Kaiser Class Battleship
Kaiser Class Battleship
The Kaiser Class Battleship should be seen as the starting point to understand German engineering and design. This class is built upon the premise of being hard to bring down. Armor, armor hull, and spread out, saturation fire guns in turrets means that these ships are designed to take a beating and keep flying (and firing).
However, the ships of this class all suffer from slow speed and poor maneuvering, with limited options to change facing short of doing a full stop and turning in place. Their guns, while respectable, don't have the greatest range, or the best crews. Their slow speed and poor turn radius make them especially vulnerable to torpedoes, though some of the ships have been retrofit with chaff to mitigate this weakness somewhat.
SML Kaiser
The namesake ship for this class is the SML Kaiser, costing 420 points to add to your fleet. This variant comes in the Kaiser Class Battleship box. The standard armament for this ship is six 24cm guns, saturation firing DYellow up to 14 hexes away, with a DRed at 7 hexes, with a DGreen crew serving the weapons. There is a sweet spot in the middle of the ship where both bow and stern turrets can hit the enemy, allowing for 4 saturation attacks on a single enemy.
The ship is slow, and not maneuverable. With a MP of 3, and needing 3 hexes before turning, the ship can only turn with a full stop or a way to increase it's speed such as the "Hard Burn" Admiral Card. It does have a slip shaft though, which allows a side slip to either side of the ship.
But even though it's position on the battlefield is easy to predict, it is going to be a beast to bring down. With a starting structural integrity of 38, your opponent will need to, at a minimum, damage 12 different slots on the ship, with all 6 of the side they are breaching being damaged, to even have a chance of cracking the keel on that roll. This ship will take hits and keep flying, even as it smolders.
Guns vs Armor - SML Kaiser
Low = lowest breach value slot after +breach value Armor slots. High = highest breach value slot. Average = all slots breach value / 6. Loc Dice = average roll of all location dice (moved). Net = Average - Loc Dice. vs Red Gun = Difference between average roll with the loc dice for the "typical" Battleship gun at short range and armor, lower is better. vs Blue = same for the "typical" Destroyer gun at short range. vs RR Bomber = difference between average Green Bomber roll and breach value. vs RRR Torpedo = difference between average Red dice torpedo roll and breach value.
A standard question in shipbuilding is to ask how well protected a ship is from it's own weapons. So how does this ship's armament compare to it's protection? The Kaiser is well built to be moderately protected from it's own biggest guns, assuming it is a moving target. The average armor value with the undamaged armor slots means that any given shot is less likely to do any damage, especially on the sides, as long as it isn't being attacked from the rear. Even including crew dice, a standard shot has less than 50% chance of doing damage. It should be noted though that this assumes the ship is moving. If you have to turn the ship, with an enter hex value of 3, you have to do a full stop to spin in place, unless you have the Hard Burn or Commander Admiral Cards.
Guns - SML Kaiser
The Kaiser has only main guns, and no secondary weapons, but it has pretty good main guns. The 24cm cannon fires a Red die out to 7 hexes, and a yellow beyond that, and are all Saturation Fire guns, and Turrets, with Green crew. So if you have an enemy ship in your broadside, you'll be dropping 4 Saturation shots at the enemy. Given that these shots all ignore "miss" results, this makes the ship absolutely deadly against destroyers and lighter cruisers. With that in mind, the lack of a bracketing gun means that they may struggle to penetrate other armored targets.
SML Kaiserin
The next ship of the class is the SML Kaiserin, which at the same point cost of 420 has 1 less 24cm gun on each of the sides, as well as armor and structural integrity, in exchange for secondary armament of 10.5cm guns. These bracket fire guns are more capable of damaging heavily armored enemy ships and stripping armor so that your 24cm guns can finish the job. This ship is also slightly more maneuverable, with 2 slip shafts letting it slide to the side for 1 MP.
Guns vs Armor - SML Kaiserin
Low = lowest breach value slot after +breach value Armor slots. High = highest breach value slot. Average = all slots breach value / 6. Loc Dice = average roll of all location dice (moved). Net = Average - Loc Dice. vs Red Gun = Difference between average roll with the loc dice for the "typical" Battleship gun at short range and armor, lower is better. vs Blue = same for the "typical" Destroyer gun at short range. vs RR Bomber = difference between average Green Bomber roll and breach value. vs RRR Torpedo = difference between average Red dice torpedo roll and breach value.
