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  • The Ultimate KM CV Guide

    11. 22. 2010 22:00

Yiweno
Here is my first guide. plz sticky ^^


This is the updated CV guide, not lordsaxon's. It's a bit outdated in contrast to this one.
Link to LS' CV guide:
http://www.navyfield.com/board/view.asp?Num=83342&Sort=A04

Stickied by Angus725.
Feb. 20th, 2011
  Index

  • Re : The Ultimate KM CV Guide

    11. 23. 2010 11:05

masc24
Could be better, but its definitely an update from the current one.

  • Re : The Ultimate KM CV Guide

    11. 23. 2010 10:42

Germanybound
You have put together a great guide with real good descriptions. This is the best
that I have ever seen written, keep up the great work.
Oh and by the way the part about the BB's not complaining will never happen, they
have to blame somebody for their lack of skill LOLOLOL.

  • Re : The Ultimate KM CV Guide

    11. 23. 2010 09:47

Cpt_Ace
thanks man im fixin to get my km cv bo up to lvl i have 4 fps already wat lvl r tier2's
cuase i have a 2 lvl 62's and 2 lvl 69's

  • Re : The Ultimate KM CV Guide

    11. 23. 2010 07:53

Cloud02
nice guide, bravo!

  • Re : The Ultimate KM CV Guide

    11. 23. 2010 04:41

srgtyork
Great Guide,one thing I would have added is that you should have 8 fighters for use
in Harbor assults.

Another tidbit of info is if you run a pcv with a support sailor you will get full use of
his abilities in the BO slot....ex: Engineer will boost your speed,I have ran a 113 and
went from 34 Knts to 42

  • Re : The Ultimate KM CV Guide

    11. 22. 2010 22:09

Eufonioum
This is an up to date guide on making a KM CV. Good work and let's hope it get
stickied!

  • Re : The Ultimate KM CV Guide

    11. 22. 2010 22:00

Yiweno
v1.0- Nov.22, 2010
v1.1- Nov.24, 2010 added seaman and a couple of other things


So you picked KM CV! That's great! I am a KM CV driver myself (currently lvl 105) and
I have to say i love them. KM has the least diverse CV line and the least amount of
Cvs in their line. For KM CV line, you must go the Admiral Hipper line at lvl 45. Some
people leveled their CV line by going a BB line and then using a BO reset to reset to
a CV at a higher lvl. I do not recommend this because the lower lvl Cvs will teach you
how to manage and use your fighters and bombers effectively.
----------------------------------------------------------------------------------------------------------
Crew:
6 fighters
2 dive bombers
1 BO (potential stat does not matter for CV BO, so try to roll a good rep stat)

For CV6, you need an additional:
2 Gunners
1 rep or engineer
---------------------------------------------------------------------------------------------------------
Fighters:

Class: Special force lvl 12--> Rookie Pilot lvl 25--> Fighter Pilot lvl 40--> Ace lvl 60-->
SQ Ldr lvl75

Fighter Tiers: T1 lvl 40, locals lvl 40 --> T2 lvl60 --> T3 lvl 75 --> T4 lvl 100

Base stat should be at least +11 or better on the fighter stat. As of the CV patch, we
do not know if the bomber stat will do anything to help AAW immunity. KM fighters
have the highest attack out of all the nations except for T4s, the att is on par with US
fighters. KM also has the lowest durability out of all the nations. It is HIGHLY
recommended that you boost your fighters. You will have a much higher chance of
winning against other fighters.

Dive Bombers:

Class: Special force lvl 12--> Rookie Pilot lvl 25--> Dive Bomber lvl 46--> Ace lvl 66-->
SQ Ldr lvl75

Dive Bomber Tiers: T1 lvl 46 --> T2 lvl 75
Torp Bomber Tiers: T1 lvl 48 --> T2 lvl 77

KM bombers are different from other nations because the TB and DB sailor tree is on
separate branches. Base stats for bombers should be +11 bomber stat or better.
Repair stat and fighter stats help too, but bomber stat should be priority.

Torp Bombers:

Class: Special force lvl 12--> Rookie Pilot lvl 25--> Torp Bomber lvl 48--> Ace lvl 67

KM has the worst torp bombers out of all the nations. But they are useful against
subs, so it's up to you. Base stats should be +11 bomber stat or better. Repair stat
and fighter stats help too, but bomber stat should be priority.

