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Astrosaint

Tips on Saving Transylvania

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I believe the way to win 5 stars in the Tier 3 Halloween event is as follows:

You need to have DDs stay as healthy as possible because their torpedoes do the most damage to the Zikasas and Rasputin.  The armored cruisers work best to burn the Zikasas and Rasputin.  The BBs work best with AP taking out the catapults as well as speeding up the sinking of the Zikasas and Rasputin.  The Nassau from which the Halloween BB is based was nerfed a month or so back in terms of gun accuracy and it seems to show on the Zikasas.  It is not much of a problem with Rasputin and Catapults.  

Get the Transylvania moving ASAP using the closest ship (usually a BB).  Top off on health for all 3 ships but do not crowd the Trans. with too many ships.  Pick off the Catapults early with BB'  APs and Armored Cruisers with HE.  Keep the Zikasas out of secondary range when feasible. With the catapults out of action, only the secondaries of the Zikasas can damage the cargo ship.  Keep the Transylvania moving to portal.

As long as damage is minimized to less than 50% on Transylvania, you should succeed with 5 stars.  Happy sailing !

Astrosaint

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Additional things:

Try to cycle DD smoke on the trans, especially at the end or when there’s a bunch of catapults.

The easiest way to lose a star is for an enemy ship to tap the escort circle, usually at the end. This has the Transylvania stop, which loses a star.

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Clan up with comms if possible.

Focus ships in front of you.  Ships behind Transylvania usually are not a threat unless you stop which costs you a star anyways.

BBs focus catapults then ships.

CAs just focus DPM.

DDs get in front and lay smoke when Transylvania is going to run into a rough patch.  Ships approaching her DDs should focus torps on.

Do not let ships enter Transylvania's circle.

 

Edited by Destroyer_KuroshioKai
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For easy time to 5 star "Saving Transylvania"

Nº1 At the start DDs go around the "circle" and BBs with CLs enter the circle from the side.

Nº2  BBs stay in front of Transylvania and focus Catapults with AP. "Kill the Cats" before ships spawn.

Nº3 Ignore the ships that spawn behind.

Nº4 Cruisers just light as many fires and don't bother with AP unless you are less then 6 km from a Catapult and less then 3 km form ships that are giving you a "broad side"

Nº5 DDs lay smoke to cover the path of Transylvania. Especially towards the end before ♪♫ Ra-Ra-Rasputin ♪♫ spawns.( plays Bonny M.)

Nº6 Towards the end Zikasas that spawn to port side are priority, along with the one named "England".

Nº7 If you are in a DD, don't be the nearest target to Rasputin, he has a tendency to one-shot those.

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Dont get too many ships in the circle, the Transylvania moves faster with more ships and if you are going too fast it might be hard to kill everything before they enter the circle and stop the Transylvania. 

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27 minutes ago, 1nv4d3rZ1m said:

Dont get too many ships in the circle, the Transylvania moves faster with more ships and if you are going too fast it might be hard to kill everything before they enter the circle and stop the Transylvania. 

This is the thing to remember, and which I forgot because I'd never played it before this year and the last time I watched a gameplay vid on it was a while ago. You need friendly ships in the circle for the Transylvania to even move. 

The thing about the destroyer is that you need to be familiar with the path the Transylvania takes in order to lay the smoke properly. And it can be hard to keep her smoked up if there is only one DD.

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1 ship with Transylvania at all times to keep her moving.

You don't want too many teammates in Transylvania's circle because she speeds up, and that means she ends up charging headlong into the new spawns early and likely taking damage.

Ignore the ships way behind the Transylvania convoy out west.

BBs push out and be ahead of Transylvania.

BBs focus on Catapults.

BBs ram Rasputin for massive damage.  If you got any to spare, slot the ramming signal flag for even better results.

BBs:  Position so that you can fire one side of guns, then fire the other side's guns at another target.

Cruisers switch and burn, DPM targets.  The closer the threat to Transylvania, the more critical the target.

Prevent any ships entering Transylvania's circle.  The moment they do that, you lose on your chance for 5 stars.

DDs got a lot of leeway to do whatever they want in the first half.  But around the 60% of the way, there's lots of close range spawns.  The DD is the best able to sail right up to these targets and pile lots of instant damage with torpedoes.  Floods also slow down ships, so your team has more time to kill the ship before it enters Transylvania's circle.  Your torpedoes are the highest pure spike damage of all the ships.  The closer the threat is to Transylvania, the higher priority it is.

DDs:  In the last 1/3 of the match, one trick to learn is when to drop smoke to conceal Transylvania when there's often tons of spawns in the area.

DDs:  Drop torpedoes into Rasputin.  Not just for the damage, but the Flood effects:  A damage DOT as well as slowing her down.

DDs:  When making torpedo runs on Rasputin, be very careful as she is quit capable of 1-shotting you from very high HP.  Smoke up if you are doing a close range drop for guaranteed hits, otherwise settle for long range drops that will often miss.

DDs:  You got the speed and mobility to dart out, spot, torpedo things, and if damaged, go back and heal up, then go out again.  This isn't like most DDs outside these Halloween Ops that lack Repair Party or a means to repair themselves.

 

Do this and Transylvania will be an easy op and she'll reach the end with Full HP.

 

Some quick thoughts on Builds as it's all very simple:

- Upgrades aren't really needed, save your credits.  It's not like the selection for these Tier III ships are great anyways.

- Secondary Spec on the BBs is a very valid choice.  EM & AR will be very convenient.  Sample BB Build for the Op:  PM / EM & AR / a combo of 2 of the 3 this tier: BOS, BFT, SI / FP and AFT.  Your secondaries will be good to go and your BB will have staying power.  Your guns will respond more quickly to direction changes.

- Concealment Expert is a non-factor for all the boats.

- Manual Secondaries for the BBs isn't important.

- Cruisers on paper seem to have a nice amount of Secondary guns, but even with AFT, the range is pathetic.  IMO, just spec for Survival.  The threat of fire from the enemy bots is actually dangerous for the Cruisers, so adopting a Survival Build like a BB is more useful than short range secondaries that never get used by the Cruisers.

- SI is nice to have for the luxury of an extra heal and the propensity to use them more.  For the DD which often finds itself ahead, the extra heal and smoke is very convenient and reassuring.

- Smoke Screen Expert for the DD is valid as it makes the smoke drop larger.  Nice for dropping smoke for Transylvania.

 

Edited by HazeGrayUnderway

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I use HE from Igor on the catapults.  Why?  In my first attempt I got 16 AP hits for 1500 damage.  And 16 HE hits for 15,000 damage.  But BBs can effectively one-shot them so focus on ships.

BTW, IFHE on Igor is a waste of points as 152 mm HE can penetrate Zikasa without it.  DE is also questionable since the fire chance is already pretty high.

 

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