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Abo89

APD #2: Myogi and Me

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Hello all, Abo89 here again.

So, as suggested, I'm creating a small guide on the Myogi class battleship because I've seem to have some success with the ship while others downright hate it. This guide is intended for moderate players as most Unicum players may not find much here they do not know, but never hurts to read anyway. Because of the late hour, I'll probably end up having to bump this until someone responds :cap_haloween: lol but honestly this will be quite brief because I find the Myogi quite a simple ship..

So before all else, this ship requires good shooting. If you don't have confidence in your aim yet, I suggest watching iChase or if you prefer text you can look up my guide "Abo89's crappy picture, noob aiming guide" in search. The other things you need to know is that this ship first of IS NOT A BATTLESHIP. Myogi is actually a Battlecruiser, a prototype at that, for the Kongo class. What this means is that you do not have the armor to go head to head with other Battleships without heavy angling (another thing you can look up on iChase, he has great videos on game mechanics). The other thing is that this ship has really big guns. The biggest at its tier, if I remember correctly. Now you may think this is a really good thing but it isn't, which I'll explain shortly. So let the guide begin!

Movement:

So one thing this ship has going for it is its movement. its a pretty fast ship to start with, being a little faster than most of her counterparts even stock. Once you upgrade it fully, you top out nearly at 30knots. Thats fast, very fast for a low tier BB. The greatest part about this ship is you can wait for the enemy  to shoot while you are angled, turn broadside, fire a full salvo and then return to a good angle before your enemy can reload. This is particularly great against German BBs that have a decently faster reload time than other BBs. I suggest zig-zagging toward other BBs if you want to close the distance, though I would actually suggest kiting everything instead. What is kiting? Basically staying as far away from the enemy as you can while still being able to shoot at them. Another great thing about your mobility is that it allows you to make mistakes and learn how to position as a BB player and still not be caught out of position for too long while also being able to get out of a hairy situation. Just remember do not show your broadside for any extended period of time. Also having two turrets in the back of the ship is helpful when moving away from your enemy, so use that as an advantage.

Armor:

Simply, pretend you have none because you don't. Just about every other BB can pen you very easily if you show them your side so angling when they fire and then moving is a must. You will lose if you brawl in this ship. You will lose against ships shooting at you at medium range if you show your side. The only time this ships armor excels is at longer ranges. To make things worse you have a wide deck that is easy to be damaged from long range fire. What this means is that you can not stop moving in this ship. If you stop, you will be heavily damaged. The only time that you should over stop is to point the nose of your ship to an enemy BB if they have managed to close the distance on you. If you are at a complete stop you can back up and use your angled armor to deflect thier shell and turn just enough to use all your guns inbetween their shots. Remember other Japanese BBs and United States BBs take about 30 seconds to reload and German take about 25 seconds.

Guns:

Remember those big 356mm guns I mentioned. Well they are pretty great against other BBs, but are horrible against cruisers. Why you ask? Because you will over penetrate just about every cruiser you see at any distance, also, you only have 6 guns where most other BBs have at least 8. The way AP shells work is they have to go through 1/6 of the armor in millimeters of the shell size. So 356/6 equals 59.333. So that means you have to shoot through 60mm of armor before your shell will explode. Most cruisers have way less armor than this and most of your shells will fly right through their ship, again at any range. The good news is that such a large caliber gun will overmatch most cruisers armor (again look up iChase for overmatching mechanics) and you can ignore them angling. In truth, you almost have to wait for cruisers to be at a small angle to get any citadels on them so do not be afraid to let the shells fly even if the cruiser seems to be angled. Against other BBs you really shine at longer ranges, especially against USN BBs and their weak deck armor. You will outrange almost anything that isnt another Japanese BB and everything once you upgrade your firing systems.. Use this to your advantage the moment you see BBs and when you are kiting them. Remember you have two turrets on the back of your ship and only one one in the front, so kite kite kite.

As far as your secondaries go, they are good and you have a lot of them, especially on the final hull you can research. The downside is, you will barely ever get to use them because they have horrible range. Don't expect to use them on anything but a closing DD or CA/CL who is trying to get their torpedoes off, and by then, you are already in a really bad spot. Need to practice your torpedo beats against DDs and CV torpedo bombers.

AA:

Just like your armor, you don't have any AA that means anything. You may shoot down a dive bomber or two, and will only SLIGHTLY scare torpedo bombers. Remember, turn toward torpedoes and make sure Dive Bombers come at you from a 90 degree angle because your deck is quite large.

Conclusion:

You are a fast, lightly armored, low AA, big gunned BB. Or, if you play more like a less nimble cruiser, you may have more success. Again this isnt a huge write up because its a very simple ship that requires kiting your enemy, not closing. Follow this guide and develop your own little nuances with the ship and you will not only be ready to captain the much better Kongo, you will also get her much quicker as well. I dont suggest skipping any upgrades, and you cant really anyway. If you have any questions, feel free to ask, and have a great day.

  • Cool 3

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Who dares hate the Myogi?!?

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52 minutes ago, Dictonary said:

Who dares hate the Myogi?!?

According to other threads, quite a lot of people.

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Good write up +1.

Next time, also talk a little about armor thickness, citadel and shell ballistics. For example, whats the max AP shell size the Myogi's bow will bounce w/o being overmatched?

 

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8 minutes ago, Ulthwey said:

Good write up +1.

Next time, also talk a little about armor thickness, citadel and shell ballistics. For example, whats the max AP shell size the Myogi's bow will bounce w/o being overmatched?

 

It can be overmatched by just about anything that's a BB in certain spots (19mm x 14.3 = 271....). I didn't get that detailed because APD stands for Average Player Diaries and these are meant to be more general guides. I could be wrong, but it would seem it's still easier to defeat citadels from bow on than broadside. My guess is because the shell slows down enough after passing through the bow to not pen the citadel armor, which is further strengthened by also being angled. I actually don't know the thickness of the front side of the citadel armor off the top of my head. 

Edited by Abo89

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 baby bump for your 4th of July reading pleasure. 

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Good guide!  The part about how fusing time can work against the Myogi when shooting cruisers is particularly helpful.

 

To add a word or two based on this morning's experience:

 

1) You have good speed!  It is not for sailing the entire map edge to hunt the enemy carrier!

2) You may not be a "true" battleship.  But you are still more of a battleship than that Karlsruhe on your team, which should not be forced to tank for you.

 

Now excuse me while I remove some splinters from my forehead.

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