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  • IJN FAQ: Read this first

    12. 18. 2008 00:39

UmbralRaptor
IJN FAQ
v 2.3, September 1 2009

In order to cut down on redundant topics, and help inform people about major points of the
IJN, I've created this FAQ. I'm open to suggestions on any points that need to be added
or changed.



Q. Hyper or Special torpedomen?

A. Sort version: Special. Long version: Special is available 4 levels earlier, offers a
larger plus to torpedo skill, and has an additional level of classing available. All of
which combine to offer much better torpedo skill and true ability, making capping easier.



Q. Fuso or Ise (1937)?

A. Ise if your play-style involves a lot of running or if you want the CV remodel. Fuso
otherwise. the Ise has 2 forward and 4 aft turrets, so its broadsides are less even
(worse spread) and can't hit as hard while rushing, but can offer better stern fire. The
Ise (in my opinion) looks better, but that's not the best of reasons for choosing a ship...



Q. I'm level 12 and just got my Kagero. Where are the torpedo launchers?

A. The first set of torpedo launchers isn't available until you have armament sailors at
level 14.



Q. How should I armor?

A. If torps are a major issue: 0.2" belt and add bulge to just before you loose 1 knot.
This can be increased if they remain an overwhelming problem. If they are a moderate or
minor issue, 0.2" belt and bulk to almost loosing 1 knot. If they are a non-issue,
bulkhead as per before. Actual AWing may be possible with the Dhonburi, but don't count
on it anywhere else. IJN armor quality and ship displacements make serious armored
configurations impossible.



Q. When/how should I class my AA gunners?

A. Armarment Sailor at 12, Chief DP Gunner at or after level 62. Unless you are going for
the 40% vet cap, or use AA guns on ships before the B65 Project, do not class from
Armament Sailor earlier. With typical crews, you'll hit the reload cap about 5 levels
earlier than if you had classed on time. This may not a huge difference, but it helps and
avoids the frustrations of poor performance on earlier ships. Level 80 would be optimal,
but the offers almost no additional gain. If you are aiming for minimal weight (*cough*
Aingeal *cough*), class as late as you can stand.

http://www.navyfield.com/board/view.asp?Num=117787&Sort=A03 contains additional discussion.



Q. Which CV line should I take? (Hosho or Junyo?)

A. Whichever one you want; they are both pretty much balanced. See
http://www.navyfield.com/board/view.asp?Num=107071&Sort=A03 and
http://www.navyfield.com/board/view.asp?Num=146621&Sort=A03 for details.



Q. How should I setup $ship?

A. http://www.navyfield.com/board/view.asp?Num=137414&Sort=A03 or do a search for that
ship. Torpedo choices are usually wider than gun ones. Use judgement with old threads,
as some useless gunsets (eg: dual 18.1", dual 12" 1905) have been deleted in various patch
cycles, and BBs are more restricted in what guns they can carry (eg: no 16.1" D on the Kongo)



Q. What ships should use I torpedoes on?

A. Yes: Kagero, Fubuki, Tatsuda, Simakaze, Kuma, Kuma-kai, Kitakami.
Maybe: Akitsuki, Akitsuki-kai, Yubari, Agano, Oyodo, Mogami (1944), Ise (1943).
No: Anything else. Especially not the Mogami CL, any CA or any BB.



Q. Which guns blockshot/how good do my gunners have to be?

A. The Triple 6.1"/60 Type 3 N and D variants. You'll need good base accuracy (11+ most
likely), boosts, 100+ vets, and lots of experts. Even then, you're looking at only a fake
block at late blitz levels. However, these guns have issues similar to the KM's triple
5.9s; they are shorter ranged and softer hitting than the approrpiate CA guns (7.9" and 8"
duals). They also are somewhat questionable at the CL level for the same reason.



Q. Is $weapon worth using?

A. Maybe. See trainworld.us, http://www.navyfield.com/board/view.asp?Num=137414&Sort=A03,
or search for previous topics. Note that the dual 20.1" Type 98A and will not be until
the ONF BB56 patch. Also, the dual 16.1" Type 90 gun are still of questionable value.



