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Strike Bogue tips


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457th_FighterGroup #1 Posted 03 April 2017 - 01:32 AM

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Most Bogue captains use AS which is pretty devastating to a Strike CV who doesn't know a good way to handle his planes.

I've seen some people say Stock is the best loadout but with pretty ineffective Torp Bombers you won't get much XP.

So how do I use the Strike Loadout well?



Captain_Dorja #2 Posted 03 April 2017 - 01:35 AM

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Swap into an IJN carrier and use it's 1/2/2 load instead. If you want to play a carrier, just give up on the USN carriers. They are trash in game. Do yourself a favor and just play IJN unless you like constantly being outmatched by your opponent and a burden to your team.

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Britain and Allies: Leander, Campbeltown, Perth, Warspite, Dunkerque, Blyskawica, Belfast


AVR_Project #3 Posted 03 April 2017 - 01:39 AM

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Stock Bogue is what I like the best.  It's half fighters and half torpedo planes.

How to use Strike Bogue:  Select 'Evasive Expert' as a captain skill and they will shoot down fighters easily.  This boat just got an EASY button.


 


So much has been lost, so much forgotten. So much pain, so much blood. And for what? I wonder. The past tempts us, the present confuses us, and the future frightens us. And our lives slip away, moment by moment, lost in that vast, terrible in-between. But there is still time to seize that one last, fragile moment. To choose something better, to make a difference.  -- Babylon 5


Palladia #4 Posted 03 April 2017 - 01:43 AM

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If you're going to insist on the strike Bogue then learn how to avoid the enemy and drop at the furthest point from their air patrols.  Thats going to involve going after non-optimal drop targets from time to time.  Sometimes that isn't an option.  When those times occur,  send in your bombers first,  then stagger in your torpedo bombers.  T5 doesn't have strafe anymore so they can't just decimate you.  Constantly adjust your torpedo bombers to fire into their turn.  If they are turning left then you need to be dropping from an upper right hand angle.  Use what little AA your team has to your advantage.  If you get chased,  fly over the nearest stack of two to three ships.  Unless you are in a T6 and up,  in which case make friends with the closest allied Cleveland.  Avoid the enemy Cleveland like the plague.

DerKrampus #5 Posted 03 April 2017 - 01:47 AM

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View PostCaptain_Dorja, on 03 April 2017 - 01:35 AM, said:

Swap into an IJN carrier and use it's 1/2/2 load instead. If you want to play a carrier, just give up on the USN carriers. They are trash in game. Do yourself a favor and just play IJN unless you like constantly being outmatched by your opponent and a burden to your team.

 

this

 


Capt_Pepper #6 Posted 03 April 2017 - 03:15 PM

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I got the Bogue after selling my Langley. Moved my captain from Langley to Bogue and fully upgraded her. This was a joke, I can't believe anyone wanting a CV with 2 fighter groups and one bomber which guarantee no XP points.  Worse is getting 2 bomber and one torp with no fighter protection guaranteeing all planes are shot down. I was getting pretty good with manual drop of torps and that is taken away. Well after 4 or 5 plays with the Bogue I gave up and sold her and went back to Langley. I thought I was getting pretty good with CV but this is no fun. ):

TheBossNC #7 Posted 04 April 2017 - 02:20 AM

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I already finished IJN so I am making myself play through USN right now (halfway through Essex). Anyway, most AS Bogue players stack their fighters so I would say just strike where he isn't, otherwise there isn,t much you can do. If you can make strike work then, I would recomend playing Balanced/stock of AS as you can use fighters to help your team. A good strike CV player needs to output lots of damage. Thats all I have for Bogue although on Independence, you NEED to learn/ master alt attacks.

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Ryan_66 #8 Posted 15 April 2017 - 03:53 PM

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Unfortunately it seems the Balance of Aircraft load outs doesn't favor the American line

 



daegrima #9 Posted 19 April 2017 - 05:47 PM

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It's important to learn the difference in how the modules function in the map play.

 

Strike setups are designed to maximize the amount of potential damage you can do to surface ships over the course of the game by increasing the number of squadrons you have devoted to the damage. This is a straight increase in damage potential at all aspects of the game, but is generally expected to fall off later in the game due to the loss of squadrons due to anti-aircraft fire and interceptions by superior enemy air superiority fighters. The strike module's advantage then is maximizing the amount of damage you can produce in the early and mid-game (the first 10-12 minutes) while sacrificing air superiority and map control, consequentially the reconnaissance and cover you give to your team. The expectation then, is that you will out-damage the enemy fleet and secure a numerical advantage for your surface team before the enemy CV catches up.

