A look at the new features of Order of Battle: Kriegsmarine
Moderator: Slitherine Core
A look at the new features of Order of Battle: Kriegsmarine
Kriegsmarine is the upcoming DLC for the Order of Battle series and it covers the German Navy’s efforts to challenge Allied superiority at sea. From the shores of the Baltic to the deep waters of the Atlantic Ocean, you will lead a smaller varied fleet of destroyers, cruisers and battleships, submarines, seaplanes tenders and carriers, as well as Marines units specialized in amphibious assaults.
This DLC marks, of course, a return to naval mechanics. The team has put a lot of focus in expanding the naval aspects of the series with Kriegsmarine, and to best represent naval warfare they implemented several new features. Let’s look at them, shall we?
Firing efficiency & Hit avoidance
This new mechanic will completely alter how naval combat is played out in the Order of Battle series. Now both movement and range will play a role in damage calculation.
The mechanics already existing in the game dictate that, in order to maximize your damage output, a ship that moves before firing must keep the same distance between itself and its target at the start of the turn and after the move. Basically, if the range stays the same before and after you move your ship, you will have maximized your firing efficiency as you won’t need to calibrate your guns and present the full broadside to the enemy at all times.
This is now combined with new mechanic: By keeping your ship on the run, you make it harder to hit. The more movement points you spend in a turn, the more hit avoidance you will have, and the enemy will deal less damage to you.
The trick is to try to keep the same range between you and your target when firing, but move as much as you can so that you won’t be a sitting duck! In a larger scale naval battle, the trick is to move as much as possible and outside of the effective range of most enemy warships, while still maintaining the same distance to specific targets for maximum firing efficiency.
New Submarines Mechanics
First off, surfaced submarines are now much harder to spot. Previously, they could be spotted by any surface ship or aircraft as long as they were in visible range. Now, they will only be spotted by adjacent ships: this allows brave submarine captains to take risks and gamble. Surfaced submarines can move at a higher speed to close in on merchant convoys or stalk enemy fleets. On the other hand, while a submerged submarine is slower, it can only be detected by sonar.
We also introduced a limited submersion time: now submarines have a battery which they use when they are submerged. For most submarines, it’ll last 3 turns, although for some later models (like the German XXI) it will last 4. Then, the submarine will have to resurface and recharge the battery for a number of turns.
These new mechanics make submarines way more interactive and interesting to play.
The number to the right indicates the battery duration – how long your submarine is allowed to stay submerged!
Primary & Secondary guns split
We decided to split the primary and secondary armaments for battleships and battlecruisers to more accurately portray these vital ships of the era.
Primary guns can only be fired once every 2 turns. Their range and firepower is far greater, meaning that you want to save that when it’ll truly have a significant impact or when a good target is available. That offers an interesting choice to players and adds depth to naval combat. In addition, the secondary guns armament is often equally effective at close range against smaller enemy ships.
Each ship now feels more unique and specialized as well as historically accurate, and there are big differences between various BB types. For example most BB/BC have destroyer calibre guns (100-128mm) but some like the Yamato are armed with (light) cruiser calibre guns (150mm).
Seaplane tenders
In Kriegsmarine we have an entire new class of units, seaplane tenders.
These allow the German Navy to carry and resupply seaplanes (in fact giving it some sort of “prototype-carrier” capability). While floatplanes and flying boats used to be limited to the reconnaissance role, Kriegsmarine adds new types in the offensive role, including floatplane fighters and (torpedo) bombers.
The ship to the left is the AV Greif: it can carry armed floatplanes (like the Arado AR 196 A-3) and resupply floatplanes and seaplane torpedo bombers (like the Heinkel He 59) alike.
The one to the right is the AV Bussard. It can carry and resupply floatplanes and torpedo bombers!
And more!
Kriegsmarine has a lot more to offer, but we don’t want to give away too much info at once. We’re looking forward to you trying the game and finding all the nice little touches that the Artistocrats left there for you to find. But let’s say bye, for today, with one of my favorite new ships.
Everyone who guesses the name of that ship wins a cookie!
This DLC marks, of course, a return to naval mechanics. The team has put a lot of focus in expanding the naval aspects of the series with Kriegsmarine, and to best represent naval warfare they implemented several new features. Let’s look at them, shall we?
Firing efficiency & Hit avoidance
This new mechanic will completely alter how naval combat is played out in the Order of Battle series. Now both movement and range will play a role in damage calculation.
The mechanics already existing in the game dictate that, in order to maximize your damage output, a ship that moves before firing must keep the same distance between itself and its target at the start of the turn and after the move. Basically, if the range stays the same before and after you move your ship, you will have maximized your firing efficiency as you won’t need to calibrate your guns and present the full broadside to the enemy at all times.
