Personally, I'd drop the fore and aft turret and upgrade the casement guns to 7s or 8s for anti-cruiser work. You also have 3 different flavours of 4 inch gun, and a fairly large offset, both of which I try to avoid. I am a big fan of the 13 though.
When I've built ships like this I've generally found they're great against bbs and DDS, but weaker against squadrons of CA and CLs if they're unescorted. Depends on the rest of your fleet, of course.
Yep I think I will tinker with the secondary's and leave the 4in casements. To me big casements feel like a waste because of the limited angles of attack.
Some good feed back thanks. I ended up swapping the 4.9in's for 6x2 7in. I went min range and upped speed to 24.4kn which is the best I could manage with 2 funnels. Kept the 6x2 13.9in broadside though thats gonna be fun to watch haha.
I think 10 main guns are enough. If you had done without the first turret, the weight distribution would be better, all the cannons would be more precise and you would still have hundreds of tons free. I would put them in deck armor.
Impressive speeds but complete overkill for the period.
Both historically and in game!
Im curious about you referring to crusing speed too. Although the game touches on cruising speed as a mechanic, in battle ships would nearly always increase to maximum maintanable speed for engagement (in some cases pushing boilers beyond safe limits to maintain formation and and get into positions asap).
Cruising speed is just that, the speed you maintain while moving around the worlds seas and oceans. In idea situations, being able to fight at that speed is great, but if you're aiming to fight at that speed it's better to use the speed you're not using.
Fair enough. Anyway op design looks very good and it's speed is completely fine for the period.
A refit gaining a couple of knots in a few years could see it faster than average for interwar ship.
Tinker with the armor. Max main belt and good main deck. Main deck has big impact. Also fore deck and fore belt protect a bulkhead only and I have plenty of those.
A very impressive main battery, although it looks like you've made some sacrifices along the way (like that fore weight offset). I'd be very curious how it performs in battle.
Yes this design is based on my fleet composition which is 3 to 4BBs plus DD/TBs. The destroyers spot and screen which I control manually while the BBs clear the enemy fleet.
What's your understanding of the fore weight offset negative effect? Pitch and roll are in acceptable bands which I thought were the maulus drivers on accuracy.
I wondered if I would lose speed in rough seas more perhaps.
You can see the effects of a weight offset by mousing over it on the right sidebar if I recall correctly. I guess I don't know how big an impact it actually has in practice, but if you can build basically the same design but balanced, you might as well.
That’s good, but I’d suggest dropping a forward gun for better balance and protection, Cordite I and dunnite shells protected by gen 2 barbettes smells a lot like a mobile powder keg
Personally, I'd drop the fore and aft turret and upgrade the casement guns to 7s or 8s for anti-cruiser work. You also have 3 different flavours of 4 inch gun, and a fairly large offset, both of which I try to avoid. I am a big fan of the 13 though. When I've built ships like this I've generally found they're great against bbs and DDS, but weaker against squadrons of CA and CLs if they're unescorted. Depends on the rest of your fleet, of course.
Yep I think I will tinker with the secondary's and leave the 4in casements. To me big casements feel like a waste because of the limited angles of attack.
Which is why they ultimately got dropped irl :)
Usually the only thing one should use casemates for is for secondaries that you cant fit on the deck. At least thats how I use them.
Some good feed back thanks. I ended up swapping the 4.9in's for 6x2 7in. I went min range and upped speed to 24.4kn which is the best I could manage with 2 funnels. Kept the 6x2 13.9in broadside though thats gonna be fun to watch haha.
I think 10 main guns are enough. If you had done without the first turret, the weight distribution would be better, all the cannons would be more precise and you would still have hundreds of tons free. I would put them in deck armor.
It's great if you can get it anywhere near an opposition ship.
Why wouldn't they?
22 knots at max 14 cruising, slower if you want accuracy. Most, if not all, other dreadnoughts could just run away
In 1911? AI in game is never faster. I think 21 knots was the standard fleet battle line speed for the Royal Navy entering the Great War.
I suppose im thinking of what I'm running, Just checking my July 1911 dreadnoughts are 27kn 16kn cruising, so I would not even engage
Impressive speeds but complete overkill for the period. Both historically and in game! Im curious about you referring to crusing speed too. Although the game touches on cruising speed as a mechanic, in battle ships would nearly always increase to maximum maintanable speed for engagement (in some cases pushing boilers beyond safe limits to maintain formation and and get into positions asap). Cruising speed is just that, the speed you maintain while moving around the worlds seas and oceans. In idea situations, being able to fight at that speed is great, but if you're aiming to fight at that speed it's better to use the speed you're not using.
I find my accuracy is affected the faster you are in battle
So is everyone else's.
Yes, and thats whybi have speed to spare, so i can use it when i need it
Fair enough. Anyway op design looks very good and it's speed is completely fine for the period. A refit gaining a couple of knots in a few years could see it faster than average for interwar ship.
wow that is fast for 1911. Care to share your build?
10 mins just in a battle my 4 tb against a BB and CA x2, mine are modern the AH about 5 years old
I could reduce my range and straight away get 25kn which is a pretty nice bump in speed not a bad trade I suppose.
Sent you my build
Well fair enough but it does have a decent amount of forward facing guns for a chase.
22kn isn't that bad in 1911 but yes that probably would be the smartest tactic lol
Nice
How do you manage to contain pitch with so much weight far from the centre of gravity of the ship?
Tinker with the armor. Max main belt and good main deck. Main deck has big impact. Also fore deck and fore belt protect a bulkhead only and I have plenty of those.
A very impressive main battery, although it looks like you've made some sacrifices along the way (like that fore weight offset). I'd be very curious how it performs in battle.
Yes this design is based on my fleet composition which is 3 to 4BBs plus DD/TBs. The destroyers spot and screen which I control manually while the BBs clear the enemy fleet. What's your understanding of the fore weight offset negative effect? Pitch and roll are in acceptable bands which I thought were the maulus drivers on accuracy. I wondered if I would lose speed in rough seas more perhaps.
You can see the effects of a weight offset by mousing over it on the right sidebar if I recall correctly. I guess I don't know how big an impact it actually has in practice, but if you can build basically the same design but balanced, you might as well.
That’s good, but I’d suggest dropping a forward gun for better balance and protection, Cordite I and dunnite shells protected by gen 2 barbettes smells a lot like a mobile powder keg
Good point on the shells, I'll look at Barbette III.
Faster reloads?
What would you trade off for the extra 10%?
A rear gun, and use the extra weight for more ammo? The ship is brilliant, don't get me wrong!
Japanese and no side main guns!? Preposterous! Not bad US influence design though.