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In 1890, the big guns are absolutely _horrible_ (Quality -2) _and_ they can't be upgraded (once your nation develops better guns, normally you can refit a ship to mount those improved guns (of the same caliber). This does NOT work with Quality -2 guns.
I don't know about other nations, but Germany has Quality -1 8" guns in 1890, so I use those on my B(attleships) and CA, the more the better (you can put a twin turret fore and aft and several single-gun turrets along the sides)
Your big guns will still not hit a lot, so adding a metric f-ton of secondaries and tertiary guns is absolutely vital
Personally, I go for 6" secondary and 4" tertiary guns, but 5" and 3" can also work
Note: I'd prefer a B or CA with 6 x 8" main guns and 24 x 6" secondaries over a B/CA with 10 x 8" and 12 x 6"
Ammo:
More, I said more, don't you hear me, more!
On a more serious note, the ammo the game allocates on auto-design, is way too little.
Up to 6" I try to go with at least 200, preferably 250 shells per gun
Up to 10" guns, it's 150 shells
And anything larger (at least until guns and firecon improve significantly) around 125 to 130.
Armor:
When you design a ship, you can look at how much armor at a given range your guns can pen, armor accordingly.
Something else to mention, 2" of armor is considered "splinter-prove", meaning, splinters from exploding shells can't penetrate. Having at least 2" of Deck, Extended Belt and Upper Belt is non-negotiable for my big ships (B and CA) with 2" of Deck Extended desirable but not always possible.
Generally:
Early firecontrol is non-existent (one of the reason to go with a plethora of secondary/tertiary guns...throw enough s**t at the wall and some will stick), so fights tend to take place at knife-fight ranges...which makes submerged torps very valuable - and since damage-control is equally non-existent, extremely dangeorus.
Keep also in mind that no matter what, those early ships will be obsolescent within perhaps 8 years and obsolete by 1905, when you can build actual dreadnoughts with 12" quality -1 guns.
That's it for now, I'm sure others will chime in :)
I build a couple of large fast armored cruisers usually aiming for 23kt they are really expensive but valuable for dealing with raiders or being raiders themselves. These are also useful to be converted into your first aircraft carriers later.
IMHO the 1900 start is really the default. A big advantage of the 1900 start for a beginner is that you can design your starting ships, which you can use to build a really solid initial fleet that will get you started off from the right place. The core of this fleet should be two classes of large ship, a battleship and an armored cruiser. Obviously there are a lot of nuances and places where veteran players will argue, but I believe these are the basics:
Battleship
Main battery: 2x2 of the largest -1 quality guns you have, either 11" or 12"
Secondary battery: 16+ 6" guns with 200+ rounds per gun
Armor: 8-10" on belt turrets and CT, 4" upper belt, 2" secondary battery, 2" extremities
Speed: 18-19 knots
Don't use cramped or low freeboard
Armored cruiser
Main battery: Usually 2x2 10", but consider 8" or 9" if higher quality than 10"
Secondary battery: 12+ 6" guns with 200+ rounds per gun
Armor: Keep the 2" areas, halve everything else
Speed: 22-23 knots, some go for 24 but I believe it's too expensive in 1900
Fewer than 4 guns on target inflicts an accuracy penalty
Gun calibres are 'grouped', with guns from the same group (i.e. 6" and 4" guns) providing additional accuracy penalties due to it being difficult to identify exactly how tall a splash is at a distance.
Also, just 1 gun doesn't get the modifier, so really it's an 'exactly 2 guns' penalty.
Complication on turrets: if they have armor no more than 2" and only a single gun, they're not fully-enclosed turrets, which saves weight but means that even with 2" armor it's possible for them to be disabled by splinters (though much less likely than an unprotected turret).
I do build some light cruisers with limited gun protection. Engine damage kills. Turrets being disabled isn't good, but it's much more survivable. (Turret explosions do kill, but they're rare and a light cruiser can't really have enough armor to be safe there anyhow.)
Funny, I get the 'small battery' penalty with 1 gun, 2 guns and 3 guns.
Technically, 8 as both Secondary and Tertiary guns get distributed evenly along each broadside - so 8 Secondary guns would give you 4 on the Port broadside and 4 on the Starboard broadside.
For the Conning Tower, a hit here can be devastating as it can kill both the Commanding Officer and reduce your Crew Quality significantly. My personal preference is to armour this against 6" shellfire.
Turrets are trickier. I won't give a CL better than 2" splinter protection. CAs and up tend to be armoured to resist their own gunfire at around 5,000 yards.
I remember all my attemtps to remove torps from my large ships and how stupid I felt each time without them.