7/6/2023 0 Comments Gott strafe englandWith the arrival of the American 6th Battle Squadron in late 1917 the margin will be too large for the Germans, and inactivity in port will make the High Seas Fleet rot from within and eventually succumb to spreading revolutionary propaganda. ![]() From 1916 on your 15 inch gunned ships will arrive in numbers the Germans can never hope to match. Offensive mining in the German Bight can also be a useful tool. Use submarines to warn of and take a toll of German sorties. The number of available submarines will peak in 1916 during the pause in unrestricted submarine warfare, and the arrival of minelaying submarines in spring 1916 will enable you to create interesting traps for the British.Īs the British, you must keep the German navy bottled up and thwart raids on the East Coast while avoiding being beaten in detail. A problem is that the off and on of the submarine campaign against merchant shipping will heavily influence the number of submarines available to support fleet operations. From 1916 on you will be massively outproduced by the British. Do not waste this chance through timidity and weak leadership as the Germans did historically. Your best chance is probably in 1915 as your new dreadnoughts of the König class become operational while the superdreadnoughts of the great British building programme are still on the stocks. Attacking British shipping along the East Coast or layng mines in the shipping lanes along the coast can earn you points for sunk merchant ships, as well as provoke a reaction by parts of the Royal Navy. With over 900 ships and submarines and more than 200 weekly turns, this campaign portrays this truly epic struggle between the largest dreadnought battlefleets the world as ever seen, while not neglecting the importance of mines and submarine warfare.Īs the German side, you must whittle away at British strength by using mines and submarines and try to bring isolated parts of the British fleet to action until you can face the Grand Fleet on equal terms. ![]() ![]() This is the full North Sea campaign 1914-1918 between Germany and Great Britain. On the other hand, being the underdogs, the Germans need to pull the proverbial pants down, kick the Brits in the balls hard, scurry back to port until they have bled the Royal Navy enough to equalize the odds for the famous Der Tag, the cataclysmic battle where they will destroy the hated enemy and wrest the trident of the seas away from its bloodied hands. The Royal Navy is so superior to its opponent in this time period that all it needs to do is to keep the status quo, not be caught with its pants down and keep the Kriegsmarine bottle up in its ports, major victories are optional and not necessary. This is the campaign we will play.Īs should be obvious from the tittle, we will play as Germany. The 1904-1905 Russo-Japanese war (Tsushima and T-crossing oh my), the Baltic campaign of 1914-1918 (the Russo-German naval scrap that no one cared for and whose most important result was the SMS Magdenburg running herself aground all of its own accord and revealing to the Russian and the British the German cipher codes) and the main event: the conflict in the North Sea from 1914-1918 across which the two most powerful navies of the world stared at each other for the duration of the conflict and during which all naval afficionadoes of the world where deprived of a proper apocalyptic battle (although Jutland comes quite close to it and is quite a fun battle to read about). There are several campaigns to chose from. This leads to the great difference that you just won't know what's at sea out there, if you're outnumbered or if that little cruiser squadron is all alone or followed by the whole of the enemy fleet. Once you've picked a campaign (more on that later) you have a fixed navy, there is only one theater of operation and each turn you'll manually send out your selected squadrons on operations and missions you've picked yourself and you'll have to lead your ships out from port, towards their objective and (hopefully) back home. They share the same combat engine but whereas in RTW you were an Admiral leading his navy through 25 years of history and designed and built your fleet, picked fights against other nations and fought it out in RNG generated battle where you had little to no influence on your force composition, the focus of SAI is on the operational side of things. For those familiar with Rule The Waves (like me thanks to Dayyālu Russian LP) this is its predecessor.
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