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  • building IJN bb crew

    12. 06. 2014 22:10


Sumi808

Hello,

taking advantage of event to buy elite premium sailor and power them to level 121 using event free sailor packs and exp boost.

I was wondering for IJN bb is it best to buy:

6 Elite Engineers
3 Elite Repair
2 Elite Reload (for aa and class the armament sailor as DP at level 89)
2 Elite Reload (for R slot)

What sailor to use for BO and scout? If I get repair sailors for those 2 will it help with my overall repair ? Or what is optimal from player knowledge/experience?

 

  • Re : building IJN bb crew

    12. 13. 2014 20:20


Sumi808

Thanks for the reply and clarifying my misunderstandings

I think I will go for:

engineers = elites
repair = elites
aa gunners = 12/11 reload and repair
main gunners = roll 12/11 for reload and repair
BO = 12/11 for potential and repair
Scouts = 12/11 for aircraft and repair

I will get everything to 120 vets before level 70 and rest all experts.

I will hold off on burning experts until level 121 to overvet the ship

Does this sound more reasonable?

 

  • Re : building IJN bb crew

    12. 13. 2014 21:40


EricIdle

Originally Posted by Sumi808

Thanks for the reply and clarifying my misunderstandings

I think I will go for:

engineers = elites
repair = elites
aa gunners = 12/11 reload and repair
main gunners = roll 12/11 for reload and repair
BO = 12/11 for potential and repair
Scouts = 12/11 for aircraft and repair

I will get everything to 120 vets before level 70 and rest all experts.

I will hold off on burning experts until level 121 to overvet the ship

Does this sound more reasonable?

 

Yes, this is much better.

For overvetting, apparently the level adds a negative modifier to conversion probability. Meaning, the higher the level of the sailor you're trying to overvet, the lower the chance of conversion, all other things being equal, obviously.

  • Re : building IJN bb crew

    12. 15. 2014 01:01


Sumi808

wonderful! - thanks so much for your help

I will follow a similar pattern for other nations if I decide to make a new crew - I will try to get full vets before level 60 or 50. As ealy as possible

I tired reading albert guiode on sailor ability, just a bit confusing for me - my math not so great.

Waht is it best/ what is it good to class hero and neut level 90 sailors as? 

  • Re : building IJN bb crew

    12. 15. 2014 02:26


ErwinJA

Originally Posted by Sumi808

wonderful! - thanks so much for your help

I will follow a similar pattern for other nations if I decide to make a new crew - I will try to get full vets before level 60 or 50. As ealy as possible

I tired reading albert guiode on sailor ability, just a bit confusing for me - my math not so great.

Waht is it best/ what is it good to class hero and neut level 90 sailors as? 


For that, it's mostly academic: look at what their ability boosts help the most.

Engineers would be the best, as they will have excellent engine, repair, and restore stats, all of which are useful.

Gunners are a decent possibility as well, especially if you want to compete in the world at war and axis & allies rooms. You can get the excellent repair of those elite rep gunners you read about earlier without having to seriously overvet and without sacrificing early and mid-grind performance. At high levels, you have the option of making them very light (more bulge, secondary weapons, possibly even an extra not) or keeping them full and getting autocannons in world at war in addition to the nice repair stat.

Fighters, while they don't get as good a repair bonus, are nonetheless uncapped, so a hero can do wonders there. I'm a bit less sold on a special sailor (lvl 90 neut) unless you level it all the way to 120 before classing it fighter. At 90, it gets a paltry 150 vets, which you can easily get normally if you wait for a vet boost event.  

Repairers: again, hero is decent, but it's a bit of a waste for a special sailor since you're basically packing it all into one stat.

Bridge Operators: Special sailor only if your goal is to save weight. Not too keen on hero sailor, but it could be adequate.

AA Gunners: Never use special sailors for them. Heros are adequate but not exactly up there in need.

Sonarman/Planesman: Good for special sailors, but Hero sailors are less impressive (potential stat is barely adequate, even if they give excellent repair and restore).

Bomber/Recon pilot: I wouldn't. You could if you had the medals and were really trying to max out repair. Again with pilots though: a special sailor is completely wasted if you don't level it up significantly before classing.

Landing/Airlift force: only if you have full crews in every nation you plan to have, and want to show off in occupation mode during events :P    

  • Re : building IJN bb crew

    12. 15. 2014 06:41


donovan20055

I went 3 reps 5 engys with AA on my ijn crew.

Whole crew is optimized for extra rep.

gunners have +11 rep
BO has +12 rep with +13 pot why you may ask? because less pot means
more sailors for correct lines which then means more rep from BO
DP gunners +11 Rep I bellieve I late classed them too for extra reload
Engys are +12 engy/+11 rep
Reps are elite
Scout had +12 rep and was late classed can also be an elite rep

Some advice I was told along with stuff I felt like doing this crew is made pretty much for maxing out rep on BB5/6 lacking before that point.

I also trained an extra elite rep to swap out when I felt like it OH time was never an issue with me but everyones different

  • Re : building IJN bb crew

    12. 15. 2014 07:11


tambok144

you could also make use of your medals to get those OP Hero sailors (+14 all stat OP) if you dont fancy getting those EBB ships yet.

  • Re : building IJN bb crew

    12. 18. 2014 05:19


supremebeard

greetings Sumi808


stating that IJN bb crew build up is compose mostly of high repair rate and engine overspeeding. it seems too unusual to see that most of the major stats of your crew are on repair and the engine overheat duration. how about its full capacity of 'restoring' the ship. like taking a full salvo from a bb5-bb6 will be a bigger problem. i have IJN bb ( my Nagato) i stack 4 repairman ( 1 of them is default the yellow name) and 3 engys( 1 of them is yellow name also) and a +11 scout. luckily i got a +12 engy and +11 repair sailor too add it up to the crew. do i have to improve my bb support crews or is this already acceptable.? 

  • Re : building IJN bb crew

    12. 18. 2014 23:39


ErwinJA

Originally Posted by supremebeard

greetings Sumi808


stating that IJN bb crew build up is compose mostly of high repair rate and engine overspeeding. it seems too unusual to see that most of the major stats of your crew are on repair and the engine overheat duration. how about its full capacity of 'restoring' the ship. like taking a full salvo from a bb5-bb6 will be a bigger problem. i have IJN bb ( my Nagato) i stack 4 repairman ( 1 of them is default the yellow name) and 3 engys( 1 of them is yellow name also) and a +11 scout. luckily i got a +12 engy and +11 repair sailor too add it up to the crew. do i have to improve my bb support crews or is this already acceptable.? 

Restore will come naturally. All sailors contribute to it, and the SD cap is very easy to achieve by bb4. 

More importantly: your crew, as listed might not be adequate for the higher level ships, and you'll be feeling it from the Yamato on. Japanese BBs, especially at the higher tiers, are notoriously hard to speed cap. As such, the absolute bare minimum number of engineers for IJN is 4, with 5 being the lowest decent number. I also don't see anything about AA gunners. You'll want a pair of gunners with +11 or higher reload, and leave them as armament sailors all the way up to 90+. Then class them AA. IJN BB4+ have some of the best AA in the game, so you'll want to learn and use it.

  • Re : building IJN bb crew

    12. 19. 2014 15:40


Sumi808

Thanks ErwinJA and Donovan

this has been mega useful and informative :) 

  • Re : building IJN bb crew

    01. 31. 2015 23:12


dessesbo

6/2 5/3 4/4 depends when you want to keep repair and speed.

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