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Found 9 results

  1. RockstarScotty

    New Player Advice Requested!

    Hey everyone, RockstarScotty here with a bunch of questions and some observations. First off, I have played around 250+ battles, the majority of which have been with T1 Cruisers. My ship of choice there is 'Blackswan'. I have managed to become at least a competent player in that format, but still make bad mistakes from time to time. I moved up to the 'Weymouth' but have not mastered how to battle with her. Next, I have the 'Caladon' which I find perplexing. With a 12 point Captain, she is deadly accurate, but can go from full health to sunk from just a single enemy salvo! That's hard to swallow! Next, I have the 'T-61' DD, which is a fun little ship, but I am trying to learn how to fight with a destroyer. BTW, I had a frustrating thing happen today: I was fighting an enemy DD from 5k with my T-61, I has down to my last hit points and launched a spread of torps at my adversary just as I blew up. Several seconds after I was dispatched to 'viewer mode' an allied CA appears in the distance in line with my spread. I immediately alerted my ally in harms way to be mindful of my torps. Unfortunately, 1 hit and now I have a 3 game 'pink skirt'. Now, I get it that I fired and it's on me, but how can I be aware of a ship that wasn't even on my map! When I fired, I made sure I was shooting away from any allies and my torps, if they missed, would be traveling away from the general battle. I had no idea a friendly was in that area. If I had, I would never had fired! Now, concerning my friend whom I inadvertently damaged, he was very understanding and said "No problem, craphappens!", but then the game isn't and now I have to be very careful for 3 games - which really shouldn't be a problem, but if 'crapdoes happen' then I am screwed! So, I need to understand: 1) How do I aim & fire torps better? (The tutorials I have found don't seem to help) I will NOT use them again until I can be confident that I will not hit a 'friendly'! 2) How can I protect against a friendly that wasn't even on my map? I will not use torps again until I get this cleared up! Back to my stable of ships: Next ship: 'Atago' - this is my favorite, great combination of speed and firepower. Still learning her, but I have done okay with her. I did have 1 other friendly torp incident, and I thought I had learned from that until today..... BB 'Oktyabrskaya Revoutsiya' - Lots of firepower, but can't get out of it's own way. My first battle, I took 4 torp hits from an airplane before I even sighted the enemy! Thinking of selling her, but everyone seems to like this ship for some reason. How do you play her??? BB 'KII' - this lumbering beast is tough to handle and I will leave her at port for a while. Even with a 10 point Captain, she turns so slow that she literally eats torps! BB 'Tirpitz' - Better than KII, she has speed and better maneuverability. Still learning to play BB's. Sorry for the long post, but I really enjoy this game and want to improve my play! Thanks in advance for your help!
  2. 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.
  3. Sometimes you will find yourself in a situation where the enemy simply outnumbers you and you are defending an area of the map with little support from your team. Kiting is designed to counter this by playing to the strengths and weaknesses found in certain ships. What is Kiting? Kiting is a tactic that is designed to maximize survivability and distract the enemy from pursuing objectives when you are heavily outnumbered. When under enemy fire, you break off from the defense of a point and intentionally move into an area that is strategically unimportant, such as open water. You do not stealth up, and you gain as much distance as possible while still being able to angle and fire your guns effectively. You keep firing at the enemy, and force them to contend with you with the hopes they will slow down, pursue you instead, or break off their attack entirely. This tactic forces your enemies to contend with you even though killing you is in-ideal, and has very low yield for the enemy. It also distracts enemy players from capturing objectives or harming allies. It also has the potential of creating crossfire between you and your allies. This is ideal when you are outmatched on a single flank, and the enemy has a sizable force closing in on a capture point. Do not use this tactic when you have the numerical advantage, or your ship is still fairly healthy. Which warship is able to use this tactic the best? Most larger ships can use this tactic, including certain cruisers and battleships. Ideally, the best choice to implement tactic are ships with poor concealment that cannot hide from the enemy. The ship should have fairly good protection coupled with good speed. Fast battleships and heavy cruisers are ideal for this task, but it is not always limited to them. Implementation In this example, we will use a Fast Battleship that is outnumbered by multiple enemies trying to defend one of three capture points. The enemy consists of a Battleship, a cruiser, and a single destroyer. No allies are nearby. Step one, Understand when you should start Kiting Use the following clues to start kitting: 1) Your ship is nearing 50% health. 2) The enemy vastly outnumbers you and they are closing in fast. 3) your allies have all died on the flank from focus fire. The enemy is starting to focus on you instead. Step two, plan your turn Plan your turn. if you are not careful, the enemy could punish your broadside, causing you to lose more health than what is necessary. Step three, commit to your turn. Do not relent on the rudder, you have a small window of opportunity after a battleship's guns have fired. There could also be torpedoes in the water you have not spotted headed for your position. Step four, Break away You are now likely safe from being punished by the enemy bb's large guns. Start moving away from the objective. Put on some speed as you need the range to help keep yourself alive while under-fire from multiple ships. Step five, Distract, Distract, DISTRACT This is what gives Kiting its name! Keep your guns firing, fire them as soon as possible and as fast as possible. You now have more range. This gives you time to fire the main guns while simultaneously allowing you to angle again if enemy shells are in the air headed for your position. Unless you are perilously low on health, do not go into stealth; stay spotted and within view of the enemy. Force the enemy to deal with you. Step six, know when to stop Kiting Understand that kiting for too long can also have unintended consequences. Stop kiting if the following happens: 1) If the enemy switches fire to another player, turn in and assume an aggressive stance until you can draw their fire again. 2) If there is an escape route and you are dangerously low on Hp, if at all possible, conceal your ship by ceasing fire, or hiding behind any cover nearby. 3) The enemy stops firing at you because you are too far away, turn in and assume an aggressive stance until they start firing at you again. 4) When your team has the upper hand on the flank, perhaps the enemy encountered crossfire, or multiple enemies were destroyed, stop kiting. Thanks for taking the time to read this guide! If you wish to see more posts like this one documenting other tactics by the playerbase, give me a shout-out, or leave a bucket of Mackerel in your local bay!
  4. Any thoughts on clan building strategies? https://worldofwarships.com/en/news/development/update-079-royal-navy/ There are new buildings in clan base, and it seems clans will have oil refunded, so we can build structures from scratch (except for Headquarters, if previously build). Which resources are more valuable, for new and veteran players? Coal, steel, free xp, regular xp, commander xp, credit discount in buying ships, discount in service, clan size? Any ideas to give a clan leader that started the game in july/2018?
  5. Ok, so I'm one month in, currently on a Leander cruiser (V). Spent a lot of battles getting sunk, then observing the rest of the play. Hoping to upgrade to a Fiji soon. So I'm noticing (please comment because I need your input): 1. Never go up the middle if you are a DD or Cruiser. Danger from three sides usually awaits there. Moving around the left or the right flank usually ends up better. 2. I never can tell if my Spotter plane helps spot enemy forces. And why does it fly around my ship for :30 before getting out front? 3. Some groups never chat, not one word or Wilco during the entire battle. 4. I get the impression that most people, when they get sunk exit the game and switch to a new ship to get back into a battle soonest? I tend to stay around and watch the action. 5. They need a "just wipe out the enemy carrier" button when it's the last vessel. Would save everyone a lot of time! Thanks for reading!
  6. ExplodingPeach

