Secondary BBs are the best duelist in the game you're basically unlocking a light cruiser worth of fire power so sometimes you can even 2v1 and win. Very fun play style I love my german T7-T10 2nd BBs
Btw, what module is better on a secondary german BB in slot 3? Secondary Battery Modification 1 or Aiming Systems Modification 1 so my main battery will at least sometimes hit?
@@TheChiog secondary mod for sure. The aiming mode doesn't help with the guns trust me. Being average at best isn't competitive enough. Even if it's a bit memey the full secondary build can be strong but you have to commit.
Wargaming 2016: secondaries are a considerable advantage at close quarters. As a result, we do not want these new brawlers to have superior dispersion on top of all their other advantages Wargaming 2018: Massachusetts has secondaries, which are a considerable advantage at close quarters. As a result, we do not want this new ship to have superior dispersion on top of all her other advantages. We will give her 1.7 sigma. (Still broken lmao) Wargaming 2019: bAtTLecRuISeR dISpERsion tIMe
YES! Rejoince my Massachussets, Georgia and german BB brothers! The time for dhaka dhaka dhaka is upon us! We shall block out the sun with our secondaries!
Thanks for this series. I feel it's significantly helped me and has certainly improved my enjoyment of the game. I hope you have something in mind for explaining how to deal with Destroyers. I honestly assume going into any match that if I'm going to sink it's going to be because of them and they are an extreme killjoy to me.
I have my Ohio set as a secondary heavy ship. Same with my Republique and GK. Secondaries are really fun to play. Oh and the Ohio is OP AF and I love it.
Interesting debate on Concealment vs Heal - I used Conceal when I wasn't very good - but as I got better, I switched to Heal (JMO). Love these vids - thanks!
Very useful, as we have come to expect but should not take for granted. (This works better than the excellent Captains Academy series from back-in-the-day because the content is easier for my pea-sized brain to absorb.) So, a couple of comments, a little off topic. 1. Submarine battles (OK seriously off topic, although not really about subs). I have been carrying minor secondary upgrades on my ASW cruisers - generally just the flag, and the accuracy upgrade that includes a 5% secondary range. The secondary gunners are terrible shots, but they tend to do better than the human on the main guns in hitting submarines close enough to the surface - determining lead with subs is a real headache and even drunk as they are on torpedo alcohol the secondary gunners do a better job. Also you may be trying to line up a depth charge run and there is an opposing destroyer within secondary range. 2. Battleship main guns and AP. Take into consideration my favorite battleships carry main guns which are effectively cruiser-caliber due to power creep: 383 mm/ 15 inch and sometimes smaller. You guys (the real experts, i.e. you and the Fabulous Furry Flam Brothers, among others) seem to still be stuck on AP only for battleship main guns (except maybe the Brits) My default is HE, reserving AP for broadsides, and then generally only at close range. Both of Freddy's gun options, now effectively low-caliber battleship guns, can be more generally useful with AP but I would still have used HE against cruisers and bow-on battleships. (But I would not have gotten that kind of score, so take it with a grain of salt.)
The same tactic as you would use if your flying a fighter and an enemy plane coming in on your sides trying to straiffe you with machineguns . Turn INTO the threat, which increases the closing speed and decreases the time your in his guns... it also increases the chance of overshooting. The key is you want to be not perfectly straight on and to try and throw his reticle off by judging the aiming point and trying to shimmy around it using the fact DDs especially slide sideways a bit during turns... that said its not exactly easy. With Rocket planes its about the only thing you can do. Turning *away* gives more time to get guns on target..which is the opposite of what you want. Always turn IN and go from ~30deg angle on one side, then try to get to the other side of his reticle by making a 60 degree course change across his guns..... and hope the guy driving the planes has some lag and overshoots. Doing a little 1/8th rudder Jink in the opposite direction you plan to turn can also help just that little bit before you go full rudder in the opposite direction. Bottom line tho in a DD, try to use islands and be evasive and keep your AA offline until its inevitable youll be spotted.. Also always be aware where your nearest friendly AA ship is and where the nasty enemy ships are like SAP cruisers, so it your spotted they cant blap you. CV direct damage is far more tolerable than the damage coming from 1 SAP cruiser as well as the CV and anyone else... being spotted is just plain bad.. but you cant stop a CV from spotting you so the next best thing is to position to mitigate the impact when/if you are. CVs are still just plain broken, Subs should be main game and CVs put in their separate mode that allows up to 6 CVs a side... i bet few would play other ships in CV mode anyway & massed CVs might be fun for some
I think ppl don''t like a secondary Bismarck, I use mine so ruthless that you see DDs avoid me and with concealment, it kinda surprises ppl I'm in 12km and then secondaries open up, beautiful sight and numbers appear, but I've pushed with 3 dds once, and we chased the team from a cap to the c and they spotted, I proved AA and my aggressiveness and it works, but doesn't help when the team pushes stops and I'm pushing still and they run off leaving me is annoying
Although today after the IFHE change the US secondaries ships are not that so far ahead vs the Germans, I’m still mad how they still get more useful things for the job, namely the fast reloading heal And still, most of the times and specially at the higher tiers where secondaries are not that meta, the US ones still are far better because the main guns, AA and the already mentioned heal allow them to do the job of a standard BB much better than the gimped German ones I’m thankful that they bugged them a bit, but I still think both Bismarck class and FdG need a bit of a revamp
There's a massive gap between Germans and those. They have better secondaries because of the accuracy formula, they have a better heal, they have better main guns, they have more main guns in front, they have better AA... That's a lot.
