planes. They have gotta make it painful to lose them, and reward you for killing them.
"Second dud torpedo!"
*cries in some 50-60 dud torpedos fired with USN subs*
BuOrd, truly the IJN's greatest ally.
I would be inclined to spend those command points on a CV with some support, depending on what a CV costs. It was aircraft carriers that won the pacific war.
Full-scale Val attacks to damage or sink the destroyers (in the first instance) would have left it clear for your Subs to deal with the Hvy cruisers in relative safety. Also, is this game worth a buy you reckon? (given the bugs)
That was my first reaction: "Damn man, you are planning to send two submarines into that convoy - they will take care of heavy cruisers with easy so use your airforce to sink destroyers first". He lost I-17 only because of bad prioritization decisions...
💯. Vals weaken the destroyer escorts, sub hits the cruisers, and then can survive to pick apart the merchant ships. Do it the opposite way, Vals AND subs attack the cruisers, then you're still left with the destroyers protecting the merchant ships and hunting your sub.
@@Armant.ik this is late, but bad prioritisation was basically what Germany and Japan were good at in WW2, so it’s at least historical in that case lol
Just a thought, how's the idea to kill the DDs first during a submarine attack?
If they killed, probably the other ships are turkey shoot? Not sure how good it will to wait the torp reload on the sub.
And those DDs ended up in a surface engagement with the Kongo nearby... DD torpedo capability (and speed advantage) would seem to make them a priority over cargo. But it all worked out...whew.
"Not looking too good" is your favorite phrase. Every. Damn. Engagement.
Yeah, I think it is a good sequence of words. Glad you share my enthusiasm. I'll be sure to say it more next time just for you.
Also "She's looking... rough!" 👍
Dive-bombing from "the side" makes most sense, because you actually "see more surface area" and thus have a better chance of hitting. Additionally your three bombs are side-by-side and are released at the same second, so they deviate sideways from each other, which kinda makes it "one hit at best" for a head-on bombing run.
Strafing might make more sense from an almost-head-on angle, because this allows you to "run along the ship" and it might even limit some AA fire arcs.
Augusta is pronounce like the month with an added A = August-a
From your nighttime surface engagements it generally seems like the AI is more accurate than you with star shells and gets at least a chance to get several accurate salvos off before you're hitting their ships.. Maybe you'd have more joy in the sunshine with a spotting plane?
Attacking the Americans at night is actually giving them a bit of an advantage, since surface search radar is much more prevalent in the USN over the IJN. That's how they're getting accurate shots off before the Japanese ships have even spotted them
looks like individual Val attacks are better; that was the most bombs you've ever gotten on one target at one time!!!
usually to make sure that my submarine safely escape, is start the leave countdown right after firing my torpedo, so by the time that the count down reach 0 the target usually already sinking and the enemy destroyer didnt have much chance to drop their dept charges.
knowing that wolfpack really like thing as realistic as possible I doubt he will use this trick but who knows
More Wolfpack !!! WE NEED MORE !!!
"The Americans have to be running out of [cargo ships] at this point, right?"
*distant, uproarious laughter from Kaiser shipyards*
I think that a big challenge late game for the IJN is the massive US destroyer fleet. The US has so many they probably can't realistically run out.
Give this man an award for saving Torpedos. lol.
Emergency ballast is also far too expensive to use xD
I love this playthrough!
Also slowing ship on fire will help stop the fire from spending. A bow fire in reality will spend towards the sern going 20 knots
here is an idea for a task force:
2x Shokaku CV (double airstrikes - 24 bombers in one tactical battle)
2x Tone CA (12 spotting planes, each with 1000km endurance)
2-6x Akizuki DD (destroyers literally built for AA support, also are pretty large in tight formations can serve as sacrificial ship for incoming torps)
you´ll get so much air traffic over the ocean you will literally see enemy convoys 300km+ away from Rennel Island and Shokakus kill whatever they set planes upon. Did this yesterday and was amazed how much map control i had. was just covering for a single convoy swinging on the map like a pendulum :D
I actually have been thinking about my future task forces and this is almost exactly what I had in mind. I was going to take:
Shokaku
Zuikaku
x1 Tone class (Probably Chikuma)
x3-4 Akizuki DD
It is still an expensive formation. I want to flesh out my surface task forces a bit more and then I will get this CTF and go on the offensive a bit more.
I have no idea why this, of all RUclips series, I've stuck with religiously, but here we are. Keep it up!
Very good idea to attack the freighters; they take most of cargo and troops. The freighters are much to heavily armed.
Truk would be a very spot on guess as that would be the likely location unless the IJN Repair ship Akashi could pull it off which would be unlikely in the Kuma's case... and if Truk was not capable then they would likely pull her into a dry dock back in Yokosuka....
It seems the dive bombers return to the last waypoint before the attack order. That's why they turn back into the fleet. A solution might be to first set a waypoint across the convoy they are going to bomb and then order the attack. That way they should not do the 180. Worth a try! ;) Oh, and I love your videos. Thank you so much for the entertainment!
I recomand you to atack the enemy ships with the divebombers frontaly and with the torpedo bombers from the side. Also , if you divebomb from the front order the planes to stay in a line ahead formation to enshure 4 hits
I also recomand slowing the divebombers as much as possible to makr the dive straighter . I didnt test this cause i dont have the game so you showldnt take this comment as is bur rather with a acean of salt
Yeah I have explained that it really doesn't work that way in practice in game. Also, I do dive bomb from the front in this episode and every bomb misses.
