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  • Disto's UK Ship Guide.

    06. 23. 2009 10:24

Otsid
Hey, I thought I'd write a short basic summary. I'm a UK player who has played on NF
for a few years now. I started on the MO server but never really got anywhere as a IJN
player, after a relatively fun but lacking in competiveness experience, I returned a few
months later with a few friends of mine. I played on the New York server and decided to
play as Royal Navy. I play on/off quite often.

If I have something wrong, just correct me, I don't mind.

Oh and as always there are a few exceptions to the rules, and this is still incomplete.
Much of the higher level stuff has been left blank as I have been distracted by the new
patch.
  Index

  • Re : Disto's UK Ship Guide.

    04. 28. 2010 14:20

UmbralRaptor
Yeah. The [img src=some_url] thing. (though with <> instead of [])

  • Re : Disto's UK Ship Guide.

    04. 28. 2010 09:43

Otsid
I had a few requests to further complete this, which I hadn't picked up on at the time. I
have written rather more, there remains far more to include. I am not going to buy more
ships, as I am infact poor, if you want to give me a donation on NY that would be
handy, but if you wish to help me include data such as the speed you would get from a
normal ship set-up.

I have added the Single 6"s to the Q. Finally.

In any case I have done a fairly large overhaul, and will continue to add more while I
keep playing (dieing is good for something).

If anyone wishes to contribute a section I will edit that in.

Quick question: Do I just use HTML for pictures?

  • Re : Disto's UK Ship Guide.

    06. 28. 2009 20:23

manragon
Bump due to the necro playing the night

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 23:37

Hardiron
I just read vanny part its confusing and you don,t say witch kinda guns it can use just
16" ect.. There are allot of 16"s that ship cant use or should really not be put on this ship.

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 20:12

manragon
As helm said, nice start and put in the 6" were it belongs, looking forward to read
everything when you done.

small edit in this one due to the massive Necro running around during the "night"
this should be read more than once, and even maby a sticky? ;)

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 19:13

TheHelmsman
No section on the Q class is complete without mentioning its preferred weapon, the 6"
singles. Those were the guns that got it banned from so many DD rooms before it was nerfed.

Also, why bother mentioning the 18" singles on any of the BB? They're utterly useless on
anything past the CA stage.

Other than that, a pretty good effort. I look forward to seeing the finished product.

--Helms

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 10:29

Otsid
BB4 and above.

Vanguard, level 89

<Picture>

This is my favourite ship. A little saddened by this patch but it still remains completely
strong.

Largest calibre guns: 14" quads. 16" triples Mk 1s. 15" duals. 18" singles. The
Vanguard
uses the Mark IVs as it's specific guns. Range. Decent Firepower. Weight. All in one.
While you can mount other
guns (the triples actually are lighter than these) you lose the BB4 range which is
critically in the Vanguard because it does not have as high speed as other ships. A
very common (slightly more common then the intended setup) is to use the 16" Triple
Mk 1s. They provide great firepower at the expense of a little range. Ironic that a
patch to improve their range has left them with the same range due to the bad at
level spread and damage of the dual 15" Mk. 4s.

Speed at Max Displacement: 22-31 knots. This ship is played speed whore at a base
speed of 25-35 knots and by this level your engineers should be having a major
impact on increasing this. The Vanguard is now harder to reach the speed cap with
at level. With 1 level 97 engineer and 3 level 88 engineers, each with 150 vets each I
am still only managing 24-37 knots. If I take a few recruits off any of my engineers
this drops to 24-36. You will not be maxing your speed cap when you get it.

Armour: Ineffective. Armour goes against the Vanguard play style. However if one
chose to use Deck you could only fit 7.5" of it on it. As the Vanguard engages ships
at range, it's threats would be able to easily slice through this protective casing as
this would only protect against the lower tier, who shouldn't be shooting you
assuming you keep your range. A novelty setup. Like those of an armoured H39 or
Iowa, while it may have the element of surprise, it isn't that effective. There are far
better ships to armour than the Vanguard. It is far preferential to maintain 900SD
with the Vanny's health.

Recommended Guns: Triple 16" Mk1s or the Dual 15" Mk 4s.
Scouts: Up to 4.
Expected Speed: 25/35 at level.

It now has one of the worst BB4 ranges in the game and is now a BB4. However it
lost
some of its definition when it lost its turning speed and survivability. I personally run
this ship the Mk. 1 Triples, while slightly heavier they provide far more firepower with
very little lost. The Dual 15" have slightly more range but their damage is far closer to
that of a H39, without the range or the AA, or the extra scouts.

