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Found 33 results

  1. Ahoy dear Captains! Hereby I want to present you our small-but growing project "Help-Me". We are a small group of very experienced players from different high-competitve clans (for example: OM, OMNI, WGP2W, AONO, PARAZ) that want to share the experience we got. Everyone who asks a question shall get an answer. We use Discord as our platform to discuss. This is the invitation-link: https://discord.gg/c4vK9rM. I'd be happy to see you there! This project evolved from our quite successful German-speaking server, that was featured multiple times by Wargaming. And now we are sailing towards the english-speaking international seas! As the international part of Help-Me is still in the development phase, we are currently trying to gain new members (but also Tutors of other regions than EU)! What we offer: Competent support in any regards to WoWs Explanations for game mechanics Map tactics for competitive clans- and single-players. Advise for optimized captains-skills A collection of useful links, tools and pages Training-room practise, if wanted What comes up in the near Future: Public competitve-discussions with Fieldcommanders of very successful Hurricane-Leage clans Video guides Community events such as battle reenactments What we expect: The willingness to ask questions and to learn. Discord usage, since that is the way of our communications and coordination Please restrain from trolling! We are moderating mocking and shittalking very strinctly, since the most important part of learning - the question - has already be done and must be acknowledged. And with that: I am looking forward to seeing you there! Your Support-Me Team ( The German "Help-Me" Project, that was featured by WG: )
  2. I wanted to ask how do other people deal with North/ Northern Lights when you spawn on lines 7-10. Mostly focused on Battleship and Cruiser play styles, with a emphasis on when the enemy are being defensive. When I play DD I'm pretty happy I can contest the cap at C (if domination mode) or I can block an enemy push or work around the flanks to dislodge any camping opponents. However I always find it harder when playing a cruiser or battleship. I often find it all too easy for battleships to be drawn in the 9/10 line where as we all know their effectiveness is limited so I'm reluctant to push there unless the BBs on my team are at least reasonably fast, eg I think we all know the experience of watching by a Colorado slowly painfully plodding around on the outside. I'm not wanting to turn this into just another criticise bad teammates thread so I want to stick to how do you all approach this flank, especially assuming your not in a division and so you don't know what your teammates will do etc. Thank you all
  3. Hi All, Paul "tx141" Walsh here welcoming you to my little video thread! Being predominantly a USN/Russian Destroyer player above all else, and seeing how there is quite the preference for Japanese Destroyers; I thought I would start putting together videos highlighting gameplays focused around my favourite Destroyers, and the tactics I use to help teams push to victory. Of course, I do play other ships every so often! So I shall also put out the odd Cruiser/Battleship/Carrier video here and there! As for the frequency of my videos, I aim to upload a new video every second Sunday (personal circumstances permitting!). Latest video: Ibuki - First Impressions Thank you for taking the time to check me out, and I hope my work has been of use to you! See you on the fair seas. Paul :)
  4. ZealousStrategist

    Map tactics

    Hello and welcome to this topic I do not know if this topic was already discussed, but even if it was I believe it can't be bad to "refresh" it. The "goal" of this topic is to discuss, share and/or create tactics for the maps that exist currently in game. I would like to start this topic with a tool, that some may be familiar with: https://en.wowstactic.tk - tool for creating tactics on maps I hope that we could potentially even have tactic discussion sessions on this tool if possible. Using this tool we could also "create" scenarios which we can discuss here or elsewhere. The next thing I would like to point out are a few videos that I have found "helpful": https://www.youtube.com/playlist?list=PLslIWpE2CMxSj6Kf7EPZdSLHtQ4q0eNP6-- Now... I have a lot of possible scenarios I would like to discuss, but I would rather "hear" what you the 1 who read all this has to say, so please leave your thoughts/strategies in the comments.
  5. Hey everybody, During the month of September - October I'll be pretty much revamping every Captain's Academy episode I've ever made along with as much new information that applies to the game we love today. I will be updating this thread with all the latest videos as I'm done with them. So without much hesitating, here we go! Episode 37 - Skill Builds for BB and CV Episode 37 - Skill Builds for DD and CA Episode 36 - How to Carrier Episode 35 - How to Battleship Episode 34 - How to Cruiser Episode 33 - How to Torpedo Episode 32 - Captains and Captain Skills Episode 31 - How to Destroyer Episode 30 - AP or HE? Episode 29 - Damage Saturation or Why Did I Do 0 Damage Episode 28 - Overpenetration Mechanics & Penetration Mechanics II [Corrected] Episode 27 - Citadels, Armour and Penetration Mechanics Episode 26 - The Armour Viewer Episode 25 - Aiming & The Reticule Episode 23 - Fighter Strafing/Barrage Episode 21 - Manual Torpedo/Dive Bombing Episode 20 - Invisi-Fire/Stealth Fire Episode 19 - How to Aim??? Episode 18 - Training Rooms Episode 17 - Which Consumables? Episode 10 - Essential Controls
  6. Akula971

    How to make Jutland work?

