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  • KM SS4 question

    08. 21. 2011 10:05


Canes
in order to use the flak gun what kind of gunner do you need? can a AA gunner use the flak gun and damage other ship?

 

  • Re : KM SS4 question

    08. 21. 2011 10:23


Mythic23
Just regular gunners like you use on a BB, but they have to be a pretty high lvl. Like 80 or something I think? You can load HE or AA shells or both.

  • Re : KM SS4 question

    08. 21. 2011 10:24


Canes
Originally Posted by Mythic23

Just regular gunners like you use on a BB, but they have to be a pretty high lvl. Like 80 or something I think? You can load HE or AA shells or both.



oh okay but im asking lets say i have a lvl 80 AA gunner, can he load HE shells?

  • Re : KM SS4 question

    08. 21. 2011 13:10


Mythic23
Originally Posted by Canes

Originally Posted by Mythic23

Just regular gunners like you use on a BB, but they have to be a pretty high lvl. Like 80 or something I think? You can load HE or AA shells or both.



oh okay but im asking lets say i have a lvl 80 AA gunner, can he load HE shells?


Once again... just regular gunners like you use on a BB. AA gunners don't work and can NEVER use HE shells anyway. It's a DP gun which means you use gunners. I checked and they need to be lvl 74.

  • Re : KM SS4 question

    08. 22. 2011 02:36


quietcos
Huge Gunner or Chief Gunner. Rapid gunners won't work.

  • Re : KM SS4 question

    08. 24. 2011 11:27


Mythic23
Originally Posted by quietcos

Huge Gunner or Chief Gunner. Rapid gunners won't work.


I think the question's already been answered twice thanks.

  • Re : KM SS4 question

    08. 26. 2011 14:22


bobdadog
huge gunner lvl 74. dont use bb gunners, because you want to only have 200-300 vets, and 100 experts (annorexic gunners), also dont class to chf when prompted to do so, otherwise you will lose abilitly, as the ratio to number of sailors to empty slots will decrease (thats my 2 pence on it)

  • Re : KM SS4 question

    08. 28. 2011 18:15


Ultra_Dog
Also, you don't need more than 100 sailors total for those guns. Keep them light.

  • Re : KM SS4 question

    08. 29. 2011 04:32


bobdadog
Originally Posted by Ultra_Dog

Also, you don't need more than 100 sailors total for those guns. Keep them light.


That I did not know, but I also want to have capped gunners when the SS5s come out XD

  • Re : KM SS4 question

    08. 30. 2011 08:33


Kinetic152
I use LvL 120 gunners on my Type U with 220 vets and full experted.
If you use a decent lvl 120 ENG on it, you still go 40 KNTs

  • Re : KM SS4 question

    08. 30. 2011 13:24


Ultra_Dog
Originally Posted by Kinetic152

I use LvL 120 gunners on my Type U with 220 vets and full experted.
If you use a decent lvl 120 ENG on it, you still go 40 KNTs


As long as you have all the speed you need, then weight due to sailors is an advantage because they add service functions (Repair/Restore). My target speed is 39 knots (OH) because I run armor up to 1 click above the speed drop (37 OH). Running at 39 vs 40 is a minimal price to pay for some extra protection.

It might be beneficial to review your existing sailors (gunners) to see which one provides the best Repair/Restore ability. I'd suggest adding sailors to that gunner more so than the weaker one. The operational aspect of the guns won't change any.

I recently blew off two hundred experts on my bridge operator trying to get just 10 vets (didn't get any). My defense power dropped considerably without any speed change. If you have the speed you want, go ahead and add some weight with sailors wherever possible.

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