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  • The Agano Guide

    11. 09. 2005 15:51

Walex
WARNING: This guide is aimed at beginners, so expert players please do not be shocked when
you read some of the things you will be readin :)

*UPDATED*
<Updated to include all of the changes and/or different viewpoints of issues discussed>

Now, most of you have at one point or another complained about the Agano. I find
that to be a bit harsh on the lovely ship that I currently occupy. :) So here is, in one
place, the best Agano configuration that I was able to come up with, mostly by
taking parts of advice from other people, and then trying it out on my own.

1) The Configuration
1 x Agano CL (well, obviously :))
1 x CL Aiming FCS I
1 x CL Power Plant I - Heavy
3 x 2x7.9 B D (4 binds of ammo (HE normal) per gun for a total of 160 shells)
1 x 24" Type 90 Launcher x4 (with 12 torpedoes)
NO Armour

2) The Explanation:

CL Aiming FCS I:
It's really the only one available to you, but please choose Aiming over Auto. Why?
Well, asides from the obvious accuracy advantage, the Aiming allows you to
converge your shots all at one spot, unlike the Auto which leaves all lines parallel to
each other. Might take some learning, but trust me, it's worth it.

CL Power Plant I - Heavy:
Though Light would give you more space and more overheat time (thus easier to
dodge torps), you really need the fast overall cruising speed to be able to get away
from the thick of the fight - remeber, that line of DDs wont hold forever.

3 x 2x7.9 B D:
Simply to put, these are the most powerful guns that you can put on the Agano.
People say that the 3x 3x6.1s are good as well, but I find that they dish out a great
deal less damage even with Heavy shells (250 on average per shell, compared to
650 on average with the 7.9's) Now then, the problem really lies in space - the
Agano has 120, and any other variant other than the B D leaves you with very little
space to put shells on. Therefore, equip the BD, and if you are THAT keen on range,
get the Light shells (which will do about 550 per shell on average).
<NEW NOTES> Now, I've heard people say that you MUST use the light shells. To be honest,
it's also important to remember that lvl 30-ish gunners do NOT have good spread on long
ranges, so the chances of hitting something very far away drop astronomically. More on the
role of normal/light explained further on.

1 x 24" Type 90 Launcher x4:
USE ONLY IN EXTREME CIRCUMSTANCES. Most people will buy the Agano just after
they came out of their Tsukikei (well, not almost since you need the money) - and
will therefore have their gunners several levels ahead of their torp man in most
cases. Thus, do not rely on your torps too much, and try and remember that your
torp men are not as good as other people's. Try to use wide spread and fast torps
for maximum effect. I know the temptation to rush and use torps again after the
huge pause with Tsukikei will be tempting, but you have to restrain yourself since
the Agano is an awful front-line ship. In short, to recap, use only when a pesky DD
comes close to you.

NO ARMOUR:
People think this is stupid, but it all has its meaning, and will be explained a bit more
in the strategy when it comes to using the Agano, but bear with me for now - the
Agano will, I repeat, WILL NOT be engaging in front-line combat - you do NOT need
armour, you need speed.
<NEW NOTES>
People have stated that you must have some deck/belt in case you find yourself under fire.
It is in the end your choice whether you want to feel safe, or if you want to run away.
Personally, I have always made it a priority to run away from any engagement that
threatened to bring fire upon me, because IJN armour and Agano's hide are both as thin as
rice paper.

3) The Strategy:
General Battles:
Dont mash the F button the moment the light turns green - there is no reason really,
you are not here to TW, and you are not built for front-line combat. Instead, take a
leisurely northern/southern course, and take time to adjust your manual aiming.
Adjust for convergence at maximum range and give yourelf a salvo or two in order to
make sure that you have the reload time memorised. By the time you hit mid-map,
the TWs will have already released their first load, and the DDs will be taking the
onslaught of those first torpedoes. This is where you kick in. Find groups of enemy
ships if possible, if not, solitary ships not surrounded by allies. Only in extreme
circumstances engage ships that are close to your allies. Time your shots carefully,
as they take a while to reload, but in general be aware of the fact that you MUST
stay at all times behind the line of friendly ships. Usually it's best if you reach the far
north, then turn directly south and proceed with a speed of 10-15 knots, therefore
giving you a stable shooting platform with which to pummel the enemy. Remember
that you do not need to kill enemy ships to get XP, so sailing by and dishing out 2-3k
damage per destroyer is more than adequate. Damage 10 destroyers like that and
you are already talking about 20-30k of shell-induced damage. Should the line
break, turn tail and run, but do so at an angle so that your front guns may still fire at
the enemy and thus slow him down. Remember, you are a GREAT support ship, but
an awful front liner.
<NEW NOTES>
Now, some people have suggested to use light HE over normal HE. Again, as explained, I
personally believe that normal HE will do more damage per shell landed, giving you more
ATK, more XP (you only have 6 shells to deal with on a relatively bad spread!). Reason for
this is that your spread will be awful the moment you enter the Agano, therefore you
cannot expect to have a high hit rate on far ranges. Instead, cruise behind your DDs and
shoot the enemy DDs. Enemy DDs will be in your range, while the Allied DDs will take enemy
DD fire. In CL games, stick behind bigger targets such as CA/CL2, wait for CL rushes, and
then pummel away!
Scout Plane:
Should you use HE light, the scout plane is a MUST. You will not see where your shells
land, nor will you be able to spot enemy ships and targets. Furthermore, seeing how the
amount of BBs and CAs has shot up astronomically since the game has gone retail, team-wise
it is good to have scouts and relay information back to your buddies - who will certainly
remember you when that pesky Z99 comes knocking on your door. In general, keep the scout
around should you need to see the overall situation on the battlefield. Scouts = useful!

