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Hello WOWs forums. I'm thinking of contributing to the community given that I've had such a great experience playing and learning this game. In this particular thread, I aim to highlight common mistakes I see cruiser players make, as well as go over some more advanced tactics that every cruiser player should use. I will not go over basics like ammo selection, captain skills, and and upgrades, as those are easy to find through a simple google search. Anyways, let's get into it. Cruisers as a class are by far the most punishing class in terms of positional mistakes. You do not in most cases have the smoke to disengage like a DD, or the sheer survivability of a battleship. Often, getting caught out of position in a cruiser means that you are focused by multiple battleships and deleted very quickly. This is what often loses games, as cruisers are indespensable for escorting DDs and BBs into caps. So with that said, I'll get into some 'dos and don'ts' for basic cruiser positioning. A. Basic positioning: where are you needed in your fleet? DO link up with friendly DDs and BBs. You are a support ship who's potential is maximized when paired up with battleships and destroyers. They also need to to do their job. The reasons for this are very simple. If you go into a cap with friendly DDs, you can easily skew a DD vs DD fight in your favour, and push out enemy DDs from a cap, allowing you to take it. DDs can also assist you by providing smoke for you to disengage easier, as well as provide a deterrence to prevent enemy BBs rushing you. Friendly battleships give you a means to maximize your DPM. Generally, if you stick behind the friendly BB, enemies will more likely focus the BB, meaning that you can take more aggressive positions and make the most out of your DPM. More importantly, however, is that you give friendly BBs a means to push. You will deter enemy DDs from rushing you, provide AA support, and also can give BBs more time to evade torps (due to your plane/hydro) and rush smoke (hydro or radar). DON'T go off and do your own thing. Seriously, you aren't rambo, and this isn't call of duty. If you enjoy getting focused by the entire enemy team, then by all means do this. But if you read this far then you are likely not the type of player to do this so yay. B. When, where, and how to disengage: ALWAYS have a means to disengage -- stop firing to regain stealth, get into cover, or get behind friendly BBs. When and where: You never ever ever ever ever want to be caught with your pants down. Every cruiser needs priority target, so use this to gauge when it's time to go dark. Generally speaking, if 2+ BBs are aiming at you, or 3 enemies of any type, it's time to fall back and go dark. The reason for this is because as a cruiser, you want to have the ability to dodge incoming BB AP. So if you are being engaged by multiple angles, you really can' dodge effectively, meaning that you will be citadelled to crap. How: This is where things can get tricky. In most cases, you have to turn and expose your broadside to disengage. Obviously this brings the problem of instantly being deleted by BBs and other CAs. So how should you time your turn? Angle (I'll get into more detail later about this) towards the biggest AP threat (BB with the highest calibre guns) and bait their shot. After they've fired, you have 20-30 seconds to turn and haul [edited], hopefully regaining stealth. NEVER turn before the battleship(s) has/have fired, you will just get deleted. Now some of you are probably thinking: what if I am caught in a crossfire and cannot angle effectively? Welllll, this brings us back to point A. Do not get caught in this position because you will die very quickly. Stick with your team and do not overextend to a point where you are caught in a potential crossfire. C. Angling, baiting, and dodging: dos and don'ts I briefly touched on baiting enemy BBs to fire at you, but let's get into more detail. If unable to dodge (<10km): Show a slight amount of broadside at an autobounce angle (>60°) and bait enemy BBs to shoot at it.This will mitigate as much damage as possible and allow you to turn to disengage. You will still eat some damage, but doing this prevents you from being citadelled as much as possible. If dodging is possible (generally >10km): Sail at a 20-30° angle and bait them to shoot. Once they fire, cut all speed and shift your rudder as fast as possible to the other direction. In most cases, their salvo will land short and off your port/starboard side. DON'T go bow-in: Most BBs will simply overmatch your bow and hit the citadel behind it. Don't do this. DON'T commit to a turn unless the largest AP threat has fired: I've mentioned this multiple times but it's so important. Bait their shot, tank/dodge, it, THEN turn to disengage and reposition. D. Target Selection: who to prioritize? Keep in mind that the order I am about to present should be used as a reference and nothing more. Battlefield conditions can and will skew this list. However, it is still useful to keep in mind when playing. Any enemy DD <12km. You are most effective at killing them and doing so will give your BBs a means to push and allow DDs to cap more effectively. Also, most DDs have 12km or less or torpedo range, and become significantly more threatening the closer they get. A BB who has recently used damage control. This might seem odd to be placed this high, but HE spamming a vulnerable BB does two things: i) it forces them to disengage and attempt to heal, giving your team more map control, and ii) stacking multiple fires quickly enough can simply kill the vulnerable ship. Broadside cruiser <15km. Generally speaking, AP volleys at this range will consistently score citadel hits. Removing vulnerable cruisers gives friendly DDs more freedom and allows friendly BBs to focus on engaging enemy capital ships. The reason why it is not ranked higher is because it takes time to swap ammo, and most broadside cruisers either die, angle, or disengage by the time you have reloaded AP. DD >12km. Still worth taking shots given that most of them can't heal, and any chip damage is valuable. BBs (especially angled/bow on BBs) with damage control. Helps friendly BBs immensely, as they usually cannot deal significant damage to a well angled battleship. This helps to dislodge them and hopefully gets them to turn for your battleships to punish them. Angled cruisers (or even broadside cruisers at long range). It's not really your job to HE spam angled cruisers to death (just allow your BBs to force them away), and in most cases you do not have the AP pen to punish broadsides at range (aside from the Moskva, Zao, tier 8-10 German cruisers). Anyways those are my more advanced tips for cruisers! I hope this was helpful and let me know if I should make more of these 'guides' in the future! This is the first time I've written this type of thing so feedback and criticism is appreciated!
