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  • Splid's KM DD to BB Guide

    06. 22. 2011 14:52 PST


nyerkovic
GENERAL KM INFORMATION:

Crew Setup:
At H44 you will want the following:
BO
Gunners*2
AA Gunners*2
Scout
Repairers*3or4
Engineers*3or4

Note: You need to select 3 reps/4eng or 4 reps/3 eng. My advice would be the first
choice as you need 4 engineers to speed cap the H44.

The use of main gunners as AA is not advisable. The KM gets some of the best AA guns and
it would be a shame not to use them. There is some decent long ranged AA for main
gunners, but IMO at least, the KM40 are a much better all round AA gun.






DESTROYERS


Z1- Level 12



Setup:
Best Engine: DD Engine I (Heavy)
Best FCS: DD Aiming FCS I
Best R slot weapons:
-lvl 15 X2 3.46 Inch / 78 Sk C/31 L
-lvl 16 X2 4.1"/65 SK C/33*
-lvl 21 X1 5.9"/48 TBK SK C/36s
-lvl 30 X2 3.46"/76 SK C/32 (For AA)
Best T slot weapon:
-lvl 20 X4 21" G7a T1

The Z1 is the level 12 KM starter DD. As a starting DD it boasts a good number of R slots
which is coupled by the early acquisition of dual weapons at levels 14-16. The main
problem that hampers the Z1, and indeed all DD1s is the small R slot space, but the Z1 is
only used for around 5-8 levels so the suffering is rather limited.
The Z1 has a good chance to pack a punch with either one or two quadruple torpedo launcher
which can help rack up attack.

Play-style for the Z1 is rather difficult to define. The ship doesn뭪 have great range,
speed or damage available to it due to the range of weapons that can be put on it, so the
Z1 is a come-as-you-may ship with a variety of play styles suited. They range from the
"getting you뭨e hands dirty" with quick firing duals to the staying a bit further away and
pounding away with single 5.9" My advice would certainly be to try to keep away from the
knitty-gritty of close combat, as you will easily be eaten up by higher tier DDs.

One option available to you is to use the lvl 15 dual 3.46"Ls, which have the best ranged
guns available to any national DD at DD1 level, although next to nothing when it comes to
hitting power. These guns, whilst high in range, would not be recommended due to the low
damage.

Overall, the ship is a fine DD1, easily competitive with the other ships of its class and
a fine start to you뭨e KM career.

----------

Z31- Level 17



Setup:
Best Engine: DD Engine I (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T with lvl 21 X2 5.9"/48 TBK SK C/36s*
Best T slot Weapon:
-lvl 20 X4 21" G7a T1

The Z31 is the first choice of a "DD2" that appears for KM. It has nearly double the size
R mount at the front compared to the Z1 and can therefore pack some heavier punch weapons.
The T slot size is the same size and therefore the Tier 1 Quadruple launcher will be
you뭨e weapon on choice.

The thing to note about the Z31 is that it has different size R slots. The front can
mount dual 5.9" easily and the rear can mount singles, allowing a 5 gun broadside. One
thing which you should not do is mix guns. Always use guns which have the same reload
value as it makes aiming in full salvos much easier (as you should be using Aiming FCS).

With this upgrade from Z1, you will be able to compete better in the DD world. The large
R slots allow for higher calibre weapons, and you should exploit that to all you뭨e
ability. The 5.9" TBK pack a good punch for a DD2 and the better FCS and more DP makes
the Z31 a very good ship.

----------

Z46- Level 22



Setup:
Best Engine: DD Engine I (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T*
Best T slot Weapon:
-lvl 20 X4 21" G7a T1

The Z46 is a remodel from the Z31 and is essentially the same ship with a few tweaks here
and there. It has a better FCS than the Z31 which allows for better aiming, but its
engine and DP remain the same.

The major difference is that the Z46 has 3 R mounts of equal size. This means that you
can now use 3 dual 5.9" as opposed to the dual and 3 singles of the Z31. This makes the
ship easier to use, and also increases the firepower marginally.

The T slot size remains the same so T1 Quadruple torps are still your best bet. The Z46
has 2 R mounts at the rear and 1 R mount at the front, which means that when you are
running from the enemy you can bring more guns to bear, and you will be running a lot as a
KM player.

The Z46 is still rather fragile, and cannot take much of a hit so the advice is still to
keep your nose out of trouble and stay at the fringes of the battle raining shells down at
the enemy while they are busy with rushing DDs.

----------

Z52- Level 23



Setup:
Best Engine: DD Engine II (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T*
Best T slot Weapon:
-lvl 20 X4 21" G7a T1

The Z52 only differs slightly from the Z46. The main difference is that the ship has 2 R
mounts at the front and 1 at the back, which means that running is no longer as great an
option due to the reduced firepower.

The Z52 does, however, have a better engine, due to more Power plant space. This allows
you to go faster and get out of trouble quicker than in the previous DDs you have used.

Again, as with all the ships so far, you are fragile and need to stay away from the action
as much as possible while still racking up attack. Wait for the enemy to be engaged,
sneak into range and fire at them, and then run if they concentrate their fire on you.

As an upgrade to the Z46, there is very little difference between the two ships, both are
good. It all comes down to personal preference but both of them can get the job done well.

----------

Spaehkreuzer (D38) - Level 20



Setup:
Best Engine: CL Engine II (Heavy)
Best FCS: CL Aiming FCS I
Best R slot weapons:
-lvl 23 X2 5.9"/48 TBK SK C/36-T L*
Best T slot Weapon:
-lvl 26 X5 21" G7a T1
-None*

At a cost of 70,000 credits it is a good
deal more expensive than the other ships available at that level and therefore quite hard
to purchase at level 20. Indeed, many people will have reached the Z99 before they have
the credits to buy the D38.

If you can afford the ship however, it is not all a bad story. The ship boasts enough
space for a CL FCS which will improve you뭨e spread considerably. The D38 also has larger
R slots than all other KM DDs, meaning you can mount the fearsome 6.75" if you have high
enough level gunners. The D38 also has the highest DP of all KM DDs which means it can a
small but noticeable amount more damage than the Z classes.

The ship does have T slots, but it is inadvisable to use them with torpedos, because that
will slow you down considerably (and make no mistake, the ship is not quick to start with
even though it has space for a large engine) and you should also be trying to avoid
getting close enough to enemy ships to make the use of torpedos necessary.

