Actually you could make the enemy fleet blind by Jaming with your EB-6B (they have the "offensive ECM" pod, just click and aim where you want). Then, all the AA controled by radar will be off, so no missles, but the guns still works. So, send the A7s above 10 ou 20k feet and drop the CBU-100 that you have on them. About the BB not responding to your command, first select the cease fired (i do mean cease fire option, not "weapons Tight"), then you can move them again. When they are targeting something, they will move on their own for the best position to use all guns when possible. This works for aircrafts as well.
I'd love to see a modern Iowa class with the 16inch guns replaced by VLS arrays and the 5's replaced with more missile systems. give her 8 CWIS mounts. USS Dakka.
The Block 2 Ticonderoga-class cruisers basically are like that with 122 VLS cells each. If you’ve got a battleship the whole appeal are the big guns for some direct naval gunfire support for amphibious troops (or using the nifty ability of shells to bypass the defences of a modern warship)
I understand the nature of why many of these streamers do not spend the extra time to do research before getting into modern naval warfare strategy. However, what this and similar streamer videos show of these scenario failures is the following: 1. An organized training process is required to play modern naval warfare strategy games well. You can't be like a person put in the control room of a crisis who has zero clue what to do and expect to instinctively mash buttons in the hopes of saving the day. It just doesn't work that way. This goes beyond just the tutorials when they actually get implemented into the game. Tutorials usually teach game mechanics and a "small" amount of tactics and rarely anything about effective strategy. You may eventually learn to play well after a very LONG time of painful persistent failures caused by ignoring training. 2. Critical thinking is required. I would be more impressed if more streamers who didn't know much about the genre, tactics, and strategy more frequently paused the game to stop and analyze things. Not enough of critical thinking going on from what I see.
Fair points, although both him and others would do fine if they got familiar with the tools they're using, without the need of some "formal" training. This game really does require this knowledge, in much the same way Ultimate Admiral Dreadnoughts requires knowledge of past era tools. It's just that past era tools are far simpler and intuitive, where you just have shipbuilding (the game helps you out enough for that) and `gun`.
Having watched the 2 US streamers, one sucks and has done 0 homework, the other has greatly improved. Given his background, I fully expect Munro will prove head and shoulders better, just needs a little learning room.
I'm not commenting on this game, or Munro for that matter, but the best thing is when it's someone's literal full-time job to make videos like this, and they still can't be bothered to do their homework before making videos. *Sometimes* it can be kind of fun to watch someone learn the ropes, but other times (mostly when they're being rather slow) it's maddening. Btw, for me at least, games like this are often doors for learning about real world things. It even ends up being a big chunk of the fun. Like it's cool to play a game, realise you don't really understand about tactics and weapon systems, go and learn about those real world things, and then the game be good enough that your learning actually overlays well onto the game
I know, I discovered this researching if I was using them wrong 😂 Need to petition the devs to add the names rather than just the numbers for poor folks like me who don’t know vintage US aircraft very well 😅
@@Ereshkigal616 yeah I tried them against the SAM sites - I would generously describe their performance as underwhelming (which I believe is historically accurate 😂)
@@Ereshkigal616HARM and Shrike are two different missiles. HARM is a much better anti-radiation missile and can actually be used against ships effectively to take out their air defense radars
BTW...Intruders are the A6...the EA-6 are Prowlers and the A7 is the Corsair II.
Actually you could make the enemy fleet blind by Jaming with your EB-6B (they have the "offensive ECM" pod, just click and aim where you want). Then, all the AA controled by radar will be off, so no missles, but the guns still works. So, send the A7s above 10 ou 20k feet and drop the CBU-100 that you have on them.
About the BB not responding to your command, first select the cease fired (i do mean cease fire option, not "weapons Tight"), then you can move them again. When they are targeting something, they will move on their own for the best position to use all guns when possible. This works for aircrafts as well.
Helpful! Thank you ☺️
So looking forward to you producing more on this game. Badly needs Royal Navy/RAF including.
I'd love to see a modern Iowa class with the 16inch guns replaced by VLS arrays and the 5's replaced with more missile systems. give her 8 CWIS mounts. USS Dakka.
The Block 2 Ticonderoga-class cruisers basically are like that with 122 VLS cells each. If you’ve got a battleship the whole appeal are the big guns for some direct naval gunfire support for amphibious troops (or using the nifty ability of shells to bypass the defences of a modern warship)
@@BrotherMunro Ok maybe one rail cannon...For Dakka's sake I was hoping for the once proposed arsenal ship.