After seeing the numerous decisions in game that have led to early deaths or just wasted precious resources, I felt it was time to make a thread that addressed the importance of consumables. Players need to understand that you do not have infinite resources, and when you waste a consumable, you are putting your ship and your teammates ships at risk! I for one, hate losing, but too many players seem hell-bent on making a loss a reality no matter how hard other players try to carry them. Therefor, this thread is for those of you who have ships with consumables but may need some guidance on how and when to use them. This thread will not be explaining how the consumables work, there is already a wargaming wiki for that. What is the most important resource in the game of World of Warships? For me there is only one logical answer. That is time. The moment your battle starts, the clock is ticking and no matter what, after 20 minutes, the game will end. You have no control over it, no matter what you do, time is going to tick by. That leaves you with the next most important resource; information. Here is where you can start to have a personal impact on the game. Information is vital to the success of any game because without it, you will never know where the enemy is. A hidden enemy fleet is very difficult to kill. Information can be obtained in many ways, one of these ways is through the smart use of your consumables. Outside of information, consumables have a wide variety of other utilitarian uses. Health, repair, etc. Consumables cannot kill anything. They are however, key enablers that make your ship unique and offer you advantages perhaps not available on near peer ships. I think that consumables give you an edge, that doesn’t normally exist for ships of that type, line, etc. If you go to lower tier play you will quickly appreciate what I am trying to convey, as Heals don’t exist for cruisers, and Planes of any kind are rarities. But, consumables in many ways can effect a battle in your favor, whether through providing information or allowing you to remain in the fight (or escape it). These little bonuses are so important, yet many players seem to overlook what consumables to equip, when to use them, and fail to understand what the desired impact for using their consumable is. If you do not understand how to prosecute and adversary using your consumables, you might as well just leave them back at port! Types of Consumables: Damage Control Party – While this is more of a hybrid consumable, because it does have infinite uses (on almost all ships), you still need to manage the game and understand when and when not to use it. The biggest fouls on the use of this consumable seem to be with full health battleships at the mid-tier. They take an early fire and immediately put it out. Seconds later, they are covered with two to three new fires and are burning uncontrollably. I recommend playing by the two-fire rule, unless you are no longer engaged and/or do not anticipate seeing HE spam in the next 60 seconds. If you meet those requirements, then there is no need to take unnecessary damage. Needless to say, a full health BB with a single fire is not going to sink. Defensive AA Fire – The enemy CV is sending his planes your way, you get excited for the moment that you can wreck all his planes. He hits the edge of your AA and you immediately press the defensive fire button. The CV was feigning, trying to draw out your defensive AA, he pulls his planes back. You shoot down one or two bombers. 40 seconds later…you get torpedo and bomb dev struck and are sent back to port. Do not want it to end this way? Make him commit to an attack. Lets say you have AA out to 6km and Defensive Fire available. Let his planes get to within 4.5km before lighting them up. This ensures that even if he makes the decision to withdraw and not drop, that his planes are going to be in your window of death for some time. He is going to lose a lot more than he wanted to in a strike. DDs with defensive fire get caught in this quite a bit. Cruiser captains overly eager to farm planes are also taken by this CV tactic…and the consumable is often wasted with little benefit other than costing the CV about 30 to 45 seconds. Hydroacoustic Search – There was a DD last seen on the mini-map within 8km of your position. You turn a corner, eat torpedoes and die. You had the consumable available, you chose not to use it. If you have the resource and a DD was within 6-10km of your position, there is nothing wrong with popping it and letting it run for the duration. However, using it at the 19:00 minute mark in a match is also a waste, especially at high tier. Most DDs have a 90 second to 120 second re-arm cycle. At one minute into the game, their torpedoes are not even ready, much more, in the water. A cruiser in front of the BBs by about 2-4km and using hydro can effectively reduce the chance of torpedo hits significantly. Don’t sail behind or with your BBs, they cannot turn on a dime, and if you are with them, yes you will often avoid, but their rudder shift just isn’t enough to dodge in time from a torp detected 3 to 5km out. Catapult Fighter – This consumable is often underutilized. Many players avoid launching this plane when there is no CV in the match. Worse, others use them way to early. The catapult fighter can detect torpedoes, spot over islands, and when in a CV match, save your ship. When a CV sends planes, too often I see the fighter go up, when the planes are already within 2km of your ship. By then it is way too late to be effective, and you will get pummeled. I have found that the best time for ships to launch their planes in a CV match is when the attack group is 10km out for cruisers and 8km out for BBs. This gives the plane enough time to get in the air and take a defensive position to intercept the attack groups. The range is shorter for BBs because the fighter has a much shorter duration in the air as compared to a cruiser. In non-CV matches, launching your