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hangglide42

WOWS Enjoyment - Cap Strategies & Lemming Trains

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hangglide42    275

Hi All!  Hangglide42 here again with a quick (relatively) note this time of a couple of responses I've posted to questions posed around Cap Strategies and Lemming Trains (Lanchesters Law post). Many new players are not fully familiar with the strategy involved with the goals of taking and holding a cap.

The summary below is designed to illustrate the key strategies, responsibilities and goals so you can be more successful at following thru on what your teammates mean and expect when you see the initial "A/B?..Affirmative!..." in chat.

 

Cap Strategies Goals/Strengths/Weaknesses/Responsibilities

Both the A/B - B/C or A/C strategies can work, but their success or failure will be entirely dependent on how well your team understands the strategic advantages and their responsibilities if they choose that strategy (and how to respond properly depending on what the enemy team does on their own end).  In chat, you often see the strategy choice, but whether your teammates know what needs to be done if you choose the particular strategy is usually the success or fail determiner.

Specifically, the strategic strengths, responsibilities and weaknesses of each strategy are:

 

A/B or B/C (End-Cap/Middle Cap Strategy)

It implicitly keeps your forces more concentrated and allows for better supporting fire.  This is why many are are religious that one of these strategies is the best - without any other direction, at least the ships are closer together so MAYBE there's a better chance of supporting fire if enough of your teammates are aware of this.

What many player's don't realize is that your strategic goal is actually "easy cap A, defensive line at B" or "easy cap C, defensive line at B".  As such, if the enemy is giving you the end cap, let a lone DD cap the free endcap, all other ships should be headed immediately to B as soon as this is realized.  Otherwise, what you do is cede the enemy a 12 ship to 6 ship (or comparable advantage) at B-cap.  This will allow them to steamroll B-cap and you'll be on the defensive. 

All too often, you'll see half your team going to the end-cap to no purpose when it's uncontested or lightly contested taking themselves out of the real strategic fight.  They will have no urgency at pushing back into B to help your team.

 

If the enemy is also heavily focused on pushing the same end-cap

You have 2 choices - if your team is up to it and comparable in strength, you can fight it out at the end cap, but, some of your ships should prioritize capping B and the other end cap ASAP.  If almost all the enemy is at the same cap, you should have a relatively easy time capping the other two and get a quick 2:1 cap advantage while the heavier fight occurs.

If the enemy is just overwhelming at the original end-cap - your ships originally headed to the end-cap need to start maneuvering to defensively fallback and take B & the other end-cap.  Your strategy needs to shift in unision to the opposite end-cap strategy to gain the best effect.

 

A/C (Split-Cap Strategy)

This strength of this strategy is "opening 2 flanks on the enemy".  It has the implicit downside of splitting your forces putting more pressure on your teams to understand the details of the strategy and the contingencies when reacting to your enemy's movements for this to succeed.  Because of this additional dependence on how well players understand and execute this, it is a relatively "riskier" strategy since it halves your force strength by design.

The key goal of this strategy is to try to win at least one of the end-cap fights as quickly as possible. When this happens, that part of your team needs to push into the central cap as quickly as possible to open a 2nd free-fire flank on the enemy team to relieve pressure on the other end-cap team.  When team's don't follow-thru on their responsibilities to help the team on the opposite flank, this strategy gives the enemy team a 2:1 advantage on one of the flanks (usually) leading to the loss.

Remember, if the enemy is attacking one of your end-cap teams from the middle cap, their guns will be pointed away from your other end-cap teams allowing you to close or pour safe fire in from closer from the flanking position.  If the enemy maneuvers out of B to double down on your other end-cap team - your end-cap team needs to move into the vacuum created & take B ASAP (which also keeps you in range to continue flanking fire on the enemy).

 

One Cap Rules them All (1 End-Cap Only Strategy)

Some teams will chose A or C - essentially an end-cap only strategy.  This has the advantage of concentrating all your friendly fleet and steamrolling one cap.   It's essential for this strategy that as soon as that cap is clearly going to be captured, the team maneuver to take B.  If done right, the idea is to get a 11-6 ship advantage on the middle cap while the enemy still split at the other end-cap to recover the 2:1 cap advantage, then everyone defends at the B line.

