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  • UK CL to BB Guide for Dummies

    03. 22. 2010 00:21

fixer_1140
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TABLE OF CONTENTS:
AUTHOR뭆 NOTE
GENERAL STUFF ABOUT UK SHIPS/CREW
a) GENERAL ARMOR SETUP
b) CREW
c) GENERAL AMMO SETUP
PROLOGUE

Part 1: LIGHT CRUISERS
Part 2: HEAVY CRUISERS
Part 3: BATTLESHIPS
Part 4: PREMIUM SHIPS/EVENT BATTLESHIP

EPILOGUE

EDIT LOG


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AUTHOR뭆 NOTE:
The old guides by ZX001 and the more recent guide by JMayUK were good guides, but they
have since been outdated by the recent BB34AA patch. I뭢 hoping that this will make things
clear for people who are confused about the outdated guides.

This guide will provide some insight and analysis of UK ships, from Cls all the way up to
BBs. I will not do DDs, as I feel Charlesbian뭩 DD guide is an excellent read for beginners.

Everybody makes mistakes in their lives, and I am proud enough to say I do make my fair
share of mine. If I have made any mistake or you disagree with some of my points, feel
free to post/PM and correct me, and I뭠l change the stuff.

Many thanks to Trainworld.US for the ship screenshots. Also my thanks to Jermz, who let me
go on his account and test out his PoW, since I neither have it, nor have I the chance of
playing it after the BB34 patch.


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GENERAL STUFF ABOUT UK SHIPS/CREW:

I am hoping Lukas will one day come back and repost his UK crew guide, since it is very
detailed and contains a far better analysis of UK crew than what I have to offer. But
since it is not here, I뭠l provide the most basic general armor setup and crew setup, as
well as general ammo setup:



a) GENERAL ARMOR SETUP:
Only some respective UK ships can be armor-whored effectively (AW), but all of them can be
speed-whored (SW) with reasonable effectiveness.

If you are going SW, the general rule is: put 0.3" belt, and put as much bulge as you can
in your ship before you lose a knot.

If you are going AW, the general rule for BBs is: put 0.3" belt, and put as much deck
armor as you
can possibly fit on your ship until you뭨e a little less than the maximum displacement.



b) CREW:
At L2/QV level, you will need:
-BO operator
-2 UK Main Gunners-R slots (Either accuracy or reload, but general consensus is reload is
better, since reload gunners hit BOTH accuracy and reload cap)
-Scout (Important: Do not class it as fighter or bomber!)
- 7-6 Engineers
- 3-4 Repairers

Optional crew:
-Extra Scout (useful for 1 vs 1)
-AA Gunners-T slots (Either UK Reload gunners or the UK AA gunners will do; be reminded
one classes UK AA gunners as late as possible)

Do not use Restorers at all. SD is capped at 900 and UK supports have a great deal of SD
themselves, so restorers are practically useless.

BVE-ing (Boost, Vet, Expert) your crew is not recommended at DD-CL level, because you'll
lose crew if you play Blitz a lot. By CA-BB1 level, if you want to have a competitive edge
in games, then you definitely want to BVE your crew, specifically the gunners and the
supports. I only recommend either boosting or vetting/expert-ing the BO (don't do both)
because at higher-levels, you'll have to trim down on your crew anyways.



c) GENERAL AMMO SETUP:
For all gun setups in BBs, one bind of AP is necessary, and put the rest as LHE for
getting as much range as possible. For HAing ships such as the County, etc. LHE is all you
need to pierce deck armor.

For an AAing setup in AA ships like Emerald, I suggest AA shells in the first locker, and
LHE shells in case a pesky DD/CL pops out of nowhere.
  Index

  • Re : UK CL to BB Guide for Dummies

    03. 22. 2010 00:22

fixer_1140
Part 4: PREMIUM SHIPS/EVENT BATTLESHIP
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Tiger

Speedwhore/Armorwhore: Both
FCS: CL FCS II (Aiming)
Engine setup: CL Engine II (Heavy)
R-slot setup:
X 2 8"/50 BL Mark VIII L (Recommended for Blitz)
X 3 6"/50 BL XXIII L
X 4 5.1"/45 Model 1932

The Tiger is the UK PCL, and can be bought at the Navyfield store for $2.99. Like all
other PCLs, it has no scout, no T slots, and low DP. The advantage PCLs have over normal
CLs is that they can armor-whore, and can use their nation뭩 CA guns.

The recommended R-slot setup is the 8"/50 BL Mark VIII L, the guns that are normally
available for the County and Surrey. Be warned that the ship itself can be used at level
32, though the proper guns that come with it in harbor are the 8"duals. You can sell the
guns and use the trip 6"on the Tiger, but the 8" is more preferable for its extra range
and damage. The 8"dual setup and 6"setup is only viable for use in Blitz; you will not
be as successful with these setups if you go into GB.

UK PCL is at a disadvantage compared to other nations' PCLs: it뭩 the biggest out of all
PCLs, and a pretty easy target to hit too. You can AW the Tiger, either all belt or deck,
or you can SW the Tiger and run at a pretty decent speed. The 8" duals do not do amazing
damage at closer ranges, so make sure you continue to HA your way through Blitz battles.

The 5.1"quads (Premium guns) come as a semi-serious option for drivers with good UK AA
gunners. The 5.1" quads have good angles, decent range, and decent reload/accuracy
(assuming you have high AA gunners). You can AA planes with this setup in GBs, though your
armor setup with the 5.1" quads should be SW to increase maneuverability and your odds of
surviving the battle.


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Furious

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS (Aiming)
Engine setup: CA Engine III (Heavy)
R-slot setup:
X 3 15"/45 Mark II (Premium guns-Recommended)
X 3 8"/50 BL Mark IX L
X 2 15"/42 cal Mark II L
X 2 15"/42 Mark III D

The Furious is the UK PCA, available at the Navyfield store. It can be bought at a
relatively decent price of $4.99. Similar to PCAs of other nations, the PCA has the
advantages of being able to use BB guns and BB FCS.