fighter in the first 2 minutes of the game is a waste of a consumable and then puts it on cool down when you might want it around the 17:30 to 16:00 minute mark, when torpedoes are in the water. I generally launch my fighter from the cruiser around the 18:00 minute mark unless one of the above requirements are met, such as a DD being within 10km of my position. Spotting Aircraft – Much the same as above, except that firing from maximum range the whole match and not tanking seem to be a common trend with battleships. At that range your dispersion is so horrendous you will fail to achieve real damage results and be less beneficial to your team. However, cruisers in smoke, destroyers in smoke, …well just about anything firing from smoke, this consumable is dynamite. Go to a training room and practice with a buddy…and learn how to waste smoke firing ships. Just to re-emphasize; launching your spotter plane in the first minute of the game is a waste of a consumable and then puts it on cool down when you might want it around the 17:30 to 16:00 minute mark. Surveillance Radar – Soap box time. Be a team player. You may not have a shot on a DD behind and island or in smoke. BUT, you do have the tool to remove the threat. Don’t be selfish, have map awareness, and help allies out. I see it all the time, Atlanta’s, Des Moines, Baltimore Captains either inattentive to the mini-map/battle or just being selfish and not providing radar support to quell a KNOWN threat. If someone has a shot, coordinate and make it happen. Get the DD dead and move on to the next target you can farm. That said, don’t prematurely pop your radar. Radar on a DD moving away at near maximum range is almost always a waste. Let him get comfortable…then annihilate him in his smoke. Repair Party – As a battleship driver, you need to be a clock watcher. The game lasts 20 minutes. If you think about it, you have X number of repairs. Take them, and then divide them in to the number of minutes into a game. So, on average, you should be using one repair every 4 to 5 minutes (depending on if you have Superintendent). (This applies to cruisers as well). If you are at the 11-minute mark, have all of your repairs and could heal 20k damage, you are doing yourself a disservice and risking your ship. Many will argue they like the benefits to adrenaline rush. I would argue that I would prefer that health in case I get into a scrap turning a corner. I often use heals while burning and help keep the health pool as high as possible, so I can get into a brawl and get out of it. So, be mindful of the clock, be liberal with your heals, especially if you have five of them, its what they are there for. Tanking and keeping you sustained in the fight. Smoke Generator – Premature smoke happens way too often. Change the command keys. Also, Destroyer captains, if you are not detected DON’T USE YOUR SMOKE (save a few key instances outlined below). Too often a DD charges into a cap, sets a small smokescreen, and waits for death from torpedoes. Your smoke screen will become a torpedo magnet. Don’t be caught broadside early in a cap with a torpedo. Also, don’t sit in your smoke, or if you do at least be moving and angled for a quick exit. The early smoke, when not spotted does not benefit your team. It blinds them and you to information and puts your entire push on that objective in jeopardy. Now, if not detected and leading a cruiser flotilla up against enemy BBs…lay that smoke screen. Save the citadel! You spot, they hide and shoot, and the BBs get torched. Engine Boost – There are few instances where this consumable needs to be used in the first minute of the game. Take your time, let the game develop, unless it is a DD heavy game and you are trying to set the edge. Your engine boost should be used to get you out of a fight. Or in the case of the Russians/French, give you that extra few knots to make you a harder target to hit. It can also be used to get to an area of crisis. But, the first two minutes of the game, should not be an area of crisis…no one is even firing yet. Torpedo Reload Booster – This is a dirty tool. In the right hands it can be devastating. I often see panic torps from spotted destroyers with this consumable. This should be used in a cunning and calculated way as to ensure maximum torpedo hits. Some torps are for area denial. The reload booster is meant for saturation and maximum destruction of enemy combatants. You want these torps to run their full course and you want them to be effective. Make sure you are setting up a solid strike, because it will be three minutes before you get to have the wall of skill at your fingertips again. Mounting Consumables on Ships: Bottom line, players need to be smart when mounting consumables on their ships. Unfortunately, this is not always the case. Its like seeing a tier X battleship with Survivability Expert. It just makes you cringe when they are on your team…you rarely have to wonder about their skill level. A Cleveland is best with Defensive Fire, while a Roon might be best with the German Hydro. Obviously, there are reasons to switch to the non-conventional consumable, but in most instances, you want to play to your ships strengths, not its weaknesses. Looking at high tier DD play, I almost always take defensive fire…too many chances to see a CV…spreading those torps and bombs has saved my ship too many times to count. If you are confused about what is best for your ship, consider the environment. Is it a Sunday afternoon where CVs are more prevalent? Or a Tuesday evening where BBs seem more commonplace? Go with the consumable that will get you the most. You may not always be right, but at the end of the day, at least you made the most calculated and intelligent decision. When in doubt ask a team or clan mate and get their input. Many great players have learned not because of individual skill and merit, but from others…who knew what they were doing. Optimizing Consumable Usage: Smoke Generator Modification I – Perth, Huang He, and Pan Asian Destroyers seem to have benefited most from this modification. The rolling smoke gets a 30% boost and that allows you to have one helluva long party. Surveillance Radar Modification I – Mounted on the Des Moines, Baltimore, Donskoi or Moskva, this consumable seems to have found a nice niche. The Des Moines can go almost a minute, few DDs can survive the withering fire for that long. Especially if you pop it, while moving towards them, when they are at 7km or so. Spotting