For the best experience use full HD.

Sunday, June 26, 2016

Sunday Highlight 44: Mahan Frustrates Myoko

This match came down to my Mahan and an opposing Myoko, but we were 300 points behind. I was a one salvo kill. He had 2000 HP, but was not unless I could land a torpedo. It all came down to who played the objective, and that's not always to sink the other ship.

Friday, June 24, 2016

Total War: Warhammer - A Newbie's Journey

Or what I didn't understand when I started my first campaign and really should have taken the time to understand.
There is one other thing you must learn to competently play Total War: Warhammer. You must learn all the command key controls because trying to do it all with a mouse is an exercise in frustration. So, to assist me with doing that I created a keyboard command picture I can keep up on my second monitor while I play. I make it available to those of you who read my blog. Please share it freely.

Sunday, June 19, 2016

Sunday Highlight 43: Shimakaze High Caliber

My second game in World of Warships captaining a Shimakaze and we're up against two Yamato battleships while we've not a single Tier 10 battleship on our team. It was time to go Yamato hunting, but I'd have to avoid the Udaloi first.

Friday, June 17, 2016

Thoughts on Blogging and Future Directions

Surprise! It's a VLOG where Mabrick mumbles about what he wants to do, what he doesn't want to do, and the future direction of his hobbies including gaming blogs and videos. 

Sunday, June 12, 2016

Sunday Highlight 42: Slow and Steady the Texas Way

The Texas is slow, but she chews up aircraft and packs a punch... when dispersion works in your favor that is. It usually isn't an issue against the battleships she was designed to fight. You may have to be persistent with the smaller ships, but persistence pays off.

Friday, June 10, 2016

Fleet Friday: Patch 0.5.7 Incoming!

Yes, that's correct. Wargaming.net has another patch up on the test server, and they've thrown it open to anyone who sets up a test account. It's easy and it pays. *hint, hint* I had some thoughts of logging into it and showing you some of the new changes, like the complete upending of the current ship upgrade module selection, but The Mighty Jingles, being seven or eight hours ahead of me, and not having to worry about a "day job" per se, not only beat me to it but did a really nice job of covering all those things I wanted to cover. So here, watch his video on patch 0.5.7. Enjoy!
Also, if you don't know who The Mighty Jungles is, then are you in for a treat. I highly recommend his YouTube channel - like over the top and all the way down the other side recommend. It's always a must watch and loads of fun!

Sunday, June 5, 2016

Sunday Highlight 41: Mister Mabrick's Neighborhood

It's certainly a beautiful day in my neighborhood during this first post patch 0.5.6 game in my Kiev Russian destroyer on the Neighbors map. However, my neighborhood is a little different than Mister Roger's. But I still want you to be my neighbor. Especially if you're from Colorado. ;-)

Friday, June 3, 2016

Fleet Friday: A Fair Review of The U.S.S. Indianapolis

My mother hails from Indianapolis. She met my father there while he was stationed at Fort Benjamin Harris. My oldest sister was born there 11 months later. I have family there now. Of course I had to purchase the U.S.S. Indianapolis when it became available as a premium ship in World of Warships. There was never a second thought. It was a total shut up and take my money moment.

But the real question is, is she worth it. At $34.99, she doesn't come cheap. That's two thirds the price of Total Warhammer. (I much prefer that name.) It's a lot of money. The tl;dr is probably not. I purchased her for sentimental reasons more than practical reasons. The cost is, however, the largest "con" hanging around her neck.

The other "con" she has his her armor. Indianapolis was originally designed and designated a light cruiser. However, the eight inch guns mounted on her forced the designation to become heavy cruiser because treaties. Anything with an eight inch gun was a heavy cruiser; actual armor be damned. So if you buy her, whatever you do don't give away your broadside. You will be punished.

The last "con" I've noticed is her rudder shift time is 1.7 seconds slower than a comparably fitted Pensacola. You have to keep that in mind when outfitting her. My commander has vigilance just for that reason, and I take Hydroacoustic Search rather than Defensive AA. 

That said, she has several "pro" points. First of all, let's talk about those guns. They are absolutely devastating against other cruisers. With armor piercing (AP) loaded, she will easily over match any cruiser side armor and deliver multiple citadels at a time - providing you can aim.
But don't sell the high explosive (HE) short either. I moved my Pensacola captain over to her. He has demolition expert as a captain skill. The ship's HE starts with a 14% chance of setting fires. The skill raises that to 17%. If you are firing only the front two turrets, you're practically guaranteed to set a fire with at least one of those shells provided your aim is good. And when you're firing on a battleship, you've got an easy target to hit. Just have a look at the hell fire I wrecked this Warspite with in my third game. Out of combined 56,276 damage done to the New York and the Warspite, 32,132 was by fire. They were hating me HARD.
I managed to pummel the Warspite because he just couldn't get a good hit against me. I kept my bow pointed at him a la Yamato presenting a very narrow target to him. His dispersion ensured he could only chip away at my health pool a little at a time without chance of a citadel. In the end, I had the Warspite and the Colorado firing at me which suited me just fine. That allowed my teammates to win the match.

Oh, and the Indianapolis gets radar. It only has a range of 8.5 kilometers, is active for only 25 seconds which is less than two main gun reloads, and has a hella-long 360 second cool down, but it can be useful in certain situations.

There is one other thing you should consider if you've the money to buy her just laying around unclaimed. She is a credit earner. So my first game in her saw me get focused hard by all the cruisers on the enemy team. It was like, "Oh look, the new ship on the block. Kill her before she citadels us!" I landed a whopping twelve (12!) rounds before being wrecked. I still made 56,425 credits on only 434 base experience. I don't think it's possible to lose credits in this ship.

So the bottom line is she's a fine ship and fun to play when played to her strengths while minimizing her weaknesses. Mind your angling to reduce her armor deficiencies and you can engage battleships effectively - though you will be sank in all likelihood. And this isn't a ship with which your likely to carry your team. Your primary role is fleet escort eliminating enemy cruisers while helping to spot enemy destroyers and their damned torpedoes in time for your battleships to maneuver. If you create a division, I'd recommend you partner up with U.S. or Russian destroyers, or U.S. light cruisers and take on the anti-cruiser/anti-destroyer role with a vengeance. In a cruiser division your AA will also be devastating, but until carrier game play is made more appealing you're not likely to use your AA role a whole lot, which is why I outfitted for anti-torpedo and conflagration. If you've purchased the Indianapolis, what are your thoughts on her?