ID
Password
FlashGuide
FlashGuide
HA Infomation

Royal Navy

  Index

  • Complete UK BB Guide

    05. 14. 2015 09:35


SylverXI

Complete UK BB Guide
--------------------------------------------------------------------------------------------------
TABLE OF CONTENTS

0-Introduction
1-Pros & cons in general
2. The Sailors
   2.1. The BO
   2.1. Support sailors
   2.3. Crew without AA/HH
   2.4. Crew with AA/HH
   2.5. The "Gunners" and Anti-air/Anti-sub guns
   2.6. Recommended lvl difference between your crew and ship-level
   2.7. True Ability
   2.8. Ability caps
3. The Anti-Air guns
4. Armor Configuration
   4.1. Unarmored 
   4.2. Half Armored
   4.3.
Fully Armored
5. The UK BBs
   5.1. UK BBs ship-tree
   5.2. Renown
   5.3. Revenge
   5.4. Repulse
   5.5. Queen Elizabeth
   5.6. King George V
   5.7. Nelson
   5.8. Hood
   5.9. Prince of Wales
   5.10. Lion I
   5.11. Vanguard
   5.12. Lion II
   5.13. Queen Victoria
6. UK BBs Gameplay (Coming Soon)
   6.1 In GBs
   6.2 In BB rooms
---------------------------------------------------------------------------------------------------

0-Introduction
UK BBs are the thoughest one around. The fact that they have the best repairers, the sturdiest BBs, and can put up an effective amount of "deck" armor makes them the hardest BBs to kill. A great UK BB driver knows how to take risks and get in range when the enemy least expects it.


1-Pros & cons in general:
(Higher is better)

The UK nation is the only nation that can armor its BBs and still be usefull in all types of battles. They are designed to rush and take advantage in situations where the enemy is turning around, doing AA or is blind. Some of the issues UK may have is that most of their BBs can not put on a lot of scouts, can not add an effective amount of Anti-Aircraft guns, and they tend to not be able to put on a lot of "bulge" armor (without sacrificing speed or "Deck" armor) and are thus weak against torpedoes because of that.


2. The Sailors
2.1. The BO:
The first thing you need to know is the base. In order to be able to enjoy leveling spending as little money as possible, I recommend the use of a BO with a base of +15 in potential. You may also make use of a Elite Potential as BO if you're interested in having a lighter BO so that you can put on a little more armor.

Some players go as far as to classing a Elite Repair as BO, but I don't recommend it for UK because UK sailors already have a +2 bonus in Repair ability in all of its sailors and having a lighter BO could be far more beneficial.


2.1. Support sailors:
Repairers:
I recommend the use of Super- or Elite Repair because they are the best as repairers. If you don't want to spend your Medals or Olives on Elites, then you can try rolling sailors with at least +12/+10 or +12/+9 in REPAIR/RESTORE. Always class on time!

Restorers:
I do NOT recommend the use of  Restorers. If by any chance you do have one, make sure it has at least +10/+12 in REPAIR/RESTORE. Always class on time!

Engineers:
I recommend the use of Hero Sailor  because they are, in general, the best as Engineers. If you don't want to spend your Medals on Hero, then you should try rolling sailors with at least +12/+10 or +12/+9 in ENGINE/REPAIR or buy a few Elite Engine. Since UK sailors all have a +2 in Repair, it might even be better to have Super Elite Engine, especially if your thinking of supervetting your crew. Always class on time!


2.3. Crew without AA/HH
* Your crew is assumed to have repairers base +12 in REPAIR, and +10 in RESTORE, with 110 veterans and a 100 rookies.
** Your crew is assumed to have engineers base +12 in ENGINE, and +10 in REPAIR and RESTORE, with 110 veterans and a 100 rookies.


What you need so that your BB can function as best as possible is about 4 Repairers and 6 Engineers, 1 scout, and 1 pair of gunners. If you're thinking of supervetting your crew close to the 40% vet cap (300+), you can go as low as using only 2 Repairers and 8 engineers. You don't need a Restorer to get to the 900 SD cap, so don't use any.



