![]() Torpedoes no longer stray from the target but can take several turns to reach it, depending on the distance they can also be fired in volleys in several directions. Destroyers are now more effective at anti-submarine warfare. Disengaging from a battle now covers the ship in smoke, which obscures it, preventing accurate weapon locks (making it that much harder to keep enemy ships from escaping). Additionally, only one side (the Royal Navy) has carriers. After all aircraft have finished their strikes (or have been shot down by AA defenses), they need to be recovered (1 turn) to start the cycle again. Before performing air strikes, carriers now have to ready and launch fighters and/or bombers (2 turns). Subsystem Damage is in full effect, and successful and powerful hits on particular parts of the ship can result in damage/destruction of that system, turrets being the obvious target. ![]() However, new ships of the same class can be purchased for Renown points (if available some classes only have a few ships). Ships can now be permanently lost during campaign missions, if sunk or damaged sufficiently enough to be scuttled. A ship with enough holes below the waterline can still sink even if it still has HP, and successful torpedo hits are very good at doing that.Ītlantic Fleet revamps the graphics, modifies the game mechanics, and adds several game modes. ![]() Critical Existence Failure is averted to an extent by ships losing speed, have reduced anti-air defenses, and start taking on water if damaged in certain areas. Ships can disengage by selecting that option during the movement phase three times (no action is possible during this), but only if their speed is at least 10 knots. Carriers are unable to carry out flight operations at night. There are no fighters to attack or defend other aircraft. Carriers can launch three types of air strikes: bombing runs, torpedo runs, and Kamikaze runs (Japan only). Not all turrets might be able to aim in a particular direction. Guns are fired by setting the desired direction and elevation. During the action phase, the ship can fire (most ships), perform air strike operations (carriers), or deploy superweapons (late in the game, once per mission). During the movement phase, the ship can maneuver. A ship's turn consists of two phases: movement and action. During the turn, each ship is controlled in order. The maximum number of ships the player can bring into any battle is 3.ĭuring battle, the player controls one of the sides. The player can buy and upgrade ships of different types with Renown points earned by completing missions (points are given for sunk enemy ships and are taken away for heavily damaged or lost own ships). The missions start with anti-merchant shipping operations (pretty easy, since they don't shoot back) and escalate to, eventually, battleship and carrier engagements. There are also missions that involve destroying island bases, while under attack by enemy air forces. Most missions have the same goal: sink the enemy ships. The IJN has excellent torpedoes, Kamikaze aircraft (including the Ohka superweapon), and the mighty Yamato.ĭuring the campaign, the player goes through missions one-by-one. For example, the US Navy has submarines, stronger aircraft, and, eventually the atomic bomb with poor torpedoes as a disadvantage. Each side has advantages and disadvantages. The American campaign is generally recommended for first-time players, as it is easier. In the first game, the player picks a campaign for one of the sides and certain settings affecting the difficulty level (e.g. ![]()
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