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  • IJN CV Guide

    01. 11. 2010 18:21

aodcrazycat
Guide is on 2nd post
This is my 1st real guide attempt, so im hoping its good :D


[Stickied by LordKelvin, March 7 2010]
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  • Re : IJN CV Guide

    01. 12. 2010 16:16

aodcrazycat
they can help for a CV1 when their t1s cant do anything, but if their on anything but a CV1 or
MAYBE a CV2 then the CV is food.

  • Re : IJN CV Guide

    01. 12. 2010 15:54

angus725


>.>

Edit: failphotoshopping.

  • Re : IJN CV Guide

    01. 12. 2010 15:47

aodcrazycat
thanks compass, i inputed your comments.

i do remember the olden days when my tier 1s would get outrun by bombers, and the oyodo
was lvl 33, and their was no shared exp, which could have been a good thing.

  • Re : IJN CV Guide

    01. 12. 2010 10:22

Malicon
Good post Compassghost.

  • Re : IJN CV Guide

    01. 12. 2010 08:56

Compassghost
Oyodo is better off with Local Fighters than with T1s.

I have taken the Oyodo to Hosho once, back when LFs did not exist, and to Mog CV and Junyo
once, when LFs did exist. I have the rare opportunity of being able to see exactly how
effective T1s were before and after the invention of LFs.

Back in the day, it was T1s or TBs for most IJN crews. T1s have the distinct disadvantage
of being TERRIBLE as fighters. Unfortunately for most players, these are slow. I have
seen several cases where auto-DBs and TBs have OUTRUN T1 FTs. This is bad. Furthermore,
against any aircraft above T1 status, it will lose. It is incapable of outrunning enemy
fighters, and rarely puts a dent into air defense. In terms of scouting capability, if
you want to scout for your BBs, you're better off having 37 scouts on your Oyodo and using
them with mines, simply because you'll have more aircraft, and you can serve a dual
offensive/scout role and not cry at the fact that your planes are expectedly dying. It뭩
pretty disappointing when you have 5 T1s in the air and watch as they can뭪 even take out
a group of 10 DBs because of lack of ammo and speed.

LFs present a distinct advantage of taking less time to load than even scouts. At less
than 8 seconds, they can be dispatched in MUCH less time than a normal fighter group.
Couple that with their high speed and attack power, and compare them to T2s and T3s, and
you뭠l notice that, for the time spent, 5 LFs will normally defeat 5 T2s or T3s unaided
simply because of their attack power. I have personally killed Level 100+ T3s using kite
and micromanagement methods using Level 40 LFs. Their only weakness is when they are
outnumbered, but then again, so would T1s in this case. LFs, against bombers, is free
money. As long as you can micromanage your aircraft, you can reuse your LFs as much as
you can. Scoring 3000+ personal credits using only LFs is the norm, and I have on
occasion scored 7K+ simply from managing small groups of FTs.

An effective Oyodo strategy is to simply serve as what your CV class is: Escort CV. Your
team has supposedly 2 other CVs there, and they will have better fighters and bombers
anyways. Let them know that you뭠l be taking a small area simply as fighter cover, and
they뭠l usually let you do your own thing. Couple yourself with a BB4-6 who does not have
AA, and simply keep 5 LFs on your runway until you see enemy aircraft. Then, launch, kill
them, call them back, and ready up another group of 5 while you are doing all that work.
A keen micromanagement strategy will allow you to serve as basically what a CV2 would be
expected to do for a small area. A dual method for coupling is that you are basically ON
THE LINE. You are serving as a direct escort. You can see what is in the area because
you are IN the area. Furthermore, BBs will notice that YOU ARE actively taking a role in
securing their airspace by killing bombers right in front of them, or shooting down
scouts. Your presence there deflects blame from yourself.

----

Also, TBs are not average...

http://www.youtube.com/watch?v=4yincSnfejg

  • Re : IJN CV Guide

    01. 12. 2010 06:51

aodcrazycat
Thx, i edited those in their.

  • Re : IJN CV Guide

    01. 12. 2010 04:11

Strata89
1) Never use locals, BBs need to see more than they need FC. Just use T1/T2 and run from
any enemy fighter, u will scout for your BBs => your team will win (sometimes u will get
noob BBs but most of time it works) => u get better reward.
2) Never use hosho at lvl, u need to lvl your crew more than this few planes. Stay with
oyodo (or u can use mogami CV) until ryujo, they have more slots for sailors.

