![]() ![]() Melting torp plane squadrons before they can drop is a huge bonus for ships that turn so sluggishly. When you see them it will be of immense value. I think for both Iowa and Montana the AA is what should be boosted in slot 2 as it is such a force even if you only see CV now and then. So that leaves boosting AA or boosting secondary guns with slot 2. APRM2 in slot 3 to reduce the dispersion of the main guns is the no brainer for main gun upgrades. With how slow the shells are and how long they hang before dropping I couldn't imagine trying to shoot further than the stock 23km they each have. ![]() The stock main gun range of the ships is more than adequate without adding more (IMO). So - my question - is there anyone finding a secondary build on the Iowa/Montana strong enough to justify spec'ing for it? ![]() I'm not sure I would go "all in" and re-spec the Skipper for manual secondaries (though I could be persuaded) - but was just thinking of adding the secondary module and flag. I went with APR Mod1(?) in the second slot, but am thinking about switching out for the secondary module - as I don't find the extra range to be all that handy, and don't seem to get focused by red CVs (in the few games I've seen them) enough to justify the AA spec (and with the BFT/AFT Skipper skills, the Iowa's AA seems devastating enough). I've started most games striving to play her in that 10-15km sweet-spot - but my playstyle often sees me much closer by the mid-point of the game - and actively contesting (from within a cap circle) or taking caps by the late stages. I've only played a handful of games in my newly purchased Iowa - and I've been wondering about the viability of a secondary build for her. ![]()
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