Hope this helps some people :)
  Index

  • Re : The Agano Guide

    01. 21. 2006 23:21

Pepsi
Use Light HE not Normal...

  • Re : The Agano Guide

    01. 21. 2006 22:21

picardcity4
Thanks for the Guide Walex.
There is only one thing missing from the guide. What is the most effective firing
angle with the dual 7.9? In terms of most damage.

I am still new to manual aiming and I am terribly slow at turning the gun torrets, and
adjusting firing. Perhaps time and practice will help me eventually. I was stupid and
wasted a lot of experts trying to get veterans and my BO now at almost 30 has only
51% experts, and that means my BO is blind without a scout. But my guners both
one of the 4 original sailors and lvl 30 are excellent one has 78% efficiency the other
has 100% efficiency. I also have a lvl 28 2nd Seaman as well as a repairer, restorer
and engineer. I put 9 Bulk and no armour on my Agano and lose no sailors even
when hit by a CA or BB.

Anyway I'll appreciate your input on gun angles.

  • Re : The Agano Guide

    01. 18. 2006 08:17

uglyfido
**Bump**

Just started using Agano today. I have 3x2x6" with HE shells. I have 2x4x24 type8
launchers and no scout. I still need a pilot. I put .5 Deck, .5 Belt, 5 Bulge, and 5 Bulk.
Will this setup do me ok until I can get 7.9" guns? Would Appreciate any info. I am lvl 28
and so are my gunners.

This guide should be stickied.

  • Re : The Agano Guide

    01. 07. 2006 14:09

malcheus
I managed to lvl to oyo, so I won't use the agano anymore, but my advice is:
7.9", heavy ammo.
pick out the CL2's, and aim for them, they are easy to hit, and still take a lot of
dammage from your shells (400 per shell) you'll end up dead, but with about 7000
attack, so you get enough XP and credits to make it worthwile (or so I think)

the was one occasion in wich I did 800 dammage to a cleveland with one shell, it
was a critical hit though.

  • Re : The Agano Guide

    01. 05. 2006 22:07

caledonia
Having just started using the Agano since they fixed the bug, here is my key tip to
surviving in the Agano....use a meatshield.

As you have the advantage of range, use it and sit behind some other ships. In all
welcomes, sit behind the first wave of DD's and snipe from a distance with the 7.9"
and light HE. In DD/CL try and sit behind one fo the more dangerous CL's such as a
Brooklyn or Edinburgh and snipe away as the enemy should concentrate their fire on
these more dangerous ships.

Another useful tactic in the Agano is to join with the DD's who try and flank the
enemy and get into the rear where the enemy CV's are. If you can sneak in behind,
you can wreak havic with you guns and torps but still be able to get away from more
dangerous ships due to your speed.

  • Re : The Agano Guide

    01. 05. 2006 17:15

evilerac
Dude if you are getting torped in a Tsuki then you are doing something wrong.
With your speed and superior range you should be choosing your battles. Any
Z99 or DDX that even comes close to you should be facing your aft or some angle
that has all 5 of your guns trained on him. While they are shooting you with 2 guns
and looking for that torp angle..you are constantly turning away from him and
keeping your 3-5 guns on him and pounding him into oblivion. I find more often than
not, a smart player will stop pursuing you after you rape him with 2 or 3 good
shots...a stubborn one will follow you and eventually die.

The only time I got torped in my Tsuki was when I was not watching for people
creeping up on me while I was engaged with someone else. Tsuki is hands down
the best DD2 you can get, as long as you keep the fight 1v1, you will pwn.

7.9" guns are a mistake on a Tsuki. Why go with slower reload and less ammo? You
need time to pound those enemy DD's so when (and if) they finally close on you they
are crippled! Time is your enemy. You should be throwing rapid volley after rapid
volley as they pursue you. 5x2x5.5"L does plenty of damage and with more shots
odds are you will hit more often then 5x1x7.9"

  • Re : The Agano Guide

    01. 05. 2006 05:30

malcheus
i have some shocking news.....
I suggest you take a seat if you are standing:

today I bought the agano, as a matter of fact, i sold my tsukikkei and bought an
agano from the money I got from it.

the reason:
I got fed up of ppl avoiding a real fight with a tsuki, and I "discovered" that the
agano is, theoreticly speaking, better then the tsuki, in some vieuwing points.

I will explain myself:

-When you are in a tsuki, you have a big sign on your head "TORP ME FROM CLOSE
RANGE", everyone knows you don't have torps, so when you are in a fight, you get a
point blank torp shot to your face almost eveyrime, don't get me wrong, you can do
a lot of dammage in a tsuki, but you get torped really often.

-let's say you go for high caliber guns, and put single 7.9" guns on ur tsuki, then
youi can shoot 5 shells at a time.
if you put double 7.9" guns on an agano, you can launch six, besides that, you have
torps and planes.

too bad 7.9" guns aren't really good.

  • Re : The Agano Guide

    01. 04. 2006 19:42

mixmkz
actually thanks to obst i recover the whole guide

i just need a chance to use my other computer which has the restored copy and
make some changes

but so many people uses the new dds now, i dont know if anyone still wanna use
CL1 anymore :(

  • Re : The Agano Guide

    01. 04. 2006 19:22

neilzo16
Rewrite, rewrite Mix.

Go Mix go!

*Throws mixball*

Helped me with my Agano back in the day.

  • Re : The Agano Guide

    01. 04. 2006 14:21

SirDante
Nice guide, don't use normal HE, run away a lot.
Agano, however, sucks.
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