Lion 1, level 89

<Picture>

My progress has stalled in levelling up to the Lion 1. Playing the KGV and PoW has
killed my motivation to train a second BO. So sorry, if someone else wishes to provide
this information, I will be more then willing to accept it.

Largest calibre guns:

Speed at Max Displacement:

Armour:

Scouts:

Lion 2, level 103

<Picture>

To be continued. I have 2 more levels to go.

Largest calibre guns:

Speed at Max displacement:

Armour:

Scouts:


Queen Victoria, level 120

<Picture>
To be continued. I may never reach this ship.

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 10:29

Otsid

SS tree.

The Submarines in Navyfield are nuclear warheads in a steel bottle. When you have
a grape fruit. Not entirely an exaggeration as they are far stronger in real life but
they function well as the capital ship killers they are supposed to embody. They have
relatively few torpedoes, low mass and are slow with relatively little air. At first they
are tough but you can do big damage with these if the conditions are right. Once you
get past SS1 it is plain sailing. Use gradual firing. RN SS are not specialised like KM
and IJN SS, they are somewhere in-between.

H Type, level 37

The SS are already setup and you cannot play with the setup. However you can still
vary the crew. However this is irrelevant as you will play with a skeleton crew and
like it. You can only fit the Sonar men, Planes men, BO and 2 torpers on this ship. And
the Planes men must be full of recruits to start with air, the torper on the front
determines how long it takes for you to reload and the BO will determine how much
you can see above water when submerged. So you'll have to be frugal with the
recruits but keep them high. IIRC you can't even fit a full crew this ship with
torpedoes on.

Tubes: 4-0

Torpedoes per tube: 4

Expected Speed: 20-24

Oberon, level 47

The Oberon really does come into its own. Especially with a good crew. Compared to
the H-type it has 2 more crew slots so you can now fit supports. And 4 more torpedo
tubes (2 at the front and 2 at the back) meaning it rivals the IJN SS2 while having
greater speed and turning forces. It has a deck gun.

Tubes: 6-2

Torpedoes per tube: 4

Expected Speed: 24-28 (or higher with an engineer)

P-type, level 60

The P-type is just the successor to the Oberon, nothing new to it however it has
greater damage due to having new torpedo tubes and has greater health. It has a
deck gun.

Tubes: 6-2

Torpedoes per tube: TBC

Expected Speed: TBC

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 10:28

Otsid
The other BB line.

This one is a bit harder to play but in my opinion, now, it is worth it. The Nelson and
Hood are fine ships however the grind is longer and harder on this line, a PBB is
almost necessary. If you want to play this line, only graduate onto the Renown as
late as possible out of Blitz, it isn't pretty. In this line there is nearly a 13/15 level
gap between the remodel of the first ship and the next ship in the tree. It is not
pretty. However it pays off better than the other line IMO.

I haven't had the time to re-evaluate this tree since the patch. There is plenty of
good advice available through the search however.

York, level 40

The York is one of the stronger CA1s in the game, however it has a very definite
playstyle. With full BVE gunners it is possible to make the 8" triples blockshot before
you reach 60, which is also highly advantageous at higher levels when you are
playing
further. The York has good range, and good spread. Blockshotting Yorks dominate
Blitz games however you will often find the crews and skills of the player are really
what determines the power of this ship. In Blitz landing 7200 (9x800) damage on
another player is going to allow you to quickly win games. Of course this is a best
case scenario assuming you land all your shells at max range.

Largest Calibre Guns: 8"/50 Triples, 8"/50 duals, 18"/40 singles. You can use the 18"
Ls singles for an amusing setup however it is not useful for standard play.

Expected Speed:

Armour: It is possible to mount armour on the York, however it is superior when
kiting it's enemies, so speed is preferable. Using 6" triples you can mount effective
armour, however it is better to run this setup with the Edinburgh or the Dido and
Sirius with the dual 6".

Surrey, level 44

The Surrey is the remodel of the York, slightly higher level and with slightly more
health and displacement, arguably the Surrey is superior. However it cannot fit the
guns which make the York such a strong ship, instead it is the York lines equivalent
to the County. It has the same gun space and therefore it is used for high angle play
at max range. This is also a skill-intensive setup and can arguably be as devastating
as the Yorks, however this is only exceptional against large ships as you'll never
have the spread to effectively take out smaller ships at range compared to the York.
The Surrey also has a smaller FCS and a smaller engine, both contributing to a
slower, badly spreading ship. Compared to the York it provides a different play style,
not an improvement.

