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  • Crew and Nation Guide for New BB Players

    02. 03. 2009 20:17

SaddleRocker
So you are a new player, or want to make a new crew and want to do it right this
time, then this is the guide for you.

I beleive that some nations are easier for new players and some are very technical,
better for experianced players.
I am going to list from easiest to hardest nations. I will give some general attributes
of each and pros and cons then list what crew I think is best....

Some general information to consider:
-GUN ANGLES - 45 degree angles used by IJN and US can be a bit tricky, but hit hard.
KM UK and MN use between 30-40 degree angles which can be easier for hitting
your target.
-AA - AA is a very nice thing to have, IJN KM and MN have good AA and US has some
useable setups. UK has no worthwhile AA for its BB's. BUT AA can be hard to manage
in the heat of battle.
-ENGINEERS - Engys are the single most important support sailor there is, I
reccomend 4 engys for every nation, 5 or 6 for UK ( dont slack!)
-RESTORERS - Restorers are useless at high levels. Restorers give you SD, good in
low level ships but if you have the proper crew you dont need one for a BB. You will
have 900SD without one if you have the correct crew.

UK
UK is a good nation for new players because of the lower gun angles and it does not
have AA which is sometimes a distraction. UK has very good repairs and restorers so
you can acheive a good repair rate and 900sd faster than other nations. Also it has
an extra support slot on most of the BB's making it easier to level supports up.
Because UK does not use AA it leaves room for 2 more supports than other nations.
UK also has very good firepower, but the least range (Except BB5, L2 has more
range than Montana). And lastly UK has the ability to armor or speed whore
giving you more options on how to run your BB's
MY CREW RECCOMENDATION: (For BB5)
2 Main gunners. (Get accuracy stats and class as reload gunners)
4 Repairers
6 Engineers (If you cannot BVE your crew at all you can use one Restore for SD, but
not reccomended)
Scout
(Bare minimum is 5 engineers 3 repairs)
(For BB6 same amout of sailors as BB5, so 6 engy 4 rep)

KM
KM is also a good nation for newer players. The gun angles range from 30-37
degrees making it maybe the easiest nation for landing shells. KM has the smallest
size guns for each ship class, that combined with the low angles make KM the
weakest hitting nation. KM has good AA, good engineers, and the best range.
CREW RECCOMENDATION:(For BB5)
2 Main gunners
2 AA gunners
4 Engineers
3 Repairers
Scout
(Bare minimum is 4 engy 2 rep or 3 engy 3 rep)
(For BB6 5 engy 3 rep and 2 AA)

France (MN)
France is an interesting nation. Gun angles are low, 30-40 degrees. French ships are
fast with good AA. The AA has roughly the same range and reload as IJN, but its a
bit weaker. You will need REGULAR GUNNERS for MN AA. Hitting power of the BB1,
BB2, and BB5 are great, but the BB3 and BB4 are front gun only setups with low
firepower. MN gets many quad guns, but none truly blockshot. MN has ok engineers,
between IJN and US, but repairers are tied for worst with KM. Gunners are good
also, between IJN and KM
Crew Reccomendation: (For BB5)
2 Main Gunners
2nd set of main gunners for AA (use neuts with reload ability)
4 Engineers
3 Repairers
Scout
(Add an extra engineer for the BB6 requirements)

US
US is a fairly balanced nation. It uses 45 degree angles and good sized guns. You
have a choice with AA for US. you can make RLD gunners and use the "D" variant 3"
or 5" guns for AA, or you can level 2 more supports and not use AA like UK. Although
US is "Balanced" when you get to BB5 you get the most firepower but the least
range.
CREW RECCOMENDATION: (For BB5)
2 Main gunners classed as accuracy gunners
2 RLD gunners for AA (add an extra engy and rep if you dont want AA)
4 Engineers
3 Repairers
Scout
(Bare minimum again is 4 engy 2 rep or 3 engy 3 rep)
(For BB6 use 5 engy 3 rep and 2 AA, or 6 engy 4 rep no AA)

