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  • BB supports

    02. 15. 2012 15:51


mrebb86
What are the best suppots for a U.S. BB crew ?
I have 3 elite engies a elite repair, and  elite restore.
What am I missing?

 

  • Re : BB supports

    02. 15. 2012 17:05


megabstr
depends on what your goal is.

drop the restorer. BB supports are basically Repairers+engineers+ scout. The number of each type of support will depend on your personal preference

  • Re : BB supports

    02. 16. 2012 04:10


quietcos
5 eng 2 rep at a minimum.

Plus extra gunners for AA and one more support... eng or repair. - or drop the AA gunners and have two more supports

  • Re : BB supports

    02. 16. 2012 12:48


GTMaddtim
Personally, I liked the efollowing setup when leveling US:

2 BO - minimum +14 POT Allows you to keep your supports even or ahead of your BO. Nothing worse than a 34kt Monty becasue your Engies aren't past 90 yet.

4 Gunners - 2 12/11 or 11/11 for the mains (ACC-RLD-ACC classing) and 2 10/12 or 11/12 or 11/11 for T slots(RLD-RLD-RLD and DON'T class as AA gunners). I used to run a ton of AA but with the subs these days I find myself running HH alot more

5-6 Engies - +12 preferred but +11 will work. Very importand to keep all of your engies at the same level. 1 low lvl engie will have a horrible effect on the others, reducing speed and, more importantly, OH. I prefer 6 Engies as US is a speed nation, you can't AW their BB's so, the more OH the better

3-4 Reps - Same as above +12 or +11 Reps are important but Engies more so. I personally run 3.

1 Scout - +12 Aircraft - Don't be the noob who complains he can't see anything when he doesn't even carry a scout himself.

This setup will give you more than enough sailors for a BB6, allow you time to bring them all up together (the 2 BO's), and give you some flexibility in playstyle. If you get in a fleet that does HA's, you may not want the secondary gunners as your fleetmates will provide AA and ASW, but for GB they may be invaluable. it's always nice to have options and the setup above will do that for you.

P.S. If you're going to spend money on Elites, do Engies first. Gunners cap easily and you'll be pulling rookies off of your BO at higher levels to control your lines.

hope this helps

  • Re : BB supports

    02. 17. 2012 01:23


EricIdle
Originally Posted by GTMaddtim

5-6 Engies - +12 preferred but +11 will work. Very importand to keep all of your engies at the same level. 1 low lvl engie will have a horrible effect on the others, reducing speed and, more importantly, OH. I prefer 6 Engies as US is a speed nation, you can't AW their BB's so, the more OH the better

3-4 Reps - Same as above +12 or +11 Reps are important but Engies more so. I personally run 3.

...

P.S. If you're going to spend money on Elites, do Engies first. Gunners cap easily and you'll be pulling rookies off of your BO at higher levels to control your lines.

hope this helps


There is a contradiction between what you say about engies first and your PS (their bases).

Actually, rolled engies with 10/x/12 for rep/res/eng are much better than elite engies, as they give you substantial amounts of rep ability as well. Buying elite engies is a waste of money.

You are right about keeping the engies all at the same level, the reason being that speed might be lower if you don't. OH (you probably mean OH time in seconds) is not adversely affected, though. (OH speed, yes, but that you did cover already in your first sentence).

If you want to buy elites, go for repairers (3 or 4 of them). Boosted and vetted, they'll give an edge.

Lastly, as with all nations, choose a BO with not only good potential stat, but with good repair stat as well (10, 11, or even 12). You'd be surprised to see his contribution to repair...

  • Re : BB supports

    03. 04. 2012 23:17


myg0t1
My current setup lets me play with flexibility.

It is possible (or at least used to be) to hit the repair cap with x4 elite repairs

I also prefer to have 6 engys, but not elites. +11 is fine enough with a +12 repair stat, which helps overall hitting that important repair cap. the combined ability of all 6 engies results in a VERY long overheat time.

2 more elite repairs classed into acc and reload gunners. at the time they hit lvl 120 they will have reached the acc and reload caps, even tho leveling will be tough, you are focusing on the end game anyhow and wanna get the best bang for your buck.....quite literally.

If you forgo everything else at least have a scout, that way you arent totally screwed by the time you hit nebby.

  • Re : BB supports

    03. 05. 2012 12:51


Stormvanger
If you want to get to 900 SD as fast as possible, you can use a setup I call "Support Gunners". This only works for US, and is relies on the fact that basic support sailors can use pretty much everything under 6" in size. It works like this...

Take two elite reload sailors (or reload 12 at minimum) and make them into SUPPORT SAILORS at level 12. Then never promote them again. They will continue to provide excellent repair and restore skill while being able to operate AA guns (5/38 mk38L or 3/70 mk23N), hedgehogs, mines, and basic torpedoes. The trade off is a lackluster reload skill. You use them on your T slots to give you weapon options as well as high SD ability.

At the point you have 900 SD WITHOUT using these two sailors, you work on replacing them by leveling up proper reload gunners for AA and HH work (or repairers if you want nothing in your T slots, such a waste!). This is about the time you have to level up another engineer or two for use in Montana and Nebraska anyway, so you're not losing any time here.

  • Re : BB supports

    03. 05. 2012 18:35


myg0t1
Originally Posted by Stormvanger

If you want to get to 900 SD as fast as possible, you can use a setup I call "Support Gunners". This only works for US, and is relies on the fact that basic support sailors can use pretty much everything under 6" in size. It works like this...

Take two elite reload sailors (or reload 12 at minimum) and make them into SUPPORT SAILORS at level 12. Then never promote them again. They will continue to provide excellent repair and restore skill while being able to operate AA guns (5/38 mk38L or 3/70 mk23N), hedgehogs, mines, and basic torpedoes. The trade off is a lackluster reload skill. You use them on your T slots to give you weapon options as well as high SD ability.

At the point you have 900 SD WITHOUT using these two sailors, you work on replacing them by leveling up proper reload gunners for AA and HH work (or repairers if you want nothing in your T slots, such a waste!). This is about the time you have to level up another engineer or two for use in Montana and Nebraska anyway, so you're not losing any time here.


The OP clearly has the option of buying elites, which leads me to believe they also have the option of buying experts and vets.

may as well keep your experts and vets capped out at 100 and max experts per lvl. gives more SD this way anyhow

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