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  • A beginners Guide to Crew and the Royal Navy

    04. 29. 2007 23:57

LordNelson86
This guide is tailored to players who have clocked up a hundred or so games on NF and have
a firm grasp of the basics of the game. For those who are less experienced i highly
recommend Obst's guide at www.nf-guides.com, Its detailed, informative and has pretty
pictures. This guide is also designed so that when you start considering buying a BB you
will be in the best shape possible to use it and not need to buy crew to augment your own
efforts.

First off, start from scratch, forget any previous efforts this is a new beginning..

Make sure you have 50,000 credits and 50,000 points. When you have this go to the trade
area and make a room called "i need points". You will quickly get donations as higher lvl
players have little use of points. When you have 250,000+ points we can begin making babies.

Now go to the Shipyard and make 4 new sailors, but not just any sailors, sailors with the
right statistics. I cannot stress enough how important a sailors stats are, the are vital
if your going to have fun playing this game. This is going to take a while, but keep
rolling the dice until you find these sailors

1 sailor with potential of 14 or above
2 sailors with Accuracy 12 reloading 10 or better 12/11 recommended but rare
3 sailor with 12 repair 10 restore 10 Engine or better 12/10/11 recommended
4 sailors with 10 repair 10 restore 12 Engine or better
1 sailor with 12 aircraft

Dont settle for less!, these guys are going to be with you for years probably, so take
your time to find the best ones

When they reach level 12 (you wont be able to level them all at once, so check stats
before you start changing them into something they shouldnt be) you should change them
into respectively

1. Bridge operator
2. Arm sailors
7. Support sailors
1. Special Force

For all sailors its recommended they have a high number for AAW and restore, all sailors
contribute to these so the more the better

Alternatively you can buy Elite sailors from the website. Many players will tell you the
difference between an elite acc gunner and a 12/10 is not that much different... and the
are right. But Elites are better, they all have +11 aaw and restore. With 13 instead of 12
as a base a lvl 50 acc gunner will have 50 more accuracy (equivalent to being 1-2 levels
higher than he is). It depends on you.

Now start levelling up. There are guides on Ships and weapons and tactics so i wont repeat
their advice. I will say this, put in a manual FCS, this is a new start so you may as well
learn a new skill, the quickest way to level is to be on the winning side in blitz games,
so do that.. Hit someone.. dont die, if you can help it, help your team win.

Now take these ships as you progress, take them at the level i suggest as well for maximum joy

lvl 15 O class - 1.BO 2. Arm sailors 4. Support

lvl 21 Q class - 1. BO 2. Gunners 5 suuport

lvl 30 Emerald - 1.BO 2 Gunners 3 repairman 2 Engineers 1. Special force (after lvl25
rookie Scout)

Lvl 37 Edinburgh - 1BO 2 Gunners 3 Repair 2 Engi 1 Rookie Pilot

Lvl 43 County Class - 1BO 2 Heavy ACCURACY gunners 3 repair 3 Engi 1 rookie pilot

When you Reach Lvl 50 ....


STOP!!!!..............

Now go right back to the beginning and start again.... (mass groaning)

Make (or buy)

1. Bridge operator
2. Gunners with +12 RELOAD
Any other free slots for Engineers

Do the exact same thing until you get to lvl 37 then choose the york line instead of the
Edinburgh line

Now on that York put

Bridge operator at lvl 37
Your 2 Heavy ACCURACY gunners at level 50 on the main guns
Your 2 Lvl 37 RELOAD gunners in the T slots with AA guns

Now you should have a fair few support crew, out of that lot choose 3 repair and 4 engi
that you want to keep for good. You can either level the best ones higher or level the
weaker ones into line. The reason i told you to make all those extra UK Engineers is
because they are valueable.. Vetern players will pay lots of money for them because they
need them to get their BB's moving. So you make lots of cash for yourself.

Now keep playing in that ship until your 2 Bridge operator are at an even level. It is
always good to have Gunners that are higher than your bridge operator as most of the
Useful guns on the BB's are higher than the ship requirement.

