May 08, 2023
ultimate admiral dreadnoughts semi-dreadnought hull usage
During my research, I visited various forums and discussions related to the game Ultimate Admiral: Dreadnoughts, including Reddit threads, the game's official website, and forum.game-labs.net. The discussions provided insight into shipbuilding strategies, ship classifications, hull types, and battle tactics. However, there was limited information on semi-dreadnought hull usage specifically. The level of consensus among sources varied, with some offering specific advice and others discussing general strategies. Overall, my research provides a good understanding of shipbuilding in the game, but the information on semi-dreadnought hull usage remains limited.
Have an opinion? Send us proposed edits/additions and we may incorporate them into this article with credit.
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Battleships
Cruisers
Torpedo Boats
Defeating Semi-Dreadnoughts
General Shipbuilding Advice
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"How to beat the power of Dreadnoughts?"
- The title of the text is “How to beat the power of Dreadnoughts?” and is a discussion thread on Reddit.
- The discussion thread is about the game Ultimate Admiral: Dreadnoughts and provides tips on how to beat the power of Dreadnoughts and semi-dreadnoughts in the game.
- One user suggests setting the draught to a minimum and the beam to a maximum to achieve 20% more accuracy.
- The triple turret may not be the best option and the twin turret may be better in early-game levels.
- The user recommends using every ton left for armor and investing every single penny left into crew training to achieve maximum accuracy.
- Crew training is emphasized as the most important factor, and the user suggests that a single op ship may not always be the best choice and making 2-4 good BBs is the goal.
- The discussion also indicates that setting the draft to a minimum increases accuracy, secondary guns may reduce accuracy, and decreasing the funnel size can improve smoke interference.
- The user suggests increasing the cannons’ caliber, ditching those with poor firing arcs, and adopting the best armor type using barbette and compartments to reduce flashfires.
- The crew’s training level should be at least 75-80 to achieve faster reload and accurate shooting.
- Most users agree that quality beats quantity in shipbuilding, and that the crew’s training level is the most important aspect.
- The discussion mentions that semi-dreadnought type ships may become obsolete in later eras and suggests using a mix of dreadnought and semi-dreadnought in low-era missions, or using dreadnought hulls exclusively in higher-era missions.
- Some users suggest using fewer but well-equipped ships, investing in crew training.
- The discussion thread includes some off-topic comments, such as changing ship names and the effect of decreasing draft and increasing beam ratio on roll and ship stability in real life.
- Some users share their personal experiences and the amount of time it took them to defeat the level.
- Lastly, someone points out that the mission is one of the more challenging academy missions and wishes the OP good luck.
"<b>Quad Guns, French hulls, Formations and more</b> - UA: <b>Dreadnoughts</b>"
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"Deep Battle System | UA: Dreadnoughts"
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"Looking for a good ship to ship combat game"
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"https://www.dreadnoughts.ultimateadmiral.com/"
- “Ultimate Admiral: Dreadnoughts” is a strategic naval warfare game released worldwide.
- The game allows players to become the architects of powerful warships, from small torpedo boats to mighty battleships.
- The player can recreate famous ships such as the HMS Dreadnought and countless speculative designs via a comprehensive 3D Interface.
- Every design detail of the warships directly affects their performance in battle.
- The player is able to command naval forces consisting of a few divisions up to dozens of warships during battles against a human-like AI opponent.
- The campaign takes place on a global scale over a complete map that includes all countries of the time period. In the academy, the player can quickly design ships and send them to fight against AI fleets.
- The game features over 50 warship models from different countries with historical accuracy, including Great Britain, Germany, France, the United States, Italy, Russia, and Austria-Hungary.
- Each nation has unique tech priorities and strategic options for game progression.
- The game has a realistic combat system where every design detail of the ships takes effect in battle, including the armor, gun calibers, ammo and torpedo types, speed, deck armor, and much more.
- The game features cruisers, torpedo cruisers, destroyers, battleships, battlecruisers, seaplane carriers, submarines, and monitors.
- The game also features realistic gunnery with the ability to adjust the ballistics, fuse delay, armor penetration, and damage of every shell fired so that each gun and turret have specific characteristics.