The best R-slot set for the Furious is the x3 15"/45 Mark II. These trip 15"are the
standard Premium guns you뭠l receive when you first buy your Furious. The guns are useable
right off the bat at level 48. At level the spread is similar to the Deutschland, but the
potential damage the trip 15" can do is worth the trouble. If you have to, you can use the
trip 8" in Blitz only. I뭢 not a particular fan of this setup, since it makes the PCA an
enlarged York with less firepower at your disposal.

Trip 15" vs 15" Mark II L:
The trip 15" has slightly less range than the 15" Mark II L, but the extra two shells you
get by using the trip 15" may mean the difference of hitting and destroying your enemy, or
be destroyed in the process. The 15" trips are also 40 degree guns, which allow it to
punch deck armor more effectively than the 30 degree 15" duals.

However, the 15" duals Mark II L are the better guns for rushing targets compared to the
15" trips. The 30 degrees of the 15" duals means your shells will spend less time in the
air ("less hangtime") compared to the 40 degrees of the 15" trips. The hangtime difference
is noticeable, and may mean the difference of hitting a running enemy, or missing them
within a hair's breadth.


Using the 15" duals Mark III D allows you to use one more bind and have slightly more
range than the trip 15" and 15" duals, but at the cost of inconsistent spread, and
sometimes inconsistent damage.

In GB, the Furious is a long and large target for BBs, so you will have to watch your step
and make sure you are not past your main battle line. Target any enemy ship that reaches
within your range when your team뭩 battleships are busy doing something else. When the
enemy is blind or distracted by your team뭩 BBs, rush towards the enemy뭩 battleships,
fire one or two salvos, and return to your battle line once you are scouted or enemy BBs
take notice of you. IMO you will need good crew to get the best out of the Furious.

For the T slots, one may use AA in the form of the 5.25"/50 QF Mark II L/N, 5.25"/50 RP10D/A
or in the form of 5.1"/45 Model 1932 Premium AA guns. I prefer to put nothing on the T
slots so the Furious still retains some speed.

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RN Dunkerque

Speedwhore/Armorwhore: Speedwhore only
FCS: FN FCS (Aiming)
Engine setup: CV Engine IV (Heavy) or BC Engine I (Heavy)
R-slot setup:
X 4 13"/50 Model 1931 (Premium guns-recommended)

The RN Dunkerque is the UK PBB, available at level 61. It costs $6.99, and returns the
favor as a good leveling machine.

The best R-slot set for the Dunkerque is the 13"quads that come with the Dunk when you
buy it. That is the only viable R-slot setup for the Dunk. 13" spread will become close to
BS with level 100+ gunners, but the spread can still be random if you are turning while
you are firing at the same time. The 13" quads is also one of the fastest reloading BB
guns UK has to offer. Unfortunately, because of the fast reload, you may run out of shells
in GBs. As a result, make every shot count.

The Dunkerque will be bad at level. Combined with less-than-adequate spread and speed with
at level crew, the Dunk will not excel unless if you have high level crew. As a result, I
recommend players with at level crew to skip the Dunkerque and stick with their UK BB1/2,
until their crew is at least in mid to high 70s.

The play style of the Dunkerque requires the standard hit and run tactics to be used. Rush
in when the enemy BBs are distracted/blind, and then run away if enemy BBs are
concentrating their fire on you. Because of the fast reload, good OH speed, good hitting
power, good turning force and its ability to take damage, the Dunk becomes a farming
machine in GBs at level 100+. However, because of the nature of GBs and the front-gun
setup of the Dunk, learning how to excel in the PBB does not mean you will learn how to
excel in other UK BBs. Do not apply Dunk tactics (or the lack of tactics, should I say) to
other, higher level UK BBs.

BC Engine I gives more HP, but is heavier, has less OH time and has smaller OH ratio. CV
Engine IV gives less HP, is lighter, gives more OH time and better OH ratio. As a result,
use the BC Engine I at lower levels until your crew becomes too fat, and the speed starts
to suffer. Switch to CV Engine IV, and eventually you will reach the maximum Dunk speed of
26/44.

For the T slots, one may use AA in the form of the 5.25" L/N/D/A or the 5.1" Premium AA
guns that go along with the Dunkerque.



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Dreadnought

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS (Aiming)
Engine setup: RN BB Engine 1906 (Heavy)
R-slot setup:
X 2 12"/45 Mark X (Recommended)

Decided to add in the EBB as well, since people tend to ask questions about it in-game.

The Dreadnought, the UK EBB, comes at level 58. The Dreadnought is not available for
purchase in the shipyard, and is available only to players who win TNF-hosted events. You
can also buy the Dreadnought for credits from other people, but usually they뭠l cost
around at an expensive 50 million credits. Dreadnought, as with any other EBB, is only
allowed in Normal Rooms and GBs (no Blitzes).

The only viable R-slot setup is x 2 12"/45 Mark X, the guns that only come with the
Dreadnought. The guns have roughly BB2 range, good damage, and consistent spread. Like the
15" duals, they are angle 30 guns.

I personally found the UK EBB to be a fun ship, rather than a good ship, in general. It
has a small hitbox, decent damage output (roughly equal to the KM 11" in terms of damage),
and decent range for a ship its size (range is around BB2). Maximum speed UK EBB can
achieve is 22/37 with some bulge and belt. The Dreadnought can wreak havoc on enemy BBs
when they are distracted or blind, and even when sighted, most enemy BBs will find a hard
time trying to sink the UK EBB. Even with 900 SD, the ship cannot take many shell hits, a
firm salvo by any BB brings your SD very low. Running away from a fight in the Dreadnought
isn뭪 really an option due to its slow speed. Weaving from to and fro, being
unpredictable, rushing at the right times, and making your shots count will allow the UK
EBB to survive GBs and sink ships at the same time.

Don뭪 put anything on the T slots, since the ship is already slow and the T slots do not
have enough space for any good AA guns.





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EPILOGUE:
Alas, if you gotten your QV, then your grind for UK BBs is now a la fin. However, with
every ending, there is a new beginning. Similarly, when a grind ends, a new one begins...




