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Fiery_Kathy

My short guide to "how to play Großer Kurfürst"

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Introduction

Hello!

 

It's been a while since I last wrote my general guide on how to play battleships -> Link
(Other guides -> How to play Yamato and How to play Montana)

So now I would like to start sharing my experiences and tips on how to play some specific battleships. 
Today I want to make a guide about the Großer Kurfürst which I will just name GK from now on because it's less annoying to write.

I'm making this guide with some tips gathered from [OP] and other players like @Runner357.

 

Gun Choice

GK has the option to switch between 2 sets of guns. 

While the 406mm guns give you a faster rate of fire they do often lack the penetration to hurt enemy battleships as much as the 420mm guns do. 

That being said, the 420's also do more damage/shell. 

This however is a personal preference and I do know people who play with the 406's and like them more. 

 

Captain's Skillbuild

Just like any ship the GK is just a piece of easy target practice without a good captain and with that a good captain skillbuild.

While there are a few ways to build the skills GK there is one build I definitely prefer over other builds.

GKBuild.thumb.PNG.a9e1b4ff967502f18647b25931342f2a.PNG

This build focusses heavily on survivability compared to f.e. a secondary build (a build that takes Manual Secondaries, Basic Fire Training and Advanced Fire Training) 
While the secondary build can be usefull in some occasions it generally lacks in flexibility. 
I take Preventive Maintenance to decrease the possibility of my main battery guns getting knocked out in a fight.
Expert Marksman gives the usefull bonus of being able to turn your guns faster + it offsets the penalty your guns get to turret rotation by taking the reload module. This is a skill I tend to take on all my BB's 

Adrenaline Rush is a skill that gets more usefull the more your ship gets damaged, making it so that taking a torpedo or two isn't the worst thing in the world anymore (still try to avoid it tho) 

Basics of Survivability and Fire Prevention serve the same goal of limiting fire damage your ship will take. GK is extremely big, even bigger than Yamato, and will be a very tasty target for cruiser HE spam.

Fires do a percentage based damage on your ship every second. If my calculus is allright this should be 0.3% of your HP/fire/second. This is 317 damage every single second on the GK for only one fire. 

Limiting this damage is extremely important in the GK if you want to keep tanking for your team. 

Super Intendent fits very nicely in this image as it will give you an extra charge for your repair party (and Hydroacoustic search!) which will greatly help your survivability. 

Concealment Expert is a bit of a controversial pick because the GK's detection will remain quite big, however I've found it usefull because it allows you to get a little bit closer before opening up,
and it does open up some ways to dissengage if things go south.

 

Ship Upgrades

MAM1.thumb.PNG.670227a92ecbdbd50ee6efe80eac5978.PNGDC1.thumb.PNG.76eb3dd062900a457755196bfac37ff0.PNGAS1.thumb.PNG.6667423b8a32bbc9ba54ab646758dffe.PNGSG1.thumb.PNG.f62f6bd9bdcfb06565532773b8d74115.PNGCM1.thumb.PNG.279c88959936f9b34be107c741684f2d.PNGMB3.thumb.PNG.8c19e4089743c02bfcc90e068b091f1a.PNG

 

Stearing Gears Mod 2 could be switched out for Damage Control System 2 which grants an even bigger reduction on fire and flooding duration, however, personally I like to keep my ships somewhat manoeuvrable so I tend to stick to the decrease in rudder shift. This makes turning to avoid torpedoes a lot less painfull. Some could argue that taking the Gun Fire Control System Modification 2 would be better than the Main Battery Modification 3 because the range on the GK is indeed quite lacking.

However I end up engaging targets at a shorter range so having that extra reload suits the GK better. You do not want to be sniping in this ship. 

 

General Playstyle

GK is a ship that benefits from a slightly more agressive playstyle than f.e. its tier X counterparts Yamato and Montana.

The biggest difference is that GK has acces to the German Hydroacoustic Search consumable which has a range of 5.88 km for ships and 4.02 km for torpedoes. 
This allows you to be more agressive in pushes because your hydro provides you with a lot of warning for incoming enemy torpedoes. While your size will hinder you in avoiding all, it will severely limit the total amount of torpedoes you might take.

This is even more important when fighting against Destroyers equipped with deepwater torpedoes, torpedoes that are extremely stealthy. 

The bow on the GK encourages an agressive playstyle even more since it's the only tier X BB that has 60mm of bow plating (marked in red by amazing paint skills)shot-18_04.18_17_14.38-0602.thumb.jpg.ecb06a7ca9ae38ef02f184e6bdac1d9e.jpg

keep in mind that the parts marked in blue are still only 32 mm of armour tho. 

