Construction question (example KONGO)

Discussion in 'Washington Treaty Combat' started by Jay Jennings, Apr 9, 2009.

  1. eljefe

    eljefe Active Member

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  2. froggyfrenchman

    froggyfrenchman Well-Known Member

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    Conway's list the Kongo class (as built) with a speed of 27.5 knots (round down to 27), so 33 seconds/100'.
    After the refit in 1927-28 the speed fell to 25.9 kots (25), so 35 seconds/100'.
    After the refits of 1935, when the ships were lengthened, the speed went up to 30.5 knots (30), so the speeds
    would be 27 seconds/100'.
    Our speeds are based on the actual ship's historical speeds.
    In addition, we also require the ships speeds to match the guise it is modeled in.
    I recall reading that one of the class had the twin rudders removed at some point, and replaced with a single centerline
    rudder, as a trial experiment. So I am not familiar enough with the class to answer that question about the rudders.

    The question concerning battlecruiser, or battleship, was answered pretty well by Mike D.
    Our information says that the Kongo class were built as battlecruisers, so we have them in the battlecruiser catagory.

    Mikey
     
  3. froggyfrenchman

    froggyfrenchman Well-Known Member

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    As to how well the battlecruisers do in the Treaty format.
    The generally do really well as long as they do not attempt to slug it out with a battleship by themselves.
    Mainly because the battleships have more pumping capacity. But when engaging the generally slower battleships, the battlecruisers can use their higher speed to dictate the battle. Especially if they have a running mate (either another battlecruiser, or a cruiser).
    They also have done well at chasing down cruisers, and on occasion have killed them.
    Mikey
     
  4. froggyfrenchman

    froggyfrenchman Well-Known Member

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    As Mike D. mentioned in an earlier post, I have a collection of battlecruisers, and it is going to continue to grow.
    I have always had a fondness for battlecruisers. The idea of being able to outrun the battleships, and chase down cruisers is my cup of tea.
    The down side to the battlecruisers is that they are generally longer (and therefore have more target area than battleships), and generally don't turn well.
    In our battles, we do not count damage. So the only way you can hurt your team is to sink, or be penalized (rams). You can take all kinds of damage, but it amounts to nothing, when it comes to who wins.
    So the target area thing is gone.

    When it comes to bad turning ships, the best that you can hope for is to be able to outrun the other ship, so that you can turn when the opportunity presents itself, and re-engage.

    My first battlecruiser was the Strasbourg. She did really well in the combat, but sank a lot. Mainly because I tried to battle her like a battleship, against battleships. Towards the end of the battling season, I was doing really well with her, because I was learning to fight her like a battlecruiser.
    Last year I ran the Renown as my primary ship, and although I almost got sunk at our spring event, I did really well with her the rest of the season. Not only did she not get sunk in her first season of combat, but she was also as often as not, the last allied boat on the water, and the last to call 5 minutes after exhausting all ammo.
    The Hood will be a much better battlecruiser than the Renown. Although a little slower (as she is modeled in her 1941 guise),
    she will have more units, and better gun placement.
    Mikey
     
  5. crzyhawk

    crzyhawk Well-Known Member

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    I think Mikey covered it all pretty well. As combat ships, the BC's do well. I was very pleased with my Invincible when I ran her two years ago. She was a very well balanced ship. I was less pleased with the Courageous, but I think that's more on ME as a captain, rather then the ship. I made a lot of mistakes and jumped to a lot of conclusions that were incorrect. For example, I felt that my 32 knot speed would be enough. Well, it was, provided I didnt want to do any fighting! Nothing could catch me. As for the drive system, I didn't do anything to change it from when I got it, and her starting and stopping were simply awful. I went from my Invincible that could stop in about 3 inches to the Courageous which took about three boat lengths. Invincible was also very quick to accelerate and to turn. Courageous, not so much. Obviously the Invincble turned much better then the Courageous.

    When I went to the battle, I still had the original Bob Pottle class 4 rudder with no bonus 50% rudder area. To try and improve maneuverability lakeside since my starting/stopping was so terrible, I fashioned a new rudder with the bonus 50% area. Unfortunately, installing this caused the linkage to bind when I turn, and the rudder would jam hard over. It was very frustrating to say the least. When I was able to get her working though, with some creative gun positioning, I was fairly effective the last day I ran her.

    After gaining the experience I did with her, I think she could be an effective ship, provided improved rudder linkage and an improved drive set up to allow better starting and stopping. Mikey's Renown did quite well all year. She's probably not a rookie skill level ship, but she's certainly not in the "good lord, don't build THAT!" category.
     
  6. Jay Jennings

    Jay Jennings Well-Known Member

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    Thanks for the info everyone, I appreciate it. Now I have to decide what ship to do next, after the I-400 of course!!
    J