For Ultimate Admiral: Dreadnoughts players, this is an 100% walkthrough guide, with all basics of the game explained as well, let’s check it out.
How to win the campaign:
You win the campaign by either forcing the opposing nation to want to make a peace treaty, or by getting the opposing Naval Director fired for overspending.
Destroying warships, sinking transports, and building a massive disparity in tonnage are all effective ways of forcing the AI to capitulate.
World Map:
The strategic map has several things you need to know about. You will have a battles alert prompt showing up on your left side. This is a white box that reminds you of battles you can choose to fight. You don’t have to fight them and there is currently no penalty for no fighting them.
You will see a name of different seas and oceans on the map. These different oceans are separate battlespaces. If you put your ships in say the North Sea, then those ships with match up primarily against ship the ships the AI has placed in the North Sea. This is also important for “Power Projection” and beginning of turn transport losses. beginning of turn transport losses is a factor or relative “Power Projection” compared to your opponent and is calculated for each battlespace. If you have lots of Battleships (Thus lots of Power Projection) in a battle space and your opponent does not, then you will not they will quickly begin to lose transports.
Finance screen:
The Transport slider is more involved. If your transport % drops below 100% you will incur an economic penalty. This will reduce the funds available each game turn. Increasing the transport slider adds more transport % (you can go over 100%). This is capped to 200% and if you reach that far then the game will automatically reduce the funding to transport for you.As a rule, you want to max crew training and Transport %. You want to always be increasing your shipyard size. You will want to use whatever funds you have left over for research.
As of the release shipyard size increase, cost and time are all related in a linear fashion. There is no benefit in building big increases vs small increases. One trick I use is to look at my research screen and fleet screen to figure out when I want to build a new set of ships (due to research finishing or ships being completed). If that’s 8 Months out, then I will build whatever shipyard increase 8 months gets me.
Never underestimate the power of small increases in displacement on your ship on your ships combat utility.
Fleet screen:
This is where you can see a list of Active, Building, and Repairing ships. Clicking on the titles allows you to sort the list according to tonnage or build date etc. You can also ‘Scrap’ obsolete ships on this screen. There are several things to note on this screen.
On the lower left is an “Add Crew” button. Ticking this will ensure that your ships will replace their casualties after each battle. I am uncertain why this is not ticked by default. You should always thick this for each Campaign.
A ship ‘In Being’ spends its time in port and on local patrols. it’s cheaper on a monthly basis but is less likely to get in battles.
A ship in ‘Sea Control’ status costs more to operate per month but is more likely to get in battles. I believe that there is also a “Power Projection” bonus for being in this state too. I haven’t been able to verify this.
There is actually a third, hidden state called ‘Mothballed’ this is when you set the crew to ‘0’. ‘Mothballed’ ships do not participate in any battles or contribute to ‘Power Projection’. this is a useful state to use if you want to scrap a ship but are not sure if it’s a good idea first. Put it in Mothballs for a couple of months then scrap it.
‘Mothballed’ is a useful state for the late German campaigns as your always having do downsize your BB fleet to pay for new BB’s, but you are wary about downsizing too fast.
Research screen:
This screen is self-explanatory. The only major point is that focusing on research decreases the time to completion of 1 research BY INCREASING THE TIME TO COMPLETION OF ALL OTHER RESEARCH. It’s actually detrimental to your general technological level to use research focusing. The only time I use it is when I am trying to line up several technologies with a new building phase.
Key technologies to research are “Engines” (more HP/ Ton means more displacement for other stuff), “Hull Strengthening” (New BB hull types), and “Armor Quality” (Increased armor multiplier make armor more effective for any given thickness, it also lightens armor so you get more displacement for other stuff)
Battle tips:
A good way to find the enemy fleet at the beginning of a battle is to use the AI to find enemy warships, this is hotkey 1 from memory.
The AI does not do a good job of picking shell type. You should do that for it. As a rule-of-thumb HE should be used when you can’t penetrate reliably (long range against enemy ships. The goal is to cause fires here) or when you’re constantly over penetrating (this will increase alpha damage).
One of the reasons your ship might be sailing around not firing is due to the turret turn rate. This is especially the case for your destroyers, as they often make lots of sharp turns when dogfighting transports and other destroyers, or just prior to making an torpedo attack run. Trust me nothing is more infuriating than making the perfect run up to an enemy ship, an having nothing happen. Be aware that turrets will only fire when facing an enemy and that upgrades that increase turret turn rate seem to benefit torpedo launchers too. You should set your torpedo launchers to “safe” a little bit before you finish the run in. that will start the torpedo turrets tracking whilst getting them to hold their fire.