2.4. Crew with AA/HH
* Your crew is assumed to have repairers base +12 in REPAIR, and +10 in RESTORE, with 110 veterans and a 100 rookies.
** Your crew is assumed to have engineers base +12 in ENGINE, and +10 in REPAIR and RESTORE, with 110 veterans and a 100 rookies.


What you need so that your BB can function as best as possible is about 4 Repairers and 4 Engineers, 1 scout, and 2 pair of gunners. If you're thinking of supervetting your crew close to the 40% vet cap (300+), you can go as low as using only 2 Repairers and 6 engineers. You don't need a Restorer to get to the 900 SD cap, so don't use any.

Keep in mind that UK AAs aren't very usefull in BBs, so the best thing you can have is HH to have some defense against subs.


2.5. The "Gunners" and Anti-air/Anti-sub guns
There are 2 "good" ways to class your Main gunners:


Reload Gunners
:
This classing method is best suited for those who make use of Super- or Elite Accuracy as gunners. If you don't feel like spending Medals or Olives, great alternatives include +12/+10 in Acc/Rel sailors. You can of course always make use of a pair of Hero Sailor. If you're planning on putting 200+ vets, then Super- or Elite Reload are the best suited for playing in "WAW".
 -->Graph

Accuracy Gunners:
This classing method is only usefull for those who make use of Super- or Elite Reload as gunners. If you don't feel like spending Medals or Olives, great alternatives include a base of at least +9/+12 in Acc/Rel sailors. You can of course always make use of a pair of Hero Sailor. With the introduction of "WORLD AT WAR", this classing method has become somewhat absolete and far too inferior in terms of DPS (and same accuracy) compared with Reload gunners.
-->Graph


Classing recomendations for ACC. Gunners:
If you're planning on using base +12/+12 in Acc/Rel sailors with around 109 vets, then it's very important for you to NOT class on time. Ideally I suggest classing them as Acc. gunners after level 65 so that they can reach the Reload cap. If you don't do it this way, you may not reach the Reload cap on your gunners unless you put around 10 to 20 more vets in each gunner.


There are 2 ways to be able to have AA on your BB:


Reload Gunners:
The oldest way to having AA is by making use of Reload gunners. The downside of that is that you won't have access to the best AA guns, nor the infamous pom poms. The advantage is that you can always use them as your main gunners as well.

AA Gunners:
After they put in a patch that allowed AA gunners to be able to make use of 6" guns and less, I recommend the use of AA gunners instead of reload gunners. The advantage is that you'll have acces to all AA guns. The disadvantage is that you'll probably have to wait untill around level 100+ to class them and unlock the abilty to use all AA guns. At higher levels you'll be limited to firing either AA or HH, so you won't be able to use them as main gunners.

Base & classing recomendations:
I highly recommend the use of Super- or Elite  Reload for your AA Gunners. You may also use any sailor with at least +11 in reload. The AAW stat is NOT active and is a useless stat; so you don't have to worry about this stat since it serves no purpose whatsoever.

Also, I recommend leaving your AA Gunners as Arm. Sailor till level 115+. Either way, AA isn't very usefull in UK BBs till the QV and Arm. Sailors can fire HH just fine. The reason is because classing early as 2nd AA Gun will cause your gunners to lose a huge chunk in Reload later on.



2.6. Recommended level difference between your crew and ship-level:
BO: In general, it's what determines the ships you can use so there's no choice but to have your BO at around the same level as your ship.
Supports: Your supports need to be at least at the same level of your BB or more so that your BB can function as best as possible.
Main gunners: Your gunners need to be at least 10 levels or more above that of your BB so that your BB can function as best as possible.
AA-gunners: Your AA-gunners need to be at least level 80 or more so that your BB can function as best as possible.

In order to know more about how to class, level, and the amount of each type, I recommend getting a basic undertanding of how sailors work in NF.


