v5.4.0
Type: Role Playing
Size: 1600MB
Rating: 9.7
Platform:
Tag: love naval battle American girl game loli control
Battleship Girls R6-1A point fish fry lineup recommendation: novice fish frying the minimum requirement lineups Share. Many newbies have not yet figured out the minimum requirements for blowing up fish, next we will talk carefully.
Preparation before blowing up fish:
1. A battleship with a speed of less than 27 knots.
Newbie content:
Preferred is your warehouse below 27 knots and can be transformed battleships: Ninghai, Pinghai, do not recommend Rona and many other low-speed battleships.
Second is can not be transformed, but there is a need to upgrade: the big mackerel, M1 and many other submarines
Down is can not be transformed, out of this location is almost no use of the ship: Langley light carrier (preferred), falcon hawk light carrier, flying eagle light carrier, chaser light carrier, Borg light carrier, hundred-eyed giant light carrier (very do not recommend) and so on.
Advanced content:
Why is Langley the first choice? Because Langley shipping rate is not low, coupled with a Governor developed 5-5 on the road through the line in Langley shine, basically to 6-1 Governor almost manually a Langley, and Falcon Eagle and Flying Eagle, although the number of aircraft carrying higher than Langley, but only in the second chapter of the appearance of the drop as well as the construction of the emergence of the shipping rate does not see a high Governor may not be able to obtain, of course, if there is a priority to the field of Flying Eagle and Falcon Eagle.
2. sonar + depth charges three sets.
Newbie content:
Sonar increase hit, depth charges increase damage. Both must be equipped in sets, or either MISS (no sonar) or leakage of fish without a big break (no deep bomb). Improved sonar can be developed using the formula 10/10/10/20, and improved depth charges can be developed using the formula 10/30/10/10, (if you are short of BTD-1 bombers at the same time, use 20/30/10/30, and the byproducts will contain both sonar and depth charges).
Advancement content:
Javelin, Diva, Rattle, 3 transformed with a gold depth bomb attached (in the case of depth bomb damage has been overflowed, Rattle transformed to send a depth bomb added 2 points to hit 2 points less firepower, more suitable for farming when the low-level shipgirls to use to ensure that hits), Z1 and Z16 transformed with a 6 firepower 3 hits 3 against the dive of the gold torpedo (hereinafter referred to as the 633 torpedo), can replace the role of sonar, the equipment for a very wide range of suitable for a large number of farming equipment, especially by the torpedo output of the destroyer and submarine, the two torpedo attributes were strengthened full of very high (especially the Japanese destroyer schoolchildren), the attributes of the equipment on the increase in the increase in the firepower is obviously not more than an increase in the hit is really.
3. Kirov Cannon (optional equipment)
Newbie content:
The lineup boss position (usually the flagship, with 50% experience bonus) heavy cruiser equipment, if there is a thunder cruiser big break is not sunk by the light mother (thunder cruiser big break will not be the opening of the lightning strike), you can grab the shelling stage to start the first shot to fight for the soul of a shot first hand (blowing up the fish of the evictions and light cruiser). It is difficult to sink the thunder cruiser in the shelling stage, and the light mother is too late), lest the thunder cruiser struggles to make a big break with the light mother and the schoolboys. If you don't have a faggot gun, you can try to put the heavy cruiser in the 3rd position, but it lacks the flagship experience bonus and is too slow to upgrade.
Flagship bosses that are battle cruisers and battlecruisers are exempt from this problem.
Advanced content:
This equipment also relates to the placement of fleets in the lineup, which will be explained in detail later.
4. light mother two
Novice content:
Maximum role: 1, the opening bombardment to eliminate the other side of the Thunder Patrol, lest suffered from the Thunder Patrol opening thunderbolt. 2, followed by the other three anti-submarine ship and the other 3 anti-submarine ship within the team together to blow up the fish (the general boss of the boss bit of flagships long-term bombardment of the fish stage will be put on the heavy patrol to mix the experience, such as Quincy, Ouipetta, Lvbu, Hippel),
Maximum effect: 1, opening bombardment to destroy the opposing party thunder cruiser, lest suffer from the opening lightning strike. The light carriers are high, two light carriers can ensure that you can high probability of solving the enemy lineup, solving the enemy successfully has 5% of the hit and avoidance bonus, and at the same time can SL avoid 2 carriers + 3 submarines of the enemy lineup.