    Clan Battles Season 3 Review

    Ladies and Gentlemen, Boys and Girls, welcome to ExplodingPeach's Clan Battles Season 3 Review Since I have yet to see someone post a review of the clan battles season, I have decided to do it myself. This is going to be a review of the lower side of Clan Battles, as a caller for an entry level clan, we did not make it past Storm league. Future season reviews will provide higher league insight. First, I will introduce myself, I am a veteran Wargaming player having spent the largest amount of my time in World of Tanks. As tanks began to bore me I turned to warships and found that my expertise as a tank commander has given me the skills to become a proficient Captain. Unfortunately, I cannot boast the stats of a superunicum player, but I am proficient. While my experience playing warships has been over many years, I have less battles than expected so it will be up to you if you want to trust my teachings. The community I am a member of is STW, specifically their Dead Sea Fleet as I was a recruit and refining my calling process. Many members in STW-D had tier 10 ships, however it was not uncommon for rental ships to be used. My opinion on rentals: unless you’re very good at that ship they’re a massive waste, a few kilometers of concealment makes a difference in competitive play. So, avoiding rentals was always my first move. Before I go into which line ups you should be using, the strategy that you want to use is important. The easiest way to win is to take two caps and defend them from a distance. This allows you to earn points while being a hard target to sink in the process. Everyone knows this, and all maps have a home cap and a contest cap, so how do you beat an enemy who’s probably doing the same thing you are? Well first it’s all about scouting, if you know where their ships are, you can put yourself in the best possible positions to vanquish your enemies. Destroyers are the most important ship in the game, they cap for you, spot for you, kill other destroyers, and if they’re good, some torpedo hits. The longer they’re alive, the better chance you have at winning, so don’t always try to get cap circles early and over expose your destroyers. The best thing you can do at the beginning of the battle is to find a destroyer and kill them. Early DD kills critically wound any team. My favorite and most successful way of killing destroyers was catching them in the cap circle with radar. I’d always put at least one cruiser within radar range, and other cruisers in a position to shoot the DD. Either he is going to run, and you can have your DD take the cap circle behind him, or you’re going to kill him. So, my fellow destroyer players out there…make sure you know where the radar is before capping, otherwise you’re in for a world of pain. After taking cap circles or preventing the enemy from taking the cap circle, find open ocean to give your team vision. Spot as many ships as you can without being spotted. You can’t shoot what you can’t see. Battleship: Two things a good battleship player should do; take hits and deal hits. You want him in a position that gives him the ability to dish out pain when there is an opportunity but also enough protection that he isn’t getting torpedoed to death, I found that as a caller I had lots of success with my battleship going bow in to the enemy BB and near the cruisers to help screen for torpedoes. There is not much complications when it comes to be a BB player when it comes to clan battles, picking a good position, stay with friends, and have good accuracy. The latter is probably one of the most important aspects, having a BB with terrible accuracy means less hits, less kills, and more pain for the rest of the team. Cruisers, my second favorite class of ships (sorry I just love playing DDs) are much more difficult to place as they depend on the type and how many you bring. The cruiser is the ship that is most flexible, boasting respectable DPM (damage per minute), concealment, armor, and maneuverability. Some cruisers are better at these than others. Hindenburg and Moskva are good ships for long range combat, while the Hindenburg is an excellent brawling ship, she excels at a distance. Both ships have good, accurate guns, that are effective at all ranges. Use them wisely, not pushing them too hard or sitting back and never brawling. Islands are helpful, but the high velocity of their guns make it difficult to use islands effectively. My advice is to initially keep them at a distance with your battleship, yet be prepared to push them went the opportunity presents itself. Use their good armor at range to your advantage. Note: Hindenburg pushes much better than Moskva The Americans; Des Moines, Salem, Worcester. Des Moines and Salem are better armored but even cruisers can citadel if you’re not angled well enough. Worcester is a Minotaur with HE and without smoke. Americans do their best when using islands to radar cap circles, fire over islands with their high arcs, and remain undetected. When spotted, they tend to melt quickly when focused. So, put your American captains in safe places where they can shoot over an island and they’ll have a happy battle. Henri IV: honestly, I hardly ever see this ship and if you just look at her statistics, it’s not surprising. The Henri is quick, decent armor, but has a terrible reload time, dispersion that is laughable, and a concealment rating that makes the thought of using this ship made me fall out of my chair. Higher fire chance than the Zao but