 

Air Superiority modules are almost the mirror opposite - by focusing on increased ability to contest and control local airspace, they gain in advantage over the course of the game by stripping the enemy of planes, by giving recon to the rest of the team to aid in targeting and strategic play, and, perhaps most obviously, by thwarting the enemy CV's capability of striking allied vessels. While completely denying any attacks by the enemy CV is possible as an AS player, most often it is the case that the presence of properly positioned fighters will screen off attacks, delaying them (which still negates the damage, but doesn't result in the loss of all of the strike capability of the enemy CV). Because potential damage can also be calculated as a function of damage per minute, of which there are only so many minutes in a game, the air superiority setup blunts early game aggression by the enemy CV and will have a growing advantage the longer the superiority is maintained and enemy bomber damage is thwarted.

 

The standard configuration modules are a balance between these two playstyles and thus can function in both roles at reduced effectiveness. Having one fighter instead of two, for example, limits the airspace you can contest and deny to the enemy, but maintaining the torpedo bomber squadron, as is the case in the Bogue, preserves the principle source of damage against surface ships. When manual ALT-key targeting was allowed at tier 5, there was no reason to play an AS Bogue, because the small map sizes and ability to strafe along with the superior fighter type meant the standard Bogue was completely capable of performing screening or contesting without the need of the second fighter, and a manual drop on the torpedo guaranteed high damage results due to the inability of players in t4-t5 to evade drops at close range, which the AS configuration gives up. There is more reason now, however, to consider playing the air superiority module due to strafe being removed for the time being, and though I personally don't care for the strike module USN playstyle, it is probably a bit more viable now than it was before, due to the fact you can't lose your entire wing to a strafe or two without being able to reply.

 

A few things you should know about Strike Bogue if you are planning to play it:

1) Like all low-tier USN Strike CVs, it is incredibly selfish in playstyle. That is to say, while you can support your team by directly damaging and sinking enemy ships, you have no ability to defend your allies from the enemy CV (which you are always guaranteed to have one against you due to matchmaking), you also rely quite a bit on your allies' AA to defend your bombers, and you can do absolutely nothing to interfere with the enemy CV's ability to recon and spot your team's positioning - something that will hurt your team's destroyers perhaps more than the rest, since the map pool at that tier is not complex enough to make team strategy difficult to predict.

 

2) Remembering that larger squadron sizes does mean potentially higher damage, but it also means longer reload times on the flight deck. If put in a similar situation against a Zuiho, the longer the game goes on, the more they will outpace you in strikes.

 

3) Remembering the above, in order to maximize your potential damage and influence on the battlefield, you cannot be indecisive about your strikes. By in large, the air superiority player may have local air superiority, but one of the hallmarks of a strong IJN or strike CV player is the fact that they play aggressively and the enemy CV must be reactive to counter your threat. Understand that the dive bombers you use are faster than any fighters of the same tier after they drop their bombs, which means they cannot be engaged if you choose the right angles. This also means that you can potentially bait and draw out enemy fighter escorts with these bombers, and they can provide relatively safe recon with them once they have dropped their packages. Now that you can't manual drop however, you'll have to be trickier with them, since the enemy should be able to see you drop the bombs.

 

4) The kind of damage you gain by picking a Strike Bogue is damage over time (DoT) in the form of the fires caused by your dive bombers. Learn the timers on different ship repair modules and the invulnerability period while they are repairing to maximize the amount of time you cause enemy ships to burn or flood. If you hit a battleship all at once with your squadrons and it hits repair to cleanse your fires and flooding, you did nearly minimal damage, which is unacceptable for a strike CV. Your one job that you have devoted everything to is doing damage. So learn how to apply it. Unlike CAs or DDs that spam fire chance every few seconds, it will take you up to several minutes to get another chance at it.

 

Now, that doesn't mean suicide your squadrons in - you do not have that many flights to sacrifice needlessly, especially at T5. But it does mean that you will need to learn to identify vulnerable targets. Start to learn how to see the map in two colors - red where the enemy AA and fighters are strong, and Green where they are weak. Then you can start phasing in yellow, where you have limited windows of operating time before enemy reaction.