Even without some of the Kaiser's armor, the Kaiserin is still a very heavily armored ship, with better than 50/50 odds on inbound shots before factoring in crew skill, being nearly impervious to bombers, and able to even tank standard torpedoes in a pinch, which is good as it still can't turn particularly well.
Guns - SML Kaiserin
The Kaiserin's addition of bracketing guns on the broadside makes it a better battleship hunter than the original Kaiser. Bracketing all 3 guns together gives you an average roll of 7.5 at long range, or 10.5 at short range, much improved over the 1dRed's 5.5. If your goal is stripping armor off an undamaged flagship, these are the guns you want to be using. This also combos well with a Bracketing Crew ship like the SML Grier or Falke.
SML Wilhelm I
The SML Wilhelm I is the most expensive variant of the class at 430 points. What does the extra 10 points get you over the Kaiser? Something with a similar defensive profile to the Kaiser, but with the Kaiserin's double slip shaft for maneuverability, and redundant Green crew in the bow of the ship. But it's also the in universe name of the faction leader, so who's to say if those 10 points are worth the prestige or not.
Guns vs Armor - SML Wilhelm I
Low = lowest breach value slot after +breach value Armor slots. High = highest breach value slot. Average = all slots breach value / 6. Loc Dice = average roll of all location dice (moved). Net = Average - Loc Dice. vs Red Gun = Difference between average roll with the loc dice for the "typical" Battleship gun at short range and armor, lower is better. vs Blue = same for the "typical" Destroyer gun at short range. vs RR Bomber = difference between average Green Bomber roll and breach value. vs RRR Torpedo = difference between average Red dice torpedo roll and breach value.
The major difference verses the Kaiser is the fore armor not being good enough to reliably turn into a torpedo, but the broadside armor remains reliable against most individual shots.
Guns - SML Wilhelm I
There is nothing about the Wilhelm I's guns that make them meaningfully different than the Kaiser's.
SML Friedrich Der Große
The SML Friedrich Der Große is the cheapest version of the ship at 410 points, but my personal pick for best ship of the class. It combines the better gun profile of the Kaiserin with chaff on the bow and sides to protect it from it's weakness of being slow and easy to hit with torpedoes, letting it be somewhat more aggressive than it's counterparts, and it still has a terrifying amount of armor.
Guns vs Armor - SML Friedrich Der Große
Low = lowest breach value slot after +breach value Armor slots. High = highest breach value slot. Average = all slots breach value / 6. Loc Dice = average roll of all location dice (moved). Net = Average - Loc Dice. vs Red Gun = Difference between average roll with the loc dice for the "typical" Battleship gun at short range and armor, lower is better. vs Blue = same for the "typical" Destroyer gun at short range. vs RR Bomber = difference between average Green Bomber roll and breach value. vs RRR Torpedo = difference between average Red dice torpedo roll and breach value.
The Friedrich Der Große has nearly the armor of the Kaiser, though not quite enough to hit the break point against crewed 24cm shots. But what it does have is much better chances against torpedoes with the chaff slots.
Guns - SML Friedrich Der Große
While it has less 10.5cm guns than the Kaiserin, pairing this ship with a Bracketing Crew ship like the SML Grier or Falke will make it's secondary weapons sing. Even without support, 2 Blue dice at 7 average is marginally better than 1 Red die at a 5.5 average for punching a hole in a heavily armored target. Longer range the advantage drops off somewhat, with 5 average for the double green dice, Fred wants to get close to it's opponent.
Overall - Kaiser Class
These ships are built like bricks, and unfortunately drive about as well as one. More than anything else, these ships need a speed increase like Hard Burn, if only to be able to turn without doing a full stop. They will be very easy to predict where they are going and what they are doing, and as such are at risk for torpedoes and being out maneuvered. They are also under-gunned compared to other Battleships with a limited number of shots with guns that would struggle to crack their own armor.
Ratings:
SML Kaiser: B-
SML Kaiserin: B
SLM Wilhelm I: C+
SML Friedrich Der Große: B