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  • TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    02. 25. 2009 16:57

Avacado
I would like to start by saying thank you for all of the people that have
inspired me to re-write this guide. I wrote the original over 2 years ago and got a
tremendous responce. With that said, this guide will be geared (For Now) at
becoming a successful TW in Blitzkrieg. I try to be a perfectionist, and will try to
make the most in depth guide I can make, however I understand that I will end up
leaving a few things out that I either missed, or didn't think was needed for this
guide. Please do not flame this guide as it is intended to help new torpers make
their way through Blitz.

There will be many things in this guide that apply both to a Fubuki and a
Simakaze TW, I will be focusing the 1st part of the guide on the 1st True TW
available to the IJN nation, the Fubuki. Before you even leave port in your brand
spanking new TW, you must understand that there are RULES to being an
accomplished TW.

*Laws Of TWing*

You may agree or not to these laws, however this is my guide, and they are what I
believe every TW must follow in order to become a veteran Torper.

1. A TW does not use guns of any kind.... NONE, Period! (IF YOU HAVE GUNS THEN YOU ARE
PLANNING ON MISSING, NEVER PLAN TO MISS!!!!!!!!!!!!!!!!!!!!!!!)
2. A TW's best ally is speed, every knot of speed is needed when TWing, that means
no armor, and running thin on crews that ability doesn't apply to (I.E. BO's).
*Edit Chisame Post*
If you wish to add a tad of armor, then so be it as long as it does not effect speed.
3. You can TW with an auto FCS, but in order to be effective you need manual, and
since Accuracy revision doesn't apply to torps, use the Finder FCS with the longest
search range.
4. Gradual fire.... You should ALWAYS be using gradual fire, you will never have 200+
torpedo's therefore every shot counts, if you need more then 1 tube, press
spacebar again.
5. Never fire at behind your allies, or at a target where your allied ships are located,
unless your can guarentee the shot. Remember a ship can die with 1 torp leaving
the rest to hit friendlies. I don't care if the shot is perfect, Negative XP isn't worth
the TK, take your time and wait for a good shot.
*Edit Nopyo Post*
You can add a SS FCS to lower your weight and possibly increase your speed by a small
amount, however the reason that I recommend the DD2 Finder FCS is for the search range,
It has the longest search range of any FCS, there by giving you the ability to spot your
enemy a second before he can spot you, and in a TW that will make all the difference.

*Recommended Sailor Configuration*

Considering that Torpedo skill is the most important to Torpers, it is natural that you
will want to have +12 to the torpedo skill. Because it has been tested over and over
again and reload stat has proven NOT to be a factor in Torpedo reload speed, I am
recommending that your second most desired ability be AAW. A perfect set of
torpers would be 12/11 Torp/AAW in my opinion. With that said, if your going
straight TW line you should use 2 engies, and 2 seamen.
*Edit Chisame Post*
Ghosting sailors (Skeleton Crews/No Recruits) will help shave some added weight and
increase your speed, just keep in mind the crews ability, later in levels ghosting crew
will hurt the ability of your sailors, and decrease your performance. A safe bet is to
ghost until you see your engies adding alot to Overheat, and your torpers reloading almost
on top of each other.

- 1 BO +15 Potential
- 2 Torpers 12/11 Torpedo/AAW (Nuff said, Torpedo is the only ability that affects
reload for torpers)
- 2 Engies (Speed is one of the Laws!)
- 2 Seamen (To help with engine, and torpedo abilities)
*Edit Nopyo Post*
I do not believe the addition of a scout is worthy of a sub, and ill tell you why.... a
Scout wastes Torp space for one, the thing nopyo forgot is that this is a Fubu/Sima
guide, neither of which can scout, but if they could, this is what i would tell you.
1. If you are following the laws, your speed whored, and in a blitz game, you are usually
on the enemy right about the time a scout would get there.
2. wastes a valuable crew slot, I hate to say it, but a TW leaches scouting.
3. A SCOUT TAKES UP TORPEDO SPACE!!!!


*The Fubuki*



Before you step out of port with your spanking new TW, you need to understand the
armament of the ship, here are the lists of the possible Torpedo tubes, and
Torpedo's that can be used with the Fubuki TW ship.





Now that your familiar with the Tubes/Torps that can be mounted on your ship, you
need to establish what the best configuration is best for your ship. The best setup
by far are the Type 90's, due to their relatively decent range,speed, and damage.
The max speed of the Type 8's is 46 Knots, and most ships in blitz can outrun them.
3 or 4 tubes, it's your preference, I prefer 4 (Use 4 if your a bad shot, lol).

