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|-|Destroyers=
 
|-|Destroyers=
Destroyers (DD) are weak in daytime surface combat, but make up for it via their performance in anti-submarine combat, night battle, and other utility purposes.<br/> They are also frequently very helpful in achieving preferential routing on maps and are sometimes needed to even reach the boss at all. <br/>Early on, you should pick '''five''' of these to raise, as five serviceable and modernized Kai destroyers will be required to clear 3-2.
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<div style="width:1000px;">Destroyers (DD) are weak in daytime surface combat, but make up for it via their performance in anti-submarine combat, night battle, and other utility purposes. <br/>They are also frequently very helpful in achieving preferential routing on maps and are sometimes needed to even reach the boss at all. <br/>Early on, you should pick '''five''' of these to raise, as five serviceable and modernized Kai destroyers will be required to clear 3-2.</div>
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Note that nearly all IJN destroyers are effectively identical at Kai, so the goal here is to pick up and begin leveling those who have stand-out Kai Nis that do not require Blueprints or Action Reports.
 
Note that nearly all IJN destroyers are effectively identical at Kai, so the goal here is to pick up and begin leveling those who have stand-out Kai Nis that do not require Blueprints or Action Reports.
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|-|Light Cruisers=
 
|-|Light Cruisers=
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Heavier than destroyers, they perform better in daytime combat roles and can fill a wide variety of utility purposes. <br/>Many maps in the main game require one to get preferential routing, but there is rarely, if ever, room for more.  
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<div style="width:1000px;">Heavier than destroyers, they perform better in daytime combat roles and can fill a wide variety of utility purposes. <br/>Many maps in the main game require one to get preferential routing, but there is rarely, if ever, room for more. </div>
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They are very important for branching in World 2, so you should train '''two''' of them so that you can still sortie to these maps while one is repairing.
 
They are very important for branching in World 2, so you should train '''two''' of them so that you can still sortie to these maps while one is repairing.
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|-|Torpedo Cruisers=  
 
|-|Torpedo Cruisers=  
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Very similar to CL, and they start as CL, but they trade all utility and shelling firepower for devastating torpedoes and the ability to launch them pre-emptively. <br/>However, they are somewhat fragile and are sometimes penalized in map routing.  
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<div style="width:1000px;">Very similar to CL, and they start as CL, but they trade all utility and shelling firepower for devastating torpedoes and the ability to launch them pre-emptively. <br/>However, they are somewhat fragile and are sometimes penalized in map routing. </div>
<br/><br/>Both CLT listed here should be leveled.
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Both CLT listed here should be leveled.
    
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|-|Heavy Cruisers/Aviation Cruisers=
 
|-|Heavy Cruisers/Aviation Cruisers=
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Similar to CL, but they trade some of the utility for more raw firepower and armor. Many very early game fleets will only have room for 2 at most.<br/>There are also '''Aviation Cruisers CA(V)''', which fit into the same slot in a fleet and trade some offensive power for the ability to carry Seaplane Bombers and Seaplane Fighters, an ability that will be important later.<br/><br/> For now, level '''two''' of them at the very most (but at least one).
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<div style="width:1000px;">Similar to CL, but they trade some of the utility for more raw firepower and armor. Many very early game fleets will only have room for 2 at most.<br/>There are also '''Aviation Cruisers CA(V)''', which fit into the same slot in a fleet and trade some offensive power for the ability to carry Seaplane Bombers and Seaplane Fighters, an ability that will be important later.</div>
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For now, level '''two''' of them at the very most (but at least one).
    
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|-|Seaplane Tenders=
 
|-|Seaplane Tenders=
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They can carry seaplanes and equip minisubs, allowing them to perform an opening torpedo. However, their stats are generally poor. <br/>Their key use early on is routing, particularly allowing you to achieve optimal routing in World 2.  
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<div style="width:1000px;">They can carry seaplanes and equip minisubs, allowing them to perform an opening torpedo. However, their stats are generally poor. <br/>Their key use early on is routing, particularly allowing you to achieve optimal routing in World 2. </div>
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There are only two available to you at the start, and you should collect both.
 
There are only two available to you at the start, and you should collect both.
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|-|Standard Carriers=
 
|-|Standard Carriers=
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Heavy ships whose primary roles are heavy pre-emptive strikes and securing air superiority.<br/>They're quite rare at first and you aren't allowed to bring many to one map, in most cases. Thankfully, the game gives you Akagi for free.  
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<div style="width:1000px;">Heavy ships whose primary roles are heavy pre-emptive strikes and securing air superiority.<br/>They're quite rare at first and you aren't allowed to bring many to one map, in most cases. Thankfully, the game gives you Akagi for free. </div>
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For now, try to acquire and level '''one''' only (alongside Akagi). Some are better than others, but the differences between them are not large and you should take whoever you can get.
 
For now, try to acquire and level '''one''' only (alongside Akagi). Some are better than others, but the differences between them are not large and you should take whoever you can get.
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|-|Light Carriers=  
 
|-|Light Carriers=  
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They're like Standard Carriers, but with less of everything (including deployment cost). Map routing is kinder to them and sometimes requires them.
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<div style="width:1000px;">They're like Standard Carriers, but with less of everything (including deployment cost). Map routing is kinder to them and sometimes requires them.<br/>Note that this is the first point at which ship speed comes into account in this guide. Every ship mentioned prior to this point is Fast, but from here on out some will be Slow. <br/>Most standard maps don't penalize slow ships, but 2-5 does, and it's recommended for new admirals to start clearing 2-5 monthly as early as possible in order to begin acquiring medals (and by extension, remodel blueprints). </div>
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You should level '''two''' of them - one fast, one slow.
Note that this is the first point at which ship speed comes into account in this guide. Every ship mentioned prior to this point is Fast, but from here on out some will be Slow. <br/>Most standard maps don't penalize slow ships, but 2-5 does, and it's recommended for new admirals to start clearing 2-5 monthly as early as possible in order to begin acquiring medals (and by extension, remodel blueprints).  
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<br/><br/>You should level '''two''' of them - one fast, one slow.
      
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|-|Battleships=
 
|-|Battleships=
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Heavily armoured and with high daytime firepower, they're also very expensive to sortie and repair. <br/>They come in three flavours: '''Battleship (BB), Aviation Battleship (BBV), and Fast Battleship (FBB)'''.
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<div style="width:1000px;">Heavily armoured and with high daytime firepower, they're also very expensive to sortie and repair. <br/>They come in three flavours: '''Battleship (BB), Aviation Battleship (BBV), and Fast Battleship (FBB)'''.
 
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Unlike with CVL, their speed will not be important at this stage as it is not recommended to take Battleships to 2-5.  
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Unlike with CVL, their speed will not be important at this stage as it is not recommended to take Battleships to 2-5. </div>
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Most standard maps will not let you bring many, so only train '''two''', with at least one being an Aviation Battleship for 1-5 farming.
 
Most standard maps will not let you bring many, so only train '''two''', with at least one being an Aviation Battleship for 1-5 farming.
  
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