Why a rookie
should build a cruiser and which one to build
-Tyler Helland
As a
Rookie
The
three biggest factors in this hobby that determine how effective a captain is
as a battler are in order of importance: captain’s ability, ship reliability,
and ship choice. This article is meant to address how choosing the right ship
for your experience (none if you are a rookie) can help you be a more effective
captain.
I am by
no means an expert battler or builder, but in my time in the hobby so far I
have talked to many experts and seen many very good ships. I started to write
down some of the things that the veterans were telling me to try to keep track
of everything for my own reference and I noticed there are some things that
everyone suggests. It seems that there are some standard ways of doing things
in this hobby. In this article I have attempted to compile some of the
information that I have learned so far that I would have liked to have known
when I was just starting out. There are some things in this article that are
opinion based but like I said, my opinions are the result of talking to many
veterans and experiencing several battles.
Before
we start, the first thing you have to realize is that as a first time builder,
you cannot be an innovator. Take the advice of the people who have done this
for years. Do things that have worked consistently for many people for many
years.
Why
build a cruiser first?
Cruisers
can stay out of trouble. At 23 seconds, you will be one of the fastest ships on
the water and can run away from someone who should otherwise sink you. Rookies
with battleships can’t run away from veterans with battleships. They are forced
into confrontation and have a higher likelihood of repeatedly get crushed by
more experienced captains with more reliable boats. Furthermore, most cruisers
are short and don’t stick out of the water too far. A smaller target is harder
to hit.
Cruisers
have stern guns. Stern guns are the most common and most important gun
placement in the hobby. As you become an effective cruiser captain, you will be
setting yourself up to be an effective battleship captain by learning how to
use the most essential gun in this hobby. Stern guns are the most accurate gun
and the easiest gun to learn and you get the bonus of staying out of trouble
and away from sidemounts. It doesn’t take long to
learn now to put a hurt on someone and escape unscathed in a cruiser. You will
be doing your fleet a great service by putting nearly all of your bb’s into an
enemy and taking almost none in return. In my opinion, the learning curve of a
cruiser allows for earlier gratification and can be a huge factor in how much
fun you will have and how much frustration you might avoid as you learn. If you
build a battleship first and get crushed every battle for a year or two, it is
demoralizing (not to mention more difficult to learn if you are sitting out
most of the battle when you were sunk in beginning of the first sortie) not to
say that you absolutely wouldn’t have any fun though, it is always fun to play
boats, even if you are getting sunk.
Cruisers
are low maintenance. You will make a lot of mistakes in the building process.
These little mistakes are unavoidable until you have more battling and building
experience. Since typical cruisers only have two guns, direct drive motors, a
pump, a radio box, and a CO2 bottle, they are easy to maintain as the mistakes
you made while building translate into reliability issues on the water. Even if
you don’t make many mistakes, things break. I have seen many experienced
captains continuously go out to battle with only 1 or 2 guns working on their 5
unit battleship. For a rookie who is still learning how to drive in a straight
line and is trying to get used to how their boat handles and performs, this can
be rough going.
Cruisers
are good secondary ships. Eventually, you may want to move into a bigger boat.
Since cruisers are allowed by the rules to reenter the water during Campaign at
NATS and because they are so portable, many people keep their rookie cruiser as
a secondary boat. Furthermore you have a backup if something is just not
working in your battleship for a sortie or two. It is also common for people to
bring their otherwise secondary cruiser to NATS as their primary ship to make
traveling easier.
Cruisers
are a good way to learn the hobby. You probably don’t realize it yet, but there
are some ships that are really good in our hobby and some ships that are dog
meat, that no one should ever build. There is no way to know which ones are
good and bad until you have more experience. Beyond that, there are different boats
that suit different battling styles better. As you battle your cruiser you will
learn what types of ships have what types of roles and which role you want to
step into. If you think you want to dive into the action and go toe to toe with
someone, you might want to see what types of ships other people have success
with as a turn and burn ship. If you find while battling your cruiser that you
would just as well sit on the outskirts of the fray, take your shots at
opportune times and get out of Dodge, you might want to see what captains have
success with different run and gun boats. You need to learn what type of battler
you are so you can select a boat and gun set up will work for your personality
before you build. Again, the only way to find out is to get experience. Each
ship has strengths and weaknesses that you need to experience in battle before
you can select a ship that will work for you.
Things to think about
when selecting a cruiser:
Units/Speed:
The best rookie ships seem
to be 23 second 3 unit cruisers. You want to ideally have first and foremost
twin stern guns and secondly a full unit pump. 2.5 unit ships only get a half
unit pump and generally can’t take as much damage, but since they are faster
they shouldn’t take much. They also have a smaller rudder and won’t turn as
well, so often times they are better left for vets who are not learning how to
avoid getting shot up like a rookie is. Trust me, you will have more fun and
learn faster if your boat can take some punishment and stay on the water late
in the battle. Though the 2.5 unit cruisers are a little faster at 22 seconds,
few enough people them that a 23 second boat will probably be one of the
fastest at almost every fleet battle.