It is to be expected that you can only mount what your torpers level permits, but be
aware that you will be in the Simakaze by the time you are able to move on from the
Type 90's so if your stuck with Type 8's until you have the proper level, don't worry it
will come fast.

Before you start playing in Blitz with your new Fubu, there are a few things you
MUST know in order to be effective.

1. Learn the arming range of your torps..... No one wants to hit a hull and hear a
thud!
2. Learn the distance from the time of firing till auto-detonation when your torps are
set to Slow & Fast, Without knowing the range of your torps, you won't know what
a good target is.

I recommend playing with a friend, or the Incompacitated BB mission to get familiar.

*Live Fire TW Strategy & Practicum*

Starting position is key to being near the most amount of "Meat" and for being in the
best alignment for the "Initial Torp Wall". Try to position yourself at the top of either
Alpha or Bravo as this is where the majority of ships will gravitate towards during
the game. Of course this can change, if more targets are located south before the
match begins, then get good placement relative to them.



*The Torp Wall (5 & Out)*

After your ship is setup, you are familiar with your armament, you know your ranges,
and you are in the pre battle room in a good starting position comes the option
to "Initial Torp Wall". I leave it to your discretion if walling is something that you
wish to do or not, but I do it and for good reasons. If you do not wish to torp wall,
skip this section.

1. A chance to hit the enemy while he cannot see your torps until it's too late.
2. A corraling effect, while the enemy is running, he's not firing at you.
3. Reload time, by the time that your torps have auto detonated, and the enemy is
re-oriented, you should almost be reloaded. Seeing as how the Fubuki can carry a
few salvo's and the high probably of an early demise in blitz, it can't hurt, and you'll
have plenty left for personal torping.



*Personal Torping (1v1)*

This part of the guide is a bit more complex.... The art of 1v1 torping is best learned
through practice, however there are a few basic principles that can help aid you in
your quest towards pwnerdom. (On vacation in NYC, will add pictures when I get
home).

1. Leading your target... Nuff said, you cannot aim at where the target currently is,
and expect it to be there by the time your torps reach the target. Aim where you
anticipate the target will be. This ties into knowing the speed, arming range and distance
your torps will travel. Without knowing so, you cannot even begin to be successful at
torping.

2. Knowing your enemy.... Knowing the speed and capabilities of your opponent, can
greatly increase your success rate. It sounds wack, but if you know a certain
opponent has a higher talent, and a better chance of dodging your attack, you
would most likely be better off choosing another target. Likewise, know the speed
and turning forces of the different ships you will be attacking. This will help you in
determining wether or not they will be able to avoid your torps or not.

3. Positioning.... The best angle of attack is when your opponent is facing you, or
turning into you, conversley, the worst angle would be your opponent running from
you. If your enemy is angled into your wave, they will have to turn away, and you
can guess which way they will turn leaving a nice set of beautiful torps in their path.
Try to avoid torping enemies where you are chasing, or they are heading in the
opposite direction as you will have a lower chance of hitting them.

Now that you have learned a few 1v1 tips it's time to get into the best TWing DD in the
game....

*The Simakaze*



Since your torpers should be a high enough level by this point, I will leave out the Type
8, and Type 90 Launcher and torpedo's. The most practical torpedo's and launchers for the
Simakaze can be found in the images below.





The bread and butter for the Simakaze in my opinion is the Type 93 M1-Mod 2 Torpedo....
and rightly so for the following reasons...
*Edit Steelbreeze Post*
I agree that the Type 93 M3 Mod 2's are better then the Type 93 M1's however you do not
obtain the 3 tube 93 launchers until level 48, by that time I fully expect the TW to be in
a Kuma-Kai. Also understand that like you said, you sacrifice a tad of range for more
damage, but your playing in blitz remember, most things will pop with the M91's anyway ;p

1. Good damage output for Blitz level ships, 8074 HE damage is enough to disable even the
best CA or CL with a few in the hull.
2. This is the most important IMO, 60 knots on Fast.... At 60 knots, these torpedo's can
chase down even the fastest running DD.
3. Range, 16k is not the best, however it's enough to do an initial wall after the 5 and
out, and gives you enough leway to not have to be humping the enemy ship.
4. All around, this is the Sima's best friend, it's available at an early level in the 3
tube variety, and posesses average range and moderate damage though the speed is the key.