2.7. True Ability
To find out how good a sailor will perform in a particular function, other then the value "ability", the number of rookies, experts and veterans also have an influence.
It's calculated as follows:   
True Ability= Ability x (4 x nºVeterans + nºExperts) x (nºRookies + nºExpertos + nºVeterans) / Crew Size.
Simplified: True Ability Ability x sum of ability rate(%) x Crew size.
(e.g. True Reload Ability= 3688 x ((4 x 177) + 775) x ( 76 + 775 + 177)/1028 = 5,469,304
OR True Reload Ability 3688 x (68% + 75% + 0%) x 1028 5.4*106) 

With this, you'll be able to fine tune your crew or sailor to reach each and every one of the known caps.


2.8. Ability caps
An Abilty Cap is the is the limit value of some stats, in the case of BBs:
Reload cap: "The minimum reachable time requirment for your guns to reload"
Value= 2.6x less or ±38% of shown value.
Reload stat= ±2465K True Ability
-->Graph

Accuracy cap: "The minimum amount of shell dispersion achievable"
Accuracy stat≈
4706 * lvl 120 + 1,000,000≈ ±1,564,720 True Ability
As you can see, the Accuracy cap depends on your gunner's level.
-->Graph

Speed Cap: "The maximum ahievable overheat speed"
Value= 1.7x Base Speed.

Overheat speed Cap: "The amount of time a ship can mantain moving in overheat speed"
Value= ∞ (no cap)

Repair rate: "The rate in which a ship will recover DP over time"
Value=
280 DP/s.
Repair stat= ±35 millions True ability (the sum of "repair" from all sailors).

Soft Defense: "A unit for the amount of damage a ship will 'burn off' later and the amount of damage a ship will receive 'instantly'"
Value= 900 SD
Restore= ±7.7 millions True ability (the sum of "restore" from all sailors).



3. The Anti-Air guns:
Having AA  is not recommended, however, I'll put the data here in case someone is interested.


--> See online


4. Armor Configuration:
On a UK BBs you can put a viable amount of "deck" armor. Ideally, try to always put more than 8.0 " in deck, and only 0.2" in belt. You can also choose to play without "deck" and only 0.2" in "belt" and as much "bulge" armor as possible without losing 1 knot.

Take a look at the following examples with a Queen Victoria.

4.1.
Unarmored  :


Queen Victoria's speed cap is 40 knots. Basically 0.2 in "Belt" and as much armor as possible in "Bulge" without losing a single knot of speed. In my opinion, a good way to go if you don't have enough credits to put on armor or the very skilled player.


4.2. Half Armored:


Basically 0.2 in "Belt" and as much armor as possible in "Deck" without losing 2 knots of your base speed or 3 knots in "Overheat speed".


With this amount, you'll be able to bounce about almost every BB4 or less. You'll also be able to bounce ships such as the H44, Alsace, and Vittorio Veneto. You'll also be able to bounce BB6s such as the Kaiser, Progetto UP40, and Charlemagne. To top it of, you are also fast enough to rush in effectively and you'll still be able to bounce the other remaining ships once you're at about 35º or less. In my opinion, the best configuration for GBs.



4.3.
Fully Armored:


Basically 0.2 in "Belt" and as much armor as possible in "Deck".

With this you'll be able to bounce nearly every BB at max range except (Super) Yamato, Montana, Sovetsky Soyuz, Amagi and P24. However, while ships such as another QV and Nebraska can penetrate a "Half-armored QV", a "Fully Armored QV" will bounce them as well. In my opinion, the best configuration in HAs, HDs or Tier 6 BB rooms such as WaWs.


5. The UK BBs:
5.1. UK BBs ship-tree:
https://1db60a6566356d92c5ee2c3741e0c61b8dc6701e.googledrive.com/host/0BzCIITAecjfESkJDd2hQYXFMbmc/HMS_BBtree.png


5.2. Renown



Engineers: 3 - 4
Repairers: 2 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS (Aiming)
Engine(motor): BC Engine I (Heavy)

Main guns: 3 x 2 x 15"/42 cal Mark III D(nivel alto); 3x 15"/42 cal Mark I L(nivel bajo)
Slot A: 3 HE Light
Slot B: 1 AP
Caution: More then 1 configuration is mentioned!

