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  1. Proposal: Tier 10 Musashi

    With Salem and Stalingrad in the game, I believe it's finally time for a tier 10 Musashi in its 1944 configuration. Here are 3 reasons to consider: 1. Currently, with the inclusion of Yamato's unique mod, the two battleships share identical roles, with Yamato showing more consistent gun performance. Musashi has lagged behind Yamato in terms of accuracy and did not receive the recent turret traverse buff given to the Yamato. Moving Musashi to tier 10 would justify any buffs to its main batteries. I propose increasing Musashi turret traverse to 3° per second to match Yamato and increasing her sigma to 1.9 for better consistency. 2. The IJN battleship line lacks a true secondary-capable BB competitive with German and French lines. The exception is Yamato herself, but she is not optimal for this role for a number of obvious reasons. Musashi, given her 1944 outfit, would fill this role. Of course, changes would have be made to make Musashi a tanky brawler. I propose that she receive a repair party that can recover 33% of citadel damage and 100% torpedo alpha damage. Overall heal amount is unchanged. Of course, her wing 155mm triple mounts would be replaced by 6 127 dual mounts, matching that of Yamato. 3. Many of us have wished for the return of USS Missouri as a FXP ship. Moving Musashi to tier 10 as a brawler would free up the previously occupied tier 9 niche. If Missouri was removed for another reason, then we can still bring in New Jersey as a FXP ship with a different comsumable loadout and credit earning. Happy to read suggestions and comments. Edit: The amount of hate this thread gathered is too much. This was not my intention. We all have different experiences playing the game our own way. Maybe you don't agree with my proposals, maybe you do. I just hope that people look objectively before starting an argument based on the first 3 words you see.
  2. So now that I have been somewhat schooled about CB1 Alaska, and learned to view her in a whole new way. I was wondering what people think about the idea of War Gaming adding the Japanese B65 Heavy Cruiser to T9 cruiser tree to counter Alaska, and or just be another interesting niche ship. I would certainly like to see it in the future. https://en.wikipedia.org/wiki/Design_B-65_cruiser Design B-65 was a class of Super Type A cruisers[A 1] planned by the Imperial Japanese Navy (IJN) before and during World War II. As envisioned by the IJN, the cruisers were to play a key role in the Night Battle Force portion of the "Decisive battle" strategy which Japan hoped, in the event of war, to employ against the United States Navy. Japanese intelligence had learned the specifications for the United States Navy's Alaska-class large cruisers,[9] which had been authorized for creation by the passage of the Two-Ocean Navy Act and ordered on 5 September 1940.[8][10] The Japanese believed that these ships would form part of the American battle fleet's screen in times of war. Thus, the B-65s were now intended to counter the threat posed by the Alaska-class cruisers.[8][11
  3. So I have been grinding the new IJN Gunboat Destroyers and this is my second game in the Tier 9 Kitakaze. In this replay I showcase how to fight for the win and use my game knowledge to predict what the enemy is trying to do.
  4. Hi all This is more of a PSA to all players out there who forget that japanese destroyers besides the Akizuki and up on that tech tree line have guns. The guns are not great yes but in the right cases can do some serious damage. Just dont forget about them. Just thought id share the game that sparked this post. The proof of my point P.S Shame at the end the enemy Carrier gave up despite being in the lead with points. Simple needed to run to win instead he turned off his aa and did not send any more planes. Dont do this even if you are the last ship alive on your team. You can still win on points Enjoy the rest of your day
  5. Harugumo/ Kitakaze observations

    What are your observations about the performance of the new IJN DDs Harugumo & Kitakaze? The dakkaDakkaDakka on the Harugumo is wicked. With a reload nearing 2 seconds I racked up ~40k in gun/fire damage in under 2 mins on a charging Alsace BB, then sunk it w/ 2 torps; damage scoreboard suprisingly went from 29k to 100k - just like that. I have noticed captial ships like Stalingrad facing me bow on beyond 12km default range, then creeping up for its 11.7km radar. I am going to try the range upgrade & perhaps AFT. I read on these forums that past 13-15km(?) the 100mm ap speeds up due to gravity assist & pens upto 75mm. Problem is hitting @ past 15km, but at a +45% drop it might be able to arch over less than towering mountains. For max damage I recommend IFHE/ DE/ BFT/ AR
  6. Title says it all, Shiratsuyu is probably a good example of a ship where i'll gladly trade TRB for better guns, considering how much better the Akatsuki is. Also because having IJN gunboats in the lower tiers would be very fun. (and of course because it would make sense that the gunboat line would be gunboats all the way to get people used to the playstyle, but WG isn't about decisions that make sense now is it? ) please don't ban me.)
  7. So, I'm sure a lot of you may have noticed that by the time they sank, all the Kongo Fast Battleships looked pretty different from each other. After I had bought the Kongo a few months ago, though, I was sort of confused. You see, the Kongo looks like this... But the ingame Kongo looks like this! Should/could Wargaming fix this? I also saw some arpeggio ships still sailing around, and all of the Kongo sisters there are reskinned. Does it even matter to anyone? Personally, I would love to see our real Kongo.