    I just can't get this thing to work. I'm using an IFHE build, tried main guns and torpedo boost, not noticed much. I'm losing to Shima's in gunfights, Fletchers make mince meat of it. The only real success I've had is shooting down aircraft! It has a heal, but what is the point in a gunfight, that will see you reduced to a smoking wreck before you can activate it. Cap contesting is very dangerous, you don't have the speed to escape or get out of radar range. If you are having success and fun in it, please let me know your module choice, captain skills and tactics.
  7. After 15K games of WoT, I had come to understand the errors that I had made at the lower tiers. Example: (1) getting the intuition perk as one of the first perks. (That was very dumb.); (2) not knowing which skills my crew/commander should have depending on the type of tank. I just came over from WoT and have not begun play on WoW. What mistakes did you make in Wow that you would avoid if you were starting over?
  8. What about a fuel Managment ? imagine a game where ships have to keep an eye on their fuel Efficiency this could make matches so much more intense and tactical . how does it work ? Well pretty easy : everyone starts with a full tank . destroyer have the smalest tank and Battleships the biggest . you can/have to refill at the base . since Destroyer have the smallest tank we could get rid of those torpedo spamming Destroyers . they could go into the fight and shoot all their torpedos but than have to turn back to the base immediately to refill . Battleships dont really have to refill and can fight througout the whole match . Cruisers have to refill at least once in a match depents on how fast you are driving . faster= more fuel burned . you could safe some fuel and attack at the end while every one has to refill or slow down to make it to the end . you can run out of fuel if you didnt got fast enough back to refill . but you wont be dead . you can still fight but cant move anymore . ships could share fuel and give other teammates a little bit of fuel to get back to their base . what do you think about this idea ?
  9. Hi Everyone, Was kinda wondering what everyone's opinion was on this subject. I would definitely class myself as an average player... mostly only getting to play on the weekends. Leveling up ships can be a bit of a chore, especially now that I'm researching the Fiji. I started to play this mission with a few mates as it was a bit of a laugh, not particularly difficult and a good way to earn XP. (mostly in the CLEVELAND) I would get approx 4 kills and be middle of the table.... oh and die loads This all changed when I started using the LEANDER! Each time I played I moved to the same areas of the map and got, pretty much, the same result each time. This has helped me no end in researching the Fiji. Does anyone else have a go-to ship for this mission that gets the same results? I'd love to see those replays or screen shots. Many thanks in advance, Tr1ton.
  10. Baylor98

    The Amagi Wiggle

    I have finally learned the art of how to get the best out of the Amagi. It is fast, slim and has a lot of firepower facing aft. You get close-ish to the enemy, fire a couple of full broadsides then turn away and run. As you run, zig zag to evade enemy fire and the angle should allow you to use all 6 rear facing guns to keep scoring hits. Your speed, slender profile and aspect changes make you very hard to hit. Anyone else out there using the Amagi Wiggle?
  11. World of warships is, at heart, a tactical game of finite resources. Those finite resources are the ships' hit points. When they run out, the game is over. The equation is more subtle than that, however. Since a ship suffers no gradual loss of fighting power from losing hit points, but retains its full capabilities up to the point where the last hit point is gone, it is preferable that the team's loss of hit points should be distributed as evenly as possible, on a relative scale, among the various ships. It is far better to have all ships afloat but with half their hit points remaining, than to have half the ships left with full hit points. The abovesaid, in conjunction with the fact that damage to a ship doesn't carry over into the real world*, illustrates why it is not a good tactic to avoid damage to one's own ship at all costs. Unnecessary damage is bad, but damage taken so that an ally might survive and fight on, is generally good. In other words, deliberately sailing in harm's way - a quotation from naval history that is often made on this forum, by the way - is very often a winning tactic. Taking a bullet for your buddy is of course the most gainful when it enables both you and your team mate to fight on. But in some cases, you have to make a choice of which ship to save. The natural instinct, namely to stay in the game yourself, is hard to find fault with - but in a purely tactical sense, it might be wrong. For example, yesterday I was in my Scharnhorst, fighting a rather even battle with one carrier on each side. Then the enemy pushed, and at least five of their ships made a rush on our carrier. I decided that our one carrier was probably more useful to the team than my battleship, and I promptly charged the oncoming line. There was no way I would get out of there, but our carrier did - and this may have helped our team secure the win. (Incidentally giving me more experience points in the end, so I guess good deeds do not always go unrewarded?) Another example is that in a battle today, the enemy Minekaze started capping the A point before we got there, and sat in his smoke, hoping for the best. I came driving up in my Duguay-Trouin, and rather than just sailing to and fro and wait for the smoke to clear, I thought, the hell with it - so I activated my sonar and rushed the smoke. With sonar pinging I easily dodged his torpedoes, found the little bugger parked with his nose up against the cliff, and sunk him forthwith. Then I went down under a massive hail of heavy ordinance from at least half a dozen cruisers and battleships that had come sailing up to support their destroyer - but we won the cap, and killed one of their destroyers to boot. We lost the battle, but I think we might have won on points if the carriers had been a little more evasive in the endgame. You might argue that I would have been of more use afloat than sunk so early on, and I like to think that you'd be right - but my point is, mine was not a useless sacrifice. It served a purpose, by enabling my allies to take that capture point early on in the game. We all play this game, I believe, in order to have fun. And getting sunk earlier than you'd need to is certainly not "fun", as such - but in the right circumstances, it might serve a purpose in the game. Yes, you guessed it already - this is a post about game tactics and team play! I invite those of you who have had similar experiences to regale us with those, and maybe open a discussion on related game tactics and such! What do you think? *This statement should by rights be a generally accepted truth. And yet sadly, my observations of the Brotherhood of Borderhuggers would suggest otherwise.
  12. How do you actually de-select a manual secondary target? If no ship outside your secondary range is visible, thus selectable, monkeys for seamen keep firing with secondaries, thus revealing position in smoke. Making escaping the sticky situation hard. Edit: Disabling AA now disables also secondaries. Monkey seamen can be controlled, if your captain actually read the ships technical manual.
  13. Redcap375

