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  • HOW TO MAKE A SS CREW

    08. 26. 2011 16:02

Recommend : 0

luisf500
I'll do a SS KM but I need to know what and how many sailors I need to get along with SS ...

Sorry the bad english...

 

  • Re : HOW TO MAKE A SS CREW

    08. 26. 2011 17:26


Platapus
http://i54.tinypic.com/282jfnt.jpg

sub manual here.
http://trainworld.us/NF2/English/index.html

  • Re : HOW TO MAKE A SS CREW

    08. 26. 2011 17:30


tulsa1
At the least......for the ss1

You will need a Planesman and Sonarman in the support slot.
A torpedoman for the Torps, and a Bridge Operator. Don't know
of KM ss1 needs a gunner. If so, you will need one of those.

Sonarman will let you see other subs underwater. You are blind without
one.

You will find most SS1 are slow, short range, and vulnerable.
For best result in a SS1, your planesman should have as many vets
and experts as possible, It would help to have a Premium or boosted
Planesman. The better the Planesman, the quicker you will refill the air tanks.
On the surface, an SS1 is on borrowed time.

You can strip rookies from your Bridge Op to save weight.

Later you will need an Engineer. Plan on as many vets and experts as
possible for the engineer. Premium or Boosted will help. Being able to
go faster on the surface or underwater is important.

The better your torpedoman, the faster you can reload. Plan on Vets and
experts here too. Nothing is worse then being surrounded by targets and waiting
or torps to reload. And your air is going down, down, down.

I know getting vets, experts, and premium sailors can cost money.
However, if you play some of the events, you can build a very good
ss crew. I have Premium sailors in all SS positions, plus 100 vets,
full experts, and only a few rookies in each sailor.
All were won in events so I didn't spend any money.
This makes a very good SS crew.

U will find it will be hard to be agressive with an SS1. The short range
and slow speed makes it very hard to get into the enemy fleet.
However, with patience, skill, and luck, you will sink a few ships.

Hedgehogs are the worse enemy of an SS1. Watch out for them.

Thats the very basics....good luck.

  • Re : HOW TO MAKE A SS CREW

    08. 26. 2011 18:07


Invinciblor
The numbers:

SS1 (L37): BO, 2 T-slot sailors, 1 R-slot sailor, 2 support sailors
SS2 (L46): BO, 2 T-slot sailors, 1 R-slot sailor, 3 support sailors
SS3 (L59): BO, 2 T-slot sailors, 1 R-slot sailor, 3 support sailors
SS4 (L74): BO, 2 T-slot sailors, 2 R-slot sailors, 3 support sailors



About T-slot sailors:

- You want two sailors with a high torpedo stat (12+), classed as gunners until level 44, then you will class them to heavy torpedo men. Do not class them again.
- SS1 has front torpedo tubes and a rear minelayer. Minelayer ammunition must be bought with olives, if you wish to use it. Most players don't.
- SS2 and up has front and rear torpedo tubes.
- Some players advocate using a repairer or restorer on the aft T-slot, because aft weapons are less necessary than the forward tubes. Most players use a torpedo man on the aft slot though.



About R-slot sailors:

- The SS1, 2 and 3 have a single forward deck gun. SS4 has two fore deck guns and one aft.
- SS1/2/3 are commonly run without gunners, using repairers and/or a restorer instead. If you run these ships with a gunner, be careful to level each of your gunners equally so they don't get apart in level. As a general rule, gunner pairs should be kept together, making SS1/2/3 gunners cumbersome to manage.
- SS4's guns are more useful, but it's still fairly common to see SS4 crews without gunners.
- If you have a gunship BO and gunners for KM already (and you should, to help with leveling crews) you can level supports and have the option to switch between gunners and either repairers or repairer+restorer.



About support sailors:

- A planesman is very important. While they are not required per se, you are seriously disadvantaged without one. The higher his potential stat the better.
- Sonar is very useful. Sometimes an SS player will attempt to replace his sonar with an engineer, but this is very risky and not recommended.
- The difference between a good sonar man and a bad one is very small. Having one at all is about 80% as good as having a great one. Look for a sonar man with decent (13+) potential and good repair and restore (11/11+). Class him to support at level 12, and to 2nd sonar as late as you can--they lose repair/restore growth and gain very little potential when you class them from support to 2nd sonar. Basically, keep him as a support until you're ready to start using U-boats.
- Any support slots that your planesman and sonar are not filling should be used for engineers. This is optional, but recommended.



