Jump to content
You need to play a total of 5 battles to post in this section.
Sothron

Any non secondary build Bismarks?

27 comments in this topic

Recommended Posts

43
[ABDA]
Members
258 posts
3,843 battles

I have the full 10.6 km secondary build with manual secondaries on my Bismark. it does well but I'm wondering if any one else tries something different? Like the aiming module instead of the secondary module (you know, what you take on almost every other BB) and CE? Or something else entirely? It seems like everyone plays secondary build on the Bis and I was wondering if anyone who plays different would mind sharing their build and thoughts on it.

Share this post


Link to post
Share on other sites
1,471
[SWFSH]
[SWFSH]
Volunteer Moderator
2,629 posts
7,415 battles

Given the way the Bismarck is constructed - any other build seems sorta... Meh. She specializes in secondaries so much that choosing anything else sorta defeats the purpose of the entire ship.

 

It's like building a NC for secondaries, despite the incredible anti-air build you could get instead.

 

You could go a semi-secondary spec, getting the main battery module (reduces chance of being destroyed/faster repair) and the better main battery dispersion module. But a full modification of the Bismarck, in my opinion, means you should maybe be looking for a different ship entirely to fill that roll.

Share this post


Link to post
Share on other sites
12,663
[SALVO]
Members
28,247 posts
43,785 battles

Given the way the Bismarck is constructed - any other build seems sorta... Meh. She specializes in secondaries so much that choosing anything else sorta defeats the purpose of the entire ship.

 

It's like building a NC for secondaries, despite the incredible anti-air build you could get instead.

 

You could go a semi-secondary spec, getting the main battery module (reduces chance of being destroyed/faster repair) and the better main battery dispersion module. But a full modification of the Bismarck, in my opinion, means you should maybe be looking for a different ship entirely to fill that roll.

 

 

Not the best example.   You could build a secondary build NC and still have a fairly great AA build (plus the fact that there really aren't that many CV's that you face to get full value from an AA build or even the NC's innately excellent AA).

 

But I get your point.

 

 

Share this post


Link to post
Share on other sites
39,481
[HINON]
Alpha Tester
27,858 posts
27,301 battles

Here's some footage of players without a secondary build:

 

 dfftqd.gif

 

  • Cool 6

Share this post


Link to post
Share on other sites
4,053
[SYN]
Members
16,027 posts
12,803 battles

There are 3 possible builds

 

1. Secondaries

2. AA

3. Main battery

 

1. is where it really stands out from Tirpitz and the other T8 BBs

2. is not all that different from Tirpitz

3. is also not all that different from Tirpitz with the guns that Derp beyond 12km.

Share this post


Link to post
Share on other sites
3,940
[ASHIP]
Members
5,454 posts
12,950 battles

Focusing on your deficiencies doesn't really add much to your ship. Overpowering its strengths however...

Share this post


Link to post
Share on other sites
3,413
[REVY]
Members
9,749 posts
7,317 battles

I suppose an AA build could work if you don't like brawling and prefer staying on the second line.  I know CV don't take the Dunkerque's AA seriously and just fly over me to get to our CV and they pay the price.  Grouped up with another ship, you could perhaps defeat an air assault.  There's something to be said for modifying you ship in ways the enemy wont expect.

Edited by Sventex

Share this post


Link to post
Share on other sites
Members
90 posts
12,492 battles

My experience with the Bismarck is that it really is a puzzler.  I've tried many builds on this ship with my admittedly limited skills.  While the secondary build is really powerful and will work well for some, I found it to leave the ship very visible with inaccurate guns.  In the quest to get within manual secondary range, it was easy to get in too deep and get dog-piled but by numerous opponents.  Too often with the secondary build, the incoming damage came fast and furious, sending me to the bottom with several unused repair party consumables.  Most won't agree with me but I found a better sweet spot building for concealment and main gun accuracy.  As it currently is configured, my secondaries are effective at 9.3, my concealment set at a low 12.3, and mains ranged at over 21K, which works for me.   . . . Now if it only had torpedoes.

Edited by SEATOPEN

Share this post


Link to post
Share on other sites
148
[DOOP]
Members
856 posts
2,442 battles

You can shoot ships at 9.3 without even looking at them. Works for me.

Share this post


Link to post
Share on other sites
12,663
[SALVO]
Members
28,247 posts
43,785 battles

There are 3 possible builds

 

1. Secondaries

2. AA

3. Main battery

 

1. is where it really stands out from Tirpitz and the other T8 BBs

2. is not all that different from Tirpitz

3. is also not all that different from Tirpitz with the guns that Derp beyond 12km.

 

 

MrDeaf, I think that it's worth noting that there's a fair amount of commonality between a secondary build and an AA build when it comes to captain's skills, BFT and AFT in particular.  Put another way, any secondary build BB will also be pretty strong AA build, and vice-versa.