    How to "Bama"

    Some advice if you please chaps Background When i finally decided to grind the US BB line long ago (and BB lines in general), I found myself stopping at the NC. This was the one BB that i wanted as lets be honest, she's lovely. At that time, i was a out and out Cruiser player and getting used to CV's and thought that this ship would be perfect for my "Support the fleet" play-style. Well, i found out that BB (at that time) arnt cruisers and just couldn't get the NC to work for me. 1) Got set on fire ALOT (invis fire and the like) 2) Long range sniping wasn't doing anything for me (this might have been my problem ) 3) Citadel at that time was high 4) long reload 5) Torp soup with the turning circle of the titanic I know some of the above have been fixed but i think the problem was just not being used to US BBs or even BBs in general at that time. I down right HATED the Colorado as it just seemed to eat every shell thrown at it and the rest was SOOOOOOOOOO SSSLLLLLOOOOOOWWW and boring. 2 years (ish) later Then I was introduced to the German BB line when it popped out of the ground. Suddenly i found my BB play style. Brawling, in your face, turtle back armour and secondary action. Ships like the Sharn is still my fav BB as lets be honest, its just a up-scaled cruiser so i immediately loved it. But when i'm in port and i see a gap that used to dock my NC, i think about what could have been. I wanted to make this lovely ship work but couldn't. I had a total of 52 Battles with a win rate of 54%. Present Too much of a good thing is bad so they say. Well, German BBs for all their easy-to-play style can get boring. I always had the NC in the back of my mind but always remembered that i didnt do well in it. Maybe i played it wrong? Maybe i didn't give it enough time? Maybe is just wasn't my play style? Like DDs for me (that line is, IMHO, is one of the hardest to play correctly) Then a stroke of luck happen 2 days ago...The Alabama The most i have ever got was something like 1 months premium, but this was the first ship i have ever won in a super container!! And i love it gents Its a bad [edited]NC that wants to brawl. What i think is different from the NC: 1) Its tanky! More than the NC was IMHO and i have had only ONE cit hit in 10 battles. 2) Its turning circle is a dream, which helps with the torps alot, much more than the NC did. 3) Its a small target and i seem to dodge alot more fire than i did in the NC I currently have a win rate of 60% in this thing after 10 battles and a Avg Damage of 80.0000. I want to to get better in this thing so i thought you chaps might have some tips for me? I love to brawl in this and i think it should be played in this way. Why else would you make it more tanky, thick torp belt and turn on a penn? Its guns are....Well, ok. The first 2-3 games i was getting used to the shell arch which wasn't too bad as ive had about 800+ game in the Cleveland. When they hit they HIT and cause a good amount of damage to anything. Cit a Yam yesterday no problem. The accuracy is hit and miss. I remember the NC being better accuracy wise but that was ages ago. Sometimes you land all your shells on a Neptune at 14.km and sometimes you miss a full broadside Hipper at 6.km (like yesterday!). Its aright and compared to the Bis and the like, its alot better. Captain skills (running Seven Segul) 1) Prevent maintenance (like to have aa and secondary working) 2) AR (always had it on the German