About the BO:

- Potential is not important for an SS BO. You may either use a sailor with high repair and restore stats (11/11+) or a sailor with only one rookie and no experts or veterans, to save weight.
- Because potential is not important, you do not need to class your sailor into a BO early. If you do, he cannot be leveled on another BO's ship. (BO can be selected by a non-classed sailor at any level, but choose your nation at level 12, so he doesn't get stuck as a neutral sailor.)



About the ships:

- The SS1 has a very short air supply, meaning you cannot stay submerged for long. It is a very weak sub. If you have the patience, you can level your crew and BO to 46 (the SS2's level) using your other BO on gunships. This means you can keep your sonar man unclassed for even longer, making your later-level subs have even better repair rates and soft defense values than if you started at level 37 with the SS1. It will also avoid the frustration of being forced to level your SS BO in such a weak sub.

  • Re : HOW TO MAKE A SS CREW

    08. 26. 2011 18:17


Invinciblor
Originally Posted by tulsa1

U will find it will be hard to be agressive with an SS1. The short range
and slow speed makes it very hard to get into the enemy fleet.
However, with patience, skill, and luck, you will sink a few ships.


This is very true.

KM subs have an advantage in that their torpedoes will explode even if they miss by a small amount. This makes them better at torpedoing other subs, since subs are hard to hit when they're facing you straight-on. Because of that and because your air supply is so short that you can't stay submerged long enough to hunt BBs, KM SS1s are often used as ASW for their own BB line. That's what I did for my KM SS1 'grind'.

  • Re : HOW TO MAKE A SS CREW

    08. 26. 2011 20:24


aingeal
Originally Posted by Invinciblor

Originally Posted by tulsa1

U will find it will be hard to be agressive with an SS1. The short range
and slow speed makes it very hard to get into the enemy fleet.
However, with patience, skill, and luck, you will sink a few ships.


This is very true.

KM subs have an advantage in that their torpedoes will explode even if they miss by a small amount. This makes them better at torpedoing other subs, since subs are hard to hit when they're facing you straight-on. Because of that and because your air supply is so short that you can't stay submerged long enough to hunt BBs, KM SS1s are often used as ASW for their own BB line. That's what I did for my KM SS1 'grind'.


My main fun with my KM SS is hunting down other SS.

I find going after BBs boring.

  • Re : HOW TO MAKE A SS CREW

    08. 26. 2011 23:22


woodskier
Sure sure all those post above are good ...but now...its time to get down to the nitty gritty......

Before starting your sub put on Wagner music and a black leather jacket. Place your picture of Admiral Donitz next to the keyboard for moral support.

Remember, subs have no friends, and when they start complaining abour your sub....thats when your getting good.

Dang it .....this is important .. (wacks fist on table) .... image is everything !

  • Re : HOW TO MAKE A SS CREW

    08. 27. 2011 06:22


tulsa1
Don't for get the white commander hat while wearing the black leather jacket....

And watch "DAS BOOT" several times to get in the mood.

8>)

  • Re : HOW TO MAKE A SS CREW

    08. 28. 2011 16:12


cambsguy
Originally Posted by tulsa1

Don't for get the white commander hat while wearing the black leather jacket....

And watch "DAS BOOT" several times to get in the mood.

8>)



its to you my freind and you my freind and all of us together............................

also for added realistic effect change all your lights to red bulbs, and when DC go off near you get family or friends to shake your chair and 20% of the time throw a bucket of water over you.

now what was the first question???

oh yes, at the moment what invinciblor said is right.

however if you want to use a emden/PCL/PCA/PBB/EBB if the grind get to much(and it will with a SS1) then the BO should be a bit better.

also with the SS5 soon to be with us, you might want to hang fire a bit to see what crew slots are on those.

ACHTUNG! ZERSTORER!

  • Re : HOW TO MAKE A SS CREW

    08. 28. 2011 17:42


Invinciblor
Originally Posted by cambsguy

also with the SS5 soon to be with us, you might want to hang fire a bit to see what crew slots are on those.


With any luck, we will get one more support slot, so I'm personally planning for one more engineer to join my SS crew.

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