Seaman:

Class: 2nd Seaman lvl 20--> 1st Seaman lvl 40--> Chief Seaman lvl 70

A seaman boosts the ability of your fighters and bombers and other sailors on your
ship by about approximately 3-5% depending on the stats of the seaman. This could
help kill fighters better. A seaman can be put on ANY slot on your CV except the BO
spot. But it will work on the BO spot if it is a premium ship. The most important stat
for a CV Seaman is fighter stat. Then it is bomber stat; this helps with AAW immunity.
Engine and rep stats could help too, but not as important as fighter and bomber
stats. Try to roll a +12 fighter stat and +11 bomber stat. You could also just buy a
elite fighter pilot for $3
---------------------------------------------------------------------------------------------------------
General rules:

Bombers should have about 3x amount of ammo loaded on the ship compared to the
amount of bombers.
Ex. You have 20 dive bombers, you must have 60 bombs loaded.

Every CV should have 0.2 belt and as much bulge you can put on the ship without
going over the displacement of course. 0.2 belt will protect you from torp damage.

Reps work on gun slots, engineers do not.

Lower the altitude of fighters and bombers to avoid AA fire.

Keeping Air Superiority: keep the other team blind and keeping your team's sight.
Use Fighters!!

If you are not using guns on your CV, you should use the SS FCS. It saves lots of
displacement so you can put more bulge on or go faster!

Fighter/Bomber ratio: 70% ft/ 30% bomber. Again, it should be fighter heavy. I
personally use all fighters and about 2 waves of bombers. For example, on PCV, it
can launch 11 planes. I have 25 dive bombers and the rest are fighters.
-----------------------------------------------------------------------------------------------------------
Terminology:

CV- carrier
BB- Battleship
FW- fighter whore (mostly fighters on your CV and putting lots of fighters up. This is
what should be done most of the time)
FC- Fighter Cover (killing other team's fighters above your Bbs so the other team
looses sight, and scouting for your team using your fighters)
FT- fighter
DB- dive bomber



Level: 55
Supports: 6
HP: 14000
Cost: 2,450,000
Takeoff: 7
Aircraft space: 3700
Arms: 5 guns
Lvl 12: X5 7.2" A-U-A.Gr.W.34
Lvl 12: X7 7.2" A-U-A.Gr.W.36 (Premium HHs)
Lvl 16 X2 4.1"/65 SK C/33 N
Lvl 30 X2 3.46"/ 76 Sk C/32 A (AA guns)
Lvl 55 X2 4.1"/65 SK C/33 A (AA guns)


The Seyditz is the first CV for KM.Even though it is the first CV, it is a CV2 because of
its aircraft space and takeoff. Since there are 6 support slots and 2 gun slots, i
recommend putting all 8 of your pilots on ship. I personally had 6 fighters on the
supports and did 3/3 and 3/4 launches. You could also do 2/2/3 launches. The focus
for this ship is killing scouts and bombers and T1, maybe T2 fighters and of course
scouting! Engaging higher level fighters would not be a good idea since your fighters
would get chewed up in 2 seconds. Make sure you lower the altitude of the planes
when scouting and avoiding AA fire. Try to avoid using locals because T1s have a lot
more fuel so you can keep planes in the air longer. Therefore you give your team
sight for a longer time and kill more things. This way, your team can see and obtain
victories, and the BBs will complain less!



Level: 67
Supports: 6
HP: 17500
Cost: 3,726,000
Takeoff: 8
Aircraft space: 5200
Arms: 6 guns
Lvl 12: X5 7.2" A-U-A.Gr.W.34
Lvl 12: X7 7.2" A-U-A.Gr.W.36 (Premium HHs)
Lvl 16 X2 4.1"/65 SK C/33 N
Lvl 30 X2 3.46"/ 76 Sk C/32 A (AA guns)
Lvl 55 X2 4.1"/65 SK C/33 A (AA guns)


Graf I is the second CV for KM. Again, you have 6 support slots and 2 gunner slots. I
would have 6 fighters on the support slots and do a 3/3/2 launch because of the
short launch time. You could also do 4/4 launches and have 4 ft/2dbs on the support
slots. By this ship, you should have T2 fighters. KM T2s out-damage every other
nation's fighters, so you can kill T1s, T2s, and possibly T3s.



Level: 80
Supports: 7
HP: 19700
Cost: 4,522,500 it only costs 796,500 to remodel it
Takeoff: 9
Aircraft space: 7400
Arms: 2 guns
Preferably don't use any guns on this CV because it only has 2 guns, but if you must,
use HHs.

