Davmak

Captain
  • Content count

    168
  • Joined

  • Last visited

  • Days Won

    81

Posts posted by Davmak


  1. IJN ships are general weaker in hull and thus they can hardly beat KM or RN ships one on one. However, with their fast speed and high damage output, with skills, tactical mind and synergy with others. IJN can form a strong force in field.

    The core naval philosophy of IJN is using suppressive speed and damage output to reduce enemy’s number in a short time, and to build a long-game advantage. Like the (infamous) surprise Attack on Pearl Harbour, or suicidal Kamikaze attack, Japanese ships never worries about being sunk or damaged, but only care about how much return can one sacrifice win back.

    Ship buildings follow the above mentality. Torpedo is strongest in Japs.

    IJN DDs have strong and long range torps that can easily sink enemy CL and CA. Some of the IJN SS has 8 bow launch that make them able to sink multiple ships in one strike.

    Torpedo tactics need ships to get close to opponents (and avoid getting sunk). As such, IJN has also some ships to help friends to get close. Kitakami can firework 50 torps to disperse enemy ships’ formation, making SSs can infiltrate through the sonar net. Asama brings a BB cannon to help SS to sink DD/CL with sonar. Don’t use Mogami 1944 as a knitting CV. Bring her front with fighters and cover our SS go front without spotted by scout planes. IJN SS is fasted at all and have 47 knot OH speed on surface. They can sneak in and hunt for B.B. and CV.

    SS is the biggest threat against IJN ships. Most IJN ships are weaker and eating torps is unaffordable for them. If you are using low level DD (or DD50), don’t hesitate to bring hedgehog and invest a bit in FCS to kill SS, and to chase bombers and torp planes (they are in group of five) with your auto AAW and high speed. The longer that both you and IJN CA survive, the longer advantage that we enjoy. 

    Last but not the least is IJN CVs. Most of them has fast speed and high number of flights (after they vetted). These allow IJN CVs stay close with the fleet and protect the ships from air strikes. Don’t be hurry to send torp planes to hunt large ships. Let our CA to hunt some CL with AAW first. However, it’s not bad to some one squad of bombers to make quick attack on med-size ship as an early attack (and let them die to save the time of return flight...). IJN CV is very strong in late game since their fast speed (up to 47 OH speed) can help them knit against BB or SS. effectively. So never die too fast.

    One more thing. Do not mind doing tactical retreat if facing fiece defence in front of you (like Crossing the T formation has been set up). Don’t get trapped. Use your speed to re-organise your attack at the other side of field. Japanese has created Otsu Tactic (乙戰術)to overcome Crossing the T, split the fleet, attack the head and tail of opponent line of fleet.

     So, if you use IJN BBs, never forget that you have faster speed then other nations’. Manoeuvre your ship aside and face your starboard to their bow or stern. I’m not an IJN player so perhaps more sharings from you are needed.

    Feel free to share here and wish you enjoy the Fast and Furious of IJN ships!

    0

  2. 4 hours ago, baldrick said:

    No Sec guns on the DD, it's guns and torps/HH and you need both (after maxing engines). For the fast CL I've witnessed them shoot down squadrons of bombers (probably their only vulnerability) so I guess sec guns are also useful. Also as they don't have much anti-sub capability other than the sonar, if they don't have AA capability their usefulness in the fleet is affected.

    Also see the Shimakaze thread for DD50 setup tips.

     

    4 hours ago, baldrick said:

    No Sec guns on the DD, it's guns and torps/HH and you need both (after maxing engines). For the fast CL I've witnessed them shoot down squadrons of bombers (probably their only vulnerability) so I guess sec guns are also useful. Also as they don't have much anti-sub capability other than the sonar, if they don't have AA capability their usefulness in the fleet is affected.

    Also see the Shimakaze thread for DD50 setup tips.

    CL18 has great auto AAW and can shoot down low flying torp plane/ bomber easily.

    it is nightmare for SS too with its speed and long sonar, able to dodge torps in mid range from SS and kick them when they’re out of oxygen.

    Use a CL to tag a SS, isn’t it worthwhile?

    2

  3. 17 hours ago, baldrick said:

    Hold the depth control button pressed, it will move the check to the bottom of the dial and your sub will deep dive. It cannot move or fire torps (other than go to shallow depth or surface) but will be invulnerable to torps and hedgehogs and will disappear from sonar (your sonar will still work). Some players use that to ambush ships or other subs.

    As you have to keep the dial pressed the deep dive is a bit slow and you can easily surface instead if you don't hold on long enough.

    Thanks baldrick, emergent deep dive really an essential skill for SS player.