Weight:
The smaller the boat
gets, the more difficult it is to build it at or under the allowed weight. 3
unit cruisers are in general big enough to build with novice skills and are
actually quite standard across the hobby for all levels. Also, because of the
size, some of the smaller cruisers don’t really even battle very well at their
posted weight. All cruisers are different but as a rule of thumb, try to avoid
building a first ship that is under 10 pounds. It is do-able but it can be
difficult and is best left for a third ship. My Minneapolis is allowed to be
11.32 pounds and on a good day, I am a little over weight and don't really have
any room to take weight out unless I make it less effective as a warship. I
even know of some Baltimores that had trouble making
weight at 14.58 lbs. However, advances in battery power with NiMHs are making it possible to build smaller ships with
plenty of juice if you can afford it.
Shafts:
In general, you want to
have a 4 shaft ship if possible. This allows you to add drag disks to the
outside two and drive the inner two. Drag disks are a huge advantage in this
hobby. It is easier to make speed with drag disks if you use a low tech radio
box, often eliminating the need for an electronic speed control. Acceleration
is better with drag disks because drag increases exponentially with speed (I
won’t go into the physics right now so just trust me). Turning is better with
drags disks because it acts like a little rudder that directs the flow of water
in a way to help you turn sharper. For these reasons, it is easier and better
to build a four shaft ship than a two shaft ship. Also, three shaft ships are
generally not the most ideal situation either. Driving one shaft only causes
the ship to roll as it drives foreword due to the torque of the motor and it
causes the ship to turn slightly when it backs up.
Turning:
The best turning boats
in general are shorter and flatter on the bottom which gives more surface area
for the bottom of the boat to pivot around on top of the water instead of cut
through it. The lower length to width ratio, the better you will turn. This is
where cruisers really loose. As a class they don’t turn well because they are
long, pointy, and skinny. Another thing that helps turning is length to rudder
area. For example, a destroyer can actually turn quite well considering they
have a ruder area that is only a little smaller than cruisers, but their length
is half that of cruisers resulting in a ship that turns well. Obviously more
rudder is better (twin rudder ships get a bonus) but since most cruisers have
only 1 rudder and the rudder area is fixed according to our rules, the only way
to alter this ratio is by building a shorter, fatter cruiser. My Minneapolis is
588 ft (49 inches) long, 62 feet (5.17 inches) wide and has 1 rudder. For a cruiser
it turns fairly well. I have seen some cruisers that are like 675 feet long and
they generally turn like crap. However there are ways to carefully position the
props and rudder to help overcome some of the length disadvantage.
Step Deck:
Because the nearly
universally accepted best gun positioning for a 3 unit cruiser is dual stern
guns, you might want to think about how the structure of your boat that will
make your guns more effective. Generally, you want stern guns mounted as low to
the water as possible so they will hit at a wider variety of ranges. Keep in
mind that once a BB fired from a stern gun hits the water, it is essentially
ineffective since it will skip off the water and loose a ton of velocity. If
you have them mounted low and aimed parallel to the water, you will have the
greatest effective range, being able to hit between 2 inches and 6 feet. If you
have them mounted too high and aimed parallel, you will never do any damage
except to someone’s pretty super structure. If you have them mounted high and
aimed low, they have a sharper angle and a narrow range that they will hit at.
The most ideal set up is to have them mounted as low to the water as possible
and as parallel to the water as possible, maybe with a very slight down angle. The
BBs will skim just above the water for several feet of effective range giving
your target a nice low hole that will be under water when they start driving
around (and you might even score some hits on the water line). This is why the
step deck cruisers are awesome for gun placement. Also, with a low step deck,
you will be less of a target on the water and hardly ever take damage astern of
the step, which translates to less damage overall.
Stern Depth and Width:
This kind of goes
against the step deck advice but definitely doesn’t outweigh it. Because of the
size of the rudder servo, gears, and anything else we use to make the rudder
turn, some ships (especially cruisers and even some German battleships) are
prone to having difficulties fitting the necessary equipment in the stern of
the boat comfortably. It is difficult to describe how much room is enough or
not enough and you will probably get it to work either way, but it is just one
more deterrent to building a really small (in weight, depth, and width)
cruiser. Even in my Minneapolis I had to use a low profile servo and carve away
part of the deck and ribs to get it to fit.
Nationality:
The cool thing about
building a cruiser is it makes a nice spare boat and campaign boat if you move
to a battleship or battlecruiser eventually. With
this in mind, it would be nice if it were on the same ‘team’ as your existing
boat or the battleship that you might want to build some day. In my opinion,
this is where the Axis kind of get screwed as the Allies probably have better
choices for cruisers (especially the Americans) that are all a little better
than the axis ones, but this is my opinion and is arguable. You can also
consider building a French cruiser (if you don’t might constantly flying the
surrender flag) that can technically fight for either side.
The best
class 3, 23 second cruisers:
For the reasons
discussed above, the best cruisers in my opinion are:
Axis:
Deutschland (Germany),
Zara (Italy), maybe Mogami (Japan) [dual rudders but
fairly long]
Allies:
New
Orleans (USA), Northampton (USA), Indianapolis (USA), Any British step deck
cruiser that is heavy enough [they are all short], Duquesne (France), Suffern
(France)
To
add a little bit of validity to my point, despite the numerous cruisers
possible, 6 of 11 of the captains who took a class 3 primary ship to Nats in 2008 fought one of the ships listed above.
Class
3 Cruisers at Nats 2008 as primary ships:
Allies:
Northampton*,
New Orleans*, Pensacola, Baltimore, Baltimore
Axis:
Deutschland*,
Deutschland*, Mogami*, Mogami*,
Admiral Hipper, Admiral Hipper