ones and i think its an auto include) 3) BFT (More seconday range and more aa damage, yes please) 4) AFT (As above but with more range) I plan to have the remaining points on Man AA and Man Secondary. Well that's what i plan to do but there are so many others to choose from (Fire prevention, thanks RN BBs and CE) I love using secondary fire and they have always served me well in German Ships. I know people's opinions are split regarding them but with the extra penetration skill (will not be using this skill on the Alabama), they murdered cruisers and DDs and got me out of so much trouble. Plus the new RN BBs have 25 mm deck armour. What can pen that? Hell yeah, 150 mm secondary fire every what, 4 secs with perks!!! This i cant do with the Alamaba, but hey ho. Are the further 8 captain skill points worth putting it on Man AA and Man secondary? Be honest with me lads. I want to brawl with this ship and i think its how it should be played. A least closer than i was in the NC. Has anyone ran 7.4 km secondary with this? Even if its used to warn off or even kill, which it can (19 mm armour with the secondary 127 mm which can pen 22mm?), DDs that slip the net and cant wait for your 30 secs main gun reload? What's you experience with the fire chance? 5% isn't too bad when your spitting them out? As i'm currently missing the man aim skill, i dont know just how good/bad they can be. So, any tips and play styles that you have? Thanks
  14. Ahoi - es ist soweit! Mein Grind der japanischen Zerstörerlinie ist mit der Shimakaze, dem TX - Zerstörer, beendet. Ich habe dazu unwesentlich mehr als 1000 Gefechte benötigt. Und bedenkt man, dass in diesen Gefechten auch der BB-Grind bis zur Gneisenau und der anfängliche Grind der amerikanischen Zerstörer bis zur T22 steckt, darf ich mir schon mal auf die Schulter klopfen. ^^ Zukünftig möchte ich bezüglich WoWs meine bisherigen Erfahrungen an dieser Stelle mit euch teilen. Meine Tipps und Hinweise zum Umgang und zur Handhabung mit Zerstörern für ein erfolgreiches Teamplay ebenso, wie das autonome Agieren - wenn das eigene Team keine Lust auf ein Zusammenspiel im Gefecht zeigt, was gar nicht mal so selten vorkommt. Auf meinem Kanal gibt es bereits unzählige Videos zur Reihe Destroyer Tactics, allerdings bestehend aus immer einem gesamten Gefechtsverlauf, was für einzelne Tipps zu langatmig ist. Deshalb wird es neben vollständigen Gefechten nun auch Kurzvideos geben, die jeweils nur ein Thema mit mehreren Beispielen beinhalten, und die ich dann in diesem Thread poste. (Wer ganze Gefechtsverläufe oder LiveStreams sehen möchte, ist herzlich auf meinem Kanal willkommen) Für all das gilt natürlich: Es sind meine Sichtweisen, keine Weisheiten. Jeder soll seine Zerstörer so spielen, wie er es möchte und für richtig hält. Da ich die japanischen Zerstörer aber mit einer sehr erfolgreichen Winrate spiele, hat der Eine oder Andere vielleicht ein Interesse daran. Bis die Tage :)
  15. Hey guys, since the past few weeks (2-3 i think) I have had a significant increase of matches where either my team or the enemy went full on "lemming train mode". The outcome was at least most questionable, but most of the time the team which went lemming train mode lost the match. In the past the teams at least would try to go for 2 caps, but now it seems they all just follow one ship and yolo into the battle? Have you guys similar experiences? How do you cope with your team going "lemming train mode"?
  16. Shepbur