To sum up the D38, it is a testament to the Beta stages of NF. A time when range meant
life, when it could be considered a large gunned battle-platform which would create quite
an impression on smaller ships with it뭩 larger guns but in modern NF, it is outdated and
easily surpassed by the Z class ships.

One possible reason for the use of the D38 (and the D40) is that it has very good AAW
(better than Mpro etc) which can help when escorting friendly BBs to take down low level
TBers and (possibly) DBers.

----------

Z99 Class- Level 25



Setup:
Best Engine: DD Engine II (Heavy)
Best FCS: DD Aiming FCS II
Best R slot weapons:
-lvl 21 X2 5.9"/48 TBK SK C/36-T*
-lvl 23 X2 5.9"/48 TBK SK C/36-T L (only 2 binds)
-lvl 29 X2 5.9"/55 SK C/28 L
Best T slot Weapon:
-lvl 26 X5 21" G7a T1

The Z99 is the king of the KM DDs. It boasts good firepower with 4 R mounts and two 5
launcher Torpedo tubes. The ship is also quick, agile and has good DP to take a beating.

While the Z99 has been hit brutally by the nerf-stick, it is by no means broken. The ship
has been stripped of its 6.75" armament but the 5.9" still provide the ship with excellent
range and damage. It is also the first KM ship that can really get in close to the action
and deal out some damage with 8 5.9" guns and 2 5 launch torpedo tubes.

The Z99, although very powerful, should be used carefully and not in a noob-rushing
manner, because if used skillfully can challenge CLs and above in battle. The ship can
rush in, but the closer you get, the better the enemy뭩 spread get, so the best solution
is to keep at range and pound away (running if you come across a higher level ship).

The Z99 is a thoroughly enjoyable end to the KM Line and can also double up as a very good
AA Whore due to its quick speed and brilliant maneuverability with the lvl 30 3.46"/76 SK
C/32 or the lvl 42 KM40 AA guns.

----------

APA Atlantis- Level 30



Setup:
Best Engine: APA Engine I (Heavy)
Best FCS: DD Aiming FCS I
Best R slot weapons:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A*
-lvl 16 X2 4.1"/65 SK C/33
No T slots.

The KM APA is a ship used in Harbour Assault. The ship can also be used in normal
battlerooms but is very limited due to its low speed. The ship does have a nice amount of
R slots with reasonable size but do not allow it to use long ranged weapons to challenge
anything above a DD1. The ship also has low DP and a low grade FCS.

If you intend to get an Atlantis, I would advise you not to. The ship is a dead-end line,
meaning you cannot get any other ships after and will need to get a BO reset ($20) or
level a new BO, which would be a waste of your time as you would have to spend levels
12-30 in Z1 to be able to select the APA.

If you do happen to aquire an APA BO from somewhere, I would advise it be used in an AA
support role, with the KM40 or C32 AA however you will not be as effective as a Z99. The
APA is a specialist ship and is useless for normal NF compared to other ships of it뭩 level.
---------------------------------------------------------------------------------------------------------------------------------------

LIGHT CRUISERS


Spaehkreuzer (D40) - level 27



Setup:
Best Engine: CL Engine II (Heavy)
Best FCS: CL Aiming FCS II
Best R slot weapons:
-lvl 39 X2 6.75"/40 SK L/40s L
-lvl 37 X2 6.75"/40 SK L/40s*
Best T slot Weapon:
-None, not even torpedos.

The D40 is a remodel of the D38 and again, it is a ship struggling to find a place in NF.
The ship is slow but has good R mount space, good durability and a good FCS but is not
worth the effort of buying at a rather high price.

The D40 is not as useful as the Koenigsberg and so should really be avoided in my opinion.

----------

Koenigsberg - Level 30



Best Engine: CL Engine I (Heavy)
Best FCS: CL Aiming FCS II
Best R slot weapons:
-lvl 39 X2 6.75"/40 SK L/40s L*
-lvl 29 X3 5.9"/60 SK C/25
-lvl 44 X2 8"/60 SK C/31
Best T slot Weapon:
-None, not even AA.

At level 30, the Koenigsberg (or Kberg from now on) is the KM뭩 first real shot at a CL.
The Kberg has a good FCS and good DP and is not slow by any measure. The problem with the
Kberg comes with the high level guns it needs to be effective.

The best guns for the Kberg are the level 39 dual 6.75"sL, which have the best range out
of any CL (except PCL). The 6.75" hit nicely and have good range and reload and so should
be the perfect weapon for the Kberg. However, many players opt to use the triple 5.9"
which are at a lower level and easier to get than the 6.75"
The 5.9?offer many more gun barrels which makes surviving in Blitz easier due to higher
firepower, but to really excel at KM you need to use your range and the earlier you learn
to do it, the better you will be. The temptation to use the 5.9" will be there due to the
small amount of shells you can fire with the 6.75" but the pain and suffering will be
worth it. One thing you must learn about KM is that there is always pain before happiness
(H44 grind to Kaiser springs to mind).

Another issue the Kberg has is its unusably small T slots. AA can be put on, but it will
be very ineffective due to the fact only single AA can be fitted and you will have a
broadside of 2 guns per side.

The Kberg is a ship which should not be missed as it teaches the KM player to use his/her
range. The cost is rather high but it is worth it as the increased range (if used
correctly) can make this ship a great asset to any good player. One important point to
remember is that all CL1s suffer from bad spreads and it is important not to give up, and
the continue playing the ship.

----------

M Project - Level 37



Setup:
Best Engine: CL Engine III (Heavy)
Best FCS: CL Aiming FCS I
Best R slot weapons:
-lvl 39 X2 6.75"/40 SK L/40s L*
-lvl 29 X3 5.9"/60 SK C/25
-lvl 46 X2 8"/60 SK C/31 D
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32

The Mpro is the KM CL2 and straight away the differences between it and the Kberg are
immediate. The Mpro has 1 more R slot but has slightly lower R slot space than the Kberg
but the difference is so small it is almost negligible.

The Mpro does however lose the CLII FCS and gets the CLI version which is not as good, but
the increase number of shells you can fire helps to even this problem out. The Mpro is
widely considered to be a great CL2 due to its speed, range and reasonable damage. These
days, many Mpros use the 5.9" triples which do give a 12 gun broadside but leave the ship
severely lacking in range and when up against a Mogami or Brooklyn, you will suffer.

