7 joshua011 Members 104 posts 1,186 battles Report post #1 Posted June 30, 2017 got the New Mexico at the discount price for ranked, finally researched the B hull, so how should I play it, which upgrades should I get etc? some questions: 1. how far should I angle it? 2. at what range is it best to engage enemy BBs 3. how's it's AA and secondaries? Thanks in advance Share this post Link to post Share on other sites
3,640 [WOLF1] pmgaudio Members 9,915 posts 18,615 battles Report post #2 Posted June 30, 2017 I do not think the NM is the best pick for Ranked... that said, it is a great brawler in randoms... at least it used to be... it can get one of the best angling and still fire all its guns.... it has decent AAA but not worth the effort for an AAA build... it tanks pretty well for its tier.. its best rival is the FUso which is a better BB over all, and more accurate at range.. but the NM can bear down on a Fuso and Cit the crap out of it if the Capt is not good... it is, IMO tied for second best tech tree tier 6 BB/Ship for random battles... but rumor is ranked is not a good place for a NM without a very high tier'd capt... Wehn I got it andused it a lot it worked GREAT... but that was long ago, before the last years power creep.... Good luck though it is a great BB Share this post Link to post Share on other sites
523 [HINON] Admiral_Franz_von_Hipper Members 2,136 posts 5,764 battles Report post #3 Posted June 30, 2017 1. Angling: against other NMs and Fusos, anything below 25 degrees will work as 25mm bow armour will bounce 14 inch shells. It you are against a Bayern or Warspite, try keeping the angle between 25 and 40 degrees as you will have to rely on your belt armour to bounce their shells. 2. Best range would be ~14 km and closer. NM's accuracy is still good enough to derp shells into enemy ships at range so you don't have to wait for the enemy to close in before you shoot. 3. The secondaries are not that significant due to their short range. The AA is only good for self-defence unless you go on a full AA-build. Share this post Link to post Share on other sites
6,910 [RLGN] Estimated_Prophet Members 19,396 posts 36,204 battles Report post #4 Posted July 1, 2017 (edited) 1 hour ago, pmgaudio said: . but rumor is ranked is not a good place for a NM without a very high tier'd capt... Like my original South Carolina captain, (Sptember, 2015,) now boasting 19 skill points? added to nearly a year-and-a-half driving New Mexico? In any case; four games in NM this morning before I had to leave for work, three wins, one loss. I love the heck out of it, and have confidence in it; something that can mean a lot when the choice is turn and try to run, or close and brawl to the death. (edit) and as far as NM's secondaries go; I've found them to be perfectly serviceable; not a Bayern or some of the higher tiered ships; but at least not nearly non-existent like the secondaries on New York and Texas. That being said; Bayern may be the more forgiving choice for a player newer to Tier 6 and Ranked games. Warspite and Dunkerque; no way for a new Ranked Player; Arizona and New Mexico can be good if you have a lot of battleship experience to fall back on. Fuso I wouldn't recommend; it's hard to use well without getting hammered; but when someone who knows their business is driving, WATCH OUT! Edited July 1, 2017 by Estimated_Prophet 1 Share this post Link to post Share on other sites
7 joshua011 Members 104 posts 1,186 battles Report post #5 Posted July 2, 2017 (edited) Just got a 10 pt US captain for scenario, which 4 pt skill should I use? I ended up getting manual AA just to troll CVs Edited July 2, 2017 by joshua011 Share this post Link to post Share on other sites
483 Psycodiver Members 1,747 posts 3,622 battles Report post #6 Posted July 2, 2017 1 hour ago, joshua011 said: Just got a 10 pt US captain for scenario, which 4 pt skill should I use? I ended up getting manual AA just to troll CVs It's long range AA sucks, it's most effective around the mid range. Personally AFT is a better choice or CE is another solid pick Share this post Link to post Share on other sites
382 Edselman Members 1,677 posts 3,060 battles Report post #7 Posted July 3, 2017 With U.S.N. BBs, I tend to go for the hull upgrades first to improve the ship's maneuverability and durability. And when you angle, if you want to bring all your guns to bear than turn only that is necessary to get your guns ready. If you're facing opponents with 15" guns or more don't bother to go bow on, they can over pen your bow. It's best to angle so one of the corners of your citadel box is pointing at them. Share this post Link to post Share on other sites
0 matthew_jonathan Members 33 posts Report post #8 Posted July 4, 2017 It's kind of redundant to add any advice at this point, but I'm going to say it anyway. Angle in a way so that your last rear turret can shoot at your target. Anything more and you risk being lolpenned by Warspites. But then again you'll get lolpenned by Warspites anyway so I wouldn't worry about it. Share this post Link to post Share on other sites
3,581 Admiral_Thrawn_1 Members 12,707 posts 14,320 battles Report post #9 Posted July 5, 2017 On 7/1/2017 at 11:33 PM, joshua011 said: Just got a 10 pt US captain for scenario, which 4 pt skill should I use? I ended up getting manual AA just to troll CVs On 7/2/2017 at 1:06 AM, Psycodiver said: It's long range AA sucks, it's most effective around the mid range. Personally AFT is a better choice or CE is another solid pick Yeah my standard BB skills I use on my BBs no matter what nation are: Preventive Maintenance -1 Expert Marksman -2 Basic Firing Training -3 Advanced Firing Training -4 superintendent-3 other skills beyond this are up to the player and depends on the ship, but Concealment exowrt is good, or if it's an AA ship then Manual AA is good Share this post Link to post Share on other sites