    Meanings of Slang & Basic Pointers

    The following is a guide which i first posted up on the Alpha forums back in August 2014 to help newcomers to the test. It gives a basic overview of some of the tactics which are often used in World of Warships battles, as well as some basic terms and agreements which they may wish to know to help them on their way with becoming a great captain of the seas! This guide has also been tied up along with a few others written by fellow alpha testers (Schultz, JeeWeeJ, Hanszeehock and Kr4zy) to allow newcomers to the test to find their feet quickly and allow them to get testing and playing competitively as quickly as possible! The Basics Hit boxes and where to aim There are 8 different types of hit boxes currently present in the game which can become critically damaged. These hit boxes are: The Magazine, The Engine Room, The Rudder mechanism, The Main Turrets, The Secondary turrets, AA Guns, Torpedo Tubes, The Citadel and Aircraft Storage Areas. Below you can find descriptions for each of the hit boxes, what they do, and what damaging them results in. The Magazine The Magazine is the storage area for all the ammunition used by the ships main calibre guns. Most ships have more than 1 magazine on-board. They are normally located directly beneath the Main Calibre Turrets in the hull of the ship. Destroying a ships magazine will often cause critical damage, destroying the ship instantly. Dealing a minimum of 30-40k damage. The Engine Room The Engine Room is where the engines of the ships are located. Each ship has a different number of engine rooms, in different locations, however are normally located in the hull directly below the ships chimneys. Be aware, as some Japanese ships have off-set chimneys, so the engine rooms may be further forward than you expect! Destroying the engine room will cause critical damage, while it may not cause large amounts of health to be lost, the ship will lose power and be un-able to control it's speed, slowing down to an eventual stop. The Rudder mechanism The Rudder is located at the stern of all ships, often between the rear turret of the ship and the stern. Destroying the rudder will cause critical damage, while it may not cause large amounts of health to be lost, the ship will be unable to control it's steering,with the rudder being locked in the last position it was turned to. The Main Turrets The Main turrets are the turrets on your ship with the largest calibre and longest range. These are the turrets which players can control on their ships manually, and are located in different areas on every ship, however are noticeable by the large and long barrels of the cannons in each of the turrets. Destroying these turrets can cause large amounts of damage, as well as disabling the turret for a short period of time, or until the player uses a repair kit. Torpedo Tubes All Destroyers, and some Cruisers have torpedo tubes. They are generally on-top of the deck of the ship and clearly visible as large tubes which can rotate, controlled by the player. Destroying the Torpedo tubes renders them un-usable for a period of time, or until a repair crew is used (depending on the damage dealt). The Secondary Turrets Most Cruisers, Battleships and Aircraft Carriers have secondary armaments. They are AI controlled, however priority targets can be assigned. They generally have a very short range of <3km. And are generally used as a last defence against ships in close combat. The turrets and guns are located all around ships in various places. While destroying them nets essentially no critical damage, it will destroy the armament hit, causing it to stop working until a repair crew is used. AA guns AA guns are on ships above the early tiers, located around the deck of the ship, they are controlled by AI with priority targets being assigned by the player by choice. They generally have a range of <2km and fire only at enemy aircraft flying above the ship. Destroying the AA guns causes the AA defence of the ship to lower, however does no noticeable extra damage to the enemy ship when destroyed. Citadel The citadel of ships is located in the hull of the ship, and spans the length of the ship between the main calibre turrets It is very well armoured and often requires AP shells to damage. When hitting and damaging the citadel of an enemy ship, critical hits can occur. These hits can cause massive amounts of damage of 15k or more. While these hits can be extremely effective, they are rather rare and cannot be relied upon. Aircraft Storage Aircraft storage areas are present on all ships which carry aircraft on-board. This includes some cruisers and battleships, as well as all aircraft carriers. These storage areas can normally be seen by catapult launch ramps on ships, often near the stern of the ship, or in an aircraft carrier, in the centre section of the ship. Damaging and destroying these modules will result in the ship losing a number of it's aircraft. These aircraft lost are un-recoverable and cannot be used by the player, or repaired. International Regulations for Preventing Collisions at Sea These rules were brought about first in 1840, and have been edited and updated many times since. They are still used world-wide by both navies and commercial shipping lanes. The more players who are aware and follow these rules, the fewer collisions will occur, with special attention to be taken for allied teams, while it is advisable to maintain the rules with enemy ships, it is less necessary. 1. Port gives way toStarboard - If you are heading in similar directions, but you are port of the other ship, you must give way and avoid it. 2. An overtaking vessel must give way to the vessel being overtaken - "Overtaking" means approaching a vessel at more than 22.5º abaft. 3. When two vessels are meeting head-on, both must alter course to starboard to pass on the port side of each other 4. When two vessels are crossing, the vessel which has the other vessel on the starboard side must give way and avoid crossing ahead of her - "If to starboard red appear, 'tis your duty to keep clear". 5. A vessel proceeding down a narrow channel must keep to starboard 5. The give-way vessel must take early and substantial action to keep well clear 6. The stand-on vessel shall maintain course and speed - but may take action if it becomes clear that the give-way vessel is not taking the appropriate action to avoid collision. Exceptions 1. All vessels must give way to those with a restricted ability to manoeuvre - This includes vessels launching and recovering aircraft, as well as vessels whos draft restricts them to a specific defined course due to shallow waters. 