The captain is among the most important factors in combat, if not the most important. You are never fighting against your opponents boat. You are always fighting him, and his boat is his weapon. I look at his weapon, but I think of the captain. Ultimately, the ship provides a theoretical advantage, but it's up to the builder to deliver the advantage, and the skipper to actually use the advantage. Lose any one of those three links and the ship cannot live up to it's full potential. Spahkreuzer has been in the club for several years, and even had some good captains, but until my brother rebuilt her properly, she never had a fearsome reputation.
what combat experience are you basing your ship assesments on.everyone has an opinion,and they are welcome.but only experience will give you a correct opinion I just belive that people should know what they are getting before they start. Looking cool is what a Tiger does very well. Sinking axis is not. Evulation of combat abilties does not realy result in a single "best" ship. The result tends to be several "really good" ships, a bunch more "good" a few "marginal" and a small number of "rather bad" types. For instance "realy good" ships: NC, Nagato, Bismark, Iowa, Yamato, SC, QE, Baden and others. "good" I-boat, VDT, Scharnhorst, Derf, Kongo, Tennessee, and others. "Marginal" Tiger, Lion, Michigan, Nevada, Dreadnaught and others. "Rather bad" Alaska, Hoood, Renown, and Fisher's follies. [/quote]
I'll grant that the North Carolinas are great ships. I would never build one because it seems like the fast gun allied fleet is 50% NC's... And, oh, yeah, I'm Axis
Axis boats make great submarines The choice of boat should be more with the Captain's style of battling.
Modified by the rules set of course. Fast gun is not the only game in town. And as has been stated before, there is no one right answer.
Sorry Tugboat. Axis ships make great targets. They are so good that Davy Jones is having a locker clearing sale.