Aircraft Modification I – I have yet to see how this mod is useful and would be open to others providing examples on this one. I have yet to use it on a ship. Hydroacoustic Search Modification I – Well, this can be dirty on the right ships. These ships would be German DDs with hydro. So nasty, you can literally sit at the edge of your and your enemies smoke and pelt them to death. Too many good DD captains have become irate from this mechanic. Z-52 and this modification are a nightmare together. Engine Boost Modification I – French cruisers? Russian DDs? Yes, I love shooting an enemy for four minutes while moving at ungodly speeds. Who wouldn’t? Being Efficient with Consumables: Pay attention to your mini-map. This cannot be stressed enough. As noted above, time of use and when to use are paramount to a team win. Your guns will get you damage, for sure, but your consumables will get you tactical advantages to maximize what your team’s guns can accomplish. Be self-aware and team aware. You can greatly benefit your team. Know when your ally could end a pesky DD and understand how to communicate your intentions. Enhancing Consumables: One of the first things you can do to enhance consumables is to buy premium versions of consumables. Many players, especially cash strapped novices, often forgo this procedure, and often to their own demise. Too many times, they wish they still had a heal charge available. Or that cruiser that wishes they had one more defensive fire as the CVs aircraft circle overhead. Or that destroyer who is being ruthlessly hunted…regretting the shortage of that ever so critical extra smoke charge. I always recommend getting those premium consumables. The shorter duration between uses and extra charges almost always translates to longer game life. This can lead to more wins for your team. There are also Captain Skills to help enhance your consumables and these can be vital to mission success for the above reasons. There are Direction Center for Catapult Fighters a One Point Skill, Jack of All Trades a Two Point Skill, and Superintendent a Three Point Skill. Each impacts consumables in a unique way, by giving extra charges, shortening duration of using the consumable or doubling the fighters you can put in the air. Lastly, the Signal Flag November Foxtrot can reduce consumable time by 5 percent. Take defensive fire on a Cleveland for example, that 120 second premium version reload is now down to 114 seconds. Or, if using the normal version, that 180 seconds is now down to 171 seconds. This may not seem like much, but when considering a plane’s return to a CV, and reload period, those six seconds might be the difference between protecting your battleships and watching them head back to port. Combined with Jack of All Trades…well now you are cooking with gas. Avoiding the Fat Finger: We’ve all seen it. That premature smoke from a destroyer. Then for the next three minutes, that DD is near useless and extremely vulnerable. He can no longer contest caps…and is often gobbled up by savvy CV players who know he has absolutely no where to hide. My friends, do not be alarmed, for there is a solution to this problem. You simply go to your Settings in game, then click the Controls tab. Once there, go into the controls section and manually change your consumables to how you like to see them. This will save you and your team a lot of heart ache, and will help to ensure you hit the speed boost and not the smoke charge! The Odd Duck: Oktober Revolution – The Russian Tier V Battleship, Oktober Revolution does not get infinite Damage Control Party. I could see this as a staple of the Russian BB line. You must consider carefully when to use this consumable as it works much the same way a heal would. I would not be surprised if we see some sort of gimmick in the future related to Damage Control Party much the way we have seen it done for other consumables, being a trade off for some other benefit. Conclusion: In conclusion, I hope folks can find this a little helpful. I know other threads have been made in the past with similar comments concerning consumables, but I felt it was time to have an updated version. Take my rant and advice as you will, and good luck on the high seas fellow captains. I hope you enjoyed consuming the insights I have picked up in over 12,000 battles on this server. Note: If you are interested in learning more about consumables, the cool down periods, usage, etc. please visit the Warships, wiki page link at the following; http://wiki.wargaming.net/en/Ship:Consumables.
How to Republique (Tier X French Battleship) Cutoff Date: 25 May 2018 The Republique is the rapier of Tier X battleships. It is not a medieval instrument of savagery such as a claymore, but a precise thrusting weapon, designed to punch holes in the enemy fleet formations and strategies, enabling exploitation by other fleet vessels. Like the rapier, the Republique is a light and nimble weapon, fast and agile, delivering pinpoint but critically damaging blows consistently. However, much like the rapier, it is about finesse and less about brawn, and in such instances can be easily broken. The Republique is a unique ship when compared to other Tier X battleships. It has a relatively smaller health pool (well Conqueror has it beat), less guns, and worse still, the guns it does possess are not even the largest caliber in the game. Yet for all of this, it has strengths in accuracy, a strong rate of fire, and speed. When I think about what the Republique should be targeting, I am convinced that the top priority is cruisers. This ship was designed to punish cruisers who like to maneuver and get greedy in between shots against battleships. The faster reload (21 seconds) often catches cruisers in mid-turn and leads to citadels and penetrations. This punishment is enough that even Zao’s in excess of 15km do not relish an engagement with a Republique. The Republique really is the answering the high explosive spamming heavy cruisers that dominate the higher tiers. That said, the guns are accurate enough to inflict heavy damage to destroyers and battleships as well, and broadside ships beware, the velocity of these guns can and will reach even the most hardened of citadels. Definitions and Notes: Early Game is the first six minutes of the game and/or when less than five ships have been eliminated from the enemy fleet. The Mid-Game is described as the period between 13:59 and 6:00 minutes remaining in the game and/or 8 to 