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  • Splid's KM DD to BB Guide

    06. 22. 2011 14:52


nyerkovic
GENERAL KM INFORMATION:

Crew Setup:
At H44 you will want the following:
BO
Gunners*2
AA Gunners*2
Scout
Repairers*3or4
Engineers*3or4

Note: You need to select 3 reps/4eng or 4 reps/3 eng. My advice would be the first
choice as you need 4 engineers to speed cap the H44.

The use of main gunners as AA is not advisable. The KM gets some of the best AA guns and
it would be a shame not to use them. There is some decent long ranged AA for main
gunners, but IMO at least, the KM40 are a much better all round AA gun.






DESTROYERS


Z1- Level 12



Setup:
Best Engine: DD Engine I (Heavy)
Best FCS: DD Aiming FCS I
Best R slot weapons:
-lvl 15 X2 3.46 Inch / 78 Sk C/31 L
-lvl 16 X2 4.1"/65 SK C/33*
-lvl 21 X1 5.9"/48 TBK SK C/36s
-lvl 30 X2 3.46"/76 SK C/32 (For AA)
Best T slot weapon:
-lvl 20 X4 21" G7a T1

The Z1 is the level 12 KM starter DD. As a starting DD it boasts a good number of R slots
which is coupled by the early acquisition of dual weapons at levels 14-16. The main
problem that hampers the Z1, and indeed all DD1s is the small R slot space, but the Z1 is
only used for around 5-8 levels so the suffering is rather limited.
The Z1 has a good chance to pack a punch with either one or two quadruple torpedo launcher
which can help rack up attack.

Play-style for the Z1 is rather difficult to define. The ship doesn? have great range,
speed or damage available to it due to the range of weapons that can be put on it, so the
Z1 is a come-as-you-may ship with a variety of play styles suited. They range from the
"getting you?e hands dirty" with quick firing duals to the staying a bit further away and
pounding away with single 5.9" My advice would certainly be to try to keep away from the
knitty-gritty of close combat, as you will easily be eaten up by higher tier DDs.

One option available to you is to use the lvl 15 dual 3.46"Ls, which have the best ranged
guns available to any national DD at DD1 level, although next to nothing when it comes to
hitting power. These guns, whilst high in range, would not be recommended due to the low
damage.

Overall, the ship is a fine DD1, easily competitive with the other ships of its class and
a fine start to you?e KM career.

----------

Z31- Level 17



Setup:
Best Engine: DD Engine I (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T with lvl 21 X2 5.9"/48 TBK SK C/36s*
Best T slot Weapon:
-lvl 20 X4 21" G7a T1

The Z31 is the first choice of a "DD2" that appears for KM. It has nearly double the size
R mount at the front compared to the Z1 and can therefore pack some heavier punch weapons.
The T slot size is the same size and therefore the Tier 1 Quadruple launcher will be
you?e weapon on choice.

The thing to note about the Z31 is that it has different size R slots. The front can
mount dual 5.9" easily and the rear can mount singles, allowing a 5 gun broadside. One
thing which you should not do is mix guns. Always use guns which have the same reload
value as it makes aiming in full salvos much easier (as you should be using Aiming FCS).

With this upgrade from Z1, you will be able to compete better in the DD world. The large
R slots allow for higher calibre weapons, and you should exploit that to all you?e
ability. The 5.9" TBK pack a good punch for a DD2 and the better FCS and more DP makes
the Z31 a very good ship.

----------

Z46- Level 22



Setup:
Best Engine: DD Engine I (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T*
Best T slot Weapon:
-lvl 20 X4 21" G7a T1

The Z46 is a remodel from the Z31 and is essentially the same ship with a few tweaks here
and there. It has a better FCS than the Z31 which allows for better aiming, but its
engine and DP remain the same.

The major difference is that the Z46 has 3 R mounts of equal size. This means that you
can now use 3 dual 5.9" as opposed to the dual and 3 singles of the Z31. This makes the
ship easier to use, and also increases the firepower marginally.

