World of Warships
La Pampas is back in a weird but very costly new event. Basically you exchange a percentage of your accumulated resources - Elite Commander XP, credits, doubloons, steel, and so on - in a cumulative progression in order to eventually reach the Pan-American broken DD. There is a restriction on the amount of resources you can contribute. However, the event is not all it seems. And it's extremely costly; unless you have a mountain or two of resources at your disposal, forget it. Typical WG sales approach: offer with one hand while taking away with the other.
==================================
Today was short grind. Also happens to be the weekend, a trend I hope to continue over the next few months.
The Tier VIII German premium Anhalt is a nice battleship yet requires a different approach to play. Slow in speed and turret rotation. The guns hit well enough when a target is presenting broadside but then that can be said about every other ship in the same situation. The single torp firing arcs gives all-round coverage. Which comes in handy whether yolo-ing and kiting. Reminds me of the Tier IX Pommern.
Fujin is part of that famous trio (Fujin R and Kamikaze) of Tier V premium Japanese destroyers. When it's on, it's on. Yet was reminded how fragile it is (health pool wise) when a rival DD torp nearly wiped me out (too late and lazy to avoid it) with just one torp hit. Low detection and fast torp reload means it's a real threat if opponent is unaware. But you need to keep your distance waiting for the golden opportunity to move in fast, strike, and then flee.
The Tier V US premium Marblehead Lima is sister to Marblehead and basically a clone of the tech tree version, Omaha. Bullying your way into a close quarter fight is a risky endeavour at the best of times for any light cruiser. Staying back using your good HE to start fires and torpedo salvos is the better tactical approach, one I've quickly adopted for this ship whenever grinding with it.
==================================
Another short grind. Targeted goal was the usual three daily coal crates. Along the way, completed the Voyage and GQ Johnny token missions and the Event Pass bonus reward. Played the three 15-pt commanders on the Fujin, Marblehead Lima and Anhalt. A quiet session much appreciated.
==================================
Same outcome as yesterday (above). Fujin reminds me of the yolo-Emilio in that it's fast torpedo reload is very handy. Playing the other two ships from a distance seems the best way to play both.
==================================
The Iserlohn Action
Historical action that took place on 15 April 1941 between an Italo-German convoy and four British destroyers.
Anyway, played this historical scenario. The British force, consisting of two Tribal destroyers, Mohawk and Nubian, and two 'J' class destroyers, Janus and Jervis deployed approaching from the southern table edge.
Their approach from the landward side would initially fool the Italian escorts, the destroyers Luca Tarigo, Baleno and Lampo who had positioned themselves to the open water side.
The convoy consisted of four troopships - Adana, Aegina, Arta, Iserlohn - and one ammunition ship - Saubadia. The entire force was deployed in the north-east corner of the 6' x 4' table.
Objective for the convoy and escorts was to exit the table in the south-west corner. The British aimed to spoil that objective by either sinking all the enemy or forcing them to retire to their embarkation port.
TURN 1 began with the immediate sinking of Iserlohn after being illuminated by starshell from one of the British destroyers. All four destroyers opened fire blasting the hapless troopship into the briny.
TURN 2 saw the Italians react with Tarigo and Lampo swinging about to try to intercept the British threat. Baleno remained with the convoy. However, the British scored a double immediately lighting up Aegina and Saubadia. And suffered the same fate as Iserlohn. Aegina managed to last long enough for the lifeboats to deploy before she too joined her fellow ships sinking into the deep briny.
TURN 3 saw the Italian destroyers finally contact their British opponents. Successful illumination was followed by gunfire and torpedoes. But the targeted British proved harder to hit. With all this happening, the British were momentarily distracted from their aims. However, they were able to reform and move towards the remaining two convoy ships.
TURN 4 was a turn of maneouvre and counter-moves with no attacks on the convoy as both destroyer groups moved into suitable attack positions.
TURN 5 was the last turn as Arta was spotted and once again British gunfire proved deadly. Soon Arta joined the other three ships. At this point, the game ended because the Italians had lost half their total ships, a condition for ending the game.
==================================
Vietnam War slow-grow campaign
Scenario 2: Action at Ca Bong
Table layout. View from northwest (upriver). Ca Bong, objective for the Americans, is in the bottom right quarter.
Another view, this time from the western side of the Song river. Inhabited areas are denoted by black cloth. Fields are carpet squares. Hills are either shaped green scourer pads or grey foam.
Deployment of the lead vessel, a monitor from the Riverine force Team One (Lieutenant Petersen's command) triggers game start. Batrep to follow later on the week. Once done, will setup for the next scenario: Escape And Evasion whereby an SAS team attempts to extricate themselves from a tricky situation. Cheers.
==================================
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.