without a fourth turret she’s useless. Zao: “meh” armor, very sneaky, fast and maneuverable, hard hitting torps, her reload is not great, fire chance is wonderful. A Zao’s biggest advantage is stealth, especially with a concealment module, the only ship that can out spot her is a Minotaur and destroyers. I’ve seen Zao’s have great games and bad games, largely because it requires a skilled player to know when it is the right time to fire the guns. This ship gives me mixed feelings; some games a Zao is an easy kill, others she’s the scariest ship on the map. Minotaur: a floating citadel, a cruiser will sometimes pen the citadel of this ship when its bow on. It is one of the easiest kills in the game, if you don’t let her stealth up. British ships have super heals, combined with the +20% flag it is like printing a new ship. Very few captains are successful in this ship at lower levels of clan battles but if you’ve got big enough balls you’ll want her just outside of radar range or behind an island firing that ridiculous DPM. Recap: Hindy and Moskva are your tanks and long range damage dealers. Americans are your radar and close range DPM who like to stay hidden. Henri and Mino are bad ideas at lower levels, Zao is a ship of opportunity and stealth. Use these ideas and if you don’t broadside a battleship you’ll survive longer. Next, what line up gives your team the best chance to win? I will go over multiple line ups that I used and saw win games and explain their strengths and weaknesses. PB&J Line-Up 1. Gearing 2. Gearing 3. Hindenburg 4. Hindenburg 5. Des Moines 6. Des Moines 7. Montana Gearings are not the stealthiest, but they’re the best overall DD in the game. The Yue Yang is comparable and in many cases, can be used effectively, but the gearing gets more HP, better accuracy, and longer smoke. The torpedoes are good enough to make someone hesitate, and can/will beat any other destroyer providing you don’t get close to a Khabarovsk. Again, I cannot iterate enough, your DD players should be the best you can get, the ship can help you, but skill almost always wins DD fights. Hindenburg is a hard ship to kill, her versatility and survivability make her one of my favorites and most teams have at least one. I prefer two so that if I want to kite a part of the map and slow down the enemy, the Hindenburg is the best for the job and having two give me flexibility. Des Memes are important because of radar and their ridiculous DPM. While one could be substituted for another American or a camping Moskva I prefer two DMs in this comp. Stealth Line-up 1. Yue Yang (or gearing) 2. Yue Yang (or gearing) 3. Hindenburg 4. Zao 5. Des Moines (Worcester) 6. Des Moines 7. Montana Not a strategy I got to use much since we did not have a lot of players with the flexibility, but very effective in the hands of a competent Zao captain. The idea is to take two caps, and use your vision advantage that the two DDs and Zao give you for long range shooting, the DMs for radar and close-range prevention. You don’t have to take two cap circles right away, but at the very least make sure the reds don’t take it or have it for very long. This line up requires more skill, but creates the ability to constantly spot your enemies while actively trying to conceal yourself. The Worcester can be substituted, but only in the hands of a good player. The Worcester is a devastating ship at closer ranges but easy to kill so make sure you have a player that knows how to use islands and disappear. It’s Shima Time 1. Gearing (or YY) 2. Shima 3. Hindenburg 4. Hindenburg 5. Des Moines (or Moskva) 6. Des Moines 7. Montana This was a strategy that was used often largely due to ship availability. This only works with a Shima player who knows how to spot and survive. What would happen a lot is the shima and Hindy would take the offside cap and the Hindy would kite away to defend. The shima must live to spot targets for the Hindy otherwise this strategy is a waste. If the rest of your team can take or contest the other cap circle, the tough armor and good guns of the Hindy, the torps and concealment of the Shima will hold your cap circle from the offside push. NOTE: make sure your shima has concealment and radio location so he knows where the closest ship is, this makes survival much easier on a shima. Other Line-ups could work for your team, these are just the ones I noticed had a much smoother time winning games. A big thing I noticed was many teams took two destroyers, while in Season 2 I often took one, this season required the flexibility and vision of two destroyers. The only viable exception I could see is a Zao instead of a DD. If you have other suggestions feel free to add comments. Conclusion: No rentals – they’re just a bad idea Be Patient – take the easy cap, and contest the other, no need to push aggressively Kills are more important than cap circles Vision is how you win or lose games – pick good DD players that can stay alive Taking two caps is great, but survival is better Learn from your mistakes and continuously get better Leave a comment: what you do or don’t like about my review, things I missed, places to improve. I will be making reviews for future seasons and would love to improve and provide better information and insight to clan battles. Special thanks to my clan STW-D and the Sun Tzu Warriors community for giving me the opportunity to learn and teach during the clan battles season. Thanks, -ExplodingPeach
  7. 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.
  8. IronShibby