  8. This will be the guide I wish I read before embarking on a career as a destroyer driver. For simplicity I'm going to recommend that you use an Isokaze with a 10pt captain to learn how to use torpedos effectively. If you like guns then battleships or cruisers might be a better career path for you. {TL;DR:- CHOOSE ONE NATION AND ONE SHIP TYPE, GRIND IT UNTIL YOU HAVE A TIER 10 SHIP AND A 19PT CAPTAIN IN IT. Choosing one ship type means destroyers, OR cruisers, OR battleships. Jumping around will leave you inexpert at everything.} Setting Your Intent: This is the most vital part of this guide. The other more technical aspects of the game are well covered by other posts, but i'll review them quickly. My own intent is to a) Get at least one kill per battle; b) Win the battle: c) Survive the battle. All three of those things are measured in your statistics in your profile. Take a moment to read the team list and review your intent BEFORE EACH BATTLE. Hold Alt to see the team list. Have a look for overpowered ships, names you recognize, hydro or radar ships, Is it destroyer heavy/cruiser heavy and are there 4 carriers in the match ... this will vastly affect how you can approach the match. Rookies don't do this, smart players do. How to achieve it? 'Defend10' means that you must stay alive for 10 minutes, so that you become an epic free agent roaming freely across a landscape of confused, wounded, frightened battleships and perhaps no destroyers left; the carrier fighters have been shot down and it's position is known, nobody knows where you are or where you will appear next, in fact the whole map will have thinned down a lot by this point. At this point, your power DOUBLES. The cruisers that remain will likely have taken some damage; if they know where you might be, and if they are smart, they'll come looking for you. Don't be there. When you launch torpedos at this stage of the game, they are much less likely to hit freindlies. Opposing battleships will have no way to spot you, unless you make a mistake. If they have no destroyers and cruisers close by, you can let them spot you while you are working into a sure-fire range of around 4km or less. Too many winnable games are lost because a destroyer died in the first 3minutes, contesting a cap or some other pointless nonsense like trying to gun-duel because someone said so in a forum. There is an ancient fact of war; who-sees-whom first generally decides who is victorious. You want to have the following situation: You know where they all are, particularly the battleships. The cruisers are wounded, sunk or on the other side of the map. GreenTeam® has the advantage in destroyer numbers. You know where the battleships are and you plan to take them down one by one. They don't know where you are, they rightfully fear you and they're praying that you're a new player who doesn't know what to do. Your torp range is out to 7.0km, more if you account for the ship moving toward you or into the edge of your range circle. (Only potatos drive in a straight line for that long, yet it happens a lot.) Optionally you can sit in smoke and wait for the battleships to approach; they kinda have to run down the dd's at this stage since there is nobody left to gun you down. You can fire 3 torp volleys every 38seconds - yes that is a lot of torps. Fire two at the oncoming battleship, use the 3rd group as backup when he turns or passes you and presents his broadside. Cruisers are able to fire torpedos back at you and should be treated with extra caution at close range. When torpedos pass behind the target: It's likely because the battleship accelerated. The white guidance line only calculates using the current speed of the bb, so you must put your first torps long; 2nd group on the white line; and 3rd group can be held off a little bit while you wait to see how the battleship responds. However. The Isokaze will reload torps in 38 seconds - you can afford to spam them. Guns and gunship destroyers: which destroyer is the best gunship for gunning down enemy destroyers? Is it the US close range guns, the USSR longer range beast mode guns? A: None of them. Here's why; Let's say you're in Gaede and you gunfight with Akizuki. You do really well, and win the gunfight. How does that look? It looks like you still lost 50% of your hitpoints and the RedTeam® knew exactly where you where for 2 minutes or so, plus you risked receiving torpedos which would have ended you. When you see another destroyer up close, do the following sequence: 1. Decelerate and turn, creating a torpedo launching opportunity. Try to not be spotted at all, ever. Your torps can get you a kill per game consistently; your Tier 4 Japanese (read: little) guns can get you a kill every 10 games or so ... maybe. Being exposed for 20s after firing pathetic artillery is not worth it. 2. "F3 The Target" which means point your reticle at them and press f3 on the keyboard; let your team fire at the dd. 3. Fire up your smoke if you were seen. Point directly towards/away from the destroyer who may have launched torps at you. 4. Keep turning away from the dd, once you launched your torps; DO NOT EVER sit still, sideways on, in smoke. 5. Fire your torps at the dd on a wide spread, ahead of him or into the smoke. If they smoke up the white line will be misleading (because the ship will decelerate hard, to stay within it's smoke). 6. Go re-engage the enemy somewhere else; that ship and it's torps are coming after you. *Re-engaging the enemy somewhere else is called kiting. It can be extremely valuable and effective to use. Theory and Math: Your exposure is only 5.3km, that's about as low as it gets in this game. Your torp range is 7.0km which is excellent, although they are a little slow but still sufficient for the Tier 4 Tier 5 ships you'll be aiming for. This is the math you need to learn about every destroyer you operate. In this guide we are still talking about the Isokaze; In the hands of a good player it is pretty OVERPOWERED for this tier. I've seen bb drivers threaten to ragequit cos of "Torps out of Nowhere!!!!!!!!" Which brings me to my next point: Your main targets are battleships. Ideally, they are new to the game and think that staying close to Islands provides them with cover. World of Warships has a 'circle of life', like a "Paper, Scissors, Rock" scenario which operates like this: Battleships>Cruisers>Destroyers>Battleships. Battleship guns can melt cruisers, but are not accurate enough to target dds unless they're lucky and you are really close. They have no torps, their tank is a huge hitpool; but everyone can see them. Cruiser guns can