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  • A beginners Guide to Crew and the Royal Navy

    04. 29. 2007 23:57

LordNelson86
This guide is tailored to players who have clocked up a hundred or so games on NF and have
a firm grasp of the basics of the game. For those who are less experienced i highly
recommend Obst's guide at www.nf-guides.com, Its detailed, informative and has pretty
pictures. This guide is also designed so that when you start considering buying a BB you
will be in the best shape possible to use it and not need to buy crew to augment your own
efforts.

First off, start from scratch, forget any previous efforts this is a new beginning..

Make sure you have 50,000 credits and 50,000 points. When you have this go to the trade
area and make a room called "i need points". You will quickly get donations as higher lvl
players have little use of points. When you have 250,000+ points we can begin making babies.

Now go to the Shipyard and make 4 new sailors, but not just any sailors, sailors with the
right statistics. I cannot stress enough how important a sailors stats are, the are vital
if your going to have fun playing this game. This is going to take a while, but keep
rolling the dice until you find these sailors

1 sailor with potential of 14 or above
2 sailors with Accuracy 12 reloading 10 or better 12/11 recommended but rare
3 sailor with 12 repair 10 restore 10 Engine or better 12/10/11 recommended
4 sailors with 10 repair 10 restore 12 Engine or better
1 sailor with 12 aircraft

Dont settle for less!, these guys are going to be with you for years probably, so take
your time to find the best ones

When they reach level 12 (you wont be able to level them all at once, so check stats
before you start changing them into something they shouldnt be) you should change them
into respectively

1. Bridge operator
2. Arm sailors
7. Support sailors
1. Special Force

For all sailors its recommended they have a high number for AAW and restore, all sailors
contribute to these so the more the better

Alternatively you can buy Elite sailors from the website. Many players will tell you the
difference between an elite acc gunner and a 12/10 is not that much different... and the
are right. But Elites are better, they all have +11 aaw and restore. With 13 instead of 12
as a base a lvl 50 acc gunner will have 50 more accuracy (equivalent to being 1-2 levels
higher than he is). It depends on you.

Now start levelling up. There are guides on Ships and weapons and tactics so i wont repeat
their advice. I will say this, put in a manual FCS, this is a new start so you may as well
learn a new skill, the quickest way to level is to be on the winning side in blitz games,
so do that.. Hit someone.. dont die, if you can help it, help your team win.

Now take these ships as you progress, take them at the level i suggest as well for maximum joy

lvl 15 O class - 1.BO 2. Arm sailors 4. Support

lvl 21 Q class - 1. BO 2. Gunners 5 suuport

lvl 30 Emerald - 1.BO 2 Gunners 3 repairman 2 Engineers 1. Special force (after lvl25
rookie Scout)

Lvl 37 Edinburgh - 1BO 2 Gunners 3 Repair 2 Engi 1 Rookie Pilot

Lvl 43 County Class - 1BO 2 Heavy ACCURACY gunners 3 repair 3 Engi 1 rookie pilot

When you Reach Lvl 50 ....


STOP!!!!..............

Now go right back to the beginning and start again.... (mass groaning)

Make (or buy)

1. Bridge operator
2. Gunners with +12 RELOAD
Any other free slots for Engineers

Do the exact same thing until you get to lvl 37 then choose the york line instead of the
Edinburgh line

Now on that York put

Bridge operator at lvl 37
Your 2 Heavy ACCURACY gunners at level 50 on the main guns
Your 2 Lvl 37 RELOAD gunners in the T slots with AA guns

Now you should have a fair few support crew, out of that lot choose 3 repair and 4 engi
that you want to keep for good. You can either level the best ones higher or level the
weaker ones into line. The reason i told you to make all those extra UK Engineers is
because they are valueable.. Vetern players will pay lots of money for them because they
need them to get their BB's moving. So you make lots of cash for yourself.

Now keep playing in that ship until your 2 Bridge operator are at an even level. It is
always good to have Gunners that are higher than your bridge operator as most of the
Useful guns on the BB's are higher than the ship requirement.

Congratulations, your now in excellent shape for a crack at a BB of your own. You can now

- Choose whichever line you prefer or have a BO for both ( or even save one of your BO's
for the CV line if that floats your boat.. no pun intended)

-Progress with 2 decent sets of gunners, ACC gunners as your main and RELOAD as your AA
gunners (proper UK AA gunners are mince, so just do it this way)

- Sell as these extra Engineers for a high Price, which will afford you luxuries such as
Boosts for your sailors ( i highly recommend ) veterns ( i highly recommend ) and maybe
some armour too.