    Haida offensive build

    I bought the Haida recently; played a few games and; I suck. The current captains skills layout was taken directly from the littlewhitemouse review, and I couldn't make it work. I have now gone with an offensive build instead: Firstly I am not getting torp hits, not at close range in caps as destroyers move; and nothing at all at 6-8km's. I can lose the range in favour of getting some hits. So the first new item is TA. It would be nice to have the faster reload, but there still won't be a high number of torps spewing from the deck tubes even if I installed TAE. And the guns are anemic; they aren't getting kills on dd's in a short time and don't have any noteworthy effect on cruisers and battleships. Being a destroyer, I really wanted Last stand but i'm just going to have to be careful. Also concealment expert is notably absent; however in a Tier8 matchup your only worthwhile concealment is an island. Once I start shooting, i'm going to be seen. CE will come with the next 4 points, eventually, but this vessel needs to be close to get kills; RedTeam® know i'm there either because i'm firing, or because of radar/hydro which should be considered ubiquitous for simplicity sake. The upcoming and desirable skills are LS, CE, and SE but I will have to earn those. The smoke will allow me to exit engagements but it's not magic; with a small area of smoke there are various ships willing to spam the smoke ring and get the occasional hit ... bad news for me doing 1/4 speed. Then radar anyway. Yes I get hunted in this ship. Therefore I want to kill destroyers quickly, therefore BFT and IFHE (German dd's made me a spoilt brat for firepower). Quick kills so I can leave; it's got to be kills or it's a pointless exercise. Taking 99% of the hp of someone is not an achievement that helps the team. Expert Marksman cos I want to have shots down-range first. Let the fun begin.
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