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  • how to rise a proper BB crew?

    07. 04. 2013 17:19


Raynard

Hello, im begining with KM so i need some sort of information about how many crew an most important, At what time i NEED TO CLASS THEM; for example at which level the main gunners are preferable for class or even the AA gunners.

In adition im using Elite main gunners and elite AA gunners, so any advice would be of help, ty for reading this

 

  • Re : how to rise a proper BB crew?

    07. 04. 2013 22:14


EricIdle

For KM, get as much repair as possible - your BO should ideally be pot +14 and rep +12, or even pot +13 / rep +12 (at higher levels, less rookies to take off for adjusting guidelines = better true ability in repair). If you don't have the patience, roll a pot +14 / rep +11.

For your gunners, much better sailors would have been 11/11 gunners with repair +11 and for AA, 9/12 gunners with repair +11 (base repair +10 is already not bad).

Concerning your elite main gunners, I would probably make them only KM at level 12 (no other classing) and get them up until level >30 (try to do your calculations with NFcalc), and only then class them to armament sailor. That gives you a little higher repair. BVE KM gunners reach acc caps VERY early (so elite reload would already be better than elite acc gunners). Don't put more than 109 vets on your gunners, that would be a waste of money (once they are capped, they are capped...)

Get a scout with good repair (at least base +10).

For your support, it depends on how much time and money you want to invest (meaning, for vet conversions) - normally, I'd say get 5 engies and 3 repairs. Do buy 3 elite repairs, they are worth it. DON'T buy elite engies (their handicap is repair base +9). Get 5 10/x/12 sailors (or 11/x/12, if you can buy them off another player or are extremely lucky). Class them normally.

BVE them.

With all that, you'd already have a MUCH better KM crew than those that people are looking to sell on the trade section for tons of credits ("all elite"... lol).

  • Re : how to rise a proper BB crew?

    07. 05. 2013 07:41


Adefesios

Hi Raynard,
I consider elite AA gunners a waste of money. You can easily roll 11/11 sailors and class them as AA gunners.

As you will maybe use just 3 repairers for your BB crew (I agree with Eric in the 5 engineers, 3 reps, 2 AA gunners set up), Eric is also right to suggest you elite repairers. I use 3 lvl 120 +11 reps, with 120-130 vets, and they do the job, mostly because the rest of the crew has good reps stats also.

I would class all the sailors in the level they should. I haven't tried Eric's late classing of the gunners, but maybe you can calculate how much rep ability is gained with the late classing.

Best regards,

Ade 

  • Re : how to rise a proper BB crew?

    07. 05. 2013 19:14


Raynard

TY all for your kind and wise council gentklemen i will put in good use that info

  • Re : how to rise a proper BB crew?

    07. 05. 2013 19:23


Raynard

ok soryy one last question , what you consider to be a "good rep stat" +11 or +12 either?
 so if my crew of main guns and aa guns are 11 in rep are still good?
(elite and boosted) 

  • Re : how to rise a proper BB crew?

    07. 06. 2013 00:09


EricIdle

Originally Posted by Raynard

ok soryy one last question , what you consider to be a "good rep stat" +11 or +12 either?
 so if my crew of main guns and aa guns are 11 in rep are still good?
(elite and boosted) 

If you have elite acc or rel gunners, they won't have +11 as BASE for repair (which means, as unboosted neutral sailors). They only have +9 (which becomes 0 after classing to gunners), that's why we are all saying they are no good.

I see you need to get a grip on how sailor's mechanics work. Google "nfcalc.zip" and play around with it. That helps already. Look at the different sailor charts under "game info" on this site here, look at nf-guides.com, at trainworld.us etc.

In short, inform yourself if you want a good crew.

  • Re : how to rise a proper BB crew?

    07. 06. 2013 01:46


ubootwaffe99

Class up guuners on time and whean they reach max weight tham off for more bulge
I use on my kaiser 2gun,2AAgun,6eng,2rep and scout 

  • Re : how to rise a proper BB crew?

    07. 06. 2013 15:35


Raynard

Originally Posted by EricIdle

Originally Posted by Raynard

ok soryy one last question , what you consider to be a "good rep stat" +11 or +12 either?
 so if my crew of main guns and aa guns are 11 in rep are still good?
(elite and boosted) 

If you have elite acc or rel gunners, they won't have +11 as BASE for repair (which means, as unboosted neutral sailors). They only have +9 (which becomes 0 after classing to gunners), that's why we are all saying they are no good.

I see you need to get a grip on how sailor's mechanics work. Google "nfcalc.zip" and play around with it. That helps already. Look at the different sailor charts under "game info" on this site here, look at nf-guides.com, at trainworld.us etc.

In short, inform yourself if you want a good crew.



oK THANK FOR THE ADVICE

  • Re : how to rise a proper BB crew?