@@dzello To be honest German BBs do make it up for those with better armor scheme 50mm deck and turtleback armor, baked in IFHE mains and secondaries without fire chance penalty, torpedoes(!) some of em at least, improved hydro, more health (except Odin),better RoF on main guns and they are fast at least when compared to American BBs.
@@AlexLee-je5jg They don't actually. Better armor means they take less overpen, turtleback means they can intrabounce damage, IFHE baked in is actually nice but they don't hit, torpedoes really don't account because I was comparing Bismark like the original comment suggested, hydro is nice but nothing too big (replayswows.com/replay/90546 that's me with my hydro down a lot), more health doesn't matter because in a brawls you die to fire which does %, rate of fire doesn't matter when you have a LOT less frontal firepower. So no, that's the point: they really don't make it up. If more armor meant more resist and more hp meant more needed damage, I'd agree, but it's not how this game works. Massa is straight up superior to Bismark in brawls and superior to Bismark out of brawls.
@@dzello Although i dont like to do stat shaming, but i feel life its relevant for this argument in that your overall performance in your Bismarck isn't sufficient enough to qualify you to make proper judgement on German Battleships. You mentioned massa is superior yet i don't see you owning one, you dont have a personal experience on that ship thus voided your qualifications to say its really good. I feel like this is getting abit too personal thus i should apologize on the matter.
@@AlexLee-je5jg My performance in Bismark is extremely good. The reason my stats are low is because I go in and die for the 200% bonus to fsrm XP to get other ships. You can see it by my stats going down over time. I canget unicum stats when I dont farm xp. As for comparing massa and bismark, you can ask flamu or flambass theyll tell you the same. I just explained why one is better than the other and wether you accept it or not, its how it is bud. Wont lie... Your arguments are just awful. (basing on stat and ownership is in itself dumb af)
For secondaries, go in with the expectation to die, but not to waste your life. I actually find pairing with a good heavy cruiser like a Baltimore or destroyers like Akizuki or Benson makes a good advantage, because you force a rock and hard place scenario. I love taking Bisko into 8km or closer because everyone thinks it’s suicidal, but it only is if you pick your timing wrong against multiple ships. As you stated in the beginning of this series, playing unpredictability does wonders.
While I do take manual secondaries on my German BBs, I opted not to with my Massachusetts as you basically lose half of your secondaries. The Mass already has a 40% accuracy boost on her secondaries and I've had many, many times when I've gotten into a position so as to have both sides engaging targets simultaneously. Of course, when played wrong, you're probably giving somebody your broadside, but to me, the advantages outweighed the negatives.
great videos as always. May I suggest, for a new video topic, how to counter yourself? If I'm faced with a player using the strategies outlined in your videos, how would I counter that? what are some of the weaknesses in your strategies that I can exploit, etc? TY!
So secondaries mean just that your primary is your main guns and I hate watching a BB yoloing due to the this fact.Thx for the video and maybe someone will learn from it!
RTX Voice also works on Pascal ( GTX10xx ) GPUs and lower end Turing 16xx GPUs ( with a simple hack ). Some people with GTX9xx GPUs also reported success.
I play and spec the Georgia similar to you (though I don't find concealment expert of any use with DDs and CVs being able to spot you etc), but I play germans BBs totally different as secondary ships. I don't take manual secondaries, because I want both sides of the ship shooting and the accuracy doesn't matter, because I want to brawl. I tend not to flank, i want ships both sides of me and with hydro I find i can be effective against DDs. i get some pretty good results and find the get in the face brawling style a fun way to play, though I do also love the Georgia playstyle too. Variety and all that.
Tirpitz is my only secondary ship at the moment. what I like to do is Fire HE in my main guns at the bows or aft of a ship to set fires. once they DCP I switch to AP or if they are bow in still he. with flags I set allot of fires and the ticking damage just destroys enemies.
Love your videos. You should make a sieries out of it. For example I was capping in a DD with BB back up I was spotting for them inside the cap 3 enemy BB approached me and my backup melted away. So I'm stuck almost in the middle of open water getting shot. I went full steam ahead and lost my engine. Popped smoke. To my left was an island but not too close. Plus I thought a DD was on the other side. To my right was more open water but was going away from the BB's plus I was almost out of detecting range. So I gunned it. My smoke disapated. They knocked out my engine again and you know a DD is a sitting duck with out an engine. What I learned from this is get close to an exit if you can.