Be careful about deep strikes - the farther you get into the enemy side, the longer the enemy CV will have to react to you and the greater potential of losing everything for little to nothing. Understand the time-value tradeoff; striking deep behind the lines can open up vulnerable targets, but if they are still shooting at your team when you are done with the strike, then really you haven't helped your team significantly.

 

The fast, short-range strike has value in minimizing your squadron's risk and maximizing reload turn around times by flight time.

 

In fact, realizing the difference in map flying will save you a huge amount of time, and time means damage, since as a strike CV you are worth almost nothing else to your team.

 

So to summarize:

1) Aggression - The enemy CV has to react to you, unless it is IJN Zuiho, in which case you will lose the long game, so make the most out of your first 10 minutes. You need to give your team such an advantage in this time that they will win without you later. And by advantage we mean ship kills, because that's all you can do.

2) Positioning -  Always be moving, for any CV, but especially the cute slow ones like Bogue who needs to ramp up some speed to get chugging. Remember that every kilometer you fly a squadron out is an additional kilometer they have to fly back as well. Elaborate pathing can get you the element of surprise or draw enemy fighter escorts out of position, but it is always a cost in your resources (time and potential damage) to do so. So make use of the advantage you bought to the best.

3) Learn damage over time - Fires and Flooding damage are where low tier USN CVs rely on damage. It will serve you well at higher tiers as well.

4) Begin to understand how aircraft and AA create zones of denial and screening. Since you will begin to face T6 ships you will need to be aware of it, as the AA game changes significantly and is often a place newer players run into a wall and give up instead of adapting.

5) Play a few games of IJN CVs if you haven't. You will learn quite a bit about strike play when you see how IJN has to operate when facing superior local air-control USN CVs. Strike USN is significantly more specialized than Strike IJN, and as such is also quite a bit more punishing when making mistakes or when against a superior carrier opponent.

6) Remember above all else that your playstyle is extremely selfish. You are basically expediting your XP gain in damage numbers by sacrificing your team play capability. Do not expect your teammates to be happy to have a strike USN CV, and god help you if you end up in a 2v2 CV match, because you basically are expecting your teammate CV to fight 1v2 in the air war. At least by learning strike playstyles you will be better equipped to counter them later on.



Carrier_Lexington #10 Posted 19 April 2017 - 06:39 PM

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View Postdaegrima, on 19 April 2017 - 12:47 PM, said:

6) Remember above all else that your playstyle is extremely selfish. You are basically expediting your XP gain in damage numbers by sacrificing your team play capability. Do not expect your teammates to be happy to have a strike USN CV, and god help you if you end up in a 2v2 CV match, because you basically are expecting your teammate CV to fight 1v2 in the air war. At least by learning strike playstyles you will be better equipped to counter them later on.

I would argue the exact opposite. The Air Superiority Bogue actually has less team support ability because it simply isn't able to put-out consistent damage and status defects. I cannot tell you how many times, in AS Ranger and Independence, I was able to wipe the enemy CV's field presence from the game and we still lost because my team was incapable of securing objectives or simply staying alive. I think the most telling story for this is my AS Ranger game versus a Strike Hiryu: I managed to kill in excess of 60 aircraft in that game, earning myself Clear Sky, yet the enemy team just managed to roll-over my team.

 

There has been no ship ever that has worried about an AS CV save Saipan, and that's just because AS Saipan alternates between useless and trollish, and this, more than anything else, is what CV play is about.

 

Let me reiterate: CV play is not about air kills. It is not about ship kills. It is not about damage numbers. It is about forcing enemies out of position and making them burn their Damage Control so your destroyers and fire-spammers cruisers can, in-turn, burn them. And this is where the USN AS configuration invariably fails: without the skill-based reliable damage from those torpedo bombers, you can never hope to dislodge an enemy.

 

Also, remember that this is low-tier. At low tier, it is still incredibly easy for a Strike CV player to establish air superiority. It's called CV sniping. Even if you don't kill them, you'll damage them so heavily that they will be forced to move back, increasing their response time and rearm time by increasing the amount of time that planes have to spend in-transit between the target and the home-base CV. Which, in turn, supports your team by forcing your opponent CV out of position. It also interrupts whatever strikes they're micro-ing in order to scramble a defense, which could potentially mean life or death for an ally.

