Starkiler
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Table of Contents I. The First 15 Levels II. DD Phase III. CL Phase IV. CA Phase V. BB Phase
Foreward
What? I didn't put this in the table of contents? Oh well. Get over it already, will ya?
Anyways, this guide tells what ships, which weapons, what kind of armor setup, and playing techniques. Any questions or want to make a comment? Leave a reply, and (provided I haven't already moved on to the next ship), I'll try out your setup.
The First 15 Levels
Wait a sec... can't you nationalize your sailors at level 12? Yes, however, I say the first 15 levels for reasons you will soon discover.
Anyways, follow the instructions on the screen, and get your first ship, the Frigate-Frigate-01. Hm... not a bad ship, but we're only going to use it once. Why? Because we're smarter than all those other FF-01'ers who become cannon fodder in GB's and BK's. Alright, now complete the initial training, and then, all of a sudden, whoa! an instant BB! At this point, get all your sailors off that cute little frigate of yours, and then sell IN THIS ORDER: guns, FCS, engine, ship. Why in that specified order? So you get a little more cash from the extras. Now, get EVERYONE onto the BB, deploy ship, open up training menu, select BB practice, and... wait. Notice how the max. level says 15? That's why I named this phase the first 15 levels. And with that comment, you'll probably have an idea of what we're going to be doing next.
Welcome to your first grind of the game, guys and gals: 15 levels of nothing but 4-on-1 BB combat. And it will be a long time. I spent 7 or 8 straight hours getting my BO to level 15. But now, you're probably asking, "Is there a way to do this in less than 7 hours?" Well... yes and no. Yes, because it theoretically is possible. No because if you try to, you'll end up hating yourself for trying and hating me for even bringing up the possibility. If you want to get through the games as quickly as possible (a.k.a. effeciency), I have a strategy to share with you. The four BB's you will be facing are Donald, Colin, Sergei, and Paul. Donald starts directly west of you and moves northeast. Colin starts west and slightly south and moves somewhat southeast. Sergei and Paul both start southeast of you and travel east. I know that isn't a strategy; it's just some background knowledge. Don't be so impatient. Now, when you start, point your BB southeast and start pounding Donald's silhouette (I spelt that right?). The shells land roughly where you click, so just click on the ship and fire off 2 or 3 volleys to sink it. Now aim for Colin. Colin tends to be the easiest since he has the weakest armor and (like Donald) there's no shell deviance. After Colin's sunk, turn your sights to Sergei, who happens to be the hardest since your shells seem to fall short and he likes hiding in clouds. Just aim slightly behind him, and if he hides in that cloud, pound the front half of it. He's in there somewhere. Paul is just as tricky: although your rounds start off falling short at first, after three or four volleys, they start flying long. Just adjust your aim accordingly, and he'll be sinking like a stone to end the match. You've just won, and all your guys are ~150 xp ahead. Now, time do this, oh, I don't know, ~100 times more? On a random note, my personal time record is 21 seconds. Can you do better? You have 24 hours to get all this done, keep in mind, so please do what I didn't and take regular breaks. All that pointing and clicking is extremely hard on the shoulder and wrist, not to mention the stomach. This also gives a great excuse. If I'm going through all this pain and effort to give you guys this guide, the least you can do is put up with my sarcasm and not complain about my methods.
The DD Phase
Now that your first 24 hours are up, you no longer able to use that kick-@$$ BB. However, if you've been paying attention at all (however, judging from my classmates, you probably weren't) you'd be at level 15 by this point. At this point, you can nationalize all your sailors. Your sailor setup should be like this: Operator -> Bridge Operator Gunners x2 -> Armament Sailors x2 AA Gunners x2 -> Armament Sailors x2 Scout -> Support Sailor (or Special Force, depending on whether or not you want to use scouts) Repairs x2 -> Support Sailors x2 (I happened to have recruited another repairer during first 15 lvl phase) Restore -> Support Sailor Engine -> Support Sailor
O-Class Destroyer
Now, you can buy your first UK ship, the O-Class Destroyer. And boy, is it a whimp. I can guarentee you three things right now: 1: You are no longer a god that can one-shot anything in sight 2: You WILL die. A lot. 3: If none of the above apply to you, then you're too good for this guide. What are you doing reading this piece of crap? As good as you are, you need to be teaching me. Make your own guide, for Pete's sake. Now, take a look at this masterful diagram that I made up in 15 seconds (which will be used for all future ships also) S5---S6---S7
R1-S1--R2---F-S2---E-S3--T1-----R3--S4-R4
Use the below designations in conjunction with the graph to determine sailors and weapons:
R1 and R2: both x5 7.2" Mk.10 Hedgehog S1: 1x Gunner -> Armament Sailor F: DD FCS 1 (Aiming) S2: Bridge Operator E: DD Engine 1 (Heavy) S3: Support Sailor of your choice T1: your choice of Depth Charge/Torpedo R3 and R4: x2 4"/45cal QF HA Mk.XVI D with 4" HE Shell- Heavy and 4" AA Shell (lvl 16) S4 1x Gunner -> Armament Sailor S5 - S7: rotate sailors to level out xp
You'll notice that I mentioned Hedgehogs. Wait, you asking, aren't those anti-sub weapons? As a matter of fact, yes, they are, and that leads nicely into the next part.
