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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

    06. 22. 2007 08:40

SpqrEin
I know 12 is the best you can get unless you go with elites. But with caps on things and
diminishing returns, 12 just gets you there somewhat faster but from what I have read on
other crew searches is that even 10/10 gunner do good in the end, just takes longer to get
there. I mean if a 3 +12 engineers can max out speed say at 100, an +11 is only going to
be how many lvls behind, but can still get there?

Im probably going to go with the more balanced support crew, unless I roll some special
+12 crew.

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

    06. 22. 2007 07:55

dontshootme
+12 is best u can get and it is worth getting. Good guide lordnelson

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

    06. 22. 2007 07:07

SpqrEin
a bump for a sticky

I have a few questions.

1. I have rolled 2 11aa/11rep/11restor/10eng for my repair crew and 1
11aa/10rep/11restore/11engi for my engineer. I do have some 12/10 repair and
10/10/12 engineers rolled to. Will a 12 in one stats be better in the long run vs
having more 11 in other usefull stats?

2. I will probably follow everyone else with reload gunners for AA, but even with a
very low growth rate in both acc and reload for AA gunners can they come near the
reload cap? I know the debate about UK AA guns weigh more but there are time
where I like the extra auto AA fire power to down a few planes while i fire my main
gun.

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

    06. 13. 2007 03:58

SR71bb
THX for guide it gona help me alot

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

    06. 12. 2007 09:07

Avenge
Very good beginners guide! :) You can learn alot from this!

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

    06. 11. 2007 10:36

LordNelson86
Personally i would roll your own pilots instead of more engi's, although they are valuable
they dont become so until level 65 or do which probably wont fit nicely in with your cv
plans. Also i recommend rolling your own pilots over buying them because people powerlevel
fighters/ torpers instead of going from 42-70 the hard way... and sometimes some really
dodgy numbers can come up.. So to be safe any crew you wish to keep long term you should
create him.

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

    06. 11. 2007 00:45

gilmagor
A sorta bump for this awesome guide.

Actually, I do have one question: Would going with a bunch of engis on that second
set (The one where you get the york BO and your rld gunners) still be what you'd
advise if I plan on going for RN CVs?

Would the sale of those engis get enough to buy some decent/good stated lower
level RN pilots? Or would it be better to trade those extra engis for rolling up pilots
and leveling them up with this new BO?

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

    06. 04. 2007 02:04

CaptainJacko
Very nice guide, again shame it came out after I started with RN :S

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

    06. 02. 2007 19:22

Gotthard
How have you never seen a 12 in any stat? I see one about once every 10-15 minutes
depending. Granted, a 12:8 gunner isn't that great, but if you just roll 15 minutes at a
time in between bouts of playing, you can roll some decent numbers. Getting my 11:11's
didn't take that much time, and I've got a 12:9 and a 11:11 support I am leveling right now.

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

    06. 02. 2007 15:49

LePredateur
about the repairers stats , i m not sure but i think have read somewhere that the
engine stat is only useful for the enginer so there is no difference between a
12/10/8 and 12/10/10 is it true ?
and the UK don't need restore ?
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