The Mpro also offers a reasonable AA platform, not great but certainly not useless. The
lvl 30 3.46?C32 are the guns to use due to their 0.8 second reload and reasonable range.
It is important to remember to level some AA gunners as the best KM AA is used by the AA
gunners and not main gunners.

The Mpro playsytle is very much hit and run. The ship has the highest range of all the
CL1s and 2s so the ship can only die if the enemy can catch you which can prove difficult.
The negative of the Mpro is its weak shell damage compared to other CL2s but the superior
range can be used to cover up this weakness to make the Mpro a superb ship.

One further thing to note about the Mpro is that it cannot take hits very well. If you
intend to rush in close and deal out damage, you will find the Mpro severely lacking in
this department. It is not a small ship, nor is it high in DP, so stay at range and stick
to the KM playstyle.

----------

Emden - Level 28



Setup:
Best Engine: CL Engine IV (Heavy)
Best FCS: CL Aiming FCS II
Best R slot weapons:
-lvl 30 X2 3.46"/76 SK C/32*
-lvl 42 X2 5"/61 KM 40 A
-lvl 16 X2 4.1"/65 SK C/33
-lvl 25 X1 5.9"/55 SK C/28 L
Best T slot Weapon:
-None, not even torps.

The Emden is a fantastic AA ship, there is very little in the game that can compete with
the amount of AA it can spam forth. However, the ship is slow and does lack displacement
and is certainly not cheap at level 28. Due to the Emden having guns on both side of the
ship using AUTO is not a good idea because you can fire on both sides on the ship with
auto and could possibly hit people on you're team.

Advice for the Emden is easy to give out. Use it as an AA ship with the level 30 3.46" C/32.

----------

Bayern (PCL) - Level 38



Setup:
Best Engine: CL Engine III (Heavy)
Best FCS: CL Aiming FCS I
Best R slot weapons:
-lvl 39 X2 6.75"/40 SK L/40s L
-lvl 30 X3 5.9"/60 SK C/25 L
-lvl 48 X2 8"/60 SK C/34*
-lvl 59 X1 11"/54.5 SK C/34-s
No T slots.

The Bayern is the KM뭩 PCL and is available for a small amount of $$$. The ship itself is
slow and only has two R slots and no T slots. The ship also has quite low DP.

Positives about the Bayern is that it has large R slots to fit long ranged and good damage
weapons and that it is small and can be quite hard to hit if you have a poor spread. This
ship should not really be considered as a serious leveling tool outside of blitzkrieg, as
in a Great Battle situation it will be very hard to get any attack to get XP for gunners.

Overall, a fun-ship rather than a good ship.
------------------------------------------------------------------------------------------------------------------------

Deutschland - Level 47



Setup:
Best Engine: PS Engine I (Heavy)
Best FCS: PS Aiming FCS I
Best R slot weapons:
-lvl 45 X3 11"/52 SK C/28*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32*
-lvl 42 X2 5"/61 KM 40 A

The Deutschland (or Dland) is the first KM CA of the O-Project route. The Dland is the
first ship of any nation to reach the 11" mark in a usable setup. The Dland, with its
best setup, will use the triple 11" Ns for the first set. These guns in the past have had
terrible accuracy but now they have been modified to be better and also with a lot of
boosts, vets and experts around, spreads will begin to get good in the 50s.

The major negative of the Dland is that the Guns it carries have hOrrific damage to DDs.
The gUns can hit up to 1.1K on CAs and BBs but will get a meager 600 on DDs or less. This
encourages many people to mount torpedos on their Dland to counter the DD, but this is not
a good idea as mounting AA is far more effective at gaining XP.

The Dland has 4 T slots per side which gives a very effective AA battery, but the only
problem is that the KM40s suffer from low ammo on the Dland so the 3.46" C/32 are the best
option.

The high range of the Dland guns mean that you can stay at range and keep out of trouble.
Getting close to enemy ships will end badly as the 11" have poor damage to DDs and a very
long reload at level. The ship is also not slow by CA standards but it is important to
keep at range. A similar level York will be able to damage you severely if it gets in
range and you will not be able to do much to defend yourself as you뭨e spread will not be
good enough to land more than 2-3 shells on him.

Overall, the Dland is a very good ship now that the 11" are usable. The ship can be used
in an AA role very effectively and can still pack a decent punch with the 11" A further
positive is that the ship can carry 6 scouts, which is a great help to you뭨e team and you.

----------

P Project - Level 54



Setup:
Best Engine: PS Engine II (Heavy)
Best FCS: PS Aiming FCS I
Best R slot weapons:
-lvl 59 X3 11"/54.5 SK C/34
-lvl 56 X3 11"/54.5 SK C/34 D
-lvl 46 X3 11"/52 SK C/28 L

Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

The P Project (or Ppro) is the ship coming after the Dland on the O Project route. The
Ppro is a very good step up from the Dland with increases in range, speed, AA capabilities
and DP. The Ppro can use the second set of 11" which are superior in range to the first
set. One important thing to remember is that the 2nd set Ns have MORE range than the 1st
set Ls.

The Ppro has a truly awesome AA battery, and to ignore this and not use AA on the Ppro
should (in my opinion) be punishable in some way. The Ppro can easily fit the KM40s,
which are a fantastic AA gun and with 5 per side, the Ppro can deal out some serious AA
firepower.

The Ppro should be used in the same way as the Dland. Keeping away from the thick-of-it
(like with all KM ships) and sitting on the fringes supporting rushing ships. The Ppro
can carry 5 scouts which is very good for a ship of it뭩 level.

The major weakness of the Ppro is that it is incredibly weak and rather large. The ship
cannot take damage and you will be in serious trouble if you get into a sticky situation
with any BB. This problem can be overcome by good use of the AA and speed as well as the
immense range that the Ppro has.

----------

Admiral Hipper - Level 45



Setup:
Best Engine: CA Engine (Heavy) OR CV Power Plant I - Heavy
Best FCS: CA Aiming FCS I
Best R slot weapons:
-lvl 45 X2 8"/60 SK C/31 L
-lvl 48 X2 8"/60 SK C/34*
-lvl 59 X1 11"/54.5 SK C/34-s
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32*
-lvl 42 X2 5"/61 KM 40 A

Note: The best guns for the Hipper are the SECOND SET of 8?Ns.