    07. 09. 2013 14:50


Rehor
  1. Join KM Fleet.
  2.    ? ? ? ? ? ?
  3.      Profit!!!

  • Re : how to rise a proper BB crew?

    07. 12. 2013 19:12


DemFuhrer

KM nation has the worst repair ability of all nations, tied with SN (engineers classed as chief, lose a lot of repair ability, plus no chief repairer),
Repair ability cap is 35 Million total repair ability for all sailors (corresponding to 280 DP/sec). KM will be hard to reach that.
so you need to take all possible actions to maximize the repair ability.

For BB6 kaiser, you need at least 4 engineers + 4 repairers + 1 recon pilot + 2 AA gunners + 2 main gunners + 1 BO. 3 engineers + 5 repairers also OK. Or you can remove AA guns and use 5 engineers + 5 repairers (put 2 repairers on T slots), but it's not recommended because KM AA guns can frequently save your life.
Some players use 5 engineers + 3 repairers. Not recommended (you'll have low repair ability).
Anyway, PLEASE DO NOT HAVE LESS THAN 4 REPAIRERS FOR KM. But you shouldn't have less than 3 engineers either.
If you use elite repairer and have more than 150 vets on each, don't have more than 6 repairers--you'll reach repair cap.
Some players complain that KM BBs are too fragile. A part of this is due to the fact that they have only 3 or even 2 repairers and their 5+ engineers don't have at least +11 repair base/classed as chief engineer----> all lead to low repair ability.

BO: use potential +10 and repair +12, or use elite repairer (potential+9, repair+13), and BVE him. Don't worry about the aiming line being too short for potential +9. At lvl 120, with premium sailor boost and at least 150 vets and rest experts, your aiming line will still be long enough to cover BB6 gun range, and you'll gain high repair ability on BO (using boosted elite repairer as BO--> 1.9 million repair ability at lvl 120).
Please DO NOT have above Potential +12. Or your aiming line will be too long for BB6 with premium boost and 150+ vets (then you need to take off rookie sailors from BO in order to shorten the aiming line, which decreases BO's repair ability).

Main gunner: class on time, do not delay (or it severely adverses the spread/reload at low level. KM guns have the worst spread -and perhaps reload- of all nations at low level, especially 8" and 11" guns, so you must want to BVE gunners before lvl 45 to have reasonable spread in blitzkrieg, or it willl be very painful). Accuracy/Reload base 11/11 is high enough, since KM has accuracy and reload +2 bonus. 120 vets + rest experts enough, have them premium boosted if you want to have good accuracy at low lvl, but premium is not required for high lvl. Although you may want to choose gunners with high repair stat (+11 or +12), but that doesn't help as much as BO does (gunners lost almost all repair abilities).

AA gunners: reload +11 and accuracy +9 base is good enough. AAW stat is disabled so it doesn't matter. 110 vets + rest experts is enough. Not worthy to boost them (you'll reach reload cap below lvl 100). Classing on time is OK, although some players choose to delay classing above lvl 42 (lost accuracy growth and gain no reload). Although you may want to have high repair stat (+11 or +12), that doesn't help as much as BO does (AA gunners lost almost all repair abilities).


Repairers: must class on time. For KM nation, elite repairers (repair+13, restore +9) are strongly recommended. But if you can't afford elite, repair+12 and restore +9 also OK (do not go below repair+12. that's the bottom line for KM repairers). And, you must use premium sailor boost on all repairers. Minimum vets/experts recommended is 150 vets + rest are experts. Need your investment.

Engineers: I prefer delayed engies (class as support sailor at lvl 12, don't class as 2nd engie until lvl 60, and never class above 2nd engie). This gives you much more repair ability, although with a noticable decrease in overheat time (that's why most KM players don't use delayed engie). But my advice is that, you may class engie on time, but please never class them as chief engineer (you'll lost your last bit of repair growth if you class them as chief engie).
Recommended base: engine +11, repair +12, restore +9. If you have engine +12, repair +11, it also works, but you may want to delay them to have more repair ability. Do not have repair base below 11. Also Please do not use elite engineers (very poor repair ability, not good for KM. KM already has +2 engine bonus, equivalent to elite engineer, so engine +11 is enough).
You must apply premium sailor boost to engineers. And, Engineers need as many vets as you can. 150 vets at least, 200+ recommended, if you have opportunity.

Restorers: you DO NOT need restorers, because with 4 engineers + 4 repairers, you'll still reach the 900 soft defense cap under lvl 100. (so it's a waste if you have one)

Recon pilot: class on time. Need aircraft+12 base. Fighter and Bomber stat do not matter to recon pilot. 100 vets + rest experts enough. Premium Boost is optional. Also, you only need 1 recon pilot. Do not have more than 1 for KM.

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