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Kaga Build

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Looking for a build for the kaga commander skills and ship mods. Been looking for guides but most of them are old before the new torp mod.

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Kaga is more or less standard IJN carrier build except you might want to get DE since Kaga diver bombers are HE and not AP.

 

As for modules, well IJN carriers build for concealment because their aircraft benefit from it so Concealment System Modification 1 carries more benefits that on other carriers with worst plane concealment and honestly, Squadron Consumables Modification 1 isnt exactly something you need on Kaga with planes being already fast as they are and low HP as they are so forget about healing your torp bombers in any meaningful way as for Aerial Torpedoes Modification 1 ... well the thing is Kaga torpedoes are 50 knots so that would be 52.5 knots that is not worth compared with 5 seconds of attack time that along with concealment can make your torpedo bombers start a attack run with very little warning, plus you can take torpedo acceleration as the 2 point skill since the other option is improved engines that works on Kaga planes as well since IJN planes are fast but squishy and thus you get more out of those 2.5% but the real problem is Kaga torpedoes arming time that is just too long.

 

I dont think Kaga changed that much since none of the new modules really affected her.

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Standard CV build I use for IJN is Aircraft restoration skill, Improved engines, Improved engine Boost, Torp acceleration, Survivability Expert, Aircraft Armour, Concealment Expert, Last Gasp. runs on any IJN CV. DE looks cool, but you already get over 50% fire chance, 5% more isn't worth it over boosting aircraft survivability. DE is good on British CVs that have lower fire chance but more bombs.

 

Modules, just go with standard options, concealment build, torp bomber hp and whatever you want for squadron attack duration or torp speed mod or whatever. Nothing of that is incredibly influential.

51 minutes ago, WWDragon said:

that is not worth compared with 5 seconds of attack time that along with concealment can make your torpedo bombers start a attack run with very little warning

6.1 km plane detection means you still got to cross through the 5.8 km flak gauntlet most ships put up. If you start attack run outside the 6.1 km, you just make it hard to dodge flak and get most of your squadron shredded. Thus, you most likely are going to start attack runs from like 3.5-4 km anyway and the 5s are wasted.

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1 hour ago, WWDragon said:

Kaga is more or less standard IJN carrier build except you might want to get DE since Kaga diver bombers are HE and not AP.

 

As for modules, well IJN carriers build for concealment because their aircraft benefit from it so Concealment System Modification 1 carries more benefits that on other carriers with worst plane concealment and honestly, Squadron Consumables Modification 1 isnt exactly something you need on Kaga with planes being already fast as they are and low HP as they are so forget about healing your torp bombers in any meaningful way as for Aerial Torpedoes Modification 1 ... well the thing is Kaga torpedoes are 50 knots so that would be 52.5 knots that is not worth compared with 5 seconds of attack time that along with concealment can make your torpedo bombers start a attack run with very little warning, plus you can take torpedo acceleration as the 2 point skill since the other option is improved engines that works on Kaga planes as well since IJN planes are fast but squishy and thus you get more out of those 2.5% but the real problem is Kaga torpedoes arming time that is just too long.

 

I dont think Kaga changed that much since none of the new modules really affected her.

Fair enough thanks 

47 minutes ago, Bunny_Lover_Kallen said:

Standard CV build I use for IJN is Aircraft restoration skill, Improved engines, Improved engine Boost, Torp acceleration, Survivability Expert, Aircraft Armour, Concealment Expert, Last Gasp. runs on any IJN CV. DE looks cool, but you already get over 50% fire chance, 5% more isn't worth it over boosting aircraft survivability. DE is good on British CVs that have lower fire chance but more bombs.

 

Modules, just go with standard options, concealment build, torp bomber hp and whatever you want for squadron attack duration or torp speed mod or whatever. Nothing of that is incredibly influential.

6.1 km plane detection means you still got to cross through the 5.8 km flak gauntlet most ships put up. If you start attack run outside the 6.1 km, you just make it hard to dodge flak and get most of your squadron shredded. Thus, you most likely are going to start attack runs from like 3.5-4 km anyway and the 5s are wasted.

So what range to start torping you recommend def a tier 10 ? and is that with the 5s+?

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4 minutes ago, 98195498984849894 said:

So what range to start torping you recommend def a tier 10 ? and is that with the 5s+?

3.5-4 km is where I usually start the run, unless I can abuse an island to cover the distance up to 3.5 km, then I might start it behind the island. It should be so you avoid the last wall of flak and no longer need to worry about other walls.

 

5s is not required for this.

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