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Post by brucesim2003 on Jun 4, 2017 19:00:13 GMT -6
That's almost exactly the type of ship I would build. The only major difference is I wouldn't bother with the tertiary battery. If you must have one, I would drop the number to 8, and increase them to 4", but on balance I think dropping it all together would be better. As an aside, I'd hate to be serving the after secondaries when X turret lets rip.
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luna
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Post by luna on Jun 5, 2017 14:04:55 GMT -6
Removing the tertiary battery in this case would not change anything. The ship is well under tonnage limit and budget wise they're somewhere around 1-2%. Removal could theoretically result in approx 400 tons lower tonnage, but I find that to be rather inconsequential as it's less than a months worth of build cost and I can always remove them at a later refit when I need tonnage. I'd hate serving on any secondaries or tertiaries, they have no armour to speak of. I'm not known to armour the secondaries well. Between getting wrecked by the X turret and getting wrecked by enemy 15-16 inch shell splinters there isn't much room for comfort for those fellows in the rear, I'm sure. They really pulled the shortest straw.
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Post by babylon218 on Jun 5, 2017 14:15:58 GMT -6
Unless the secondaries are of a heavy calibre (8" or more) I tend to give them 3-4" for splinter protection and that's it. In a recent game as UK, I didn't give the secondaries on my BCs any protection until I started mounting them in twin turrets to save weight. On my CLs I usually don't bother even then.
But, to be fair, I think the only nation IRL who really armoured their secondaries were Germany. The RN was notorious for barely protecting their secondary crews until the QE-Class when the secondary armour was increasing to 4".
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luna
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Post by luna on Jun 5, 2017 14:36:41 GMT -6
I guess I was really into role playing as Germans without even realizing it. Those are some thick secondaries. Although I'm not sure the admiral would like that 10 inch belt.
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Post by brucesim2003 on Jun 5, 2017 17:46:14 GMT -6
I tend to put 5" on casemates as it helps protect things other than secondaries, and when I move away from casemates I drop it to a 2" splinter protection.
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Post by bcoopactual on Jun 5, 2017 19:21:55 GMT -6
I guess I was really into role playing as Germans without even realizing it. Those are some thick secondaries. Although I'm not sure the admiral would like that 10 inch belt. Wow, that is a lot of director controlled secondaries. That thing is a buzzsaw in close. Pity the poor destroyer flotilla that tries to torpedo it.
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Post by Airy W on Jun 6, 2017 5:34:06 GMT -6
Removal could theoretically result in approx 400 tons lower tonnage, but I find that to be rather inconsequential as it's less than a months worth of build cost and I can always remove them at a later refit when I need tonnage. Personally I think any "spare" tonnage should be given to ammo not tertiaries. But I think your tertiaries are the right choice. If anything, you could put on more!
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luna
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Post by luna on Jun 6, 2017 11:31:34 GMT -6
I would't consider it "spare" tonnage as much as I'd consider it non-vital tonnage anyway. Spare suggests I am falling short of my tonnage target and I'm wasting tonnage on stuff I don't want, but that never happens. I just lower the overall tonnage of the ship to make it cheaper if I don't meet my target. I tend to put 5" on casemates as it helps protect things other than secondariesI also tend to armour my casemates better than turrets. Rarely have less than 4 inches on casemates. Wow, that is a lot of director controlled secondaries. That thing is a buzzsaw in close. Pity the poor destroyer flotilla that tries to torpedo it. That's actually the standard number of guns I use on my battlecruisers and battleships. 12 in casemates, 14 in single turrets or 24 in doubles. With casemates and single turrets I often have tertiary armament. I think I probably need all the help I can get against said destroyer flotilla with that level 1 torpedo protection. I have really bad luck when it comes to getting torpedoed in the middle of the night at point blank range.
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Post by axe99 on Jun 6, 2017 16:42:51 GMT -6
I'm also a big fan of the "full" number of barrels for secondaries. Twenty-four relatively fast-firing 5" ers are right handy against enemy destroyers (and can be fairly brutal on CLs as well). Not always decisive by any stretch, but handy. Random thought that popped into my head then - I wonder what it would be like with 24 5" secondary and 24 4" tertiary?!
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Post by bcoopactual on Jun 6, 2017 17:09:21 GMT -6
That's actually the standard number of guns I use on my battlecruisers and battleships. 12 in casemates, 14 in single turrets or 24 in doubles. With casemates and single turrets I often have tertiary armament. I think I probably need all the help I can get against said destroyer flotilla with that level 1 torpedo protection. I have really bad luck when it comes to getting torpedoed in the middle of the night at point blank range. I understand. It wasn't a criticism. I just run away at night. I've had ships get torpedoed by enemy ships that my crew hadn't "identified" yet so I couldn't fire on them.
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Post by wolfpack on Jun 6, 2017 17:17:09 GMT -6
i think i broke the game just a tad
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luna
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Post by luna on Jun 6, 2017 17:28:24 GMT -6
Didn't take it as such, just saying it's actually very typical for me to have heavy secondary and tertiary loadouts. I think it's safe to say I go slightly above the average for this game.
In all actuality I think you can forego secondaries altogether and just use light cruisers/gun destroyers to cover your capitals, and to my knowledge that works.
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Post by boomboomf22 on Jun 6, 2017 18:36:52 GMT -6
i think i broke the game just a tad You using sqwabies mod? cause that be broken man. that and the 52k hard limit is because above breaks the calculations due to coding.
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Post by cv10 on Jun 6, 2017 19:53:33 GMT -6
Here's my Albert Dreyfus class Battlecruiser. In my current game as France (70% research, Varied Tech), my own bad research and a naval treaty prevented me from building BBs and BCs in my home yards until 1914, so I ordered this class from American yards. The design focuses on heavy armor and guns at the expense of high speed. Since they were American-built, I decided to stick on the lattice masts for a laugh. I think it's a solid blend of affordability for firepower, as they cost about 3 .5 million a turn, and I was easily able to afford six of them over a 5 year period while finishing up some other ships. The other ships in the class are the Marquis de Lafayette, Comte de Grasse, Comte de Rochambeau, Capitaine Danjou, and the Voltaire. The name of the lead ship was due to the exoneration of Dreyfus (jailed before the start of the game, so his exoneration would still be in the cards) and a decision to take money from the Navy and give it to the Army. I wanted to make the Generals choke on their breakfast when they read the papers the day the decision was made
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Post by bcoopactual on Jun 6, 2017 21:23:33 GMT -6
Nice ships. Those lattice masts have always bugged me (Not that you used them, just their historical existence). Not one of our finer design moments I think.
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