Post by FormulaZR on Aug 30, 2017 3:16:15 GMT
One of the most storied ships in history are both the Bismarck and her sister ship Tirpitz. We are lucky enough to have both in game - but lets focus on the T8 premium BB Tirpitz.
If you've sailed the Bismarck and thought "Gee, I'd like to trade some of my AA suite/hydro for torpedos" then look no further, but if you have not - we'll get a bit deeper.
The Good:
- 21.4km range on main battery.
- Decent firing arcs on main battery guns.
- 4x2 6km torpedoes.
- Very tanky.
- Decent AA.
- THE SECONDARIES (with captain skills). 10.8km without flags.
- Turtleback armor means citadels at close range are borderline impossible.
- Fast for a battleship at ~31kts.
- 26 second reload
The Bad:
- Dispersion at 14+km range makes you wish you had a shotgun.
- Overmatch ability of the guns at T8 is questionable.
- Again...dispersion. It's that bad!
- AA suffers a bit compared to Bismarck
- Gives up Bismarck hydroacoustic search.
- Only 8 guns, and small caliber for tier.
- Torpedo tubes have low health and protection, very likely to get damaged or destroyed.
- Mediocre concealment with the optimal build.
- Secondary build useful to Tirpitz/Bismarck is not optimal for other KM BBs (partially viable on GK, but still questionable).
Tips:
- You are a brawler. Do not back row snipe. You are to WoWS what a sawed off shotgun is to the rest of the world.
- Don't be dumb. I just told you to get in faces. That's true...but know what you're doing. If there are 2 unspotted DDs and a BB...maybe wait it out a bit - or else get rekt.
- Even at under 14km dispersion is questionable. Aim between the deck and waterline for the most hits/volley.
- Map awareness is key. See who's been spotted and where. Who hasn't been spotted and where they're likely to be. You can tank an amazing amount of damage, but only if you know where to expect it from.
- Use your secondaries for psychological warfare. The constant hit indicator discourages aggressive play. Sometimes you need to focus the DD you aren't shooting at, sometimes you need to focus the lower health BB. Use the incredible secondaries as a 5th gun battery.
- As strong as the secondaries are, don't rely on them.
- If anyone gets within 6km of you, make them regret it. You OWN 6km. Torps, main guns, secondary guns...you ARE the close range T8 brawler to contend with. Remember you are only T8.
- Except for when you expose your red underbelly in a hard turn, you cannot be citadel'd at close range. You will still take damage, but no citadels. Use that to bait a shot.
- Be discreet. Don't piss of Yamato. Citadels be damned, that's the immovable force you don't need shooting at you. Don't charge, instead arrive. Use terrain/friendly smoke to show up in a place no one expected a BB.
- Do not backrow BB snipe. Push up. You are a threat and everyone fears you.
- Honestly, the torps not fired are scarier than the torps fired. Keep them in reserve, but use them when you know you'll hit at least one. Between the flooding from your torps and fires from your secondaries, you can cause massive damage over time.
- The secondaries. Identify who you need to put under continuous assault and who you need to focus the main guns on. Sometimes that is the same target, often it's not. Prioritize.
Captain skills:
This can go one of two ways. I think secondary built is more fun. PT, EM, BFT, AFT, MF-Sec, SI, AR.
Or, you can go for more cruiser-like build that benefits Scharnhorst. PT, EM, SI, CE, SI, HA, MF-AA.
Bottom line:
Recommended brawler. Absolute barrel of fun and with the secondary focused build you'll laugh between every main battery volley. Pity the fool who strays within 6km of you.
If you've sailed the Bismarck and thought "Gee, I'd like to trade some of my AA suite/hydro for torpedos" then look no further, but if you have not - we'll get a bit deeper.
The Good:
- 21.4km range on main battery.
- Decent firing arcs on main battery guns.
- 4x2 6km torpedoes.
- Very tanky.
- Decent AA.
- THE SECONDARIES (with captain skills). 10.8km without flags.
- Turtleback armor means citadels at close range are borderline impossible.
- Fast for a battleship at ~31kts.
- 26 second reload
The Bad:
- Dispersion at 14+km range makes you wish you had a shotgun.
- Overmatch ability of the guns at T8 is questionable.
- Again...dispersion. It's that bad!
- AA suffers a bit compared to Bismarck
- Gives up Bismarck hydroacoustic search.
- Only 8 guns, and small caliber for tier.
- Torpedo tubes have low health and protection, very likely to get damaged or destroyed.
- Mediocre concealment with the optimal build.
- Secondary build useful to Tirpitz/Bismarck is not optimal for other KM BBs (partially viable on GK, but still questionable).
Tips:
- You are a brawler. Do not back row snipe. You are to WoWS what a sawed off shotgun is to the rest of the world.
- Don't be dumb. I just told you to get in faces. That's true...but know what you're doing. If there are 2 unspotted DDs and a BB...maybe wait it out a bit - or else get rekt.
- Even at under 14km dispersion is questionable. Aim between the deck and waterline for the most hits/volley.
- Map awareness is key. See who's been spotted and where. Who hasn't been spotted and where they're likely to be. You can tank an amazing amount of damage, but only if you know where to expect it from.
- Use your secondaries for psychological warfare. The constant hit indicator discourages aggressive play. Sometimes you need to focus the DD you aren't shooting at, sometimes you need to focus the lower health BB. Use the incredible secondaries as a 5th gun battery.
- As strong as the secondaries are, don't rely on them.
- If anyone gets within 6km of you, make them regret it. You OWN 6km. Torps, main guns, secondary guns...you ARE the close range T8 brawler to contend with. Remember you are only T8.
- Except for when you expose your red underbelly in a hard turn, you cannot be citadel'd at close range. You will still take damage, but no citadels. Use that to bait a shot.
- Be discreet. Don't piss of Yamato. Citadels be damned, that's the immovable force you don't need shooting at you. Don't charge, instead arrive. Use terrain/friendly smoke to show up in a place no one expected a BB.
- Do not backrow BB snipe. Push up. You are a threat and everyone fears you.
- Honestly, the torps not fired are scarier than the torps fired. Keep them in reserve, but use them when you know you'll hit at least one. Between the flooding from your torps and fires from your secondaries, you can cause massive damage over time.
- The secondaries. Identify who you need to put under continuous assault and who you need to focus the main guns on. Sometimes that is the same target, often it's not. Prioritize.
Captain skills:
This can go one of two ways. I think secondary built is more fun. PT, EM, BFT, AFT, MF-Sec, SI, AR.
Or, you can go for more cruiser-like build that benefits Scharnhorst. PT, EM, SI, CE, SI, HA, MF-AA.
Bottom line:
Recommended brawler. Absolute barrel of fun and with the secondary focused build you'll laugh between every main battery volley. Pity the fool who strays within 6km of you.