The T slot size remains the same so T1 Quadruple torps are still your best bet. The Z46
has 2 R mounts at the rear and 1 R mount at the front, which means that when you are
running from the enemy you can bring more guns to bear, and you will be running a lot as a
KM player.

The Z46 is still rather fragile, and cannot take much of a hit so the advice is still to
keep your nose out of trouble and stay at the fringes of the battle raining shells down at
the enemy while they are busy with rushing DDs.

----------

Z52- Level 23



Setup:
Best Engine: DD Engine II (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T*
Best T slot Weapon:
-lvl 20 X4 21" G7a T1

The Z52 only differs slightly from the Z46. The main difference is that the ship has 2 R
mounts at the front and 1 at the back, which means that running is no longer as great an
option due to the reduced firepower.

The Z52 does, however, have a better engine, due to more Power plant space. This allows
you to go faster and get out of trouble quicker than in the previous DDs you have used.

Again, as with all the ships so far, you are fragile and need to stay away from the action
as much as possible while still racking up attack. Wait for the enemy to be engaged,
sneak into range and fire at them, and then run if they concentrate their fire on you.

As an upgrade to the Z46, there is very little difference between the two ships, both are
good. It all comes down to personal preference but both of them can get the job done well.

----------

Spaehkreuzer (D38) - Level 20



Setup:
Best Engine: CL Engine II (Heavy)
Best FCS: CL Aiming FCS I
Best R slot weapons:
-lvl 23 X2 5.9"/48 TBK SK C/36-T L*
Best T slot Weapon:
-lvl 26 X5 21" G7a T1
-Non

 

  • Re : Splid's KM DD to BB Guide

    06. 22. 2011 23:45


danita
Delete this stickie please.

Seems this new forum, like the old forum, quotes the original post at the top of every new page.
So delete this, make a new post with a header post announcing the contents then reply with the contents.
It saves us from scrollling for miles before we can read any replies.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 06:15


SSN762
I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 09:19


aingeal
Originally Posted by SSN762

I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.


KM isn't supposed to be in the middle of a brawl. Not kberg at least.

I do also believe however the PCL size and ridiculous submergence allows it to pull it off. Note however its a noob nuker. Quite easy for a mogami (Cl) to keep its range vs you with the triples.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 17:17


SSN762
Originally Posted by aingeal

Originally Posted by SSN762

I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.


KM isn't supposed to be in the middle of a brawl. Not kberg at least.

I do also believe however the PCL size and ridiculous submergence allows it to pull it off. Note however its a noob nuker. Quite easy for a mogami (Cl) to keep its range vs you with the triples.



I dont think you've been in blitz for a while because in my experience. While you're trying to sit back and trade shots with a Mogami, you have 2 Z99 and a DDX crawling all over you.

I use my Bayern with trip 5.9s and unless I get multiple CL's coming at me, I usually win the day.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 18:20


aingeal
Originally Posted by SSN762

Originally Posted by aingeal

Originally Posted by SSN762

I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.


KM isn't supposed to be in the middle of a brawl. Not kberg at least.

I do also believe however the PCL size and ridiculous submergence allows it to pull it off. Note however its a noob nuker. Quite easy for a mogami (Cl) to keep its range vs you with the triples.



I dont think you've been in blitz for a while because in my experience. While you're trying to sit back and trade shots with a Mogami, you have 2 Z99 and a DDX crawling all over you.

I use my Bayern with trip 5.9s and unless I get multiple CL's coming at me, I usually win the day.


I was, and I've made my proofs that both range and rush in tactics work still.

Smart rushing that is.

Or also just plain day suicide rush with a brooklyn sadly.

That said, i do concede the "rush in" gained ridiculous efficiency due to both Hobbit Map and PHH "shotguns"

I however make a difference between something working because the setup has little to no counter, and a setup working because people are too stupid to use the obvious counter.

I honestly never had a problem with 6" brook with any CL2+, other than my own new players day.