target destroyers and will melt you fast. They can easily tolerate your gunfire and are nimble enough to try to dodge your torps - they have their own torpedos too, forgetting that fact will cost you your ship. Cruisers will come hunting you. Their tank is medium mobility and medium hitpool. Do not rely on them (friendlies) to fire on the destroyer you just F3'd, they will often be so far down the back that islands will be in the way of their line of sight and their dispersal will be epic, and don't forget 73seconds in the air can affect accuracy. Destroyers can only set the larger ships on fire; which actually does help wear them down over time as they use up their damage control consumable and then burn down. But focus on putting torpedos into battleships is your main game for now. Your tank is being invisible and very nimble. When escaping the enemy 'WASD hax' should be done with your acceleration boost on, cease firing so that your Concealment Expert (CE) kicks in, and plan your direction of escape - a nearby island can hide you or keep you in the open if you run into it. *The Concealment Expert skill brings your detection range down by 10% on any destroyer and with camo it's 5.3km which is why I emphasize using a 10pt captain. *"Bow tanking" battleships: It can be fun, if you like cheap thrills and GreenTeam® is looking at a safe win, to try driving right up to a battleship before launching torpedos at her. Get right in there and get it done, Captain! -They hate that- Carriers: UGH Just hope that yours are better than theirs. DO use smoke to hide from their planes; many CV players know what a serious risk a loose destroyer can be. YES they will send 3 torpedo bomber squads against you to eliminate the risk. Avoid the section of the map that they are focusing on; stay in the part of the map near your own CV since that is probably where all the GreenTeam® planes will be. Stay nearby to your own cruisers and bbs to be a part of the "AA Bubble". Bonus strategy against CV's:- Fire your HE shells at the deck until it ignites; their planes cannot take off or land while it's on fire. (Sinking the whole bloody thing is better of course.) DO ask your own CV politely for help in locating the red CV; he may not be able to, but you can still watch the minimap to see where the red planes are coming/going to. Potato's: Are everywhere. If the West side of map gets crushed and your CV is sitting in it's starting position, DO take a sec to double click him on the map and suggest he move to the East side, something to that effect. A note about destroyers; It is not the way to have an easy life. For instance an average match might have 2 destroyers and 5 cruisers each side - so your natural predator outnumbers you 2:1 in most games. CV's are worse as they spot you with planes, you've never got enough AA to deal with it and the CV can just keep sending planes after you. If an enemy dd gets through to the CV, you will be blamed. If you called F3 on it repeatedly, it won't matter. If you take the cap and die, you contributed to the loss; if you don't take the cap someone may shoot/ram you. Tier 1 to 5 can be fun, from tier 6 you have to keep all of your existing skills plus learn how to deal with radar and not die plus learn that your smoke might well do precisely nothing at all to help you. *To be fair, there's only about 3 or 4 radar ships per side per tier 8 match these days as it has settled down a little. If cruisers are in range of your location they won't necessarily be able to get a line on your target, or they may simply choose to keep firing at a battleship for 2minutes as they are 'farming damage' instead of helping you out, So that you can sink the bb and the next one and the next. An Atlanta on the RedTeam® will be an epic demi-Unicum from hell, your Atlanta will be the squishiest potato you ever saw. Many low Tier cruisers will never consider sitting back at medium gunnery range when instead, they can be driving in front of your torps, costing you a ship kill plus a teamkill penalty; cruisers with their own torps won't understand you complaining about them firing torpedos up your [edited]. It's a lot to think about. I recently sighted the RedTeam®'s Atlanta captain on shore leave: Firing from smoke: The following things happen after you launch smoke; Everyone sees the smoke. People shoot into the smoke. They fire torpedos into the smoke. Cruisers and destroyers drive into the smoke with Hydroacoustic search on, so that they can hunt you down. So, Use your smoke to LEAVE AN ENGAGEMENT or to Hide your teammates. But mainly smoke is there for you to be able to GTFO safely. That is the pro-tip. Consumables: Always upgrade them and set to purchase using silver not doubloons. Containers: Always choose the signals and flags; you can buy the other stuff with 'currency' in the game. Super Containers (SC) are too unreliable. Silver: is [edited] (I mean that it is not fungible, not exchangable for goods and services and therefore not currency) and can only be used for buying a couple of things, and almost everything you have is not sellable for silver. Doubloons: means spending money from RL to get free XP (FXP) and should only be used for upgrading your captain until one of them is 19pts; then he will generate FXP quite rapidly. FOCUS ON GETTING A CAPTAIN TO 19 POINTS. Making money in the game: is not the point. If you grind your destroyers up tier by tier you'll have enough silver for the next ship, including fitout. If you are short on silver then perhaps you are simply not doing enough damage to get paid. Survive each battle until the end, get at least one red ribbon. High tiers and large vessels seem to have more issues with silver, I haven't yet had an issue with it perhaps because I don't play battleships/cruisers much at all. Concentrating: If there are idiots in the chat channel use your CTRL+Mouse button to click on the chat box and turn off chat. If someone is spamming the function keys (you can't stop them) you can report them for misconduct in chat. AFK players can be reported but also remember; if some player (it'll be a cruiser) refuses to push and does not help the team at all; he can be reported for 'Unsporting Conduct' instead. If you still can't concentrate then turn off the radio or whatever is distracting you; or just get sufficient sleep to concentrate properly. YOU ARE NOT REQUIRED TO PLAY SOMEONE ELSE'S GAME. Remember that if you have a superior grasp of strategy, then by definition he/she won't understand what you are doing. Reporting and Complimenting: (definitely worth it's own post.) I DO COMPLIMENT a player