@@Wolfpack345 sorry for the bad advice , i dont have the game (nither a pc that can run it) and thought it wluld work like in reality . Sorry for the bad advice :((
The naval base at Truk Atoll would be used for repairs in the South Pacific by the IGN during WW2. It was their main naval base outside of Japan.
I find it interesting you've managed to for the most part make japans ww2 sub doctrine workout well, compared to historical.
Got a job interview tomorrow, gonna put on some music and do some prep
Opens RUclips and sees this as the first video
Well I never wanted that job anyway
Good luck! I would prioritize the interview hahaha
@@Wolfpack345 Much appreciated man! This series has been too good though. Keep up the good work!
Ok as much as I like the Series it’s turning into a turkey shoot
I guess it gets more interesting again in a few episodes when the AI runs out of heavy cruisers
@@togamid LET ME AT THEIR BATTLESHIPS!
Great content as always, the developers certainly need to patch in a better escape manoeuvre than flying through the thickest flak...
seems like the best way is line ahead for dive bombers, they seem to stay in formation even in the dive leading to off target bombs.
I took a massive hangover nap while watching war thunder videos and woke up to this. This game looks fuckin cool
Man seeing Kongo shooting those massive guns and the affects of the shock wave was incredible.
Also your next ship has to be a carrier, I mean look at all the damage your doing with the Guadalcanal planes, your reeking them. 🤣
From reading Japanese Destroyer Captain, it seems they typically sent ships back to Japan for major repairs and overhauls.
You sunk the New Orleans class Heavy Crusier then you attacked the Pensacola class Heavy Crusier.
At least he didn't yell "Enterprise!" only to be corrected by the comment section "No you idiot! It's your own flagship."
I always attack with diving bombers in perpendicular approach plotting course. Nice vids , really like it. Keep good hunting.
There is just something about a battleships guns. Really impressive!
I’m proper loving this series!! Pretty much like all this channel but this seems to have a “something “ else!!! 🤷♂️
I some times see that contact isn't established between friendly and enemy surface fleets, I recommend having a floatplane always up near the required taskforce so contact can be established quicker.
Love the shogun total war music. Proper nostalgic!
I think the reason the US Heavy Cruiser kept starting on the tactical map by turning to the left was because it’s rudder was damaged. We know AI damaged ships move on the strategic map at full speed so it keeps showing up with the same damage.
So random historical comment. Most of the damaged ships during the Solomon Islands campaign went back to Truk where the IJN Akashi, the IJN's only purpose designed repair ship, was stationed. The link below is for her Tabulated Record of Movement (TROM) which shows just how busy she was during Autumn/Winter 1942/43:
www.combinedfleet.com/Akashi_t.htm
Man I can't be a jinx because you played this through 2yrs ago it's saying, so I don't have to worry about telling you that I'm about to watch #9 and you haven't lost any ships, much less, capital ships, except for a couple of subs and really not a lot of airplanes either! Excellent. Might even be on the way to winning at 'canal. 👍🤞🙏✌️😎
Not sure if you are trying to make it more difficult or if you are unaware of it, but you can click on the sonar and radar buttons on the bottom of the screen to easily show the enemy on the map to target.
“During the battle”
Love the choice of Shogun II soundtrack. Great stuff!
And just like that, my afternoon plans dropped
Great combined arms, specifically the Zeros drawing fire from TaskForce 17
Dude, you have to make more videos. I love your content and especially this series. I want to watch an episode every day!
They are awfully popular! I am trying to get them out as fast as possible :)
Hell yeah!! Really enjoying this series! Thanks for the quality content!
I'm loving this series!
My strategy here would be to prepare fighting a carrier. So buying more convoys for more and bigger airports and a t3 port in Gudalcanal.would be ideal I think.
Singapore with its drydocks is the nearest major repair center
5:00 Augusta, like gust of wind
These videos are super nice to have in the backround
Absolutely loving this series .
Happy to hear it!
Very nice introduction at the beginning of each video !
the best run thru so far
I Wonder if the game will model the advent of VF fuzes for 5"/38 guns. Historically, these fuzes made US flak murderous at The Battle of Santa Cruz. I also agree that the depth charge depth setting is overpowered.
30:30 that is some World of warships type of drop right there
FeelsGrafZeppelinMan
Impressive! I can`t wait to see another full broad side of the Kongo slamming into one of these poor C3 cargo vessels XD
Every time you hit a button after attacking a target, the sound effect make me think you are lighting up a smoke.
Hahah I thought so too until I heard it on the historical gamer
I've almost caught up. I'm watching a couple of other IJN streams of this game, and while I enjoy them too, yours are the best. Very immersive. Also it's nice that they're in bite-sized instalments, as I don't always have 2-3 hours or more at a stretch.
55:14 "It's only high explosive, i mean" :D
Dang you really had to sink the USS Salt Lake City...my hometown
A man with a Battleship is like the kid having his first christmas gift :O
Trying line formation with planes would help drops on subs with dive bombers.
Starting to get the hang of this game, and I have to say it's a good bit of fun
smart move to go under the Cargo ships.
Staffing runs must be made from stern to bow to land the most hits...long and short shots will hit!
if you are feeling a bit ballsy (or just think that a small surface task force plus air cover is enough to hold Guadalcanal) maybe you could try to do operation MO but without carrier support (so only zeros from airbases and the Bettys from Rabaul)
Having seen your and Tortuga's series. It seems the AI is freakishly good at spotting subs and knowing exactly where they're at all the time.
"Mercy sakes, looks like we got ourselves a KONGO!"
@@Mechanized85 I've already dropped hints for my B-day on the 7th. if not I'll buy it with my tax return.