IJN - (Hard)
IJN is the most technical nation in my opinion. It has good AA with very long range
but it is only useful on BB4/5 and PBB and it is hard to hit planes once they get close
to your ship. IJN also uses 45 degree angles. To go along with all that IJN has the
worst supports in terms of ability. Though it does have good firepower and range.
CREW RECCOMENDATION:
2 Main gunners
2 DP gunners (Leave classed as armament sailors until at LEAST lvl 65 then class as
cheif DP gunners)
4 Engineers
3 Repairers
Scout
(Bare minimum 4 engy 2 rep or 3 engy 3 rep)
(For BB6 5 engy 3 rep and 2 AA)

Well I hope I can help some people with this guide.
Im sure there is alot I forgot, let me know if there are some major things, But
basically I was going for a quick reference and some general attributes of the
nations.
If you like it, Reccomend it :)

  Index

  • Re : Crew and Nation Guide for New BB Players

    03. 12. 2009 01:33

GameBoiBoi
I thought that there was a cap for the extra % of skill boost a 5th support of any
class gives. As in after the 4th sailor the boost that the 5th and so on sailor is
redundant. I remember having a discussion about this with Fildiwen and
TheOneAndOnly.

  • Re : Crew and Nation Guide for New BB Players

    03. 11. 2009 12:35

Valefar
I would mention something about using two BO's to keep you gunners ahead in level, or at
least mention why some players do it.

  • Re : Crew and Nation Guide for New BB Players

    02. 28. 2009 19:29

SaddleRocker
yeah they will suck. As I said only useful for sub or cv BO thats all.
A sailors ability determines how good he is at his job.
Growth is added to ability every time a sailor levels up.
Therefore if you dont class on time, you dont increase the growth stat, thus losing
ablity.

  • Re : Crew and Nation Guide for New BB Players

    02. 28. 2009 16:46

FieldCoScott
let me rephrase my question, If you power lvl gunners or in my case torpers does it
make them not as good?

  • Re : Crew and Nation Guide for New BB Players

    02. 28. 2009 09:43

SaddleRocker
Yes, Power leveling is when you leave a sailor as a neutral and level him, they get
more experiance that way. BUT you can only do that with cv or sub BO because
there sightlines dont really matter.
As for the atlanta i guess you just have to torp for 8 levels until you get your sub, or
level up some gunners and support

  • Re : Crew and Nation Guide for New BB Players

    02. 28. 2009 08:25

Larcer
fieldcoscott if ur question is about the dp gunners, they are not classed because
they lose out on reload ability if u class them on time

  • Re : Crew and Nation Guide for New BB Players

    02. 28. 2009 08:01

FieldCoScott
hey i got a question. power leveleing is where u are lvling someone to a higher lvl
but
don't class him till later right? I thought if you did that your sailor would get less xp
and ability? if it doesn't reduce it I feel stupid cause I need to lvl US torpers for US
sub but at the same time I am lvling another torper for someone else. so this is my
awful setup now.... I got an atlanta, sonarman, planesman, (and lvling my radio
man to make a squad) on the side, and 4 torpers on gun slots. So the only thing I
can do is torp in blitz :( it is awful but I already classed my torpers to torpmen. I
got 8 lvls to my sub. suggestions? answers to my questions?

  • Re : Crew and Nation Guide for New BB Players

    02. 17. 2009 02:13

Loupclier
Bonjour,
Tout d'abord merci pour ce guide apportant de nombreuse reponse.
Cependant mon niveau en anglais ?ant "moyen" est ce que l'on pourrai mettre ici
des liens vers des guides francophone ou, mieux encore, une traduction :)

Merci encore

  • Re : Crew and Nation Guide for New BB Players

    02. 12. 2009 09:34

bigmac50
No matter what nation, recommend (2) BOs so you can alternate BO and allow your
gunners to level ahead, and allow you to keep up with your support crew

  • Re : Crew and Nation Guide for New BB Players

    02. 09. 2009 12:59

SaddleRocker
\-_-/
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