![]() Their dreadnoughts are not very fast, but can still otupace the US ones, and are surprisingly nimble with tight turning radius. Must have a Captain specced for secondaries to be truly useful, though. Good number of secondary batteries, with good range. This is key to get into preferred firing distance whenever possible. Inaccurate guns (most inaccurate of all BB lines), with sometimes lower caliber than that of other nations, but also a bit faster firing. They are also a bit more resistant to HE damage due their armor scheme which uses less light plating. You will still suffer damage from regular penetrations, so don't get overconfident. Good armor, almost impossible to put a hit on their citadel. I got bored w/ the american line at tier v so now i'm going to try the german line Originally posted by ahhhh!:thank you for the help -Overall armor schemes are not up to the same standard as German battleships, making them enticing targets for HE spam.-Guns never exceed 340mm or 381mm until tier X, leaving the alpha much to be desired if you don't get several hits at one time.+Decent secondaries with good range starting from tier VII.+Have turtleback armor starting from tier VII, making them more effective at mid-range combat.+Has access to battleship engine boost, which allows you to get on flanks easily or run away from a bad fight.+AA is poor at first, but ramps up by tier VII.+High muzzle velocity on guns combined with the quad turret design starting from tier VI forward, allows you to put a lot of shells downrange at one time.+AA is decent, but starts to really ramp up by tier VIII.+High concealment means it is easy to sail away and disengage.+Underwater citadels means it is next to impossible to be citadeled from surface ships, and when combined with their special heals starting at tier IX, allows them to tank damage quite easily.=Powerful HE with high alpha and fire chances makes ammo managment important, as to make up for how RN AP have very poor krupp values outside 12km.-German HE lacks alpha, making it difficult to deal with angled ships.-Huge ships, bigger than IJN ships, with large turning radius, large superstructure, which all makes it really easy to spot and damage german battleships.+Fantastic secondareis by tier VII, which goes in part with their mid-close range rush-down playstyle.+AA packs a punch by tier VI, but generally lacks the range of US counterparts.+Extremely high muzzle velcoity makes gunnery comfortable but also causes poor dispersion, making them great brawlers, but poor snipers.+Very tough armor schemes starting from tier VII with the toughest weather decks that can shatter a lot of HE fire combined with thick turtlebacks makes them very tough at mid-range combat.-Worst in class AA suites, with a heavy reliance on mediocre mid-range 25mm AA guns.-Massive ships means while they do have a lot of health, also means they are easy to spot, hit, and burn, despite their decent speed but large turning circles: positioning is important.+Generally have the best gun ranges tier-for-tier, which fits perfectly with their high accuracy guns, making them very comfortable snipers that prefer to stay away from mid-close range combat.+Have access to the biggest guns, being able to reliably overmatch 25mm plating starting at tier VII, and the only nation to have a ship that can overmatch 32mm of plating.=All-or-nothing armor means your pretty tough to damage if angled at range, but most USN BBs have a waterline citadel, which leaves their armor vulnerable to mid-range plunging fire when a broadside is exposed. ![]() +Best in class AA starts to ramp up at tier VII, which with dedicated builds, can shred same-tier planes.=High damage guns with low muzzle velocity results in plunging fire, which means USN guns can more reliably citadel ships at the cost of long lead times at once you start shooting at 15km+.Heh, I might just get a notepad out and copy the same answer I give when someone asks this question. Originally posted by Torchfire:This topic again.
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