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  • KM BB Line help.

    10. 07. 2015 21:25


the1Johnson

Alrighty. 
Let me begin with, "Yes, I am a noob with BBs."
Secondly, I've heard way too many conflicting theories and ideas, and I want to make the absolute most of my BB line with my first attempt.

I'm planning to build an all Elite+ KM SS, so I need the Engines and whatnot, so I'll be working with BBs (ultimately to enjoy as well).


If I use 3x Boosted Hero Sailors or 2x Boosted Hero Sailors and 1x Boosted Super Elite for my Engineers, will I have enough to hit the cap around BB5? Or will I have to add a 4th? (These will all be 100+ Vets, with Experts as well)

For Repair and Restore, how many sailors should I use for each if I'm going to use Boosted Hero Sailors or Boosted Super Elites?
I expect I'll be using a minimum of 3x Boosted Repair... Should I bother with Restore?

I will also be using a Boosted Base 12 Aircraft Scout, so I know I'll be working with 7 other support slots on BB5, and 8 others on BB6.

As far as Gunners go, should I be using 2x Boosted Super Elite Accuracy, or 2x Boosted Super Elite Reload?

I know KM has some pretty wicked AA as well, should I be using AA Gunners or Reload Gunners for AA on T-mounts? 

And, should I even bother with Sonar & PHH? 

I realize, mind you, that I will be hitting caps, and that this crew will not be tradeable. But the perfectionist in me is kind of a stubborn f***.

So as it stands, this is my thought:
1 - Operator (Boosted Super Elite) Or is this overkill? 
2 - Gunners (Boosted Super Elite) Accuracy, or Reload?
2 - AA Gunners (Boosted) Reload, or AAW?
Supports:
3 - Engines (Boosted Hero/Super Elite)
3 - Repairs (Boosted Hero/Super Elite)
1 - Scout (Boosted Base 12)
2 - Unaccounted
(Sonar will be on standby, as I will obviously have one for SS)


To prepare, I will also have the Moltke (CA) for use to level with.
I'm aware that BB6's are expensive, and in order to prepare for the cost I will also be leveling 2x Elite Engineers for sale upon reaching level 115.

Any suggestions, tips, tricks, pointers, comments, concerns?
Please let me know.

Thanks,

Johnson 

 

  • Re : KM BB Line help.

    10. 10. 2015 02:07


joris92
Hello Johnson, sorry for the late reply.

Some basics first; all sailors add repair ability and restore ability (SD). Bridge operator, accuracy, reload, restore and repair are capped. Well you can have longer lines with a BO, but it is useless.

Bridge Operator
I would have chosen an elite repair BO. +9 is plenty to see the end of your lines for any ship. I believe you need to boost and put some vets on it though. +13 repair will add more repair. Rolling it yourself would be even better, going for a +12 rep with a +9 or higher bridge operator stat.

Gunners
Gunners are capped, you can even hit cap with 10/10 without ridicously veteran amounts on them.  If you have super elites I would suggest to get the super elites repairmen, because 11/11 acc/rld is plenty to hit cap, besides the +15 repair adds some nice repair with it :)

AA gunners
Same as for the gunners. AAW base has been disabled, so won't add anything today. Make sure to go for the Anti Aircraft gunner line when classing, because those wicked AA guns are only for AA gunners and not regular gunners!

Repairmen
For repairmen I would suggest to go for super elite repairmen, because you want them to add as much repair as possible. Besides repair they only add SD, but you will hit that cap anyway.

Restorers
Useless, don't use them.

Engineers
For engineers I would suggest to go with heroes. This way they add lots of engineer ability, but also lots of repair. Versus a super elite you would have 1 less in base (14 vs 15), but you will have 3 more in rep base. A +12 engineer is already sufficient, so what would the +1 matter anyway. You better get that extra repair you can get.

Scout
Keep in mind that scouts use the airplane ability, you did good research on that one. I would suggest going for a nice +12 airplane scout with a nice repairbase :)

The setup I would suggest
I would suggest the following set up:

1x Bridge Operator
2x Gunner
2x Anti Aircraft Gunner
3x Repairman
5x Engineer
1x Scout

With this set up you probably won't reach repair cap with a normal amount of BVE (100 vets and max experted). Though KM is about speed and not about rushing in and having to repair again after the punch. With KM BB you will need to use your range by slingshotting, which is only effective by using your speed. 5 Engineers and 3 repairmen will give you plenty OH time and plenty of repairspeed. Though by choosing your crew more wisely as I explained above you will get a bit extra repairspeed which is always good.

Just keep in mind that some abilities have a cap, that some abilities don't have a cap and that all sailors add repair & SD.

Have fun playing KM. It is a challenging nation, but when you know how to play it right it is one of the best nations there is. As a tip I would suggest to keep your gunners well above the level of your ship. A H39 with at level gunners is a serious pain in the butt, try to keep it 10 to 20 levels above the ship. This goes for every nation though.

Good luck.

Greetz Joor

  • Re : KM BB Line help.

    10. 11. 2015 12:26


the1Johnson

Hey there... Broken down your responses here... bit screwy but workin' on it. :)

Originally Posted by joris92
Bridge Operator

I would have chosen an elite repair BO. +9 is plenty to see the end of your lines for any ship. I believe you need to boost and put some vets on it though. +13 repair will add more repair. Rolling it yourself would be even better, going for a +12 rep with a +9 or higher bridge operator stat.
 

I've actually gone with Super Elite Boosted Repair for BO, and I've delayed classing him, using another BO as a dud to get me to about 60 without classing thus far.