  • Re : UK CL to BB Guide for Dummies

    03. 22. 2010 00:22

fixer_1140
Part 3: BATTLESHIPS
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Renown

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS (Aiming)
Engine setup: BC Engine I or BB CV Engine IV
R-slot setup:
X 2 15"/42 cal Mark II L (Recommended)
X 2 15"/42 cal Mark III D

Congratulations on getting your Renown, the first BB (technically BC, but I digress) of
the York line. Unlike the Revenge, it only has 3 R slots, while the Revenge boasts 4. The
Renown also has a very large hit box, and the only advantages it possesses over the
Revenge are its speed and T slots.

Compared to the x2 15"/42 cal Mark III D, the Mark IIL provides consistent shell damage,
slightly faster reload time, and consistent spread. The Mark IIID has slightly more range
and weighs less than the Mark IIL, but the spread and the sometimes inconsistent shell
damage affects its use. As a result, this is why I recommend the x2 15"/42 cal Mark IIL.

BC Engine I gives more HP, albeit it is heavier and has less OH time. CV Engine IV gives
less HP, at the advantage of being lighter, and having more OH time. For people with
lower-level engineers, it is better to use the BC Engine I first. Once your engineers get
higher in level, you can use the CV Engine IV.

The Renown, in comparison with other BB1s, does very well. The Mark IILs give you a range
advantage over the US BB1s, and it fares well against the IJN Kongo, as it lacks the punch
of your UK shells. KM BB1 shell power may not be as powerful as UK, but KM BBs do have the
range advantage, as well as better AA.

In Great Battle, be aware of your position and situation. Make sure your ship is not ahead
of the battle-line. Use your Renown to support the main battle-line of BB4s and BB5s. Take
out targets that rush towards you, such as the CAs, CLs, and possibly other BB1/2s as
well. If the enemy is blind, use that opportunity to rush, deal some damage on the enemy
BBs, and return to your battle line.

T slots are large enough so they can be used for the RP10s. Although they will add a lot
of weight on the Renown, UK AA can be a great asset if used properly. You can use AA in
Blitz if against those pesky bombers. In GB, shooting down those scouts means you have
more chances of rushing and doing more damage.

Renown can be remodeled into the Repulse, a BB2, at level 66.



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Revenge

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS (Aiming)
Engine setup: BB1 Engine (Heavy)
R-slot setup:
X 2 15"/42 cal Mark II L (Recommended)
X 2 15"/42 cal Mark III D

Revenge is the first BB you뭠l get from the County line of ships, and it comes at level
56. Compared to the Renown, it has one more R-slot (more firepower) and has higher
survivability since it has a smaller hitbox. However, the Revenge loses out on speed in
comparison.

Best R-slot setup is the dual 15" Mark II Ls. As said before in the Renown/Furious
sections, they are more consistent in damage and spread. While the Mark III Ds weigh less
and ranges the Mark II Ls by a very small difference, the guns are inconsistent in damage
and spread. The Mark III D set also reloads a bit longer than the 15" Mark II Ls.

In Blitz, use your guns to easily kill anything that comes into range. Very well played KM
BB1s will range you, but good ones are to hard come by these days, especially in Blitz. In
GBs, your only real way of getting attack is to take advantage when the enemy is blind,
slowly ninja your way until your target is in range, and blast away. Aim carefully,
because one carefully placed salvo of 15" shells will hurt a lot for the poor BB that
happens to be in your way. Otherwise, if the enemy does not seem to be blind, use your
range and two-shot any CL, CA, or ship that dares to rush to your battle line.

Nothing on the T slots, since no effective AA guns can be placed on the Revenge T-slots.

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Queen Elizabeth

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS (Aiming)
Engine: BB III Engine (Heavy)
R-slot setup:
X 2 15"/42 cal Mark III N

QE is one of the BB2 available to the County line, and comes at level 65. Compared to the
Repulse and KGV, it has one more R-slot and a small hitbox. As usual, it loses out on speed.

Only viable R-slot setup is the x 2 15"/42 cal Mark III N. These guns give you BB2 range,
though the reload, spread, and consistent damage suffers.

QE playstyle is identical to that of the Revenge, except that you have a little more speed
and range to accomplish this task. Even though the speed of the QE is slightly faster than
that of the Revenge, running away from a fight is not a feasible option since its fastest
speed is 22/37 (23/39 at lower levels and good engineers). As a result, you had better
think twice about whether to rush or not when the opportunity comes. If the enemy is
blind, rush, fire, retreat, repeat. Otherwise, support your battle-line, use your range
to fire at smaller, rushing targets.

Against other BB2s, the QE ranges the US and IJN BBs, but their larger-caliber guns means
they can dish out more damage. The QE should only rush KM BB2 if they are blind, since
they have good range, speed, damage, and AA. Facing the KGV and Repulse should be not much
of a problem due to your extra R-slot, but beware of Repulse/KGV sling-shotting their
shots, which may end up going farther than the average shot.

Put nothing on the T slots, since the AA guns will slow you down, and the QE is not an
extremely fast ship to begin with.


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Repulse

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS I (Aiming)
Engine setup: BC Engine I or BB CV Engine IV
R-slot setup:
X 2 15"/42 Mark III N (Recommended)

Repulse is the BB2 of the York Line. Compared to the other BB2 (BC2) of the UK spectrum,
the Queen Elizabeth, it has 3 R slots while the Queen Elizabeth (dubbed "QE"from now),
has 4 slots. KGV and Repulse are comparable in speed, yet KGV does not have a large
hitbox, unlike the Repulse.

Only viable R-slot gun setup is the 15"/42 Mark III N. Support the main battleline by
taking care of small targets such as rushing BB1, CA, CL, etc. when the higher-tier BBs of
your team are busy on more important targets. When the enemy is blind, your tactics remain
the same: rush, fire, retreat, repeat.

Faring against other BB2s, you have more range than the US BBs and IJN BBs, though not
necessarily the hitting power. KM BB2s have farther range when using the 14.96" as well
as having a nice spread at level and good damage. The Repulse has low structural
strength, so it is imperative you are aware of the battle situation and where the enemies
are to prevent yourself from being one-shotted.