The AI does a great job at tracking ships that you have a good probability to hit. Leaving your ships to decide who they are going to fire against isn’t the worst idea in the world. You can still order your ships to concentrate on cripples or focus on an incoming torpedo equipped ship with unfavorable engagement geometry.
There are 2 types of engagement geometry: 1 for ships fighting a gun engagement against each other. The other is for ships fighting a torpedo engagement against each other. In this case I am using the term ‘engagement geometry’ to describe the position and heading of two opposing ships relative to each other. Many of you will have heard the phrase “crossing-the-T”. That is a type of engagement geometry. Funnily enough the dev’s have already figured engagement geometry out (based on AI tactics)
“Crossing-the-T” is a suboptimal tactic for turreted and armored ships. The most favorable Gun engagement geometry for you will be to have an angled ship, that is still capable of firing all its guns broadside. You will be closing or retreating from the enemy ship on an oblique angle.
A torpedo armed ship that has its stern facing your bow has far more attacking options than one whose bow is facing your stern. The fact that early torpedo armed craft often have their torpedoes firing in the stern arc makes this especially the case. Just turn away from torpedo armed ships attempting to overtake you. The most favorable torpedo engagement geometry has your ship ahead and turning away from you opponent
A ship that has a “Radio Direction Finding” subsystem mounted will get a pulsing green arrow under it in the battle screen. This will show the direction to enemy ships
Ship types:
BB – This is the single most useful ship type. You can literally beat all the current campaigns by building only battleships. They have the highest tonnage hulls, are easy to increase the displacement. Carry heavy guns and can have the highest “Power Projection” when compared to any other hull
BC – Battlecruisers seem unusable in this build of the game. I have been unable to get them into missions the let me bully cruisers, no matter how much research I put into “Naval Communications”. Indeed they only seem to show up in capital ship bouts. And no BC wants to fight an equivalent BB. These ships offer little that can’t be gotten elsewhere and are effectively worthless in this build of the game. leave them in the ship design screen.
Cruisers – These ships are more likely to show up in transport hunting missions. You don’t have to take them. But a couple wouldn’t hurt. After you get deck torpedo launchers for cruisers this will be your primary torpedo launching platform. Indeed the 1920-1930’s campaigns will be full of AI cruisers launching spreads of up to 20 torpedoes against your ships.
Escorts- these are your initial torpedo launch platforms in the early game. They’re also the second-best ship type in the game after Battleships. This is because they cost little money or victory points and they can cause enormous damage to ships that cost much more than them. As you begin to play the later campaigns you will see that these are less useful torpedo platforms than your cruisers. They simply can’t carry the same number of torpedo turrets as later cruisers.
A fleet mix of 10 Escorts, a couple of Cruisers and as many Battleships as you can build offers an enjoyable way to complete a campaign.
Ship Construction:
The lightest funnels are typically the most weight efficient way of maintaining engine efficiency.
‘Balanced rudder’ tends to be the best choice of rudder. After all the only thing heavier than a late game tower is late game torpedo defenses. And dodging torpedoes is a lot cheaper on displacement than high tier torpedo defense.
Often the best Main Tower is not the heaviest one. This is especially true in the later campaigns, where upgrades will make the main tower one of the largest sources of weight for your ships.
In the Pre-dreadnought era, the chance of plunging fire is almost non-existent. Set fore, main, aft deck, turret and casemate roof armor to 0.1 (this ensures there is armor there in case the game code decides to treat 0 armor differently to armored sections).
Escorts should always be built for maximum maneuverability, speed, turret mobility and flooding resistance.
Capital ships should be built with long range and power projection in mind. It is their tonnage and power projection that will win you the game.
In the earlier game, very small caliber guns are useful due to their low weight and are semi competent at usual combat ranges. In this era Escorts have little capacity to absorb damage. Massed 2-inch fire is usually enough to get them to abort their torpedo runs. Do not rely in this for later campaigns. Gun accuracy will only go up and 2-inch alpha is too low (their fire chance is low too) to manage to reliably defend your capital ships.
Recommended Pre-dreadnought:
Set Range to maximum. This seems to increase the “Power Projection” of the hull and increases the probability that it will become involved in battle.
