|
Post by cabusha on Feb 5, 2018 18:24:02 GMT -6
I too run Admiral and I'm a big fan of my mid-late game BBs and BCs having overwhelming secondaries. I'm talking 24*5" or 4" guns. 6s hit harder but are noticeably heavier. Anyway, with tge support and screening forces being so flaky, I find having capitals that can fend for themselves extremely useful. And a hail of fire approach more important in general. DDs have no armor, so hitting them with all the things will cripple a ship in no time.
That and fleet turn away is extremely useful. If DDs are coming in, hit tbat check box and RUN. Once the threat is pushed back turn the box off and regroup your fleet. Sure, you'll lose some organization for a bit, but that's normally preferential to taking a torp.
|
|
|
Post by oaktree on Feb 5, 2018 20:26:10 GMT -6
I don't have much to add since I tend to use Vice-Admiral mode rather than Admiral.
1. Once I have 900t DDs I tend to have as many or more than than the AI - and I favor gunboat-type DDs. 2. I aggressively use my 6" CL divisions and try to have a few CLs ahead and a few behind my cap ship line as flank guards. And they do tend to hammer away at DDs when they get the chance.
So it's usually DDs as support and CLs (and perhaps some DDs) as screen. And if there are DDs in range I do start zig-zagging a bit and assuming torps are in the water. And if I see a breakaway by attacking DDs I usually also do a turnaway as well.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 5, 2018 22:02:33 GMT -6
My problem in this war with France is when I turn away from a destroyer charge, there is usually another group of destroyers headed in from another direction. It is unlikely that a lone group of DDs are just waiting in ambush or anything, the enemy formation in battleship level battles like the player's is usually separated into 3 groups, the main force, the BC group within the main force, and the scout force. Ofc they are all loaded with DDs again like player's. It is a good idea to have a general sense of their locations before fully committing. ..But in the end there's no need to fret in taking a few torps, a lot of this still is left to chances even if things are done right.
|
|
|
Post by rimbecano on Feb 5, 2018 22:12:28 GMT -6
I too run Admiral and I'm a big fan of my mid-late game BBs and BCs having overwhelming secondaries. I'm talking 24*5" or 4" guns. 6s hit harder but are noticeably heavier. Anyway, with tge support and screening forces being so flaky, I find having capitals that can fend for themselves extremely useful. And a hail of fire approach more important in general. DDs have no armor, so hitting them with all the things will cripple a ship in no time. I generally select among 4", 5", and 6" according to gun quality (with a preference towards heavier guns for equal quality, and lighter guns early in the game, so most often I use 5" on early ships and 6" on later ones, if quality considerations aren't a factor).
|
|