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  • Guide: oyodo

    10. 23. 2005 16:08

asmith
Because of the increasing population of oyodos, I have decided to make this guide. this is
not a guide on how to operate an oyodo (make planes fly and such) but more a tactical guide.

1:What to load on such a small CV? different configurations are possible. the best one ive
tried are: 5 fighters/5 bombers (one pilot each, plus another bomber/fighter if you want
to; good for all welcome games and a few CVs) 3 Fighters/6 bombers (1 fighter pilot plus 2
bomber pilots; good for games with only 2 to 4 CVs) or 8 fighters and 3 bombers (2 fighter
pilots and 1 bomber pilot; good for games with lot of cv).

***NOTE*** last setting, since the cv cap, is only good for 3 teams games, since 3 teams
gamescan have 9 CVS (the formula is 3*nb of teams :-) )

2: What to target?

Your target (for bombers) should be in the folowing order (from lower to higher priority):
1: CL1
2: CL2 /kuma (and its remodels)
3: CA
4: Oyodos
5: Battleships/Battlecruisers, flattops (always pick the bigger ones)

Howerver, many factors influence your choice of targets: does it have AA? does it have
fighter cover? Will my bombs damage him (in the case of high lvl BBs/CVs)? does it have a
high AAW rate? If a target is very juicy (ie a flatop) it will generally have good fighter
cover and AA. if it does, dont attack it, since you will probably lose your whole bomber
squad without sinking it. BBs are also very juicy, but they hold a lot of AAW, generally
have a huge ammount of aa guns and are sometimes escorted by AA ships or fighters. again,
dont attack them if they are heavily covered. this applies especially in the first few
minutes of the game, as the first thing CVs will do (generally) is to send fighters up.
while you cant attack them, try and go for smaller targets, for exemple kumas wich rush
forward. they generally deal huge loads of damage for your team even for their relatively
small tac points value. if you got nothing else to attack (or you simply cant afford to
lose 4 DBs) even go for CL1, if you have to.

3: how to use fighters

a) do not make them circle over a big ship! it will be totally useless as the ship will
already have been bombed before your fighters can do anything, and they even might be shot
down by friendly AA.

b) position them where you know planes are going to go near to. for instance, about half
distance between the island and the south border is a target-rich environment. however,
keep and eye on things: you might have to manually intercept them.

c) they have short range, so dont send them across the map or you will lose them.

d) keep them full of experts and vets so they can shoot down planes faster (1st fighters
suck for every nation, and especially jap ones)

e) try not to get in a fight with high lvl fighters, they will own you. you can regognize
them by the fact that they are more then you, that they go faster then you, or that they
just took off from big CVs.

4: Should i keep guns and torpedoes?
yes! generally, flattops dont have guns (some have small guns, but nothing big enough to
defend itself), and you can protect them from sneaky DDs or of bigger ships (mostly in the
final quarter of the game). of course, you will generally have an escort, but it might not
be powerful enough to destroy a fubuki in time to provent it from sinking you or a fellow CV.

5: should i stay with other CVs?
Yes! even though if someone spots you they will know where all your CVs are, it is a lot
easier to defend yourself in a goup, especially if there is only 1 or 2 escort ships.

6: should i use DBs or TBs?
The best choice is DBs, because of the extreme suckiness of jap TBs. they get shot down in
no time, while the DBs at least dont get affected by AAW until they dive. however, if you
find a way to have high lvl (really high lvl, so he is able to use second set of TB) TB,
it might be better since you have a lot more exp because of the bonus to torp dmg that you
have while using TBs.

well, this concludes my guide, i hoped i helped!
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  • Re : Guide: oyodo

    12. 14. 2005 12:55

Kerberos
I've wanted to go CV route for awhile. Thanks for giving me the push.

There is some great info there. I escort a few times, I know the CV players are busy but
they seem to never ask for a scout or anything. They simply go on with their own business.
I suppose that's how it's done though.

  • Re : Guide: oyodo

    12. 14. 2005 06:01

asmith
Bump, on request of cKal btw silver, the thing is you can put many squads in the air at
the same time. however, you cant prep more then 4 planes at a time. however, if you have
enough pilots, you can launch 4 TBs, then prep and launch 4 DBs, then the rest of your
planes...

BTW, edited for the new CV limit.

  • Re : Guide: oyodo

    11. 21. 2005 20:47

silversparkz
u rule....i need this i just got my oyo
n u say put 2 squads a tbs if u use them...

p.s. Bump

  • Re : Guide: oyodo

    11. 20. 2005 16:27

joneck
guide much help for tactical info, thx

  • Re : Guide: oyodo

    11. 20. 2005 12:02

asmith
*bump* for maxssiniliu

  • Re : Guide: oyodo

    11. 16. 2005 08:48

Evans
I really enjoy playing in the Oyodo (and with 5 more levels to Hosho, that's a good
thing). Remember that you aren't really a match for flat top CVs one on one. Work
with the other CVs on your team to eliminate enemy CVs if at all possible. This will A)
reduce the amount of planes you lose and B) reduce the number of ships your side
loses. Don't be afraid to go after big targets. You can earn as much from one good
bomb run on a BB or CV as you can from actually sinking several smaller ships.
Learning to play CV can be frustrating, especially when you first start, but it can also
be very fun. Also, don't be afraid to sink. You will find that veteran players are much
more likely to include you in their games if you don't run off the map every time you
are out of planes. Sail in there and use those guns and torps. Getting bombed to
death is never fun so you need to throw them a bone from time to time even though
we all know BBs were already obsolete by the timeframe this game is set in.

  • Re : Guide: oyodo

    11. 16. 2005 05:18

asmith
you can put 10 TBs on at the same time... but its not advised unless you have 2 pilots
since you wont be able to have more then one squad in the air at the same time.


BTW, i meant the in-game oyo can be considered an airplane tender.

  • Re : Guide: oyodo

    11. 15. 2005 20:49

iLikeTalkn2M
What is the max number of TB planes you can put on a Oyodo? If you don't have
fighters or anything else.... just TBs

  • Re : Guide: oyodo

    11. 11. 2005 10:04

ypsylon
Who told you that? Airplane tender, thats good. :D

Oyodo class was designed as so called SubRon. It purpose was to be a scout cruiser
for Submarine type I. Later as war progressed the large catapult was removed and
replaced by standard Kure Type 11 catapult (like on other IJN CLs/CAs/BBs) and
number of planes reduced from 6 to 2. During modernisation AA 25 mm battery was
greatly strenghted.

Ship in the game is from time before this modernisation.

  • Re : Guide: oyodo

    11. 09. 2005 14:42

asmith
rogerborg, no, i didnt know this, but did you know the oyodo wasnt a CV? it was considered
as an aircraft tender.
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