  • Re : IJN CV Guide

    01. 11. 2010 18:21

aodcrazycat
Welcome to the IJN CV line.

[MODERATOR EDIT] This guide is a newer CV guide. The old one by Alyx can be found
here:

http://www.navyfield.com/board/view.asp?Num=107071&Sort=A03

[END MODERATOR EDIT]

I personally have played the Hosho CV line and have played every CV up to the
Agaki 1938.

CV SETUP

In the CV 5 there is 8 support slots to fill, I strongly suggest you fill them with at
least 4 fighter pilots. I personally have 4 fighter pilots, 2 Diver Bombers, and 1
Torpedo Bomber on my CV.

DB or Torpedo Bombers?

The IJN DB is one of the best, if not the best, DB in the entire game. Our TB can also
be very good if used right, check out compassghosts reply and watch his video to
see the real effectiveness of tbs. You can choose any combination of these pilots,
and much of the decision lies with personalpreference. I chose my 2 DB, 3 when I
get to CV5, and 1 TB bomber pilots for a couple of reasons. I am using the IJN DB
advantage, the tier 2 DB rock and I was surprised when I finally reached them and
they hit massive damage. I also suggest having at least 1 TB these days because of
the pesky subs and smaller ships sailing around.


FIGHTERS :D

Fighters are essential for a CV. A CV without fighters is dead meat and I think
doesn뭪 deserve a slot in GB.

There are many tactics to use with fighters. When you have your fighters in the air
and they engage an enemy squadron, initial battle occurs. Micromanagement is key
to your success in dogfights.

With micromanagement you can defeat a squadron of fighters many lvls higher than
your squadron. One examples of micromanagement is the dragging technique. This
is used when your fighters are in a circle of death, which is when your fighters are
following theirs in a circle, to drag you have to click your mouse as fast as you can
outside of the circle to 밺rag your fighters out.

Once your fighters are out of the circle drag them for a little bit to get the enemy
planes following yours, then release the mouse button and let your fighters fight it
out.

One of the more useful techniques I뭭e found is that when the enemy is dragging
your fighters, you should drag yours also, but follow his fighters so it appears that
your fighters are automatically following. Then when he releases his fighters keep
dragging for a few seconds and then release yours, it really catches the enemy by
surprise and can help win dogfights.

If you eventually have air superiority send some of your fighters to the enemy BB
line and scout for your friendly BBs, scouting like this can really change them game.
Use your other fighters to kill the enemy scouts and keep their BBs blind.

BOMBERS

Ah bombers, BB players don뭪 always see the usefulness of the bomber, and
sometimes their right. When players abuse bombers and let the enemy have air
superiority our BBs cant see, and theirs can see everything. Nevertheless bombers
are still very useful.

Dive Bombers

The dive bomber is better than the torpedo bomber when it comes to bombing
capital ships, such as a BB or a CV. Picking your target is more tricky than actually
doing the attack.

To pick a target, I either pick a BB or an enemy CV if its a threat. When I search for a
prime target I think of a couple of priorities.

If im up against an enemy CV that is reasonably open to attack i will usually bomb
him. Killing a CV will cripple their side more than a BB because none of the other BBs
will be able to see, and will be blind.

If i cant attack a cv because of aa ships or fighter cover i usally follow these
guidlines in choosing a BB:

1)If the BB is damaged, repairing, and out of range for our BBs the BB is a
prime target and killing that bb can have a huge effect on the game.
2)If I don뭪 see any BBs that fit number 1, I usually bomb the most powerful
BB on the other side that is reasonably open, such as it doesn뭪 have fighters over
it, or it doesn뭪 have a skilled AA ship guarding it.

When your up against an aa ship, lowering your bombers is very effective.
For Dive bombing you have to be back at the default hieght to attack, but if you right
click their ship while gaining altitude it will still autobomb, same with TB except they
will just dive right where they are, and not go to the default hieght first

The bombing run

Once you have found a target, place your bombers behind the ship and approaching
the ship at full speed. Once the bombers are a few inches away from the ship right
click the ship to target it and when they dive spam the right mouse button as fast as
you can to release the bombs.

TORPEDO BOMBERS

So the DB is best at killing Capital ships, so who are these guys left with? With a
Torpedo Bomber some prime targets are the submarines. Killing a sub can have a
surprisingly detrimental effect on the enemy team. So how do you go around killing
submerged boats?