Mount a 12-inch double turret at each end of the hull. Mount 2-inch casemates in all applicable locations. Attempt to mount secondary 2-inch guns to the area behind the rear tower. Mount broadside underwater torpedo tubes
Mount all the upgrades you can. I recommend a minimum of ‘Balanced rudder’, ‘Compound armor’, ‘Barbette 1’, ‘Heavy Shells’, ‘Reduced shell load’, and ‘enhanced reloading’.
Use Speed as your dump stat, Use Armor if your still overweight. Use bulkheads after that. One Bulkheads have dropped to “standard” then use range as a dump stat.
Do you remember me saying that “Never underestimate the power of small increases in displacement on your ship”? yeah, you’re going to use the displacement increases to increase your dump stats (keep adding 2-inch guns where you can).
Recommended Torpedo boat:
The best torpedo boat is a little micromanagement intensive. Add the lightest tower and the lightest funnel to the hull. Add one 2-inch gun to the front most mount on the hull. There should be enough room for two 1-tube torpedo launchers. Set ‘Minimum Torps’, Light Shells’’, ‘Minimum Shells’, ‘Enhanced Reloading’ Spend the rest of your displacement on speed.
If you’re not interested or uncertain about your ability to micro, that’s ok; Delete the 2-inch gun and one torpedo launcher. Set ‘Standard Torpedo Load’ and add two 4-inch guns, one before the tower one after the tower. Again, speed is your friend here.
Nations:
The UK:
tends to start with a larger shipyard and has a larger naval budget – the easy version. This will likely become much harder as France and the imperial possessions are added in. the UK will have a large navy, but that navy will be spread out.
Expected playstyle
Germany:
tends to start with a smaller shipyard and has a smaller naval budget – the hard version. Beating the later campaigns really requires a focus on building only battleships and keeping them in the North Sea. This will become a little harder as Russia is added in. Germany will have a smaller navy than the UK but that navy will be more concentrated.
Late German Cruisers include Barbettes in their towers. Expected playstyle
French Empire:
Yet to be added in the campaign
Expected playstyle
United States:
Yet to be added in the campaign
Expected playstyle
Good Armour and Fore Control, likely due to Cage Masts, early access to rangefinders
Russian Empire:
Yet to be added in the campaign
Expected playstyle
Austro-Hungarian Empire::
Yet to be added in the campaign
Expected playstyle
Italian Empire:
Yet to be added in the campaign
Expected playstyle
Empire of Japan:
Yet to be added in the campaign
Tropedo sponsons in Heavy Cruiser hulls Expected playstyle
Spanish Empire:
Yet to be added in the campaign
Expected playstyle
Chinese Empire
Yet to be added in the campaign
Expected playstyle
Campaigns:
1890 Campaign: This is a tutorial campaign. Maximize all 3 finance sliders, keep upgrading the shipyard, use the recommended ships and fleet mix above and have fun.
1900 Campaign: – This is just an extension of the 1890 campaign. You may need to cut funding to research from time to time to keep in the green. You can start to use Brandenburg class type hulls. You should consider 2-inch secondaries as ineffective for this campaign.
1910 Campaign: this is an intermediate campaign. You will likely find that you will have to actively manage fleet size and funding allocations in this campaign.
1920-1930 Campaign: These campaigns draw in on all the things you have learned from the prior campaigns. It will be typified by destroyers launching 4+ torpedoes per wave and cruisers launching up to 12+ torpedoes per wave. As stated above your cruisers will form the main torpedo force. Your escorts should focus on keeping the engagement away from your own capital ships and should attempt to bait opposing ships into launching their own spread of torpedoes against them. Gunboat escorts work well in this era
Known Bugs/ Bad Features
-torpedo equipped craft not aggressive enough when under AI control.
-no torpedo avoidance AI
-ships sometimes remain under AI control even when AI is switched off
-extremely difficult to get good matchmaking for BC in the campaign.
-sometimes the AI will fight on despite a peace deal being signed.
-one or more ships getting locked into a straight line due to trying to avoid a collision with each other.
