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  • A beginners Guide to Crew and the Royal Navy

    04. 29. 2007 23:57

LordNelson86
This guide is tailored to players who have clocked up a hundred or so games on NF and have
a firm grasp of the basics of the game. For those who are less experienced i highly
recommend Obst's guide at www.nf-guides.com, Its detailed, informative and has pretty
pictures. This guide is also designed so that when you start considering buying a BB you
will be in the best shape possible to use it and not need to buy crew to augment your own
efforts.

First off, start from scratch, forget any previous efforts this is a new beginning..

Make sure you have 50,000 credits and 50,000 points. When you have this go to the trade
area and make a room called "i need points". You will quickly get donations as higher lvl
players have little use of points. When you have 250,000+ points we can begin making babies.

Now go to the Shipyard and make 4 new sailors, but not just any sailors, sailors with the
right statistics. I cannot stress enough how important a sailors stats are, the are vital
if your going to have fun playing this game. This is going to take a while, but keep
rolling the dice until you find these sailors

1 sailor with potential of 14 or above
2 sailors with Accuracy 12 reloading 10 or better 12/11 recommended but rare
3 sailor with 12 repair 10 restore 10 Engine or better 12/10/11 recommended
4 sailors with 10 repair 10 restore 12 Engine or better
1 sailor with 12 aircraft

Dont settle for less!, these guys are going to be with you for years probably, so take
your time to find the best ones

When they reach level 12 (you wont be able to level them all at once, so check stats
before you start changing them into something they shouldnt be) you should change them
into respectively

1. Bridge operator
2. Arm sailors
7. Support sailors
1. Special Force

For all sailors its recommended they have a high number for AAW and restore, all sailors
contribute to these so the more the better

Alternatively you can buy Elite sailors from the website. Many players will tell you the
difference between an elite acc gunner and a 12/10 is not that much different... and the
are right. But Elites are better, they all have +11 aaw and restore. With 13 instead of 12
as a base a lvl 50 acc gunner will have 50 more accuracy (equivalent to being 1-2 levels
higher than he is). It depends on you.

Now start levelling up. There are guides on Ships and weapons and tactics so i wont repeat
their advice. I will say this, put in a manual FCS, this is a new start so you may as well
learn a new skill, the quickest way to level is to be on the winning side in blitz games,
so do that.. Hit someone.. dont die, if you can help it, help your team win.

Now take these ships as you progress, take them at the level i suggest as well for maximum joy

lvl 15 O class - 1.BO 2. Arm sailors 4. Support

lvl 21 Q class - 1. BO 2. Gunners 5 suuport

lvl 30 Emerald - 1.BO 2 Gunners 3 repairman 2 Engineers 1. Special force (after lvl25
rookie Scout)

Lvl 37 Edinburgh - 1BO 2 Gunners 3 Repair 2 Engi 1 Rookie Pilot

Lvl 43 County Class - 1BO 2 Heavy ACCURACY gunners 3 repair 3 Engi 1 rookie pilot

When you Reach Lvl 50 ....


STOP!!!!..............

Now go right back to the beginning and start again.... (mass groaning)

Make (or buy)

1. Bridge operator
2. Gunners with +12 RELOAD
Any other free slots for Engineers

Do the exact same thing until you get to lvl 37 then choose the york line instead of the
Edinburgh line

Now on that York put

Bridge operator at lvl 37
Your 2 Heavy ACCURACY gunners at level 50 on the main guns
Your 2 Lvl 37 RELOAD gunners in the T slots with AA guns

Now you should have a fair few support crew, out of that lot choose 3 repair and 4 engi
that you want to keep for good. You can either level the best ones higher or level the
weaker ones into line. The reason i told you to make all those extra UK Engineers is
because they are valueable.. Vetern players will pay lots of money for them because they
need them to get their BB's moving. So you make lots of cash for yourself.

Now keep playing in that ship until your 2 Bridge operator are at an even level. It is
always good to have Gunners that are higher than your bridge operator as most of the
Useful guns on the BB's are higher than the ship requirement.

Congratulations, your now in excellent shape for a crack at a BB of your own. You can now

- Choose whichever line you prefer or have a BO for both ( or even save one of your BO's
for the CV line if that floats your boat.. no pun intended)

-Progress with 2 decent sets of gunners, ACC gunners as your main and RELOAD as your AA
gunners (proper UK AA gunners are mince, so just do it this way)

- Sell as these extra Engineers for a high Price, which will afford you luxuries such as
Boosts for your sailors ( i highly recommend ) veterns ( i highly recommend ) and maybe
some armour too.

- A future proof crew, as you go higher in the game you will not be hit by a sudden need
to get some sailor you dont have.

I havent listed half of the technical reasons why this is all a good idea. Maybe you
already know, maybe you dont, maybe you'll discover in the passage of time, maybe you dont
care how it works... So i put it to you... Do it this way and your crew will be in good
shape when you leave blitz at level 60. Ignore all other stimuli apart from this guide
when it comes to questions about your crew... dont be tempted into making AAgunners, 2nd
seaman, Torpedo men, Medics etc etc etc.. JUST DONT DO IT


  Index

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 04. 2008 23:31

Pitt_Possum
think ur guide has some flaws:

1. repairers with the stats 12/10/11 are kind of useless as the engine ability only works
on engies

2. i would prefer gunners with a higher reload stat over more accurate gunners, uk gets
more than enough acc later on, but ur reload kills u.

3. at least say that uk aa is almost useless, for instance i would take 4 engies and 4
repairers, and no aa gunners at all :P

4. u could have said that u dont need thoose good stated sailors, of course they will
help, but 11/11, 10/11 or 11/10 gunners do fine for uk later on. 11 acc is even enough to
block york in blitz when u have enough vets. Same goes for rest of the sailors everything
over 11 is fine, but 11 will do it too, because u will roll like weeks before u have the
crew desribed by u....

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 04. 2008 20:23

nicomielni
thanks, really cool and usefull guide :D

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 03. 2008 13:52

LordNelson86
read the replies i think stan makes a case for better RLD stats onmain gunners

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 03. 2008 12:57

Mitochondria
So gunners should be straight up ACC and no RLD?

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 03. 2008 12:41

SecretSquirl
Thanks for making this guide.

  • Re : A beginners Guide to Crew and the Royal Navy

    02. 03. 2008 10:48

LordNelson86
bump bump bumpety bump

  • Re : A beginners Guide to Crew and the Royal Navy

    01. 19. 2008 15:01

chhenry05
Great guide...just wish i read it sooner!

  • Re : A beginners Guide to Crew and the Royal Navy

    01. 17. 2008 00:31

LordNelson86
bump

  • Re : A beginners Guide to Crew and the Royal Navy

    09. 09. 2007 00:54

super_yamato
Nice guide, it will help me a lot, because i usually do something stupid like: i sell my
old ship when i get my second ship and then i don't have the money to buy the next
ship.

  • Re : A beginners Guide to Crew and the Royal Navy

    09. 05. 2007 16:09

DJDeath
<<You don't really need a good reload stat, so 12/10 is as good as 12/12.>>

Only true for reload gunners. My 10/10 ACC haven't reached the RLD Cap yet, and they are
level 106.


<<"4 sailors with 10 repair 10 restore 12 Engine or better"
You really expect to get 4 of those?>>

I would go for 5.
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