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  • IJN FAQ: Read this first

    12. 18. 2008 00:39

UmbralRaptor
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.
  Index

  • Re : IJN FAQ

    03. 26. 2009 14:10

UmbralRaptor
Yeah, the setup is a bit of a fail on my part. =/

Edit: thread setup.

  • Re : IJN FAQ

    03. 26. 2009 07:07

talon2397
stickied; UmbralRaptor, if you edit your original post you will have to contact a mod to
get it re-stickied.

  • Re : IJN FAQ

    03. 25. 2009 11:09

dragon159753
Umbral, post your graph onto the first post, it kinda helps ^^

  • Re : IJN FAQ

    03. 24. 2009 14:57

Chisame
Bump and request for sticky.

  • Re : IJN FAQ

    03. 18. 2009 00:49

UmbralRaptor
That'll only help if this gets stickied.

hmm... I should see if it needs any more work...

Edit: There's always something that can be tweaked.

  • Re : IJN FAQ

    03. 18. 2009 00:14

Chisame
Bump for cutting down on redundant questions.

  • Re : IJN FAQ

    03. 01. 2009 05:52

Larcer
preety nice

  • Re : IJN FAQ

    03. 01. 2009 05:28

EMU87
Oh the great all knowing kevin with the very detailed and greatly (miss)informing answers-.-


and

"bulkhead may help you against torp"

Following that logic, removing your guns will give you more speed and will in that way
help you dodge the torps. However, it is not worth it.

  • Re : IJN FAQ

    03. 01. 2009 04:42

kevin_kjd
bulkhead may help you against torp

  • Re : IJN FAQ

    02. 10. 2009 22:04

dragon159753
The long needed bump
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