The grind from the Repulse to Hood was definitely painful and slow for me at level, and it
was probably a pain in the arse for other players as well. You may opt to buy a Dunk and
help level faster that way, but the grind from Repulse to BB3 will definitely teach
beginners how to become better players.

Put nothing on the T slots. You may put the 5.25"QF Mark IIs, but in my opinion one
should not put AA on it, since you will need every knot of speed you can get from your
Repulse.


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King George V

Speedwhore/Armorwhore: Both
FCS: BB FCS (Aiming)
Engine setup: BB Engine IV (Heavy)
R-slot setup:
3 Gun SW:
X 2 15"/42 cal Mark III N (Recommended)
X 4 14"/45 Mark III N, X 2 14"/45 Mark II N, X 4 14"/45 Mark III N
3 Gun AW:
X 2 15"/42 cal Mark III N
2 Gun SW:
X 4 14"/45 Mark III N, X 2 14" 45 Mark II N

King George V (or simply KGV) is the second BB2 available to users in the County line. In
comparison with other UK BB2, KGV is similar to the Repulse in terms of speed, but has a
smaller hitbox and more DP. KGV is a lot faster than the QE and boasts more DP at the same
time.

The R-slot setups are interesting and diverse, to say the least. Unfortunately, because of
the load of possible setups, you뭠l have to try them one by one to see which one you
prefer. Personally, my favourite setup is the 3 Gun SW, using the dual 15" The 15" duals
give more range than the 14" but the setup suffers on hitting power. Because you only get
3 guns, aiming accurately is imperative. With the 15" you can also go AW, but it will be
slow and if spotted, its armour will not hold against BB45 shells.

The quad 14"N guns are another possible set of guns available to the KGV. These guns are
infamous for being the only BB guns to block, but they only provide BB1 range. As a
result, when rushing, you have to make sure they are blind, or else you will be killed
while trying to get into their range. Either run all 3 gun setup SW, or 2 gun setup SW. AW
setup with the 14" does not work, because you will have BB1 range and very little speed to
get into range of other BBs.

With any R-slot setup, you still have to rush, fire, retreat, repeat. Because the KGV is a
bigger target than the previous QE, dodging is essential. Do not sail in a straight line
while rushing.

Nothing on the T-slots, since if you put 5.25" on the T-slots, your speed slows down, and
you don뭪 get a lot of binds.

The KGV can be remodelled to the POW at level 82.


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Nelson

Speedwhore/Armorwhore: Speedwhore Only
FCS: BB FCS (Aiming)
Engine setup: BB Engine II (Heavy)
R-slot setup:
X 3 16"/45 Mark I L (Recommended)
X 4 14"/45 Mark III N
X 2 15"/42 cal Mark III N

The Nelson, known affectionately (perhaps notoriously) as the Nelly, is the first BB3
available to the York line, and it comes available at level 79. One special note about the
Nelly, which separates it from other BBs of all nations, is that it carries NO scouts.

The recommended R-slot setup is the triple 16" Mark I Ls. These guns provide massive
damage, decent BB3 range, and decent reload. However, with at-level gunners, the spread of
the trip 16" will be nothing short of bad. You will need high level-gunners to get good
spread out of it, but IMO the damage output of three triple 16" is enough reason to use it.

With the 16" you have good firepower. Seize the opportunity when the chance arises,
especially when they are blind. If you aim carefully and fire your shells at the right
angles, your opponents will never see the nine 16"shells coming. If you are spotted,
weave to and fro while engaging your target; make sure you press "B" before engaging the
target, it does help the spread if you are not moving your ship left and right.

The reliable quad 14" is not a bad choice at all. Twelve, blockshotting 14" shells raining
down on a target is pretty scary for any BB, and the damage output is good at the same
time. However, the reload is long, and the guns have BB1 range.

With the 14" N, rushing at the right time is key. Use clouds to your advantage of hiding
if necessary, and sometimes if you are lucky, your opponents may have left the middle
unscouted, allowing you to rush in and do some harsh damage. Make sure you know your
angles well, because the reload time for the 14" is long if you have gunners that have not
reached the reload cap.

The last viable setup is the 15" Mark III N duals. Because of the weight reduction of the
guns, you can AW the Nelson effectively with the 15" duals. The AW setup can bounce BB4
shells (with the exception of Yamato), and the 15" duals give good BB2 range.

You may use 5.25" RP10s set or the QF set for the T-slots, allowing 3 guns on each side.
Obviously the AA will slow you down, but the AA is still useable for UK AA enthusiasts.

Note:
Thanks to Josephlittle for the 15" setup for Nelly.  
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Hood

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS (Aiming)
Engine setup: BC Engine II (Heavy)
R-slot setup:
X 2 15"/42 Mark III L (Recommended)
X 3 16"/45 Mark II L
X 3 16"/45 Mark I L

The Hood is the second BB3 available and it comes two levels after Nelson in the York
line. It becomes available at level 81.

The R-slot setup I recommend is the x2 15"/42 Mark III L, which gives it the most range
out of the three possible R-slot setups. Using these guns, the Hood is able to OH at the
maximum of 42 knots, while with the 16" Mark I Ls, the Hood loses its speed and range at
the cost of firepower. The 16" Mark II Ls, guns designed for use for the Hood, have even
less range the Mark I Ls, although they are far lighter, and allow the Hood to OH 42
knots. The general NF maxim is "Range is life, speed is life" and the 15" dual setup
fulfills the requirement for both range and speed.

With the recommended gun setup, spread at level will be inconsistent, as expected of the
Mark III series. The damage is relatively consistent, though nothing to brag about; it
usually hits a decent 10k-15k per salvo, 20k if you are lucky. The Hood has a very large
hitbox and a not-so-excellent turning rate, which makes dodging shells an uneasy task at
best, and dodging DBs next to impossible. Standard strategy for being successful in Hood
means you have to fine-tune your rushing. You also have to get used how to dodge shells in
the Hood; however hard it is, with practice, you will survive longer in GBs by honing the
fine art of dodging BB shells.