2. All vessels must give way to those which are "not under command" - This includes all vessels which are unable to manoeuvre to these rules and is therefore unable to keep out of the way of another vessel. Crossing the "T" Probably one of the best known naval tactics, and for good reason. It's continued to allow ships to maximise their firepower against the enemy, while minimising damage to their own ships. By turning broadside to the enemy vessel you're able to use all gun batteries on your own ship to fire upon the enemy. While the enemy vessel is heading directly towards (or away) from you, they are unable to fire a number of batteries due to the ships superstructure obscuring the firing line. This tactic can be used in both 1-on-1 engagements, as well as in groups. Performing this manoeuvre also allows raking fire on the enemy ship, firing your guns through the fore&aft of the ship where there is minimal armour, however allowing the shells to pass through the most modules for much greater damage. Avoiding Torpedoes There are a few do's and don't's for this... so we'll start off with the obvious ones... Firstly, if you see a torpedo coming your way, make sure the side of your hull isn't facing towards it. This will minimise the area the torpedo could hit you, and so reduce the chance that any damage is caused! Secondly, you'll want to keep your speed up, don't slam to a full-stop as this won't making avoiding the torpedoes any easier, and will just make you an easy target for enemy shells. Keep your speed up, and instead turn in-line with the torpedoes direction to avoid it. There are two ways of doing this, either turn into the direction of the torpedo. This means the torpedo will be slightly harder to avoid due to the closing speed increasing, however it will keep you on-target and save too many further manoeuvres. This is rather aggressive but can often pay off well. The second way of avoiding the torpedoes is to turn away from them while remaining in-line. This will reduce the closing speed and make the torpedoes much easier to avoid, however it will greatly delay any attacks on enemy ships in the area as it will take longer for the torpedoes to pass, as well as requiring a longer manoeuvre to return to your original firing position. This is the more defensive strategy and should be used most often when trying to escape the enemy. Description of Ship Classes Ingame Aircraft Carriers (CV) Carriers are an important tool of any team. Their ability to launch various types of aircraft allows them to not only scout for enemy ships, but also deal a deathblow to any unwary vessels who are leaving the cover of the rest of their team. Carriers are the only ships able to launch Fighter Aircraft, Dive-Bombers, and Torpedo bombers in the game. The latter two are the only aircraft ingame which are able to attack enemy ships. Despite their ability to deal massive amounts of damage to the enemy team, Carriers are also easy prey if left in the open without support. They are extremely large ships, and difficult to manoeuvre. This allows enemy ships within range to quickly sink them. With their thin armour even High-Explosive ammunition is able to deal significant damage quickly to these ships from great distances. Battleships (BB) Battleships are the heaviest class of ship in World of Warships. Their major traits are their thick armour and powerful guns. A Battleship is a force to be reckoned with, and will often require at least two smaller craft to be able to bring it down safely. Meanwhile, the Battleships guns will be able to easily destroy the lightly armoured opponents with its large alpha damage of its salvo. The weak points of the Battleships however are a serious flaw. With their thick armour and powerful guns, they are very slow and sluggish in the water, and are easy prey for enemy Carriers and Destroyers. Their guns also take much longer to reload than any other class of ship, with a similar tiered cruiser often being able to give off 2-3 salvoes for each of the battleships, and a destroyer reaching maybe even 8-9 salvoes per battleship salvo. As a result, a Battleship will often require the support and defence of other ship classes to allow it to work to its best ability. Cruisers (CA/CL) Cruisers are a jack-of-all-trades in World of Warships. Not only can they move quickly with reasonable armour, they have fast-reloading main calibre (MC) guns and a strong array of AA-guns and secondary armaments. Some Cruisers are even capable of carrying torpedoes which they can launch at enemy ships, as well as spotting aircraft to increase their view range. Cruisers as a result are an extremely versatile class of ship, and can normally cope well in almost any situation. Despite this however, they often require support of other Cruisers or even Battleships to be able to hold off enemy forces without being over-run. Destroyers (DD) Destroyers are the smallest class of ship in World of Warships. They are also the fastest, and most lightly armed ships. This makes them difficult to hit at any distance apart from point-blank range, and difficult to detect. However due to their paper-thin armour (even thinner than the decks of aircraft carriers!) they can often be destroyed by a single salvo of any other another class of ship. This makes the class difficult to master, however extremely rewarding when things go to plan! The destroyers main weapons are it's stealth, as well as it's torpedoes. With 1 salvo hitting on-target often being enough to destroy any other ship in the game. However they are difficult to aim, and simple to avoid if spotted. For the times when a Destroyer is in trouble, or wishes to cover an escape for it's team it is able to release a smoke-screen. Something which is unique to the Destroyer class in World of Warships, and can often be extremely useful in a number of situations. Want to know more? Well there's a group of great guides written by other experienced alpha testers coming soon! Keep an eye out for the time being and i will link to them once they're up in the public section!
  17. Introduction Carriers (CV) play an invaluable support and strike role to the main fleet. Carriers well protected by their task force can provide crucial reconnaissance, anti-strike defense, high damage output, and general direction sufficient to turn the tide of an engagement. Carrier aviation is essential to accomplishing these goals and as such flight groups must be deployed deliberately and cautiously. Most guides I have encountered are either short on content or did not adequately explain the details of carrier warfare to my satisfaction. Carrier combat is complex. It demands a high degree of attention to detail, micro-management, and real-time strategy skills. This guide seeks to shed light on these topics. The guide assumes a basic fundamental understanding of carrier controls and is focused on maximizing performance in combat to make carrier play more accessible and enjoyable for newer players struggling with the challenges and learning curve of carrier action.
  18. gekkehenkie50

