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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

    12. 19. 2008 07:05

dragon159753
Umbral raptor, I love you, I've been looking for some numbers for 11 unboosted gunners
(I'm too poor to boost T.T)

<3
<3
<3

  • Re : IJN FAQ

    12. 19. 2008 02:37

UmbralRaptor
More or less. From some numbers I've been crunching with 11 base unboosted gunners:



Unless I'm confused about how much crew growth AA, DP, and CHF DP gunners give.

  • Re : IJN FAQ

    12. 19. 2008 01:59

Compassghost
Umbral, in relation to the DP one, mention AS LATE AS HUMANLY POSSIBLE. Up to 70s, even
80s, and you'll hit the cap very rapidly, I believe. I don't know the values off the top
of my head, so someone will have to do the math.

  • Re : IJN FAQ

    12. 18. 2008 23:15

UmbralRaptor
Re the 20.1" guns: I'm not that familiar with BB5 issues. =/ I'll look into it.

Good points on AA and crew.

  • Re : IJN FAQ

    12. 18. 2008 09:32

gdad77
hmmm, good work a stiky may be in yer xmas pressies.

Q: is there any point using the 20.1" guns. a: no.

if you could dress that 1 up and get it in there.

Q:when to class aa. a: meh, @ lvl60 but if ur gunna go 40% vets class em asap, either way
it wont matter come lvl 100ish.

Q:how many engies/reps should i grow a:4-5/3 and mebbe 2 scouts ;)
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