Secondary guns: --; 10 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 4 x Blackburn Skua
Mines: ±4

Speed: 27/45
Deck: 0.0
Belt: 0.2
Bulge: ±50
Bulk Head: --


5.3. Revenge


Engineers: 3 - 4
Repairers: 2 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS (Aiming)
Engine(motor): BB Engine I (Heavy)

Main guns: 4 x 2 x 15"/42 cal Mark III D(nivel alto); 4x 15"/42 cal Mark I L(nivel bajo)
Slot A: 2 HE Light
Slot B: 1 AP
Caution: More then 1 configuration is mentioned!

Secondary guns: --; 6 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!!

Aircraft: 5 x Blackburn Skua
Mines: ±10

Speed: 23/39(por defecto)
Deck: 0.0
Belt: 0.2
Bulge: ±0
Bulk Head: --


Fun configuration for Blitz (hobbit map)


Main guns: 4 x 3 x 8" /50 BL Mark IX L
Slot A: 6 HE Light
Slot B: 2 AP

Speed: 21/35
Deck: ±8.0
Belt: 0.2
Bulge: 0
Bulk Head: --


5.4. Repulse


Engineers: 3 - 4
Repairers: 2 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS (Aiming)
Engine(motor): BC Engine I (Heavy)

Main guns: 3 x 2 x 15"/42 cal Mark III
Slot A: 2 HE Light
Slot B: 1 AP

Secondary guns:: --; 6 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 4x Blackburn Skua
Mines: ±8

Speed: 26/44(por defecto)
Deck: 0.0
Belt: 0.2
Bulge: ±60
Bulk Head: --


5.5. Queen Elizabeth


Engineers: 3 - 4
Repairers: 2 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS (Aiming)
Engine(motor): BB Engine III (Heavy)

Main guns: 4 x 2 x 15"/42 cal Mark III
Slot A: 2 HE Light
Slot B: 1 AP

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Avion: 3 x Tempest Mk.II (T5 scout)
Mines: ±9

Speed: 22/37 (by default)
Deck: 0.0
Belt: 0.2
Bulge: ±15
Bulk Head: --


5.6. King George V


Engineers: 3 - 4
Repairers: 3
Scout: 1
Gunners: 1 - 3

FCS(radar): BB FCS (Aiming)
Engine(motor): RN BB Engine IV (Heavy)

Main guns: 2 x 4 x 14"/45 Mark III & 1 x 2 x 14"/45 Mark II
Slot A: 4 HE Light & 2 HE Light
Slot B: 2 AP & 1 AP
Caution: More then 1 configuration is mentioned!

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 4 x Blackburn Skua
Mines: ±8

Velocidad: 25/42
Deck: --
Belt: 0.2
Bulge: ±15
Bulk Head: --


Armored KGV
Versión 1


Main guns: 1 x 4 x 14"/45 Mark III & 1 x 2 x 14"/45 Mark II
Slot A: 4 HE Light & 2 HE Light
Slot B: 2 AP & 1 AP
Caution: More then 1 configuration is mentioned!

Speed: 21/35
Deck: 9.1 - 10.5
Belt: 0.2
Bulge: 0 - 90
Bulk Head: --


Versión 2


Main guns: 3 x 2 x 15"/42 cal Mark III
Slot A: 4 HE Light
Slot B: 1 AP

Speed: 21/35
Deck: 9.1
Belt: 0.2
Bulge: ±0
Bulk Head: --


5.7. Nelson


Engineers: 4 - 5
Repairers: 4
Scout: --
Gunners: 1 - 2

FCS(radar): BB FCS (Aiming)
Engine(motor): BB Engine II (Heavy)(por defecto); DD Engine II (Heavy)(blindado)
Caution: More then 1 configuration is mentioned!