Advanced content:
Preferred light carriers are Falcon Eagle and Flying Eagle, carrying a high number of 48, the most important thing is that their own speed is only 25.5 knots, which is just enough to part-time role of the road. The second choice is the Langley light carrier, Borg light carrier, chaser, all three can play the role of the road, but the chaser, huh? After ensuring that there is a lead ship in the team, there is really no use for the above, you can also use Princeton, Rui Feng, Shoufeng. The Hundred Eyes Giant is not recommended because of its low carrying capacity.
5. Light carrier aircraft selection
Newbie content:
As long as it is not a reconnaissance aircraft and combat, on the bomber and attack aircraft you love on which you can, or require visual effects of the two mixed. With the new aviation rules, attack planes have a bit more bombing power in the shelling phase than before, and can be taken out (but still not as high as bombers).
Advanced content:
For bomber or attack aircraft, please note the following 3 points:
1, Bombardment or Torpedo in the aircraft attribute is as high as possible. This ensures that in the opening bombing phase of the bombardment of thunder cruiser, 4:2 or 5:1 extreme cases (refers to the release of the aircraft after the 2 light mother **** 6 groups of planes flew to the other side of the 2 thunder cruiser when the distribution of results) can not be sunk the other side of the thunder cruiser, then as far as possible to make the other side of the thunder cruiser into the middle of the broken (damage to the low) or broken (no opening torpedo) state to ensure that the safety of our fleet.
2, in addition to the B25 and color attack aircraft, Japanese aircraft supply each 4 aluminum, non-Japanese aircraft supply each 5 aluminum. On occasions where there are Thunder Patrols, we will have 1-5 random planes shot down per appearance, and the difference in detail between the 4 and 5 aluminum recharge will slowly manifest itself in the middle of a long day of fish frying. Yes, I'm that stingy!
3, aircraft attributes in the anti-submarine value as high as possible. Light mother to ensure that anti-submarine foolproof, the highest requirement is 12 anti-submarine value. Therefore, the choice of aircraft anti-submarine value is very also to be taken into account. Reconnaissance aircraft excluded, although they provide high anti-submarine value, but do not participate in the opening bombing to take up valuable aircraft grids, encountered a mine patrol light mother bombing can not be killed by leakage of the probability of mine patrol will be increased.
Combined with the above 3 points of consideration, I give the aircraft selection is:
Preferred, Meteor. The torpedo 10, the enemy 1, and the submarine 4, perfectly match the above 3 points. What? The Meteor needs to be developed? Developing it and equipping 6 of them is too resource intensive? That's a matter of opinion. Yeah right, I actually like the gold glittery gear.
Second choice, TBF Avenger Attacker (Torpedo 7 vs Sub 5), Petrel Bomber (Bombardment 7 vs Sub 4). It meets the 2 points of the 3 o'clock above, and the 2nd point of the 3 o'clock above is actually the least significant. Therefore, these two airplanes are the next best choices.
Third choice, other aircraft. Other planes are either not enough ASW value, or the ASW value is enough if the torpedo/bombing attribute is not high, if there is no above recommended 3 or not enough, what is on what. The most popular is on enough BTD-1 destroyer bomber, do not have to struggle.
6. The optimal lineup combination with:
1 flagship: equipped with the Kirov gun heavy cruiser or battle cruiser or battleship
2 light mother
3 destroyer or light cruiser
4 light mother
5 destroyer or light cruiser
6 destroyer or light cruiser
Explanation: because this combination of The lineup is matched because you have to SL off the carriers, so you don't have to think about fighting against the carriers.