Torp Bombing a Submarine

Ok you have a squad of Torp bombers and you see a sub. First start your approach
so it doesn뭪 look like your going after the sub, like for example, act like your going
for a BB and fly to the side of a sub. Then, once your pilots are on the side of the
sub, target the sub, and the second your Tbers hit sea lvl release your torps. DON뭈
WAIT. As soon as the sub driver realizes he is under attack he will submerge, and
when the sub submerges it throws off your auto aim, and your pilots will go back to
the default height.

GUNS OR NO GUNS

Some, or most, cvs have gun slots on your ship that could be used for AA. Using
guns, or not using guns and instead training supports or pilots is solely up to the
player, but it is extremely important in the lower lvls to forgo the guns and lvl up
your pilots, because they will help you out more in the end.

SUPPORT CREW

On your cv, you will most likely have 2 r slots that can be filled with support crew.
You have 4 options, a medic, restore, or a seaman. Some people say a seaman help
your fighters, a medic does reduce crew death, which is really nice. And restores
boost your sd. You can choose what combonation of the three real options you want.

JUNYO OR HOSHO CV LINES

One of the most infamous decisions of the entire IJN line, the decision between the
cv line dictates when you get your new ships, and how much space is in between
them. Heres some pros and cons to help you

Hosho line pros

-Many more ships in between, switching ships alot makes the long grind more fun.
-By the time the junyo line gets the same tier ship as you, your almost to your next
tier
-Hosho is at lvl 46, which meens you will be getting more exp than you would on the
junyo line thanks to shared exp. This is because your ship is higher lvl.

Junyo line pros
-It will cost alot less because you dont recieve reimbursement for your remodel
money, which adds up fast
-The ships of each tier are a little better than the hosho line.
-They get their CV5 2 levels before, and the kaga isnt much better, 2 planes.

I would recomend the hosho line for 2 reasons. The cost is nullified by the huge
amounts of money you make in a cv. And by the time the Junyo line gets its better
ship, your already half way to your next tier, probably already their because of the
exp boost from shared exp, so you will most likely level faster with the same effort
thanks to sharedexp. As well, the break up of the grind is worth the cost because
the grind does get really long at times, and getting a new ship is cool and eases the
grind.



THE SHIPS


THE HOSHO LINE

The OYODO

Level 38
Cost 252000
Number of Aircraft Take off 5
Plane space 1250

Ah the Oyodo, welcome to the CV line. One of the most controversial ships, many
players, including me, regard it as a CV .5 or a CVE. The Oyodo may seem like a
sucky ship to a newcomer, and it is true that it is really hard to play. I had the Oyodo
when it was worse. I learned that the trick of playing this CV is to act as an Escort
and don뭪 expect much of your fighters. Since your fighters are low lvl I suggest not
even engaging the enemy fighters, try and kill the enemy scouts and leave the
dogfights to your other CVs.

You now have another option. Local fighters, their are many opinions on the
effectiveness of local fighters. Some say, and i agree, that if used on a CV1 a player
could protect the bb line by staying close to the line and launching when planes are
inbound. The other side of the issue is that you cant scout with locals, but you have
another cv that should be higher lvl than you and because your defending the line,
they can scout for our BBs.

With your bombers you have more possibilities. Try to help damage the enemy BBs
with your bombers using the same tactics under the BOMBER section. The tier 1 TB
for the IJN suck, your only chance of using them is against subs, who have bad AAW,
or by dropping your torps really far away.

Also their is a big question, guns or no guns, on the Oyodo. I wouldnt put guns on it
because lvling your crew is much more important, and no torps either cause if a dd is
attacking you theirs usually lots of cls and cas that will come to your aid. Plus dds
dont get near you much at all.

HOSHO

Level 46
Cost 1411200
Number of Aircraft Take off 6
Plane space 1600

Well, your first real CV. The Hosho isn뭪 much better than the Oyodo, and must be
played the same way. The problem with the Hosho is that it has less crew space
then the Oyodo. So you should not get lvl 46 and jump in because those extra
planes will not help as much in the long run as lvling more of your crew. I would wait
a few lvls in the Oyodo and either play the Hosho later or wait for the Ryujo.

You also have more Take off Space, and can launch sorties in 2 groups of 3, which is
really helpful and lets you launch planes quickly.