Unlike in the first 15 levels, you won't be able to sink ships from halfway across the map with one shot. It's almost guarenteed that you'll wind up being the guy/gal being one-shotted. You won't have near enough firepower with this ship to go one- on one with anyone else. I would not recommend playing Blitzkreig with this ship. Stay exclusively in GB's and be a support ship.
Make sure you load as many depth charges, hedgehog ammo, and AA shells as your ship can hold. Pick a group of BB's to hang out with (there are typically two of them, one headed south and one headed north. please refer to other guides for the intricacies of Great Battle techniques and structure). Once there, hang out a little bit behind the front line, using C to switch to rear guns and hammering enemy planes with AA and using your hedgehogs and depth charges to keep enemy subs from scoring an easy kill on your team's BBs. It is almost without a doubt that you will eventually get sunk. Don't worry. That happens to everyone about a gazillion times before they become BBs themselves. If, by some miracle, you survive the first 5-7 minutes without being torn in two or three pieces, then make a dash across the center. If you're STILL alive, congrats. You're farther than I've ever gotten. Now start looking for the other team's CVs. When you find one, open fire with all of your weapons. It is unlikely that you will sink it. However, it will force the other team to send ships/planes to try and stop you. This will help your team immensly. Just dodge and weave until you're eventually sunk, but with your team (hopefully) in the mop-up stage and all your sailors ~2000 xp ahead.
Now, I'm going to leave now, because my Internet decided to f*ck up with me. Once I teach my browser some manners, I'll continue this.
Wow. Apparently, my browser is a fast learner. Either that, or I found where the zoom button is. Either way, back to business.
I would use the x2 4"/45cal QF HA Mk.XVI D because, although the spread isn't the best, it has the best range (25 deg. puts you a little farther than your dot leaders), the second-best damage (with the heavy shells), and it's the biggest gun you can put on without it being too heavy to not load shells. However, some of you might want to use the x1 5.5"/50 BL Mk.1 D due to it's tighter spread and higher damage. I say use whatever floats your boat (or, at least, whatever keeps it afloat the longest)
At this point, I would say no armor whatsoever. It's isn't really going to do anything, and as small as you are, you'll want speed over something that isn't even going to do it's job right.
Tribal Destroyer
The Tribal Destroyer is a DD2 that's available at level 19. If you did that BB practice all the way to level 15, then you only had 4 levels of suffering in the O-Class. First, sell your O-Class the same way you sold your frigate: weapons first, FCS, and then the ship itself. Go to your BO's ship tree and select the Tribal. Go to 'new' and click to purchase the $45,360 ship. You'll soon discover that this isn't your mother's DD. With 900 more HP, you'll be able to engage in light skirmishing with other destroyers, and maybe even the odd, unprepared CL. This is my ship setup:
S5---S6---S7
R1-S1--R2-----F-S2--E-S3--T1---R3--S4-R4
R1 and R2:x5 7.2" Mk.10 Hedgehog (for GB), your choice of guns (BK); replace all with x2 4.7"/45 QF Marks XIX D at lvl 22 S1: Gunner->Armament Sailor->Gunner(lvl 22) F: DD FCS II (Aiming) S2: Bridge Operator E: DD Engine II (Heavy) S3: your choice T1:21" Mk.VIII x3 Launcher S4: Gunner->Armament Sailor->Gunner(lvl 22) R3 and R4: x2 4.7"/45 QF Marks XIX D (lvl 22) S5-S7: your choice, but rotate them for even xp gain As you can see, the setup is pretty much the same as it is for the O-Class, so, more GB'ing. However, the vastly improved armor and weaponry allow limited use in Blitzkreig. The strategy for GB's are pretty much the same, although you could decide to engage some of the smaller FFs and DDs.
However, Blitzkreig is new to us. Blitzkreig is a much smaller battle, with only 36 ships max at once, and (usually) no BB's, SS's, or CV's. This means that you can play a bigger role than in GB, since you can't be one-shotted on sight. Skirt along the edges of the map to flank them from behind. If there's any CV's wreak havoc on it with AA, Hedgehogs, and torpedoes. And it's pretty much common sense by this point to stay away from anything with guns that are bigger than you are.
At this point, I would recommend two guns, the x2 4.5"/45 QF Mark V L and the x2 4.5"/45 RP 10 Mark IV D. Although the Mark V has more power and is consistent over long distances, the Mark IV has a slightly faster firing rate and is more consistent and accurate close up. Whichever suits your playing style. The x1 6"/50 BL Mark XVII L is not recommended, since it is basically the same as the x2 Mark IV, but without the ability to load AA shells.
(Work in progress, stay tuned for updates) =====================WORK IN PROGRESS=====================
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