Often the teams in the One-Cap strategy lounge at the capped Cap giving the enemy time to get a 2:1 cap advantage and defend at B - this is when this strategy often fails.

When any of these 3 strategies, fail, it's usually because once the original cap movement was executed, the understanding of what had to be done with each strategy and how to respond to enemy actions were not well executed.

 

Lemming Trains (Lanchesters Law and the Good, the Bad & the Ugly)

Lemming Trains seem most common on maps such as 2 Brothers or sometimes Haven (i.e. 4-cap maps).

The effect of a Lemming Train is that it has started a cap race and your team must exploit its numbers advantage as soon as possible or it's failed and they must consider falling back to defend.   Note: A Lemming Train differs from a Push in that ALL the ships (practically) go w/ a Lemming train without regard to flanking defense - whereas the portion of remaining ships that have defeated a flank, push (technically, a Lemming Train is a Push, but a very risky one).

Lemming trains need to steamroll to be successful since you've left your rear flank undefended and easy pickings for the enemy.  Thus, you must advance faster than they can or you'll lose - you can't delay at all.  If a couple of enemy have stalled the train, the team has to seriously consider falling back to defend.  Applying the Law to this tactic - is the equivalent to handing the enemy a huge advantage w/o a fight (your undefended or sparsely defended rear).  If the enemy delays the Lemming Train at all, you've lost the math in the equation and are facing an enemy in your Cap (Standard Battle) or a 1:2 or 1:3 Cap deficit (Domination).  If you are playing Domination mode and every one went to 1 cap (in a 3-cap game), it's essential that your team push to the next cap ASAP since you've already conceded a 1:2 cap deficit to the enemy team.

When your team lemming trains, if you are one of the couple of brave ships trying to protect your rear, your job is to generally stay alive and harass/delay as long as possible.  This usually includes kiting strategies (defensively retreating while shooting at enemy) and preparations for cap resets/defense (i.e. trying to stay at shot-dodgeable range while still being able to hit enemy ships trying to take your cap).  Believe it or not, if you can accomplish this goal successfully, WG does reward you w/ significant XP for doing this.

 

Other Cap Battle Considerations

When contesting caps in a 4-cap map, you will often find that one of the caps is more isolated than the other (e.g. A cap which is physically farther away from the central map due to and island channel separating A & B cap or D-cap which has a huge island w/ a narrow channel thru it).  If you choose to go for these caps early in the game, be aware of the following pitfalls:

 

- BBs - You're often slower and going for an end-cap takes your guns away from inflicting more potential damage on the enemy.  Lanchesters Law states why this is usually really bad.  If you are centrally located supporting B/C caps, you'll notice that your gun range circles encompass a large portion of the central portion of the map. If you go to A or D - not only do you take your guns out of the fight for a very long time, you can only hit whatever is trying to contest 1 cap due to range   limitations and terrain line-of-sight blockages.  If you locate  more centrally around B/C, you have a lot of gun range shooting possibilities and anything trying to contest these caps are close enough for you to relocate quickly to support with your gunfire.

Also, an enemy who is experienced will take one of the middle caps 1st, then defend and push out to the next middle cap from there.  This minimizes ship expenditure (i.e. once a central cap is blocked out, a low health ship or DD can easily cap the end cap) and the bulk of the enemy force can engage to take the next cap.  If you voluntarily send a bulk of your force to support an end-cap, you run the risk of getting trapped there with at least a 1:2 cap deficit and having to fight your way back to contest the other middle cap.  Moreover, since the end caps are either slightly farther away (A-Cap) or physically separated by an island that requires either a long sail or travel thru a narrow choke-point (D-Cap, you run a high risk that the 1:2 cap deficit will grow to a 1:3 cap deficit as your ships get picked off.

 

- All Ships (but particulary heavier firepower ships) -  If you are sailing to support an end-cap and  see that your DD will get an uncontested capture, your guns are not needed at the A or C cap at all.  Your team strategy should then immediately shift to the next Cap over.  Too often, you'll see players continue to sail to an already captured cap and take their guns away needlessly from where the real battle needs to happen.  This is usually a recipe for a loss.