Originally Posted by joris92
Gunners
Gunners are capped, you can even hit cap with 10/10 without ridicously veteran amounts on them.  If you have super elites I would suggest to get the super elites repairmen, because 11/11 acc/rld is plenty to hit cap, besides the +15 repair adds some nice repair with it :)

AA gunners
Same as for the gunners. AAW base has been disabled, so won't add anything today. Make sure to go for the Anti Aircraft gunner line when classing, because those wicked AA guns are only for AA gunners and not regular gunners!


I realize they cap... I was just hoping to hit the cap sooner rather than later, and using less vets in the end. They'll also be delay classed, so the +12 into repair will carry on for a little longer, and upon classing they will have a vastly accelerated accuracy and reload ability.

As for AA, I've gone with 2x 11/11 Accu/Reload 12 Repair, both will be boosted, and again, delay class to approximately 50-60.

Originally Posted by joris92
Repairmen
For repairmen I would suggest to go for super elite repairmen, because you want them to add as much repair as possible. Besides repair they only add SD, but you will hit that cap anyway.

Restorers
Useless, don't use them. 


I'm thinking Heroes will be more effective than Super Elites here.
I realize the SE will have the extra one point into repair, but they'll also add a lot to restore... Which while it might be useless later on, it'll be a great help for lower leveling, and to use one when I get my SS running. 
I have, however, decided not to use a Restorer at all, as my other supports will add more than enough anyhow.

Originally Posted by joris92
Engineers
For engineers I would suggest to go with heroes. This way they add lots of engineer ability, but also lots of repair. Versus a super elite you would have 1 less in base (14 vs 15), but you will have 3 more in rep base. A +12 engineer is already sufficient, so what would the +1 matter anyway. You better get that extra repair you can get.

This is the plan... I'm going to have all my engines made of Heroes... though I already have one boosted super elite that I earned with medals. I may choose to use this one while I level up the others, or if Super Elites ever become legal to trade, I'll have something nice to sell.

Originally Posted by joris92
Scout
Keep in mind that scouts use the airplane ability, you did good research on that one. I would suggest going for a nice +12 airplane scout with a nice repairbase :)


Yeah this was a pretty easy one lol. Right now I've got a 12 Aircraft 11/10 Repair Restore; I'll be boosting it once I've got some to spare. 

Originally Posted by joris92
The setup I would suggest
I would suggest the following set up:

1x Bridge Operator
2x Gunner
2x Anti Aircraft Gunner
3x Repairman
5x Engineer
1x Scout

With this set up you probably won't reach repair cap with a normal amount of BVE (100 vets and max experted). Though KM is about speed and not about rushing in and having to repair again after the punch. With KM BB you will need to use your range by slingshotting, which is only effective by using your speed. 5 Engineers and 3 repairmen will give you plenty OH time and plenty of repairspeed. Though by choosing your crew more wisely as I explained above you will get a bit extra repairspeed which is always good. 

I'm in agreeance on the setup, with the exception of Heroes vs Super Elite repairers... Either way, I'll wind up with a GREAT deal of repair, with 8x boosted heros being the brunt of support. 

Originally Posted by joris92
Just keep in mind that some abilities have a cap, that some abilities don't have a cap and that all sailors add repair & SD.

Have fun playing KM. It is a challenging nation, but when you know how to play it right it is one of the best nations there is. As a tip I would suggest to keep your gunners well above the level of your ship. A H39 with at level gunners is a serious pain in the butt, try to keep it 10 to 20 levels above the ship. This goes for every nation though.

Good luck.

Greetz Joor



My gunners are already leveled quite a bit, and by the time I actually begin the BB lines I'm sure they'll be roughly 25 levels higher than my BO, as I am using multiples to level more than one set of sailors at a time. 
I appreciate the input, I'm sure once I have this up and going it'll be a great line to play. :)

Thanks Joor,

Johnson 

  • Re : KM BB Line help.

    10. 11. 2015 13:33


joris92
I will give a better reply tomorrow if I am not too busy with school ;) I am not a fan of delay classing, this only works out well when you exactly know what you are doing, you seem to be on the right path though. You can also use: maplesyrup.sweet.coocan.jp One of those links will lead you to the English version and there you will find a crew builder. You can use that one to see what you ll get ;) I have a video on youtube somewhere with an explanation how it works. I can pm it to you if you would like :) Test it first with a crew you already have to verify the outcome :) Greetz Joor

  • Re : KM BB Line help.

    10. 11. 2015 16:49


the1Johnson

Originally Posted by joris92
I will give a better reply tomorrow if I am not too busy with school ;) I am not a fan of delay classing, this only works out well when you exactly know what you are doing, you seem to be on the right path though. You can also use: maplesyrup.sweet.coocan.jp One of those links will lead you to the English version and there you will find a crew builder. You can use that one to see what you ll get ;) I have a video on youtube somewhere with an explanation how it works. I can pm it to you if you would like :) Test it first with a crew you already have to verify the outcome :) Greetz Joor


I've got another simulator... the only downside is the one you've suggested doesn't seem to have a "Premium Sailor" option, which will be vital to calculating the actual effect.

  • Re : KM BB Line help.

    10. 11. 2015 22:07


joris92
As far as I know, no indeed. The sailors you insert are boosted, can't do unboosted I believe. But good, you got a sim that is important when you delay class. Also you know what you are doing so that is good as well :) Good luck leveling haha :))

  • Re : KM BB Line help.

    11. 24. 2015 19:48


lwrcased

Also get a medic, otherwise you end up with dead sailors almost every game

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