Author: nga-Liu Ruoruo
The main content of this article is the random thinking in the Asian costume environment and the use of Henry in the eighth and ninth seasons of the guild.
Environment: Henry IV's weakening of the rate of fire and the change brought about by the high-explosive armor piercing mechanism have caused Henry to lose his former glory in random, qualifying, guild battles, and Aquaman matches. From a ship with no cost to start, but with a powerful output and survivability, it has become a ship that requires proficiency to show its upper limit, and its lower limit is also very low. As a result, its appearance rate has become lower, most of the old players who own Henry have chosen Town Harbor, and the new players have a poor experience without UU.
Change: After the maneuver was over-weakened, the current version was retraced to an acceptable range, while the naked 40 worn brought by the previous high-explosive armor piercing mechanism allowed Henry to re-adapt to the environment.
Accessories & Extra Points:

1. Main Weapon Modification Type 1: No need to explain too much, the loss of the main turret paralysis is unacceptable for a fire cruiser, and the secondary gun and anti-aircraft gun have no protective value.
2. Engine Boost Modification 1: Although Henry lost the ability of the engine to increase the impact of the engine boost on acceleration and deceleration in the previous changes, the 40% duration bonus is too important for a cruiser that relies on speed, and the discount is only 12750 coal, which is worth having.
3. Main gun set modification type 2: May be the most controversial, but also personally feel the most important accessory, for other ships 15% of the main turret speed may not have much impact, but for Henry this is a qualitative change. Under the blessing of the French special captain's turn gun skill, Henry with the No. 6 position rate of fire plug of the turn gun speed of 31.1 seconds, after choosing the transfer gun plug this time came to 27.7 seconds, which does not seem to be much difference, but under the blessing of the turn gun insert, Henry in the case of full rudder, the main gun can still keep firing in the original direction, and choose the precision plug-in, you can only choose to lose the fire output in the case of full rudder, or pick up the shell, how big the difference is, you can know in actual combat experience.
Precision plug is a higher precision of the greater the return of the plug-in, Henry ordinary cruiser scatter and Sigma, and the main target for heavy targets, precision plug to bring the benefits of no transfer gun insert in the high-intensity confrontation to bring the key to the promotion, of course, precision plug is not a choice can not be, when you use the range plug, there is no transfer gun debuff, there is no problem mentioned earlier, naturally the precision plug is better.
4. Propulsion system modified type 1: losing the speed shifting ability of the engine supercharging, and even if it is pulled back, it is still a lot slower than other ships 's speed of acceleration (it takes 41 seconds to push Henry to reach full speed, and it only takes 32 seconds for the rudder Venice to reach full speed), not to mention that 5-15, which has been deliberately weakened by Maozi, is simply a disaster, if you don't carry a propulsion plug, Henry's operating feel and ability to cope with different situations are almost 0, and the 20% rudder brought by the rudder is 20%, This doesn't make Henry's weaker twisting ability with an 840m turning radius, but the rudder has a good boost to Henry's random specialization of the far end that maintains full speed at the dual range configuration.
5. Unique upgrade (artillery shooting height enhanced): In the environment of the Asian suit, the 8-x class aircraft carrier has nearly 100% of the appearance rate, concealment has become less important, the importance of the attribute of range is magnified, and the increase in the rate of fire is more important for Henry, the negative effect is sometimes a positive effect (to help you better fight hormones) In the aircraft carrier cw environment, uu has an irreplaceable position. In other servers, concealment is a good choice, allowing Henry to better play the advantages of ap, but concealment is a plug-in that is more difficult to use, it is recommended that players who have requirements for themselves to use, use the concealment, will definitely use uu and rudder. Big Rudder is a plug-in that strengthens the single-headed attribute, in 1 v 1 battles, the big rudder performance will even be better than uu, the same big rudder is also a plug-in with a low threshold for getting started, the improved experience is more direct, recommended for random entertainment players, as well as hidden plugs skilled players to use.
6. Main gun set modified type 3: Has an explosive loading ship, carries a rate of fire plug, and improves more firepower. Similarly, the faster the rate of fire the boat carries the rate of fire, the greater the boost, so the rate of fire plug is best bound to the uu to use, and the range of 20.6 is enough. At the same time, the rate of fire of 10.1 allows Henry to complete the 3 rounds of complete projection during the burst loading when losing 4% of the amount of health, which can be said to be the key to Henry's grasp of the opportunity, the single rate of fire Henry's 11.4 reload, also in the state of 96% of the health, the third round of the rate of fire Henry will be 3.85 seconds later than the third round of the double rate of fire Henry, for Henry who is not fast, 4 seconds of time, the basic distal enemy has been able to pose a defensive posture to immunize to this round of damage. Here's a trick, cw teammate damage is not punished, you can let the cruise teammates shoot you 2000 blood before going out, which is a big boost to your output. Of course, single-range or double-range random happiness is also a way to play, but it is not recommended that skilled Henry choose such a game.