    What to do in this situation

    I have a question: When you are in any ship, be that a DD, BB or CA (CVs excluded in this case), what do you do when you meet the entire enemy fleet? This seems to happen to me alot; In Iowa, I often suddenly get spotted, and then the shells just start pouring in, my team wisely decides to turn around and run, but because I am being focused, and it is tier IX, I have no chance of retreat, except perhaps backing up... I have already made a post about the Iowa and how bad I am in her, but I noticed that this problem is not specific to her... Come to think of it, it can happen to any ship. I just played a game in Akizuki, and together with a fletcher we just cleared a headland, and bam, 1 ship... 2...3...5...7...9 it was at that point that I got the picture and steamed in the other direction, however; the enemy fleet deployed radar... I think it was the chapayev... so what do you do in a DD when radar is on and you still need to run 3km to get out of its AOE? I just did a wiggle wiggle shake and prayed :S. I survived with 2K hp left, the fletcher didnt get away... so, now crippled I tried to flank around the enemy and let them pass me by... they just turned on radar again and surrounded me. My questions are: What can you do if you find yourself spotted, out in the open, in front of the entire enemy fleet? Is there any counter against radar for a DD?
  19. Hello, After countless times when this happened yesterday I almost snap. I know that you all have this type of games and will probably say that I whine ... but I would really like to change something ... teach people or anything. I am not the best player around (by far), but I always try to do my best for the team. I listen, I use chat, I talk and usually I dont [edited]or whine. So this was a game with Ysterpyp yesterday and right from the start I said to my team "PLEASE NOT TO GO AROUND WESTERN ISLANDS" because its waste of time and a recipe for defeat". So when I tried to persuade half of our team NOT to do it I got a reply from one of them saying: "PLEASE PLAY YOUR OWN GAME". Ok ... so ... I am not playing my OWN game? Seriously?!? Of course this happened: Now, what I would like to ask is ... How can we prevent this from happening almost every game? Should we [edited]in the chat? Whine on the forum? Or should WG do something to tell the players that this is just wrong. Not only does it leave to defeat, It also destroys all the fun in the game, not to mention that It wastes my time. Should this people be penalized somehow?
  20. Hello, I think it's about time to give especially destroyer players some advise about this situation (without giving too much tactical advise in general, though this situation really requires it): A Strike Carrier (mostly Ranger) vs Saipan + destroyers on both teams, little or no cruisers and some battleships. Problem with this situation is: Saipan pretty much has air dominance in the sky with fighters, this also means your destroyer torpedoes are nearly useless, these will continously be spotted by it's fighters. Smoke will run out soon and is dangerous so you might get torped. Plus saipan can have two dangerous torpedoes and a massive bomber which can funny enough really badly damage your destroyer or even instantly kill it. Plus the saipan has very fast reload time. Your destroyer guns/cannons might be very limited. I will give some general advise for destroyer vs destroyer: chasing destroyers can be very dangerous. There torps will come at you at increased speed because of your own speed driving directly into them. Unless your in a kiev and know what you are doing I would not advise chasing one or multiple destroyers too much. You have a few options in such a game though: Hide somewhere on the map, doesn't matter where... your destroyer is fast enough to "kick in" later in the game. You could also go via borders and try kill Saipan, this is somewhat tempting, but the closer you get the faster the saipan will destroy you, very dangerous situation. Keeping max distance from saipan is advisible for all ships except cruisers, though even cruisers must be on their toes vs this foe. Last remark: I don't think it's fair to nag at strike carriers for having no fighters, you choose a destroyer with lousy AA, you bring that too the fight it's also on you. Last bits of advise: Keep your destroyer near battleships for some of there AA if they have any at all. Stock colorado might not have it, an upgraded will. Keep your AA on and buy the strike carrier as much time as possible. Dieing is the worst thing you can do... this will increase enemy points very fast. If you are really cluessless what to do then stay near the CV and profit from it's air defense... then you can help late in the game take out enemy destroyers that got near the CV. Enemy destroyers might be tempted to shoot at the CV or Battleship instead of you, so that may buy you some time to shoot back or even some torps if no more fighters around, though you can assume some fighters will still be there. Strike Carrier (ranger with only bombers) vs Saipan Carrier is one of the most difficult if not the most difficult CV game for a strike carrier player so the usual "let's all go to A or B" will probably fail really fast. This type of game requires something special, cunning, patience and some team work and defense. Otherwise your stars and those of your teammates will evaporate. The funny thing is the "not losing a star" kinda is bad in this game... cause destroyer players might be tempted to think: "If I can only just kill a destroyer" I might not loose a star. LOL. Try to think of all your other destroyer players and how much stars all of you will loose eventually in these type of matches. Eventually most of you will keep losing stars. Especially the not so good anti-destroyers, like sims, mahan. The blys and kiev is best destroyers, not considering the very rare/special premiums... haven't seen those much so don't know about those ;) If anybody else has any advise for this type of game add it below in the replies besides the obvious "don't play with strike team"... "play with fighters" blablabla I believe fighter setup could even be worse... especially for somebody not used to it or not specced for it... 9 saipan fighters vs 6 or 12 fighters... but then weak bombing capacity or little reserve planes. What's the fighter carrier going to do if he losses fighters or if team plays bad ? Carrier will be defenseless... playing with fighters is therefore yukkie also doesn't bring lots of xp and very little credits... On the other hand the strike carrier is very powerfull and can do up to 160K damage in a ranked game, that's 3 to 4 to 5 ships sunk ! Bye, Skybuck.
  21. German Destroyers - tactics! Hello fellow Players! German DDs are here. And I wanna start discussion about gameplay tactic and experience on them. Have Fun playng! So some first questions to put in : Play aggressive, or carefully? What is more important or succesfull for you torps or guns? Do you prefer close or medium distance to fight? What will be better on VI and VIII tier, 128mm "antidestroyer" guns or 150mm "anticruiser" guns ??? and i dont have U.S. destroyers, how is gameplay on them different or similar to german ones? . . . feel free to add questions, and of course answers ! -------------------------------------------------------------------------------------------- I have now T-22, i prefer agressive fight (but I always read situation, dont all time go suicide to close "zerg rush" fight) more close than medium. Torp attacks prove for me to be more succesfull than gunfire, against enemy DDs too!
  22. dasCKD

