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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