IJN BB Guide
I am writing this guide, because I see a lot of random questions about the IJN BBs. So here is a simple guide of IJN BBs. I also do not own an Ise, so I will not comment on that ship.
Order of Appearance
12.2"L vs 14"N
14"L vs 16"D
Amagi Crew: 14 Sailors, 3 must be 120 (BO and 2 Gunners), 11 must be 115+.
1 BO - The Potential does not matter, as you will remove recruits anyway.
2x Gunners - Try to get at least 11/11 gunners, Acc/Rel will cap anyway.
2x DP Gunners - 11/11 Will do fine, Keep as Arm. Sailors until 62.
3x Reps - Try to get +12 Repair,and + 11 Restore, it all adds up.
4x Engineers - Try to get +12 Engineer, and +11 in Repair/Restore, it all adds up.
1x Scout - Always need a scout.
Optional for the 14th Sailor.
1x Seamen - It might be good to use, incase you have an IJN CV.
1x Restore - It might be good if you want high SD on a CV.
An extra Repair - Always good to have more repair.
An extra Scout - It great to have 2 scouts in a 1v1.
Arm - armament
Acc - Accuracy
Rel - Reload
Rep - Repair
Eng - Engineer
Personal opinion, is if you BVE your DP gunners, the Level you class them will not
matter,at levels 90+
Kongo Support Slots - 5, On Board - 5
The Kongo is the IJN's one and only, BB1. This ship is decent for a BB1. The Spread of
the Kongo is managable with BVE gunners, but without BVE you will have, along with any
other ship/nation, a terrible spread, and a terrible grind.
The Kongo is best used with the level 67 14" N's. These guns allow the user to have a
little more range, and a lot more firepower. The other set of guns for the Kongo (Which
you should use unless you have high level gunners) is the 12.2" which is available at
level 56. These guns are the ones you should use on the Kongo at level.
The 12.2" guns allow the user to carry a lot of ammo, and weigh less than the 14" guns.
The Kongo is best used as a ninja ship, where you follow people and wait for the right
time to rush. If your still at level, be careful of where your position is. Always try to
zig zag and fling your shells for that little extra amount of range.
If you have decent DP (Dual Purpose) gunners, then the Kongo has enough T space to fit the
4.7" I recommend using the Anti Air, because the Kongo has decent AA slots. The Kongo has
6 T slots to its name, 3 on each side.
The Kongo is a decently fast ship. When you hit the speed cap, which is easy to do with
BVE, you should be going 42 knts. This speed allows you to get in range fast, and out of
range just as fast.
The Kongo in its own class, its a decent BB1. It has the speed, and range to perform well
against other BB1, but asking it to do more, is pushing it, and remember the Kongo is a
BB1, Play it like one.
14"N vs 12.2"L
The level 67 14"N guns have a marginal range advantage over the level 56 12.2"L.
As you can tell, the range's overlap. This means with a bad spread, you may not see the
advantage of using the 14"N. The 14"N has slightly more damage than the 12.2"L. From my
Calculations and testing, I believe the 14"N has roughly 400 more shell damage than the
12.2". This is honestly a great amount of difference. For the 8 shells that is being
fired from your guns, that's 3,200 damage that could, or could not be effectively hitting
The 14"N and the 12.2"L have different angles. The 12.2"L has an angle of 45 degrees,
while the 14"N has an Angle of 43 degrees. This small amount of degrees can be the
difference from ranging a chasing ship, to just falling short. The 45 angle is in all
retrospect the better angle, since the higher angle allows a user to punch threw deck and
better for running.
Depending on what your style of play is, the 43 is better for rushing, while the 45 angle
is best for running.
Fuso with 14"
Fuso with 16"
Support Slots - 6, On Board - 5
The Fuso is one of two IJN BB2's. The Fuso, in popular opinion, is known to be the better
of the two BB2's. The Fuso with any setup is a deadly force in a Great Battle. The 12
Shells of Terror put fear in many BB3's and higher.
The Fuso is played roughly the same as a Kongo. Sneak into range, and pummel anyone that
is in range. Ninja is the key, if the enemy can't see, even 12, 14" shells will hurt. Try
to sling shot all of your shots, because the range is still short, and you are only a BB2.
The Speed of the Fuso ranges between levels. When I first got my Fuso, I had it going 44
knts. As you level the speed of the fuso will drop by 2 knts, and ultimately, be the speed
cap for the Fuso, at 42 knts. This 42 knts is very deadly, and decent for a BB2. If you
are using the 16"D (Your gunners need to be level 79 or higher) Then your speed is only
going to be 39 knts. That is the cap with 16"D.