    Inquiries on the Zao

    I am currently in the middle of my painful grind on my Ibuki up to the Zao, and I'll probably get to her by the time hell freezes over and WG EU stops shafting its customers. When I get there however, I have reservations regarding what upgrades I should take. Now it is conventional wisdom that the Zao should run the range extender in order to stealth fire and burn her enemies to death, but recently I have began wondering if that is the best tactic especially with the difficulty I've been having hitting anything at over 15 km with the Ibuki. I understand that her gun arcs are far better, but with new mechanics like cyclones it might not benefit my team if I just hang back at the end of the map and spam HE from invisibility. I personally have had far greater luck with the Ibuki by just sitting bow on and doing my best Yamato impression. The Zao's reload isn't great. A shot every 15 seconds isn't anything to write home about, it's equal to the ROF of the Moskva IIRC. So my proposal is that I take the reload upgrade instead of the range upgrade and I then can just mount the premium spotter plane to extend the range when I need to. That way, I'll be much more effective at focusing things down and keeping them down whilst still maintaining my ability to stealth fire, albeit in shorter bursts. Could I ask the opinion of some better players on this matter?
  23. Dirty_Filthy_Scrublord

    Is it worth spotting as a DD?

    As a DD is it worth spotting enemy ships, and keeping them spotted? It could mean not firing torpedoes or guns in order to stay undetected which would end up in zero xp. Would it not make sense to introduce a similar spotting mechanic as used in World of Tanks?? It means a tactical choice needs to be made, fire guns/torps and have the enemy aware of you being nearby thus reducing your effectiveness at spotting...or keeping your itchy finger off the left mouse button and stay hidden, keep the enemy guessing as to how and where they are being spotted allowing your team to "rain the pain" more effectively ?? As it is now, only one choice will result in xp, however the other may well give your team a tactical advantage and increase the likelihood of a victory. Surely it makes sense to use DD`s in a scouting role as well as a damage role, and reward them for either choice. And here`s a novel thought...maybe, just maybe a little bit more teamwork may stealthily creep into the gameplay. I have tried both in my own DD games and have found both to be rewarding, just a shame that firing torps/guns is the only way to gain xp.
  24. Hello all, I made this topic to suggest and discuss about a new (or upgrade) of the turret bearing locking mechanism in game. For now we can only lock ALL TURRETS or not at all. However, in real life (especially in the game) we have to engage multiple enemies, in multiple directions. Imagine if we can use CTRL+1 to lock bearing for turret 1, CTRL+2 for turret 2 and forth...it would be awesome and add a lot of tactics to the game. If you feel it's too much to worry about, don't use it. But if you can handle it, like in a FUSO, then you can make enemy think twice about getting close and try to surround you. I believe this is what Warships in real life would do too..For ships with gun configuration like the St.Louis or Omaha, I think we (or WG) can group guns into groups, front and aft group for example. So, how do you guys think? Edit 1: when you fire, only the NOT LOCKED turrets will fire, and you can unlock any turrets or group of turrets by pressing X Ps: if this is a repeated topic please excuse me, I just had fantastic game in Montana and this is what came up in my mind. I attach the replay too. I got High Caliber, Confederate,...12 citadel hit (4 alone on another Montana, 3 on an Izumo), 214K damage. Montana-1945_28_naval_mission.rar Montana-1945_28_naval_mission.rar
  25. lolbroek101

    Tactics in world of torpedoes

    Okey... ever since the 0.5.5 update battleships feel more obselete than ever to me. When I give it some more thought I pretty much come to the conclusion that this is the case for a while now. Battleships have been nerfed or were left behind in buffs to other classes ever since the game went public. While I feel that this is unfair and should be turned back to about five updates back I can pretty much see wargaming do the opposite. Luckely this isn't even the biggest problem. The basic problem lies in the overpowered weapon called torpedoes. Basicly a destroyer launches her torpedoes runs away and hopes something hits them. If you turn, slow down or zig zag you can avoid this most of the time. Makes sense and is fair. Buuut when the torpedo pops up about a ships lengt infront of you there isn't much turning anymore. Still fair though. Destroyer tactics and all that. So what is the problem you ask? Well tactics are, or better said, the tactics of most cruiser players. Players basicly demand battleships to take the front and tank damage. Fair enough it is what they are made for. But for the love of god cruisers do your job too then! Hunt those destroyers. They are litterly around the corners. Pretty much every game I see cruisers spam there high explosive rounds on the battleships up ahead to gain easy experience. Works fine but when the allied battleships are sunk by the destroyers it is a hard win against a team whom only lost two battleships. By simply putting the killing of enemy destroyers as top priority for the fast firing and manoeuvrable ships, otherwise known as cruisers a team can gain a huge advantage and make it a experience feast for all players. It even makes the games for the high explosive spammers more profitable considering a win means more experience than a loose. I hope this brings some sense to fast firing and manoeuvrable ships so that wargaming can focus on creating new ship lines instead of balancing back to twenty updates back so that they don't have to rename the game to world of torpedoes. Kind regards Lolbroek101