Firstly, the engine that you use for the Hipper very much depends on you뭨e level. If you
are high level, the one with the most SHP (the CA Engine) is the best but for low levels
the CV Engine is the best.

The Hipper is the first ship along the Bismarck route. The ship has 4 R slots but
contrary to the O-Project route, its ships have 8?as their primary weapons rather than
11" The Hipper is a very good CA, which benefits from large range with the 8" as well as
from a reasonable spread at level.

The Hipper also has good speed and good DP as well as having space for 4 scouts. The
Hipper does have a rather poor AA battery compared to the Dland and Ppro but can still fit
3 AA guns per side which gives decent AA firepower. The Hipper is, once again, a running
ship and should not be used to rush at any times. The ship is larger than a Dland and so
cannot be caught in a tricky situation and be expected to wriggle out of it.

The Hipper is available before the Dland at level 45, but it is important to look ahead
before selecting which of these ships you are going to get. A good bit of advice is to
read the " "Deutschland or Admiral Hipper" (v2)" sticky which gives very good advice as to
which you should get.

----------

Prinz Eugen - Level 53



Setup:
Best Engine: CA Engine (Heavy)OR CV Power Plant I - Heavy
Best FCS: CA Aiming FCS I
Best R slot weapons:
-lvl 49 X2 8"/60 SK C/34 L*
-lvl 59 X1 11"/54.5 SK C/34-s
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

As with the Hipper, the Engine on the Prinz Eugen (or PE) depends on you뭨e level. If you
are high level, go for the CA Engine and if you are low level, go for the CV Engine.

The PE is a remodel from the Admiral Hipper, and keeps some of the same stats. FCS,
Engine, Number of Scouts and T slots remain the same but there are some key changes which
improve the PE quite considerably over the Hipper.

Firstly, the PE enjoys greater R slot space than the Hipper allowing the PE to use the
second set L for the 8" which have very nice range and damage for a CA. It also has
increased DP and a cool camo paintjob.

The playstyle remains roughly the same for the ships, with the PE able to keep that little
bit more range than the Hipper but due to no great change in the AA capabilities the ship
cannot be played in too different a role. Range is key with the PE as with the Hipper,
you will now be targeted as you are a potential threat to low level BBs and the issue of
poor survivability for the PE surfaces.

As with every KM ship right up until BB3 level, KM ships seem to take horrific damage
easily and this is caused by poor Soft Defense but this can only really be built up at
high levels.

The 11" singles are included as a semi-serious option for the PE and AH. They have good
range but with only 4 shells you will struggle to hit anything with low level gunners and
you will be incredibly vulnerable to rushing DDs.

As a whole, the PE is a very good ship and can compete with most other CAs, the only one
which it will really struggle with is the York if the York has blocking 8"

----------

Moltke (PCA) - Level 55



Setup:
Best Engine: CA Engine II (Heavy) OR CV Power Plant IV - Heavy
Best FCS: BC FCS (Aiming)
Best R slot weapons:
-lvl 46 X2 11" Kust H L*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-(lvl 42 X2 5"/61 KM 40 A)Not Advisable

The Moltke뭩 engine depends on you뭨e level. At higher levels it is better to use the CA
Engine but at low levels the CV Engine is sometimes more useful.

The Moltke is the KM뭩 Premium Heavy Cruiser and it is a fine ship. The best guns for the
Moltke are the Kust 11"L which allow 4 binds which is easily enough for a battle. The
Moltke is best used with 3.46" C/32 in the T slots as these give plenty of AA. The KM40
are NOT advisable due to the very low amount of ammo they give.

The Motlke combines speed with good firepower and above average AA. At level, the ship is
good, with nice damage and range but will suffer from a lack of speed without sufficient
engineers. The Motlke also has a thin profile that allows it to escape loose spreads
occasionally and to dodge torps. It can also carry 4 scouts and is well worth the $4.99
price tag attatched to it.
----------------------------------------------------------------------------------------------------------

P Project II - Level 60



Setup:
Best Engine: PS Engine II (Heavy)
Best FCS: BC FCS (Aiming)
Best R slot weapons:
-lvl 59 X3 11"/54.5 SK C/34 with lvl 59 X1 11"/54.5 SK C/34-s*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

One important thing to note with the P Project II (Ppro2) is that it has 4, yes FOUR, R
slots. The Ppro2 can mount a triple 11" turret AND a single 11" turret at the front and
the rear of the ship. I have seen some Ppro2 users only using triples which is kind of
pointless.

Anyway, welcome to you뭨e first BB of the O Project line. And boy, is she a beauty. The
Ppro2 can use the second set 11"N which have very very good range for a BB1 but are a bit
low on hitting power.

The major issues with the Ppro2 are survivability and AA. The Ppro2 has a reduced AA
battery from the Ppro with only 3 T slots a side but these slots are still large enough to
comfortably mount the KM40 AA guns. This means that all is not lost for the Ppro2.

With the Ppro2, you are a BB. This means that you are actually worth something to the
other team in terms of XP and so you will be targeted over all the piddly little DDs, CLs
and CAs that surround you, and the Ppro2 cannot take a hit very well. This means that any
half decent salvo from a BB3+ is going to knock you for 6 so it is very important to be
aware of what is going on at all times. As with all ships, don뭪 advance when you cannot
see the enemy unless you know it is safe.

The Ppro2 also gets less scouts that the Ppro and so scout control starts to play a major
part in your gameplay as you will be in Great Battles now and fighters and AA will be
everywhere, both of them lethal to you뭨e scout and you뭨e chances of winning.

Overall, the Ppro2 is a good BB1 with good range and decent AA. It cannot compete with
higher tier BBs but it is a good start to the Opro Line.

----------

Scharnhorst - Level 60



Setup:
Best Engine: BC Engine I (Heavy)
Best FCS: BC FCS (Aiming)
Best R slot weapons:
-lvl 59 X3 11"/54.5 SK C/34 N*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

Scharnhorst (or the Scharn) is the first BB on the Bismarck Line for KM. It uses 3 triple
11" guns with the best choice being the second set N. This gives the ship good range and
a good amount of shells fired. The Scharn also gets 3 scouts which is less than the PE
and Hipper but is still usable.

However, the Scharn suffers from being rather fat and at low level, very slow. All is not
lost however, because the Scharn does have a good AA battery with 4 T slots per side and
all can have a healthy amount of ammo for the KM40s.