who gets 3 kills, even if he's a tool/[edited]/doughboy or anything else. I DO NOT usually report a player who has made a kill which helps the team. oh and the teamkill/teamdamage system is a joke so don't waste your energy on it. (A battleships shoots me with main guns. He turns pink. Ouch.) That system has multiple failures so it isn't worth much of your time. Spotting: happens automatically so you don't need to think about 'how do I spot", but a team player will be thinking "Where do I need to spot?" and it's fairly simple: put yourself in front of your team and in spotting range of the RedTeam®, such that your battleships have something to shoot at when you spot them. Taking Caps: Is a privilege you get for winning the game; winning the game means sinking enemy ships. The caps distract many players from their jobs so they get out of position, ignore the flanks, or sit in the 'B' cap in the centre of the map and imagine that the entire RedTeam® won't melt them down. This explains why so many teams are winning on points but then lose the battle; the opposition has spent it's time owning 3/4 of the map and can't be eliminated as they come around the corner in massive numbers; the team "defending the cap" is immobile, highly visible, and gave the RedTeam® a lot of time to choose the terms of engagement. The team with numbers can continue chasing down ship after ship; the caps will be taken accidentally as various ships run across the map to find new targets. In the picture below, Green team has sunk one more ship than RedTeam® and surrounds the enemy. Capping will be irrelevant in this battle. Taking the extra cap did not result in sinking an extra enemy ship, but the reverse may be true. Notice the upgraded consumables. Also notice the clock reads 6 minutes remaining - The Fubuki gets a nice position for a volley on the bb thanks to surviving well into the 2nd half of the match. GreenTeam® has more caps, RedTeam® has more ships. Which side would you like to be on. Team strategy: The 'Attacking/Aggressive Strategy':- an example of attacking strategy is, for example; Blob goes to A, a few go to B, and a spotter goes to C since that vessel may have landed close to C at the outset of the match. *But you wouldn't actually sail straight into that 2x2 grid square would you ... why give away your location for free? When it goes red, launch torps down it. If the other team also plays aggressively, you will have quite a battle on your hands. If you're lucky, they play the defensive strategy. An aggressive strategy usually includes having someone stay behind to watch the cap you already hold. This is very different from 'The Defensive Strategy'. The 'Defensive Strategy': There is no such thing. It's just a bunch of people sitting around waiting to be murdered. Allow me to labour the point: The defenders give away mobility. They don't support their own attacking players who went out to prosecute the RedTeam®. (It's rare to find all 12players on a team so stupid as to agree to this idea. ) They lose a couple flanking ships. They give away Intel in the form of their present location, with the result the aggressive team attacks when where and how they like, and each vessel can remain unseen until they fire the first volley. The bb's come around the corner together, and focus fire (aka focus down) one ship at a time. The opposing destroyers spot you before you spot them, simply because they choose to remain unseen and usually the 'defensive' destroyers get mown down by superior numbers. The defending team never, ever focuses fire on attacking ships coming around from both flanks or in numbers. Or, the West side of the map is lost and the defenders try to hold one cap, making certain that the aggressive team can choose the best angle of attack while remaining covered, wether covered by landscape or covered within the blob of 4, 5 or 6 ships. I have never seen this strategy work in any game. "Yo Cletus!" "Wut!" "There goes them thar cruiser out West!" "Cawl 'im back!" "Wha?" "We want thum thar RedTeam® ta know where ALL dem Green ships is!" If your team goes defensive you might be able to do a) Gain a kill but probably not b) Winning or c) Surviving. ***** THERES A TON OF STUFF I HAVEN'T COVERED. This guide is already too long. I haven't covered U.S. and USSR destroyer gunship strategy because I don't play that way, however many players do so and they do very well out of it. This is not that guide. ***** Use the following captain skills on Isokaze to obtain the numbers I have used: Bonus Material: Managing your winrate: Here is the excellent guide from LWM :- Getting 19pt captains, and why bother? Keep this link bookmarked once you get into a Tier 6 destroyer and write it down or memorize it (the section pertaining to radar). http://wiki.wargaming.net/en/Ship:Consumables /surveillance radar. PS, Kronshtadt is missing from that list. Yes I learnt that the hard way. Revolution. Shibby.
  9. Minekazi or Mutsuki line???

    Minekaze or Mutsuki line? Why?
  10. Now that I'm in the rarified air of T9 and 10 fights, I've noticed that I've carried a bit of my lower tiered tendencies with me (I fight USN and IJN dds mostly with the occasional cruisers from the same nations). My captains builds tend to keep me in the fight longer (Last Stand, Adrenaline Rush, Survivability Expert, Superintendent). I'm wondering if I should think about more aggressive builds. All my USN captains get BFT and all of my IJN captains get TAE. Should I be thinking more offense than defense at this level? I'm holding my own, but I'm not exactly lighting the game on fire in these 9 and 10 fights.
  11. Yamato Buff

    So apparently, according to Notser, Yamato will be receiving a buff to its turret traverse. Nothing else is known about the buff, but I for one think it's fair. What does everyone else think?
  12. Yugumo Gun Build Suggestions

    So I decided to build my Yugumo into a hybrid gun/torp boat, b/c Shima detection buff took away the ghost uniqueness of Yugumo. * have a 19 point Commander So far on the ship I run smoke and the ship range mod (GFCSM2). My captain is Expert Marksman, Basic Fire Training, no AFT - this is on top of all the typical DD skills. I have 4 points left to use on Commander and really debating: IFHE? That brings penetration from 21mm to 28mm armor if I'm understanding correctly. Adrenaline Rush? Gets reload to 4.6s at 1/2 HP. The guns feel good so far, gun range is 14km backed up with 12km torps. This gives me good influence and ability to disappear when needed. AFT would stack and make my gun bloom detection pretty harsh. Suggestions?