4 ships remaining on the enemy team. The late game is the final 5:59 remaining in the game and/or the last three ships remain on the enemy team. I normally only write these up after 100 games of play, however in this instance I am making an exception due to real life work that is impacting my timeline for write-up and production. Early Game: I am by trade an aggressive player. Give me a ship with a lot of speed, good health, and fast firing guns, and I will be right in the fray, on the flank of course. As soon as possible, mash the W key to full speed and start vectoring to one of the caps on the edges in (Domination) or to the flank (Standard). If you spawn in the middle, do not stay there. Given your relatively weaker side armor, you will not be able to sustain an assault from two flanks. You will eat pens and sink early. As you move forward, hopefully, others will gravitate towards your movement. A top tier BB moving with a sense of purpose, tends to pull in support, because folks tend to gravitate to players who have an idea of what they want to accomplish early. One of the added benefits of having the BB moving early and with the fleet is that they provide muscle to any planned push and can also be the first sign, when a push needs to turn into a kite. I found that being on the flank, I would move quickly and engage targets as they popped up, often dealing critical early damage (with AP). As soon as I fired and was detected/targeted by 1 ship, I would engage the Engine Boost, and start my push. If I encountered unfavorable numbers, I would turn and kite. Amazingly, I would draw a lot of early cruiser and battleship fire, which often resulted in my own cruisers avoiding those deadly barrages. Furthermore, the closing speed of the Republique allowed the battleship to get closer to cruisers than they want before they could afford to turn out. Suddenly, they would be faced with the turn of doom, it rarely ended well. Another great advantage is that you often can get to positions before the enemy fleet can get to hardened areas (islands and channels) and in doing so could catch them as they were slowing into their cozy spot. Numerous Des Moines and Neptune/Minotaur’s were severely damaged and subsequently eliminated by this early aggression. However, in the early game you need to remember two key points, know when to turn around (because torpedoes) and understand your Damage Control and Damage Repair abilities. Damage Control is used when you have got two plus fires and Damage Repair is used when you have about 8-10k (or more) healable damage. If used together with the build I have described below, and kiting away, you will almost always survive the barrage, buy time, hurt some cruisers, and live to fight to the mid-game. As a rule, a destroyer inside of 10km should draw your fire, if your secondary batteries are popping off on a destroyer, your main battery should be following suit. A couple of pens can eliminate half health destroyers early from the match. Mid-Game: The mid-game is one of the most crucial points for the battle with the Republique. A good captain will read the mini-map and take stock of how the battle is progressing around the map. You as the Republique have a unique ability to flex to areas on the map, no other battleship can. For example, many battleships can flex their guns to the other side of the map at a moment of crisis, but only the Republique can boot scoot boogie to the area offering its health pool in addition to the gunnery. Continued management of damage repair and damage control parties is important. Also, if in a push that is going well, detaching to help the soft flank is not a terrible idea, many battles have been won from this. This is the point in the game where the Republique should stand alone, shine, and farm pushing enemy ships and hammer others unaware of its presence in the flank at mid-range. The key is to keep moving, keep the enemy off balance. Additionally, this is a great spot to isolate an individual battleship, hunt him down, and eliminate it. The Republique is strong in solo battleship play. Its guns, can deal quality armor piercing and high explosive alpha damage and this is backed by a nasty array of secondary batteries that can ignite decks, putting enemy battleship captains in the tough spot of choosing between the damage over time and the possible premature use of damage control. It should be noted, this is usually the point in the game where I use the most high explosive, as ships angle to my threat, I simply switch it up and burn them to the waterline. At this point, continued focus on enemy cruisers is still a priority, but battleships are also a priority. Obviously, a destroyer inside of 10km remains a critical concern. Late Game: At this point in the game, you need to be able to carry your team. Grabbing remaining enemy battleships by the belt buckle is great. Your secondary’s and powerful armor piercing in a brawl is second to none and your faster reload almost always guarantees you will get the first strike. So many battleships have succumbed because of the glorious reload, which by this point, if played correctly, should be even faster because of Adrenaline Rush. If the destroyers are eliminated push. If they are not, push. Your torpedo belt is solid and you can afford a torpedo or two (as long as you have 30k health left). Late game aggression often carries. Obviously manage the caps, points, and clock. If you do not have to risk your ship, let the caps do the work and simply make the enemy make the move by going to the area where you are strongest. Funneling an enemy fleet to the least desired approach (a narrow) where a friendly cruiser or destroyer can torpedo is ideal and sets up conditions for victory, especially if you are using high explosives to set fires. Strengths: The following are an assessment of the real strengths of the Republique; Rate of Fire – With Main Armaments Modification 3 you can attain a 21 second reload. Throw in Adrenaline Rush and you have created the Scharnhorst of Tier X battleships. However, the difference is that this AP is a lot more powerful than that of the Scharnhorst. The rate of fire is great for catching ships trying to turn out and punishing them mid-maneuver. Most players enjoy the Scharnhorst because of the availability of ammo when you want to have it. The same goes for the Republique as the ammo is more readily available than it’s near peer counterparts, and this allows for more