This is now combined with new mechanic: By keeping your ship on the run, you make it harder to hit. The more movement points you spend in a turn, the more hit avoidance you will have, and the enemy will deal less damage to you.
The trick is to try to keep the same range between you and your target when firing, but move as much as you can so that you won’t be a sitting duck! In a larger scale naval battle, the trick is to move as much as possible and outside of the effective range of most enemy warships, while still maintaining the same distance to specific targets for maximum firing efficiency.
New Submarines Mechanics
First off, surfaced submarines are now much harder to spot. Previously, they could be spotted by any surface ship or aircraft as long as they were in visible range. Now, they will only be spotted by adjacent ships: this allows brave submarine captains to take risks and gamble. Surfaced submarines can move at a higher speed to close in on merchant convoys or stalk enemy fleets. On the other hand, while a submerged submarine is slower, it can only be detected by sonar.
We also introduced a limited submersion time: now submarines have a battery which they use when they are submerged. For most submarines, it’ll last 3 turns, although for some later models (like the German XXI) it will last 4. Then, the submarine will have to resurface and recharge the battery for a number of turns.
These new mechanics make submarines way more interactive and interesting to play.
The number to the right indicates the battery duration – how long your submarine is allowed to stay submerged!
Primary & Secondary guns split
We decided to split the primary and secondary armaments for battleships and battlecruisers to more accurately portray these vital ships of the era.
Primary guns can only be fired once every 2 turns. Their range and firepower is far greater, meaning that you want to save that when it’ll truly have a significant impact or when a good target is available. That offers an interesting choice to players and adds depth to naval combat. In addition, the secondary guns armament is often equally effective at close range against smaller enemy ships.
Each ship now feels more unique and specialized as well as historically accurate, and there are big differences between various BB types. For example most BB/BC have destroyer calibre guns (100-128mm) but some like the Yamato are armed with (light) cruiser calibre guns (150mm).
Seaplane tenders
In Kriegsmarine we have an entire new class of units, seaplane tenders.
These allow the German Navy to carry and resupply seaplanes (in fact giving it some sort of “prototype-carrier” capability). While floatplanes and flying boats used to be limited to the reconnaissance role, Kriegsmarine adds new types in the offensive role, including floatplane fighters and (torpedo) bombers.
The ship to the left is the AV Greif: it can carry armed floatplanes (like the Arado AR 196 A-3) and resupply floatplanes and seaplane torpedo bombers (like the Heinkel He 59) alike.
The one to the right is the AV Bussard. It can carry and resupply floatplanes and torpedo bombers!
And more!
Kriegsmarine has a lot more to offer, but we don’t want to give away too much info at once. We’re looking forward to you trying the game and finding all the nice little touches that the Artistocrats left there for you to find. But let’s say bye, for today, with one of my favorite new ships.
Everyone who guesses the name of that ship wins a cookie!
Re: A look at the new features of Order of Battle: Kriegsmar
SMS Schleswig-Holstein near Westerplatte peninsula.
Re: A look at the new features of Order of Battle: Kriegsmar
Zbrozlo wrote:SMS Schleswig-Holstein near Westerplatte peninsula.
Re: A look at the new features of Order of Battle: Kriegsmar
I thought you'd send him a cookie with a registered letterAlbertoC wrote:Zbrozlo wrote:SMS Schleswig-Holstein near Westerplatte peninsula.
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Re: A look at the new features of Order of Battle: Kriegsmar
This is exciting stuff! (The DLC, not the cookie.) Who else agrees with me?
- Bru
Re: A look at the new features of Order of Battle: Kriegsmar
I am!bru888 wrote:This is exciting stuff! (The DLC, not the cookie.) Who else agrees with me?
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Re: A look at the new features of Order of Battle: Kriegsmar
That's one! Who else?kondi754 wrote:I am!bru888 wrote:This is exciting stuff! (The DLC, not the cookie.) Who else agrees with me?
[By the way, this is the Global Announcement thread. I started a discussion, perhaps, in the matching thread in our OOB Announcements forum about how these changes may affect previous DLC.]
- Bru
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Re: A look at the new features of Order of Battle: Kriegsmar
SECONDED (or thirded?) ..... Do have a ? though, search/seaplanes unlimited fuel duration? Still think it should not be as such but just my takebru888 wrote:That's one! Who else?kondi754 wrote:I am!bru888 wrote:This is exciting stuff! (The DLC, not the cookie.) Who else agrees with me?