Main guns: 3 x 3 x 16"/45 Mark I L
Slot A: 3 HE Light
Slot B: 1 AP

Secondary guns: --; 6 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Speed: 24/40
Deck: --
Belt: 0.2
Bulge: ±25
Bulk Head: --


With KGV Guns:


Main guns: 3 x 4 x 14"/45 Mark III
Slot A: 4 HE Light
Slot B: 1 AP

Speed: 23/39
Deck: --
Belt: 0.2
Bulge: ±70
Bulk Head: --


Armored Nelson
Version 1 


Main guns: 2 x 3 x 16"/45 Mark I L
Slot A: 3 HE Light
Slot B: 1 AP

Speed: 21/35
Deck: 9.1
Belt: 0.2
Bulge: ±0
Bulk Head: --
NOTE: 1 Support needs to be sacrificed.


Version 2


Main guns: 3 x 2 x 15"/42 cal Mark III
Slot A: 3 HE Light
Slot B: 1 AP

Speed: 21/35
Deck: 9.1
Belt: 0.2
Bulge: ±0
Bulk Head: --
NOTE: 2 Supports need to be sacrificed.


5.8. Hood


Engineers: 3 - 4
Repairers: 3 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS (Aiming)
Engine(motor): BC Engine II (Heavy)

Main guns: 4 x 2 x 15"/42 cal Mark III L(por defecto)
Slot A: 3 HE Light
Slot B: 1 AP

Secondary guns: --; 7 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 4 x Blackburn Skua
Mines: ±8

Speed: 25/42
Deck: 0.0
Belt: 0.2
Bulge: ±25
Bulk Head: --

With Nelson and/or PoW guns:


Main guns: 4 x 4 x 14"/45 Mark III L(PoW); 4 x 3 x 16"/45 Mark I L(Nelson); 2 x 4 x 14"/45 Mark III L & 2 x 3 x 16"/45 Mark I L(NelsonPoW)
Slot A: 3 HE Light(Nelson); 4 HE Light(PoW)
Slot B: 1 AP
Caution: More then 1 configuration is mentioned!

Velocidad: 23/39(Nelson); 23/39(NelsonPoW)


5.9. Prince of Wales


Engineers: 3 - 5
Repairers: 3 - 4
Scout: 1
Gunners: 1 - 3

FCS(radar): BB FCS (Aiming)
Engine(motor): RN BB Engine IV (Heavy)

Main guns: 2 x 4 x 14"/45 Mark III L & 1 x 2 x 14"/45 Mark II L
Slot A: 4 HE Light
Slot B: 1 AP

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 5 x Blackburn Skua
Mines: ±10

Speed: 26/44
Deck: --
Belt: 0.2
Bulge: ±40
Bulk Head: --


With Nelson Guns:


Main guns: 2 x 3 x 16"/45 Mark I L & 1 x 2 x 14"/45 Mark II L
Slot A: 3 HE Light & 2 HE Light
Slot B: 1 AP

Speed: 27/45
Deck: --
Belt: 0.2
Bulge: ±5
Bulk Head: --


Speedwhore PoW
Version 1


Main guns: 2 x 4 x 14"/45 Mark III
Slot A: 4 HE Light
Slot B: 2 AP

Speed: 28/47
Deck: --
Belt: 0.2
Bulge: ±5
Bulk Head: --


Version 2


Main guns: 3 x 2 x 15"/42 cal Mark III
Slot A: 3 HE Light
Slot B: 1 AP

Speed: 28/47
Deck: --
Belt: 0.2
Bulge: ±5
Bulk Head: --


5.10. Lion I


Engineers: 4 - 6
Repairers: 3 - 4
Scout: 1
Gunners: 1 - 4

FCS(radar): BB FCS II (Aiming)
Engine(motor): RN BB Engine V (Heavy)

Main guns: 3 x 3 x 16"/45 cal Mark IV(por defecto); 2 x 3 x 16"/45 cal Mark IV(blindado)
Slot A: 3 HE Light
Slot B: 1 AP
Caution: More then 1 configuration is mentioned!

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 4 x Blackburn Skua
Mines: ±8

Speed: 26/44(por defecto); 22/37(blindado)
Deck: 0.0(por defecto); ±9.1 - ±9.5(blindado)
Belt: 0.2
Bulge: ±0
Bulk Head: --
Caution: More then 1 configuration is mentioned!


