IJN FAQ v 2.3, September 1 2009
In order to cut down on redundant topics, and help inform people about major points of the IJN, I've created this FAQ. I'm open to suggestions on any points that need to be added or changed.
Q. Hyper or Special torpedomen?
A. Sort version: Special. Long version: Special is available 4 levels earlier, offers a larger plus to torpedo skill, and has an additional level of classing available. All of which combine to offer much better torpedo skill and true ability, making capping easier.
Q. Fuso or Ise (1937)?
A. Ise if your play-style involves a lot of running or if you want the CV remodel. Fuso otherwise. the Ise has 2 forward and 4 aft turrets, so its broadsides are less even (worse spread) and can't hit as hard while rushing, but can offer better stern fire. The Ise (in my opinion) looks better, but that's not the best of reasons for choosing a ship...
Q. I'm level 12 and just got my Kagero. Where are the torpedo launchers?
A. The first set of torpedo launchers isn't available until you have armament sailors at level 14.
Q. How should I armor?
A. If torps are a major issue: 0.2" belt and add bulge to just before you loose 1 knot. This can be increased if they remain an overwhelming problem. If they are a moderate or minor issue, 0.2" belt and bulk to almost loosing 1 knot. If they are a non-issue, bulkhead as per before. Actual AWing may be possible with the Dhonburi, but don't count on it anywhere else. IJN armor quality and ship displacements make serious armored configurations impossible.
Q. When/how should I class my AA gunners?
A. Armarment Sailor at 12, Chief DP Gunner at or after level 62. Unless you are going for the 40% vet cap, or use AA guns on ships before the B65 Project, do not class from Armament Sailor earlier. With typical crews, you'll hit the reload cap about 5 levels earlier than if you had classed on time. This may not a huge difference, but it helps and avoids the frustrations of poor performance on earlier ships. Level 80 would be optimal, but the offers almost no additional gain. If you are aiming for minimal weight (*cough* Aingeal *cough*), class as late as you can stand.
http://www.navyfield.com/board/view.asp?Num=117787&Sort=A03 contains additional discussion.
Q. Which CV line should I take? (Hosho or Junyo?)
A. Whichever one you want; they are both pretty much balanced. See http://www.navyfield.com/board/view.asp?Num=107071&Sort=A03 and http://www.navyfield.com/board/view.asp?Num=146621&Sort=A03 for details.
Q. How should I setup $ship?
A. http://www.navyfield.com/board/view.asp?Num=137414&Sort=A03 or do a search for that ship. Torpedo choices are usually wider than gun ones. Use judgement with old threads, as some useless gunsets (eg: dual 18.1", dual 12" 1905) have been deleted in various patch cycles, and BBs are more restricted in what guns they can carry (eg: no 16.1" D on the Kongo)
Q. What ships should use I torpedoes on?
A. Yes: Kagero, Fubuki, Tatsuda, Simakaze, Kuma, Kuma-kai, Kitakami. Maybe: Akitsuki, Akitsuki-kai, Yubari, Agano, Oyodo, Mogami (1944), Ise (1943). No: Anything else. Especially not the Mogami CL, any CA or any BB.
Q. Which guns blockshot/how good do my gunners have to be?
A. The Triple 6.1"/60 Type 3 N and D variants. You'll need good base accuracy (11+ most likely), boosts, 100+ vets, and lots of experts. Even then, you're looking at only a fake block at late blitz levels. However, these guns have issues similar to the KM's triple 5.9s; they are shorter ranged and softer hitting than the approrpiate CA guns (7.9" and 8" duals). They also are somewhat questionable at the CL level for the same reason.
Q. Is $weapon worth using?
A. Maybe. See trainworld.us, http://www.navyfield.com/board/view.asp?Num=137414&Sort=A03, or search for previous topics. Note that the dual 20.1" Type 98A and will not be until the ONF BB56 patch. Also, the dual 16.1" Type 90 gun are still of questionable value.
Q. I have an Oyodo (or other CV), how should I use it?
A. http://www.navyfield.com/board/view.asp?Num=107071&Sort=A03 Hybrid CVs (Oyodo, Mogami (1944), Ise (1943)) should generally use their R and T-slots. Also, if your CV/crew is low enough to enter Blitz, try going there. You'll have a much less frustrating time, and will probably be more useful to your team.
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