Announcing the creation of a brand new stand-alone product, Burning Waves: Terror on the High Seas: For Death and Glory!
BW:TOTHS:FDAG is a stand-alone WW2 Naval Warfare Simulation Experience which throws you deep into the bosom of world war on the high seas. Command German U-Boat wolf-packs as they plow the oceans unseen; Launch Combat Air Patrols from massive Essex-Class Carriers; Outmaneuver your opponent with your flotilla of Destroyers; and much more!
Yours for only $9.99!
No but seriously.
BW:TOTHS:FDAG is a multiplayer-oriented game in which players or groups of players battle one another with surface ships, submarines and naval aircraft. Germany, Japan, the US, United Kingdom and Soviet Union will be represented.
Are the only form of “currency”. Depending on the Game Mode chosen, Players will either receive a lump sum of AP at the start of the game to purchase their units, or will receive a constant income of AP over the course of a game in order to purchase more units as the fight goes on. This amount is determined via options in the game lobby.
Players purchase their entire fleet before the game starts and deploy them all into battle simeltaneously.
Players start the game with little or no Aquisition Points; they receive a steady constant stream of these Aquisition Points during the game, until the amount of Points runs out.
Timer (Fleet Engagement and Escalation)
Games last until a Timer runs out, at which point the player with the most points (gained from killing enemy ships; the bigger the ship, the more its worth) wins.
Strategic Points (Fleet Engagement and Escalation)
The map will have a number of Strategic Points which each player must capture and hold for a longer period of time than the enemy in order to win.
Annihilation (Fleet Engagement)
Quite simply, annihilate all of your enemy’s forces.
In Timer and Strategic Points games, victory is determined by the amount of Victory Points each player has. In Timer games this amount is calculated when the timer runs out; during Strategic Points games the goal is to reach a certain number of Victory Points (again, a mod option determined pre-battle) before the other player.
Requisition Points Settings
Players set a “Total Income Ceiling” option before the game; this is the total amount of Income a player can receive over the course of the game. Every unit a player buys removes that amount from this pool of points; in this way the overall number of units/types a player can have is limited, though obviously there’s a great deal of variety in how many of which units they can build before they run out.
Refundable and Non-Refundable
With a “Refundable On/Off” setting players can receive the amount of points from a lost ship back into their pool (which is given to them, same as before, in a fixed amount per second). So if you lose a battleship you’ll get the Aquisition Points back – over time. With Non-Refundable, you DON’T get this amount back.
Capturing Enemy Crew
When ships and aircraft are killed, often their crews will manage to escape on life rafts or by parachute and remain motionless in the water where their ship or aircraft went down. Players can capture enemy crew for extra points in Timer games; likewise, players can rescue their own crew to prevent this from happening. Capturing/Rescuing is done by simply moving any ship in close proximity to the floating crew/airmen.
Each side will have one or more unique, special units available to no other.
-Kamikaze Planes give Japan the ability to accurately hit an enemy ship by flying a plane loaded with explosives into it. Naturally this means losing the plane, but a single plane and pilot is a small price to pay to bring down an enemy warship. They can however be intercepted by aircraft and anti-aircraft fire.
-Midget Subs give Japan the ability to scout around far more stealthily than normal Submarines due to their small size.
-The Fritz-X radio-guided bomb gives Germany the ability to strike at enemy warships without having to put a plane into the range of anti-aircraft guns, but they are still vulnerable to interception.
-Milchkuh Supply Submarines give Germany the ability to resupply submarines from the safety of a submarine, without needing to rely on surface supply ships. They can not resupply surface ships and do not have a repair function.
-British Motor Gunboats give added protection to larger warships against small Torpedo Boats which may otherwise be able to dodge fire from larger ships and carry out torpedo strikes against them.
Submarines will have three different depth states; Surfaced, Periscope Depth and Submerged. When Surfaced, Submarines can use their deck guns and torpedos against enemy targets, but can be seen and detected on radar and fired at by surface weapons and depth charges. When at Periscope depth, submarines can be seen but not detected by radar, can fire their torpedos and only be damaged by depth charges. When fully Submerged, the submarine is completely undetectable but itself can not see, and can be damaged only by depth charges.
Certain ships, particularly Torpedo Boats and Submarines, need to be resupplied in order to re-arm their compliment of Torpedos. Resupply Ships need to move into close proximity with the target ship in order to resupply it. They also auto-repair ships within this proximity.
Ships can be damaged in any number of ways other than simply losing hitpoints. These include:
Individual Guns/Turrets can be destroyed.
Ammunition Stores, if hit, can cause a massive explosion.
Boiler Rooms on larger ships can be damaged, temporarily shutting down a ship’s engines and all powered turrets.
Engine/Propellers can be damaged, either slowing a ship down or stopping it entirely.
Damage can be repaired by Supply Ships.
Each side will have access to land-based aircraft which can be requested and flown in via sortie. Their arrival time is delayed, so their deployment must be carefully timed. Some factions, namely Germany and the Soviet Union, lack aircraft carriers, so land-based aircraft will be their only source of air power. Land-based aircraft include medium bombers, patrol and anti-submarine planes, and other types.
