They fire at a base reload of 3.8 seconds, do 1800 he damage with a 9% base fire chance. DCM Mod 2 on the other hand stacks fantastically with BoS to reduce Damage over Time, which is getting very common at Tiers 8-10 these days. Given that half the secondary armament fires at any one time, this means that the GK puts 165 rounds out per minute via her secondaries, Monty at 157 or so. It's based on secondaries - and stop!
Then, decide between either AFt for increased Secondary and AA range, or a combination of Priority Target and Vigilance to make life just that bit easier. Compare that to the GK's 28 tubes, some with 7.5 second reload, some at 5; lower he damage, 5%/8% fire chance. I follow my CA's and DD's towards the cap and just keep angling in. Before you say but Monty's secondaries only have a 6k base range, only have 20 tubes etc., look a little closer.
Preventive Maintenance makes it less likely to lose your guns. Survivability build? Haven't yet got Iowa myself so can't comment further. You can use SI instead for extra heals if you prefer.
My 30 or so battles in this spec of the 75 or so total I have in Montana seem to say so. Captain skill: SA, EM, Super, AFT, (CE, BFT, BS in the future as I only got 12 points) Modules: Armament, AA range, Dispersion, DamCon, Rudder, Concealment. I've put CE and AFT on the Iowa and looking putting on Manual AA as my last skill to put on.
concealment build for the Iowa - captain skill, concealment upgrade and camo bring to about 12.2km - does for some nasty surprise esp. Just because theres nothing better to do, go secondaries. But if I can, I close with enemy battleships, maintaining a bow on attitude/angle that doesn't quite permit the rear turrets to engage, 7-9 k out. Been experimenting with a 19pt Montana build I call the Attacking Montana.
To offset the remaining main source of incoming damage as much as possible, I took Fire Prevention. Going back a ways to this post and a few thousand battles. [DOW]
Captain skills for North Carolina and Iowa. Its intresting topic for me. Commanders can learn a variety of useful skills that enhance the performance of the ship. ∞ I have 100+ rating on my North Carolina and with that I actually hope to see carriers on the other team because it's just so amusing to see the thing shoot down 2 whole squadrons out of 3 before they can drop their payload and shoot down the third as it tries to escape .
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After that, running the typical AA and stealth builds, I'm back down to a 50% win rate or so. Captain builds can be tested & sent to other warship players For the Montana that would then be ~13.4km spotting range, if you intent to use the same captain and upgrades on her.Its intresting topic for me. Slot 6: Concealment System Mod 1- Again, you have no real choice here. After that, running the typical AA and stealth builds, I'm back down to a 50% win rate or so. Expert loader lets you fire HE as much as you want and then allows you a 7.5 second reload time when you see an opportunity to hit a broadsiding target. I want to have some AA simply for own protection against over-eager carriers, but I don't want to go for a full AA build. So looking at Peace's Montana vid and hearing that the RU server actually has a Montana win rate over 50%, could this be their take on the ship as well? This isn't enough to justify an AA build. USN AA is strong enough as it is, and it's preferable to focus on anti-ship duties. I'll be switching back to the Attacking Montana prior to the 30th when the redistribution costs go back up, we'll see then. Cpt skills - (1) BFT, Basics of Survivability (2) Expert Marksman (3) Superintendant (4) AFT (5) Jack of all tradesModules - Main battery survivability, AA range buff, Accuracy buff, reduced fire + flood, rudder shift, target acquisition.
My 30 or so battles in this spec of the 75 or so total I have in Montana seem to say so.
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