As with the Ppro2, you are now a target and quite a large one at that. The Scharn
doesn뭪 have the slimmer profile of the Ppro2 to help it survive and you find yourself
relying more on skill to survive (which is no bad thing).

Not much to say about the Scharn :/

----------

O Project - Level 69



Setup:
Best Engine: BC Engine II (Heavy)
Best FCS: BC FCS (Aiming)
Best R slot weapons:
-lvl 63 X3 11"/54.5 SK C/34 L
-lvl 71 X2 14.96"/52 SK C/34 L*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

The O Project (or O1) is the BB2 for the O Project Route. It is a fine ship but it also
sparks one of KMs larger debates, that of the 11" verses the 14.96" which I will deal with
at the end of the details about the O1.

The O1 is a ship which is very versatile. The ship can be Speed Whored as well as Armor
Whored in 2 gun or 3 gunned setup and can do very well in both roles. The ship doesn뭪
have many issues; one of the
major ones is its ridiculous AA. Some of the slots are big enough for the KM40s and some
aren뭪 so the only real way to solve this problem is to use the 3.46" C/32 AA.

Good points about the O1 are plentiful, it is fast, can do good damage, has good range,
good amount of scouts, very good DP for a BB2 and is slim. The ship at-level is a bit of
a grind but a very enjoyable one as you level up and get better in the ship.

The question many people end up asking themselves about the O1 and indeed the Gneisenau is
what main guns to use. The 11" have more range but have poor hitting power and the spread
can vary wildly. The 14.96" have less range and weigh more but do very nice damage and
have a good spread.

The 11" are a viable option for the O1 due to large range, but to really change the course
of a battle you should use the 14.96" and sneak into range by using you뭨e AA. The spread
of the 14.96" is very helpful in racking up quick attack before you can make a speedy
getaway thanks to the great overheat on the O1. The slim profile of the O1 also makes it
a very good rushing ship but can also help when line fighting if you use the 11".

----------

Gneisenau - Level 68



Setup:
Best Engine: BC Engine I (Heavy)
Best FCS: BC FCS (Aiming)
Best R slot weapons:
-lvl 63 X3 11"/54.5 SK C/34 L
-lvl 71 X2 14.96"/52 SK C/34 L*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

The Gneisenau (or Gnei) is a remodel of the Scharnhorst BB1. It is a very good ship and
runs along the same lines as the O1. It is similar in it뭩 good speed and choice of
weaponry and also playstyle.

One thing to beware of with the Gnei is its size (as with the Scharn). The Gnei is very
fat, but also quite short, which can cause problems if an enemy has your line but is
closing in on you뭨e length.

Again, the Gnei is a good ship with the 14.96" which would be my personal choice.
Choosing when to rush is an important part of BB2 gameplay for KM, especially with the
Gnei. With the O1, you can get away with a bad rush because it is thin, but if you
miss-time a rush in the Gnei, you are in trouble, Arizona.

Overall, a good ship, capable of speed whoring or armor whoring and a valuable KM ship.

----------

Andrea Doria (PBB) - Level 65



Setup:
Best Engine: BB Engine IV (Heavy)
Best FCS: BB FCS (Aiming)
Best R slot weapons:
-lvl 65 X3 12.6"/44 Model 1936 with lvl 65 X2 12.6"/44 Model 1936*
Best T slot Weapon:
-lvl 12 X1 5.3"/50 Model 1939
-None*

The Andrea Doria (or AD) is the KM Premium Battlecruiser and is a fantastic ship. The
ship will set you back $6.99 but is well worth the cash. The AD combines speed with good
range and damage as well as good submergence.

One thing to note about the AD is that it has a higher ability to take damage than a
normal battleship due to shells doing less damage to it. This is a great advantage and
makes the ship much more survivable when combining it with the small profile of the ship.

The guns for the AD are the 12.6" triples and duals. These guns do very nice damage and
have a good spread at level, changing to a truly brilliant spread at high levels. The
guns allow you to finally do some damage if you get in range for the first time (due to it
being before the O1 and Gnei) rather than hitting away with the 11" on the Ppro2 and the
Scharn.

AA is an interesting issue on this ship. I tend to run no AA to save weight and gain
speed but the AA that can be put on the ship is also a reason not to run it. The ship can
only mount singles which have a less reliable spread than duals and also leads to a
smaller AA battery. This means that in my opinion, the AA on the AD is usable and
probably advisable at lower levels but at high levels, ditch it and use you뭨e speed.

NOTE: The use of the KM40s on the front two slots combined with the single 5.3" on the
smaller T slots is supposedly a good AA system (testing needed).

The AD also has the same amount of support slots as the H39, which is a huge help when
leveling sailors and also to add to you뭨e soft defense.

Overall, the AD is a fantastic ship and should be in every KM player뭩 harbour.

----------

Bismarck - Level 80



Setup:
Best Engine: BB Engine I (Heavy)
Best FCS: BB FCS (Aiming)
Best R slot weapons:
-lvl 63 X3 11"/54.5 SK C/34 L
-lvl 71 X2 14.96"/52 SK C/34b L*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

With the recent changes in BB3s due to the ONF patch the BSM has now become the Vanguard
of the BB3s (which is ironic as VanGod is now a BB4). The 14.96" have now been fixed
allowing a very effective 30 degree assault as opposed to the 40 degrees of the 11".

The difference between the 15" and the 11" is still a quite close battle, but it presents
the BSM with a unique opportunity in the form of increased versatility. The 15" are a
fantastic GB gun, delivering a good spread and good firepower while keeping the speed of
BSM high at 42 knots. The 15" are also very handy in BB123 confrontations but you must be
careful of a few ships. The range of the NoCal and the Nagato are such that hitting a BSM
with 15" is not too hard if the player is inexperienced.

The 11" are still the loyal dependable guns of the BSM, providing security of range with
the promise of pathetic damage due to wayward spreads. At high levels the spread tightens
but not sufficiently enough to cause any severe problems, with the 11" the BSM stays as a
defensive ship, able to ward off enemies with a well placed salvo but lacks the punch to
finish them off with any real conviction so most ships will retreat to repair.

The BSM still sports decent AA, nothing brilliant and a good amount of DP making it a
decent ship to take a knock.

Overall, the BSM has not changed too much after the patch. There is now a fantastic GB
setup with the 15" which also prove helpful in BB Rooms, while maintaining the "Safe"
option of the 11".