opportunities to punish mistakes. Throw in the high velocity, and it’s almost certain to hurt where you want it to. Speed – Give me a battleship with speed boost and a healthy base speed of over 31 knots. Throw in the proper signal and you can easily dash from one side of the map to the other. You can run down other heavy cruisers as well, poor Hindenbergs. Accuracy – This is almost a must have. If you only have eight barrels, those eight barrels need to be consistently hitting the intended target. For me, the ability to drop over half of your shells onto a target at 18km is a nice change. Velocity – At 840m per a second, the shells move with a purpose. It is also important to note that both the high explosive and armor piercing shells move at the same speed, so no extra guessing when shooting at a target and estimating your lead. High Explosive Ammunition – People seem to not understand that the high explosive shells coming from this battleship are almost as bad what the Conqueror dishes out. The base value is 6,300 damage and the fire chance is equal to that of Conqueror at 48 percent. When a battleship noses in, protecting the health pool of the ship, it is time to sling fire, and every 20 seconds, the other player can expect at least one. I am still baffled as to how the Conqueror draws such ire and the Republique quietly assumes a similar role when it wants to bully. Armor Piercing Damage – At 14,500 damage per a shell, a hit to the citadel on cruisers can be back breaking early in the match. The Republique boasts the highest damage per citadel hit, right along with Yamato and Musashi. The armor piercing shells combined with the velocity have great penetration on ships, even those with lowered citadels. I have found success on more than a few occasions against angled battleships who supposedly do not have a citadel…and yet I will land one. These shells are heavy at 1321kg, and hit hard. Weaknesses: Like any other ship, there are weaknesses to even the mighty Republique. Below are my thoughts on the ships limitations; Two Turrets and Eight Barrels total – If I am engaging another Republique and we are moving to the brawling phase (inside of 10km), I tend to aim higher on the belt as they angle in and target the forward turret. Ships like the Grosser Kurfurst or Montana can fire enough shells to incapacitate the front turret. In doing so, the Republique becomes extremely handicapped and anemic in the damage it can put out. Furthermore, it must expose more broadside to bring the rear turret into play. For this reason, the lack of turrets is a factor, as one incapacitation will knock out 50 percent of the main firepower. Susceptible to High Explosive Shell Damage – The 32mm armor surrounding most of the ship makes it highly susceptible to 203mm and 150mm plus Inertial Fuse High Explosive ammunitions. Ship eats Armor Piercing Penetrations – The lower armor on the Republique makes it eat a ton of penetrations in angles that I have not experienced while playing other battleships. I make this comment to the exclusion of Yamato and Musashi, and really can compare its superstructure to having similar qualities of that found in the Grosser Kurfurst. Because of this, I have seen the Republique eat 10 to 20k armor piercing salvoes despite all efforts to provide an appropriately angled armor scheme. Inability to Fully Exploit Vulnerable Ships – I expand on this further in the achievements portion of the write-up. The Republique can and will punish ships that start turns due to itshigher than normal rate of fire. The problem I found is that punishment is often hit and miss. In a Montana, a cruiser turning broadside is usually punished more effectively (devastating strike) than that of Republique, because all too often you will only manage a single citadel hit. The Montana you will likely realize two or even three citadels. While the punishment is still there and likely more regularly, do not expect to take guns out of play every time a ship goes broadside. The punch just is not as potent and because of this, many will get to limp away to fight another day. I have seen this a lot when dealing with British CLs and American CAs such as the Des Moines. Throw in a damage repair party for higher tier cruisers and the citadel hit is survivable. The early mass disruption of early play, by removing key cruisers is not realized in ways that Montana or Grosser Kurfurst can in the removal of these ships. That said, I have seen numerous times where I can land multiple citadels on several different cruisers as they maneuver to reach their island parking spots, which generally makes their cruiser force far more cautious overall. There is a significant trade off here. General Lack of Tankiness – Well, during my playtime with the Republique, I found that on average, I was tanking between 1.2 and 2.2 million potential damage and usually getting a dreadnaught when I survived. When I compared that to other battleships such as the Yamato or Grosser Kurfurst, I found the ability to sponge up potential damage to be a bit wanting. In many respects, the Republique is much like that of the Conqueror, looks good on paper, but eats penetrations galore and therefore struggles to maintain health over the course of a battle. Anti-Air is Susceptible to Damage – If you are taking high explosive damage from shells or even airstrikes, your Anti-Air will be vulnerable. Even the larger caliber guns seem to break rather easily. Because of this, your ability to sustain a strong bubble of protection around your ship, is usually mute by the mid-point of the game. Recommended Ship Modules: These are my recommended ship modules. I did play around with the modules and found that steering gears are inferior to damage control because of the way this ship eats high explosive damage and fires. Main Armaments Modification 1 – I recommend this skill because it helps protect your main turrets, of which you only have two. You lose your main batteries, and your game will become frustrating very quickly. Damage Control System Modification 1 – The Republique tends to burn rather well because of its 32mm armor around the ship. Because of this, I recommend DCSM1 because it will offer you a lower percentage chance to turn into burning balsa wood. Aiming Systems Modification 1 – My thought process for taking this module is simple, maximum shells on target. You have eight barrels maximum, and to make the guns have maximum benefit, I found the seven percent improvement