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Ochosinko

Station Newport Defense

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You want to go meet them a little bit but dont get too far from the perimeter because you will want to pull back to fight the next wave and so on. I find I do best in a Ryujo on that map so I can influence it the most for a win and save the Lexingon that comes in.

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Yeah, you need to start engaging the enemy a decent distance from the harbor perimeter if you're going to prevent any of the bot ships from passing the perimeter, which IIRC is one of the victory conditions.  But don't get too far from the harbor either.

Also, it doesn't hurt to fall back and get your ship repaired if you're badly hurt.  But at the same time, you can't have too many ships looking for repairs because you'll end up with not enough ships left at the front.

Also, try not to get too far from the center of the perimeter line, because if you get too far to the left, bots on the right side may be out of your gun range, or at least out of really effective gun range, and visa versa.  This is probably particularly true for any BBs you have.

Arguably, it may not be a terrible idea to have one DD working outside the perimeter, trying to spot the enemy, because if the enemy bots end up in a position where they're not spotted and thus not seen, you lose valuable time to shoot at them and sink them.  At the same time, that spotting DD has to be really careful not to get himself cornered and overwhelmed.  His ability to spot the enemy may be more important than any minor damage he may do with guns.

Anyways, good luck.

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If your gun range permits, stay in cover.

 

Carriers should be parked with one of the repair ships (or the center battery for the bold)

Battleships should be tanking damage next to the batteries.

Cruisers do best from just behind the battleships (but close enough to make their smoke/hydro/defensive fire useful)

DDs can be outside the perimeter, but they must be mindful of being detected. Gunboats might do better smoking the BBs and staying in that range.

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Composition: The ideal is 1 carrier, 1-2 battleships, and the rest cruisers. If you must bring a DD, try to bring an American one. Smoke is really the only asset destroyers bring to the table that a cruiser doesn't do better (since bots are super good at dodging torpedoes), but it's quite valuable due to the AI's tendency to focus down players one at a time.

First half: The team should extend slightly to prod at the initial waves but then kite them back to the outer perimeter. This way, the fleet will be ready to move to the other waves as they come in. Try to take as little damage as possible here, as retreating to heal will leave you in a bad spot for the final wave. If you're smoking for the team, try to use as few charges as possible.

Second half; Save the allied carrier as soon as possible. Move as a single fleet or two battle groups focusing down the lighter escorts around the outer edges until just the battleships remain. It's okay to heal, since the enemy ships will still be in range. Smoke is at its strongest here.

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Watch it on YouTube and see what others are doing.

 

There's one on PanzerKnacker where a guy did insane dmg and 5 star. Think it was non division too.

 

Its from when it first came out

Edited by Wulfgarn
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Thanks for the advice all.  Very interesting indeed.  Last 3 in a CLE and NURN (19pt Cap ea) and Farragut (12pt Cap) we defended 1st wave, attacked the second and beat it back to 1st aid and defended the last waves.  All wins.  It sometimes pays to be aggressive but one has to pick their spot.  The repair ship islands are nice redoubts, with the NURN, I healed from 843HP back to full and still sink a couple of the last wave.

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