 

Your 60mm makes you relatively resilient when bow on to enemy battleships and cruiser AP, however the superstructure of GK is one of your weak points. A good player will shoot for your superstructure and do lots of damage by penetrating that instead.

Furthermore your good citadel armour and turtleback shape* of your main armourbelt allow you to get away with some manoeuvres other battleships could only dream off. This however doesn't mean you can't be punished.
GK gets citadelled very rarely but it definitely does happen in certain occasions. And even if you don't get citadelled when giving your side to the enemy, your ship will take massive penetrating damage, 30K damage salvoes on a GK are not unheard off.

Your bad turret angles will lure you into temptation to show a lot of your side and that's why, when you are being focussed, it is better to keep your bow turned to the enemy and resist the temptation to kill yourself by showing broadside.

The GK isn't renowned for its accuracy but that doesn't mean it's super bad, when you are not being focussed and you can use all your guns they might suprise you with their accuracy. 

GK has a lot of HP for a tier X ship and when used correctly you can make that 105 800 hitpoint pool last a lot longer too. Don't forget to angle, use your heals, limit fires by pressing the damage control consumable at the right time (never press it for 1 fire) and, to add to that point, make sure you pick the premium consumables (22 500 credits), not taking these, especially damage control party 2 and repair party 2, will give you a very big disadvantage on the battlefield. 

Try to focus the enemy Battleships at the start of the game, your lack of stealth makes it hard to ambush cruisers. 
When the moment in the battle is there to be aggressive don't be afraid to push. A pushing GK with hydro running is a big pain to deal with for the enemy team. 
Just try to not overextend that much.

 

*turtleback armour is a shape of armour that will have the effect of giving you less citadels when you give broadside. 

 

Outro

 

That's basically it for this guide, if you have any other points I could add please do mention them in the comments, I will try to implement them if possible :) 
Have a nice day!

Kathy.

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[-T-O-]
Alpha Tester, Players, In AlfaTesters
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Nice one :cap_like:

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nice work, but i have but one question.   how is it that she can easyli be destroyed by a DDs mainguns, wait wait i have heard over and over that this is impossible but it happes all the time,  one hit to the nose and boom 50k gone,  i would very much like an explanation for that.and how to awoid it.

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[-RM-]
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1 hour ago, kenalb said:

nice work, but i have but one question.   how is it that she can easyli be destroyed by a DDs mainguns, wait wait i have heard over and over that this is impossible but it happes all the time,  one hit to the nose and boom 50k gone,  i would very much like an explanation for that.and how to awoid it.

That sounds like a detonation and it can happen to all ships. As for easily being destroyed, uh not really. It would take a lone DD minutes if you get unlucky with fire RNG to take down a Kurfurst from full HP.

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2 minutes ago, ollonborre said:

That sounds like a detonation and it can happen to all ships. As for easily being destroyed, uh not really. It would take a lone DD minutes if you get unlucky with fire RNG to take down a Kurfurst from full HP.

Ye a torpedo detonation would probably be it. 

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57 minutes ago, Nishikino__Maki said:

Ye a torpedo detonation would probably be it. 

NO caouse that would make sence,  i wrote main guns and i mean main guns,  

 

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4 minutes ago, kenalb said:

NO caouse that would make sence,  i wrote main guns and i mean main guns,  

 

It could be possible if an AP shell hit your citadel although it is very unlikely, but possible. Using a detonation flag is the only counter to that. 

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3 minutes ago, Nishikino__Maki said:

It could be possible if an AP shell hit your citadel although it is very unlikely, but possible. Using a detonation flag is the only counter to that. 

ok so it is possible, thought i was loosing it and BTW i allways use that flag

 

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Just now, kenalb said:

ok so it is possible, thought i was loosing it and BTW i allways use that flag

 

Id need a replay file to be 100% sure what happened. 

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[ARYA]
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Nice thanks 

A question about the german special commander build for GK . is this build viable ?

PT

EM JoAT

SI BOS

CE FP

 

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20 minutes ago, Atorpad said:

Nice thanks 

A question about the german special commander build for GK . is this build viable ?

PT

EM JoAT

SI BOS

CE FP

 

PT is in my opinion a stupid skill to pick because everyone will aim at you anyway, JOAT could be decent but I think its better on cruisers. 

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[WASP_]
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Using the 420 and B hull and 14 point captain, only 7 games in her so far and to be honest I'm not enjoying it one bit. Of those 7 games I have only won 1 and I fear it's a portent of things to come. The gun dispersion is simply atrocious. I know the Germans suffer the most from this phenomenon but honestly it would leave you scratching your head at times. At the moment I'm fitted out for a secondary build as the captain was my Bismark one. But honestly thinking of trying to bolster the AA as I'm getting almost one shotted by CV's. I'm not expecting to dominate the battle every time I play, it's just the guns seem to be terribly unreliable due to the dispersion which makes one feel so helpless in such a large ship. 