Anyone really using a secondary build on the FDG? I tried it at first but it doesn't seem to be as effective as the Bismark or Mass. At least I'm not lasting as long or getting any real damage from the setup. I've switched to survival build on it and seem to be lasting longer but not really increasing my damage. I left AAM2 upgrade on for a bit of range addition to the secondaries coupled with the signal...not sure if that was a mistake or not.
Is it worthwhile to spec lower tier battleships for secondary builds, given the limited range? I get that it might take a while, but is it an effective counter against others who might decide to YOLO?
Alright, so I recently got into WoWS and as such I don’t know a whole lot about the game. I decided to go for a secondary build on the Japan BB line but I’m now thinking that decision was wrong. Should I (or rather can I) move that secondary commander to the German line and get a new BB commander for Japan with a different build?
I don't remember what GPU you are currently using but can confirm that RTX Voice works on previous generations; 900 series and newer IIRC. I've installed it on my 1070 Ti and it works fine. You could bypass the "constraint" by editing setup .ini file. There's a good tutorial and tips on Guru3D site.
@@mondrianbogert6835 Thanks for you input. However I'm still a bit fuzzy on IFHE due to a lot of information either being outdated or relying on people being aware of the situation before the changes. Can you sum up for me how a secondary gneisenau is affected by these changes? Thank you!
Imo manual secondaries sucks. I don't care about the extended range because it usually takes out half your secondaries because you can only manual target I event at a time. I've lost count on how many times my auto secondaries have saved me by opening fire on a ship like a destroyer or cruiser that snuck around an island. Like in your video you had ships in range but your manual secondaries couldn't fire because they were directed to another ship, but non manuals would have opened up fire. But to each their own.
in a lot of situations, the bonus accuracy granted by manual secondaries is more useful imo, because as a secondary battleship in a lot of situations you want controlled 1 v 1 secondary engagement. If you're charging in secondaries blazing you aren't going to last much longer in the game anyways
@@ichasegaming Preventative Maintenance does not apply to secondary or AA mounts. The old description of the skill implied that it did, which is why they changed it some time ago to clarify. It applies to "primary" modules, ie: engines, steering gears, main battery mounts, and torpedo tubes.
@iChasegaming Love the videos thank you! If it is worth it I wouldn’t mind seeing a guide for ranked (positioning or play style for classes?) it may not be worth it given the unique scenarios and matchups you run into in ranked but any tips would be great.
Best T7 secondary BB: Sinop (269); T8: Mamie (217) or Gascogne (225); T9: Musashi (243) or Alsace (339); T10: Republique, Yamato, or Kremlin (their secondary DPS are all around 240).
Yamato is indeed subpar as a secondary BB when compared to Kremlin and Ohio. Yamato has a vulnerable cheek and will take more damage when brawling. But that explains only 10% of battle results. Player skill explains 90% of that.
BTW iChase, I'm not sure if you know that you don't need an RTX GPU to run RTX voice. It's a simple tweak to the software text file. (see: www.tomshardware.com/uk/news/nvidia-rtx-voice-works-fine-on-non-rtx-gpus ) Love your videos!
You shouldn’t use replays where the enemy is playing completely incorrectly. If the Nelson and Izumo would have bowtanked this replay wouldn’t have worked the way you wanted to.
I currently have an AMD card, which I only got a few months ago...so ouch and second RTX 2060 in Canada is like $500 >_< also for the work I tend to do, need a 2060 super which taxes all in right now is between $600-$700 depending on the maker
why not do secondary build for mid low tiers , most of the things you shown is high tier stuff. if this is a "how to get good at wows" shouldnt this be aimed at low mid tiers
Addendum to above: Most tech tree ship lines don't really solidify into a play style until Tiers 7+. While some mechanics are introduced earlier, either the ships in question can't really take full advantage of them or the meta in which they exist is very, very different from that of Tiers 8-10. The way the game is built, each tier introduces a new mechanic and meta, intended to train players for the "competitive" tiers of 9 and 10. For better or worse, this means that advice is geared toward higher tier play and it's up to players to figure out how to make those things backwards compatible. There are a few notable, generally premium ship, exceptions to this rule; such as T-61, which shares an identical playstyle to Z-52 downtiered to VI. To directly address the statement: see above. Secondary builds are generally ineffective below Tier 8. There are a couple of reasons for this. One is range. Most BBs below Tier 8 have abysmally short range secondary battery guns, even with a full spec captain and module loadout. Another is the guns themselves. Not enough, awkward firing angles, slow reload, low penetration, fire chance, or both, truly abysmal accuracy. That last one is only really corrected with a 4pt captain skill, MFC for Secondary Armament. However, that skill only provides a real benefit to Tier 7+ ships. Which is the last point; many of the supporting skills and modules necessary to make a secondary build viable either only apply to, or are in module slots only available to, higher tier ships.
Thanks for this series. I feel it's significantly helped me and has certainly improved my enjoyment of the game. I hope you have something in mind for explaining how to deal with Destroyers. I honestly assume going into any match that if I'm going to sink it's going to be because of them and they are an extreme killjoy to me.