- The combat includes line of sight, spotting, jamming, entrapment, alarm sound detection, torpedoes, and more.
- Players can partake in significant battles like the Battle of Jutland, the Battle of Tsushima, and the Battle of the Falklands.
- The game includes an active modding community that modders can use for historical skins, nations, game modes, and campaigns. Also, the game has a mission editor, skirmish mode, and multiplayer mode.
"Submarine Construction"
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"My favorite early design :: Ultimate Admiral: Dreadnoughts Genel ..."
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"Which nation is best early, and why is it the French? :: Ultimate ..."
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"How to win: German Empire (1890) on hardest difficulty"
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"<b>Ultimate Admiral: Dreadnoughts Wiki</b> | Fandom"
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"Ultimate Admiral: Dreadnoughts: Beginner’s Guide – Tips and Tricks"
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"advice for beginners?"
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"Building a ship worth a crap.... :: Ultimate Admiral: Dreadnoughts ..."
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"Purpose of each class of ship?"
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"Campaign Guide :: Ultimate Admiral: Dreadnoughts General Discussions"
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"https://forum.game-labs.net/topic/35310-stuck-on-defeat-the-semi-dreadnought-and-the-transport-protection-missions/"
- The mission that the author addresses in the post is the “Defeat the Semi-Dreadnought” and “transport protection” missions, specifically the one where the AI-controlled friendly transports are attacked by enemy vessels while the player must defend them.
- The author failed the convoy mission three times due to enemy CAs wrecking one of the player’s TNs before they could get close enough to draw all the enemy fire.
- To beat the convoy mission, the author advises the player to keep restarting the mission until the game places their warships between the enemy and their TNs. The author says they managed to beat the mission on the second try after getting the “proper” placement.
- The author used two BB II hulled ships and extra funds to beat the Semi-Dreadnought mission. They beat it on their fifth attempt using this strategy.
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The BB II hulled ships were designed with a maximum displacement, 19 kts speed, and many bulkheads. The following was used for each ship design:
- Propulsion: Steam 3-Exp, Coal, Natural
- Armor: Krupp I, no barbettes, no anti-torp, single hull, reinforced bulkheads I, anti-flood II, no citadel
- Armament: Heavy shells, Standard amount, gun cotton, enhanced reloading, Rng-S I
- Turrets: 2x12” and 2x13”, quarterdeck centerline: 2x8”, all facing forward, with no casements and no citadel
- Other Specs: Belt/Extd: 14/9.8, Deck/Extd: 5/1.8, Conning: 11, Turret/Top: 11/2, Sec: 6, 1.2% forward offset, Front/Rear Tower II, Standard Funnel
- The two ships have a total broadside of four 13”, four 12”, and four 8”.
- The cost of one ship was 100% weight and 44% cost, so there was room to coax a bit more out of the design.
- In terms of battle tactics, the author immediately paused and removed all formations. They slowed up the lead BB so the trailer could get closer to the lead ship. They used HE on Aggressive on the enemy semi-dreadnought, then switched to AP for some fatal hits.
- The author’s CLs were
"Ultimate Admiral: Dreadnoughts | rpgcodex > doesn't scale to your level"
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"Good Build For Driller On Dreadnought Missions?"
