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  • ARMOR and KM Guide (version 0.5)

    09. 01. 2010 04:56

hyperion117
This guide is made by me to give a quick overview of armouring your KM nation.
Lets go over the basics of KM armor

1. This is something you should know when you start km line and that is your ships
will lack sufficient displacement to carry adeqaute armor for the most part until
higher lvls. Knowing this dont expect to be like UK or US ships which can carry more
armor.

2. You shouldn't rely on armor to help win you battles. speed and range play an
important role in battle as well.

3. You should consider ,not aboslutely, going with armor is with the Admiral Hipper
(or bayern if you have it). I reccomend bulging your ship till you start losing speed
thats a good sigh you have enough for now.

4. Once you get the Scharnost BC or the P Project 2, 2 because you will not have
much room using armor in P Project 1, try adding a little armor to get the feel of it
and adeqaute amount of armor would help (not alot) with sorting with the weaker
bb1 and bb2 guns though im not saying it would stop them or give you much help.

5. Once you reach the BB3 and above it would be smart to add armor. This is when
you should and will have to be able to withstand some hits from other BBs. You
should be able to reduce 14 inch shells to damage within the 1.5k range at least.
Otherwise you will be a sitting duck. As you gradually advance the lack of
displacement will dissipate but.

6. By now you probably don't even need to know how to armour your ship as it has
been natural but just in case if your still dying after 3 or 4 hits then you have to
seriously need to have some armor and that means know holding back.

Welcome all coments, corrections and reccomendations you think should be included.
By: Hyperion117
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  • Re : ARMOR and KM Guide (version 0.5)

    09. 03. 2010 00:26

Jryder
If people want to fool around with armoring KM ships, more power to them. However, since
KM's best bet for survival is not getting hit at all then doing anything to slow your ship
down is counterproductive.

There is no amount of armor that will protect you from top of the line surface predators
so your only real hope is speed.

It's just unfortunate for us that SDE saw fit to not even give us a true national
advantage in that department (POW, Sodak, SY, etc...).

There's a good reason that the phrase "speed is life" is generally held to be synonymous
with KM.

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 22:57

LastSpartan
"deck + bulge-head--->no"


Sorry head? what kind of head u talking about?

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 17:38

wulfpak
or 8" armored Moltke in blitz.. fun stuff!

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 16:47

V2CxBongRipz
Pitt wins the thread not once, but twice. :P

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 15:37

Pitt_Possum
"had some 170+k games with a Opro1 9" deck with 2 front dual 14.96" :) "


congratulations you found someone dumber than urself.

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 15:25

Obergrattler
Useless guide.

My Guide: Get some good engineers. The End.

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 12:48

Gguy
Then don't listen to him too xD

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 12:38

raven722
Armor can be fun, on the right KM ship.

I'm running my KM EBB with full 255 buldge and just over 8 inches of belt, with a full
80s level crew. It doesn't let me run away from anyone, but no sub will even
damage me.

I find it a hoot to play, not that I play this way all the time, but it gives you some
options as to not make the game too linear.

Play to have fun, and don't listen to what other think you should do, they are no
smarter than you, and much more short sighted.

  • Re : ARMOR and KM Guide (version 0.5)

    09. 02. 2010 12:21

Gguy
KM armor is too heavy, expensive and weak (I tought it was better in history), u should use only 0.2
belt and deck, some bulk and as much bulge till not loosing speed. Use lot of engineers (I have heard
that 4 engy + 1 seaman better than 5 engy :O) to gain more speed.

  • Re : ARMOR and KM Guide (version 0.5)

    09. 01. 2010 09:04

shira
IMO KM ship can put some armor on it effectly . But it's depend on what ship you
drive and what ship you need to fight .

So , Armor on KM ship basically depends on Battle mode .

Blitzkrieg :
The biggest gun in Blitz is RN single 18" and triple 15" . No one in blitz can AW to
bouce those gun . No ship can fit enough armor to bounce any BB gun in blitz too .
But KM PCL and some CA can put enough belt armor to bounce 8" shell in close
quarter , and "Hobby War " , the default map of Blitzkrieg , doesn't have so many
space to let you use your range effectly . AW your CA or PCL is a choice .

BB&CA room and/or BB123/PBB room
Everybody knows in those room , speed and range is your life . But Gneisenau and O
project can put on enough armor to bounce any BB gun in those room , and keep
decent speed (24/40 at full displament ) . Your trade off is 1/3 fire power (rear
gun) .It's a fun choice , sometimes useful .

GB&GBII
No KM ship can fit enough armor to stop BB4+ gun shell , so the only choice is 0.2"
belt + bulge before lose speed . Speed is your life , again , speed is your life .
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