-Add crew is turned off by default (in the Fleet screen).TBC
My thoughts
TBC
First ever guide. Feel free to use parts of the guide to make a better guide. but please reference my work. Apologies for the dyslexia
Increasing armour quality, Increasing engine technology, or changing the fuel types are all ways of minimising (t) in exchange for ($)
if you expect to win the scenario using guns then having a well trained crew is important. having a poorly trained crew can drop your accuracy by almost half.
sometimes its worth taking a little less trained crew in exchange for another ship. its your call on whether you think the extra firepower justifies the reduction in accuracy
Naval Academy (1-10)
– Balanced Gun Techs
– You want ‘Veteran’ crews
– Dump Stats are ‘Bulkheads’ and ‘Speed’
– ‘Picric Acid 1’ and ‘Enhanced Reloading’
– you want lots of heavy guns
– Drop down to half speed during the battle to get an accuracy buff02. First Turrets: USS Monitor
– More Funds (you want 2 ships for this, it increases the chance of having one firing broadside when it attempts to flee from your first ship)
– Speed 7 knots
– Max bulkheads
– You want ‘Veteran’ crews but if you need to drop down to ‘Seasoned’ to get 2 ships then do that
– Heavy shells
– One Single 12-inch guns the middle of the ship
– 0.1 Deck and turret top armour
– Set your ships to go line abreast with moderate to loose spacing
03. First Casemates: CSS Virginia
-Firepower Tech
– Speed 10 knots
– Standard bulkheads
– You want ‘Veteran’ crews
– Superheavy shells
– ‘Picric Acid 1’ and ‘Enhanced Reloading’
– 0.1 Deck and turret top armour
– 10-inch main guns, 7-inch bow chasers
– try and bow tank. read my notes on Gun engagement geometry
04. Gun basics 1
– Balanced Gun Techs
– Speed 20 knots
– Standard bulkheads
– You want ‘Veteran’ crews
– 0.1 Deck and turret top armour
– One Double 12-inch guns at each end
– ‘Picric Acid 1’ and ‘Enhanced Reloading’
– Heavy shells
– Switch to HE. read my notes on Gun engagement geometry
05. Gun basics 2
– Optimise Main Gun Tech
– Speed 23 knots
– Max bulkheads
– You want ‘Veteran’ crews
– 0.1 Deck and turret top armour
– One Double 13-inch guns at each end
– Don’t use underwater torpedo tubes, the AI will switch to fleeing. you don’t want that annoyance
– 7-inch casemates
– Heavy shells and ‘Enhanced Reloading’
– Casemate armour is your dump stat
06. Speed basics 1
– Mixed Technologies
– Displacement 2751 t
– Speed is dump stat. I got 29.3 kn
– Min bulkheads
– Balanced Boilers
– Geared turbines 2
– No armour whatsoever
– Front and Rear tower I
– 3 Angled funnels
– One 4-inch gun mounted on the back
– Light shells and Reduced shells ammo
07. Speed basics 2
– Optimise Maneuverability
– Displacement 3500 t
– Speed is dump stat. I got 30.4 kn
– Many bulkheads
– Forced Boilers
– Geared turbines
– 2-inches of bow belt, 0.5 inches main belt. No other armour whatsoever
– Front and Rear tower IV
– Three Bow 5-inch guns all side-by-side, two 3-inch chaser casemates
– Four Middle 5-inch guns
– Four Stern 4-inch guns
– 4 Standard Funnels
– Light shells and Reduced shells ammo
– ‘white powder’, ‘Picric Acid 1’ and ‘Enhanced Reloading’
– Coincidence rangefinder I, don’t use the Stereoscopic as you will be fighting at close range.
– this will likely be your first introduction to the AI using torpedos. be careful and don’t get too close
08. Torpedo basics
– Optimise Torpedo Propulsion
– Speed is dump stat. I got 35.9 kn
– Max bulkheads
– Induced Boilers
– Triple Expansion engines
– No armour whatsoever
– One Bow 2-inch gun
– Front tower I
– 4 Standard, very small, Funnels
– Three deck Torpedo Tubes
– Light shells, Reduced Shell and torpedo ammo
– ‘Oxygen torpedo propulsion’ and 17-inch torpedo
– I got 6 ships, set torpedo AI to ‘Safe” and begin your runs in line astern
09. Battleship vs Torpedo Boats
– Optimise Secondary guns
– Displacement 16500 t
– Speed is dump stat. I got 28.1 kn
– Balanced Rudder
– 1-inches of Gun side plate as well as bow and aft belt, 9 inches main belt and conning tower. 0.1 Deck and turret top armour
– Front and Rear tower V
– One Double 9-inch guns at each end
– Fill in 6-inch casemate slots
– Fill in 5-inch casemate slots (some gun mounts have a maximum size)
– 4 Standard Funnels
– Light shells and Reduced shells ammo
– ‘Enhanced Reloading’
10. Pre-dreadnought conflict
– More Funds
– Battleship I hull
– Displacement 17000 t
– Speed is dump stat for tonnage. I got 23.5 kn.
