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  • IJN AA Guide ~A Guide to Clear Skies~

    06. 06. 2009 17:25

Krauts08
IJN AA Guide ~A Guide to Clear Skies~
V1
So I saw a post asking for a new AA post and I figured I뭗 try and compile some
things I뭭e learned while playing NF. This is by no means a complete guide as many
players have their own preferences. But it뭩 a rough draft to help people find their
way. Also anyone who wants to add PM me to add your thoughts

The guide is divided into parts:
Intro: For what you need to have
Equipment: Discussing the main weapons you뭠l be using
Ships: What you뭠l need to drive in order to be a potent AA ship
Tips: Basic tactics and the know-how that you뭠l need to succeed and survive

**Please refrain from posting any information without checking it out, flaming,
random useless spam or any other forum no-nos.

Thanks,
Krauts08
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  • Re : IJN AA Guide ~A Guide to Clear Skies~

    12. 23. 2009 07:22

Pegleg85
Kita fails because of bad gun angles (you can't fire straight ahead or behind you). Also
not enough ammo storage for those times when there is lots of aerial food. That is why
you seldom see Kita AAW boats.

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    12. 23. 2009 04:04

NitroN
bestest thing is use
Kitakami AA.

put 3.69`.
fast reload

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    12. 14. 2009 12:52

Pegleg85
Hazelkai is right, the only really viable IJN AAW config is Myoko/Mog with 6.1A trips.
They do clear the sky and are a load of fun. Except at close range. Put your main
gunners at T-slots with hedgehogs.

I have tried IJN AAW config in Kita (fail because of firing angles) and Asama (4 x 4.7 is
not enough firepower).
The 3.9 twins have great spammability but the range is too short.
The 5.0 twins have better firepower but range is WAY too short.

@Michaelius: 6.1N fail for AAW because of (1) weight and (2) they blockshot and (3)
slightly longer reload. Blocking is fun for sinking DD/CL but 15 x 6" bullets does not
make much of a dent in GB and makes for difficult AA?g (not enough spread).

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    12. 13. 2009 06:07

Michaelius
Well I must say that those after patch 6.1A triples are more than impressive and I can put
bunch of lvl 80 sailors into myoko with them. I remember using 6.1 Ns prepatch and they
were nowhere near close to that AA firepower.

Altrough removal of anti-ship ammo hurts.

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    12. 12. 2009 07:08

HazelKai
Forget about the Asama, 4.7 and the 5 duals.

Put some 6.1A triple on your mog cl/ca or myoko and rape the sky. I killed way more planes
with this setup than I ever will with 4.7 or any other AA capable guns(Yamato/SY w/ 4.7 is
the only exception).

The reload is longer but all you need is one hit to kill most t1/t2 planes and sometime
you will shoot down a whole group with just one salvo. It has the same range and golden
angle as the 4.7 after buff and the only transitional adjustment you need is to get the
timing/target lead right since the reload is slower.

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    12. 12. 2009 06:32

Michaelius
How are the 5/40 dual turrets after all the patches?

I wonder about putting them on Asama since 4,7s lack stopping power at that level.

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    10. 27. 2009 12:28

Pegleg85
I hadn't realized this, but I saw the ultimate IJN AAW ship: Amagi. Amagi has 12 x
trip6.1a (that is 6 guns per side). Eighteen 6.1" aa bullets per salvo. I would guess
that your DP gunners would be at the reload cap by the time you reach Amagi level.

Downside: you'd need to shoot down lots of planes to earn the repair credits.

Downside 2: You need a high level crew.

Downside 3: I suppose that your teammates would not be pleased with a bb6
equipped as AAW.

(p.s. this comment is tongue-in-cheek - no flames please)

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    10. 27. 2009 03:05

zangetsu_15
very nice guid. well done. i did know somethings but not all ty.

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    10. 06. 2009 10:39

Pegleg85
@Sintri - I tried out the 3.9 on my Kita and they were a lot of fun. With lvl 83 dp
gunners it was like shooting a machine gun. With HE bullets loaded I actually sunk a
couple of hapless dd. Lots of fun. I'll experiment more with this.

  • Re : IJN AA Guide ~A Guide to Clear Skies~

    10. 05. 2009 21:58

sintri
For those guns, pretty much only the Mog CL/CA and Myoko'll carry em. The
firepower for the most part can be overlooked when you get a decent enough
spread since you'll be one shotting them with the 4.7s sooner or later plus you'll
have a faster reload for multiple engagements.

The IJN for the most part lacks a low end end of the line AA ship. Akitsuki/kai,
Tsuikikei, Tatsu/Yubari to some extent, Shinshumaru, are pretty much the only
availiable low end AA ships. Mog, Moyko, Kita to some extent, Asama if you have
one, are all somewhat servicable AA ships. But all of them pretty much pales in
comparison to the Yamato/Super Yamato, followed by the Asama, followed by the
B65. Course the catch with those is, you'll need to shoot other ships and not just
planes.

Hence you're stuck with the Mog,Myoko, Asama, and Kita. None of them are really
spectacular AA ships, but they are servicable. There are some notes that you should
watch out for while in each of those ships but don't suppose they're too hard to
figure out plus don't really want to impose.

Poste note:
Possibly the greatest thing about the Yamato/Super isn't really directly the fact that
it has 8 gun broadsides, but rather how they're arranged. The continous fire mode
that results from it is probably the nicest thing you'll see in game.
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