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Post by elouda on May 21, 2019 13:45:17 GMT -6
I tend to prefer all twins until I get improved triples, then I will often use combinations of the two. A 323 ABY is a fairly common choice, as is a 3223 ABXY.
I've also noticed something in RTW2 that I don't think was present with RTW1, which is that two nearby turrets can get jammed in one hit sometimes, which is making me consider more spaced layouts.
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Post by mycophobia on May 21, 2019 13:59:48 GMT -6
I actually used the KGV 424 ABY layout in my game as French once due to somehow getting reliable quad turret before getting reliable triple iirc.
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Post by wknehring on May 21, 2019 14:08:00 GMT -6
I usually use AB/VY with twin turrets and later AB/Y turrets with 8 or 9 heavy guns (early 16" BBs in the early 20th or later 17" or 18" designs). Sometimes when I have 15" Qu1 I use AB/VY with triple turrets to spam steal.
Maybe there will be an AB/Y design with 20" boomsticks in a 3x2 design. I just have to test some designs.
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snwh
Full Member
Posts: 121
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Post by snwh on May 21, 2019 14:14:44 GMT -6
I tend to prefer all twins until I get improved triples, then I will often use combinations of the two. A 323 ABY is a fairly common choice, as is a 3223 ABXY. I've also noticed something in RTW2 that I don't think was present with RTW1, which is that two nearby turrets can get jammed in one hit sometimes, which is making me consider more spaced layouts. I noticed that too! It was a bad day for my BC, which is a triple ABY. Lost all the forward guns at once Also, man i wish i had made this thread a poll now
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Post by alkiap on May 21, 2019 14:15:17 GMT -6
Generally a 3x3 A-B-X layout, both for BB/BCs and for CAs. 6 guns are decent firepower in a chase, and I dislike unbalanced "all forward" configurations
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Post by matnjord on May 21, 2019 14:35:48 GMT -6
I tend to prefer all twins until I get improved triples, then I will often use combinations of the two. A 323 ABY is a fairly common choice, as is a 3223 ABXY. I've also noticed something in RTW2 that I don't think was present with RTW1, which is that two nearby turrets can get jammed in one hit sometimes, which is making me consider more spaced layouts. I noticed that too! It was a bad day for my BC, which is a triple ABY. Lost all the forward guns at once Also, man i wish i had made this thread a poll now Not sure about RTW, but back in Steam And Iron double turret explosions were definitively a thing. Ah, found it:
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Post by hungaricus on May 21, 2019 16:46:45 GMT -6
My absolute favourite is the 3-2-2-3. 10 heavy guns together.
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Post by pastur on May 21, 2019 18:11:25 GMT -6
If I want to save weight to squeeze in a higher caliber, I will sometimes do 2x4 AY but usually I go for a mix of ABY Triples and split Triple and Double ABXYs
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Post by abclark on May 23, 2019 11:09:26 GMT -6
I noticed that too! It was a bad day for my BC, which is a triple ABY. Lost all the forward guns at once Also, man i wish i had made this thread a poll now Not sure about RTW, but back in Steam And Iron double turret explosions were definitively a thing. I had a light cruiser with ABC-WXY twin 6”DP (since you can’t have DP guns in triples) take a penetration to the B turret and resulted in a flash fire. Luckily it didn’t blow up, but it did also burn out A turret. Had a sigh of relief when I saw what happened, but a fire that big in the magazine spaces is pretty scary.
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Post by ramjb on May 23, 2019 11:27:14 GMT -6
I had a light cruiser with ABC-WXY twin 6”DP (since you can’t have DP guns in triples) take a penetration to the B turret and resulted in a flash fire. Luckily it didn’t blow up, but it did also burn out A turret. Had a sigh of relief when I saw what happened, but a fire that big in the magazine spaces is pretty scary. I got one of those in one of my 37500 ton 9x15'' BCs. Against quite an inferior force too, that I was about to maul (and which I mauled in the end anyway). Lucky hit on one of the fore turrets, flash fire, both turrets out. When I read "Flash fire" in the log my heart almost flipped...what a way to lose a splendid ship in a battle that by any account we were going to win...when I noticed it was just the turrets out and that the ship was OK, I was like "...woof..." I guess I should feel bad for the guys in the turrets, all cooked alive, but hey, I felt relieved, not sad .
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Post by dorn on May 23, 2019 11:31:57 GMT -6
I have just build 2x4x16" battleship with AB layout to save maximum weigth and costs and it was nightmare in battle. 2 of 5 battleships of this class get hit disabling both turrets. On opposite my older battlecruiser with standard 4x2x15" guns lost only half of firepower.
The previous class has layout 3x3x16" ABL and it was much better solution.
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Post by bcoopactual on May 23, 2019 11:41:58 GMT -6
Not sure about RTW, but back in Steam And Iron double turret explosions were definitively a thing. Ahh, SMS Seydlitz at Dogger Bank. I've never seen that in any of the games I played in RTW1. I noticed that the turrets didn't actually explode either, they just were permanently knocked out by the fire.
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Post by ramjb on May 23, 2019 11:44:40 GMT -6
Not sure about RTW, but back in Steam And Iron double turret explosions were definitively a thing. Ahh, SMS Seydlitz at Dogger Bank. I've never seen that in any of the games I played in RTW1. I noticed that the turrets didn't actually explode either, they just were permanently knocked out by the fire. maybe that's what happened in previous games, but I can guarantee you, the A and B turrets in USS Constellation were VERY black in my game XD
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keris
New Member
Posts: 31
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Post by keris on May 23, 2019 11:58:03 GMT -6
I have just build 2x4x16" battleship with AB layout to save maximum weigth and costs and it was nightmare in battle. 2 of 5 battleships of this class get hit disabling both turrets. On opposite my older battlecruiser with standard 4x2x15" guns lost only half of firepower.
The previous class has layout 3x3x16" ABL and it was much better solution.
I'm having this same issue with the 2x4x16 all-forward gun layout in a fast BB class I'm actively producing. First ship in the class was lost as a result of getting both guns knocked out and the second barely managed to get away despite this happening to it as well... in the same battle... but I've got another 4 building w/ <8 more turns and I can't cancel them because I need the tonnage Currently in a war with the US as CSA and they've got me out numbered with capital ships significantly and I'm managing to win because of airpower but having issues keeping any battle line in good repair to do anything but desperately run - which highlights another issue with the all-forward approach with 2x4x16. My BBs couldn't return fire in any significant fashion while moving away. Already have the next class designed and dropped speed to 25 from 28 in order to switch from ab 2x4x16 to aby 3x3x16, cut out heavy secondaries to switch to all AA in DP mounts, and then used all the extra tonnage to tack on a bunch of extra turret and deck armor as well. Never taking that approach again
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Post by arminpfano on Aug 12, 2021 6:10:13 GMT -6
Hi all,
I reopened this old thread for a specific question:
The first triple and quadruple turrets are very likely to jam in battle, until a later tech corrects this. My question: Does this later tech "heal" the ships with triples/quadruples already built? Or does it only affect ships build later on? Or can you "heal" the problem with an updaten of the guns?
Thanks for sharing if you know something about this, I haven´t found anything.
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