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  • Fuso 16d tactics

    11. 20. 2009 07:25

Pegleg85
This is the start of a small guide on a very specific topic: grinding to Yammy in a Fuso
with 16"guns. I am specifically leaving out analysis of the 14" guns configuration
because it is a totally different playstyle. I think the 16" are much more fun, but
because of the big range difference the tactics are different.

These tactics are also based upon having a bve crew. Having bve supports will get
you close to 900 sd by level 80 and 900sd in a Fuso gives you the ability to take a
few hits instead of being one-shotted with your IJN paper armor and have the ability
to flee and repair.

For your yammy you need 6 supports, 1 pilot, 2 aa gunners, 2 big gunners.
Obviously you are not using a restorer because IJN crew of engies and reps and BO
will get to soft damage (SD) cap of 900 around level 80 (with BVE!). I run with 3
engies, 3 reps but some people prefer 4e/2r. Your Fuso has 1 less slot then Yammy
but no AA so you have two free slots onboard. The trick that I'm doing is to put one
rep onboard and one armament sailor that I'm classing for dp gunners. The arm
sailor gets +50% bonus xp and levels up quickly, thus every battle you swap one
arm sailor for the other one and level up quickly your future dp gunners. You could
even if you wanted to mount hedgehogs on the t-slots as your armament sailors can
use hh's.

The key to the 16" fuso is your stealthness. The bb4-6 start the battle looking for
bb4-6 to target. Fuso is a 2ndary priority because you don't have the range to
participate in initial line fight nor the strength to rush in for the initial line fight. So at
beginning of GB, you might follow the line fighters north or south but resist the
temptation to rush in because you teammates will most likely not rush with you then
you die.

So as the battle starts I head either due north or south and see how the battle
develops. If my line fighters are winning then I sail in along the border, ignored by
everyone. This is where I get the biggest bang because as you wander into the rear
of the enemy you find the cvs and unaware bb's and ca's and anything really and
once you are in range and they haven't seen you, your fast reload allows you to fire
3 salvos before they even locate you. With 12x 16" bullets you can sink any ship
fast.

If your line fighters lose then your side is in trouble and you need to fade away and
hope that some eager bb1-3 are chasing you or that that bb4-5 gets bored of
chasing you and picks another victim. You can get a lot of points on the run with
highish angle guns and lots of bullets to shoot with. Generally if the other team
turns your flank you will lose but you might get good xp from dishing out lots of
damage before being sunk.

So basically the key to fuso16" is patience. You plan ahead to make your opportunity
and try to make up for your basic lack of range with your high firepower (big, lots,
fast guns). If you go toe-to-toe with a bb4-5 who knows you are there you don't
stand a chance, so don't do it, if you can avoid it. Don't line-fight because even with
slingshot that H44 has fired 3 salvoes at you and is moving away from you before
you got into range. L2 has one shotted you, etc.

It is a long grind into yammy but with 16"fuso it is actually a lot of fun.

Feel free to flame or correct my errors.
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  • Re : Fuso 16d tactics

    11. 21. 2009 13:08

ioh1
As soon as you are in range of BB4-6 the fuso is in advantage.
The ship is hard to hit, if you are in good range and have time to curve around,
the enemy BB is sunk.

  • Re : Fuso 16d tactics

    11. 20. 2009 14:44

heatrr
Play your 16.1D Fuso as a ninja and an opportunist.

Lay low, support, and wait for an opportune moment to make your presence felt.
16.1D Fuso packs some serious firepower; use it when the opportunity presents
itself. Be warned though, you have to play defensive but once the opportunity
presents itself, you will need to exploit that opportunity in an aggressive, almost
suicide manner. You will be successful sometimes but no all the time....certainly does
not mean that the 16.1D Fuson is not feasible. Keep playing with different styles of
play and you will eventually find one that fits your playstyle. 16.1D Fuso is a monster
and can flatten BB4-5s will relative ease if those BB4-5s are not paying attention.

  • Re : Fuso 16d tactics

    11. 20. 2009 10:56

angus725
I've always ran 4 engies 2 reps on my yamato untill 3 of my engies could speed cap
it...

I think you're trying to say that flanking is better then rushing head on?

another note when playing fuso, is you have to be watchful of scouts.
If you see the enemy blind, and not launching a scout immideatly, you can probly
rush in and do some damage then run out before they can react. But do note, if
they're launching a scout while you rush, start running.

but other then those points, nice guide.

  • Re : Fuso 16d tactics

    11. 20. 2009 10:16

JohnReb23
by far the most fun you can have in an ijn bb.
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