Largest Calibre Guns: 8"\50 Dual. 18"\40 Singles.

Expected Speed:

Armour:

Renown, level 54

The Renown is weak, slow and badly gunned. It can be a force inside Blitzkrieg
however when up against other battleships it is one of the weakest Battleships in
the game. While you can fit AA or ASW on the T slots, this will contribute to your slow
speed and the UK AA is the worst in the game. To play this ship you will want to stick
to Blitzkrieg, stick at long range, with either the dual 15"s or the triple 8" guns
depending on your guns, and putting whatever money you have into armour. This
ship is inferior the Revenge, however this is also quite powerful with good gunners.
The 15" MK2 Ls will do some serious damage, although you will again be limited by
the amount of clips you can hold.

Largest Calibre Guns: 15"\42 L Mark 2 Dual. 18"\40 Singles. 8"\50 Triples.

Expected Speed:

Armour: It'd be helpful if a Blitz player would contribute how much armour and speed
they can fit at full displacement.

Repulse, level 66

The Repulse is a much needed remod of the Renown, it does not improve it's
survivability, but it moderately improves the range and hitting power, due to the
extra gun space. The guns will now hit moderately further, however this is still not
superior to the other tree. I choose to play with the Dunkerque for it's more
competitive range. The Repulse and the Renown can both be worked well assuming
your support crew is higher then your BO.

Largest Calibre Guns: 15"\42 N Mark 3 Dual. 18"\40 Singles. 8"\50 Triples.

Expected Speed:

Armour: The Repulse cannot properly armour, as it cannot be used in Blitzkrieg and
will not fit enough armour to be effective.

Nelson, level 79

I haven't really played the Nelson since the patch, before the Patch the Nelson had
great hitting power but very short range. Now the Nelson retains this in principle, but
instead uses the Triple 16" instead of the Quad 14s. The Nelson still has no scout,
but the strong forward guns make the Nelson a strong contender. I use the same
the Mk. 1 Ls into the Vanguard, they provide a lot of punch but they do not compare
in terms of spread to the old Quads. I also do not believe it is possible to effectively
AW the Nelson now, especially considering the proliferation of BB5s.

The Nelly has no Scout. Beware of this when you choose it as being blind can be
frustrating.

Largest Calibre Guns: 16"/45 Mark 1 L Triples, 15"/42 Mark 3 Duals, 18/50 Single.

Expected Speed:

Armour:


Hood, level 81

The Hood is as the Vanguard used to be, it is still very rare to see in a battle due to
it's large presence on the Battlefield. It now uses either the lighter of the Triples or
the 15" Mark 3 Duals, which are identical to the RP12s as they were previously.

Largest Calibre Guns: 16"/45 Mark 2 L Triples, 15"/42 L Mark 3 Duals, 18/50 Single.

Expected Speed:

Armour: The Hood cannot effectively armour.

  • Re : Disto's UK Ship Guide.

    06. 23. 2009 10:27

Otsid
The CV line.

Playing a CV is rough, why? Because it is entirely level based. The skill is a
component rather than a main factor of CV play and a lower level CV will always be
beaten by a higher level CV. Remember to use Local fighters when you are beginning
the tree.

The thing with the CV line is you must remember to separately level your Torpedo
bombers and your fighters, as they will unfortunately not fit in your slots.

While torpedo bombing, the autoaim system has it's flaws, but generally the rule is
to approach perpendicular to your target. You will find certain directions work better
then others. I suggest you search this. Manual aiming can be done by lowering the
plane to sea level with the comma, (,) and then releasing the torpedo with a
fullstop.(.)

UK CVs have very strong torpedo bombers, but are also very weak in the dive
bombing. Therefore you should stick to Torpedo bombers with RN, if you wish to use
Dive bombers there are 4 other nations with superior capabilities at this moment in
time.

When loading planes the time is based on the number of planes per pilot. So 2 pilots
with 2 planes will take half as long as a single pilot with 4 currently.

CV Attacker, level 50

This is the base of the CV tree for RN, and it shows. The biggest issue with this CV
however will be in your pilots, a problem which will dissipate as your pilots grow with
level. The Attacker used to be very fast with the RN Engines, however those have
now been removed (I believe) and it therefore remains slow, and can carry a very
limited number of fighters and bombers. (Up to ~35 fighters T1 fighters, or 25 T1
Torpedo bombers.) You can launch 6 aircraft simultaenously.