3,581 Admiral_Thrawn_1 Members 12,707 posts 14,320 battles Report post #10 Posted July 5, 2017 On 6/30/2017 at 7:05 PM, Estimated_Prophet said: Like my original South Carolina captain, (Sptember, 2015,) now boasting 19 skill points? added to nearly a year-and-a-half driving New Mexico? In any case; four games in NM this morning before I had to leave for work, three wins, one loss. I love the heck out of it, and have confidence in it; something that can mean a lot when the choice is turn and try to run, or close and brawl to the death. (edit) and as far as NM's secondaries go; I've found them to be perfectly serviceable; not a Bayern or some of the higher tiered ships; but at least not nearly non-existent like the secondaries on New York and Texas. That being said; Bayern may be the more forgiving choice for a player newer to Tier 6 and Ranked games. Warspite and Dunkerque; no way for a new Ranked Player; Arizona and New Mexico can be good if you have a lot of battleship experience to fall back on. Fuso I wouldn't recommend; it's hard to use well without getting hammered; but when someone who knows their business is driving, WATCH OUT! I could not resist chuckling over the watch out comments since while I am able to figure out how to use any ship Class and have a deep love for BBs and I am one of those WATCH OUT! players since I stay in good practice with many turreted BBs since I have been using Konig heavily to train new German BB Captains thanks to a standing order for more of them since I am keeping most of my BBs in that line and kept Fuso temporarily mothballed until just before Ranked and only needed small bit of practice to get back into practice using max range with Spotter plane. Certainly not skills you want to have to learn in Ranked though since even with my BB practice I have suddenly lost a lot of HP at times in Ranked Fuso battles and have to do some clever maneuvering while using couple repair parties to get HP back up high enough to endure more fighting and it takes practice to learn just what you can get away with and to know what to do when in trouble. Nice thing about having 12 guns on a BB is you can take out DDs beyond secondary more easily since 12 shellscomrs more of a shotgun blast, but takes practice as well du to the fact you have to lead the target by a lot and take into the distance the target is from you as well. Share this post Link to post Share on other sites
6,910 [RLGN] Estimated_Prophet Members 19,396 posts 36,204 battles Report post #11 Posted July 5, 2017 1 hour ago, Admiral_Thrawn_1 said: Nice thing about having 12 guns on a BB is you can take out DDs beyond secondary more easily since 12 shellscomrs more of a shotgun blast, but takes practice as well du to the fact you have to lead the target by a lot and take into the distance the target is from you as well. When RNG is mean to you, it can be an agony on both sides of that; waiting the thirty seconds for a reload to shoot again, or if you can get close enough to torp before the battleship shoots again. Got tired of being killed by destroyers in South Carolina, and have been shooting at them ever since. After so much 'practice' it always irks me when some other battleship (or any ship for that matter,) doesn't take an 'easy' shot at a destroyer... Share this post Link to post Share on other sites
90 TruePoindexter Beta Testers 644 posts Report post #12 Posted July 6, 2017 I adore the NM - she's a joy to play. She may not be the "ideal" BB for ranked but honestly all the T6 BBs will do just fine in ranked. Here's how I have mine configured: Ship: Main Armaments Modification 1 Artillery Plotting Room Modification 1 Damage Control System Modification 1 Steering Gears Modification 2 Captain: http://shipcomrade.com/captcalc/1000000000100010000001010100000119 Priority Target (1 point) - Knowing when you're targeted and by how many people is useful for gauging your current situation. Expert Marksman (2 points) - WD40 for your guns. Superintendent (3 points) - More heals is a big deal. I figure if I make it through a game using all of my heals I've done a good job. Concealment Expert (4 points) - The NM needs to get close to work - this lets you get to the golden sub 12km range where you can really wreck faces. Fire Prevention (4 points) - The NM is made of kindling. This helps mitigate some of that damage you'll inevitably take from fire. Vigilance (3 points) - Torpedo beats! Adrenaline Rush (2 points) - More DPS the more damage you take. As far as I'm concerned things get flexible after you get CE - but I do consider CE a must for all USN BBs. I always run the following signal flags: India Delta - +20% heal India Yankee - -20% duration to fire Juliet Charlie - No detonations Get in close and brawl with her while maintaining good angles. She can dance with T8 BBs easily if played correctly. Share this post Link to post Share on other sites
4 tropicthnder Members 44 posts 8,866 battles Report post #13 Posted July 6, 2017 After the commander upgrades New Mex should be one of the best ships in the game but secondaries only engage targets at 5km but if you upgrade the module and commander skill for the secondaries, New mexico is supposed to get an additional 20% increase in range "for each" giving you 40% increase and then if you add the soxisix signal flag thats another 5%. After all that secondaries only engage targets to 6km. going from 5 to 6km is not anywhere near an 45% increase. Just one of the many scams wargaming pulls on everyone. Share this post Link to post Share on other sites