![]() This roughly equals to the maximum secondary armament range (7.6 km) with both AFT by the captain and SBM1 module in slot 3 (MAM1 is needed in slot 1 because flat-headed main turrets). ![]() KGV's APs lose penetration power rapidly (only 326 mm at 15 km), so her APs are only reliably effective at this range or closer. This roughly equals to the APs' threshold range to penetrate 385 mm of armor. This battleship will take a lot of damage if engaging at this range or closer. This roughly equals to KGV's stock detection range when not firing (14.1 km). This is a notional concept that I find helpful to position the ship. The 16mm superstructure plating is vulnerable to HE spamming, and it requires skill to time the AP-HE ammo switch correctly.Īfter video watching and in-game practising, I have come up with a theory to guide the King George V's gameplay strategy more consistently. Like other British battleships, charging into battle early in a brain-dead style does not work. ![]() I had to watch replays and did focused practise to get a hang of her. Coming from battleships stronger at brawling, I struggled with King George V at first.
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