Also, if your DDs have successfully captured the middle Cap, this gives your team a large advantage so try to defend this cap if at all possible.   You'll find in many games, this aspect is not considered so a middle cap that has been won, is thrown away from lack of defense by too many ships sailing to capture the end-cap when not all ships are needed there.   Remember, it is easier to continuously reset a enemy capture attempt of an already won cap than to retake a cap that you throw away.

Newer players should also be aware of base defense strategies  - any hit on an enemy ship will "reset" the capture counter proportional to that ship's time in the cap.  Thus your goal is to periodically hit every enemy ship trying to retake your won cap (i.e. base defense) within the cap timer limit, keeping them from ever capturing the base.  You can do this even if outnumbered since you can fire only as frequently as necessary to ensure 1-hit on every enemy ship.  In this way, one ship, for example can keep resetting the cap as needed if they sail defensively and select their fire opportunities carefully.  (Oh, and you get a pretty sizable chunk of XP doing this)

 

- Radar Cruisers - The Central B/C points usually contain a convenient radar cruiser location (on both sides of the spawn).  From this location, it is possible to light up any capping enemy DDs in either the B/C caps for your team within range of your radar.  If you are playing a Radar Cruiser (e.g. Belfast, Baltimore, Chappy - B-hull version) keep this in mind to help your team take out the enemy DDs.  This is usually true for end-cap strategies on 3-cap maps as well - there will usually be a convenient location w/ some island cover to allow you to do this.

 

Hopefully, this summarizes the some of the major goals, strategies and responsibilities you'll see in the Cap Battle game that is the foundation of Domination Mode in WOWS.  Good luck and many Caps in the future!

 

A complete list of Forum Articles in the links below can be found in WOWS Enjoyment - List of Forum Articles & Guides.

 

Edited by hangglide42
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StingRayOne    394

Good write up

1st of all 50% of players won't ever understand the usefulness of strategy because of WOWs events and rewards. Thy will dedicate their time to other endeavors.

The next 30% percent cannot read or understand English on the NA server , so no help there.

That leaves 20% of the players that might benefit.

of those 20% , half think they are a better player than you or me, or Lert, or Kombat Wombat or even Crispy Waffles.

This leaves 10% of which you will have to convince in 45 secs of typing why we should follow your plan.


 

I wish you luck and thanks for the good write up.

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Ace_04    839

Can we get this pinned?

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hangglide42    275

Good write up

1st of all 50% of players won't ever understand the usefulness of strategy because of WOWs events and rewards. Thy will dedicate their time to other endeavors.

The next 30% percent cannot read or understand English on the NA server , so no help there.

That leaves 20% of the players that might benefit.

of those 20% , half think they are a better player than you or me, or Lert, or Kombat Wombat or even Crispy Waffles.

This leaves 10% of which you will have to convince in 45 secs of typing why we should follow your plan.

 

 

I wish you luck and thanks for the good write up.

 

Lol!  Like your summary - I put the "suggested analysis" out there for player info to decide its merits (or not..:)).  I don't think it's my plan at all so it's out there to help new players...as far as in-game chat, I prefer "Affirm" as my usual response when the team chooses it's strategy...:)...(but this does reflect how I interpret the short cap decision discussion as my mission for the game!). Many successful battles to you!

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Wulfgarn    2,072

Very nice! :honoring:

 

I agree, this needs to be pinned.

Edited by Wulfgarn

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Morpheous    142

Great point on slow BBs.  It is sad to see a whole team go to one of the flanks and the slow BBs think they're on some kinda of racetrack, and follow the ships all the way to "C", THEN go, "oh its been capped for 2 minutes, maybe I should go to B".  I see this more than I would like, and usually if the team is all gung ho to go to a flank, I will tell slow BBs to go to B area.  Some say, " but I have no DD cover"...ooooh man, they don't realize the DD can get to C, cap it and be close to B before the BB makes 21 knots lol.

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clammboy    31

Excellent post I will have to read numerous times to fully comprend . I was just thinking there are aiming and build up videos and I've gotten a little better with all that but I really don't fully understand my role or strategy when it comes to caps and were to go . As I said thanks I will read a few more times before I play again because I need it . Just driving around aimlessly trying to sink things = potato !!!

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