    1

  4. 3 hours ago, baldrick said:

    exactly, act your role in the fleet, think what is best for the fleet - not you. Never mind damage totals or kill numbers. Do what is needed for your side to win the battle even if that means playing a support role (what DDs, CLs and CVs* are meant to do anyway).

    *partially. CVs have the duty to control the skies - including shooting down scouts - and killing capital ships.

    My CV could do 2xxxx attack point on flight only :)

    -1

  5. 3 hours ago, baldrick said:

    exactly, act your role in the fleet, think what is best for the fleet - not you. Never mind damage totals or kill numbers. Do what is needed for your side to win the battle even if that means playing a support role (what DDs, CLs and CVs* are meant to do anyway).

    *partially. CVs have the duty to control the skies - including shooting down scouts - and killing capital ships.

    So many new players using 5v5 beginner match in GB. When there is no CV, SS and BB, simplest way to win is send the ship front, torp, kill and die (i was also before, good way to farm steel :P)

    however GB is another business, it needs more synergy and cooperation. Even one more extra shot of BB or SS can change the game in close combat.

    Sink number doesn’t count much in game (just for achievement), I don’t mind letting DD/CL to sink an heavily damaged ship, and reserve my torpedos on other new target.

    win together and earn 30 crew XP matter most.

    0

  6. 1 hour ago, baldrick said:

    Shhh! that's how I get 100k damage with my BBs.

    Jokes aside and in addition to what Davmak said, NEVER point your bow/stern at a ship firing its guns at you, you present a much bigger target. Always approach/retreat at an angle, use that extra speed as soon as you suspect you are targeted and manoeuvre hard to throw off any manual aim attempts.

    Don't even try to go close enough to a BB to fire your torps/HHs unless you are in a coordinated gang (expect some losses there) or your target is preoccupied with another battle (this includes sacrificing your DD to save an allied BB - if your target turns its guns on you it doesn't hit an allied BB) AND no SS or CV is a plausible threat to your allies. You may fire torps with intend to force the enemy to manoeuvre/alter course if it suits the broader strategy.

    The strength of DDs and CLs is in anti-sub, anti aircraft warfare and hunting unprotected CVs, CAs and BBs are quite vulnerable by subs and planes but very strong vs small ships. Work with your fleet, preserve your boat, shield your capital ships from the threats.

    I would even suggest to avoid battle with other DDs and CLs unless: a) they try to gang up your capital ships (a salvo of torps can do the trick), b) to protect a submarine ally, c) you are confident you are much stronger eg. CL18 vs DD1/3 and d) there are no strong allies left.

    Gangbanging is always better than 1-on-1, and the best way to hunt BB is using fast ships to dogfight with BB and let CV / SS kill them with torps.

    DD dogfighting skill against BB:

    move parallel with BB in zig-zac form. Move close me after BB shoot its heavy gun, circle around it to lure its gun away from your main fleet, use torps to force it turn aside to incoming torp planes......

    And don’t get killed!

    CV/SS owns BB, BB owns CA/ CL, CA / CL owns DD, and DD/CL owns CV/SS...

    (I’m a SS CV player so I don’t mind sharing this :) )

    0

  7. Thanks Baldrick!

    Just a reminder to DD/CL player: Don’t try to be a lone wolf hero and rush into opponents! You can’t kill a BB but you can protect CV/BB from SS. The longer they stay in field, the bigger threats to the opponent.

    bring your AA guns to field. Fighters of CVs sometimes just keep dogfighting with opponents’ fighters and they can’t shoot down torp planes. Your AA guns will save so much CV if you stay close with them. 

    Bring also your hedgehog too for SS and CL18.

    Life matters! So many times I saw groups of DD and CL rushing into fires of BB......

    1

  8. I agree most of it. Just I am fine with my IJN CV55 since she is one of the CV with largest number of planes to deploy.

    Controlling CV is more tactical and less relying on the spec of ships. A vet CV55 is still a beast when fighting with advanced CVs. Don’t forget that the repairing cost of level four CV reaches over 12k steel so it’s not easy to level them.

    My Hiryu is almost vetted and I’m now Lv7x. I’m now both using CV55 and SS68 and planning to vet them both before I purchase Yamato (or Super Yamato).

    i also skipped my first level BB and SS btw.

    1

  9. 3 hours ago, baldrick said:

    Yes, if every ship doesn't play it's role correctly the battle is lost - or just chaotic at best.

    I don't bother with scouts early in battle, relying in others to scout instead.

    But sometimes it’s like playing paper-rock-scissor, if there is no CVs in opposition there is no use to own the sky. And the opponent fleet can easily rush in without the suppression of torps XD......

    Anyway this is the fun of tactics!

    1

  10. 21 hours ago, baldrick said:

    Try staying close to a capital ship and support.  The battleship should take care of any surface threats, you take care of airborne and subs.