Some:
Layer one: the main target and enemy attack warning is the main means to predict the enemy shells in advance on the high seas, Henry's rudder radius and rudder effect If there is no maneuver to evade in advance, it is basically difficult to dodge the shells, and only need a skill point, point out a lot of worry.
The second layer: the importance of turning guns and hormone-boosted guns and rate of fire has been mentioned above, not much to repeat, there are conditions to go to the arsenal to change a special captain, these two skills are very critical.
Three layers: the supervisor is basically standard for the advanced re-patrol, not to mention Henry's extra burst loading and pressurization, the supervisor is definitely the highest priority.
The choice between adding blood and ignition, Henry's naked ship ignition rate is very high, the benefits of pointing out damage experts are lower than other heavy patrols and light patrols, and there are explosive armor to fill the fire, and the situation of wanting to ignite is relatively small, although 3500 blood is not much, but it gives Henry the confidence to maintain a low amount of blood that is not easy to be killed, but overall these two skill points can be chosen.
Four layers: hidden No point concealment, the legendary plug concealment distance reaches 17.5, this distance is too exaggerated, the point is still a point. Ifhe, because of the loss of half of the fire, is almost completely unacceptable to a ship with a high ignition rate like Henry, and after the ifhe version is redesigned, the naked 39 wears to the naked 40, and the target can be penetrated more. Even in the face of steel torrents in the cw, the full 50 decks, 50 wear effect is not as good as the effect of replenishing the fire, because the normal Henry's output is already the bottom level of the cruiser, plus the minimum expected ignition after the completion of the ifhe, the effect is very poor, and the 4 skill points are still relatively large, so it is not recommended to point ifhe in any situation.
Remaining Skill Points: Fan Attack Cannon Hormone Supervisor Concealment is a must, the remaining 6 skill points can choose different configurations to add blood/ignition, add blood/all-rounder/cut ignition/all-rounder/cut bullet. There are other skill points that can be freely combined, but it is still recommended to take into account the configuration, survival, functionality, and opportunity in the diagram.
Random gameplay and ideas:
1. First of all, it should be clear that the core gameplay in Henry Random lies in the interaction in the confrontation, whether it is choosing to pick up the shell at the swing angle or choosing to accelerate and decelerate the internal and external cutting or not changing the speed to dodge the shell, or the explosive loading to fill the fire, the high-intensity confrontation in the cutting + burst loading to seize the opportunity, henry players need to know enough about the opponent and themselves, which requires years of accumulation, but also requires the player to take the initiative to pay attention. The most basic things are whether the caliber of the opposing battleship can crush themselves, whether the other side's deck can be broken down by itself, the core area of the other party I can penetrate a few kilometers, a few kilometers with a small angle can be penetrated, what can my ap crush, the speed of the other party can not dodge or can dodge, which bb sigma low I can sell to him at some times... Every game needs to be accumulated, and the feel is very important.
2. Random battles will encounter lower class ships, Henry in the face of in addition to the Italian war, Lenin (45 decks), German and Soviet class, Izumo class, Musashi class, efficiency and exchange battle losses are very strong, in the x class ships less games Henry can take the initiative to press the front of the sideline to drag knife (due to the legendary plug of the poor concealment characteristics, Henry will not leave the formation when playing like this), help his teammates absorb fire while also can get hormone boosts, Henry has been in full state is difficult to do. In the face of some hard stubble, including 17-inch guns and above bb, try to keep in the case of afterburners to exchange battle losses with them, when there is no afterburner, you must maintain the advantage of 18-20.6 kilometers of this advantageous engagement distance, otherwise the war loss exchange is a loss, only 40 decks above the target can choose to kill the point after making up the middle section of the fire to find a better opportunity and shooting window.