  13. My tactics are mostly developed for IJN Destroyers but they may work for Destroyers with similar stats. A lot of what I say intertwine with each other. I don't believe I have much proof in my videos because battle conditions constantly change. I am using Asashio has my main video because all she has are her deep-water torpedoes and her stealth. She is weak so I have to be significantly more careful with her compared to my other ships. Concealment is all a Destroyer has, more so for a IJN Destroyer. You have to make full use of this while at the same time being effective in battle I will not discuss torpedoes (other than when to shoot) because everyone has their own way of aiming and launching torpedoes. Pre-game Learn what you will be facing so that you can plan on how far you are willing to go\ Learn the map Fear all Destroyers and Cruisers Communication Communicate and explain what you are doing Let your allies know: When your smoke will reload "Smoke, 60 seconds" or "55... 30... 10... smoking now" Do not stop in your smoke "DO NOT STOP IN MY SMOKE" If your Destroyer has super long range torpedoes (10+ km) and your allies are on the direct opposite end of where you are firing Let your allies know where you are launching and where they will be going, this way you have done everything in your power to not team kill Smoke Provide smoke walls to cover your allies when they are fired upon Be willing to scrap the side of an ally if you can provide them with smoke Do not provide smoke if the ally is in close proximity to the enemy, this will negate its usefulness Almost never stop in smoke, move slowly Use your smoke to runaway from difficult sitations Scouting After providing a smoke wall, stay outside of it if you can to provide targets for your allies Be near a cap but don't take it If you take it, it tells the enemy you are close You can always take a cap back when it is safe Before proceeding with anything, let the enemy get themselves exposed Be willing to get spotted Either facing towards the enemy or away from the enemy, shoot your gun once and see who and how many ships look at you If they shoot, they expose themselves If they shoot, don't shoot you have 20 seconds until your concealment comes back If they are able to get within your concealment, shoot because you are unlikely gonna make it back to safety unless you have smoke Speed Take your time when going towards a cap Sometimes slowing down when running away from the enemy can be beneficial in dodging shells Don't be afraid to beach yourself (bow on) on an island if it can make you stop faster as long as you are not in enemy firing view Main Guns Do not be afraid to fire your main guns at a Battleship with low health unless it has support Do not be afraid to distract the enemy with your guns while running away If you can prevent the enemy from shooting one salvo at an ally, it gives you ally an extra chance of surviving Use your gun as "radar", what I mean by this is that you intentionally make yourself so that the enemy fires upon you They will expose themselves if they fire This will tell you how many ships are on that side After an enemy used Repair Party, set them on fire again and switch to AP (dependent on where you are shooting) AP can do surprising damage on any ship when aimed right Do not be afraid fire your main guns at solo warships from range every twenty seconds By doing this, you can distract them from firing on your own allies They will typically not know what to do when this happens Torpedoes Confirm visual contact Look at what is around you Hold your fire because there will always be a better position to fire from Check what is around you again If you can, get within concealment range before launching (be as close as possible) Don't launch torpedoes when the enemy is moving in the opposite direction It is always easier to dodge torpedoes when they are "chasing" If your Destroyer has super long range torpedoes (10+ km) and your allies are on the direct opposite end of where you are firing Hold your fire as long as you can and communicate to your allies on where your torpedoes will be going Anti-Air AA should almost always stay off AA can stay off if AA Range is less than .5km Do not be afraid to turn on AA if an enemy CV constantly spots you and you have no smoke If you are gonna be constantly spotted, why not shoot? If you are gonna be attacked by bombers, why not shoot? Do not be afraid to turn on AA and turn around to support your allies if enemy bombers spotted you and bombs your ally instead If you can shoot down just one enemy plane, that will help your ally You have already been spotted, so the enemy already knows where to expect you Ways of dealing with radar "Wild Weasel" Entice the enemy by exposing yourself Be in a position to dodge and to run from radar range Fire a few shells By exposing yourself, the enemy is most likely to use radar Dodge enemy fire for twenty seconds Count to twenty while dodging enemy fire If you have Priority Target, count the amount of players looking at you to determine how many players are in that area If you have allies, hopefully they sink the radar ships Fubuki/Asashio Skills & Upgrades
  14. Basicly in early tiers, when everyone has the same amount of squadron or almost the same amount, USN CVs has absolute advantage over IJN CVs because the difference between the strength of their fighter planes. I have searched around in the forum and seems like in later tiers IJN CVs tends to have more squadrons of figthers and it gets balanced out. but before that, especially in tier 4 and 5, with hosho and zuiho, its extremely hard to play as IJN CV because you tends to have your fighters competely rekt'd by USN fighters every fight and have their fighters eat all remains of your other squadrons. You will have to play extremely smarter than them, bait them into friendly aa range, outnumber them in a 2cvs vs 2cvs game, and you will STILL LOSE THE DOGFIGHT most of the time if you are up against USN fighters. and there is nothing about play style or what so ever at these 2 tier. because your enemy has absolute advantage over you. and it gets extremely unfun to play against USN CVs as IJN CVs because you tend to lose the air combat every time, tho there exist chances that the rest of your team may make a difference to the outcome of the game. maybe IJN CVs are balanced or even overpowered at later levels, but at early level they tend to have too much disadvantage and you will have to out-smart your enemies a lot to have your foot on the same ground. IJN and USN early tier CVs balances really requires a rework.
  15. Have worked up to Tier VIII in the USN, IJN, and Pan Asian dds and Tier VI in USN cruisers. When do I know that it's time to sell my Tier III/V ships? I don't want to be one of those people who play the lower tiers just to make themselves feel better and beat up on newer players. On a lark this morning, I played my Clemson (attached). Honestly, I was a big bully. It wasn't much fun for me and aside from my team winning, it probably wasn't that much fun for them either. Here's what I'm thinking of selling: IJN: Isokaze, Minekazi USN: Clemson, Nicholas, Phoenix (I'm keeping the St Lo for sentimental reasons) Pan Asian: Phra Ruang, Shenyang Is there a reason to keep any of these ships? It's not that I don't have slots for them. Many of them do have valuable 10 pt captains that could be doing something more productive than taking up dock space.