My advice is to use the 15" as it teaches the importance of rushing correctly, as opposed
to the 11" which teach a player to be careless and rely on superior range (something which
you will suffer with if you play other nations). The BSM is a decent stand-alone ship but
I see it's most useful role as a support ship for BB4/5s providing decent AA cover and a
helpful anti-rush incentive for lower and equal ships.

Overall, in a knock up between the BSM and the OII I would probably chose the OII due to
its beauty, but I would advise most players to go with the BSM with its great versatility
and slightly higher survivability.

----------

O Project II - Level 80



Setup:
Best Engine: BB Engine II (Heavy)
Best FCS: BB FCS (Aiming)
Best R slot weapons:
-lvl 63 X3 11"/54.5 SK C/34 L
-lvl 71 X2 14.96"/52 SK C/34 L
-lvl 82 X3 14.96"/52 SK C/34o L*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

The O Project II (or O2 or OII) is the remodel of the O Project I. It is the BB3 for the O
Project Line and I have long had a soft spot for it.

The changes to the 14.96" on the OII have given it slightly less range than the BSM but
with a few advantages. The first is more DP, the second is an extra support slot and the
third is a marginally better AA battery.

The only real setup for the OII is 3 gun speed whored with the tripple 14.96". I would
advise most players to use AA as the ship needs it to blind enemies due to its slightly
lower range than the BSM. The tripple 14.96" are a truly fantastic weapon with a
fantastic flight time, excellent reload and truly biblical damage output at high level.

At level, the spread of the OII suffers slightly but a few well aimed shells here and
there is enough to ward off any potential attackers. At high level the spread tightens up
significantly to provide excellent damage provided your aim is good.

The OII differs from the BSM in that it is a more aggressive ship. If you sit back and
wait for the enemy to rush you in the OII you will find yourself sorely lacking, with its
superior AA you aim to knock down scouts and rush in firing off a salvo or two and then
getting back out or if the enemy is blind continuing to be "pesky".

The OII is a good support ship, but lacks the range to be able to ward off any serious
problems for the larger ship. The skill with the OII is learning to rush which is an
important skill for the H39 and H44. With the OI and Gneisenau you should have learnt to
exploit your enemies weaknesses (when he is blind) and get a rush in, with the BSM this
has to be tempered but with the OII you can afford to be a bit more creative with your
playstyle. That said, a bad rush is still a bad rush, learning how to rush is an
important skill which can be learnt easily by watching other players and learning to AA
and dodge shells effectively.

Overall, in a knock up between the BSM and the OII I would probably chose the OII due to
its beauty, but I would advise most players to go with the BSM with its great versatility
and slightly higher survivability.

----------

H39 - Level 89



Setup:
Best Engine: BB Engine III (Heavy) or PS Power Plant II - Heavy or BC Engine I (Heavy)*
Best FCS: BB FCS II (Aiming)
Best R slot weapons:
-lvl 91 X2 16"/52 SK C/34 L*
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

First issue with the H39 is that of which Engine to use. My advice here is to try the
ones which you want. I use the BB Engine III to get the highest SHP but others swear by
the PS Power Plant II 뺿eavy because it is 750 tones lighter. I will leave it to you to
decide.

Now, the H39, where to start with our brilliant BB4?

The H39 uses the 16" L which are the longest ranged BB4 guns. This already gives a good
advantage to the H39 over the other BB4s but it has to be used correctly. The important
thing with the H39 is to keep you뭨e max range. Don뭪 think that you have dropped down to
32 degrees and that is OK because it isn뭪 and one good salvo from the enemy BB4 and you
are in serious trouble.

The H39 also has good damage with the 16?but the spread never truly comes good (even with
level 120 gunners). This is just one small problem in a ship which is fantastic if played
right, and so bad if played wrong.

The H39 also has very good AA (although short on binds on 4 T slots with the KM40) which
comes in handy in both BB room and GB situations. The H39 also has 6 scouts which is very
helpful indeed and makes the ship even more competitive against the likes of IJN BB4/5s.

The H39 is also rather quick with good engineers. The ship is also easier to cap than the
BSM and O2 but don뭪 be too disappointed if you are slow when you get it, with 4 engineers
(which you should have) you will quickly speed up and get to the cap.

Playstyle in the H39 is the perfect mixture of passive/aggressive. When the enemy rushes,
you run and hit them hard but the most important part of the H39 is learning to rush.
When you think you can rush, ask yourself 밅an I really get in and out and keep
fighting?? If the answer is yes, you should do it. The H39 is a good rushing ship and
can push ships back very well because no-one wants to get hit by a 16" salvo if they can
avoid it. Learning to rush well and having the confidence to do so is critical to this
ship and always will be.

----------

H44 - Level 103



Setup:
Best Engine: BB Engine II (Heavy)
Best FCS: BB FCS II (Aiming)
Best R slot weapons:
-lvl 100 X2 16.5"/48 SK C/40*
-lvl 110 X2 18"/45 SK C/34
Best T slot Weapon:
-lvl 30 X2 3.46"/76 SK C/32
-lvl 42 X2 5"/61 KM 40 A

Congratulations, you have reached the H44, the BB5 of the KM at level 103. Now you start
the TRUE KM grind, from 103 to 120 with the H44. It will test you in ways you haven뭪
been tested and will reveal to everyone whether you can play KM or not. If you can, you
will flourish, if you cannot, you will die easily.

Firstly, the guns for the H44 ARE the level 100 16.5" I posted a survey to find out who
used what and the results were not surprising. The players who I expected to use the
16.5" did and the ones I didn뭪 expect to didn뭪. The reload of the 16.5" far outstrips
any notion of great shell damage that the 18" supposedly offer. The 16.5" don뭪 suffer as
much from the poor armor penetration that the 18" do and that is another critical reason
for using the 16.5" .

The H44 is in many ways KM뭩 problem child who surprises you every once in a while. The
two main issues are that it doesn뭪 have consistent damage and that it is unbelievably
hard to cap speed wise.
The 16.5" and 18" are the available guns for the H44 but they are both flawed at
delivering consistent damage and the 18" are extremely poor at getting hits on lightly
armored targets. This issue can be overcome though by skillful play.

The H44 is also the hardest ship to reach the speed cap for (much harder than the Kaiser).
This means that it is both slow and large at level and cannot pack enough of a punch to
offset this.

