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Anonymous /vst/2021878#2038184
5/16/2025, 9:07:51 AM
>>2038141
The battle generator can still pull that nonsense on you no matter how you set up your divisions. Good division organization can help mitigate getting those crap battles but having a skilled admiral in the sea zone and high intelligence on your enemy is more important.

Now one of the most important aspects to understand about Rule the Waves and its capricious battle generator is to know what the battle generator looking for. What it is actually doing is filling up scenario templates with ships from both sides. Each scenario has a certain number of slots for each ship type. This is all very opaque and not communicated to the player at all. For example a medium sized battle will try to draw in one to two capital ship (BB/BC/CA) divisions along with their attendant light cruiser and destroyer divisions. If you roll a medium battle and you get two battleship divisions and all of their escorts, you are guaranteed to be equal to or outmatch the opponent. If you get one heavy cruiser division in a zone that has multiple enemy battlecruiser divisions you are likely going to get outmatched if you accept. If you are missing a ton of escorting ships in the battle preview you run the risk of being outnumbered (really important in the missile era).

Now the basic setup is to have a CL and two DD divisions assigned to screen/support each BB/BC/CV division. CL divisions allow extra DD divisions to spawn and the battle gen loves spawning CL divisions. I've attached a screenshot of my fleet organization from my recently completed campaign. It needs a little housekeeping because of some defunct divisions that need to be dissolved and some some CL and DD divisions need fresh ships assigned, but for endgame I think this worked very nicely. For early game it just needs some slight rearranging with 1 Battle being the fleet flag and 1 Battle Cruiser being the scout flag.