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"Best ship designs"
- Multiple users discussing ship designs in Ultimate Admiral: Dreadnoughts
- Importance of accuracy, AP penetration, flood and torpedo protection, speed, range, gun caliber, and armor in ship design
- Different opinions on ideal number of turrets, with some users favoring 3-4 main turrets and some favoring superfiring turrets or centerline gun designs to maximize broadside firepower
- Discussion on the importance of weight balance in ship design for increased accuracy, with some users suggesting moving funnels forward or aft to achieve better balance
- Emphasis on armor thickness and armor quality for increased survivability
- Suggestions for gun caliber, with preference for 12” guns due to accuracy and weight considerations, although some users prefer 15” or 16” guns
- Use of battlecruiser hulls for capital ships suggested for their speed and versatility
- Discussion on torpedo vulnerability and suggestions for increased anti-torpedo and anti-flood protection, as well as heavier barbette armor
- Importance of weight reduction in minimizing damage from flooding or torpedo hits
- Suggestions for the ideal thickness distribution of belt armor, deck armor, and turret/barbette armor
- Maxing out bulkheads and maximizing engine technology and boiler efficiency to increase survivability
- Use of secondary guns, particularly for anti-torpedo protection and to deal with destroyers and smaller ships
- Suggestions for speed range, with some users favoring 22-25 knots in 1890-1920 and others prioritizing speed throughout the game’s timeline
- Importance of range when designing and building ships for campaign mode
- Suggestions to keep cost restrained and to build smaller battleships for increased flexibility
- Opinion that accuracy is king, with some users favoring high-accuracy but lower damage guns for increased effectiveness
- Use of hydroacoustic equipment for increased situational awareness and protection against torpedoes
- Importance of balancing size, cost, and power when designing ships
- A link to BrotherMunro’s YouTube channel, which offers additional information on ship design and campaign playthroughs.
"Help needed, How do you guys build ships?"
- The webpage is from the forum of the game Ultimate Admiral: Dreadnoughts and provides tips and advice on how to build ships in the game.
- The discussion includes information on building different types of ships including BB, CL, CA, and TB.
- For BBs, the advice is to minimize draught, maximize beam, and use single turret 12-in guns, with smaller secondary armaments at first and 3-4 funnels. The speed should be set at 18.2 kn and the rest of the weight should be put into armor.
- For CLs, the advice is to minimize beam and draught, load up on 4.5-in guns, have a stout belt armor, decently armor the rest of the ship, and fit 3-4 funnels. Side and forward torpedoes are helpful.
- For TBs, the advice is to minimize draught, make the beam wide as necessary to fit weapons, fit as many 2.9-in guns as possible on the side, and max out the speed at 31.9 kn.
- There is no advice given for semi-dreadnought hull usage, but people discuss building CAs to be able to kill everything.
- The advice is to use maximum length calibre modification for all guns, use standard quarters for all crew, and think of the displacement slider as length.
- Always use maximum penetration shells available: APBC and capped ballistic, etc., as this enables small-calibre secondaries to shred CLs and CAs.
- The advice is to maximize the budget and never take it down, max out transport building, and never take crew training below 50%.
- Always take actions which increase GDP, except when social unrest is high. Do not be afraid to do things which lower the naval budget, especially at the expense of increasing GDP. The best time to go to war is when you have a tech advantage and have just finished building a modern fleet.
- The advice is to mothball the entire fleet to keep from causing tension in local waters; this also saves tons of money. Modernized pre-dreadnoughts are extremely useful in the 1910-1920 period.
- The game tells you the amount of deck penetration any given shell has at different ranges, from 1000m up to about the maximum range.
- The rangefinder that gives base accuracy also gives a bigger bonus to aiming speed, which is important as well. Base accuracy is better because it affects accuracy at
"Guide to easily beating the Campaign. :: Ultimate Admiral: Dreadnoughts ..."
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"Ship Design | Ultimate Admiral: Dreadnoughts Wiki | Fandom"
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"How do you like to design your ships? :: Ultimate Admiral: Dreadnoughts ..."
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"https://www.dreadnoughts.ultimateadmiral.com/feature-ship-design"
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Ship Classification
- Battleships: biggest and most expensive warship type, have heavy armor, massive firepower which can destroy even smaller ships with one shot, risky to send into combat without sufficient escort
- Battlecruisers: combine size and firepower of a battleship with speed and maneuverability of a cruiser, superior compared to smaller cruisers, ideal for distant commerce escort or raid, not suitable for fighting heavily armored battleships unless they can fire effectively from very long distances
- Heavy/Light Cruisers: fulfill various naval roles depending on their armor and weaponry, light cruisers are suitable for distant commerce raiding or defense against enemy torpedo craft, heavy cruisers have stronger armor and heavier guns, stand in the line of battle in the absence of battleships or battlecruisers, or serve as flagships.