– Crew Training is dump stat for money I got 3 ships.
– Balanced Rudder
– Compound armour and Barbette I
– 0.1 Deck and turret top armour
– Front and Rear tower V
– One Double 12-inch guns at each end
– No casemates
– 6 underwater torpedo tubes, 3 each side
– 2 Funnel with boats
– Heavy shells and Reduced shells ammo
– ‘Enhanced Reloading’
Naval Academy (11-20)
11. Defeat the Semi-Dreadnought
– Guns and Fire Control
– Battleship III hull
– Displacement 12000 t
– Speed is dump stat for tonnage. I got 27.3 kn.
– Crew Training is dump stat for money I got 2 ships with 100 Veterans.
– Induced Boilers, Multiple Expansion Engine and Balanced Rudder
– Krupp II armour
– 0.1 Deck and turret top armour
– Front tower I and Rear tower V
– One Double 13-inch guns at each end
– No casemates
– Two Double 5-inch guns on each side
– 2 Standard Funnels
– Heavy shells, Increased shells ammo, White powder, TNT II, AUTOLOADING
12. Sink the Raiders
– Boost Firepower
– Battleship III hull
– Displacement 14000 t
– Speed is dump stat for tonnage. I got 28.5 kn.
– Crew Training is dump stat for money I got 2 ships with 100 Veterans.
– Induced Boilers, Multiple Expansion Engine II and Balanced Rudder
– Krupp II armour
– 0.1 Deck and turret top armour
– Front tower V and Rear tower IV
– One Double 13-inch guns at each end
– No casemates
– Two Double 6-inch guns on each side
– 2 Air Intake Funnels
– Heavy shells, Increased shells ammo, White powder, Picric Acid III, Semi-auto
– Coincidence Rangefinder III
13. Undefended convoy attack
This is a hilariously fun mission and shows how cool BC’s can be if the dev’s can fix BC matchmaking
– Guns and Fire Control
– Battlecruiser I hull
– Displacement 17500 t
– Speed is dump stat for tonnage. I got 37.8 kn.
– Crew Training is dump stat for money I got 2 ships with 100 Veterans.
– Natural Boilers, Multiple Expansion Engine I and Balanced Rudder
– Krupp II armour
– No Armour, at all.
– Advanced Tower II (Enhanced) and Rear Tower III
– Two Double Superfiring 10-inch guns at the bow (you may need to push the first turret forward)
– Two Double 10-inch guns on each side
– One Double 10-inch gun Behind the elevated island thing
– One Double 10-inch gun at the stern
– No casemates
– Two Small Funnel I’s
– Light shells, Reduced shells ammo, Cordite I, Picric Acid II, Electro-hydro turrets, Autoloading guns.
– Coincidence Rangefinder II
Enjoy a quick victory and all the Dakka
14. Armed convoy attack
-Guns and Fire Control
-you could legit use the ship from above
-remember the mission is to kill the transports
-if you’re struggling then delete a turret and add belt armour
15. Destroyer Attack
– Shells and Torpedos
– Destroyer IV hull
– Displacement 1550 t
– Speed is dump stat for tonnage. I got 33.8 kn.
– Crew Training Balanced for ships. I got 5 ships with 36 Trained Crew.
– Forced Boilers, Turbine Engines, Aux. Engine I, Shaft I and Balanced Rudder
– Krupp III armour and Anti Flood I.
– No Armour, at all.
– Advanced Tower II (Enhanced) and Rear Tower III
– Two 5-inch guns at the bow (one superfiring on a Average barbette)
– One Standard Funnel (Small)
– Light shells, Reduced shells ammo, Triple Base Propellent, TNT III, Electro-hydro turrets, Enhanced Reloading guns, Oxygen Propulsion, 24-inch Torpedos
– Coincidence Rangefinder II
16. The Power of Dreadnoughts
– Boost Technology
– Battleship II hull
– Displacement 12500 t
– Speed is dump stat for tonnage. I got 24 kn.
– Crew Training Balanced for ships. I got 4 ships with 85 Veterans.
– Geared Turbine Engines and Balanced Rudder
– Krupp IV armour.
– Front and Rear Tower V
– One 15-inch Triple Turret at the bow
– One 15-inch QuadTurret at the Stern
– Two Standard Funnel.
