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  • CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 13. 2014 23:01

Recommend : 0

WizardofOz

Ready for my first cv6. With the help of a long time friend from NF on points I have bought my first SD ship. Its a MN Elite crew with 1 hero seaman. I bought it earlier this morning and ran into a snag. 

I have 8 pilots and 1 hero with the BO but dont have any gunenrs close to 120. 2 of the pilots have 1 more lvl to reach 115. 

My question I guess is are the gunners optional or do I have to have lvl 120 gunners in the R slots to drive this boat? If the answer is no do I have to run any sailors in the R slots to drive this boat? If one does have to run sailors in the R slots what should I run and at what level?

I have a US medic that I have lvled with this crew and it is also up to lvl 114. Will the medic work on a MN CV6? (yes I know a medic on a cv is virtually useless but I like saving my crew as much as possible even recruits and experts)

My final question is does all 12 slots have to be filled in order to drive the boat? 

 

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 13. 2014 23:28


gauchoarg

You MUST fill all 12 slots, 1 lvl 120 BO, and 11 other random 115+ guys :)

You don´t need a pair of gunners, you could use any support 115 or avobe. I.E, some people uses repair, restorer, seaman in R slots, and a sonarman or engine in the 9th support slot (since engys and sonarmans doesn´t work on ship slots!!)

Best setup imho is 2 gunners 115 with HHs, 8 pilots and an engineer

I don't know about the US medic.

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 14. 2014 06:09


WizardofOz

Originally Posted by gauchoarg

You MUST fill all 12 slots, 1 lvl 120 BO, and 11 other random 115+ guys :)

You don´t need a pair of gunners, you could use any support 115 or avobe. I.E, some people uses repair, restorer, seaman in R slots, and a sonarman or engine in the 9th support slot (since engys and sonarmans doesn´t work on ship slots!!)

Best setup imho is 2 gunners 115 with HHs, 8 pilots and an engineer

I don't know about the US medic.



Thanks for the clarification.  I really hope the medic works because I'm just 1 sailor short if that's the case. If not that's going to cause me to re - think my setup. I'm a firm believer in my hero seaman especially for the MN nation with the bonus +2 for fighter and hero base of +14 starting out. There is a noticeable difference between having it loaded in support vs not. So for me it comes down to how the r slots are filled. I'd like to hear what other people run and stew on it before I decide what to do. 

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 14. 2014 06:26


EricIdle

France is the only nation where any medic (US or German) would work, so you're fine there - provided the medic is at least at level 115.

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 14. 2014 10:59


Ultra_Dog

Getting a good crew for the CV6 is a super long grind.

A solid CV6 crew includes gunners and both Fighter and Bomber pilots.  You'll want at least 6, 7 or 8 Fighter pilots for those heavy air superiority missions and HA. You'll need bombers and at least 3 or 4 should be available, more if you want to go BW crazy.

Filling pilot slots with support guys might get your ship in the water, but it's not up to the CV6 potential with the plane capacity it provides. The 14 lifts and 100+ plane load gives the CV6 a lot of options in getting planes into the air and active.  Your team deserves a fully staffed CV6 be operational, not a 5 or 6 pilot ship that isn't actively loading planes for battle all the time.  Use a PCV or CV5 until you get your crew established, they're very good CVs too and will net decent XP up to your  desired crew levels.

You need gunners too.  If you have no defenses when a sub shows up, or even some pesky DD...you can be sunk rather quickly.  

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 26. 2014 16:22


connan_add

On my cv6 I run a AA escort with sonar, for one your to buzzy to use AA, for two even though the AI is not so good, it scares ftrs away, three its a free slot to put your sonar on.
But on the cv its self, i like to run 8 pilots and a seaman up top, one repairman in front R slot, and a gunner in the rear R slot with PHH, cause the rear gun has more space, and is enough to kill subs with PHH, and the repair is nice to have incase u get DB, you will repair b4 the next wave. 

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 26. 2014 23:59


WizardofOz

Obviously everyone has a different setup that works for them on their cv6. I got lucky and came across a 5th lvl 120 fp and a 120 engy that completed my cv6. Im leveling up gunners at 108 right now to fill the R slots eventually. I have found my favorite setup is 5 fp, 2db, hero seaman, and the engy. When I want to BW I drop the 5th fp and engy and run a 4fp, 4 db hero seaman. Both are great setups for me and cant wait to get the gunners lvled. 

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    10. 27. 2014 13:11


Mephibosheth

Originally Posted by Ultra_Dog

Getting a good crew for the CV6 is a super long grind.

A solid CV6 crew includes gunners and both Fighter and Bomber pilots.  You'll want at least 6, 7 or 8 Fighter pilots for those heavy air superiority missions and HA. You'll need bombers and at least 3 or 4 should be available, more if you want to go BW crazy.

Filling pilot slots with support guys might get your ship in the water, but it's not up to the CV6 potential with the plane capacity it provides. The 14 lifts and 100+ plane load gives the CV6 a lot of options in getting planes into the air and active.  Your team deserves a fully staffed CV6 be operational, not a 5 or 6 pilot ship that isn't actively loading planes for battle all the time.  Use a PCV or CV5 until you get your crew established, they're very good CVs too and will net decent XP up to your  desired crew levels.

You need gunners too.  If you have no defenses when a sub shows up, or even some pesky DD...you can be sunk rather quickly.  



Took me two months for 2 cv6 crews 1 to 120 with one month being an event.

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    09. 10. 2016 22:12


dpld11

Originally Posted by gauchoarg

You MUST fill all 12 slots, 1 lvl 120 BO, and 11 other random 115+ guys :)

You don´t need a pair of gunners, you could use any support 115 or avobe. I.E, some people uses repair, restorer, seaman in R slots, and a sonarman or engine in the 9th support slot (since engys and sonarmans doesn´t work on ship slots!!)

Best setup imho is 2 gunners 115 with HHs, 8 pilots and an engineer

I don't know about the US medic.



Will a Sonarman work on a CV6?

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    09. 11. 2016 04:35


Nachtara

Jes it will

In HA in oru fleet we only drive CV with HH and sona to find the SS


In GB I only drifew 8 fighters and 2-3 Seameen when i have 2 seaneen i use a gunner too 

  • Re : CV6 requirements and the confusion that follows for someone who hasnt had one

    09. 12. 2016 14:57


Ursus_Tr

I remember that medics works on ships of all friendly nations.

eg  german medics works on all axis ships, an american medic works on all allied ships.

That was the gamemechanic on NFEU, i dont know how it work here, on NFNA.

but why you should use medics? there are so many events: expert and vet conv. boost, EP boxes with hundreds experts etc. So you can fill up your crew looses.

// ********

seaman are another question.

as long as your crew have not reached the cap they are usefull. After that, they are worthless, exept in WoW rooms. time, slots, boosts etc to level up a seaman are wasted.

// ********

sometimes you must launch aircrafts as quick as possible (eg 5x2), sometime bigger formations (4,4,4). for a maximum of flexibility is a minimum of 7 pilots required.

my thoughts, my mind ...

 

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