 

Finally, let me state one more thing. The purpose of low-tier USN (T4-7) is to train for mid-tier (T8) and high-tier USN (T9-10). Now, let me ask, which is currently meta for Essex playing? That's right, it's Strike! Why? Because Essex AS is useless. Strike Taiho fighters are faster than yours and get similar strafe damage AND can double-stack, which means that they can basically dictate the location for an engagement. So, as the USN, your fighters are basically only useful for A) emergency strike plane defense, and B) enemy strike interception. Because the Strike Taiho gets so many more strike squads than Strike Essex, this last step means strafing, not dogfighting. Also, because the T9-10 economy HATES AS.


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daegrima #11 Posted 19 April 2017 - 08:11 PM

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I think you are misconstruing things based on higher tier (and experience) strategy.
Let's get one thing out of the way quick though, that you seem to have misunderstood from my post outlining the role and function of the different modules: I am not in any way advocating for a specific module of choice. I am not stating that Air Superiority is a better loadout than Strike, because they fundamentally change the CV playstyles and that ultimately resides in the player's comfort and the team's dynamic.

 

It is my personal opinion, having played all the different modules, that the Strike and Air Superiority modules on the USN lines up through T7 were garbage compared to the Standard Configuration. The removal of Strafe and manual drops at T4 and T5, however, have probably impacted the performance of all of those modules, and the standard configuration the most negatively, while a positive gain for the other two. That said, I would never personally advocate using the Air Superiority or Strike modules on Independence, nor Ranger, for many reasons, of which there are far too many for us to discuss in this thread, which is talking about Strike Bogue specifically.

 

Now, I absolutely agree with you that the downside of the Air superiority loadout is that, as you correctly state, it has drastically reduced ability to deal damage directly and hand out status effects.
Indeed, the lower tier Bogue, Independence and Ranger suffer pretty extensively in their Air superiority loadouts by being largely unable to affect the surface game directly. They do still carry dive bombers, however, which can be used (though not reliably without manual drop) to force repairs. It is in my opinion, not really enough on it's own. However, the Air Superiority configurations still perform better than the strike configurations in my opinion, and here is why:
The Strike Bogue, like the Strike Independence and the Strike Ranger, are basically just gambling when they enter the queue. The Strike Bogue, Strike Independence and Strike Ranger player all are gambling that they will not:
a) Fight an Air Superiority Opponent who can strip the torpedo bombers without any concern, and merely have to engage to force your USN dive bomber spread to miss entirely.
b) Fight an enemy team with a large amount of AA that further limit your attack angles and reduce the maximum number of strikes you can perform.
c) Not fight a 2v2 against an opponent with at least one AS CV
d) Not fight a 2v2 with an allied strike CV against 2 enemy CVs with fighters
d) Not fight a standard configuration player who is not far behind you in damage per strike and who has a fighter
e) Not fight an IJN CV of any configuration, which are strictly superior in every way to the USN strike configuration of the same 4-8 tier, and who will out damage you and still intercept your runs with their fighters with impunity
OR
f) That you will be able to perform a CV snipe and eliminate the enemy CV in the first 5 minutes of the game.*

 

 

 

*A CV snipe at low tiers relies 100% on luck. It relies on you being lucky that your opponent didn't scout for it, that your opponent didn't expect it, that you get your damage over time procs, that he rolls poorly on his fighter auto-attacks and AA, that none of his teammates are nearby to assist, that he either fails to move or positions poorly.

Seriously, Strike Bogue has a torpedo bomber squadron and 2 dive bombers. You are committing 18 out of your 28 total bombers to an attack that will get them all killed. During your strike attempt, you need to hit the torpedoes, wait for him to waste a repair, then light him on fire, or reverse the order. The launch times and travel distance means you must go for 3-5 minutes round trip; 1 quarter of the match gone - during which he has already sent his bombers out and back to sink one of your team's ships or gain a point advantage, or force a repair, or spotted a DD....

I could write a whole article on why the low-tier CV snipes are very brutal gambles, and not like the higher tier ones, which were nearly guaranteed to work and why defensive fire was added to the CVs.


At T6 and above, where you can use manual drops, you are able to affect your team in quite a few ways, some of which are absolutely valid tactical options - dislodging enemy positions, forcing them to present broadside to your team, cleaning out smoke - these are all intermediate and advanced tactics that start stacking up with understanding of map play and team compositions.

 

This is not, however, the tactics or knowledge that you should even assume a new player starting at T4 and T5 CVs should have. Often their teammates will not even be positioning themselves in ways that will benefit from your supporting plays, nor will enemies even put themselves in positions that you need to dislodge them from.