- Destroyers: specifically designed to carry strong torpedo armament to threaten capital ships, sufficient firepower to defend the fleet against smaller craft, particularly effective versus battleships
- Torpedo Boats: designed solely to deliver torpedoes against capital ships, smallest war vessel, combine small size, low freeboard, and high speed, very effective in the early years of naval warfare, but lack the range and sea worthiness to operate with the fleet in distant waters
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Hull Types and Technology
- Each hull has four basic characteristics which provide unique base statistics - Resistance, Hull Form, Stability, Floatability.
- Hull types become obsolete as technology develops and new types are made available
- Displacement of a ship determines how many tons of machinery, armor, armament, and other important equipment can be fitted, larger displacement means a larger and more powerful ship but at the cost of maneuverability, detectability, and expense
- Propulsion system integral, determines ship’s maximum speed, maneuverability, operational usefulness, and survivability, directly controlled in the design process are speed, range, fuel type, main engine, auxiliary engine, propeller shaft, boilers.
- Hull stability and floatability may be modified by technology and ship design choices, discussing balance of objects on a ship to help improve stability and floatability,
- Advanced drive shafts - substantially improve ship’s maneuverability, by increasing acceleration and turn rate, but all come at an additional cost and engine weight.
- Funnel - at least one funnel needed for the proper operation of a ship’s engine, more funnels improve engine efficiency and boiler performance, increase ship weight, detectability, and create smoke
"Ultimate Admiral: Dreadnoughts Campaign Fleet Design for Beginners"
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"Battleships | Ultimate Admiral: Dreadnoughts Wiki | Fandom"
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"Best Semi Dreadnought Battleship"
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"https://forum.rpg.net/index.php?threads/lets-play-ultimate-admiral-dreadnoughts-mare-nostrum.905709/page-8"
- The webpage is a playthrough for Ultimate Admiral: Dreadnoughts for a battle between Austro-Hungarian and Italian fleets.
- The article discusses the balance between better strategic designs versus better tactical employment, and how the player can use both to win battles.
- There is a discussion of how AI plays and the difficulty of designing good battleships.
- Mention is made of designing enemy warships and testing them.
- The focus is on different territories and conflicts in the game.
- The author uses several historical details to add color to the battle report.
- It explains how losses can impact the prestige of naval factions, which can result in dismissals or promotions of navies.
- The author states that the game has many features that allow players to customize and control their fleets.
- The battle report describes in detail the events leading up to and during “The Battle of Prevlaka: January 1909 to January 1910”.
- The article details the number and type of ships in each fleet.
- The author mentions that battleships designed for long-range gunnery are an advantage in the game.
- Detailed information is provided on the Austro-Hungarian force’s attempt to reach Cattaro.
- The article describes the Italian screening forces and how the Regia Marina’s four most modern dreadnoughts are present.
- The author explains how the loss of two light cruisers during the previous battle changed the Italian commander’s tactics.
- The article describes in detail the battleline and how it approaches the Austro-Hungarian fleet.
- The author covers the different weather conditions that impact gunnery conditions and the importance of timing during battles.
- The article describes how the Austro-Hungarians charged the Italian battle line with torpedo boats and destroyers.
- Detailed information is given on the weaponry and armaments used by the different ships in the battle summaries.
- The article explains the importance of keeping control over ships and avoiding hits through good tactical decision making.
- The article uses historic details to add intrigue to the story and set the scene for different territorial conflicts in the game.
- There is mention of designing different ships in the game that have their own advantages and disadvantages for different types of battles and tactics.
"Dreadnoughts vs modern cruisers"
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"Best Semi-Dreadnought Battleship Design - NavWeaps Forums"
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"Semi Dreadnoughts - Battleship Era - World of Warships official forum"
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"[Let's Play] Ultimate Admiral: Dreadnoughts - Mare Nostrum"
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"Why Dreadnoughts are simultaneously the most badass and the most grimdark characters in the 40k universe"
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"New mod.. Hull changes!"
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"Dreadnoughts - Overwhelmed by Campaign"
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"Tips for taking out the semi-dreadnought?"
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Semi-dreadnought vs. Dreadnought hulls in Ultimate Admiral: Dreadnoughts: A Detailed Comparison
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Top 5 semi-dreadnought and dreadnought hulls for Ultimate Admiral: Dreadnoughts