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  • Angus725's IJN Gun Guide

    04. 14. 2009 20:31

angus725
Hullo people of Japan!

This is a guide for IJN guns, from CL stage to BB6! (also have some etcs,
screenshots links at
the end)

Remenber, this is a gun guide, not a torp guide.


Format:

post 1: this post
post 2: Version info, preclude.
post 3: CL-CA
Post 4: BB
Post 5: CVE, APA, AA guns, ACC values, screenshot links, u'll find out.


Constructive critism welcome!


btw, the my scond account is jollyroger_ so if u see this username in a screenshot,
its me :)
===
  Index

  • Re : Angus725's IJN Gun Guide

    07. 19. 2010 22:37

mp418
I shall read your guide before I choose nationality...

  • Re : Angus725's IJN Gun Guide

    03. 25. 2010 07:53

Pegleg85
@Tatertot - Perhaps your experience with MogCA AA is different than mine. With
MogCA and higher level DP gunners you can sweep the skies with the 6.1a. I have
taken out entire waves of DB and TB with one volley. The 6.1 aa shell has high
damage so one hit can take out T1 and T2.

When I tried that with the blocking D and N variants of the 6.1 (so that I wouldn't be
naked against breakthrough dd and ff) with high level gunners, the block was so
block (see Angus's photo of the 6.1N block shot) that with good aim you would hit
one plane in a flight of DB. With a spread of 15 six-inch bullets you create a wall of
aa death. With 5 bundles of 3 shells in a straight line you create nothing of the sort.

Also if you are fighting a swarm of fast moving fighters, good luck aiming. Shooting
down the enemy's FC is one of the most useful (and profitable thing) an AAW can do
for their team. I would just like to thank the cv's who send swarms of t3 fighters
over and leave them circling at golden angle. Doesn't happen very often but when it
does its just like christmas.

I agree with your config: 6.1a trips in the R slots and HH in the Tslot.

  • Re : Angus725's IJN Gun Guide

    03. 24. 2010 20:47

angus725
This is...Slightly...Outdated.

On more of a serious note, those are intresting concepts. Whenever I update this,
I'll read though all these suggestions again.

Btw, it's almost this guide's 1st anniversary! :D

  • Re : Angus725's IJN Gun Guide

    03. 24. 2010 19:43

Tatertot
@ pegleg - If you can't hit a scout with block-shotting AA, you need to practice AA more.
As for fighters and bombers, the Mog AA is not powerful enough to significantly make a
difference 90% of the time blockshot or no. Also, by using gradual fire as I recommended,
you increase your chances of hitting the scout.

Dual purpose 6.1s on the R slots, HH or Torps on the T-slots is the best way to go.

  • Re : Angus725's IJN Gun Guide

    03. 24. 2010 07:36

Pegleg85
Angus, this is a fantastic and thorough guide. I would add only two teensy details.

1) Using the 6.1D or N trips for AA is a fail when your gunners are high enough level to
block. Yes you can sink enemy dd/ff but you won't be able to aa effectively with a block
shotting aa gun. You don't get points for hitting one plane with 3 shells. With 6.1a you
can take out a wave a tight flying db's sometimes.

2) You might note (even though you refer to it at other points) that the 6.1a trips are
great but cannot equip ap/he shells making your MogCA the ultimate AA ship but
vulnerable to pesky dd and ff's from time to time. As a half-step you should equip with
hedgehogs on the t-slots.

  • Re : Angus725's IJN Gun Guide

    03. 23. 2010 21:33

Tatertot
Another criticism: For the Oyodo and Mogami CVs, the triple 6" N or Ds make excellent AA
and double for personal protection. Heck I used them more for AA than fending off ships.
Use them on gradual and they are perfect for taking out those stray scouts that come near.

This also means you will not need to put AA on your T-slots, so fill them with some ASW
like torps or hedgehogs depending on whether you have gunners or torpers available. Very
useful for defending yourself or friendly BBs against those rogue submarines. Especially
good for sub hunting because the Oyo and Mogi are fast and turn hard.

Ise CV - The 16.1s hold only 1 bind of ammo. Since the CV only holds 20 aircraft, I
often find myself running out and engaging in gun battles. Since the 16.1s only hold one
bind, I used to run out of shells at the critical moment. Instead I recommend the 14"Ds
because you get 4 binds of ammo. I actually 1v1'd a Super Yamato and nearly killed it
with guns only after running out of aircraft (it was blind and I got the drop on him). In
general I like to use my bombers to soften and break up the enemy lines then move in and
engage with guns.

DONT USE TORPS ON YOUR ISE CV. By rushing to the front to torp, you're risking far too
much for the potential returns. You could get one-shotted, robbing your team of a CV.
The reward is blindly firing torp waves that might sink a few small ships, but nothing
worth good exp. Instead fill those T-slots with the 4.7s or repairers/resoters. You also
only need 4 pilots on your ISE CV, leaving two spots for engineers. Support crew is
essential for the Ise CV, because you will be acting as a battleship almost every game if
you're playing it right.

  • Re : Angus725's IJN Gun Guide

    03. 23. 2010 21:14

Tatertot
The 14" are clearly superior to the 12" for the Kongo provided your gunners are high
enough level. Hell I didn't even bother with the 12" since my gunners were high enough
level when my BO hit Kongo lvl. I also had no problems with the ammo capacity.

  • Re : Angus725's IJN Gun Guide

    01. 01. 2010 01:49

angus725
I agree koko, untill I did that test, I had no idea the BB6s outranged BB5s by that
much. Notice how the SY has 2nd most range (tied with L2) and the Amagi has 2nd
least range of the BB6s.

Now, note that the Kaiser outranged the amagi by the different between a BB5 and
BB4.......The Amagi is a very depressing ship.

  • Re : Angus725's IJN Gun Guide

    12. 30. 2009 03:31

kokoayad
well done angus ,nice guide and cool SS too i liked watching them , putting all those
SS must have took effort and time ,lol just didnt know amagi had that much range
than SY...i guess that hang time of shells kills that diffrence :p

  • Re : Angus725's IJN Gun Guide

    12. 30. 2009 00:46

angus725
This guide needs a huge overhull, I'll get working on it soon...

Sadly I havn't played blit in about a year now to really say much about it, but I'll see
what I can do.

Edit: While I was editing, I noticed somthing. There's no way I can possibly work on
this more, as more information is too much, less information won't work.

I'm going to split this guide into 2, one part for my personal opinion and in depth
ship guide similar to boom's, while the other being a straight to the fact gun
setup "list" like splids in the KM section.
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