    Most likely you will not do the damage amount you did in 'torp and die' but you will have a serious contribution to the battle.

    Unlike Neuner I have the Z121 with 3 gun, no AA but more than a match for any DD and CL, many CAs and green BBs. Can do serious damage (50-80k similar to my battleships) if I don't get overexcited and go too close to a battleship.

    Also see "So you are now lv 50 with 1 mil steel" for more.

    SS count normally as any other vessel. Planes are not displayed in the damage counter up left but I'm sure they count towards the damage score in the battle report at the end. For me the ultimate bonus is winning the battle and getting the 15xp for my crew.

    PS. If you like torpedoes Kitakami is the undisputed champion.

    Is there any tips on using AA gun? Seems is unable to adjust the shooting angle and there seems to have no auto targeting.

    -1

  11. 21 hours ago, baldrick said:

    Don't know about IJN, I found Gneisenau (German BB50) to be a little more powerful than the Hipper (CA41) and a shell magnet (just because of the BB before the name) but overall I was satisfied leveling it. I have almost given up on my CV55, but I think that's more my fault being hopeless trying to control 3 squads of planes and a ship at the other side of map efficiently.

    If you believe your side will win, stay to the end of battle after you get sunk to get the 15 crew xp. Unfortunately BBs, SSs and CVs take ages to grind to veteran crew - not much to do there if you don't want to buy expert crews with gold.

    SS is a different story: Respectable damage from green crew, everything happens on screen (without much scrolling around). Just keep an eye on oxygen and learn to deep dive fast as the control is a bit unwieldy.

    Thanks for your help!

    my CV55 is getting better in great battle. I tend to send two squads of flight and one scout to ensure air superiority first. Then depends on the number of CV opponents has, send out torp plane to attack. I have to trust my team that can kill and keep my support role. 

    0

  12. I’m now lv57 and got Kongo and Hiryu. I’m not intending to level Kongo (just use it as harbour assualt) but I was planing to upgrade Hiryu since has most number of planes in its level.

    However when I start working on levelling many problems occur:

    1) The steel required is extremely high. I need to use farm steels in battles.

    2) The crew XP got in battles are extremely few, only 2-3 XP but it needs 1000 XP to level up a pilot. 

    3) Opearation of CV is also not easy. It is almost impossible to sink 2BB and 1CV by only a new, untrainined CV.

    My question:

    How do other experienced player level their CV?

    Also, as training cost is so damn high, should I give up levelling Hiryu and continue to farm resource / build base buildings with my DD, CL, CA (which are all in vet level) until I can buy some CVs at lv 68 or 79?

    Any BB or CV are worthy to level?

    0

  13. 2 hours ago, Neuner said:

    ...there are always some who read and response...

     

    I have my Z121 just like baldrick: With HH for ASW and Maingun I for manual AAW... it's a superb support ship for BB line...

    Ya field management is a key.

    Btw are there any attack points/ bonus of hitting down planes or SS?

    1

  14. 6 hours ago, baldrick said:

    My build on the Z121 (German lvl 50 DD) is with hedgehogs. I keep my distance (close to my max gun range) from CAs and BBs relying in speed and manoevrability to stay alive and actively hunt subs and CVs given the chance.

    I disagree on the beginner battle part. DD50 has it's place in great battle and online battle (as sub screen and AA in front of the capital ships).

    Also 63kn? is that with master crew?

     

    Oh thanks god that there are replies in this forum!

    My crew is in vet only and it does has 63 knot max speed.

    Though I haven’t tried KM yet but I think the combat philosophy of IJN is quite different to other nations. Jap’s ships have great torpedos but weak hulls, this makes Jap’a DD or CL can’t stay long in the field. ‘Torp and die’ is my strategy. I usually pick up pairs of CLs at the beginning of battle, rush in with OH speed and then throw in torps in close range. Thanks to that most ships doesn’t has bulge armour upgrade (it cost three points in armour!), torps Usually I can kill at least two ships and sometimes three with my three salvo of torps (5 torps per shots, 3740 damage each). It’s advantageous for my team in mid-game management.

     

    2

  15. It worths. Cheap upgrading and training cost make it easily reaches to complete model.

    It’s a good boat to farm steel in, mostly, beginner match before you reach lv60. I upgraded it’s engine and torpedo to lv3. With its max OH speed at 63 knots, it can easily ‘feed’ some torps to CA or CV in close range (and quickly die for another match XD).

    You’ll need a lot of steel in upgrading your first lv50 CV Hiryu or SS (just forget about the first BB, or forget about all Lv50 BB, CV or SS since the crew training speed is too slow).

    Farm with Shimakaze, upgrade buildings to lv 10 and reach lv60. Then start our journey in BB60.

    0