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It's been suggested by some reputable sources (gunnery nerds and the like LOL) that the differences between the USN 16"/50 of the Iowa class vs the 18.1" of the Yamato were negligible at expected combat ranges.
One of the many issues I have with this game is the way IMO it hides TRULY important factors and/or largely removes them from a player's control while shifting their functions into other elements that really WEREN'T responsible.
By which I mean the gunnery system particularly.
Locking shells and propellant into a ship's design is, I suspect, a consequence of how they designed their system in this game, but it is a long way from reality OTHER than the fact certain shell developments might not work in a newer rifle model (such as the USS Colorado class not being able to use later developments of 16" shells due to their breech/chamber size vs later guns).
With the crudity and 'hidden if not exactly clear' mechanics of the game, it's entirely possible, all else being equal, a larger calibre is always better, not least because the game bases accuracy to a significant degree on MAX range (which is largely nonsense IMO).
Well, that went a bit off track, LOL
A MK-4 15" is always vastly superior to a MK-2 18"... that tech difference means everything, accuracy, rate of fire, weight...
And even in matching tech levels, I prefer the 15" but then again that's always been my mantra.
Prefer the ROF vs ALPHA STRIKE...
But this is a subjective matter. That Alpha Strike might be preferable when shooting at enemy battleships.
Any individual hit from an 18" gun is going to do more damage, but more guns firing faster means the 15" gun will likely get more hits and do about the same damage over time. And the faster cycle time means that the 15" armed BB can afford to maneuver to break targeting more often than the 18" armed BB could.
I honestly prefer 14" guns until about 1935, when they start to underperform against the best French, British, or American BBs. Then I go to 15" guns. Anything larger tends to be too much crew and weight for too little benefit.
While it is nice to one-shot enemy battleships with a good deck pen, the 18-20 inch guns are generally not very efficient when it comes to weight.
The largest guns sometimes have problems with over-penetration so you also have to tweak them a bit more than usual to get the desired results.
That said, I do still build a couple of 100Kton 18" or 20" monsters myself. Are they needed? No, not at all. lol, but they're fun. So it's not really an "either-or" question. 15" or 16" fine for most of the BB's; they'll remain competitive through 1965. But no reason not to build one or two big ones anyway just for kicks.
Arguably the better gun, the 16"/50 is not the more powerful gun. With super heavy AP shells, the 16"/50 has nearly the same penetration capability but with HC it is a no contest.
The Iowa class never fired AP shells at an enemy ship. During Operation Hailstone, New Jersey and Iowa sank Katori with HC shells.
There is evidence of 46 cm/45 firing AP, HC, and Sanshiki rounds in combat.
Both of these guns can fire two rounds a minute.
The choice between guns should be about weight and the distribution of tonnage between speed, firepower, and armour depending on what the ship is built to do.
As for super battleships, while fun as flagships or as a pride of the fleet, there kinda useless given the weight of the 18+ guns and their lack of accuracy, even on 130T SBB's. Like Fire said, by the time you get accurate marks of those guns, the game basically over and you probably have a highly efficient fleet.
!5's are pretty solid too. I find 13-14 to be pretty difficult to use later on for obvious reasons unless your going with an all big gun, shell spamming warship, which is viable since it's pretty easy to knock out a enemy warship through structural/fire.
And I've had the enemy use 18-20s on ME!
My observation from the 18/19 is: they wreck even battle ships with just a couple of hits. Seriously. Sank a 110kt german battleship with 16" armour with just 3 shell hits.
The issue is getting those hits. The guns re very slow to fire leaving you waiting for a long while.
Being on the receiving end.... SUCKS!!!
My battle ships are bricks. 20" of deck and belt @ 147% armour strength.... It's wet paper to a 20.9" shell. Every hit was 7k to 18k damage without hitting anything vital. And sadly, more often then not, they hit some thing vital right through the armour (all or nothing internal amour adds 6" more) And there goes an engine, or a magazine.
Thankfully they are SLOW to fire.
Had A, B, X & Y turrets, as well as two broadsides, all in triple mounts
Also had 32 (16x side) quad MK-V 2,9" which had a 14km range, anything small (DD or CL) came close was smashed
All the enemy CA, BC and some of their BBs were all smoked
The later from fires and superstructure hits
But then again, wasn't that what the Battle Cruiser was made to do?
The current version amd patching has made ships, particularly the large ones, very difficult to sink when they are equipped with high survivability tech. I've had mine and AI destroyers survive hits from 16" guns, and high tonnage BB's take hundreds of hits from 15"+ and thousands of smaller calibre and still continue fighting.
I suspect thats likely to be a mainly late game issue, in the area where the devs have stated that the modelling goes wonky due to pushing out the ending period of the game.
I agree, and you concluding sentence sums up nicely the point I was trying to make about assessing various merits/compromises of differing armament sizes, using the 16" vs 18.1" as potential examples.
Cheers