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On 6/17/2018 at 9:29 PM, Merlin851526 said:

Using the 420 and B hull and 14 point captain, only 7 games in her so far and to be honest I'm not enjoying it one bit. Of those 7 games I have only won 1 and I fear it's a portent of things to come. The gun dispersion is simply atrocious. I know the Germans suffer the most from this phenomenon but honestly it would leave you scratching your head at times. At the moment I'm fitted out for a secondary build as the captain was my Bismark one. But honestly thinking of trying to bolster the AA as I'm getting almost one shotted by CV's. I'm not expecting to dominate the battle every time I play, it's just the guns seem to be terribly unreliable due to the dispersion which makes one feel so helpless in such a large ship. 

Im not having much issues with the accuracy since the shell travel time is really low compared to Yamato and Montana. Your problem might be the secondary build as it will just lower your general efficiency. Sorry for the slow reply. AA isnt worth it. Better buff your tankiness with your captain. 

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[SOCKS]
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Semi-full secondary build GK player here (CE instead of IFHE). Secondary range module, not aiming module. 420mm guns.

Last game I got 9 citadels, including four on an angled Yamato (front turret weakspot) from 15km and another 4 in a devstrike on a full health Des Moines from 14km range. 200k of damage in 7 minutes. Didn't get more because then the enemy Midway decided I needed to be balanced, sent an AP DB attack against the DM I was close to force him to trigger his DFAA and not even one minute later he sent his full set of TBs to execute me. Nothing I could do.

GK's guns aren't very accurate but are accurate ENOUGH - mostly because the sheer number of rifles make up for the dispersion (something that  can't said about FdG, a ship I played through with 406mms). You won't get getting 50200dmg devstrikes on broadsiding Des Moines at 14km every game (by far), but you'll get consistent impacts - that's enough.

I used 406mm for a while, then swapped between 420mm and 406mm for another while, finally settled on 420mm. Yes, the reload is somewhat slower but still (with reload upgrade) is under 30 seconds, and the extra penetration is REALLY noticeable.


I'm liking it a lot. It's not without faults, that's for sure (size, concealment, turret arcs, etc), but those heavy hitting main guns with reasonable consistency, those secondaries, and being almost the only thing that can park within autobounce angles in front  to a Yamato or Musashi and remain relatively safe to being overmatched through the bows are excellent traits. Of course your nose still can get overmatched, but is a tiny part of it (the upper side), and not easy to reliably hit.

That it's also a brutal tank against the everpresent HEspam of the nowadays meta doesn't hurt either (most of the deck being 50mm, meaning that only german cruisers HE or Henrys with IFHE will be able to pen it).

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10 minutes ago, RAMJB said:

Semi-full secondary build GK player here (CE instead of IFHE). Secondary range module, not aiming module. 420mm guns.

Last game I got 9 citadels, including four on an angled Yamato (front turret weakspot) from 15km and another 4 in a devstrike on a full health Des Moines from 14km range. 200k of damage in 7 minutes. Didn't get more because then the enemy Midway decided I needed to be balanced, sent an AP DB attack against the DM I was close to force him to trigger his DFAA and not even one minute later he sent his full set of TBs to execute me. Nothing I could do.

GK's guns aren't very accurate but are accurate ENOUGH - mostly because the sheer number of rifles make up for the dispersion (something that  can't said about FdG, a ship I played through with 406mms). You won't get getting 50200dmg devstrikes on broadsiding Des Moines at 14km every game (by far), but you'll get consistent impacts - that's enough.

I used 406mm for a while, then swapped between 420mm and 406mm for another while, finally settled on 420mm. Yes, the reload is somewhat slower but still (with reload upgrade) is under 30 seconds, and the extra penetration is REALLY noticeable.


I'm liking it a lot. It's not without faults, that's for sure (size, concealment, turret arcs, etc), but those heavy hitting main guns with reasonable consistency, those secondaries, and being almost the only thing that can park within autobounce angles in front  to a Yamato or Musashi and remain relatively safe to being overmatched through the bows are excellent traits. Of course your nose still can get overmatched, but is a tiny part of it (the upper side), and not easy to reliably hit.

That it's also a brutal tank against the everpresent HEspam of the nowadays meta doesn't hurt either (most of the deck being 50mm, meaning that only german cruisers HE or Henrys with IFHE will be able to pen it).

Having absolutely no negative points would make it rediculously OP. Its already a powerhouse. 

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On 11/21/2018 at 3:48 PM, RAMJB said:

Semi-full secondary build GK player here (CE instead of IFHE). Secondary range module, not aiming module. 420mm guns.

