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  • Mr. Boom's IJN BB Guide

    07. 14. 2011 20:23


Boom21
IJN BB Guide

I am writing this guide, because I see a lot of random questions about the IJN BBs. So here is a simple guide of IJN BBs. I also do not own an Ise, so I will not comment on that ship.

Order of Appearance

 Crew
Kongo
12.2"L vs 14"N
Fuso
14"L vs 16"D
Nagato
Yamato
Super Yamato
 Amagi

IJN Crew

Amagi Crew: 14 Sailors, 3 must be 120 (BO and 2 Gunners), 11 must be 115+.

Crew:

1 BO - The Potential does not matter, as you will remove recruits anyway.
2x Gunners - Try to get at least 11/11 gunners, Acc/Rel will cap anyway.
2x DP Gunners - 11/11 Will do fine, Keep as Arm. Sailors until 62.
3x Reps - Try to get +12 Repair,and + 11 Restore, it all adds up.
4x Engineers - Try to get +12 Engineer, and +11 in Repair/Restore, it all adds up.
1x Scout - Always need a scout.

Optional for the 14th Sailor.

1x Seamen - It might be good to use, incase you have an IJN CV.
1x Restore - It might be good if you want high SD on a CV.
An extra Repair - Always good to have more repair.
An extra Scout - It great to have 2 scouts in a 1v1.

Glorssary:

Arm - armament
Acc - Accuracy
Rel - Reload
Rep - Repair
Eng - Engineer

DP Gunners

Personal opinion, is if you BVE your DP gunners, the Level you class them will not
matter,at levels 90+

Kongo

Kongo Support Slots - 5, On Board - 5



The Kongo is the IJN's one and only, BB1. This ship is decent for a BB1. The Spread of
the Kongo is managable with BVE gunners, but without BVE you will have, along with any
other ship/nation, a terrible spread, and a terrible grind.

The Kongo is best used with the level 67 14" N's. These guns allow the user to have a
little more range, and a lot more firepower. The other set of guns for the Kongo (Which
you should use unless you have high level gunners) is the 12.2" which is available at
level 56. These guns are the ones you should use on the Kongo at level.

The 12.2" guns allow the user to carry a lot of ammo, and weigh less than the 14" guns.
The Kongo is best used as a ninja ship, where you follow people and wait for the right
time to rush. If your still at level, be careful of where your position is. Always try to
zig zag and fling your shells for that little extra amount of range.

If you have decent DP (Dual Purpose) gunners, then the Kongo has enough T space to fit the
4.7" I recommend using the Anti Air, because the Kongo has decent AA slots. The Kongo has
6 T slots to its name, 3 on each side.

The Kongo is a decently fast ship. When you hit the speed cap, which is easy to do with
BVE, you should be going 42 knts. This speed allows you to get in range fast, and out of
range just as fast.

The Kongo in its own class, its a decent BB1. It has the speed, and range to perform well
against other BB1, but asking it to do more, is pushing it, and remember the Kongo is a
BB1, Play it like one.

14"N vs 12.2"L

The level 67 14"N guns have a marginal range advantage over the level 56 12.2"L.



As you can tell, the range's overlap. This means with a bad spread, you may not see the
advantage of using the 14"N. The 14"N has slightly more damage than the 12.2"L. From my
Calculations and testing, I believe the 14"N has roughly 400 more shell damage than the
12.2". This is honestly a great amount of difference. For the 8 shells that is being
fired from your guns, that's 3,200 damage that could, or could not be effectively hitting
your target.

The 14"N and the 12.2"L have different angles. The 12.2"L has an angle of 45 degrees,
while the 14"N has an Angle of 43 degrees. This small amount of degrees can be the
difference from ranging a chasing ship, to just falling short. The 45 angle is in all
retrospect the better angle, since the higher angle allows a user to punch threw deck and
better for running.

Depending on what your style of play is, the 43 is better for rushing, while the 45 angle
is best for running.

Fuso

Fuso with 14"



Fuso with 16"


Support Slots - 6, On Board - 5

The Fuso is one of two IJN BB2's. The Fuso, in popular opinion, is known to be the better
of the two BB2's. The Fuso with any setup is a deadly force in a Great Battle. The 12
Shells of Terror put fear in many BB3's and higher.