- A future proof crew, as you go higher in the game you will not be hit by a sudden need
to get some sailor you dont have.

I havent listed half of the technical reasons why this is all a good idea. Maybe you
already know, maybe you dont, maybe you'll discover in the passage of time, maybe you dont
care how it works... So i put it to you... Do it this way and your crew will be in good
shape when you leave blitz at level 60. Ignore all other stimuli apart from this guide
when it comes to questions about your crew... dont be tempted into making AAgunners, 2nd
seaman, Torpedo men, Medics etc etc etc.. JUST DONT DO IT


  Index

  • Re : A beginners Guide to Crew and the Royal Navy

    06. 01. 2007 18:50

CLTwolverine
bump.. can this be stickied please...
I'm about to start/just starting a Brit crew for first time and find this very helpful...
thanks

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 30. 2007 23:04

havoc_crazy
There probably is a macro that does that, but I believe it's illegal.

If you can't find any, you might settle for less, if you're lazy, or try buying them instead.

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 30. 2007 13:55

ZilverZamp
The task is impossible I have NEVER seen a Sailor with 12 in any stat and I have been
searching for about 10 hours now on and off. Is this a joke or what?

BTW is there any program that does this automaticly so I dont have to sit a hour a day
just to find an OK sailor with worse stats then you ask...

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 23. 2007 15:59

flyboy1
UK guns at low lvls suck soooo.........
bla!

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 20. 2007 13:57

Drix
Can We get this stikied please?

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 19. 2007 14:38

Octane999
this helped alot... but i do got a question... i have a 33 BO and lvling up a BO right
now... my old crew sucked .... so im lvling 2 12/10 gunners and 3 good support guys along
with a pilot right now.... should i use the 33 BO to go the York line or the Edin ? the
gunners will both be good by the time they get high and was just hopeing some1 would help ...

thanks
Octane

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 03. 2007 23:57

LordNelson86
depends on a few things . If i were in your shoes i would leave the county in dock and buy
a new ff, then dd, cl.. All the ships i posted up to york are very cheap, so selling them
wont dent your funds too much.

When you get to York at 37 im afraid you have to choose based on your circumstances. Your
finances will take a hit selling the county but you will be in the York for 13 long levels
and you will do well with those gunners. So money shouldnt be hard to make back with
plenty of interest.


Here are a few tips on saving credits early game

1. dont sell and buy ships again and again.. Choose a ship and stick to it until its time
to move up.. I know curiosity gets the better of us all, but check out the sirius when you
have 5 million credits, not 500,000
2. If you dont trust yourself with piles of money in your bottom right corner then put it
into belt armour on your ship. The "bank of belt" will tie up money which you get refunded
100% when you take it off... and it might even help you survive
3. Make sure you win the battle, even if you die you can still win. Win and get double credits
4. resist trade rooms, unless your driving an intimidating ship you will get screwed in
these rooms (i always find it funny that people pay more to a bb5, or accept less money
from them.. do they really need that extra 100k?)

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 03. 2007 19:11

The13thDevil
Also.. UK can't get medic.. xD so even if they were tempted to do so.. They can't get it
anyway

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 03. 2007 18:36

skayze
nice guide, but theres one thing i dont understand

you say when you get to lvl 50 stop, but when u get there, do you sell your ship, or
keep it?

  • Re : A beginners Guide to Crew and the Royal Navy

    05. 03. 2007 05:39

StanSuarez
A very nice guide. Worthy of a sticky.

Have a few points of my own to add though.

1. Level up ALL ENGINEERS(seven if you can get them). Forget the repairers and restorers.
When you get these capped out of blitz- sell them for UBER creds to buy your repairers.
KEEP FOUR ENGINEERS. You can NEVER buy high level engineers but repairers are easily found.

2. As mentioned earlier, get 11/12 acc/rld for gunners or even 10/12s... The ACC growth
for UK Gunners is high enough that even base 10 ACC gunner will block the guns that block
when you get to the proper levels. RLD is realy CRAP for UK. SO get as much RELOAD help as
you can.

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