[By the way, this is the Global Announcement thread. I started a discussion, perhaps, in the matching thread in our OOB Announcements forum about how these changes may affect previous DLC.]
Re: A look at the new features of Order of Battle: Kriegsmar
I'm looking forward to the KM.
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Re: A look at the new features of Order of Battle: Kriegsmar
Erik, don't get so excited! You need to calm down. Think of your health!Erik wrote:I'm looking forward to the KM.
- Bru
Re: A look at the new features of Order of Battle: Kriegsmar
Yeah, who else but Erik would do all the free content while we wait for Panzercor...i mean, Kriegsmarine.bru888 wrote:Erik, don't get so excited! You need to calm down. Think of your health!Erik wrote:I'm looking forward to the KM.
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Re: A look at the new features of Order of Battle: Kriegsmar
With submarines able to stay submerged less time than it take capital ships to shoot two "broadsides",bru888 wrote:This is exciting stuff! (The DLC, not the cookie.) Who else agrees with me?
I'm not too excited.
Re: A look at the new features of Order of Battle: Kriegsmar
One thing that will help subs is that they may only be spotted by a unit next to it when the sub is surfaced.Brenmusik wrote:With submarines able to stay submerged less time than it take capital ships to shoot two "broadsides",bru888 wrote:This is exciting stuff! (The DLC, not the cookie.) Who else agrees with me?
I'm not too excited.
So you should be able to move until you are 2 hexes from a target, fire a torpedo and submerge the next turn before the destroyers come hunting.
Then you have 3-4 turns (I think) to escape while submerged.
It will more important to have destroyers on close escorts now which is a good thing.
Joe, let's try naval skirmish mode after KM has launched. That should be a nice way to test new naval functions.
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Re: A look at the new features of Order of Battle: Kriegsmar
This is awesome news !!
Firing efficiency & Hit avoidance is an excellent development !
Firing efficiency & Hit avoidance is an excellent development !
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Re: A look at the new features of Order of Battle: Kriegsmar
Schleswig-Holstein
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Re: A look at the new features of Order of Battle: Kriegsmar
Well, AlbertoC did say "Everyone who guesses the name of that ship wins a cookie!" so here's the cookie that he awarded above! Luckily, Zbrozlo has not taken a bite out of it yet. Share nice now, you two!Erasermarek wrote:Schleswig-Holstein
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Re: A look at the new features of Order of Battle: Kriegsmar
This past weekend, I was in Philadelphia on family business. I had time to walk around a bit and found myself in the Penn's Landing section of the city, on the riverfront.
Across the Delaware River, I spotted the U.S.S. New Jersey, "the most decorated battleship in US history" according to Wikipedia. It was commissioned and recommissioned four times from 1943 through 1991 and saw action in WWII, Korea, Vietnam, and the Lebanese Civil War.
Even seen from across a major river, this ship knocked my socks off. I had never seen an actual battleship before. Unfortunately, I did not get a chance to go over to Camden, New Jersey to visit her, but it's now on my bucket list.
Why am I saying this here? Well, I have not seen Kriegsmarine yet. Even though battleships were becoming outdated during WWII, the power of a battleship in action must have been truly amazing. If your new battleship graphics come anywhere near replicating this, I will be pleased indeed.
Across the Delaware River, I spotted the U.S.S. New Jersey, "the most decorated battleship in US history" according to Wikipedia. It was commissioned and recommissioned four times from 1943 through 1991 and saw action in WWII, Korea, Vietnam, and the Lebanese Civil War.
Even seen from across a major river, this ship knocked my socks off. I had never seen an actual battleship before. Unfortunately, I did not get a chance to go over to Camden, New Jersey to visit her, but it's now on my bucket list.
Why am I saying this here? Well, I have not seen Kriegsmarine yet. Even though battleships were becoming outdated during WWII, the power of a battleship in action must have been truly amazing. If your new battleship graphics come anywhere near replicating this, I will be pleased indeed.
- Bru
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Re: A look at the new features of Order of Battle: Kriegsmar
following for this direction ( I mean this photos of NEw JERSEY) Maybe in game the Batlleship He could fire one mighty salvo or two less firepower for two another different ships located on both sides of the battleship...it would be good idea I think ....please write what do you think!!!
Re: A look at the new features of Order of Battle: Kriegsmar
Will we ever see this?
Allied and German Helicopter with landing gear in Ground Troop and Aircraft Carrier.
More things here:
http://www.slitherine.com/forum/viewtop ... 2&start=60
Allied and German Helicopter with landing gear in Ground Troop and Aircraft Carrier.
More things here:
http://www.slitherine.com/forum/viewtop ... 2&start=60
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