The Fuso is played roughly the same as a Kongo. Sneak into range, and pummel anyone that
is in range. Ninja is the key, if the enemy can't see, even 12, 14" shells will hurt. Try
to sling shot all of your shots, because the range is still short, and you are only a BB2.

The Speed of the Fuso ranges between levels. When I first got my Fuso, I had it going 44
knts. As you level the speed of the fuso will drop by 2 knts, and ultimately, be the speed
cap for the Fuso, at 42 knts. This 42 knts is very deadly, and decent for a BB2. If you
are using the 16"D (Your gunners need to be level 79 or higher) Then your speed is only
going to be 39 knts. That is the cap with 16"D.

The Fuso is a deadly BB2, the gun placement ( 3 Front, 3 Back) allow you to evenly spread
your shots, and is a great force. Play your Fuso like a BB2, Don't expect to own
everything, because it still is about luck.

16.1"D vs 14"L

The 16.1"D's and the 14"L's is the most important decision for your IJN BB2 career.

Unlike the 14"N and 12.2"L , the 14" and 16.1" have a very noticable difference of range.



The range is a great bit noticeable, and will cause a difference in range.

The damage output between these two guns, is very noticeable as well. The 16.1"
is extremely more powerful than the 14". From the tests that i have done, I have come
to the conclusion that the 16" has roughly 1300 more damage per shell, than the 14".
During the battle this will show. This damage difference ca

 

  • Re : Mr. Boom's IJN BB Guide

    07. 14. 2011 20:25


Boom21
Change List:

7/14/2011 - Re-posted Kinda, These forums are annoying for images. Only first post can have images?
10/12/2011 - Updated Yamato with two pictures showing 40 knts and full crew.


Edited by Angus725:
7/19/2011 - Fixed Fuso 14" and 16" guns images.

  • Re : Mr. Boom's IJN BB Guide

    07. 18. 2011 20:42


TG484
You have the Fuso 14" and 16" gun pictures reversed, you have the 14" listed as 16s and vice versa, just wanted to let ya know.

  • Re : Mr. Boom's IJN BB Guide

    07. 19. 2011 01:22


cpl_stefan
Originally Posted by Boom21
Change List:

7/14/2011 - Re-posted Kinda, These forums are annoying for images. Only first post can have images?


Yeah that right. Until they fix it.

  • Re : Mr. Boom's IJN BB Guide

    07. 19. 2011 11:17


richardphat
Boom21 is terrible at navyfield! Accepting bet 1v1 from bb1 to bb6! Pm boom21!!
JAJAJA

  • Re : Mr. Boom's IJN BB Guide

    07. 19. 2011 15:00


angus725
Fixed.

  • Re : Mr. Boom's IJN BB Guide

    07. 20. 2011 20:18


Boom21
Originally Posted by richardphat
Boom21 is terrible at navyfield! Accepting bet 1v1 from bb1 to bb6! Pm boom21!!
JAJAJA


QFT

  • Re : Mr. Boom's IJN BB Guide

    07. 25. 2011 18:52


aingeal
Afraid KM BB3s took the cake as far as best at level BB3 goes.

Their range advantage, damage and spread will just leave a naggy crippled in a single shot if it doesnt have 900 SD.

They also in a way boosted Yammy's speed by reducing greatly the weight of its gun. It can now keep 24/40 much longer. Haven't played mine in a while, but I suspect it can keep it till lvl 120. Would have to check tough.

I'd like to add also to your list for the 14th sailor

An extra engy : always nice to have extra OH time. The 5th engineer also makes it easier to speedcap. After that its just pure OH speed that you are adding tough.


About AA : Suggested to keep as armory till even later so you save a bit of weight. The 4.7 dont work that well in limited T slot. With less than 10 barrel, I think its somewhat pushing it.

Which brings me to disagreeing about the AA part of the kongo. I do not think it can AA efficiently, especially if you just classed those armory sailors, the spread will still be meh. Not really workable with 3 T slot that are somewhat spaced from each others too.

If you run AA at low level, its on a B65 in my opinion.

Also I find the 42 knot on the SY does allow a few rushing opportunities. And I don't think you disagree on that, I quite remember a few times we fought in GB and ended up killing each other in our mid range due to both having rushed the other :P

  • Re : Mr. Boom's IJN BB Guide

    07. 26. 2011 19:48


Boom21
Originally Posted by aingeal

Afraid KM BB3s took the cake as far as best at level BB3 goes.

