Piloting and commanding the glorious Hohernzollern.
58 Matches played, 55 won (3 lost mostly because I was not piloting my Junker xD)
Kill/Death 179:38
upper deck:
portside and starboard Whirlwind Light Gatling Guns
foreship deck:
depends on the enemy but NEVER a harpoon. It's poison for my tactics.
battery deck:
portside and starboard Scylla Double-barelled Mortars
Crewmen:
Pilot (Captain)
Gunner (Premade and my first mate)
Engineer
Engineer/Gunner
At first I'm glad I have such a good first mate like my friend. He's sitting on the battery deck, mans the Scyllas and does the needed repairs for the main engine und the Scyllas themselves. Also he scouts what's below us because you often can't see enemy ships while standing on the quarterdeck.
The random gunner is taking the upper deck and mans the Whirlwinds.
The random engineer mans the foreship weapon and does the repairs.
Tactics and why I take this symmetrical weaponry
The Junker is a damn fast ship, heavy armed and got a nice maneuverability. It's weaknesses are his really long nacelle which needs a detailed briefing of your crew, and it's balloon.
You got mortars and a weak balloon, so take a Hydrogen Canister as pilot and most of your problems are gone.
I dont run a classic hitn'n'run tactic and I dont snipe. I harass, I annoy, I destroy. Know the enemy's weaknesses. A galleon for example. Why should I try to fight it broadside? I go up, fly straight to him, stay above his batterydeck's weapon's angle and then I'm free to do whatever I want. Pop the balloon, take out the engines, whatever.
As pilot you have a hard job piloting a Junker. You have to take paths no normal pilot would take, you dont only have to think in 3 dimensions (many pilots are only thinking in 2). Time is also your friend.
Your weapons are broken? Tell all your gunners to repair and get the hell out of the fight. You're faster. If there's something faster than you it's no threat. Prepare your fights, think of the possible ways the enemy vessel can take. That's why I take a symmetrical weaponry. You have to be flexible. "starboard weaponry destroyed? All men, arm the portside weaponry!" Turn your ship and fire. All weapons destroyed? Flee.
The Whirlwinds penetrate your enemy's modules and armor, the Scyllas do the rest. That's your tactic. Tell your crewmen.
That's my secret. A detailed briefing. Tell your crewmen about your tactics, your weapons and your thoughts. It's no democracy, but it's transparent. Let them know you want to turn right, tell them to man the left side, even if there aren't any vessels. Talk, always talk, but dont talk rubbish. Give instructions, give an intel, motivate them.
Do you want to use Kerosene or Moonshine? Tell your crew "I'm going to boost. Engineer to the engines!"
Your engineer can run up to the quarterdeck and your gunners know the engineer has something to do and they have to repair their stuff by themselves.
"I'm going into the fog on a low altitude. Man the Whirlwinds and repair the ship." You dont need to man the mortars if any threat only can come from above.
Anymore questions? Just ask
---
"Crewmen, there are no better or worse ships out there, only better or worse crews and ships with different roles. Our Junker's role is to provide enough firepower to make the opponent think twice before turning into our direction...and to smash him if he does.
The Galleon's role is to look pretty and have a glorious death. And, by the Gods, mates...at that role it really shines!"