Q. I have an Oyodo (or other CV), how should I use it?

A. http://www.navyfield.com/board/view.asp?Num=107071&Sort=A03 Hybrid CVs (Oyodo, Mogami
(1944), Ise (1943)) should generally use their R and T-slots. Also, if your CV/crew is
low enough to enter Blitz, try going there. You'll have a much less frustrating time, and
will probably be more useful to your team.
  Index

  • Re : IJN FAQ: Read this first

    09. 02. 2009 08:56

GuidoPenguin
One thing to add to the FAQ regarding rolling support sailors for an IJN crew.

Getting reps/engs with a +12 in their base stat is great, unless they have a +9 or
lower in restore. Just like KM, IJN is known for not getting the great restore boost
like UK, so reaching 900 SD is that much harder with some people waiting until SY
before finally getting 900 SD.

This can however be avoided if you take some time while getting your neuts
together for an IJN crew. This includes trying to get support sailors with at least a
+10 restore base value. This will help you early in your BB days and means by the
time
your in a Yammy, you should be at the 900 sd "cap"

  • Re : IJN FAQ: Read this first

    09. 01. 2009 15:09

UmbralRaptor
Updated (it actually needed a few minor changes) post BB34AA patch. Also, revised title,
and slightly changed wording to increase it's utility and cut down on unneeded questions.

  • Re : IJN FAQ

    08. 02. 2009 03:53

ccsoccer03
Very nice. Wish this would have been here earlier :)

  • Re : IJN FAQ

    07. 07. 2009 17:11

Crni_Gruja
Thank you

  • Re : IJN FAQ

    04. 26. 2009 05:40

trexas
nice work

  • Re : IJN FAQ

    04. 23. 2009 19:37

DSanchez
I know it's a dumb question, but looking at UmbralRaptor's graph on the first page, it
looks to me like the difference in reaching the cap classing at level 80 and classing at
50-79 is exactly one level. Am I reading that right? If I class at 62 it won't make a
difference in the long run over classing at 72? Aside from the weight savings.

  • Re : IJN FAQ

    04. 05. 2009 19:07

JimHoliday
Alright whitworth, I calculated the true ability those engies should give and compared
them to mine; unfortunately I'm 500k off, but with 150 vets on each of my 107 engies I
could make it (mine are 2x +11 and 2x+12 boosted with small recruit buffers).

So, assuming all your engies have 775 crew, with 10 recruits and the rest experts,

2,651 ability * (4*#vets + #experts)=3,688,380
for 4 engineers, the working ability is 3,688,380 *.5 = 1,829,190
So the total true ability needed to hit 42 is 1,829,190 *4 =7,316,760, or roughly 7.3 mil.

Mine are;
2996*(4*147+643)=3,688,076/2=1,844,038 working +
2995*(4*136+652)=3,582,020/2=1,791,010 working +
2862*(4*101+684)=3,113,856/2=1,556,928 working +
2852*(4*116+677)=3,254,132/2=1,627,066 working
____________________________________________
6,819,042 total, 500,000 true ability off 42 >.<

  • Re : IJN FAQ

    04. 05. 2009 17:47

AussieAussie
What is loaded on the ship to get that 25/42? Just crew, main guns, and ammo? dual 4.7's
all around + ammo as well? No armor at all obviously. What does it come down to with a
full load of weapons/ammo + .5" belt and 150 bulge?

  • Re : IJN FAQ

    04. 04. 2009 11:51

whitworth
I thought people might like to know when u reach the 25/42 speedcap for the SY.
As I reached this during the recent event week its still fresh in my mind.

Gunners + DP Gunners 104 with 170 vets, BO at lvl 104
3x +11 repairers with 185 vets, and 4x +11 Engys with 205 vets all at level 102.
All filled out with experts.
The speedcap was reached as I vetted the final engy up from 165 to 205 vets.

*updated to show ship load

Full crew and load, aa 4.7s - 0.1 deck, 0.2 belt, 62 bulge.
This should give u a rough idea of when u can expect to reach the cap.



  • Re : IJN FAQ

    03. 27. 2009 15:56

Alyx
Belt effectively reduces Torpedo damage. There is a detailed post in the tips and tactics
forum that I am just feeling to lazy to find and link. It was detailed to show how torp
dmg is reduced by belt and bulge as well as how to maximize torp damage by hitting ships
in certain regions.


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