This guide aims to help EBVE Kaiser balancing Reload & OH in WaW while cap the Repair rate in GB/HA, and to answer the following questions.
1. Is it profitable to use a Elite Repair Boosted for Main Gunners and/or AA gunners? How many Reload TA(True Ability) will lose if I do so?
2. How to balance Repairmen and Engineers? 4/4 or 3/5 or ??
3. I have got some Hero sailors from the recent event, how many Repair TA will it excess if I class them to Engineers?
KM is a weak nation in the repairing which needs extra care of. KM doesn't have a +2 repair when choosing nation but -4 repair for classing 1st Engineer to Chf. Engineer (SN only -3 repair). While we all want extra crew growth and Engine ability in promoting Engineers, it also cut the Repair ability that we can squeeze out from Engineers. The combination of extra Repair ability sacrificed for Engine ability and lack of adequate repairmen makes KM a repair-weakened nation.
On a Kaiser, we would normally have BO, 2 Main Gunners, 2 AA Gunners and 9 support slot for 1 Scout, 1-4 Repairmen and 4-8 Engineers. The Repair cap is 35M TA which will be 280 DP/s showed on your harbour screen.
BO (Boosted, Max crew: 866, Max Vets 346.4)
For a BO, you want a Elite Repairman Boosted, also you want to have just enough Potential to have a perfect guideline. Just tested yesterday, Kaiser 20" guns drop at 38-39 dots, BO need 1,477,388 Potential TA to have 38.5 dots long guideline, you can adjust a bit Potential TA to have a 38 or 39 dots long guideline. You will need 100 Vets, 550 Experts and full Recruits have Potential TA 1,477,250.
100 Vets, 550 Experts and full Recruits.
Elite Repairman Boosted
Repair TA 1,714,750, 13.718 DP/s
Main Gunners (Max Crew 1035, Max Vet 414, Reload cap 2,700,000, remember: the Adalbert guide is old)
Ignore the Accuracy ability because it will cap anyway and under no circumstances Kaiser can block shot. For Main Gunners, we will have to choose whether to pick a pair of Elite Reload Gunners or Elite Repairman.
Both 250 Vets, 600 Experts and full Recruits.
Elite Reload Gunners Boosted
Reload TA 5,945,600
Repair TA 600,000, 4.8 DP/s
Elite Repairman Boosted
Reload TA 5,184,000
Repair TA 1,361,600, 10.8928 DP/s
AA gunners (Max Crew 758, Max Vet 303.2, Reload cap 2,400,000)
Reload cap are depends on the gun you use, the faster default reload speed, the lower Reload cap IIRC. For most AA guns, it is 2,400,000.
Both 200 Vets, 600 Experts and full Recruits.
Elite Reload Gunners Boosted
Reload TA 4,316,200
Repair TA 522,200, 4.1776 DP/s
Elite Repairman Boosted
Reload TA 3,649,800
Repair TA 1,188,600, 9.5088 DP/s
Scout (Max Crew 650, Max Vet 260)
Sure you may not want to "waste" a EBVE Repairman to be a scout, it is totally up to you.
150 Vets, 400 Experts and full Recruits.
Elite Repairman Boosted
Repair TA 851,000, 6.808 DP/s
Repairman (Max Crew 922, Max Vet 368.8)
The numbers of Repairmen you need depends on how many Vets and Experts you are willing to invest, the more you do, the less you need for Repairmen.
Elite Repair Boosted
250 Vets, 600 Experts and full Recruits.
Repair TA 5,208,000, 41.664 DP/s
Engineers (Max Crew 972, Max Vet 388.8)
The more the better.
250 Vets, 600 Experts and full Recruits.
Engine TA 5,700,800
Repair TA 1,593,600, 12.7488 DP/s
Hero Engineers (Max Crew 972, Max Vet 388.8)
So you got some Heroes,
250 Vets, 600 Experts and full Recruits.
Engine TA 5,891,200
Repair TA 2,545,600, 20.3648 DP/s
Here is the Excel I used, download and edit to suit your setup.
https://docs.google.com/spreadsheet/ccc?key=0Al51yw6KLtfGdGhlQ2NrbDZPYXpwQWxvaV9uY3RGOVE#gid=0