*In Game Demonstration*

Below is a video (Not the best quality, sorry) of an average game in my Simakaze, I show
an initial wall, though I layed it to early because I was distracted, and my 1v1 play
style. Note the angles I use when torping targets and the placement ahead in anticipation
of where the enemy will be. You will have to cut and paste this video into your browser as
the NF website does not allow Hyperlinks.

http://tinypic.com/usermedia.php?uo=DOe9ZUymzGTnbxfohJE%2BAA%3D%3D

This is the end of the Fubuki/Simakaze TWing guide, most of the basic principles that I
use are covered in the Fubuki section with the addition of the useful configuration of the
Simakaze in it's section. I believe watching the video will help tie together most of the
strategies that I spoke of, and will give you a video reference as to how I do it. Some
games are better then others, some are worse, but following these tips and strategies WILL
greatly improve your odds of success..... Look for a Kitakami guide in the future.

Lastly, If you feel that I have left anything out, or want content added to this guide,
please leave a reply, and I will do my best to correct errors, update incorrect material,
or add content.

Last Edited *Wednesday, February 25th 2100*

Thanks,
*Ava*
  Index

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    03. 26. 2010 02:19

f444ran
hi i observe that u get less exp for damage by trops than guns. anybody feel same?

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    02. 26. 2010 18:59

f444ran
i agree with diekent. i have 3 b0 in ijn line alone(stupid move). need credits for cv
and exp to level fighter pilots so i took in kuma-kai.abnormally low exp is what i get
(compared to exp i get if i do same damage with guns hence was forced to gb.)
also accepet that this is my 7 day of tw:)

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    01. 15. 2010 03:54

trexas
Thanks man for info....

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    12. 11. 2009 18:02

Diekent27
i have my fubuki my bo's is 24 nad my torpers are both 27. earning 300 not 3k exp on blitz
but on gb im earning 3k lose or win ratio.. any help to improve on hot to TW?

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    12. 04. 2009 15:19

TheFaller
i agree with most stuff in the OP, but some things to be added in here, imho:

1) a TW should NEVER target another TW (unless targeting a kuma-kai or kitakami)
2) should be skilled enough to be able to kill ANYTHING (except BB1s) with only 1 volley
of torps
3) if not being able to sink the best targets, sink as most as possible of the others
right bellow their class (ie, CLs), and if you cant reach those, sink the ones in the way
and rld.
4) when rushin, never rush alone in Rambo Style. And if you do, dont regret in the middle
of the voyage
5) type 90 torps are as well good as type 93 mod1-M2. But the last one is always nice to have
6) Wide firing for FF-DD-CLs classes, and narrow firing for CAs and BBs

Explanation

1) an average/good TW, besides knowing how to use a TW, knows aswell his weaknesses. Thus
saying, when there's a TW rushing another one, he will know in advance what hes gonna do,
making it close to impossible for a TW to sink another TW.
Exception of this is when its vs a Kitakami, because most of time they are focused on
making torpwalls, and on that moment a simakaze (for ie) takes that opportunity to target
where the kitakami will turn next

2) on blitz, 1 to 2 torps are enough to sink a DD, 3 are enough to sink a CL, and 3 to 5
to sink a CA. with this in mind, its right to say 1 volley is enough to sink them, so all
u need is know when and where to torp. a BB1 is different, since they can have loads of
bulge. always go aggaisnt them with 2 volleys in mind

3) sinking the enemy-key is good, but better than that is being able to sink more ships
than him in a short period of time.... and a TW can do that!

6) since FF-DD-CL classes are fast and sneaky, and aswell able to die in just 2 torps
average, there's no need to target them with narrow spread of torps. better to increase
your area of effect dmg than making ur job hard. on the contrary, targeting a CA is
preferable with narrow spread, to have an instant kill

all in all, that's all i have to say... for now :)

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    12. 04. 2009 03:02

smok168hk
I think WizardofOz and, Avacado had done a great basic guide for using a TW.
The three steps of WizardofOz mention are the most important steps for troping
down the
enemy or "VSing" another TWs. Actually, there are still have some skills like how to
trop while being surround(point troping), and, how to trop while you are being shoot
at both side, and how to cross troping, and how to trop with other TWs. I think most
of the TW should able to know how to do those things.

But, there have one thing I want to add is a good TW should able to find a right
time, speed and position to trop behind the allies ship and destroy the enemy ship
which cross fire with your allies ship. Actually, this can help your teammate to
escape or shoot down the enemy. The usual way to do this is:

First, choose wide angle and fast trop mode and keep parallel and a close distant
with your allies ship.
Then, point your trop to the enemy ship and choose a angle that will hit the enemy.
the last and the most difficult thing is overheat the engine and rush ahead of your
allies ship about half inch (it is depend on your trop's speed and your allies ship's
speed and your target's speed). when you feel the moment is good to go then you
can release your trops.
And the last but not least is turn around your ship and trop a other round for cross
troping your first round trops and widen the trop wall angle.
Of cources, this kind of skill need awareness on your trop's speed, your boat's
overheat ability, your instant about the position of your boat and teammate boat to
avoid become a TK troping.