The saving grace of the H44 is it뭩 AA. It is truly awesome, delivering layer after layer
of AA to any incoming planes at an astonishing rate. As with the Ppro, any H44 not using
AA should take a long, hard look at himself.

I mentioned at the start that the H44 sometimes surprises you, and this is true. The ship
may be fat and slow but it is also yours, the culmination of you뭨e KM grind and you will
hate it and love it at the same time. That is what it is to play KM..............



ADDITIONAL BB INFORMATION


The H44 requires 3 engineers to speed cap it.
The H39 requires 2 engineers to speed cap it.
The Kaiser requires 3 engineers to speed cap it.

This is at lvl 120 engineers +11 with 100 vets and highlights the need for 4 engineers.
----------------------------------------------------------------------------------------------------------------------------------------

Well, It is time to add in my thoughts about the Kaiser in this Placeholder. The KaiseR
gets a whole post to Itself because it is just awesome.

---KAISER---



Setup:
Best Engine: BC Engine I (Heavy)
Best FCS: BB FCS II (Aiming)
Best R slot weapons:
-lvl 120 X3 20"/45 SK C/40*
Best T slot Weapon:
-lvl 42 X2 5"/61 KM 40 A*

The Kaiser is the Beast of KM. It is what the H44 should have beeN, a ship with damage,
range and decent speed which is Capable of dealIng out some serious Pain.

The first thing to mEntion with the KaiSer IS that it Already comes with the main guns on
but you have to add AA and the FCS/Engine. A good idea is To then add as much bulge as
possible to get you down to as close to 21/35 as possible.

The Kaiser is a Wonderfully great ship, the range AdvanT.age it has over other ships is
enough to
comprehensively own anything in sight. The damage of the shells is also good, but the
spread is absolutely woeful. With a 10/10 and a 9/9 BVE lvl 120 gunners my spread is
truly horrific. The speed of 22/37 is plenty considering the range advantage you have
over all other ships.

The one serious weakness I have found so far with the Kaiser is that it is pathetically
weak against subs. For every 1 time I die to a BB, I die about 5 times to a sub. 9 IJN
torps and the 160 bulge you put on is gone and you are sinking to the bottom of the ocean
with a 65k repair bill.

Depending on you're playstyle the Kaiser can be relatively easily undone. I play far too
aggresively and get counter-rushed a lot more than is credible, but usually you can get
away with this due to the reasonable speed and good damage of the 20" tripples. Rushing
is good with the Kaiser because KM finally has a tripple gun at high level which doesn't
suck. You can get 6 shells on the enemy instead of the usual 4 with H39 or H44.

The question you really have to ask yourself about the Kaiser is:

Can I really be bothered to suffer the H44 to get this beautiful ship?

The answer for 90% of you will be no. The Kaiser is basically a confession that you like
to self-harm by putting yourself through the worst grind ingame. For those of you who are
indicisive about whether to get it, don't. You need to be 100% committed to getting the
Kaiser or you will get all you're sailors to level 105 and run out of steal and sell them all.

Like all things, if you want easy street go UK. The Kaiser is for the KM Elite (and me),
the players who have learnt to play with what they are given when it is worse than what
everyone else has.

Here ends my Guide on all KM DDs/CLs/CAs/BBs. I hope you enjoy KM and just remember that
KM is like playing on Hard Mode. Very rewarding but you lose a hell of a lot more than
you win, but that winning feeling is so so good...








Elites or Non-Elites?

OK, I have been asked to work out whether KM is better off with elites or without them, so
here are my conclusions. There is a lot of data here, so please forgive the rough edges,
I will present the data in as clear a form as I can.

The comparison repairers and engineers are (12/10) and (10/10/12) for the Non-Elites.



First of all, no matter how many vets the sailors have, the following is observed:

Elite Repairers provide 12% less restore ability than Non-Elites.
Elite Repairers provide 4% more repair ability than Non-Elites.

Elite Engineers provide 12% less restore AND repair ability than Non-Elites.
Elite Engineers provide 5% more engineer ability than Non-Elites.




Below are the stats for the following types of crews, outlaid as shown directly below:

Elite or Non-Elite:
Repair/Engineers:
Amount of vets:
Repair Rate:
Total Soft Defence:
Total Engine OH Time:


100 Vets

Elite or Non-Elite: Elite
Repair/Engineers: 4/4
Amount of vets: 100
Repair Rate: 200dp/s
Total Soft Defence: 1184
Total Engine OH Time: 188 seconds.


Elite or Non-Elite: Elite
Repair/Engineers: 3/5
Amount of vets: 100
Repair Rate: 160dp/s
Total Soft Defence: 1212
Total Engine OH Time: 235 seconds.


Elite or Non-Elite: Non-Elite
Repair/Engineers: 4/4
Amount of vets: 100
Repair Rate: 200dp/s
Total Soft Defence: 1338
Total Engine OH Time: 179 seconds.


Elite or Non-Elite: Non-Elite
Repair/Engineers: 3/5
Amount of vets: 100
Repair Rate: 160dp/s
Total Soft Defence: 1307
Total Engine OH Time: 224 seconds.





200 Vets


Elite or Non-Elite: Elite
Repair/Engineers: 4/4
Amount of vets: 200
Repair Rate: 230dp/s
Total Soft Defence: 1469
Total Engine OH Time: 233 seconds.


Elite or Non-Elite: Non-Elite
Repair/Engineers: 4/4
Amount of vets: 200
Repair Rate: 230dp/s
Total Soft Defence: 1660
Total Engine OH Time: 221 seconds.


Elite or Non-Elite: Elite
Repair/Engineers: 3/5
Amount of vets: 200
Repair Rate: 205dp/s
Total Soft Defence: 1433
Total Engine OH Time: 291 seconds.


Elite or Non-Elite: Non-Elite
Repair/Engineers: 3/5
Amount of vets: 200
Repair Rate: 205dp/s
Total Soft Defence: 1621
Total Engine OH Time: 277 seconds.


 

  • Re : Splid's KM DD to BB Guide

    06. 22. 2011 23:45 PST


danita
Delete this stickie please.

Seems this new forum, like the old forum, quotes the original post at the top of every new page.
So delete this, make a new post with a header post announcing the contents then reply with the contents.
It saves us from scrollling for miles before we can read any replies.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 06:15 PST


SSN762
I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 09:19 PST


aingeal
Originally Posted by SSN762

I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.