3. Interaction with the destroyer, Henry's bullet speed and falling bullets are different from other high seas heavy patrols, at a distance of 10 kilometers, Henry's landing time is 5.36 seconds, Venice is 4.74 seconds the difference is nearly 13%, and in the 20 kilometers of the landing time Henry is 13.41 seconds, and Venice is 11.78 seconds, there is a gap of about 14%, it seems to be similar, but at a distance of 10 km, the main face is the shooting of the destroyer. The difference of 0.6 seconds will give the destroyer reaction time to avoid shells, and the main face of bb at the distance of 20km, the difference in the 1.6 seconds of falling bullet time at this distance is not so large, so Venice will be less difficult to shoot when assisting in the expulsion, and the same single-round damage is more terrifying. Henry was not designed to assist in the expulsion shooting, of course, this is not a reason not to help the expulsion dog fight, but to say that Henry needs more pre-sighting and will not actively approach our deportation position in the opening position selection. After the endgame and the enemy expulsion into a closer distance, Henry's speed of 44 knots, many of the expulsions can not escape, and except for thunderstorm 130 Klebert 139, the two deeper expulsion guns can hit the Henry core at about 1 km, and the rest of the expulsion cannot penetrate the Henry core at full distance. Henry's better torpedo salvo angle also makes it impossible for most expulsions to complete the slaughter in close combat, but is easily killed by Henry.
4. Interaction with cruisers. Henry's projection and health rudder effect are relatively poor, and they are basically in a state of loss when they are full of blood to drag each other's knives for battle damage, so it is necessary to avoid exchanging blood volume with ships such as the enemy Venice Hindenburg Yoshino. Try to maintain the he suppression of the enemy resistance unit, and make up a fire that can make the enemy want to get out of the battle miserable. In the middle distance, Henry can rely on the angles brought by high maneuvering, high penetration and fast loading to catch better opportunities. Within 15 km, it can basically penetrate the main armor of most cruisers, and the basic 12 km small angle with equivalent main armor can also be broken, and because the ap does not have a particularly fast bullet speed and a special jump angle, the shooting window is very narrow, even if there is an explosion of loading, there is generally only a maximum of 3 rounds of chance, which is why Henry's rate of fire is very important. At critical moments, Henry was able to play key damage to his opponents, also because he was too decisive for the game's victory or defeat, henry's several weakenings made Henry more difficult to use and the upper limit was reduced a lot, allowing Henry to enter a relatively unhealthy state, requiring the pilot to spend more energy to make up for the problem.
4.1 Tips for matching cruisers in different situations.
In the case of 1v1, when Henry dragged the knife and the other side pursued, no cruise could eat Henry steadily, and due to the speed problem Henry could actively avoid the battle, and when the health volume was low, Henry's strength was very high, and the pure 1v1 environment variables were few, so the key to 1v1 was the rational use of the maintenance team and the outbreak loading. Generally Henry will point out the all-rounder, plus the outbreak of loading 80 seconds of fast cd, with the battle flag after 72.2 seconds of rapid rotation, so that Henry in the single head does not need to deliberately wait for the opposite side to hand over the damage tube can be used directly, do not stingy, the same, Henry although the need for hormones, but the maintenance team CD is also relatively long, pure single head environment is basically difficult to eat the third, so the timing of the first maintenance team is to ensure that the eating can still be below 96% of the health, Let the maintenance team enter the cd faster to start rotating, and when the health volume of both sides is depressed to 20%, ensure that the outbreak loading and maintenance team are cooled, at this time, the amount of residual blood ensures that the hormone play and the outbreak loading are played to the extreme, and also avoid being killed by the other party, while using two consumables to complete the final output. Cruisers below the basic 50 decks can enter the kill line at around 1w of health. Do not reduce the speed too low while maintaining high-intensity confrontation, remember not to let the speed into the 5-15 knot range, after entering this range, it is very difficult for Henry to think of speeding to dodge the shells, and the extremely poor concealment causes you to have to pull the distance far to ensure that you can get out of the battle, so keeping high speed, doing some micro-shifting and steering in the 25-30 knot range is the best choice for medium and long distance combat.
In the battle that cannot get out of the battle at a very close distance (out of the mountain to encounter the other side's Kashan radar patrol and forced to turn the tow knife), in the face of the two ships of Des Moines Salem, even if Henry's user is strong, it is difficult to complete the counter-kill in the case of the other side not receiving mines, or the gap in the amount of blood between the two sides is too large, and in this case, you can only choose to gamble on the ap to dismantle the cannon. Henry's ap bullet penetration depth is enough to penetrate the cruiser's gun shield at about 10km, so it is only necessary to open the burst loading after the enemy gun is paralyzed and the damage control team is used to gamble on the second paralysis or damage, and Henry's 240 crush 16, the cruiser's superstructure is 16 plates, even if the ap shell is used all the time, it will not produce no damage, and after doing this, leave the other to the battleship God. After more than 10km, it still relies on high speed to avoid shells as much as possible, and the 8-10km range is very suitable for using dismantling guns. In the nearest case, you can basically choose to sell the head charge to use the torpedo to complete the kill.