Carriers will provide a player with instant aerial support whenever necessary, as opposed to land-based aircraft which can take some time to arrive. Aircraft carriers can launch sorties of interceptor planes, dive bombers or torpedo bombers. Naturally, the smaller Escort Carrier, along with being weaker and slower than Fleet Carriers, can deploy fewer sorties than the larger Fleet Carriers.
Patrol Torpedo/Motor Torpedo/Schnell Boats
These lightly armed and armoured “speedboats” will cave under fire from most other warships, but their speed, small size and agility make them hard to hit with large caliber guns. The inclusion of Torpedos in their armament will give them the ability to make quick hit-and-run attacks against larger ships, with a full salvo from a single boat able to down a destroyer-sized hull and a squadron able to do serious harm to an unprotected battleship.
Able to move around undetected, they should only reveal themselves when they fire off a volley of torpedos before diving and escaping. Like MTBs they are useful for surprise attacks against unexpecting targets; their full compliment of torpedos can be enough to down any ship. They are extremely slow when submerged and very vulnerable to gunfire when surfaced.
Primary anti-submarine weapon. While all ships carry depth charges, ASW (anti-submarine warfare) frigates carry special depth charge and hedgehog launchers that give them the ability to attack submarines from a distance (whereas other ships can only drop depth charges right over their positions). Their surface armament is defensive-only, consisting usually of some 3-4inch guns and light anti-aircraft.
Fleet Torpedo Boat
Full-sized displacement hulled Torpedo Boats are roughly the size of Frigates or small Destroyers and similarly armed, except for a large amount of Torpedo launchers, which are their primary armament. They are primarily used to attack large capital ships (cruisers and battleships) which they excel at, as their size and armour often gives them the needed protection to get into range.
The primary type of warship that you’ll see most of, Destroyers are versatile medium-sized ships. Their torpedos allow them to take on heavier cruisers and battleships but they must close into short range to do so, but a small squadron of Destroyers should be able to take on a lone cruiser or battleship this way.
Cruisers provide both much-needed surface firepower as well as doubling as heavy anti-aircraft platforms to defend larger battleships and carriers. Light Cruisers often have Destroyer-sized guns (though carry many more of them than Destroyers do) while Heavy Cruisers will often have 8-11inch guns and operate much like “mini-battleships”. Their ability to take on battleships is dubious; lacking the heavy hitting power of torpedos and outgunned and outranged they will often come up short (re: Bismarck vs Hood). However they can be fielded in larger numbers than Battleships.
Heaviest surface combat warship, battleships carry a huge array of weaponry. Usually with 14-18inch main guns and batteries of secondary guns ranging from 4-11inch as well as tons of anti-aircraft, and protected by thick armour, they are designed to be able to take on anything. Most battleship tactics prefer to keep at maximum engagement range to avoid torpedos.
Able to house up to 100 aircraft, Aircraft Carriers are the most potent ships on the water. A full flight of dive bombers and torpedo planes can sink any ship (usually, more than one at a time). They have only moderate defense armament and armour and are very vulnerable to any form of attack so must be kept safe at all times.
Full a variety of roles depending on type:
Scout Plane: Many capital ships carry scout seaplanes to provide long-distance scouting. They are small, cheap and unarmed.
Interceptor: Primary anti-aircraft aircraft; much more effective at destroying enemy planes than just anti-aircraft surface armament.
Torpedo Bomber: Uses torpedos against enemy warships, which can damage propulsion and cause hull flooding on hit ships. Torpedo Bombers are best used as a first attack to slow down or immobilize your target.
Dive Bomber: The preferred method of killing ships, Dive Bombers can damage and destroy a ship’s weapons as well as cause catastrophic secondary explosions.
Kamikaze: Are essentially the world’s first widely used guided missiles, except that the guiding is done by a live pilot. They will always hit their target unless shot down first.
Patrol/Anti-Submarine Warfare Plane: Large, slow and lightly armed, these planes are mainly for providing extended patrol, scouting and anti-submarine services. They can stay in the air for very long periods of time, unlike the smaller scout planes, and can carry out depth charge attacks against any submarines they happen to catch surfaced in secluded areas.
Medium-Altitude Bomber: Waves of altitude bombers are often called in to attack large fleets of enemy ships. They fly high, outside of light anti-aircraft range, and can drop dozens of bombs to saturate an area. Not the most accurate but often the most destructive; best used against groups of heavy capital ships such as battleships and carriers.
Fleet Tenders are auxiliary supply ships containing fuel, ammunition, food and other stores for resupplying underway ships. They are armed with light defensive weapons only and are easy prey for warships.
Like Fleet Tenders, Submarine Tenders are auxiliary supply submarines designed specifically to resupply submarines, and do so in a stealthy manner. When not resupplying friendly submarines (they can not supply other ships) they can remain submerged to avoid easy attack.