Forcing the enemy to use their Damage Control is completely viable in low tier matchups, and as I said in my last post, is one of the principle skills that you should be training and learning to perform at that tier, because, like you also said, it is a skill that translates into the higher tiers.

 

The Air Superiority Lexington is not able to be ignored like it's younger tier siblings, due to it's 2x 1000lb dive bombers, which are capable of one-shotting plenty of DDs of the same tier, doing considerable damage to cruisers and guaranteed to light fires on battleships. Absolutely the AS Lexington cannot force enemies to turn and present broadside to your teammates like strike configuration can, but a Strike Lexington just gets murdered into any number of opposing matchups - any Shokaku match, any AS Lexington match, and quite honestly, even Standard config Lexington is more than capable of thwarting a strike lex unless they attack multiple targets. Does that make AS Lexington better than Strike Lexington? Maybe? I'm not entirely sold, but while Standard configuration is viable, it is quickly outpaced in the IJN matchup, but the Strike Lexington is outpaced even worse against Shokaku.

 

Regarding your final comment - the current meta for Essex playing is strike, because Essex, UNLIKE any of the previous tier USN CVs, gets a Fighter in it's Strike configuration.
Also the Essex, UNLIKE any of the previous tier USN CVs, is capable of tying down enemy fighters while it performs the CV Snipe you hallmark, and still capable of projecting local area air superiority and interception with it's fighter. The Strike Essex has 1000 lb bomb dive bombers, and thanks to the huge hangar capacity and practically assumable 4-point captain skill Air Supremacy means that you have 21 dive bombers 6 torpedo bombers and 7 fighters in the air at one time. That's more planes in the air than the Bogue carries, total.
You really should not compare the Essex playstyle to a T5 Strike Bogue, who likely doesn't have Air Supremacy, Evasive Maneuvers, Rear Gunner, any of the modules that increase deck reload times or bomber survivability, nor ability to replenish losses over the course of a longer game. Not even to mention the larger map sizes gives you much more maneuvering room between enemy fighter squadrons and pathing on strikes.
The Essex is a fundamentally DIFFERENT beast, and certainly not one that should be pointed to for Strike Bogue players to emulate.

 



yaluen #12 Posted 21 April 2017 - 05:24 PM

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I would argue that you're better off running stock Bogue for not only the fighter, but also for more reserve planes for your torp bomber. With manual drop gone, dive bombers are now an even more unreliable source of damage, whereas during my (recently finished) run with the stock Bogue, while my damage per game can be pretty middling with auto-drop torps, I can still pull off good kills against even DDs because people either don't pay attention or assume CVs won't make a go for them. Also, if I screw up and wind up wiping a full squad of my own torp bombers, I can still field another full squad with some planes leftover, whereas you'd be in big trouble if you're playing Strike Bogue. Heck, you can even gamble on your opponent's stupidity and win the air war against an AS Bogue even.

 

And with Air Groups Modification 2 and Dogfighting Expert, I know I can always come out on top when going up against a Zuiho. You'll *almost* always outmatch his fighters assuming you're not fighting over enemy AA. What this means is that he'll probably be able to get two full bombing runs in (hope your WASD skill is up to par and know how to manually target your AA if he goes in for a snipe) before he's out of fighters, at which point you can bully him out of the sky for the rest of the game.

 

If nothing else, you can also get quite a bit of xp if you do well with your fighter while still being useful to your team with your torp bomber.


Edited by yaluen, 21 April 2017 - 05:29 PM.


icepac_hero #13 Posted 21 April 2017 - 06:24 PM

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Strike Bogue or Air Sup Bogue are not inherently selfish.  How you use them is.

If you want maximum dmg on your Strike Bogue then you will target mostly BB, preferably those far off in the back that your team wont touch and that your DoT will burn / drown for the whole duration.

As an AS you can chose to go where the greater numbers of planes are, or to go after an isolated air group that is far from friendly AA so you know you will be able to burn them.  Meanwhile you ignore an attack on your own boat.  I've myself seen CV send 2 Fighters after 1 of my DB that was scouting the back and completely ignoring my TB wrecking their ships on the front lines...

Inversely, as a Strike Bogue, you can go re balance a mismatch.  For instance, a DD being spotted near one of your BB with no Cruiser / DD screen in sight... Send a couple of bombers and all of a sudden it isn't so fun for the DD no more.