RYUJO

Level 53
Cost 2125620
Number of Aircraft Take off 7
Plane space 3760

Your now a CV2 and your fighters are getting a bit better. You can start engaging
tier 1 fighters that other smaller CVs may have. Start using your fighters to help gain
air superiority. You can still sneak them past the enemy FT cover and scout for your
team. But remember, never send your fighters in to die, try killing bombers and
scouts as well, as they don뭪 fight back

Hiryu

Level 66
Cost 3263400
Number of Aircraft Take off 8
Plane space 5700

The Hiryu, one of my favorite CVs. Now with tier 2 FTs you can really start engaging
enemy fighters, and coming out on top. With 8 aircraft takeoff space you can start
readying your planes in 2 groups of 4, this is extremely useful.

You also have a lot of plane space now and will very rarely run out of planes. I
would carry around 30 fighters and split the rest up with DB and TB.

Agaki 1927

Level 75
Cost 4157370
Number of Aircraft Take off 8
Plane space 7320

Now you have reached lvl 75, it has been a hard grind to this point but you뭨e about
to have a great time with your upcoming CV. Your fighters are now a higher lvl and
with tier 3s you can dogfight many CVs and win. With 7 slots for pilots, you can
always have some pilot readying and have some pilots in the air. I played this CV a
lot like the Hiryu, but with more planespace, you will very rarely run out of any kind
of plane.

Kaga 1928

Level 86
Cost 5400000
Number of aircraft takeoff 9
Plane space 8200

The Kaga 1928 plays very similiarly to the agaki 38, they both have the same launch
capacity, but the kaga has more planespace. In the Kaga you have much higher lvl
pilots and hovering over the enemy bbs and cvs will be great, because you will get
many personal points and also keep them scouted. You also can win almost any
dogfight now, with proper micro.

Kaga 1935

Level 97
Cost 6417000
Number of aircraft takeoff 10
Plane space 9800

Your first CV5, and a good one at that. The Kaga has 10 launch slots, so you can
spam the skies with fighters, and launch bombers at the same time. Now with a 5-5
launch, you can have 10 planes in the air at all times, sometimes 20, to overwhelm
your opposition with shear numbers. You will almost never run out of planes now,
with a CV5 you can dominate the battlefield.


THE JUNYO LINE

Junyo

Level 60
Cost 2691000
Number of aircraft takeoff 7
Plane space 4640

The Junyo is more of a cv 2.5 because of the extra plane space. In this cv your tier 2
fighters are nothing special, and you should be wary of going into battle with tier 3
fighters from a high level cv. These fighters should be for destroying bombers and
scouting the enemy when necessary. Dont worry though, your fighters will get much,
much better.

Unryu

Level 72
Cost 3825000
Number of aircraft takeoff 8
Plane space 6100

The Unryu is your CV3, it plays like the Hiryu, exept with more planes. Your fighters
can now beat many fighters, but be wary of large and high level ship's fighters. No
matter the micro of your fighters, if theirs are 20 lvls higher than yours, you will lose.
You still want to scout, and kill bombers, as bombers will ruin a bb's or your day, as
they will either sink or be severly weakened.

Taiho

Level 78
Cost 4864500
Number of aircraft takeoff 9
Plane space 7380

As a CV4 your fighters are much stronger, and you can launch alot of them. You can
spam the skies with strong fighters and win most dogfights. If played correctly, you
can wipe the floor and make your team win by keeping the enemy blind and
scouted. Playing correctly, you will level very fast because you will win most battles
you take part in.

Shokaku

Level 95
Cost 5467500
Number of aircraft takeoff 10
Plane space 9600

This is where the Junyo line pays off. You get your first CV5 2 levels before the
Hosho line, and the CV isnt much worse, only 200 planespace. Which is like 2 planes.
As a CV5 you should be able to beat almost everyone, except maybe a CV6 as i
have seen many noobs with BB BOs in prem CVs. You will have alot of success, and
will probably defeat most, if not all other cvs, and at the very least would be able to
scout their other team against an enemy CV6

BOTH LINES CONVERGE

Shinano

Level 103
Cost 6615000
Number of aircraft takeoff 10
Plane space 10900

The Shinano is just a big Kaga 1935 or the Shokaku, it has the same takeoff, but
even more planes.
It plays the same way.

From Flaggelent
"She is a great ship, definetly better than the ones prior in line, she can take a lot
more armour (more than a pcv as well) and the extra plane space comes in handy,
especially on T4's
- a minus (not in ship design) to the lower kagaII & shokaku is that you get to go
with the lesser part of the split in GB's (only matters if there's a limited amount of
cv4+)"

THE END
Thanks for reading and I hope this will be a nice addition to the IJN forums.
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