  16. Welcome to the first post in what might be a continuing thing if you guys are interested. I’ll start by saying I read a LOT of books. I go though three or four on a good week if work and life permits. Some are fictional but most fall into the non-fiction, military history section which might be of interest to the general population of the forum. I’ve recently finished one that has finally pushed me to writing this post, so without further ado let me introduce you to Captain Tameichi Hara and his memoir Japanese Destroyer Captain. Summary: Japanese Destroyer Captain chronicles the rise of a young naval officer from his first days of service to the aftermath of Operation Ten-Go. Hara details his exploits as commander of the Kagero-class destroyer Amatsukaze, the older Shiratsuyu-class destroyer Shigure and the Agano-class cruiser Yahagi. About the Author: The grandson of a samurai, Tameichi Hara has the distinction of being the only surviving captain of a Japanese destroyer who not only survived the war in its entirety, but most of the major naval engagements that the Imperial Japanese Navy participated in (including the night action at Empress Augusta Bay, which the new scenario is based off of). He was well known within the navy as a forward thinker; having rewritten torpedo doctrine as well as pioneering counters to new enemy tactics such as skip bombing. My Thoughts and Why I Recommend It: This book was written in the mid-50s and published in 1961, seemingly with an eye towards the Western audience. At times the author seems arrogant and self-aggrandizing, however I did some research and the events which I thought were dubious have been confirmed through other sources. The book gives a rare glance into the mindset of a Japanese naval officer and his mounting frustrations with a hierarchy that repeated unforgivable mistakes and sacrificed life so cheaply. Hara provides some very candid opinions of well known admirals, their operations and why the Japanese Navy failed time and again to commit needed resources to the front. Challenges such as combat fatigue, US radar-guided fire control systems, the dwindling supply of experienced sailors are all explored. This book would be worth the read for those with an affinity or interest in the Japanese Navy and destroyer mains alike. After finishing it I picked up a copy for the collection at Barnes & Noble for $20. It's also available as an audiobook for considerably cheaper, around $10. If you guys are interested in seeing more of these let me know. They might not always be non-fiction or naval-focused (most likely will be related to military history), but they will always be works that I’ve thoroughly enjoyed and would highly recommend to others. If you have any books you would like to recommend let me know as I’m always on the lookout for another good book.
  17. Radar. OMG. This has been discussed thoroughly in numerous other threads. Let’s work together to help those experiencing difficulty meet the challenge. Time to get used to it already. First, let’s start using the search function. When someone come on the forum and says they are having a hard time with radar let’s ask them.. “Did you try using the search function?” I think the search function would be faster, caus less controversy and more beneficial to players genuinely interested in finding information on radar than posting another thread with 95% commonality to its predecessors. Honestly, We already have 2354 threads that cover it pretty thoroughly. It would be so much easily to just go to “search” and type in R A D A R than to type out an entire post. I have a few ideas on other topics we could discuss that would be more constructive. Try some of these more creative titles: -Anyone posting radar sucks threads should try using the search function. -Will the search function show you countless threads with all the same information about radar? -Radar information searches need a buff. -Why does wg hate the search function? -I’m not going to use the search function for radar anymore after they buffed the ability to spam radar hate threads. -I play 99% of my games in IJN destroyers and would rather post every complaint I have in general discussion rather than the destroyer sub forum. Anybody else do this? -Lets conduct a poll. Which do you agree with more? 1- search function is OP and needs nerfed 2- search function is underperforming and needs buff 3- what search function? 4- does the forum really benefit from 7 radar hate spam threads a day? 5- bacon Ok. So some of those thread ideas are just like a few of the other thread ideas. See my point? It’s all pretty much the same inflamatory stuff. WG has said no changes planned. It’s futile and destructive to the community to keep throwing gas on a fire that’s not going out. So, why bother unless *that* is the motivation? Come on fellas. Please. These radar threads never go anywhere. They always lapse into personal attacks or the same now- cliche’ positions. We can do so much better talking about tactics and strategies. We could propose ideas for new maps or ship lines. If we didn’t see another radar whine thread for 2 months it wouldn’t be long enough. Let’s stop obsessing about worn out gripes and start talking about other more positive stuff. gl:hf all