The heavy cruiser on the flagship is the perennial boss position. Because the flagship extra 50% experience bonus. And ordinary time heavy patrol strike probability is low, combined with resource consumption, cost-effective, safety, honestly stay in the flagship position to mix experience is best. This position in your transformation to play all the heavy cruiser, it is estimated that all of your destroyers and light cruisers can be transformed are still not transformed it is equipped with the Kirov Cannon is the significance of adjusting the order of the shot (Kirov Cannon attack distance is long), in the thunder cruiser survived the opening bombardment, can be in the shelling stage of the first round of the first attack on the thunder cruiser, weakened the full-blooded thunder cruiser or sinking the blood of the thunder cruiser, reducing the possibility of our fleet received an attack. If you don't have Kirov Cannon, and you have light cruisers in your fleet, the light cruisers will attack each other's thunder cruisers first during the shelling phase (both heavy cruisers and light cruisers have medium attack range), but light cruisers often can't hit the full-blooded thunder cruisers or sink the blood-damaged thunder cruisers, so the probability of our fleet being attacked by thunder cruisers with a mid-breakage or big breakage will be increased. If the flagship is a Battlecruiser or Battleship, there is no such problem. The flagship heavy cruiser does not need to be equipped with the Kirov Cannon if all 3 ASW ships in the fleet are destroyers.
The reason the light carriers are placed in positions 2 and 4 is that in the case where there is a flagship that is attacking at a distance that is long, those two positions are the last to attack. In this way, if a submarine survives the opening ASW, after the shelling phase begins, the 6/5/3 position will start to make up ASW to the opposing submarine in accordance with the attack distance and sequential position. This allows valuable MVP experience to be added to destroyers and light cruisers that need to be upgraded, thus not being wasted on accompanying light carriers.
If the flagship is not a ship with a long attack range (e.g. submarine or carrier, etc.), please adjust the team mix and position. Light mother please put into 5/6 position, 234 anti-submarine small ships are all destroyers, so that when there are mine patrol live to the shelling stage, will also be our 5th position light mother to attack first (light mother and destroyer attack distance are short, light patrol is medium). If not sunk or hit, after the opponent counterattacks, our #6's light carrier second in line to attack.
Well, everything is ready to start blowing up fish.
Some of the small details of the problem, do not pay attention to it is easy to eat barrels or not worth it Oh ~
Detail 1: Frying fish because it is very frequent, so the consumption of oil bombs and aluminum will be very fast, because of fish frying are people in the operation, so the recommended content of the expedition at this time, to 1-3 and 2-1, the main, maximum replenishment of oil bombs, and at the same time must be divided into one fleet to run 2-2, because the thunder patrol will be shoot down our aircraft (5 submarine lineup will not have aircraft losses generated), so pay attention to the replenishment of resources.
Detail 2: Battleship supply. The most foolproof way is to click on the "quick resupply" button before each attack. If you're lazy, you can resupply up to 3 times in a row. If you attack without resupplying for the fourth time, you'll be less likely to miss a fish or mine patrol because of the reduced damage caused by the lower ammo.
Detail 3: Frying the light mother, if you do not use the equipment under the demolition of the bar, rations are not as good as the Atlanta class, but the resources out of the demolition of the worth of a strike, fishing light mother, equivalent to the "one more bottle of" rewards
Detail 4: Local can be found in the Eugene and Hood, and not the two, you can be here to see the two.
Detail 5: In the extreme case of a 6:0 situation (where the planes of both light carriers attack only one of the Thunder Patrols), please wash your face.
Detail 6: If the leakage of fish is frequent, it may be that the light mother level did not come up to MISS, or the anti-submarine ship does not have enough hits or damage. Light mother level to stay up a bit to eat barrels, anti-submarine boat try to update their own equipment to purple sonar and bombing, while trying to prioritize the upgrading of the ringing, javelin, the Queen of Heaven in order to obtain the gold depth of the bomb, if the anti-submarine boat is a light cruiser, according to the leakage of the fish, leakage of the full-blooded more sonar, leakage of the blood to increase the depth of bombing to adjust their own 3 grids of equipment.
Detail 7: Do not take a chance if you can't get to the enemy, it's best to SL, otherwise you'll have to take a bath if you meet the carriers, not to mention the spraying of aluminum. The reason why you can't get to the enemy is that most of the team is not high in level, and their own enemy attributes have not increased, so the success rate of the enemy is reduced.
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