Medium and long distance dragging knives against each other. This is the most common situation encountered randomly, and it is also Henry's weakest situation, so Henry's strength has been criticized, as mentioned above Henry should try to avoid this situation, but this situation often occurs, so it is still necessary to learn how to deal with the situation. The most important point is to maintain mobility, it is very difficult to hit Henry at full speed directly at a distance of 18-20km, of course, after 1-2 rounds of calibration can still complete the hit, this distance Henry wants to hit the enemy cruise is more difficult, according to the situation to choose how to exchange battle losses. Henry's rear salvo angle is good, but turning and turning the gun will cause a certain output loss when dragging the knife, and it is necessary to pay attention to the shell landing point and torpedo speed measurement, if there is an aircraft overhead, it is easy to lose output, and habitually use ctrl+x and shift+x to avoid losing output and blind smoke blind point enemies. At a distance of 10-15 kilometers, dragging knives to each other, Henry is difficult to take advantage of the Yoshino Tibetan King Venice Hindenburg Alexander Worcester these ships, the use of high speed to maintain the distance of the engagement, and in the enemy before the point of extinction to find a way to make up for the fire, so that he can not avoid the fire of his teammates, their own pressure is larger, and teammates have a certain angle of the case to use more AP bombs to force the opponent to turn around, so that the opponent also loses firepower, to ensure that they can enter the safe distance before the point of extinction will not lose too much blood. When the situation is still unclear, do not suppress the opponent's survivable patrol blood volume to give the other party hormones.
Henry is not a ship that pursues a single round of accurate hits like the Tibetan King, and when neither side can effectively hit the opponent, the aiming can be casual, and do not spend too much time on thinking about the pre-target. When the other party accelerates and decelerates, do not put the pre-aiming point too far, prejudge that the other party will accelerate the crosshairs on the bow, prejudge that the other party will put the crosshairs on the stern, this is because Henry's speed is not fast or slow at the end, too much pre-sighting and too little pre-aiming are not appropriate, in the case of ensuring their own safety, keep the firepower fully open, do not lose the output is the most important. Henry has burst loading, so it is not suitable to use round shots, which will cause a part of the output lost during the outbreak period, which is not worth the loss. Pay attention to the health gap with your teammates when exchanging battle damage, if your health percentage is already the lowest in the whole team, try not to export again, Thor Conqueror Yamato includes aircraft carriers, the efficiency of these sub-service special ship fire low health units is very high, Henry although he has speed, but it takes a long time to get out of battle from low speed to full speed, and his own protection in front of these units is almost equal to nothing.
Henry pursues enemy units. First consider the question, in the case of pure 1v1, whether the Venetian dragging knife can win the scalper's pursuit of Henry. Being able to think clearly about this problem would improve Henry's understanding a lot.
Obviously, in the case of the same technology, Venice does not have any chance to win Henry, Henry can lose less than 30,000 blood to eat the full blood Venice, of course, this situation is basically no chance to encounter in random battles, Henry players who have suffered too much loss in mutual dragging knives will rarely think about such a situation, the tacit understanding in their hearts Henry is not as good as Venice, and it is difficult to seize such an opportunity in random battles. Venice was extremely inefficient in the face of the selling unit, and the 40 undersuit was just broken by Henry, the proud speed also lost its effect in front of Henry, the torpedo salvo angle torpedo speed torpedo damage was also destroyed, and there was no chance of winning the battle between the smoke and the back of the ship. Without the support of any teammates, Venice has no chance of winning against Henry, or it can be said that this is deliberately done by Maozi (Goliath's 40 armor of Venice), Both Goliath and Venice can rely on their own characteristics to drag the enemy's large troops with fewer troops, and the front that wants to choose to attack the defense of these two ships can only rely on more numbers or types of ships to suppress. Henry's current vision for the WG should be a countermeasure ship for the aggressive offensive lineup to use without relying on external forces to crack the defense of the opponent Venice Goliath. This is also an important means of distinguishing between output heavy cruises, Venice tends to suppress expulsion and suppress cruisers, and the effect is good for the battleships other than Klimt, Goliath tends to suppress battleships, Hindenburg has a good output effect on each ship type, and the King of Tibet tends to suppress highly maneuverable units. Henry was very weak as a passive defensive ship and could only reach Hispanic potential when attacking.
