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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

    05. 11. 2008 06:18

Manifold
250k points. *sigh*
How much of that for rolling the sailors?

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

    04. 23. 2008 12:12

wildnitehawk
This is great!!!! I wish I knew about this thread back when I started playing. I
already learned the hard way. lol >.<

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

    04. 23. 2008 10:25

StarBomber10
YES!

Nice thread Nelson. Very nice. (I never should have broken up my ship trees like I did,
I have 1 US BO, 1 UK BO, 2 IJN BOs, and not enough supports or AA :< )

Although, I've got to say, if you do it like this you will miss out on the most
intimidating (and fun, but not really effective) AA gun in the game, the 2 lb "pompom" gun.

Granted, UK AA is not the best, but many of the guns are quite good, and as I said, the
Pom Pom is very fun. I agree with everything else though, Repair, Engi (I've got one
restore, not too bad, but SD is already bumped at high levels) If you go BB you only need
one pilot. I also agree about NO TORP MEN.

UK topedos are not good enough (or ranged enough) to be a valid weapon beyond lv. 60 If
you did manage to get some torpedo men, sell or trade them for gunners, any gunners.

My piece over, I'll try and recomend this

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

    04. 17. 2008 15:13

johnjay
so
1 bo
2 gunners
4 engs and 3 repairers
and 1 scout

crap i need 3 more engs and 2 more repairs >.> oh well bad to the dice agin
thanks for the guide

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

    03. 26. 2008 00:52

ANFO
Brilliant to read.

Coming from an old salt. Thumbs Up buddy.
Good patient work to sit down and write that out.

At the end of the day, I'd say the Engineer/Rep/Restore crew is of considerably high
importance when levelling.
If your boat don't float, then you can't sink any others.
If your boat can't run fast, then it can't sail after others.

Good point about the gunners with reload stat.

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

    03. 25. 2008 12:18

tarantoga
very nice, i'm wondering why not sticky yet?!

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

    03. 18. 2008 02:15

Kircheis
I just started my UK line based on this guide.

In my experience, I spend a total of about 5 hours in a week rolling the dice for sailors.
I managed to get 2 potential 15 sailors, 1 acc12rel11, 4 acc11rel11, 1 acc10rel12 and more
than 10 for 11/10/10(either repair/restore/engine) as support sailors. All I have to say
is that you need to be very patient and willing to burn thousands of points to do it. You
have to roll slowly and watch carefully before you rolled again because you might skip
some sailors with good stat(I skipped a pot 15 BO and a 11/11 gunner, sigh). Thanks to the
party event, I got a lot of points for this. I agree with LordNelson that you need at
least 250k points for this or else you might find it difficult to class them at proper levels

However, I think it is very rare to get a 12/10/10 (for either repair/restore/engine) so I
settled with 11/10/10 instead. I also try to get good AAW with them. Pot 14 sailors is
relatively easy to get but I prefer them with some decent AAW/restore stat to increase
overall soft defence and AAW. Anyway, if you are willing to spend $$$, then that might not
be a problem.

So, I would advise you to spend some time in rolling sailors. Good stat sailors are very
helpful in the long run. Good luck.

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

    03. 17. 2008 20:11

FireFight67
THX you are the first one to tell it in a way any noob can under satnd. THX again!

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

    03. 17. 2008 19:50

Barrage
+12 stat guys are extremely rare unfortunately. You can roll for hours on end and
not get one... just do your best not to get discouraged!

I'm by no means an expert on market conditions but I've seen pairs of 12/10, 10/12
neut gunners go anywhere from 800k to 4million for a pair. +15 pot BO's from 500k
to 2million.

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

    03. 17. 2008 16:51

Ceefood
can you really get +12 stat sailors ? cause I tried & spent over 9000 pts & the
highest I could get were +11 stat ones which I decided to keep since their other
stats werent to far off what was suggested but I did not see any +12 stat in ANY
field except Potential which I saw a few 14s. Are these sailors just that rare & how
much would I have had to spend to get them ?
since I dont have a gold or premium account as yet since I am having trouble even
getting close to 50k pts/creds I couldnt afford to keep going
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