aodcrazycat
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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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