Ships and Strats [SNS000]
Ship: Kagero [SNS001]
Level: 12 | Cost: 35100 Credits
DP: Points | Disp: 2700 Tonnes
R Mounts: 63@330° x3 | T Mounts: 23@120° x3
Honestly, not a bad ship to start off with. Decent mounts for warding off people and and nice mounts for some torpedos. Since there isn't much you can do at this point, just go with the flow and be smart with torpedos. Plenty of space and take advantage of every single aspect of this ship. It's thin, its fast, it hurts (with torpedoes). Arguably, it plays closer to the torpedo line ships.
Go gunline or torpline? Maybe the subline? Up to you. Torp line is oriented around the CV players because everyone will look down on you for having torps on a BB. Unfortunately, if you don't go gunline, this guide ends for you.
Gunline Level Guidelines
Essentially, all you have to do is gradually switch from rushing to ranging from level 12 - 59ish. Remember that you NEED to have 4 engineers and 3 repairers being trained on the side or on another ship leveling for your late game ships that have a lot more support crew slots.
Levels 12-27: Rush kekekeke. Use Tsukikei's range, speed and firepower.
(Side-note: Amagi is the BB version of the Tsukikei and Mogami.)
Levels 27-58: Use range, scout, AA (but nowadays, less relevant due to Hobbit War). Unless you're basically facing a CA w/o ammo, low hp, no torps, no suicide scouts, no scout bombers etc. etc.
Levels 59+: Congrats, your blitznoob days and almost over. Say goodbye to killing people! (Well, until you hit Ise/Fuso or go CV line)
Ship: Akitsuki [GUN002]
Level: 16 | Cost: 51240 Credits
DP: Points | Disp: 3350 Tonnes
R Mounts: 71@270° x4 | T Mounts: 32@120° x1
This is where the real dying begins depending on the player. Quite honestly, it's a little tsukikei with nice range and half decent spread. The T slot isn't functional for anything useful, so skip the torpedo launch altogether here. As for playing it, stick with the bigger ships and shoot any enemies that approach.
Remodel: Not much to say, faster I guess. Also... Better FCS. Get the remodel. It's apparently classed as a DD3. Play it as you would the Akitsuki.
Crew: I reccommend your T Mounts and Support slots to be filled with your DP armanent sailors and an engineer, along with the standard gunners/BO.
Ship: Tsukikei [GUN003]
Level: 24 | Cost: 65000 Credits
DP: 7300 Points | Disp: 3970 Tonnes
R Mounts: 79@320° X5 | T Mounts: None
This is the ship where you go in and kill everyone in blitz... not really.
Setup: The preferred setup is the 5.5" Ls or Ds with heavy ammo. You have speed, a good C-value and for crying out loud you have 10 shells of nearly 6" damage.
Stratagy: Your strategy is to pick off any DDs and hunt for "less fortunate" CLs like Atlantas or K-bergs and even the Edinborough. For the ammo, add a bind or two of *HE and AP/APC shells for those special situations. I highly reccommend you start to make the switch to Manual FCS now. The primary benefit to that is shell placement. Why is that so? You're able to cross your gun lines, and with that, able to place more shells onto your target, which in turn put more damage on a target.
Crew: your crew should the same as the Akatsuki; armanent sailors and an engineer.
Ship: Agano [GUN004]
Level: 28 | Cost: 157500 Credits
DP: 8500 Points | Disp: 8000 Tonnes
R Mounts: 120@300° X3 | T Mounts: 47@120° X2
I like to call this ship Agony. It isn't THAT bad though because at this time you have 7 scouts and 9 shells of 6" guns or 6 shells of 7.9" guns. (The torpedo platform is still very nice though but remember, keep those DP sailors armament sailors until level 62 or higher). I reccommend using the T mounts to have torpedos on, as at this point, torpedos are actually very viable in increasing your damage output.
Setups: With the 6" setup, stick beside larger ships, and perform the same role as you did the Akatsuki. With the 7.9" setup, play like the bigger ships and focus on range as being the element that keeps you from getting shot at.
Strategy: Your targets should primarily be CL+, but if a DD gets too close, by all means shoot the DD down. Remember, you have scouts. Have them ready or flying at all times. Vision is key no matter what game mode, and so if you're able to carry scouts, you should feel obligated to use them.
Crew: Your crew should now have the same as your previous ship's crew, but with the addition of a scout pilot and another engineer.
This ship isn't great, or bad, but will remain a ship I would not reccommend.