In comparison with other BB3s, it is more than a match for US BB3s and IJN BB3, since the
Hood has the range advantage and relatively better spread. However, against KM BB3, the
Hood, like its historical counterpart, does not stand a chance unless if they are blind.

Nothing on the T slots, since they can only carry 4" duals, which are pretty much useless
AA guns.



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Prince of Wales

Speedwhore/Armorwhore: Both
FCS: BB FCS (Aiming)
Engine setup: BB Engine IV (Heavy)
R-slot setup:
3 Gun SW:
X 2 15"/42 cal Mark III N (Recommended)
X 4 14"/45 Mark III L, X 2 14"/45 Mark III L, X 4 14"/45 Mark III L
3 Gun AW:
X 2 15"/42 cal Mark III N
2 Gun SW:
X 4 14"/45 Mark III N

The PoW is the remodel of the KGV, and it comes at level 82. It is the last BB3 available
of all UK BB3s, and is the only UK BB3 in the Edinburgh/County line. I have only played a
few battles with the PoW myself, so I will only summarize my very brief, and limited
experiences with it.

The R-slot setups for the PoW are just as interesting and diverse as the KGV.
Unfortunately, the guns designed for the PoW were the 14"L. These guns have decent punch,
but they suffer in terms of range (through rough estimations, it is just slightly better
than Sodak range)
and most importantly, in spread. Even with level 120 gunners, the spread is barely decent.
I would not recommend this gun setup until ONF comes up with a possible fix.

The standard setup of the 3 Gun SW with 15" duals are good. The guns may give you BB2
range and relatively poor damage, but hell, I뭗 rather use them than the 14"Ls. You can AW
the POW while driving with the 15" duals, but as said before, you will need speed, not
armour, to do hit and run effectively.

The quad 14"N guns are still possible for use on the POW. As explained earlier, the 14"N
provides blockshot and BB1 range. You can put two quads on the front slots, and you will
get 6 binds of ammo at the most, which is a good deal already. Only SW the PoW if you use
the quad 14"N, since you need speed to quickly rush the blind target and pummel him with
eight 14"shells.

You can put the 5.25" RP10s on the T-slots, since there뭩 enough binds and the arcs are
very good for sniping away at scouts.




-------------------------------------------------------------------------
Vanguard

Speedwhore/Armorwhore: Speedwhore only
FCS: BB FCS II (Aiming)
Engine setup: RN BB Engine V (Heavy)
R-slot setup:
X 2 15"/42 Mark IV L (Recommended)
X 3 16"/45 Mark I L

The Vangod (I mean, Vanguard) is the one of the two UK BB4 available, besides the L1, and
it comes at level 89 as well.

The recommended R-slot setup would be the 15" duals Mark IV L that come at level 91. With
these guns, spread at-level will be a bit iffy at first, but becomes refined with level
100+ gunners. Using the triple 16"(Nelson guns) can be considered a semi-serious option
for GBs only, as they lack the necessary range to become competitive in BB1-4 rooms.
Triple 16" has better damage and faster reload than the dual 15" at the price of range
and speed.

If you are stuck between choosing L1 or Vanny, answer the following questions:
a) Do you have a high level-crew (for some reason or another)?
b) Do you prefer using the duals (more range, less damage) over the triples (less range,
more damage)
c) Do you prefer a KM-style of staying back and utilizing that small range advantage you
have over a UK-style of rushing and brawling?
d) Is this your 2nd UK BB4 BO?
e) Do you already have a L1 BO?

If you answered yes to all of them, then consider the Vanny as your next BB4. If you
answered yes to 3 out of 5, then you may want to consider the L1 as a slightly better
option. If you answered yes to 2 out of 5 (or less),
then L1 is the way to go. It뭩 mostly a matter of preference of playstyle, but having good
engineers and gunners does make the Vanguard grind a better experience.

Compared with other BB4s, the Vanguard does not have any particular advantages, and at
times, it is disadvantaged. Vanguard has no particular speed advantage, except that it is
faster than the Yamato. Other BB4, with the exception of H39 (with AA) and L1, go at 25/42
as well. Vanguard has the same range as Iowa and Yamato, though their 45 degree angles
mean that they will range you while you are chasing them. Vanguard does have a little bit
more range than the L1; even then, the
small range advantage Vanny has over the L1 is negated by the fact that SW L1 can easily
OH 44 knots, and before you will notice, the L1 will have you in his range and will be
pounding away. Therefore, always be vigilant against the L1, particularly if the driver
tends to rush all the time. If you can see their rush coming early, be ready to react and
be ready to use your range advantage when the time comes. The L1 that rushes the Vanguard
at the wrong time can pay a high price for their mistakes. In terms of damage output, the
Vanny is similar to H39.

When facing BBs of higher tier, seize the opportunity. Rush in when they뭨e blind or
distracted, deal some damage while weaving to and fro, and get out as soon as the enemy
BBs starts targeting you. You should have a very good idea of how to rush by this stage.

You may put the RP10s on the T-slots of the Vanguard at the cost of running 24/40. As said
before, UK AA is a great asset in the right hands, but my preference while driving Vanny
is no AA.



Note: Thanks to DJDeath for the correct info on Vanguard range and Vanguard vs. L1
specific points.
-------------------------------------------------------------------------
Lion 1

Speedwhore/Armorwhore: Both
FCS: BB FCS II (Aiming)
Engine setup: RN BB Engine V (Heavy)
R-slot setup:
X 3 16"/45 cal Mark IV L

The Lion 1 is another BB4 available, besides the Vanguard, for UK players. As expected, it
comes at level 89.

The only viable R-slot setup is the triple 16" Mark IV L. These guns have decent range,
decent reload, and good firepower. At level, the spread of the 16" trip, as with most
guns, will be bad. But, as your gunners go into the 90s-100s, the spread will become good.

SW setup of L1 is using the trips on all the R-slots. Going 2-gun SW is not within my
preference, because you lose a third of your potential damage for extra speed, and the L1
is fast enough with 3 guns already.