 

Personally, I dislike the stock config simply because you are missing an entire squadron...  So you are mathematically at a disadvantage.



Carrier_Lexington #14 Posted 21 April 2017 - 06:41 PM

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View Postdaegrima, on 19 April 2017 - 03:11 PM, said:

I think you are misconstruing things based on higher tier (and experience) strategy.
Let's get one thing out of the way quick though, that you seem to have misunderstood from my post outlining the role and function of the different modules: I am not in any way advocating for a specific module of choice. I am not stating that Air Superiority is a better loadout than Strike, because they fundamentally change the CV playstyles and that ultimately resides in the player's comfort and the team's dynamic.

 

It is my personal opinion, having played all the different modules, that the Strike and Air Superiority modules on the USN lines up through T7 were garbage compared to the Standard Configuration. The removal of Strafe and manual drops at T4 and T5, however, have probably impacted the performance of all of those modules, and the standard configuration the most negatively, while a positive gain for the other two. That said, I would never personally advocate using the Air Superiority or Strike modules on Independence, nor Ranger, for many reasons, of which there are far too many for us to discuss in this thread, which is talking about Strike Bogue specifically.

 

Now, I absolutely agree with you that the downside of the Air superiority loadout is that, as you correctly state, it has drastically reduced ability to deal damage directly and hand out status effects.
Indeed, the lower tier Bogue, Independence and Ranger suffer pretty extensively in their Air superiority loadouts by being largely unable to affect the surface game directly. They do still carry dive bombers, however, which can be used (though not reliably without manual drop) to force repairs. It is in my opinion, not really enough on it's own. However, the Air Superiority configurations still perform better than the strike configurations in my opinion, and here is why:
The Strike Bogue, like the Strike Independence and the Strike Ranger, are basically just gambling when they enter the queue. The Strike Bogue, Strike Independence and Strike Ranger player all are gambling that they will not:
a) Fight an Air Superiority Opponent who can strip the torpedo bombers without any concern, and merely have to engage to force your USN dive bomber spread to miss entirely.
b) Fight an enemy team with a large amount of AA that further limit your attack angles and reduce the maximum number of strikes you can perform.
c) Not fight a 2v2 against an opponent with at least one AS CV
d) Not fight a 2v2 with an allied strike CV against 2 enemy CVs with fighters
d) Not fight a standard configuration player who is not far behind you in damage per strike and who has a fighter
e) Not fight an IJN CV of any configuration, which are strictly superior in every way to the USN strike configuration of the same 4-8 tier, and who will out damage you and still intercept your runs with their fighters with impunity
OR
f) That you will be able to perform a CV snipe and eliminate the enemy CV in the first 5 minutes of the game.*

 

 

 

*A CV snipe at low tiers relies 100% on luck. It relies on you being lucky that your opponent didn't scout for it, that your opponent didn't expect it, that you get your damage over time procs, that he rolls poorly on his fighter auto-attacks and AA, that none of his teammates are nearby to assist, that he either fails to move or positions poorly.

Seriously, Strike Bogue has a torpedo bomber squadron and 2 dive bombers. You are committing 18 out of your 28 total bombers to an attack that will get them all killed. During your strike attempt, you need to hit the torpedoes, wait for him to waste a repair, then light him on fire, or reverse the order. The launch times and travel distance means you must go for 3-5 minutes round trip; 1 quarter of the match gone - during which he has already sent his bombers out and back to sink one of your team's ships or gain a point advantage, or force a repair, or spotted a DD....

I could write a whole article on why the low-tier CV snipes are very brutal gambles, and not like the higher tier ones, which were nearly guaranteed to work and why defensive fire was added to the CVs.


At T6 and above, where you can use manual drops, you are able to affect your team in quite a few ways, some of which are absolutely valid tactical options - dislodging enemy positions, forcing them to present broadside to your team, cleaning out smoke - these are all intermediate and advanced tactics that start stacking up with understanding of map play and team compositions.

 

This is not, however, the tactics or knowledge that you should even assume a new player starting at T4 and T5 CVs should have. Often their teammates will not even be positioning themselves in ways that will benefit from your supporting plays, nor will enemies even put themselves in positions that you need to dislodge them from.

Forcing the enemy to use their Damage Control is completely viable in low tier matchups, and as I said in my last post, is one of the principle skills that you should be training and learning to perform at that tier, because, like you also said, it is a skill that translates into the higher tiers.