– Heavy shells, Autoloading Guns
17. Battlecruiser vs Dreadnought
– Enhance Firepower
– Battlecruiser I hull
– Displacement 22000 t
– Speed will be 25 kn.
– Set crew training to 85 Veterans.
– Induced Boilers, Multiple Expansion Engine I and Balanced Rudder
– Krupp II armour and Barbette IV
– Bow belt Armour will be your dump stat
-Small Reinforced Tower I and Rear Tower VI
– Two superimposed Double 12-inch guns at the bow (you may need to push the first turret forward)
– One Double 12-inch gun Behind the elevated island thing
– One Double 12-inch gun at the stern
– No casemates
– Two Small Funnel I’s
– Super Heavy shells, Ballistite, TNT IV, Autoloading guns.
– Stereoscopic rangefinder I
18. Design a Dreadnought
– Enhance Firepower
– Dreadnought I hull
– Displacement 23000 t
– Speed is dump stat for tonnage. I got 22.4 kn.
– Crew Training is dump stat for money I got 100 Veterans.
– Induced Boilers, Multiple Expansion Engine I and Balanced Rudder
– Krupp II armour, Barbette I and Reinforced Bulkheads I
– Advanced Tower I tower I and Rear tower III
– Two Double Superfiring 10-inch guns at the bow (you may need to push the first turret forward).
– Two Double 11-inch guns on each side.
– One Double 11-inch gun Behind the elevated island thing.
– Two Double Superfiring 11-inch gun at the stern.
– Double 2-inch guns on top of 5 of the 11-inch turrets (don’t put them on A turret or Y turret)
– No casemates
– One Small Funnel I
– Super heavy shells, Increased shells ammo, Ballistite, TNT IV, Electrohydro turrets, autoloading
19. Torpedo the Dreadnought
– Balanced Techs
– Large Torpedo Boat hull
– Displacement 650 t
– Speed is dump stat for tonnage. I got 41.1 kn.
– Crew Training Balanced for ships. I got 8 ships.
– Forced Boilers, Geared Turbine Engines I, Aux. Engine II, Shaft II and Balanced Rudder
– Anti Flood III.
– No Armour, at all.
– Front Tower I and Rear Tower I
– One 4-inch gun at the bow
– One Single Funnel (Small)
– Light shells, Reduced shells ammo, Reduced Torpedo ammo, Electro-hydro turrets, Oxygen Propulsion, 21-inch Torpedos
20. Destroyers vs Torpedo Boats
– Enhance Guns
– Destroyer II hull
– Displacement 1200 t
– Speed is dump stat for tonnage. I got 31.8 kn.
– No Crew Training for ships. I got 8 ships.
– Induced Boilers, Multiple Expansion Engine I and Balanced Rudder
– Barbette I and Anti Flood II.
– No Armour, at all.
– Advanced Tower II and Rear Tower I
– Two superfiring 5-inch guns at the bow
– Two Enhanced Funnel (Small)
– One Stern 5-inch gun superfiring over a 3 tube torpedo launcher
– Light shells, Reduced shells ammo, Reduced Torpedo ammo, Electro-hydro turrets, Electric Propulsion, 17-inch Torpedos
Naval Academy (21-30)
21. Meet the US Battleships
– Enhance Firepower
– Dreadnought II hull
– Displacement 23000 t
– Speed is dump stat for tonnage. I got 24 kn.
– Crew Training is Balanced stat for money I got 4 ships and 84 Veterans.
– Forced Boilers, Geared Turbine Engine I, Aux. I, Shaft II, and Balanced Rudder
– Krupp III armour, Barbette IV and Citadel III
– Reinforced Main Tower IV tower I and Rear tower VIII
– Two Quad 14-inch guns at the bow (you may need to push the first turret forward).
– Two Triple 8-inch guns, one on the rear tower. one ahead of the rear tower.
– One Quad 11-inch gun at the stern.
– No casemates
– One Wide Funnel I
– Super heavy shells, Increased shells ammo, Tube Powder II, TNT IV, Autoloading
22. Super Dreadnought or Battlecruiser?
– More Funds
– Dreadnought III hull
– Displacement 44000 t
– Speed is dump stat for tonnage. I got 23 kn.
