In the meantime, you'll want to use the triple 12" guns. (There's only one model type.) They've got much better range than the 14's until lvl 66.
The nevada has an interesting problem... the gun mounts are different sizes (318 and 276). (historicly it used a triple and double 14" both fore and aft) Since you're not using the historical gun mounts (because the range sucks), you have a choice to make. The 318 size mount can hold any model of triple 12 with plenty of ammo. The 276 mount however, can hold an L model but can only hold one bind of ammo for it.
The sensible configuration, then, would seem to be using the triple 12" N models. This gives 4 binds of ammo to the smaller gun mounts. If you absolutely must have the extra range, however, the triple 12" L mounts are a possibility, but you're going to run out of ammo in half your guns early in every fight, and that's crippling. The third option would be to mix N and L guns, but then you're dealing with different arming times, muzzle velocities and ranges.
As always, you're going to want to mix your ammo types a bit. AP is a must (2-3 binds), since you'll be playing the Long Range Game against other ships with tons of deck armor. You would be smart to consider adding a small amount (1-2 binds) of HE Heavy for the close in work, since smaller ships are devastated by it and the larger ones tend to skimp on the belt armor these days.
Armor is tailored to the kind of game you're fighting. A little bulkhead is good for keeping your speed up. Bulge armor is needed in ALL WELCOME games to fend off Torpedoes, but you rarely see that many torps in CA/BB games, so you may be trading this out a lot. Deck armor is vital for CA/BB games, as that's all about dropping long range fire onto your ship, while Belt armor is more necessary in games with smaller vessels, so this is another trade-off.
A note, though on deck armor. Deck armor is far heavier than other kinds of armor (less efficient), so it really eats up the tonnage. You'll also note that there are only TWO uses for massive amounts of deck armor... Dive Bombers and plunging fire. Since anyone who is HA or firing from long range is using AP ammo, deck armor is actually rather useless against these opponents, and only your Soft defense is helping you at all. Deck armor does keep the Dive Bomber damage to a minimum, though.
As an experiment, try playing with only 1-2 inches of deck armor, and dump the remainder into bulge and belt. You'll become more vulnerable to airplane attacks, but no more vulnerable to most gunfire. In return, your newfound resilience to torpedoes and close range gunfire will surprise and frustrate a great many people.
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