Last game I got 9 citadels, including four on an angled Yamato (front turret weakspot) from 15km and another 4 in a devstrike on a full health Des Moines from 14km range. 200k of damage in 7 minutes. Didn't get more because then the enemy Midway decided I needed to be balanced, sent an AP DB attack against the DM I was close to force him to trigger his DFAA and not even one minute later he sent his full set of TBs to execute me. Nothing I could do.

GK's guns aren't very accurate but are accurate ENOUGH - mostly because the sheer number of rifles make up for the dispersion (something that  can't said about FdG, a ship I played through with 406mms). You won't get getting 50200dmg devstrikes on broadsiding Des Moines at 14km every game (by far), but you'll get consistent impacts - that's enough.

I used 406mm for a while, then swapped between 420mm and 406mm for another while, finally settled on 420mm. Yes, the reload is somewhat slower but still (with reload upgrade) is under 30 seconds, and the extra penetration is REALLY noticeable.


I'm liking it a lot. It's not without faults, that's for sure (size, concealment, turret arcs, etc), but those heavy hitting main guns with reasonable consistency, those secondaries, and being almost the only thing that can park within autobounce angles in front  to a Yamato or Musashi and remain relatively safe to being overmatched through the bows are excellent traits. Of course your nose still can get overmatched, but is a tiny part of it (the upper side), and not easy to reliably hit.

That it's also a brutal tank against the everpresent HEspam of the nowadays meta doesn't hurt either (most of the deck being 50mm, meaning that only german cruisers HE or Henrys with IFHE will be able to pen it).

I do believe its 50600 hp on full des moines, but hey, who's counting :).

I actualy use the same modules, sec range and ce skill. I think the detect drops to 13.6 km or so. A killer distance for a natural born brawler. Put hydro and plane into the mix and u r able to take caps urself. Will make dds obsolete :)

 

Nice writting again Kathy. Loved ur guide on yamato too. I would only tend to disagree about GK accuracy. Like Ramjb i find it amazingly accurate. Given rng doesnt troll u ofcourse.

 

all in all, i realy respect effort u put in ur writting. Keep up the good work.

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37 minutes ago, CPL_Sivi said:

I do believe its 50600 hp on full des moines, but hey, who's counting :).

I actualy use the same modules, sec range and ce skill. I think the detect drops to 13.6 km or so. A killer distance for a natural born brawler. Put hydro and plane into the mix and u r able to take caps urself. Will make dds obsolete :)

 

Nice writting again Kathy. Loved ur guide on yamato too. I would only tend to disagree about GK accuracy. Like Ramjb i find it amazingly accurate. Given rng doesnt troll u ofcourse.

 

all in all, i realy respect effort u put in ur writting. Keep up the good work.

As I said on the other post, its easy to aim but its inconsistent. (although having 12 guns makes up for that compared to the 9 on yamato) 

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[RUFL]
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My plan is to also try the semi-secondary route on Bismarck (need 2 more captain points though), 12ish km concealment with 11,3 km secondaries sounds like a very funny combination :Smile_Default:

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[UNICS]
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Best advice :

 

Don't yolo in when you have cap advantage , i see alot of GK's doing this :P

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2 hours ago, Jagod said:

My plan is to also try the semi-secondary route on Bismarck (need 2 more captain points though), 12ish km concealment with 11,3 km secondaries sounds like a very funny combination :Smile_Default:

On Bismarck even full secondary spec could work. But Freddy and Grosser Kurfurst really need the tankiness since they are a lot bigger. 

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[PAPAT]
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Howdy,

 

Thx advices, I made most of your suggested changes even it cost me a lot of doubloons..:)...but one question..

 

I prefer use Gun Fire Control System Modification 2 (I like range) but I like to know is there any idea to use Enhanced Main Armaments in stead of Main Battery Modification 3  if have one like I do.

I hate Enhanced Main Armaments because  range loose is so much but like to know what you others think of it?

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17 minutes ago, Iku_CC said:

Howdy,

 

Thx advices, I made most of your suggested changes even it cost me a lot of doubloons..:)...but one question..

 

I prefer use Gun Fire Control System Modification 2 (I like range) but I like to know is there any idea to use Enhanced Main Armaments in stead of Main Battery Modification 3  if have one like I do.

I hate Enhanced Main Armaments because  range loose is so much but like to know what you others think of it?

GFC 2 I would say is a decent pick since Kurfurst does lack some range, although I can work with that and like dpm more. 

For the Enhanced Main Armaments, I think it cripples Kurfurst too much. You gain reload but not that much compared to reload module, secondary reload is pretty useless and you cripple your range to 18.9 km on a tier X battleship, which isnt anywhere close to being enough for a BB that is spotted from space. 

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