Share this post


Link to post
Share on other sites
4,053
[SYN]
Members
16,027 posts
12,803 battles

 

 

MrDeaf, I think that it's worth noting that there's a fair amount of commonality between a secondary build and an AA build when it comes to captain's skills, BFT and AFT in particular.  Put another way, any secondary build BB will also be pretty strong AA build, and vice-versa.

 

Well not really...

 

Secondaries you go...

BoS, EM, VG/SI, AFT, Manual 2ndary, BFT.

BFT comes in at 16 points.

 

AA you go...

BoS, EM, VG/SI, AFT, Manual AA, BFT

or, basically, you only need a 15pt captain to accomplish it.

Share this post


Link to post
Share on other sites
12,663
[SALVO]
Members
28,247 posts
43,785 battles

 

 

MrDeaf, I think that it's worth noting that there's a fair amount of commonality between a secondary build and an AA build when it comes to captain's skills, BFT and AFT in particular.  Put another way, any secondary build BB will also be pretty strong AA build, and vice-versa.

 

Well not really...

 

Secondaries you go...

BoS, EM, VG/SI, AFT, Manual 2ndary, BFT.

BFT comes in at 16 points.

 

AA you go...

BoS, EM, VG/SI, AFT, Manual AA, BFT

or, basically, you only need a 15pt captain to accomplish it.

 

 

You're being too detailed.  The commonality comes from the BFT and AFT.  And not all Sec build players would go for BoS over BFT with their first skill point. 

 

The mere fact of having BFT and AFT on your captain creates a rather potent AA BB whether your BB is a sec build or an AA build.  It's the details after that point that will differentiate the sec build from the AA build with Manual Sec or AA, and whatever upgrade modules you mount.

 

 

Share this post


Link to post
Share on other sites
Members
474 posts
598 battles

I have an idea for a Bismarck build, and I want to know if it's any good:

Upgrades: Main Armaments Mod 1, Aiming Systems Mod 1, Damage Control Systems Mod 1, Steering Gears Mod 2, and Concealment System Mod 1

Commander Skills: Basic Firing Training, Basics of Survivability, Expert Marksman, Superintendent, High Alert, Advanced Firing Training, and Preventive Maintenance

 

Note: I chose Preventive Maintenance as my 5th row skill as the secondaries and AA modules are easily knocked out by HE rounds, so using PM would help reduce the possibility of that happening.

Edited by Creepershark77

Share this post


Link to post
Share on other sites
12,663
[SALVO]
Members
28,247 posts
43,785 battles

I have an idea for a Bismarck build, and I want to know if it's any good:

Upgrades: Main Armaments Mod 1, Aiming Systems Mod 1, Damage Control Systems Mod 1, Steering Gears Mod 2, and Concealment System Mod 1

Commander Skills: Basic Firing Training, Basics of Survivability, Expert Marksman, Superintendent, High Alert, Advanced Firing Training, and Preventive Maintenance

 

Note: I chose Preventive Maintenance as my 5th row skill as the secondaries and AA modules are easily knocked out by HE rounds, so using PM would help reduce the possibility of that happening.

 

 

Too many skill points used for that list of skills.  You only have 18 to use, IIRC, and you've used 14.

 

As for the choice of PE rather than ManSec, it's an interesting decision and a logical reason, but I don't know how it'd work out in practice.  I think the only want to learn if it'd work out is to test it.

 

 

Share this post


Link to post
Share on other sites
Members
474 posts
598 battles

 

 

Too many skill points used for that list of skills.  You only have 18 to use, IIRC, and you've used 14.

 

As for the choice of PE rather than ManSec, it's an interesting decision and a logical reason, but I don't know how it'd work out in practice.  I think the only want to learn if it'd work out is to test it.

 

 

It's not 18, it's 19, and that is considering if I have a max skilled captain. Also, the problem with manual secondaries is that you can only select 1 target at a time, which is a problem when multiple enemy destroyers are closing in on you, and you can only target them one at a time, and even though manual secondaries have better accuracy, it's still a problem when an enemy destroyer manages to sneak up on you, which is why I don't have it in my captain skills. 

Share this post


Link to post
Share on other sites
Members
80 posts
6,110 battles

I have an idea for a Bismarck build, and I want to know if it's any good:

Upgrades: Main Armaments Mod 1, Aiming Systems Mod 1, Damage Control Systems Mod 1, Steering Gears Mod 2, and Concealment System Mod 1

Commander Skills: Basic Firing Training, Basics of Survivability, Expert Marksman, Superintendent, High Alert, Advanced Firing Training, and Preventive Maintenance

 

Note: I chose Preventive Maintenance as my 5th row skill as the secondaries and AA modules are easily knocked out by HE rounds, so using PM would help reduce the possibility of that happening.