You can also AW your L1, with two front guns only. Put all deck armor, and watch those KM
HE shells bounce no like other. Unfortunately, the 45 degree guns of Yamato will
cut through the deck armor of L1. As a result, you need to be generally proficient in
dodging, and make sure you rush at the right time.

If you are debating whether to go L1 or Vanny, my general advice is to go with L1. The L1
is the easier ship to drive, and it is generally a fun ship to drive for most people with
at level-crew. However, if you enjoy the KM tactics of using range, a more challenging
style of gameplay, then you may enjoy Vanguard more than L1.

Comparing with other BB4s, the L1 is the only BB able of AWing effectively. If you are AW,
make sure you are not rushing a Yammy that can see you, since their shells will
cut through your armor like a knife through butter. The L1 may have less range, but it is
able to speed-cap at an impressive 26/44 since the new patch with high level engineers; it
is the fastest of all BB4s if you are running SW. L1 shell damage is scary, but the reload
may be long with ACC gunners, so remember to aim carefully. Against other BB4, remember to
choose the right time to rush. If your enemy is rushing too fast, it is sometimes better
to counter-rush and punish him for making that mistake. Make yourself as unpredictable as
you can in your dodging, and you will be successful in surviving a fight with any BB4 in
most situations.

Because of the speed buff given to the L1 by the recent patch, RP10s on the T-slots are a
viable choice, and it still allows you to run SW 26/42.



-------------------------------------------------------------------------
Lion 2

Speedwhore/Armorwhore: Both
FCS: BB FCS II (Aiming)
Engine setup: RN BB Engine V (Heavy)
R-slot setup:
X 3 18"/45 Mark II (Recommended)
X 3 18"/45 Mark I

The Lion 2 is the UK BB5 available at level 103. You have made it all the way from UK DD1
to UK BB5. The L2 is arguably one of the best BB5s (if not overpowered) with good
firepower, good range, and good speed.

The recommended R-slot gun the L2 should use is the Mark II 18" trips, which come at level
100. The Mark I 18" trip, at level 110, offers slightly more damage per shell, at the cost
of slower reload, heavier turrets, and sometimes inconsistent spread. On the other hand,
the Mark II 18" trips are lighter, faster reload compared to the 110 guns, and more
consistent spread. With the level 100 guns, a SW three gun L2 can travel at a barreling
23/39 knots, while with the 110 guns, a SW three gun L2 can only travel at 22/37 knots.

I would not recommend a SW two gun setup with L2. Basically, you gain an extra two knots
of OH while having a third of your firepower gone.

The AW two gun setup with L2 is a viable setup in most situations. Using deck armor and
limited bulge, the AW L2 can still go at 21/35 knots. The deck armor is not enough to
bounce IJN and US 45 degree shells, but it can bounce KM shells pretty effectively. If
your gunners are 110+, then you can use the 2 gun AW setup because the spread with the 18"
trips get very close and tight, allowing most shells to hit home if one aims carefully.

I don뭪 think I need to give you any specific tips for playing L2, but one can either play
defensive or aggressive. I don뭪 really encourage the defensive strategy at higher levels,
since L2 has great offensive capability. However, if you are struggling with the ship in
the beginning, it뭩 not a bad idea to stay defensive and let the enemy make the first
mistake when rushing. Once you get more confident in your angles and dodging, become more
aggressive in your rushes and counter-rushes. The L2 reigns supreme in most 1 vs 1
situations with BB5s, since the angle 40 guns have less hang-time. The L2 has a good
turning radius, allowing it to easily dodge most shots made by the 45 degree guns of IJN
and US BB5 as long as you stay well inside their 45 degree range.

You may use AA on your T-slots, but your maximum speed with any AA setup is 22/37 knots. I
prefer a no AA setup, although feel free to use AA at your own discretion.



-------------------------------------------------------------------------
Queen Victoria

Speedwhore/Armorwhore: Both
FCS: BB FCS II (Aiming)
Engine setup: RN BB Engine V (Heavy)
R-slot setup:
X 3 18"/50 Mark II

The Queen Victoria is the last ship of the UK BB line, and it is a UK BB6 available at
level 120. In order to use the Victoria, your BO and main gunners (on the R slots) must be
level 120, and you need at least nine supports at level 115.

The R-slot setup is the triple 18"/50 Mark II guns that come at level 120. They can only
be used by the QV, and you cannot change the R-slots of BB6 (not that anyone would want a
change in the gun setup).

The triple 18" have good range, very good damage per shell, and a very tight spread as
well. Reload is slightly longer compared to the 18" trips of L2, but its damage, spread,
and range compensates for the relatively long reload. Also worth noting is that the 18"
guns of QV are angle 30 guns, and that means the shells have a low hang time, making it
almost impossible for most enemies to dodge the shells in time.

Running at 40 knots, the QV can be an awesome ship if used right. Against BB5s, they do
not stand much of a chance. Compared to other BB6s, QV has the least range, but the QV
remains very competitive against the other nations' BB6s. Major weakness of QV, like any
other BB6, is against subs. I뭭e been literally one shotted by SS4 a few times. Watch out
for them, and if you can, use HHs on your T slots if you have Reload gunners.

On the T slots, you may use UK AA now as well, since with the RP10s, the QV can still
travel at a decent speed of 39 knots. Also, the QV has 5 T slots nice spaced out along the
ship on each side, allowing it to disintegrate aircraft within range.

Not much to say about the QV since I haven뭪 played it a lot, and by now you should have a
very good idea of how to drive such a fine ship. You can AW it, though it will not bounce
BB6/BB5 shells at max angle except for KM. You뭠l need every ounce of speed to get into
the range of BB6, such as the Kaiser, so I prefer SW than AW.