@@BrotherMunro- but what about a BBG? :D
Maybe even a BBGN...
@@cesarespinozaspain now electromagnetic accelerated artillery is a really cool idea
4:58-5:13 "Temper, temper!"
Trying to end the war with one salvo, haha.
And you launched all your Shrikes in anti-air mode, should have been surface attack to attack their radars!
I understand the nature of why many of these streamers do not spend the extra time to do research before getting into modern naval warfare strategy.
However, what this and similar streamer videos show of these scenario failures is the following:
1. An organized training process is required to play modern naval warfare strategy games well. You can't be like a person put in the control room of a crisis who has zero clue what to do and expect to instinctively mash buttons in the hopes of saving the day. It just doesn't work that way.
This goes beyond just the tutorials when they actually get implemented into the game. Tutorials usually teach game mechanics and a "small" amount of tactics and rarely anything about effective strategy.
You may eventually learn to play well after a very LONG time of painful persistent failures caused by ignoring training.
2. Critical thinking is required. I would be more impressed if more streamers who didn't know much about the genre, tactics, and strategy more frequently paused the game to stop and analyze things. Not enough of critical thinking going on from what I see.
Fair points, although both him and others would do fine if they got familiar with the tools they're using, without the need of some "formal" training.
This game really does require this knowledge, in much the same way Ultimate Admiral Dreadnoughts requires knowledge of past era tools. It's just that past era tools are far simpler and intuitive, where you just have shipbuilding (the game helps you out enough for that) and `gun`.
Having watched the 2 US streamers, one sucks and has done 0 homework, the other has greatly improved. Given his background, I fully expect Munro will prove head and shoulders better, just needs a little learning room.
You forget that this ain't the fulltime jobs for some of them, they've got kids and "real" jobs to spend their time on.
I'm not commenting on this game, or Munro for that matter, but the best thing is when it's someone's literal full-time job to make videos like this, and they still can't be bothered to do their homework before making videos. *Sometimes* it can be kind of fun to watch someone learn the ropes, but other times (mostly when they're being rather slow) it's maddening.
Btw, for me at least, games like this are often doors for learning about real world things. It even ends up being a big chunk of the fun. Like it's cool to play a game, realise you don't really understand about tactics and weapon systems, go and learn about those real world things, and then the game be good enough that your learning actually overlays well onto the game
Does Sea Power have in-game tutorials? Or how will we learn the ins and outs of missile warfare?
No tutorials yet! I might do some how to videos when I no longer suck at it 😂
Tutorials are planned to be in game at release.
@@bobtank6318 I would imagine so yes 😄
"Command: Modern Operations" is a tutorial.
@@BLMVDV Lol. Lmao even.
This game looks ten times easier to get into than CMO. No obtuse UI or inexplicable unit behavior to deal with.
Comedy gold. Thanks
Vampire Vampire Vampire is my favorite part
Why aren’t your A-7’s with the Shrikes at altitude prior to launch?
The "Intruders" are "Corsairs"!! :😉
I know, I discovered this researching if I was using them wrong 😂 Need to petition the devs to add the names rather than just the numbers for poor folks like me who don’t know vintage US aircraft very well 😅
dude you play better than anyone else with an early access copy, did you play Janes Fleet Command back in the day??
Harpoon!
@@BrotherMunrohe'll yeah borther
1:10 Dangerous Straits, not Dangerous Straights.
See there’s my dyslexia 😅
I see scenarios from all over the world. Is it possible to create scenarios anywhere on the planet or does this game have dedicated maps?
Anywhere you like!
😍
does your fleet move?
Yes but surface ships are very slow (also the path finding isn’t great so they don’t like going through narrow straights)
AGM-45s are kinda ass and are especially bad in the antiship role.
Certainly by the mid 80’s when this scenario is set
@@BrotherMunro Yeah, the Shrike is a HARM, and meant to hit radar etc. They each carry about a ~150lb warhead.
@@Ereshkigal616 yeah I tried them against the SAM sites - I would generously describe their performance as underwhelming (which I believe is historically accurate 😂)
@@Ereshkigal616HARM and Shrike are two different missiles. HARM is a much better anti-radiation missile and can actually be used against ships effectively to take out their air defense radars
Good for knocking out sensors, and really good to pair with other weapons, as the harms will generally be taken as priority engagement targets