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  • BB1 +

    03. 01. 2011 18:37

MeNoChinese
Hi,

I'm in an Alaska class BC and it sucks, I know that a lot of it is the ship's fault and
the rest is my crew's fault. Can anyone tell me what is an optimal crew for Alaska
and possibly for other ships above it. I'm ok at this game (at least I think) but with
my first crew, I made some nooby choices. :/
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  • Re : BB1 +

    03. 02. 2011 19:28

KingCong
You're on the right track. don't give up

  • Re : BB1 +

    03. 02. 2011 17:20

Lionel2
LOL @ Abominations its ok meno, we all have screw ups. You should have been around for my
epic failures as a L50 CV driver last weekend.... fighters getting shot down by
bombers.... torpedos flying off at all four points of the compass at once... three games
in a row with no damage done to the enemy.... it was not pretty!

  • Re : BB1 +

    03. 02. 2011 16:38

MeNoChinese
I have started a crew and well, my L56 Yellow Acc. Heavy Acc. gunners will be sixty
before my BO is anywhere close so that is a problem, but, I purged the
abominations and have made 4 engies with +11 and 3 repairers with +11. I had a
crew from before this thread that was going to become my Soviet crew, but I sent
them down the U.S. line instead, I scrapped that whole crew except for the BO. So I
have a lvl 14 BO, Level 56 Acc Acc gunners and level 4-5 engies and repairers. I'm
going to go through another tough grind. But it will pay off with my pathetic Alaska.
My future crews will definetly benefit from the knowledge I'm gaining.

  • Re : BB1 +

    03. 02. 2011 16:22

Lionel2
Meno... I had no idea you were in such a situation! If they can still launch a torp, I'd
keep them hanging around, somewhere, just in case... my suggestion is with the others:
start a second BO. This way you can work on some repairers and engineers. As you know,
I've been running a pile of different ships through blitz and GB2. All those different
ships are 4 lines of sailors. I now have the ability to shift sailors around to quite a
few different possiblilities. Also, I now have the capability to set up some pretty darn
good escort ships. I have a L62 premium and upgradded accuracy gunner that I don't have
much use for and was considering selling. I'll give him to you. Perhaps if you start
saving your credits, you can buy another L60s gunner and this way you'll be able to work
on two lines at once: growing more supports, yet working out your BB in GB and getting
extra credits.

  • Re : BB1 +

    03. 02. 2011 02:29

mako089
Be good to the community and just delete the torp2guns. Don't be like some of
those people on the trade panel trying to pass off junk to newbs. If it's worthless
then dismiss it.

  • Re : BB1 +

    03. 01. 2011 22:40

MeNoChinese
Ok, sounds like a really good Idea. Thanks for the help. And facepalm because I
passed up on two 15 potential BO. Also, I got a
11/11 from rolling and I am going for another.



[Edited 3/1/2011 10:55pm]

  • Re : BB1 +

    03. 01. 2011 20:59

KingCong
+10 anything for gunners isnt really that good unless it is 12/10. Also I hope each pair
have identical stats.

If you used any of your yellow starter sailors for their correct role, then they should be
good enough. Your starter gunners are 11/11 and each of the supports have +11.

Ditch the torp>guns. no point in lvling them anymore. My suggestion would be to lvl a
second BO for the Nevada and load up all supports. I know it sounds agonizing but it
will be worth it. It will also get your gunners higher lvl so you will enjoy BB.

You can buy a few lvl 12 supports from the trade system if you have an extra million.
Otherwise try to roll good neuts. At least +11 for the main stat and +10 for one of the
other support stats.

  • Re : BB1 +

    03. 01. 2011 20:21

MeNoChinese
Does 10/10 11/10 or 10/11 work for gunners?

  • Re : BB1 +

    03. 01. 2011 19:40

dmcgill1
From what it sounds like, you need to work on your crew quite a bit. You'll need to get
some engineers, I would recommend 4 at least base +11, +12 if possible. On top of
that get some good main gunners, 12/10s, even 11/11 will work. Some more reps
would be good too, 2-3 more, same as the engineers, +11 or better. You are going to
really want 100 vets at least and full experts on your crew if possible.

  • Re : BB1 +

    03. 01. 2011 19:16

MeNoChinese
Not dissing LK, and his guides are great, but I find his BB guides are not as thorough
as his DD/CL/CA guide. I get that it takes forever and stuff and I don't hate on him
for it at all, as a matter of fact, I thank you LK if you're reading this. As for my crew, I
can snap photos of em, or just give the important stats. The basics though are lvl 56
BO, lvl 56 AAHeavy Gunners (not at super heavy yet), 1 level 56 Reload Accuracy
gunner, 1 level 56 Repairman First class, 1 level 56 Restorer First class, 2 level 55
torpedoe to Heavy Accuracy Gunners (failures and I want to sell them to someone
even though they are worthless), and 1 level 38 Scout. Most of them are the Yellow
crews I initially got from NF, the others are purchased or created. I know that
restorers are pretty much useless so I know that can be a problem, the Torp2Gun
Gunners are an abomination and piss me off just by their exsitance. All of my crew
are to the full, with about 40-80 vets per and about 10-20 experts (because I
converted what I had during the special event).
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