KM isn't supposed to be in the middle of a brawl. Not kberg at least.

I do also believe however the PCL size and ridiculous submergence allows it to pull it off. Note however its a noob nuker. Quite easy for a mogami (Cl) to keep its range vs you with the triples.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 17:17 PST


SSN762
Originally Posted by aingeal

Originally Posted by SSN762

I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.


KM isn't supposed to be in the middle of a brawl. Not kberg at least.

I do also believe however the PCL size and ridiculous submergence allows it to pull it off. Note however its a noob nuker. Quite easy for a mogami (Cl) to keep its range vs you with the triples.



I dont think you've been in blitz for a while because in my experience. While you're trying to sit back and trade shots with a Mogami, you have 2 Z99 and a DDX crawling all over you.

I use my Bayern with trip 5.9s and unless I get multiple CL's coming at me, I usually win the day.

  • Re : Splid's KM DD to BB Guide

    08. 31. 2011 18:20 PST


aingeal
Originally Posted by SSN762

Originally Posted by aingeal

Originally Posted by SSN762

I think the trip 5.9's a re a great option for the Kberg and Bayern in Blitz. the higher rate of fire is more useful when faced with a collection of smaller fast moving targets rushing in.

The 6.75 or 8s cant 1 shot kill a DD. You'll be peppered to death waiting for reload.


KM isn't supposed to be in the middle of a brawl. Not kberg at least.

I do also believe however the PCL size and ridiculous submergence allows it to pull it off. Note however its a noob nuker. Quite easy for a mogami (Cl) to keep its range vs you with the triples.



I dont think you've been in blitz for a while because in my experience. While you're trying to sit back and trade shots with a Mogami, you have 2 Z99 and a DDX crawling all over you.

I use my Bayern with trip 5.9s and unless I get multiple CL's coming at me, I usually win the day.


I was, and I've made my proofs that both range and rush in tactics work still.

Smart rushing that is.

Or also just plain day suicide rush with a brooklyn sadly.

That said, i do concede the "rush in" gained ridiculous efficiency due to both Hobbit Map and PHH "shotguns"

I however make a difference between something working because the setup has little to no counter, and a setup working because people are too stupid to use the obvious counter.

I honestly never had a problem with 6" brook with any CL2+, other than my own new players day.

Give me any in-game CL2 at level, so long as the spread is decent, and I'll wipe the floor with your average brooklyn, block or not.


(note I've used the brook as an exemple, being the prime exemple of rushing in blitz tactic. Probably the best ship at nuking noobs there is)

  • Re : Splid's KM DD to BB Guide

    10. 14. 2011 12:11 PST


Ghosttex062
another versitile ship at range that will wipe out a mogami is the Northhampton. lvl 51 gunners with the lvl 36 triple guns is a nasty piece of work. bit slow rlding unless your smart enough to class your gunners properly. if you do class your gunners correctly, and accounting that you got 2 that had 12/12 base at the start, You'll have a tight spread and a quicker rld time. don't believe Me try this, basic sailor w/ 12/12 base stats, class to arm sailor, then to acc gunner then to rld gunner then rld again when you lvl them to the last force classing. and if you still think I'm just full of sh!t come try your hand against Me on the NFEU server. blitz or GB or GB2 9 times out of 10 I will hand you your arse, providing a BB doesn't nail Me from range, for the past two weeks I've been playing on the North American Server Bismark and I've seen a vast amount of rushers. these same rushers wouldn't last against Their European Counterparts. exps the germans. the Germans know how to use the KM line and they will sit back at range and laugh as your ship folds in half and sinks into the depths of Davy Jone's locker. currently I am playing the KM line on NFNA. current ship is the Mpro, lvl 48 gunners that started out with a 11/11 base I have the triple lvl 31 guns mounted along with the lvl 31 AA guns, the CL FCS aiming and the CL Heavy Eng. I don't use armor and average speed is 33 knts be4 going into overheat. on average I can walk away from the battle with roughly 2000 points for doing nothing more than knocking down planes. anything gets in range and tries sinking a BB I am covering with AA support is dead meat cause I won't waste time I will bring the main guns to bear and sink it leaving the BB to do it's job.

  • Re : Splid's KM DD to BB Guide

    10. 14. 2011 23:27 PST


EricIdle
to the above post I can only say

Man, this is the KM section!

And learn to structure your writing!

  • Re : Splid's KM DD to BB Guide

    10. 23. 2011 10:00 PST


Ghosttex062
Originally Posted by EricIdle

to the above post I can only say

Man, this is the KM section!

And learn to structure your writing!



did you miss something somewhere??. I did involve My usage of the Mpro and the use of the KM Line by the Europeans. My personal opinions of the KM line is that it's an awesome Nation with really good ships if You know how to play them. the grind, as mentioned, is a headeache but thus far well worth My time and effort to learn how best to arm and play the ships I've had the pleasure of owning. I have learned a great deal from this section of the forums. Noone helped Me a year ago when I started playing this game. I jumped in with both feet and got My arse handed to Me more times than I care to discuss. But with the help of people that barely speak english I have learned a great deal and continue to learn more everyday.

  • Re : Splid's KM DD to BB Guide

    01. 22. 2012 16:49 PST


Splid
5.9"s on the Kberg, Mpro or Bayern is a debatable topic.

To be honest, there are two points of view here, the purists and the nubs.

-The purists would fit 6.75sLs on their Mpros all day long and range range range range all day.

-The nubs would fit 5.9" due to more damage and brawling in the centre of the map...

If I am honest, I think the 5.9"s are more used these days because of the close range damage, but they are not the way to play KM.

  • Re : Splid's KM DD to BB Guide

    09. 08. 2013 16:44 PST


MasterStooge

is this information correct?

          "Setup:

               Best Engine: BB Engine II (Heavy)
               Best FCS: BB FCS II (Aiming)
               Best R slot weapons:
               -lvl 100 X2 16.5"/48 SK C/40*
               -lvl 110 X2 18"/45 SK C/34


my question is the levl 100 16.5" guns?

im not seeing that gun listed on the NF site components list... just the 20"

i have been told that the level 100 20" guns are bad to use and that it is best to use the H39 level 91 16" guns until you hit level 110 and can use the 18"

please if anyone has clarification let me know

thanks
Stooge 

 

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