 

If you choose the mod that gives +100% survivability to AA and Secondary guns you wont need preventative maintenance

Share this post


Link to post
Share on other sites
Members
474 posts
598 battles

 

If you choose the mod that gives +100% survivability to AA and Secondary guns you wont need preventative maintenance

 

Main Armaments Mod 1 is actually better than Auxiliary Armaments Mod 1.
Edited by Creepershark77

Share this post


Link to post
Share on other sites
Beta Testers
172 posts
6,958 battles

I played a secondary-build against anon-secondary build on PT several times. It never went well for them. They were usually burning before theirs opened up. I had a guy accuse me of hacking, the range being so crazy.

Edited by Sargent_Oddball_

Share this post


Link to post
Share on other sites
Alpha Tester
2,902 posts
6,252 battles

Bismarck is the first German BB I played where the guns seemed relatively accurate and I didn't feel the need to run increased aim.  So I do have the max secondary range.  Build I'm running however is different because I'm not using Manual secondaries.  I know, blasphemy, burn the unbeliever.  I've tried multiple times to like the Manual secondary build, but after the 6th time retraining my captain I'm back in Concealment with the Concealment module and do very well with it. 

 

For some reason, closing in to 12km before being seen and not taking concentrated long range fire early on in the match is my major reason for it.  Plus, everything around you is seen first so by the time you do pop up on the map or radar most enemies have already put their shots off at those around you, which allows you to move in and get to an island or some other form of hard cover easier.  Granted, it's minimal use in brawling range but if you take down your opponent in a one on one scenario and it will take the time to close the gap to your next target, all you have to do is hold fire, disappear off the map and then relocate.  

Share this post


Link to post
Share on other sites
Members
80 posts
6,110 battles

 

Main Armaments Mod 1 is actually better than Auxiliary Armaments Mod 1.

 

Are you serious? How? I am not trying to be a smart [edited], I am just curious because if MAM1 is better then AAM1 for my secondary build I will seriously consider switching

Share this post


Link to post
Share on other sites
516
[HEROS]
-Members-
1,462 posts
5,897 battles

 

Are you serious? How? I am not trying to be a smart [edited], I am just curious because if MAM1 is better then AAM1 for my secondary build I will seriously consider switching

 

Because the secondaries on Gneisenau/Scharnhorst on up just don't get taken out very easily.  Bismarck's are nearly impossible to kill.  In the time I've played her, I think I've lost ONE because a 16" Mark 8 Super Heavy crashed into it at nearly point blank range.  I was basically dead anyway.

 

My thoughts on the Bisko can be found here:

 

Share this post


Link to post
Share on other sites
Members
147 posts
11,659 battles

I personally think going secondary build is the most logical choice due to the base secondary range is 7km to start.  If u have the 5 point manual secondary, that is what I have on my Bismarck u can bascially shreds ships to bits especially dds.  And kite ships also who wants to try to get close to launch torpedoes at u.   Also setting ships on fire due to the HE shells from the secondary is also fun to watch lol.   It feels like a Yammy in tier 8.  But the bottom line is u will have to play the ship that suits your play style. For me I just like to get into knife fight range when I can.  Just more fun that way.  

Share this post


Link to post
Share on other sites
Members
80 posts
6,110 battles

I personally think going secondary build is the most logical choice due to the base secondary range is 7km to start.  If u have the 5 point manual secondary, that is what I have on my Bismarck u can bascially shreds ships to bits especially dds.  And kite ships also who wants to try to get close to launch torpedoes at u.   Also setting ships on fire due to the HE shells from the secondary is also fun to watch lol.   It feels like a Yammy in tier 8.  But the bottom line is u will have to play the ship that suits your play style. For me I just like to get into knife fight range when I can.  Just more fun that way.  

 

That is what I love about the bismarck. The fact that I can get into knife fighting range and not have to worry too much about a sneaky little destroyer coming right up along side me and torping the hell out of me. Unfortunately for me I am on skill point 3 of 5 for my tier 5 captain skill so I don't have manual secondaries. but even without it, DDs think twice before charging.

Share this post


Link to post
Share on other sites
Members
147 posts
11,659 battles

 

That is what I love about the bismarck. The fact that I can get into knife fighting range and not have to worry too much about a sneaky little destroyer coming right up along side me and torping the hell out of me. Unfortunately for me I am on skill point 3 of 5 for my tier 5 captain skill so I don't have manual secondaries. but even without it, DDs think twice before charging.

The only thing about the manual secondary is that it requires u to be aware what enemy ships around u and u need to decide whixh ship u want to set as priority.  If u don't set the priority the secondaries won't fire.  So it won't give u any warning signs if dds are close by.  But I the minimize dispersion of the skill is well worth it.  

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×