So, my advise is the newbie should ever try this until you know what you are doing.
-.-

Happy troping

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    10. 27. 2009 09:14

WizardofOz
Almost sad to admit but my first 2 yrs in NF consisted of nothing but TW in blitz. Well
done guide and can humbley say that after readings this im #2 in blitz tw(self-
ranked). My success came from hunting CA's in fubus. With decent torps such as the
fast 93m1(prefere 93m3) one can dictate the outcome of almost every blitz game in
a fubu. I simply would target their best CA and take him out or severely wound him if
he had lots of bulge. If you take out the biggest attack player/players with a dd, you
give your team a huge advantage. Its the reason im coming up on 1500 wins over
losses because using this strategy wins you battles and for me it never gets old.
Granted now with SS out I use the same strategy on BB in GB and it works to
perfection with the dive feature.

Now you dont just go out and rush the biggest target at the start of the game that
gets you killed. But, if you dont sink their best CA in the first 7 mins more than likely
that player will sink too many of your teams ships and the ship ratio between teams
will become to unbalanced to win. Doesnt mean you cant still sink your target but
timing is crucial and its easy to rush the flag when both teams are lined up rather
than spread apart. Normally if you put yourself in position to rush within the first 2
mins you have a shot.

When it comes to rushing your target if your the only ship around and your way out
ahead of your teams armada your not going to make it very far. I would stay
towards the front of my teams fleet until my target began to open fire and then I
would rush the player because his attention is normally focused on whoever hes
firing on or who hes going to take out next and not on you a little fubu. As soon as
this happens I rush and rush hard. You only get 1 shot alot of times and ive said it
once ill say it a 1000 more times timing is crucial as well as aim and leading your
target. 7 out of 10 times your going to take fire as you approach your target. How
much heat your willing to take dictates the kill. Normally I wont fire on other ships
unless its a TW because shells dont matter until you get sunk and that will take
some time.

I like to get in close to my target so that he cant avoid my torps but you dont always
get the luxury. So when forced to launch from a distance I always fired 1 salvo first
and let the player react to the torps. Now 1 of 3 things will happen here.
1. The target will turn away from you and the approaching torps taking his attention
off of firing at you and just getting out of the way. This is good in that you now have
removed the CA from the game and now its 1 on 1. So long as he/she is out or
focused on you the player isnt sinking your team mates:) eventually your torps
explode and your target will reposition allowing you another shot. Never launch
more than 1 salvo at a time when your target runs away or youll run out of torps
and do little to no damage.
2. The target will turn into the torps closing the distance between you and your
target. This is a good thing because now the target has less time to react as well as
your margin of error is less. When your target turns into your approaching torpedos
this is when you launch the remaining 2 salvos at where the target is going to be
when the torpedos reach the distance the target is at. 9/10 if your target turns into
your torps your going to sink him unless he has uber bulge.
3. The target doesnt change course and takes the torpedos. If your target does this
by the time your torps hit the target you've closed a serious gap between you and
the CA and now is the time to dump your remaining torpedos into it. Problem when
your target does this is hes got bulge and he knows it and isnt affraid to take torps.
If this happens your done unless your remaining 2 salvos do the trick. I have found
it best not to wait very long between salvo 1 and salvo 2&3 when the CA doesnt
change course so that I might get away and reload to do more damage.

Also I alwys use the narrow setting on fast. Unless your laying down torp walls you
should always use torps on narrow and fast. More torps in a smaller area and they
get their faster. Range isnt important when headhunting CA. Its speed, how long
until he see's and reacts to you and where you put your torps. By using this
strategy and making it work for you I promise you will have more success and more
wins which leads to a whole lot of fun that never gets old.

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    06. 30. 2009 10:28

Korosuke
Thanks for the guide!

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    05. 13. 2009 15:28

Chisame
SAS, the 12/11/10 support crew stats are gonna be really low, real quick. Sooner or later
they're gonna reactivate AAW. (Think 2012)

  • Re : TW Guide (Sima/Fubu) Blitzkrieg Tactics By Avacado!

    04. 26. 2009 05:43

trexas
thanks for info

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