The Fuso is a deadly BB2, the gun placement ( 3 Front, 3 Back) allow you to evenly spread
your shots, and is a great force. Play your Fuso like a BB2, Don't expect to own
everything, because it still is about luck.
16.1"D vs 14"L
The 16.1"D's and the 14"L's is the most important decision for your IJN BB2 career.
Unlike the 14"N and 12.2"L , the 14" and 16.1" have a very noticable difference of range.
The range is a great bit noticeable, and will cause a difference in range.
The damage output between these two guns, is very noticeable as well. The 16.1"
is extremely more powerful than the 14". From the tests that i have done, I have come
to the conclusion that the 16" has roughly 1300 more damage per shell, than the 14".
During the battle this will show. This damage difference can be the difference from
one shooting a BB4, to being 1 shotted by the BB4.
The reload of the 16.1" and 14" is very noticable as well. The 16" has a far less
reload time than the 14" by 2.32 seconds. This reload difference will cause you to play
differently. The 16" can be used to rush, while the longer reload of the 14" allows you
to rush or to stay back and be a line fighter.
With the fix to the 16" Guns, they might be better to use as soon as you can now. I don't
have at level gunners, so I can not know, but from what i see with my level 120 Gunners,
these guns finally have a decent spread.
While the 16" has a shorter reload, and higher firepower. The 14" has longer range. This
is a trade off between power and range. While at higher levels the 16" may be best to use
because of the reload. But at level the 14" is the only guns, so might as well use those.
Support Slots - 6, On Board - 5
The Nagato is arguable the Best BB3 at level. During the at level periods ( 77 - 83)
The Nagato excells above all other BB3's. If you raised your crew properly, then the
Nagato should have the speed cap right off the bat, 42 knts.
The Nagato is played exactly like the Kongo and Fuso, except this ship has a lot of
firepower. The 8 shells of furry, and the amazingly fast reload time of the 16"L allows
you to get in and out of range, while firing 2-3 salvos to another persons 1.
Now with the BB34AA patch, the Nagato spread IS! better. Thank fully, as you level your
spread will finally get better, or it might just be my level 120 Elites.
The Nagato is a very good BB3, its played like the IJN BB 1 and 2, except it excells in
range and firepower. The only downsize that i find with the Nagato, is with a heavy crew,
or high level crew. Such as one that's 100+, your Nagato will only be able to max out at
40 knts OH.
Support Slots - 7, On Board - 5
The Sexy beast of the IJN Navy. This ship is a great boat, With the new and improved Ammo
space, and the fixed to her OH time, she is a force. They did not buff the speed, only
the ability to reach the Speed cap sooner.
In order to do well with her, you need to blind your enemy, then rush in, turn and fire.
Sling shot the 45 degree guns to your target. Getting the hang of them is actually tough.
These guns do not seem to fire like the 43 angle, so the 2 degree difference is something
The AA of the Yamato is simple, 4.7" DP guns. Level 36 guns, and the 6.1" level 58 A guns
for the 2 Big slots. This setup allows you to have a constant stream of AA in the air
(With Max Velocity setting) too shoot those pesky Planes down.
The Yamato will rise to be a dominate BB4. Play her with ease,and take it slow.
Support Slots - 8, On Board - 5
Now to the true glory of the IJN Navy. The Super Yamato, is and I will say this, THE BEST!
BB5 in this game. The Super Yamato is fast, at 42 knts, and has good AA to boot. Her
Range is good, and the 45 angle means you should not be rushing.
If you’re at BB5 level, and you don't know how to play, I pity you. So I won’t say anything
about how to set her up.
To play the Super Yamato, you can rush, and AA any scouts that come, and get a quick
30-60k, if you don't die. Or you can take it slow and play like the Yamato. I find
playing aggressive to be the best action.
The only AA for her is exactly like the Yamato's, 4.7" DP guns, and the 6.1" DP guns for
the larger front/rear slots.
The 110 guns, at this time, do not do justice for the Super Yamato. Losing 3 shells, is
not worth the small damage boost, because it all ballances out to close to the same. And
the 110 guns are heavier.
The Super Yamato is a beast, play like a beast. Do not let other say the Super Yamato is
bad, she is the Queen of the ocean.
Support Slots - 9, On Board - 5
The Amagi. Well, can't say anything that you shouldn't know.
Use the 4.7" DP guns for AA. Run 1 bind of AP, and hope you can adjust for the
un-godly long hang time.
She is a decent BB6, running at 39 knts, and a good amount of bulge. Play her with
caution, don't let others in range and use your range advantage.
-Sticked by Angus725