to dispersion a great boon for landing shells on targets. Damage Control System Modification 2 – When I initially started playing the Republique, I was running Steering Gears Modification in this slot. After getting cooked to a crisp over and over, I elected to switch the module out for DCSM2, which turned out to be a significant improvement. I tended to survive more battles and I was able to have a higher average damage per battle because I was in the fight longer. Concealment System Modification 1 – In conjunction with the captain skill Concealment Expert, you can get the Republique’sdetection down to 13.2km, which for a battleship is solid. You are on par with heavy cruisers of equivalent tier and other tier X battleships, save the Conqueror, because it is perfectly balanced and working as intended. Main Battery Modification 3 – With MBM3, the Republique can reduce the base rate of fire down to 21 seconds. This effectively turns the Republique into the Scharnhorst of battleships, but now it’s a tier X monster. As I will reiterate, the biggest difference between the two is that the Scharnhorst has a much smaller caliber gun than that of Republique, which can punch even larger angled ships in ways the Scharnhorst could never replicate at its tier. After some early damage, the rate of fire will fall below 20 seconds when working in conjunction with Adrenaline Rush, and three salvos a minute is a deadly prospect for a battleship captain to have and be able to tap into. Recommended Captain Build: This is based off a 19 point captain build, which should be a requirement for those aspiring to sail in a Tier X ship. (1pt) Priority Target – As I have stated in the past, knowing how many barrels might be looking at my ship at once is important because I know whether or not I need to turn away, hit the engine boost or go dark and live to fight another day. This single skill point is so underappreciated, and all too often by BB mains. (2pt) Adrenaline Rush – So, you already have a 21 seconds reload. Why not shave another second or two off of that while you are in the midst of battle. The faster that reload, the more dangerous this ship becomes to everything around it. I can specifically recall being low health and baiting two cruisers to yolo me. Neither of them survived and I was able to pull off a ram on a third enemy BB, cleaning up the flank for our team and securing victory from the jaws of defeat. This skill is a must have. (2pt) Expert Marksman – You will be turning and maneuvering wildly to avoid incoming fire. Because of this, every extra degree of turning on your guns you can get, the better. This is especially important as your rate of fire and limited number of barrels all need to be hot, all the time. Wasted shots because of slow turning turrets is how games are lost. (3pt) Basics of Survivability – So, when I first started playing the Republique, I had Superintendent instead of Basics of Survivability. Problem was, I kept dying before I could ever get to my extra heal charge. Solution, take BoS over Superintendent. It worked. I have been able to reduce damage over time (fires/flooding) and this has saved my ship numerous times. French battleships burn easy and anything that reduces even a few ticks of burning should be given considerable thought for use and implementation. (3pt) Basic Firing Training – This skill selection served two purposes. In a knife fight, your secondary’s get the extra buff they need, and look rather impressive given the rate of fire. Secondly, your Anti Air gets a 10 percent bonus to damage, which never hurts, especially once you start losing a few mounts to high explosive damage. (4pt) Advanced Firing Training – The bonus to secondary and anti-air battery damage is huge. You can reach ships in excess of 10km, and your AA bubble extends to 6.2km. The larger these bubbles, the less likely DDs and CVs will be foolish enough to test the defenses. This skill has been a boon when kiting enemy BBs who are pushing and just letting them get tagged and lit with fires. The moment they use damage control, you load up the HE and give them another permanent fire. (4pt) Concealment Expert – So under-appreciated, but so crucial in reducing the Republique’s profile. Being able to creep to the 1 or 2 and 9 or 10 lines undetected is critical (unless you chose to engage sooner) to having a strong flanking position. Additionally, the bonus to dispersion from enemy fire is also helpful in dodging the mid to long range shots. Recommended Signals: (In order of priority for the Republique); India Delta, Sierra Mike, November Foxtrot, India Yankee, Mike Yankee Soxsix, Victor Lima, India X-Ray, and November Echo Setteseven. Health and speed, then consumables and weapons improvements. Bonuses to AA are last and I usually just used the last two slots for commander experience and free experience flag farming in lieu of the above. Map Strategy: With my map strategy, you will quickly notice a theme, and this is in large part because if you look at the Warships Wiki page for the Republique, the player who wrote up the Republique playstyle and my own are in agreement. Normally, I use images to help enhance my thoughts on this, but my space on the forums is just about used up and I am using a work computer, so this will be limited to words only as I cannot access Imgur. Basically, never go mid early. Islands of Ice – As for the islands of Ice, I cannot stress enough that Republique is strongest going to the edge of the C can and then after pushing through the edge and flanking, going back to the middle of C. The ship is also adequate going to the edge of A, but can be bottled up, because the island structures. Haven – This might be the strongest map in the game for Republique. The gun arcs can clear most islands and the ships speed allows it to get around easily on this smaller map. Again, start by going north or south of the caps in the mid, and then sweep through using the speed to crush through in a push or kite away as necessary. I have kept entire groups of ships engaged almost single handedly, while the rest of the fleet exploits the smaller forces on the opposite side. The openings in the islands around the caps also make for great shooting spots (sometimes even undetected) against destroyers and cruisers making perilous movements. Two Brothers – You guessed it, the Republique operates best on the 1/2 or the 9/10 line of the map. Pushing or kiting as necessary. Tears of the Desert, Warrior’s