  18. WE will try this on this coming FRIDAY on June 8th 6/8/18 8:30-11:30PM US Eastern standard time , 7:30-10:30 PM US CENTRAL TIME, 6:30-9:30 PM US MOUNTAIN TIME, 5:30-7:30 PM US PACIFIC TIME , 10:30AM -1:30 PM in Sydney Australia 8:30 AM - 11:30 AM in Perth Australia. this will be in the training room labeled naval battle Guadalcanal part 1 chapter 6. search for training rooms by Outwardpanicjoe (Chapter 7) Naval Battle of Guadalcanal part 2 IJN force : 1 myoko 2 kongo (kirishima ) 1 atago 2 kuma or similar CL, 5 DDs tier 5-8 Asashio, Akatsuki, Shiratsuyu, Kagero, Akizuki, fubuki class. the kongo classes will lead the forces on each flank north flank is more ship heavy. Objective protects Battleship kirishima so you take out battleship South Dakota ( alabama) and take out Washington along with a one dd. USN force: the new battleships Washington and South Dakota, of Enterprise's support group, together with four destroyers, as TF 64 under Admiral Willis A. Lee to defend Guadalcanal and Henderson Field. For this scenario we are having 1 North Carolina restriction free , 1 Alabama but can only fight bow on and can only zoom to the min amount due to electrical difficulties, 1 enterprise but can only use its planes but can only have 2 reloads of strike aircraft after that they can only launch planes from then on because front elevator issues can use dive bombs against DDs and cruisers and enterprise main mission is to sink BB hiei . And 6 dds tier 7-9 Mahan, Benson/Gleaves, Fletcher 2 dd escort the enterprise and 4 dds escort the 2 Battleships. Fighting will be around north island volcano. Objective: destroy one battleship with NC and Alabama ,keep Alabama afloat, and one DD as a minimum to claim tactical victory . (CHAPTER 8) Battle of Tassafaronga IJN force : Takanami(Yugumo-class), Oyashio(Kagero), Kuroshio(Kagero), Kagero, Makinami(Yugumo), Naganami(yugumo) , Kawakaze Shiratsuyu-class) , and Suzukaze(Shiratsuyu-class) 8 dds Objective : stay inside of the sound by the volcano. Sink 3 crusiers and 1 destroyer USN FORCE : Fletcher, Perkins( Gearing), Drayton(Mahan), Minneapolis( new orleans), New Orleans, Pensacola, Honolulu( we will use a Cleveland), Northampton(INDY), Lamson(mahan),. 5 crusiers and 4 dds. Objective push the IJN force out of salvo island kills 3 dds. if anyone is interested in helping to make new events or suggestions feel free to join the workshop discord https://discord.gg/ygjyP2G TRAILER v
  19. Dai-Ichi Kantai is a Japanese line based Fleet. I created this group to create a community with a common interest in the Imperial Japanese Navy. We discuss historical events such as The Battle of Guadalcanal and the validity of Kamikaze attacks with many more topics. We're planning on joining the next season of clan battles when it drops. We're looking for folks that have an interest in the Japanese Navy or Japan in general. We have very minor requirements: You cannot be inactive for more than 10 days without saying something, otherwise we'll think you've dropped the game, you'll need to make an effort to grind up an IJN line, and we just ask that you're considerate towards other members of the fleet. Trash talk is fine but drama starting is not. We're a fleet not a frat house. If you have any questions about the fleet, contact me in game @Musashi_1940 or on discord at Musashi#1940. ~Edit: We play mostly on the NA server.
  20. WE will try this on this coming FRIDAY on June 1st 6/1/18 8:30-11:30PM US Eastern standard time , 7:30-10:30 PM US CENTRAL TIME, 6:30-9:30 PM US MOUNTAIN TIME, 5:30-7:30 PM US PACIFIC TIME , 10:30AM -1:30 PM in Sydney Australia 8:30 AM - 11:30 AM in Perth Australia. this will be in the training room labeled naval battle Guadalcanal part 1 chapter 6. search for training rooms by Outwardpanicjoe (Chapter 7) Naval Battle of Guadalcanal part 2 IJN force : 1 myoko 2 kongo (kirishima ) 1 atago 2 kuma or similar CL, 5 DDs tier 5-8 Asashio, Akatsuki, Shiratsuyu, Kagero, Akizuki, fubuki class. the kongo classes will lead the forces on each flank north flank is more ship heavy. Objective protects Battleship kirishima so you take out battleship South Dakota ( alabama) and take out Washington along with a one dd. USN force: the new battleships Washington and South Dakota, of Enterprise's support group, together with four destroyers, as TF 64 under Admiral Willis A. Lee to defend Guadalcanal and Henderson Field. For this scenario we are having 1 North Carolina restriction free , 1 Alabama but can only fight bow on and can only zoom to the min amount due to electrical difficulties, 1 enterprise but can only use its planes but can only have 2 reloads of strike aircraft after that they can only launch planes from then on because front elevator issues can use dive bombs against DDs and cruisers and enterprise main mission is to sink BB hiei . And 6 dds tier 7-9 Mahan, Benson/Gleaves, Fletcher 2 dd escort the enterprise and 4 dds escort the 2 Battleships. Fighting will be around north island volcano. Objective: destroy one battleship with NC and Alabama ,keep Alabama afloat, and one DD as a minimum to claim tactical victory . if anyone is interested in helping to make new events or suggestions feel free to join the workshop discord https://discord.gg/ygjyP2G
  21. Best Torp Botes

    Hey Guys, I'm a relatively new DD player and i like being a torpedo boat, so naturally i tried IJN, im up to the Isokaze, and its great, I love it. I really like the line but i hear from every single person that the IJN dds are shiz after the nerfs to torp stealth and the guns, and tell me that ijn dds in general are crap, They say that shima is worst T10 dd in the game, and now i dont know if i really want to play through the IJN line anymore. I honestly dont care about guns, (i don't know how to use them without being nuked ;) because i dont use them that often, so what would you guys say?. Also how effective is the akizuki line at knife fighting and how is the manuevrability and concealment on them??
  22. Yamato, An Historical Nerf

    Just found this snippet about Yamato and it's historical nerf.