  • Re : UK CL to BB Guide for Dummies

    03. 22. 2010 00:22

fixer_1140
Part 2: HEAVY CRUISERS
-------------------------------------------------------------------------
York

Speedwhore/Armorwhore: Speedwhore only
FCS: CA FCS I (Aiming)
Engine setup: CA Engine II (Heavy)
R-slot setup:
X 3 8"/50 BL Mark IX L (recommended)
X 2 8"/50 BL Mark VIII L

York is the first choice CA that comes after Dido/Sirius. Unlike the County, it has 3 R
slots compared to the 4 R slots the County has. Most people love the York for its 8"
blockshot and small size, which is capable of wiping the floor of any Blitz game if used
correctly.

The recommended set of guns for the York are the triple 8" Mark IX. The L version of the
triple 8" gives you the most range, though you are only given 3 binds with these guns. The
N version of the triple 8" gives you more binds, though at the cost of range. The spread
will be disconcerting at the beginning, but with BVE (Boosted, Vets, Experts) gunners,
spread becomes better at the level 50s, eventually reaching blockshot at high level 50s.

York is a CA, and weak on DP. Use your superior range to keep the DDs and CLs away.
Against other CAs, watch out for good CAs in Blitz, especially those who use range. York
has the range, shell power, and speed to combat most US CAs, though a Baltimore with
blockshot and AA can be troubling. IJN CAs and KM CAs that use range are the ones you want
to look out. County and Surrey that use HA will range you, and their shells will do lots
of damage at high angles. To get into their range, you뭠l have to make sure they are
distracted or blind, rush in until they are in your range of your guns, and plaster them
with your triple 8"

Don뭪 use anything on the T slots; no torp mounts, no gun mounts. Do not be tempted in
putting torpedoes on the York, even if those DDs/CLs keep pestering you. Use your guns to
finish them off if they come too close.

The York can be remodeled into the Surrey at level 44. Main difference between the York
and the Surrey is that the York carries the three turrets of triple 8" while the Surrey
can carry four turrets of the double HA 8"



-------------------------------------------------------------------------
County

Speedwhore/Armorwhore: Speedwhore only
FCS: CA FCS I (Aiming)
Engine setup: CL Engine II (Heavy) or CA Engine II (Heavy)
R-slot setup:
X 2 8"/50 BL Mark VIII L (Recommended)
X2 5.25"/50 RP10 Mark I L

The County is the second choice of CA that comes after the Edinburgh. It comes at level
43, and although not as reputable as the York because it cannot carry the 8"trips, it is
a beast for those who practice the fine art of High-Angling (HAing).

The best R-slot setup for a run-and-gun situation would be the 8"L set of the HAing
duals, which comes at level 42. The highest angle (or the angle at which the shells do the
most damage) is at 70. The angle which provides the most range is at angle 55, rather than
the usual 45 degrees in real life. Load LHE, don뭪 bother loading AP, since LHE can
penetrate armor at high angles. If DDs or small CLs come rushing towards you, use your
normal angles and plaster them with 8" shells. Whenever a CA tries to rush you, keep
running and use HA on them. Don뭪 bother AWing the County, you will need as much speed as
you can so you can keep a safe distance from mauling CAs.

Spotting your shells will be an issue at low-levels, but as your BO gains more levels, he
will be able to spot the shells. For now, it뭩 best to make rough estimates in where the
shells land; BVEing your BO is not recommended since at high levels you will have to trim
down the recruits anyways.

I did not even bother putting the triple 6"as a viable R-slot setup, because using that
kind of setup means you뭨e an enlarged Edinburgh.

For the sole purpose of AAing in GBs, the dual 5.25" RP10Ls can be mounted on the R slots.
You뭠l have loads of ammo, good firing arcs, and a good amount of DP.

Put nothing on the T-slots, not even guns or torps.  



-------------------------------------------------------------------------
Surrey

Speedwhore/Armorwhore: Speedwhore only
FCS: CA FCS I (Aiming)
Engine setup: CA Engine I (Heavy)
R-slot setup:
X 2 8"/50 BL Mark VIII L (recommended)
X2 5.25"/50 RP10 Mark I L

The Surrey is the remodel of the York, and comes at level 44. It comes with four R-slots,
and the only viable guns for the Surrey are the trustworthy dual HA 8" as well as the
5.25" RP10L for GB AAing.

The Surrey is comparable with the County, except that it has a smaller hit box, slightly
more DP, and slightly more gun-space. However, because of the engine the Surrey has, it is
slower than the County. The slow speed means the Surrey has to be Speedwhore, or else CAs
will easily get into your range and pummel you to death.

Don뭪 place anything on the T slots, since neither guns nor torpedoes are effective they
slow you down and are useless.

Not much I can say about the Surrey, since play styles for both Surrey and County are very
similar. Refer to the County section for more info and tactics.

  • Re : UK CL to BB Guide for Dummies

    03. 22. 2010 00:21

fixer_1140
-------------------------------------------------------------------------
PROLOGUE:
Congratulations on grinding your way from FF to UK DD, and now you are about to get your
first CL. Hopefully, by reading this guide, you will get a good idea on how to be
successful with every ship, from your first CL to your last BB at level 120, the Queen
Victoria.


Part 1: LIGHT CRUISERS
-------------------------------------------------------------------------
CL Emerald

Speedwhore/Armorwhore: Speedwhore only
FCS: CL FCS I (Aiming)
Engine setup: Cl Engine II (Heavy)
R-slot setup:
X 2 5.25"/50 QF Mark II L/A
X 2 5.25"/50 RP10 Mark L/N/D/A (Recommended for AAing/HAing)
X 2 6"/45 BL Mark XVIIs L (Second option for run-and-gun in Blitz)
X 2 6"/50 BL Mark XXIIs L
X 2 6"/50 BL Mark XXIs L

The Emerald, at level 26, will be the first light cruiser you will get in UK. Unlike a
normal ship, you don뭪 have to choose it on your BO뭩 ship tree to use it. It is available
to any BO as long as they have the right corresponding level.

A versatile ship, it can wreak havoc against both aircraft and ships in Blitz. The Emerald
will be your first ship that can carry scouts, and you should have a Scout Pilot ready for
this purpose. Scouts allow you to see your enemy beyond the sight of your BO, and they are
very useful by BB level.