 

The Air Superiority Lexington is not able to be ignored like it's younger tier siblings, due to it's 2x 1000lb dive bombers, which are capable of one-shotting plenty of DDs of the same tier, doing considerable damage to cruisers and guaranteed to light fires on battleships. Absolutely the AS Lexington cannot force enemies to turn and present broadside to your teammates like strike configuration can, but a Strike Lexington just gets murdered into any number of opposing matchups - any Shokaku match, any AS Lexington match, and quite honestly, even Standard config Lexington is more than capable of thwarting a strike lex unless they attack multiple targets. Does that make AS Lexington better than Strike Lexington? Maybe? I'm not entirely sold, but while Standard configuration is viable, it is quickly outpaced in the IJN matchup, but the Strike Lexington is outpaced even worse against Shokaku.

 

Regarding your final comment - the current meta for Essex playing is strike, because Essex, UNLIKE any of the previous tier USN CVs, gets a Fighter in it's Strike configuration.
Also the Essex, UNLIKE any of the previous tier USN CVs, is capable of tying down enemy fighters while it performs the CV Snipe you hallmark, and still capable of projecting local area air superiority and interception with it's fighter. The Strike Essex has 1000 lb bomb dive bombers, and thanks to the huge hangar capacity and practically assumable 4-point captain skill Air Supremacy means that you have 21 dive bombers 6 torpedo bombers and 7 fighters in the air at one time. That's more planes in the air than the Bogue carries, total.
You really should not compare the Essex playstyle to a T5 Strike Bogue, who likely doesn't have Air Supremacy, Evasive Maneuvers, Rear Gunner, any of the modules that increase deck reload times or bomber survivability, nor ability to replenish losses over the course of a longer game. Not even to mention the larger map sizes gives you much more maneuvering room between enemy fighter squadrons and pathing on strikes.
The Essex is a fundamentally DIFFERENT beast, and certainly not one that should be pointed to for Strike Bogue players to emulate.

 

To begin with, I think you misunderstood me a little bit about CV sniping, but it's okay. I didn't word it well. Here's how I actually feel, plain and simple:
I am TOTALLY against CV sniping.

-It's predictable

-It removes your planes from the game for a long period of time

-It's not a valid tactic at high-tiers due to Defensive Fire, and people shouldn't train to do it because it will just get them creamed

-In the end, you've accomplished very little.

 

Now, I understand your arguments for playing Balanced Ranger, but I always liked playing Ranger as Strike. It was hard as ____, but it was rewarding when I got my first 200k damage games at T7 (and this was after Atlanta and 3/1 Saipan came out). It's also because I am very ADHD (actually diagnosed), and I have to commit to micro-ing one thing at a time: too much switching, and I get overwhelmed.

 

While playing Ranger Strike, you really have to learn to do things differently than any other configuration, and this teaches you down-the-road.

For example, when using your Dive Bombers, attack from the rear, but not from dead-astern. Attack from a ~10 degrees off, so that the superstructure will eat most of the falling bombs. You'll get more hits this way. (And don't bother to manual-drop). You also want to stack your bombers so that they attack from different angles, basically shot-gunning the enemy with bombs.

Your torpedoes may be your most reliable tool, but your dive bombers need to to the brunt of the work. You have 3 squads of VBs, which makes it harder for even a 2 VF squad AS to tie them all up (then there's IJN, but the IJN are unbalanced anyway). Alternatively, you could use your VTs as sacrificial lambs and stack your bombers on the target to wreak fire-damage.

 

These were all things that I learned as Ranger that I realized that, if I'd done more Strike Bogue and Strike Independence, I would have learned well before.


"Heresy!"


Surtosi #15 Posted 29 April 2017 - 05:53 PM

    Seaman

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    08-06-2015

Thats a lot of advice. 

 

USN CVs are very viable, just harder to do well in. Think like a scavenger: scout out the enemy, wait for a ship to use damage control, light him on fire. Most matches in the mid tier USN CVs you wont get a chance to hurt anyone until mid and later game but by focusing on spotting you direct where combat happens(protip: intentionally drop spotting from ships you dont want to mess with, the team will follow what the see) and can protect the strikers until an opportunity presents itself. 

 

USN CVs have to work DBs into a winning strat, thats the one that got me from t5 to t9. Until the t10 gets either the jet upgrade or dual torps back i just dont feel its work the grind. 






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