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Imperial Japanese Navy

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  • IJN Beginners questions

    04. 13. 2012 02:02


nemmer

Hi all,

I am sure these answers have been given a hundred times, but they are hard to find.

So I just started out with IJN and just got to the Fubuki.

I am plannig to go for SS this time (until someones tells me I should not)

So at the moment I got

1BO
2Gunner
2AA Gunner (original setup) which I use for Torpedos
1 Restore
1 Engine
1 Scout (havn't used him yet
2 New guys which I brought up to level 6, but no idea whether this is wise or not.

So at some time I need a Radio guy a sonar and a Repair guy I guess.
How to best do that?

Also I am not quite sure about the T slots.

The Torp says reload 47 secs and fires 3 torps. Does that mean 2.30 mins?
And How to really utilize AA shells? The ship seems to have some auto air defence right?
1 Last question: What is FC ammunition?

Sorry for asking all this, but the manual does not explain quite well

 

  • Re : IJN Beginners questions

    04. 13. 2012 03:31


Nvincible

If your going for IJN SS, this guide will show you what sailors you need.

http://navyfield.com/Community/Forum/View.aspx?num=6273&searchtype=0&pagecount=0&searchvalue=&sort=5&category=A03&page1=1

Sonarman/Planesman use the Potential skill, so roll a high potential (+14/15)  sailor for these. Having a decent repair/restore skill on these sailors will also help as a secondary ability. As for Engineers, roll for +11/12 Engine sailors, and +11/12 torpedo for your torpedo sailors.

 

As for your other questions.

You will need to roll for extra sailors that you do not have. You can do this by clicking "new" on the sailor tab.

Multi-tube torpedo launchers (x2,x3,x4,x5) fire and all their torpedo tubes at the same time, so the reload time given is the time it takes to reload all tubes. As your sailors become better, the time will get shorter. Also, do not confuse Ship torpedo launchers with submarine torpedo launchers, they have their own set of launchers. Submarines have multiple single tube launchers that you can fire gradually by cycling through each one.

All ships have a basic machinegun that fires automatically at planes, however they are not an effective way to shoot down planes. You can also use R/T slot mounted guns to manually fire at planes using AA shells, which is much more effective and helps your sailors gain experts and earn more credits in battle. For all AA guns, there is a certain "golden angle" at which the guns have the best chance of shooting down default altitude planes. However, this can only be done via manual FCS/aiming, which you should eventually get around to learning as its very useful in higher level battleships.

FC ammunition are fireworks/firecrackers. They do no damage and are just there for show.

  • Re : IJN Beginners questions

    04. 13. 2012 05:29


nemmer

Thanks for your reply.

Very helpful!

I also found some old guides on other pages.

Will learn how to aim manually once I got a hold of everything else.

A few things made me wonder today even after I read all this...
Should I max out crew size in the beginning? Seems to make my DD quite slow.
Same for the use of armor...

Wouldn't I be more successful with as less weight as possible and torpedos?

And what is the use of xtra ammunition for main  guns on small ships (I never run out of it due to a combination of low range and low armor)

  • Re : IJN Beginners questions

    04. 13. 2012 09:16


Nvincible

Originally Posted by nemmer

Thanks for your reply.

Very helpful!

I also found some old guides on other pages.

Will learn how to aim manually once I got a hold of everything else.

A few things made me wonder today even after I read all this...
Should I max out crew size in the beginning? Seems to make my DD quite slow.
Same for the use of armor...

Wouldn't I be more successful with as less weight as possible and torpedos?

And what is the use of xtra ammunition for main  guns on small ships (I never run out of it due to a combination of low range and low armor)

I would suggest keeping a full crew for now, it wont make much of a difference if you dont as they will have low abilities anyway, but I think its worth keeping it full to maximise your chancesof getting more experts before you hit SS level, at which point you will have to trim off recruits on sailors to save weight and gain speed. Do strip down your BO though as his potential skill is not needed and you will have weight issues with him if too many recruits become experts or veterans. 

As for armour, mount 0.2 belt (although this is primarily used as defence against guns, this will also reduce torpedo damage to half, but mounting any more will not help against torpedos) and as much bulge you feel comfortable with whilst maintaining good speed. Anything more than that is a waste of space, you will not be able to mount nowhere near enough deck/belt armour on a DD/CL to start bouncing shells, especially as IJN has the worst armour in game.

You will definitely be better off with speed and torpedos at your level, IJN has some of the best ship mounted torpedos ingame with VERY long range and good damage.

The extra ammo space is mainly there for AA, some AA guns have very high rates of fire and will chew through your ammo like theres no tomorrow.

  • Re : IJN Beginners questions

    04. 13. 2012 09:45


vadarrog

Well what i did is, i got a lot of generous friends so try to get torpers that are 10 levels above your BO so you donthave to worry about your torpers lagging behind. Try to get every sailor 10 lvls above your BO because i started out with full air when i got my ijn ss1. ut what i noticed to be easier was i got a dhonburi with the olive attendance and lvl in that. You have a higher constant exp gain when you do this. Also if you will need 3 engies for ss5 2 reps, and etc. This setup will make your grind to the ss2 and ss5 much better.

  • Re : IJN Beginners questions

    04. 14. 2012 15:47


nemmer

Thanks for all your advise.

Unfortunately I don't have any generous friends, so I'll have to train myself I am afraid.

Still following a steep learning curve and wonder whether starting out with subs is the best thing to do.

Also what happens once the BO has reached a dead end (Kitakami...)
Do I need to train an extra BO? Or should I trade one?

  • Re : IJN Beginners questions

    04. 14. 2012 19:48


Nvincible

Originally Posted by nemmer

Thanks for all your advise.

Unfortunately I don't have any generous friends, so I'll have to train myself I am afraid.

Still following a steep learning curve and wonder whether starting out with subs is the best thing to do.

Also what happens once the BO has reached a dead end (Kitakami...)
Do I need to train an extra BO? Or should I trade one?



The kitakami is a remodel of the original Kuma, not a seperate ship line. You will still be able to progress down the shipline to the Kongo but you can remodel your Kuma into a better version when you reach the required level.

  • Re : IJN Beginners questions

    05. 04. 2012 06:50


CaptBellamy

Don't want to start a new thread because I am a beginner as well and am ranking for an IJN sub also.  

With support sailors: is it wise to use KM crew for Eng, Repair, Planes and Sonar?  I started KM and am working IJN and I'm wondering how many of those guys can cross over effectively or should I roll for new IJN guys?

  • Re : IJN Beginners questions

    05. 04. 2012 07:59


Sonlirain

KM sailors will work on IJN ships HOWEVER they will recieve penalties to their effectiveness.
Those penalties are severe and you really should raise IJN sailors instead of using KM. 

  • Re : IJN Beginners questions

    05. 04. 2012 10:04


CaptBellamy

Originally Posted by Sonlirain

KM sailors will work on IJN ships HOWEVER they will recieve penalties to their effectiveness.
Those penalties are severe and you really should raise IJN sailors instead of using KM. 



Thank you!  That's what I was wondering

  • Re : IJN Beginners questions

    05. 05. 2012 08:05


cpl_stefan

Originally Posted by Sonlirain

KM sailors will work on IJN ships HOWEVER they will recieve penalties to their effectiveness.
Those penalties are severe and you really should raise IJN sailors instead of using KM. 




Uhhh... Yes and No. The KM torps will NOT work on the IJN subs because you are trying to use a KM Torper with a IJN Torp Launcher.. I have tested this last night. and for a sub you need to make a whole new crew. Cross-Nationing sailors for subs, doesn't work. Sorry about that.

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