You can however play with this in Blitz realistically, where pretty much any CV setup
is usable. However if you decide to use the Attacker in GB2 you must have some
fighter pilots, on the basis that you are very likely to be Flagship (25% chance at the
minimum) and you cannot really rely completely on your team for protection. For this
ship you will want to use Local Fighters, as simply the majority of CV players will have
fighter pilots which far outstrip your own and you cannot be competitive with normal
planes at this level.

In GB2 you will find your Torpedo bombers get shot down very easily. It is up to you
to perfect the torpedo range you can drop and keep your bombers. It is
recommended that you target subs, as they have very little AAW and therefore you
have a high chance of having your bombers return. Learning manual TBing will be
very helpful to actually hit them in the case of diving.

Pilot slots: 5
Plane space: 2100
Simultaenous Takeoff: 6
Expected Speed:

CV Colossus, level 58

Treat this as an enlarged Attacker, you have a little more speed, health and twice
the plane space, however you are still as vulnerable as you were, and your
capabilities still rely directly on your pilots. You can however also launch another
plane and your planes won't be such a limited commodity and an extra pilot spot will
allow more usual setups to be used such as 4/2 or 2/4 fighter/bomber ratios.

Pilot slots: 6
Plane space: 3720
Simultaenous Takeoff: 7
Expected Speed:

CV Courageous, level 66

The CV Courageous signals the transition from a minor player into a more team
based player. You are now a CV3 and therefore you can really start to give support
to your team. If there are comparable or lower level CVs you can start to take air
supremacy, however the main advantage would be in shooting down scouts and a
mild level of superiority. Depending on your pilots you will be wanting to make the
shift from local fighters to standard fighters. This gives you inferior combat abilities
but far improves range, which will allow you to assert some control. There are a few
guides around for good plane control which I won't cover in this rather large and
rambling guide. You can now start to afford to lose entire wings of planes, as you can
keep many redundant spares on board.

Pilot slots: 7
Plane space: 4700
Simultaenous takeoff: 8
Expected Speed:

CV Illustrious, level 73

The Illustrious used to be a CV4, it used to be very agile and a good ship. Now it is a
CV3 and a bit worse for wear. Regardless it is an upgrade to the Courageous and
will be available in the time you can start moving to T3 Fighters and T2 bombers,
both with more range and bite then their predecessors. They also have more range
and your pilots should of matures sufficiently to improve their AAW survivability to
allow you to get close to ships before dropping the torpedos, which will increase your
accuracy as they have less chance to dodge.

Pilot slots: 8 (6 usable, 2 gun slots which can be used for training)
Plane space: 5980
Simultaenous takeoffs: 8
Expected Speed:

CV Ark Royal, level 82

This is the ship I personally use. You are thoroughly into the area where you need to
support your team. You really need 4 fighters at this point and you should be fairly
competitive with most CVs in great battle. As always level controls who wins in a
dogfight but you should at this point have good practise at controlling your fighters
and your pilots should at least be at the same level as your BO. Your Battleships
have a far higher DPS then you, so keeping them alive and allowing them to do
damage without being sunk themselves will win you games. It can be frustrating,
especially when the other team ends up winning regardless. Your team is outside
your hands but your actions are not.

At this point, you will have enough planes to be realistically able to throw them
away. Keeping scout above enemy battleships or throwing them into enemy fighters
to drag them away from scouting.

Pilot slots: 9 (7 usable + 2 gun slots, however you never are able to use more then 8
so it is best to use the 9th slot for support.)
Plane space: 7900
Simultaenous launches: 9
Expected Speed: 27knts 35 OH

CV Malta Project, level 98

Big version as above: Yet to get it

Pilot Slots: 10 (8 usable + 2 gun slots, you can now realistically use guns on this
ship, as you will have enough slots for your full pilot complement. The only reason to
train more pilots is to allow you to experiment with different set-ups.)
Plane space: 9700
Simultaenous launches: 10
Expected Speed:

CV Midway, level 120

I'll be shocked if I ever reach here.

Pilot slots: 11 (9 Usable + 2 gun slots, some players use a Seaman or Engineers on
the extra support slot, providing either extra skill or speed and SD.)
Plane space: 14000
Simultaenous launches: 12
Expected Speed:
1 2