Congratulations, your now in excellent shape for a crack at a BB of your own. You can now

- Choose whichever line you prefer or have a BO for both ( or even save one of your BO's
for the CV line if that floats your boat.. no pun intended)

-Progress with 2 decent sets of gunners, ACC gunners as your main and RELOAD as your AA
gunners (proper UK AA gunners are mince, so just do it this way)

- Sell as these extra Engineers for a high Price, which will afford you luxuries such as
Boosts for your sailors ( i highly recommend ) veterns ( i highly recommend ) and maybe
some armour too.

- A future proof crew, as you go higher in the game you will not be hit by a sudden need
to get some sailor you dont have.

I havent listed half of the technical reasons why this is all a good idea. Maybe you
already know, maybe you dont, maybe you'll discover in the passage of time, maybe you dont
care how it works... So i put it to you... Do it this way and your crew will be in good
shape when you leave blitz at level 60. Ignore all other stimuli apart from this guide
when it comes to questions about your crew... dont be tempted into making AAgunners, 2nd
seaman, Torpedo men, Medics etc etc etc.. JUST DONT DO IT


  Index

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 11. 2011 15:50

Captain_Kris
Using this guide for my first ever BB crew.

Really helping me, going to go with 6 Engys and 4 Reps, instead of the 2 AA

Kris.

  • Re : A beginners Guide to Crew and the Royal Navy

    03. 22. 2010 23:04

cptmadredijo
Is it recommended to promote heavy reload gunners that are acting as AA gunners
into huge reload gunners?

  • Re : A beginners Guide to Crew and the Royal Navy

    07. 17. 2009 12:13

RussianDude
Ok, I have followed this guide to the EXACT, but I still can't do blockshot with my york
:(. Oh well I'm just gonna go for the Nelson, it's really impressive.

  • Re : A beginners Guide to Crew and the Royal Navy

    07. 04. 2009 06:29

Jonathan654
07 topic. isn'ti it a bit old?

  • Re : A beginners Guide to Crew and the Royal Navy

    07. 02. 2009 06:20

Downcome
Oh men. Thats terrible my gunner have 9/9 ><

  • Re : A beginners Guide to Crew and the Royal Navy

    07. 02. 2009 06:09

Downcome
Oh good for newbie just like me IoI

  • Re : A beginners Guide to Crew and the Royal Navy

    07. 02. 2009 00:46

danita
Was it too hard to follow the better STICKIED crew-guide?

I guess you know how to somewhat use the search function.

  • Re : A beginners Guide to Crew and the Royal Navy

    07. 01. 2009 14:42

RussianDude
Ok I started a whole new crew and I'm using this guide. Is very good for me so far, I'm
keeping my whole crew on the same level.

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 17. 2009 04:08

Goran
I was reading today this "beguinners" guide...

And Im not agree with some point, and think that must be change in your post LordNelson.

First in sailors:
- BO Sailor: 14 nice, but better with 10+ in Repair and Restore (BO give SD and repair rate).
- Gunners: 12 accuracy? what this for? UK ACC Gunners Base 10 get acc cap in lvl 65-70. no
need 12 base, was better 12 base in RLD for get rld cap fastly. 10+ Repair/Restore aro so
nice too here.
- Repairs: 10 engine? what this for? Only engineers use this stat (and seaman now).
- Scout: Another time 10+ in Repair/Restore. All sailors improve repair rate.

Second: In elite sailors, +11 AAW its for nothing, not active stat, and +50 of hability in
acc dont change nothing, are capped because of level.

Third: AA Gunners are a nice option for AA (not only exist reload gunners), but its needed
to explain that for get caps, they need level up in arm sailor at level 90. You are so
wrong on this aspect, getting caps, AA Gunners are better than RLD Gunners. 5.25"A have
same range than D version, less weigth, less reload time, more binds, same spread.

Fourth: Seaman its so nice. Some ships are dificult to get max overheat in low levels and
seaman can help to get it.


  • Re : A beginners Guide to Crew and the Royal Navy

    02. 15. 2009 20:23

m4a11
omg why not j ust go with ljseverns guide ffs
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