Random battles into the pursuit mode is basically this way to have an advantage, or the disadvantage is too big to have to attack. In the case of an advantage in health, in the face of a low-projection heavy patrol such as The Venetian Golia Yoshino Puerto Stalin, the general tour can be closer to the engagement distance to ensure the highest output efficiency. In the face of high-projection cruisers, it is necessary to consider the engagement distance according to the speed of the other side's bullet, keeping a ship like De Mainworst about 13 kilometers, and facing a high-speed ship such as Alexander Hindenburg to keep a close distance. Although the projection is low, but due to its speed and accuracy, the output efficiency of Henry is very high, it is best to switch the shells when fighting with him, and use ap bullets to force him to turn around at an angle when he is about to salvo, losing part of the output. As mentioned above, Henry was able to crush the patrol upper layers so that switching bullets would not lose too much damage, and at the same time interrupting the output rhythm of the other party, and the king's weak health was not enough to support him and Henry to exchange blood like this.
5. Interaction with battleships. Henry's 40-through he was able to effectively penetrate British and American warfare, very typical of the 25 heads and tails, and the 30-mid-section side plate could be said to be very easy in the face of shells under 17 inches.
As mentioned earlier, Henry's current maneuver does not support in-situ maneuvering, but the friction between front and rear is still very effective in the face of the ap bullet of the small-caliber battleship, and the lower appearance rate of the Asian costume Montana and the Elector also means that the opponents you need to face are able to effectively hit you, and the friction between the front and back can only have a good effect if there is a boost and the opposing battleship is more than 18 kilometers away from you. However, due to the low appearance rate of the two high-speed large calibers of the Random War Republic and the Kremlin, after one or two rounds of judging the level of the enemy's battle column, you can continue to choose the front and back friction deception. When pressing forward in the enemy battle column, maintain a certain degree of maneuverability, when the distance is too far away the opponent can stop advancing, you can choose to kill the point and then return to the appropriate position to continue to repeat the operation, although you will lose part of the output, but for a ship that attaches importance to the output window period, let the consumables cd rotate and get a better output position, which will be more comfortable than exchanging battle damage during the skill vacuum period.
Different battleships of the loss of the tube time to remember, while using this time to subtract the shell drop time and then open the burst loading, maximize the use of consumables, one thing can be noted, the Japanese war may choose the No. 1 plug-in of the pipe upgrade, the damage tube duration is 14 seconds, other countries BB generally will not choose the loss tube upgrade.
When the enemy surrenders the damage tube and the middle section is on fire, and the exposed side can choose to use ap shells to aim at the top, the hardest top is only 150, and aiming in place can effectively attack and penetrate the damage. It should be noted that the upper deck of the battleship is 19, Henry's ap bomb can not be crushed, and the purging of ap bombs is stopped in time after the enemy bb poses at a certain angle.
Henry's ap shells were able to penetrate the main armor of the Kremlin at about 5.2 km, yamato's main armor belt (non-armored area diagonal and horizontal enclosure) at about 5.3 km, and the main armor belt of the Conqueror and Thor at about 7.2 km, and could seek opportunities to inflict heavy damage on the battleship after entering the melee zone.
When approaching the enemy, in addition to facing Shikishima, you can choose to pose a small angle, using Henry's internal 35mm lateral enclosure to avoid shells falling directly into the core cabin, although it will suffer more half-damage, but it is more important to avoid being taken away by a round during the battle.
One thing to always remember is that battleships are capable of suppressing cruisers, and when confronted with 1v1 head-on within 15 kilometers, be sure to make sure that the total blood pool gap is not large.
6. Interaction with aircraft carriers. Henry's engagement distance determines that the water sound is not a preferred consumables choice, after carrying aa, Henry has the output of the best quality air defense in the cruise, long air defense circle and good second damage can make the attack wave of the same class of aircraft carriers suffer heavy losses. Under normal circumstances, the carrier is not willing to give priority to finding Henry as the first target, unless you are the only ship on the field.
How to circumvent the output of aircraft carriers is a compulsory course for Asian service players, but here is not much to say, Henry does not have an external main suit, and he must also use aa when facing the rockets of White Dragon and Midway. Due to the pointing out of the all-rounder, the cooldown time of the aa is fast, and the p button is used to turn off the air defense immediately after the end of the attack wave, making the second aa faster cd, ensuring that the next wave will be available when it comes. When in the Aircraft Carrier Bureau, Henry will use 123qwertyuiop, if the hand can not be pressed can try to change the key, but still practice more, to avoid mistakes in high-intensity confrontation.
7. Summary: Henry is a difficult to get started, but the upper limit is a good boat, maybe this version is not much strong, but like to operate and have legendary inserts can try it, although not as brilliant as the year, but very fun. (Players without legendary inserts please choose non-Asian prime time to play) This article (Henry from the beginning to the ground) is just a personal experience, and the guild battle content after that is updated with fate. Meng Xin posted for the first time, please forgive me for my shortcomings.