– Max Crew Training
– Oil I, Balanced Boilers, Turbo-Electric Engine I, Aux. III, Shaft III, and Balanced Rudder
– Krupp IV armour, Barbette IV and Citadel III
– Tall Advanced Tower V and Rear tower IX
– Two Triple superfiring 14-inch guns at the bow (you may need to push the first turret forward).
– Two triple 6-inch turrets in the forward tower
– Two Triple 10-inch guns, one on the rear tower. one below the step in the hull
– One Triple 14-inch gun above the step in the hull, between the 10-inch turrets.
– One Triple 14-inch gun at the stern.
– No casemates
– One Tall Funnel VI
– Super heavy shells, Increased shells ammo, Tube Powder I, TNT III, Semi-auto
-make the destroyers initially follow your BB. this will split the fire of the enemy fleet
23. Defend your Convoy
– Guns and Fire control
– Armoured Cruiser V hull
– Displacement 44000 t
– Speed is dump stat for tonnage. I got 27 kn.
– Max Crew Training
– Forced Boilers, and Balanced Rudder
– Krupp III armour, Barbette III and Citadel II
– Advanced Tower IX and Rear tower VIII
– Two Triple superfiring 11-inch guns at the bow (you may need to push the first turret forward).
– Two Triple superfiring 11-inch guns at the Stern
– No casemates
– Two Small Funnel I
– Heavy shells, Increased shells ammo, Cordite I, Dunnite, Autoloading
– Coincidence II rangefinder
24. German Raiding Squadron
– Guns and Fire control
– Light Cruiser IV hull
– Displacement 11100 t
– Speed is dump stat for tonnage. I got 28 kn.
– Crew Training is Balanced stat for money I got 3 ships and 100 Veterans.
– Induced Boilers, Multiple Expansion I and Balanced Rudder
– Krupp I armour, Barbette I and Citadel II
– Front Tower VI and Rear tower VII
– One Single 7-inch gun Ahead of the tower.
– One Single 6-inch gun Behind the tower on the elevated Bow. (you can use the ‘R’ button to rotate it so it will fit.
– One Single 6-inch gun Behind the tower on in the middle where the first funnel would go.
– Four Single 5-inch guns in the sponsons in the center section
– Two Single 5-inch guns in the sponsons in the rear section
– One Single 7-inch gun Behind the rear tower.
– Fill all casemates with 3-inch guns
– Two side underwater torpedos.
– Four Air Intake Funnel (Large)
– Heavy shells, Increased shells ammo, Ballistite, TNT I, Electro-Hydro, Autoloading
– Coincidence I rangefinder
25. Hurry Up
– Guns and Fire control
– Battlecruiser III hull
– Displacement 33000 t
– Speed is dump stat for tonnage. I got 25 kn.
– Max Crew Training
– Forced Boilers, Turbines, and Balanced Rudder
– Krupp III armour, Barbette III
– Advanced Tower XII and Rear tower VI
– Two Quad superfiring 14-inch guns at the bow (you may need to push the first turret forward).
– One Triple superfiring 8-inch Turret superfiring over the first two guns using the ‘Standard Barbette for small guns’
– Two Triple superfiring 8-inch Turrets Amidships
– Two Quad superfiring 14-inch guns at the stern
– No casemates
– One Advance Funnel
– Heavy shells, Increased shells ammo, Ballistitie, Dunnite, Autoloading
– Stereoscopic II rangefinder
-Take manual control of the CL’s put yourself between the incoming ships and the transport and – Start zigzagging until the BC get’s to the CL’s.
26. Near Jutland
– Firepower and Speed
– Destroyer I hull
– Displacement 900 t
– Speed is dump stat for tonnage. I got 37.6 kn.
– I got 14 ships
– No Crew Training
– Balanced Rudder
– Front Tower I and Rear Tower I
– One 2-inch Turret forward
– One Quintiple Torpedo launcher Aft
– One Standard Funnel (small)
– Light shells, Decreased shells ammo, Oxygen Torpedo Prop., 21-inch torpedo
– I found this mission to be incredibly annoying due to how buggy the ship pathfinding still is. 7 of my destroyers were still screwing around in my start zone and one was going the opposite direction of the battle despite its squadron mates being stuck in the fight. Not to mention the AI pathing your ‘definitely in manual control’ destroyers into torpedo spreads’.
Go 1x or 2x speed. manual control on all squadrons
27. Search and Destroy
– Reconnaisance and other
– Battlecruiser III hull
– Displacement 33000 t
– Speed is dump stat for tonnage. I got 36.6 kn.