For AAing, one can either use the 5.25" QF, which are lighter and has more damage per AA
shell, but it has longer reload and slightly less range compared to the 5.25" RP10. The L
version of the 5.25" RP10 do not provide many binds for AAing, so using the N versions of
the RP10 are fine as well. The D versions lose out slightly on range, but they have faster
reload and more binds.

Golden angle (the angle at which AA shells will hit airplanes at default height) for the
5.25" QF/RP10 L is 32 degrees; GA for the 5.25" QF/RP10 N is at 33 degrees; GA for the
5.25" QF/RP 10 D and A versions is at 36 degrees.

In Blitz, you can use the 5.25" RP10s for HAing. If you뭨e unfamiliar with the concept of
HAing, it means rather than rushing to your target with guns ablazing, you use your high
angles to pelt targets at a farther distance. 55 degrees are the angles where shells
travel the farthest, and 70 degrees (the maximum angle for the RP10s) are the angles where
shells do the most damage. Use LHE to get the most range.

You can also use the 6" sets, though I prefer the first set of 6" because they뭨e lighter,
faster reload, and retains the same range as the other 6" sets.

Because you cannot hold much armour, do not rush into a brawling fight with DDs/CLs.
Rather, use your long-range guns to punish the enemy from afar.

Don뭪 put anything on the T-slots, not even torpedoes. Using Torps on DD is excusable, but
torps on CLs are useless. Your primary means of defeating an enemy will be through the use
of your long-range guns.


-------------------------------------------------------------------------
Dido

Speedwhore/Armorwhore: Both
FCS: CL FCS I (Aiming)
Engine setup: Cl Engine I (Heavy)
R-slot setup:
X 2 5.25"/50 QF Mark II L/A
X 2 5.25"/50 RP10 Mark L/N/A (Recommended for AAing or HAing)
X 2 6"/45 BL Mark XVIIs L (Second option for run-and-gun in Blitz)
X 2 6"/50 BL Mark XXIIs L
X 2 6"/50 BL Mark XXIs L

The Dido, at level 28, is the second UK CL available, if counting the Emerald as the
precursor.

The Dido, even though it comes 2 levels later than the Emerald, will not be much of an
upgrade. The Dido only has 4 gun slots compared the Emerald뭩 7, but gains the ability of
holding armor. Because of the Emerald has 3 more gun slots and can launch scouts, I would
skip the Dido until you reach Sirius and have the money to AW it.

The Dido can be AWed if you can afford it; put the first set (they are the lightest of all
3) of 6"N, and put armor on belt, since putting armor on deck bounces only DD and the
random CL shell.

For AAing, you will need to be SW. One can either use the 5.25" QF or the 5.25" RP10. As
said before in the Emerald section, RP10 has slightly more range, shorter reload but
slightly less damage.

If you are going to use the 6" sets, use the L version of the first set.

Nothing, no guns or torps, on the T-slots.




-------------------------------------------------------------------------
Sirius

Speedwhore/Armorwhore: Both
FCS: CL FCS I (Aiming)
Engine setup: Cl Engine I (Heavy)
R-slot setup:
X 2 5.25"/50 QF Mark II L/A
X 2 5.25"/50 RP10 Mark L/N/A
X 2 6"/45 BL Mark XVIIs N
X 2 6"/50 BL Mark XXIIs N
X 2 6"/50 BL Mark XXIs N


The Sirius is the remodel of the Dido, and it comes at level 34.

The Sirius has one more R-slot than the Dido, but otherwise, it is almost the same as the
Dido. This means that you will get two more possible shells landing on a target, but at
the cost of fewer binds per R-slot. The Sirius, like its remodel, has no scouts.

The Sirius can be AW or SW, depending on your personal playstyle and if you have the
credits or not.

AW setup means you put the first set of 6"Ns on the front 3 R-slots, and put all belt,
since all deck will not bounce anything except DD shells. Your belt armor will bounce all
DD shells, most CL shells, and perhaps the random CA shell or so. Choose DDs or Cls as
your targets, since CA shells will eat through your armor.

With SW, you can AA with the 5.25"QF or RP10s, though the L versions give limited ammo
for the RP10s. Otherwise, you can use the 6" sets for running and gunning in Blitz. Use
the N version, since L versions of any 6" set will give you very few binds.

Do not put anything on the T-slots, as usual.  



-------------------------------------------------------------------------
Edinburgh

Speedwhore/Armorwhore: Both
FCS: CL FCS II (Aiming)
Engine setup: Cl Engine II (Heavy)
R-slot setup:
X 3 6"/50 BL Mark XXIII L
X 2 8"/50 BL Mark VIII D (Recommended)
X 2 5.25"/50 RP10 Mark L


The Edinburgh is the last UK CL, and is the first ship that branches off into the County
line. It comes at level 35.

One R-slot setup for the Edinburgh is the trip 6"Ls that come at level 37. If your
gunners aren뭪 at 37, then use the trip 6"Ns that come right off the bat at level 35. The
6"trips have decent range, good reload, and decent spread if you have BVE gunners. With
the 6"guns, you will outrange most DDs and CLs.

For players who have higher level gunners, they should use the dual 8"D, they are far
better than what the 6"can offer. These guns provide good range and damage, especially if
you use HAing (High-Angling). HAing means rather than using the standard angles of 45
degrees or below, you use 55 degrees to 70 degrees to dish out extra damage.

HAing does take practice to get used to the angles. Remember these angles for HAing: 55
degrees gives you the most range (more range than at 45 degrees; don뭪 ask me why NF
physics is screwed up the way it is), and 70 degrees gives you the most damage per shell.

You can also use the 5.25" RP10 L duals for AAing. Good firing arcs, lots of ammo, and
good speed with the Edinburgh means it is an ideal GB AAing ship.

For the T-slots, you may put HH on the T-slots, since there are three of them on each
side, and allows for decent supply of ammunition. The HHs are great additions to the main
R-slot setup of 5.25" RP10s in GBs, and allows the Edinburgh to be an ASW and AA ship.


Note: Thanks to Farazelleth for the information on setting HHs on the T-slots for ASW
support.

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