Give me any in-game CL2 at level, so long as the spread is decent, and I'll wipe the floor with your average brooklyn, block or not.


(note I've used the brook as an exemple, being the prime exemple of rushing in blitz tactic. Probably the best ship at nuking noobs there is)

  • Re : Splid's KM DD to BB Guide

    10. 14. 2011 12:11


Ghosttex062
another versitile ship at range that will wipe out a mogami is the Northhampton. lvl 51 gunners with the lvl 36 triple guns is a nasty piece of work. bit slow rlding unless your smart enough to class your gunners properly. if you do class your gunners correctly, and accounting that you got 2 that had 12/12 base at the start, You'll have a tight spread and a quicker rld time. don't believe Me try this, basic sailor w/ 12/12 base stats, class to arm sailor, then to acc gunner then to rld gunner then rld again when you lvl them to the last force classing. and if you still think I'm just full of sh!t come try your hand against Me on the NFEU server. blitz or GB or GB2 9 times out of 10 I will hand you your arse, providing a BB doesn't nail Me from range, for the past two weeks I've been playing on the North American Server Bismark and I've seen a vast amount of rushers. these same rushers wouldn't last against Their European Counterparts. exps the germans. the Germans know how to use the KM line and they will sit back at range and laugh as your ship folds in half and sinks into the depths of Davy Jone's locker. currently I am playing the KM line on NFNA. current ship is the Mpro, lvl 48 gunners that started out with a 11/11 base I have the triple lvl 31 guns mounted along with the lvl 31 AA guns, the CL FCS aiming and the CL Heavy Eng. I don't use armor and average speed is 33 knts be4 going into overheat. on average I can walk away from the battle with roughly 2000 points for doing nothing more than knocking down planes. anything gets in range and tries sinking a BB I am covering with AA support is dead meat cause I won't waste time I will bring the main guns to bear and sink it leaving the BB to do it's job.

  • Re : Splid's KM DD to BB Guide

    10. 14. 2011 23:27


EricIdle
to the above post I can only say

Man, this is the KM section!

And learn to structure your writing!

  • Re : Splid's KM DD to BB Guide

    10. 23. 2011 10:00


Ghosttex062
Originally Posted by EricIdle

to the above post I can only say

Man, this is the KM section!

And learn to structure your writing!



did you miss something somewhere??. I did involve My usage of the Mpro and the use of the KM Line by the Europeans. My personal opinions of the KM line is that it's an awesome Nation with really good ships if You know how to play them. the grind, as mentioned, is a headeache but thus far well worth My time and effort to learn how best to arm and play the ships I've had the pleasure of owning. I have learned a great deal from this section of the forums. Noone helped Me a year ago when I started playing this game. I jumped in with both feet and got My arse handed to Me more times than I care to discuss. But with the help of people that barely speak english I have learned a great deal and continue to learn more everyday.

  • Re : Splid's KM DD to BB Guide

    01. 22. 2012 16:49


Splid
5.9"s on the Kberg, Mpro or Bayern is a debatable topic.

To be honest, there are two points of view here, the purists and the nubs.

-The purists would fit 6.75sLs on their Mpros all day long and range range range range all day.

-The nubs would fit 5.9" due to more damage and brawling in the centre of the map...

If I am honest, I think the 5.9"s are more used these days because of the close range damage, but they are not the way to play KM.

  • Re : Splid's KM DD to BB Guide

    09. 08. 2013 16:44


MasterStooge

is this information correct?

          "Setup:

               Best Engine: BB Engine II (Heavy)
               Best FCS: BB FCS II (Aiming)
               Best R slot weapons:
               -lvl 100 X2 16.5"/48 SK C/40*
               -lvl 110 X2 18"/45 SK C/34


my question is the levl 100 16.5" guns?

im not seeing that gun listed on the NF site components list... just the 20"

i have been told that the level 100 20" guns are bad to use and that it is best to use the H39 level 91 16" guns until you hit level 110 and can use the 18"

please if anyone has clarification let me know

thanks
Stooge 

 

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