Graf II is the remodel of Graf I. To buy it, click the remodel button on the middle left
hand corner. You have one more support slot than the Graf I. I had 6 fts and 1 db on
the support slot and did 3/3/3 launches and sometimes i would do 9 dbs on 1 pilot
xD. By the time you get this ship, you should have or be very close to T3 fighters. T3
fighters are awesome. They out-damage every other nation's fighters T3s. You will
most likely be able to kill all the locals now without suffering that much damage. The
gun slots for this CV is useless, there's only 2 gun slots.



Level: 96
Supports: 8
HP: 21300
Cost: 6,174,500
Takeoff: 10
Aircraft space: 9600
Arms: 6 guns
Lvl 12: X5 7.2" A-U-A.Gr.W.34
Lvl 12: X7 7.2" A-U-A.Gr.W.36 (Premium HHs)
Lvl 29: X2 5.9"/55 SK C/28 L
Lvl 30 X2 3.46"/ 76 Sk C/32 A (AA guns)
Lvl 41: X2 6.75"/40 SK L/40s D
Lvl 55: X2 4.1"/65 SK C/33 A (AA guns)
Lvl 55: X1 11"/52 SK C/28-s D (very fun setup =)

Europa is CV5 for KM. This ship is THE longest ship in the whole game. Yes, even
longer than H44, but not as fat. It is one heck of a grind up to Europa. By the time
you get Europa, you should have your 8 pilots, which is the max amount you can
have on a CV. Gunners would be a good idea for this ship. It has a fun gun set up (6
guns). I recommend HHs. 4/3/3 or 4/4/2 launch would be a good idea for this ship.
With T3 fighters at this level, you will win 95% of the time to every other nation's
T3s if you use them carefully. You will have a better chance of killing T4s, but
probably still will not win most of the time =(



Level: 103
Supports: 9
HP: 26000
Cost: $6.99 USD
Takeoff: 11
Aircraft space: 11500
Arms: 10 guns
Lvl 12: X5 7.2" A-U-A.Gr.W.34
Lvl 12: X7 7.2" A-U-A.Gr.W.36 (Premium HHs)
Lvl 29: X2 5.9"/55 SK C/28 L
Lvl 30 X2 3.46"/ 76 Sk C/32 A (AA guns)
Lvl 41: X2 6.75"/40 SK L/40s D
Lvl 55: X2 4.1"/65 SK C/33 A (AA guns)
Lvl 55: X1 11"/52 SK C/28-s D (can only put 5 guns on)

Hindenburg is the PCV for KM. I love this ship. The turning rate for this ship is just
incredible, not to mention the speed if you have a engineer on it. The gun slots are
pretty awesome too, 5 on each side which makes 10 in total. You have a hugeee
variety of guns to chose from on this CV. I did HH on the front gunner and 5.9?Ls on
the back with heavy shells. This ship has the same amount of sailors slots as the
CV6. I recommend 2 gunners on the gun slots and an engineer on the support slot.
With an +12ebve engineer, this ship goes 25/42 with max displacement! You could
also put a rep instead of a engineer, your choice. 4/4/3 launch is recommend. T4 fts
should be close now. This ship is definitely worth
the $6.99



Level: 120
Supports: 9
HP: 33000
Cost: 50mil credits, 20mil points
Takeoff: 12
Aircraft space: 14000
Arms: 12 guns
Lvl 12: X5 7.2" A-U-A.Gr.W.34
Lvl 12: X7 7.2" A-U-A.Gr.W.36 (Premium HHs)
Lvl 29: X2 5.9"/55 SK C/28 N
Lvl 30 X2 3.46"/ 76 Sk C/32 A (AA guns)
Lvl 55: X2 4.1"/65 SK C/33 A (AA guns)


Ahh the last CV, CV6! Congratulations! You made it! This ship is the same ship as the
IJN CV6. It has 2 more guns than the PCV. The same sailor setup as you would have
used on the PCV. Your BO needs to be lvl 120 and all supports need to be lvl 115+ in
order to take this baby out of the harbour. What else can i say about this ship but go
out and own everyone!!!
----------------------------------------------------------------------------------------------------------
Well that's the end of my guide. I hope it helped! Please comment! Any questions,
feedback, complaints, or anything else would be awesome! I would like to thank
eufonioum for helping me with this guide and proofreading it many times ^^ Thank-
you!
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