5.11. Vanguard


Engineers: 3 - 5
Repairers: 3 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS II (Aiming)
Engine(motor): RN BB Engine V (Heavy)

Main guns: 4 x 2 x 15"/42 cal Mark IV L(por defecto)
Slot A: 3 HE Light(por defecto)
Slot B: 1 AP

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 4 x Blackburn Skua
Mines: ±8

Speed: 25/42(por defecto)
Deck: 0.0
Belt: 0.2
Bulge: ±0
Bulk Head: --

Optional configuration for GBs:


Main guns: 4 x 4 x 14"/45 Mark III L(PoW); 4 x 3 x 16"/45 Mark I L(Nelson); 2 x 4 x 14"/45 Mark III L & 2 x 3 x 16"/45 Mark I L(NelsonPoW)
Slot A: 3 HE Light(Nelson); 4 HE Light(PoW)
Slot B: 1 AP
Caution: More then 1 configuration is mentioned!

Speed: 24/40(Nelson); 23/39(PoW); 24/40(NelsonPoW)
NOTE: This configuration is meant for GBs, not serious battles such as Fleet Wars or BB rooms.


5.12. Lion II
Default Config.:


Engineers: 4 - 8
Repairers: 2 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS II (Aiming)
Engine(motor): RN BB Engine V (Heavy)

Main guns: 3 x 3 x 18"/45 Mark II (lvl 100)
Slot A: 4 HE Light
Slot B: 1 AP

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 5 x Blackburn Skua
Mines: ±10

Speed: 23/39
Deck: 0.0
Belt: 0.2
Bulge: ±0
Bulk Head: --


Armored:


Engineers: 5 - 8
Repairers: 2 - 4
Scout: 1
Gunners: 1 - 3

FCS(radar): BB FCS II (Aiming)
Engine(motor): RN BB Engine V (Heavy)

Main guns: 2 x 3 x 18"/45 Mark II (lvl 100)
Slot A: 4 HE
Slot B: 1 AP

Secondary guns: --; 8 x 7 7.2" Mk 11 Hedgehog
Slot A: ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 5 x Blackburn Skua
Mines: ±10

Speed: 21/35
Deck: 9.1+
Belt: 0.2
Bulge: --
Bulk Head: --


5.13. Queen Victoria


Engineers: 4 - 6
Repairers: 2 - 4
Scout: 1
Gunners: 2 - 4

FCS(radar): BB FCS II (Aiming)
Engine(motor): RN BB Engine V (Heavy)

Main guns: 3 x 3 x 18"/50 Mark II
Slot A: 4 HE
Slot B: 1 AP

Secondary guns: --; 8 x 7 x 7.2" Mk 11 Hedgehog
Slot A: --; ±10 HH
Slot B: --
Caution: More then 1 configuration is mentioned!

Aircraft: 6 x Tempest Mk.II (T5 scout)
Mines: ±18

Speed: 23/39 (Unarmored); 22/37 (Half Armored); 21/35 (Fully Armored)
Deck: 0.0 (Unarmored); ±9.1" (Half Armored); ±11" (Fully Armored)
Belt: 0.2
Bulge: ±110 (Unarmored); ±0(Half Armored or Fully Armored)
Bulk Head: --
Caution: More then 1 configuration is mentioned!


6. UK BBs Gameplay:
6.1 In GBs
[Coming Soon]

6.2 In BB rooms
[Coming Soon]

 

  • Re : Complete UK BB Guide

    05. 15. 2015 03:11


SylverXI

[RESERVED]

  • Re : Complete UK BB Guide

    01. 27. 2016 04:18


T4suki

The best and most complete UK BB Guide that can be found on the web
Rec'

  • Re : Complete UK BB Guide

    04. 06. 2020 22:47


simapple

where is the complete version?

  • Re : Complete UK BB Guide

    10. 17. 2020 10:11


Tuda
So where is this guide??

  • Re : Complete UK BB Guide

    03. 31. 2021 07:41


SylverXI

Originally Posted by Tuda
So where is this guide??

Fixed. Might be outdated though.

1