I'm kind of leaning toward Manual secondaries because I would like better dispersion and the fact that I can get 9.0km secondary range with the secondary range upgrade. With the right upgrades and commander skills, her secondary battery range can be extended past 11.0 km, allowing Bismarck to whittle down enemy ships before closing in for the kill.
AR: Turret traverse is great.
25% more), which explains the difference.
I don't think going for 2 things for 3 points will leave you enough now to get IFHE, AFT and Manual Secondary (3 - 4 point skills). The barbettes would be 340mm thick above the weather deck, and below it was reduced to 220mm.
Its a brawling ship, designed to go in close and blast everything. So my build is:Catapult Aircraft Direction Center (only worthwhile tier I perk)Adrenaline Rush (turret traverse is already solid on KM BBs)Preventive Maintenance (since you'll be using the auxillary armament module to keep your secondaries alive, plus your AA as bonus ... the captain perk will keep your main batteries alive)Alternatively I have toyed with the thought of dropping Concealment Expert for IFHE (which also applies to secondaries) and thus give the 128mm secondaries enough HE pen to damage the typical 32mm hull armour and not just the 150mm, meaning more actual damage potential for the secondaries, but I haven't tested the build since I dropped grinding the KM BBs for now.you need AFT for the range, and Manual Frieing control for the maximum effect,. Use terrain to hide yourself because your a sitting duck at range.
[RDBF] So you don't need EL for 1 point if you do that, not like you'll be using HE hardly in that case on Bismark with main guns having a low fire chance of 32% and with no fire chance bonus like RN BB's get to make up for it like on Vanguard for example (which also has 34% fire chance). [RDBF] You can't go wrong with more heals.My plan was to go for Manual Firing Training + 20% range module and use flags for the last range increase, and then when I had the skillpoints I would exchange the module for something else while retaining the 20% range increase through my commander skill :bBut if I have to keep both of them to actually get the 20% increase, well then that's what I'll have to do ^^,But I'll just grind it, and use some of my free XP if my patience runs dry Primary error: Superintendent not found. I can only get to 7.2, plus what is a full secondary build look like?
Basic gist was Kurfurst has worse secondaries than either Bismarck or Friedrich, or even Yamato, along with the stats of their various secondary guns to back it up.How do you get 7.6 range in secondaries for the amagi?
Does PT for 1 point actually help a secondary build? CV is the sole ship where I don't find this useful. priority target allows you to know when you are targeted, how many are targetting you, thus lets you know what options you have.
With a displacement of 39,500 tons when lightly loaded, and 50,400 when fully loaded, these ships were the largest Battleships in Europe during WW2. Overall the Yamato still is better than the german line because it has more secondaries and they fire straight ahead and aft with good amount of guns whereas the german ships must show most of their broadside to get the same capability.Of course, the fact that the german ships have insanely hard to hit citadels put them on top of Yamato in practical terms.Iowa with AFT and BFT gets around 7.0 - 7.5 km secondary range as well.As a DD player, I guarantee that Bismarck's secondaries have the longest effective range. DE will help the secondary cause more fires and also make the main guns have a better fire chance as well, which is not good on Bismark for main guns with HE used without DE
Pros: Fast turret traverse and main battery reload time (26 seconds) for a battleship. PM on Bismarck has only one single purpose, which is keeping turrets alive, as the rudder and machinery only can get knocked out by eating torps or AP bombs. The secondary turrets were much more vulnerable with only 100mm face plates and 80mm barbettes. I've run into a little problem - and I hope some of you have some useful advice.On my Bismarck I've mounted everything people have suggested to get the 10.6 km range of the secondaries - but even though I have mounted the +20% module, it doesn't 'activate' so to speak.It's 8.4km stock, we all know that (and without flags it only fires at targets within that range with manual targeting)With flags, and the 5% increase they give, I've noticed my batteries starting to fire at aroung 8.8/8.9 km - and in both cases the +20% doesn't seem to implement itself even though the module is clearly mounted.Any ideas as to why? In a BB, I can tank plenty and take action accordingly.And I'm typically not bothered much by DDs.
[RDBF] But at T10 when AP isn't able to pen some BB ships, I guess HE is going to be used at times.
The upper belt designed to defeat Cruiser caliber shells was 145mm strong.
A BB ship is too slow on turning and speed to make use of PT like a DD can quickly turn away and move off fast before shots come from ships targetting it. He wants an all out secondary build that is still competative, so what ive got so far is this:
The stats you see in the port are Bisku's base secondary range is 7 km: 7 * 1,20 * 1,20 *1,05 = 10,585 [km]. if you didn't take IFHE as part of the build, then I would go with something like this:
If you can get persistently bombed, you are in a bad situation already. Most consistent way of pissing CV players off. So you don't need EL for 1 point if you do that, not like you'll be using HE hardly in that case on Bismark with main guns having a low fire chance of 32% and with no fire chance bonus like RN BB's get to make up for it like on Vanguard for example (which also has 34% fire chance). If you are too close you will hit the main armor belt and it is possible that you inflict no damage.
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