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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!

    04. 21. 2009 12:47

SAStraker
Thanks.

But yeah, I was also under the impression AAW stat was inactive/unused, so something like
12/11/10 torp/rep/rest or torp/rest/rep should probably be the most desirable (and
actually attainable, of course) stats for a torper, no?

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

    03. 26. 2009 07:12

talon2397
stickied

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

    03. 24. 2009 14:57

Chisame
Bump and request for sticky.

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

    03. 19. 2009 05:02

mako089
Don't bother with the high AAW stat, look for a torp12 w/ high rep/res

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

    03. 17. 2009 08:31

Chisame
Bump, requesting sticky.

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

    03. 12. 2009 12:30

boxdman
Thank you for the guide. I just got my Sima last week and have been trying to
develop my own tactics based on what I've seen others do. This is great!!!

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

    03. 11. 2009 16:01

Avacado
Thanks for all of your imput guys, much appreciated.

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

    03. 01. 2009 18:01

Chisame
1st: Bump
2: Be a scout, a meat shield and a distraction once you're out of torps.

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

    02. 28. 2009 10:43

nopyo
Ok, my bad, I should have asked questions rather than made comments. So, here it goes:

1) In the ships Kuma and Kuma-Kai, do scouts take up aircraft space?*

2) In what situations does the small difference in searching range overcome the dramatic
difference in speed?

*I had my Kuma-Kai maxed out with torpedoes 1st and I was able to add 8 scout planes
after that.

My scout argument is that when players eventually gets to TWCLs, AFTER they run out of
torpedoes, they can still help the team by scouting. A good guide is supposed to help
players with the current situation (TWDDs) and prepare them for what's to come (TWCLs).

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

    02. 28. 2009 10:30

Avacado
Nopyo, Congrats on being the first person to try and make an argument out of something good.

1st of all, Aircraft do occupy Torpedo space, try and TW a moltke with aircraft, and tell
me what you think. Some ships combine aircraft space and torpedo space, and since this is
a DD guide, I don't see why your pressing the issue.

Lastly the laws do negate each other because everyone has a different play style. Play how
you wish, some people value certain things and prioritize them differently. If you'll note
6 was added in as an edit in responce to YOUR post, it's not one of my laws but something
I added for YOU because everyone deserves an answer.
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