– Crew Training is Maxed, I got 3 ships and 100 Veterans.
– Forced Boilers, Geared Turbines, Shaft II and Balanced Rudder
– Krupp IV armour, and Barbette I
– Advanced Tower VI and Rear tower VIII
– Two Superfiring 14-inch Triples Ahead of the tower.
– One Triple 14-inch gun behind the tower on the elevated section.
– One Triple 14-inch gun at the very stern.
– Two Triple 9-inch guns. one on the rear tower. one ahead of the start 14-inch gun (at deck level).
– Two casemate 4-inch guns mounted in the front tower.
– Ten casemate 3-inch guns mounted in both towers (this should fill the towers up)
– One Tall Funnel II
– Super Heavy Shells, Increased shells ammo, Triple Base Propellent, TNT IV, Electro-Hydro, Semi- autoloading
– Stereoscopic V rangefinder, Gen II radar
28. Destroy a full Fleet
– Enhance Firepower
– Dreadnought IV hull
– Displacement 56700 t
– Speed is dump stat for tonnage. I got 21.5 kn.
– Crew Training is Balanced, I got 2 ships and 84 Veterans.
– Semi-Oil, Forced Boilers, Turbines, Shaft II and Balanced Rudder
– Krupp IV armour.
– Tall Advanced Tower V and Rear tower VII
– Two Superfiring 14-inch Quads Ahead of the tower.
– One Superfiring Triple 9-inch gun behind the forward guns (Tall barbette for small guns).
– Two 6-inch Triples in the forward tower.
– Two 9-inch Triples in the in wing mounts after the forward tower.
– Two Superfiring 14-inch Quads at the Stern.
– One Tall Funnel VI
– Super Heavy Shells, Increased shells ammo, Triple Base Propellent, TNT IV, Autoloading
– Stereoscopic V rangefinder, Gen II radar
29. Rise of the Heavy Cruiser
– Guns and Fire Control
– Heavy Cruiser (German) hull
– Displacement 20500 t
– Speed is dump stat for tonnage. I got 32 kn.
– Crew Training is Balanced, I got 2 ships and 100 Veterans.
– Oil I, Balanced Boilers, Geared Turbines, Aux. III, Shaft III and Balanced Rudder
– Krupp IV armour, Barbette IV, Reinforced bulheads II, Citadel V.
– Modern Tower III and Modern Sec. tower IV
– Two Bow Superfiring 11-inch Triples, One using the barbette built into the tower.
– Fourteen Quad 3-inch guns Built onto and in the embrasures
– Two Stern Superfiring 11-inch Triples, One using the barbette built into the tower.
– One Mega Funnel II
– Super Heavy Shells, Increased shells ammo, Tube Powder I, TNT III, Electro-hydro, Autoloading
– Stereoscopic V rangefinder, Gen II radar
30. Dreadnought vs Modern Cruisers
– Boost Technology
– Dreadnought IV hull
– Displacement 52000 t
– Speed is dump stat for tonnage. I got 20.5 kn.
– Crew Training is Balanced, I got 2 ships and 85 Veterans.
– Aux. III and Balanced Rudder
– Tall Advanced Tower V and Rear Tower IX.
– Two Bow Superfiring 13-inch Triples.
– Two Tower 6-inch Triples.
– Two Stern Superfiring 13-inch Triples.
– In between the stern 13-inch guns i managed to fit Four 8-inch triples, two in wing mounts, one on the Rear Tower.
Naval Academy (31-40)
32. Numbers don’t matter
33. There can be only one
34. Sink “The Cruiser Killer”
35. Heavy Duty
36. The “Pocket Battleship”
37. France vs Germany
38. Modern Battleship vs Destroyers
39. Japanese Modernized Dreadnoughts
40. German Pride
Naval Academy (41-50)
42. The US Super Battleship
43. Design your own H-class
44. Wounded Beast
45. Cruisers needed
46. Modern vs old Destroyers
47. Torpedo Banzai
48. Mission Impossible
49. Battle of Destroyers
50. Contest in the Black Sea
Naval Academy (51-56)
52. German wrath at North Sea
53. Prevail in the Mediterranean
54. Enforce the British Rule
55. Russian fleet in dilemma
56. Payback Time
Related Posts:
- Ultimate Admiral: Dreadnoughts Campaign Fleet Design for Beginners
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- Ultimate Admiral: Dreadnoughts – How you Prevent Hulls from Getting Obsolete