Path, Mountain Range, Ocean, Hotspot, Trap, Land of Fire – Just to sum up the rest of these and not to sound redundant, go to the edge, dominant and ideally push through. Then return to the middle of the map and mop up/farm as necessary. Moving through the objectives and clearing the edge should be complete by about the 14:00 to 10:00 mark remaining in the game. This gives you ample time to get back to the middle of the map, and then crush remaining forces. At this point, being in the middle of the map should not be a worry as the potential for cross fire should be greatly minimized by the loss of enemy ships on the flank you have just pushed through. Remember, if you are kiting on a map, you are trying to wear your attacker down, so that at some point, you can turn around and become the aggressor. Constant kiting should never be your goal…and if you are stuck in this situation it is because the enemy is overextending and focusing solely on your position, and therefore giving up invaluable strategic advantages elsewhere on the map. Common Achievements: For me, almost every time I survived in this ship, I came away with a Dreadnaught Achievement. Due to the ship’s less than desirable armor durability, you tend to soak up a lot of damage. Because of this, when you do survive, you will earn Dreadnaught, which is always nice, but it feeds this ship’s need for larger heals. The second most common achievement I earned was Confederate. Because of your faster than normal rate of fire, you tend to spread your damage out over a game across a wide variety of targets. This nets a lot of hits and chunk damage over the course of a game, which tends to lead to Confederate achievements. This helps to continue to fuel commander XP, especially on weekends like the one we had over the Memorial Day weekend. The third most common achievement I observed was High Caliber. Again, much like Confederate, the damage was all over the place and stacks up quickly, allowing for easy High Caliber earnings. The fourth most common I saw was First Blood. For me, First Blood achievements are usually earned from being at the front of the fight and in the thick of it early. Sure enough, give a battleship a high rate of speed, engine boost, accurate guns with a fast reload…and it played like it should be, this achievement should be commonplace. That said, early passive play will not be rewarded and maximum range shooting will rarely net you these kinds of rewards. Uncommon Achievements: As for uncommon achievements, the first that comes to mind for me is Devastating Strike. Yep, I said it and will stand by it. I say this because of the lack of barrels the Republique brings to the fight. You have eight of them, and while that is sufficient to score citadel hits (trust me, you can average four to six a game no problem), they usually come once a salvo. When I say this, I am talking the mid ranges for BB play, the 9km-15km range, where you can usually achieve some sort of surprise on your target, and they have no expectation of someone targeting their broadside. Inside of this range, I found most cruisers tend to go blap, splat, and other from these guns as does the squishy cheek of Yamato. Another uncommon achievement was Fireproof. Alas, you burn a lot, but maybe a bit too easy. However, I did manage to pull a few off by surviving the fight to the bitter end. Another set of Achievements I earned goes back to my aforementioned conversation about the undervalued High Explosive ammunition. Arsonist and Witherer Achievements are possible, and I earned several of them during the course of my 100 games with this ship. Think about it, you got nearly 50 percent fire chance per a shell…every 20 seconds. If you want to slow cook your opponents because they are a bow tanking Yamato, by all means, farm away. Is it the most efficient source of damage? No, I still prefer the AP, but when the enemy stops giving you his side, fires tend to be the next step to victory. Rare Achievements: I have yet to see anything close to a Clear Skies achievement in this ship. The Anti Air is very strong, but the ship is highly susceptible to HE and the AA mounts quickly melt away, even the larger caliber ones. This leaves you with less than mediocre AA by the mid to late game, and thus and inability to answer CV air attacks, even Tier VIIIs. Because of this, the closest I came to clear skies was around 15 aircraft. Another rare achievement was Kraken. The lack of Krakens was probably more due to play style than efficiency of the ship, although Kraken is a difficult achievement to earn in its own right. The Republique is good for chunk damage, but I often found it was sort of in the middle on A) not being able to devastate a ship like a Montana or Grosser, but also B) not having a fast enough rate of fire after crippling a cruiser to finish it. This led to less kills, despite a high number of my games having 200k plus damage. Shoot, even my 330k damage game only netted four kills, in a game with a balanced deployment of ships of all types (no CV). I never experienced an opportunity for Unsinkable, this is probably more due to smart management of repair and damage control resources. As your heal charges do not rise to that of the Conqueror’s, attempting to farm Unsinkable Achievements is not recommended. Conclusion: The Republique is strong on the flank supporting a primary objective. It is great at punishing cruisers and consistently providing aggressive (high damage per a minute) fire support. The rate of fire is consistent with games well in excess of 300k, much like that found in the Hindenburg. 200k games can be commonplace in the right hands. Understanding your strengths and weaknesses as well as a smart build, is key to survival to the late game, where you can overcome anyone else, given your rate of fire and secondary damage. It is my feeling that the Republique is the best battleship at tier X, when compared to counterparts (to include Conqueror) because the of the rate of Fire and ability to remain dynamic throughout the battle. You may not get a Kraken, but smart team mates will easily clean up what you maim throughout the battle! As always, I look forward to other thoughts and considerations regarding the Republique. If you have a different build or playstyle, please share, as this is here for community improvement. If you have a different configuration for clan battles, feel free to share as I mostly focused on the random (PvP) 12 versus 12 playstyle.