But it cost $22.99 to purchase in North America. The only Tier 6 cruiser that I like better is the Molotov. It still does very well against Tier 6 planes, but degrades further against Tier 7 planes.Īnyway, have fun with your Aoba. I once hung back with our CV in a game that featured Tier 5 CV's, and ripped apart 16 planes that came to attack our CV by using the Defensive AA consumable during attacks. Otherwise, if you want to shoot down enemy planes when there is a CV in the battle, use Defensive AA, together with the Advanced Firing Training Captain Skill. For it will allow you to see Destroyers inside a smoke screen when up close, and give you an early warning against enemy torps. If you want to fight and hunt destroyers, the Hydro is definitely the better choice. Under consumables, you will have a choice of taking either Defensive AA fire, or Hydroacoustic Search. The short gun range of the Furutaka is its biggest weakness, in my opinion. The main benefits that you will notice are the longer range for the guns and the much faster reload times. It really will not play very much different than a fully upgraded Furutaka. And your HE can heavily damage most battleships by starting multiple fires on them. If you can successfully land your AP shells on enemy cruisers, though, you can really tear them up and do serious damage. Those are two cruisers that can cause you real trouble, if you miss many of your salvos against them. But worse, it outranges you by seven tenths of a KM, and again, has a spotter that enables it to shoot even much further when deployed. Likewise the Tier 6 Molotov premium is at your same tier. And it has a spotter plane that allows it to shoot far further. The Tier 5 Murmansk has lower caliber rapid fire guns that only have one tenth of a KM shorter range than you do. For it cannot spam fire like a number of cruisers with smaller caliber guns can.Įspecially watch out for two of the Russian Premium ships. If you don't shoot well, you will not be successful. Instead, burn them down by starting fires with your HE on their superstructure.īecause of its heavier caliber guns that reload slower, good marksmanship is essential to being successful with this ship. On nearly all of them, it will be a total waste of time. But if they or a destroyer gives you a broadside, switch to AP and you can make them explode.ĭo not use AP on Battleships. For cruisers, you can set fire to them too. You definitely don't want to be in the front line with any cruiser. And Survivability Expert will give you a nice increase in Hit Points. I've shot down as many as 16 planes in a game with it. Advanced Firing Training will enhance your AA defense substantially. And that is a strength that the IJN 203mm guns with HE have. Demolition Expert will enhance your HE rounds so that they do an even better job of starting fires. Tier 4 skills are hard to choose from, as there are so many good ones. Incoming Fire Alert is far more useful, to warn you to start angling your ship for incoming shells. Aoba is fairly maneuverable, so if you need to make a big adjustment in guns quickly, just turn your ship some. Plus the turret traverse on the Aoba is better. I might use him, if necessary.Įxpert marksman gains you very little in turret traverse speed. My furutaka captain has BoS, XL, XM, TAE, and Vigilance. Superintendent can work as wellĪFT will help push out the range of your self-defense anti-air, which if stacked with AAGM1 can get it out to 4.3kmĬoncealment Expert because it's one of the only 2 worthwhile tier V skills Vigilance will give you sufficient warning time against torpedoes. You can track the turrets if you get MBM2, but the longer loading time, even if by only 5% isn't worth it in my opinion compared to what something else in that slot can do As for commander skills:Įxpert Loader is a must if you need to switch quickly,Įxpert Marksman wont quite let you track your turrets in a full turn, but every bit helps. The fair gun range means you need to think about when to and what to shoot at, and the excellent AP capability means your primary targets are enemy cruisers. Aiming Systems Modification 1 can be used in place of the AAGM2 if you don't care a ton about annoying carriers For modernization upgrades, I personally use Main Armaments Modification 1, Anti-Air Guns Modification 2, and both Steering Gear Modifications to give that extra bit of turning speed. You can play similarly to how you played the fully upgraded Furutaka.
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