  23. In the Asashio, i've got exactly 5 viable targets in this battle. And a few tricks up my sleeve. Allow me to hold H while also taking a screenshot, for those who aren't familiar with the ship attributes. Notice that the torps are long range, and 'Deepwater' ie, only useful on BBs and CV. The benefit here is that friendly teamkills are unheard of with this ship. Just point the torps downwind and you'll be fine. The distinct nature of these torps can be a giveaway; if they were already looking for the Asahi (likely), they will be guessing it's me launching the deepwater torps in groups of 4 while remaining invisible. I'm certain they can draw a straight line back to the launch point from this close range. An aircraft goes up. I've now got a target rich environment; a little too rich in fact. The opponent team actually performed like a TEAM and rushed both flanks with dd support and spotter planes, although in this picture i'm still unspotted. However, these experienced players will have deduced that i'm nearby from my torps, and if they haven't read our fleet comp already they'll figure out who they're dealing with quickly. I suspect this Bismarck captain knows the Asashio intimately from his highly competent responses. Or he's just frighteningly good. I had at least one torp hit on the Tirpitz, sadly it didn't sink but I had committed to putting a spread into each bb. Thankfully someone took out their CL. The Bismarck became my real issue; notice that I'd used the fast-reload (10s) button, fired my second volley and now i've got 47s and 1.16 to wait for torps. I did what I usually do in open water; hit s,s,s then t then e, e to park in smoke ... but I overshot a.k.a. s.n.a.f.u. so I had to back the truck up. While getting hammered. The Bismarck must come equipped with brass balls because he lined up on my smoke and started bearing down, which forced me into quick decisions. With the following consequences; I stayed in reverse, straightened up and this guy couldn't reload or spin his turrets fast enough to line me up, once past him I spun hard left to keep me in a tight circle around his slow traversing cannon. -my torps finally reloaded and I fired a tight spread at close range - he fired a full broadside at long last, it must have felt wonderful. If I survived this I just knew i'd be carrying little baby Bismarcks around inside - All of my torps hit him although a couple were surplus to requirements; results were predictable and as shown. Asashio Bismarck, Bismarck Asashio. She won't buff out. There's no flags for 4xTorps in the hull. Was the trade of destroyer for battleship worth it? It's easy to say yes, of course it was worth trading my HP pool for his much greater one. But, take a look at the numbers; we're now down to 1 dd while they have 3. It was an acceptable but not ideal result. The Asashio is just it's own thing; don't expect me to explain it as "It's just like this cruiser and that destroyer" because it isn't. The play style is tough but you can do things no-one else can do. I approach the battles with the following outline:- I'm there to kill the bbs. For 2 minutes i'll have no torps at the start of the game, and at the end when all the major ships are gone i'll be a gunship, shooting destroyers and evading cruisers. Start of game: hang back and let 'others' make contact. Battleships will emerge; ignore the other side of the map, and ignore requests for intelligence data, blinking grid squares and other signs that players expect me to be a normal and helpful destroyer. I can afford to fire some long range torps down channels at likely bb locations with low probability of hits, and there is no concern about friendly fire hits on dds and cruisers. Mid game: I am aiming to be close for launching torps at bbs, ideally there's a few in a group, and since few captains drive in a straight line for 15 minutes the truly long shots don't usually succeed. When a bb is engaged with other ships it's an excellent time for me to speed in, kill with torps, then hide and wait the 2 minutes for torps to reload. If a dd is engaged with someone else i'll happily engage them, the artillery is very decent for shooting a destroyer. Never sit still in smoke for more than about 25seconds, in any destroyer, at any time. The Asahi should be a dominant force in a Tier 6,7,8 match. Which it can't appear in. In a Tier 8,9,10 match i'm like the special needs kid in a wheelchair that they keep around for photo ops with an oversized team jersey, who can calculate Pi to 4000 places without conscious thought. As the Asashio is not able to appear in the lower ranked battles so I'm always up against top-tier opponents; they know all my tricks and how to avoid them. Waaaaaaah. Is the Asashio powerful? Of course it is, look at how the battleships have to respond to it. Would I buy it again? Hell No. Getting a kagero and buying a 12pt captain would result in a more variable, usable ship; but I would have had to do some serious grinding of IJN dds to get to that level. And it wouldn't be a premium ship. With 16km, 72knot torps. Put me down as co-dependent and passive-aggressive with this ship. Or maybe i'm not? Oh and one more thing!!!! The original torps, 67 knots for 20km (which is already a wierd mishmash): 124km/h / 20km is 9.41s, plus the 101s initial loading time ... your first torpedo hits at 20km would require basically an afk captain, or anyone driving predictably for 11m.42s. Unlikely? Pretty Unlikely. I had to salute the Bismarck; o7 for well played.
  24. This CV took my advice (stop launching planes) and we won on points. Any match where planes are around will be completely different for me as a dd player, but victory is still very achievable. Sometimes I like using torp view to watch my other torps blow a mother up. Note there are 3 volleys of torps are in the water which can be quite handy; fan out the first couple volleys then move and fire the 3rd volley side-on. The IJN Tier 4 has a couple of advantages; firstly it's small size, I sure have seen a lot of shells almost hit me. 2nd it's speed and manewbrability. Lastly and most importantly; the other players are simply hopefully not that experienced so you can get away with a lot of s*** that you can't in a higher tier match. Hunting the last CV at time of death.
  25. I seem to have plateaued with my dd play in the game (up to Tier VIII in the USN, IJN, and Pan Asian lines). I'm not having problems in Co-op play (see attached). Thing is that the Bots are predicable in their agreession, so you can plan for that. It's Random that I'm having problems with. I've watched the Ytube videos for the ships I'm playing, consulted the WIki information, and my captains skills for the three dds are the highest in their respective national groups (14-17 skills between the 3). I've gone into the training room and practiced my gun aiming and torp throwing, so that's not the problem. I have dialed down the aggression to last longer in the game (per the suggestion of many), but I end up fighting hard as my team gives up too many caps and we lose on points. If I'm aggressive at the start of the game, I spot a lot of the red team, but it seems to take my team forever to support me. I know that there has to be a balance here somewhere. Any suggestions to improve my gameplay would be much appreciated. Oh, and before you ask, yes I have played BBs and cruisers of the respective nations up to Tier V for the BBs and Tier VII for the cruisers. I enjoy playing the little ships more.
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