Carrier Battles 4 Guadalcanal: Pacific War Naval Warfare
CARRIER BATTLES STILL ON BATTLE STATIONS
Almost 4 years since its first launch, the game continues to be passionately followed and improved, with already 4 content-rich DLCs added to one of the most detailed simulation of the carrier battles in the Pacific.
1.11 - Indian Ocean Raid & Royal Navy
New Scenario: Indian Ocean Raid (DLC)
- The Imperial Japanese Navy makes a foray into the Indian Ocean in an attempt to deter or destroy the British Eastern Fleet. - Enjoy British units
Night duration depends on the map and the season.
Indian Ocean Raid
Attached, a few screenshots of the Indian Ocean raid scenario to come.
The foreseen rules for the armoured flight decks would be like this: - The chance to get an inoperative flight deck following a bomb hit drops from 75% to 25% per hit - A bomb or shell has more chance to hit the deck area rather than the hangar area Damage control is increase by 2 against a bomb hit, by 1 against a shell hit
In parallel, there is a second game under development: War And Peace covering the Napoleonic wars between 1796 and 1815.
MP * The play-by-email has been removed as the online asynchronous mode is replacing it * Delete online account * The saved game size has been cut by half for faster downloading * During the opponent’s turn, you may write a message, surrender or send a gentle reminder
Air Search * The distance used to compute the chance to find is increased by 1 every 3 hexes * A major fire increases the chance of being discovered * Partial info transmitted by scout: the error may be up to 1/4 of the distance (was 1/5)
Airstrike * Radio -20% instead of -15% per hex for the Japanese. Halved for a pure-fighter airstrike * The chance to find its target has been reduced for fighters and lone air units * Added a 1-hex margin for a safer return of long-range CAP
Air Op * Variable fuel cost: the fuel amount has been doubled and fighters consume much less than bombers, see Air op rules * Ability to push aircraft overboard with via right-click / long-press * Automatic creation of seaplane bases * Display of a small plane symbol on carriers when there are at least 2 air units on deck: observed on own CV or during a battle
Scenarios * Midway: additional penalties for Japanese scouts while the strategic surprise is running * Essex: updated victory conditions for the US
TF * Added heavy AA values on the TF reorganization screen * Black triangles will indicate if there are CAP and/or ASW protection on the TF counter
Sub * The chance for air unit to detect a submarine in a clear hex is only divided by 2 instead of 4 * The encounter chance is halved against a TF not matching the target type * Submarines do not attack ships in an airbase hex during daylight
Logs * Larger and always visible scroll bar * Zoom on mobile
Map * Touch/click on the map button to iterate though map pieces * A simple arrow is emphasizing the autopilot destination hex
Technical improvement * The game sides and sequence have been generalized which is opening room for other games
- Submarines - New scenario Torpedo Alley, September 1942
Submarines
- Assign patrol area, mission and target for your subs during the set-up of most of the scenarios - The computer will handle movement and encounter with enemy ships - TF will never be safe anywhere on map, so a decent DD escort is handful - Flip ships to see historical sunk date, torpedoes and depth charges - Manage your ASW forces
Air Operation UX
- Larger Hangar - New ASW bow when playing with submarines
What’s next ?
- The next version focus on technical enhancement before extending the game - It is the occasion to add small improvement on autopilot, counters, screen UX, etc…. Please revert with your best & realistic wishes
Nominate Carrier Battles in the Labor of Love category
You like the game, You have enjoyed the frequent updates, You feel the support reactive, You would love to keep this game evolving
Then, do not hesitate and nominate Carrier Battles 4 Guadalcanal in the "Labor of Love" category
Steam opens the vote between Nov 24 - Dec 11
A great thanks !
1.8 Cross-platform multi-player
Multi-player
- Play against anyone over internet on PC/Mac/iOS/Android - Turn-by-turn asynchronous 2-player game. You don't need to both connected at the same time - Take your time to play against a challenging human opponent - The game state is automatically saved in the cloud - Login and notifications by email - Less cheat opportunity - The multi-player is free for the time being. If run-time costs of the online architecture become expensive, then a small fee may be asked to players
1.8
Log - Display the day of event - Select a hex number in a log event to center the map on it
Map - The map is now entirely displayed in 2D - The zoom has less inertia
Fog of War - Non-disclosure in the log or damage window of accurate info on damage enemy ships - Sunk ships should not be automatically as sunk at the end of battle. Another round of air observation might be needed - Sunk ships during battle could still be possible mistaken - Airstrikes may be detected across several phases, possibly increasing intelligence on them
Miscellaneous - Support request, chosen options & modules available on each saved game tile - TF Merge: some rules were not always enforced when all ships were stacked on left or right panel
Carrier Battles 1.7
1.7
Scenarios
- New what-if scenario: Operation FS July 1942. included with Advanced Fog of War - Watchtower: US carriers embed more fighters - Essex: reduced Japanese set-up area
Air Operations
- Preparation time estimates are more stable - CTRL-Z to undo the last action - Easier TF selection as airstrike target when within a stack - Possibility to rebase damaged air units when unable to land on their carrier - Search leg indication with a small arrow on the scout counter
Miscellaneous
- Ability to rename and/or duplicate a saved game - Do not reveal the loss of ship seaplane capability to the enemy - Advanced fog of war: do not display airstrike on map if your side believes that all enemy planes have been destroyed - When changing the return base of an airstrike, if some units may not land on the new base, they will split and keep their original destination