Their range advantage, damage and spread will just leave a naggy crippled in a single shot if it doesnt have 900 SD.



I will always live by my Naggy. Bismarck can give a run for the money, but overall the Naggy is one of the best.

Originally Posted by aingeal

They also in a way boosted Yammy's speed by reducing greatly the weight of its gun. It can now keep 24/40 much longer. Haven't played mine in a while, but I suspect it can keep it till lvl 120. Would have to check tough.


My Yamato does 40 knts with only 3 level 120 Engineers, 220 vets.

Originally Posted by aingeal

I'd like to add also to your list for the 14th sailor

An extra engy : always nice to have extra OH time. The 5th engineer also makes it easier to speedcap. After that its just pure OH speed that you are adding tough.


I remember reading that a 5th engineer was actually counter - productive. Can't remember though.

Originally Posted by aingeal

About AA : Suggested to keep as armory till even later so you save a bit of weight. The 4.7 dont work that well in limited T slot. With less than 10 barrel, I think its somewhat pushing it.

Which brings me to disagreeing about the AA part of the kongo. I do not think it can AA efficiently, especially if you just classed those armory sailors, the spread will still be meh. Not really workable with 3 T slot that are somewhat spaced from each others too.

If you run AA at low level, its on a B65 in my opinion.


If someone can't afford B65, Kongo can work.

Now a days I would suggest AAing in Mogami, or Myoko until level 65+ though.

Originally Posted by aingeal

Also I find the 42 knot on the SY does allow a few rushing opportunities. And I don't think you disagree on that, I quite remember a few times we fought in GB and ended up killing each other in our mid range due to both having rushed the other :P


I remember. SY is still my favorite ship, second by Montana.

  • Re : Mr. Boom's IJN BB Guide

    08. 03. 2011 21:14


aingeal
5th engineer isnt counter-productive.

6th either when you think about it.

They just are much less effective on the OH speed than the first 4. (the 6th doesnt give crap in fact)

After 5, the OH speed % a single engy gives counter any additionnal engy you could had, as they each gives less of their ability to it.

Won't change anything, so long as all engies are the same. But throw in a lesser engies in the mix, and it can actually be counter-productive then.

Main point at going at 5-6 engies is the OH time.

Once you know you got enough rep to hit the rep cap, might as well fill the remaining slot with something that will gives something to the ship. I like OH time.

A 2nd scout, or I know you like to use seaman on your BBs, are good options too. Between the 2, I,d take the 2nd scout personnaly tough.

However 4/4 is a nice way to hit both speed and rep cap, with lesser OH time. I prefer getting a good rep rate, without hitting the cap necessarely and having a bit more OH time at the ready. Its why with my AA-using BB lines, I'm choosing 5/3. And it fits me.

About the AA:

If you class at 62 then people must be aware BVEing them is kinda must. They equal the lvl 80 classed due to the crew growth of the Chief compensating the higher ability growth of an armory sailor. More expert/vets= more true ability even if someone wants to go overboard with vets (the 40% cap is higher since there are more sailors on the gunners).

Also mean heavier gunners.

Armory till 80-90 gives more displayed ability, and about the same true ability than the 62 classed when both are regularly BVEd. They have less expert however but still work decently if not totally BVEd.

Bigger + is you save on weight.

Since I find lower level ship aint really worth putting AA on them, I dont see a big inconvenient at keeping them armory till 80. If you have completed a BB line of another nation already, giving them an independant crash course to 80 is always nice, as IJN doesnt have 2 lines to make an interesting dual BO leveling on. So support tend to lag behind the BO and gunners already. Might as well lessen that.

  • Re : Mr. Boom's IJN BB Guide

    08. 06. 2011 04:04


OttoReinhold
Originally Posted by aingeal
Once you know you got enough rep to hit the rep cap

Is it even possible to hit the rep cap with less than IJN 4 repairers?!

Another question I'm pondering right now is, if a 4 engineer 3 repairer crew with a decent seaman would actually be better than a 5/3 crew. But I simply don't understand the formulas well enough to calculate it for myself.

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