Jump to content

Search the Community

Showing results for tags 'Strategy'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • World of Warships - Asia Language Based Communities
    • English Speaking Community
    • 繁體中文討論區
    • 日本語コミュニティ
    • 한국어 커뮤니티
  • Mod Section
    • Player Modifications
  • External testing groups
    • Supertest Academy
    • Supertest
    • Clantest

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL






Drag Interests

Found 10 results

  1. The first few minutes of a battle are often crucial. They do not always decide the battle, but often a bad start can only be rectified by some skilled/lucky playing, or the enemy making mistakes. One specific tactic is the "rush". Its deceptively simple, You rush into center of map, a choke point, the caps, and bunker down behind an island and shoot anything which tries to pass you. This is a move favored by light cruisers, especially those of the US. This can deny an entire area to an enemy, especially if you have radar, and can take an enemy force half the game to get past you, if you have allies covering you. But this can be a risky move, to work properly, you need to be fast, you need to identify where you need to go, you don't have time to wait for intelligence data to tell where enemy is, or for BBs to catch up, or to check if you actually have allies willing to follow you. If you don't get there fast, the enemy could take it and bunker down first. That's they key to success. Ally support. If the enemy rushes you, you cannot hold them back without support, if you have ally support, you could hold the enemy back all game, or even push them back (especially if you take out their DDs in the early push, DDs panic a lot when they encounter a CL where they expect a DD). As a solo player, I have both been very successful, and very unsuccessful with this strategy. Either pushing forward, capping, radar and locking down enemies for allies to pick off, or pushing forward and getting trapped while enemies overtake me because my team has decided to abandon flank. As stated above, speed is key, delay can cost you, but sometimes if you're unsure if you have team support, its better to hang back and push together, and hope the enemy has chosen the same tactic. For other ships, if you see you light force rush forward, support them, your close presence can keep the enemy at bay. For the light force, keep an eye on enemy and allies, if allies look like they're running, turn around and run before its too late. And if you do rush successfully, remember, you don't always need to keep rushing, and if you do, wait for backup, solo ships pushing forward get killed. This has been a midnight ramble from a captain who just successfully pulled off a rush and had a good game in his Worchester. 20201103_233859_PASC210-Worcester_16_OC_bees_to_honey.wowsreplay
  2. Lost a couple of games on this map yesterday. In both instances the enemy team was the first to capture the central zone and held it until they won on points. In my view it is nearly impossible to recapture the center zone on this map, so it is very important to not let the enemy capture it in the first place. As a Gearing, my usual opening move is to drive into central zone, to spot and prevent its capture. In the game we lost, there was no CV, we had 3 Des Moines, they had 2 Worcs. They drove both their Worcs up to behind the island in the central zone. That puts the whole central zone under their radar, and the lead Worc is protected by the island from all our ships guns and torps. What actually happened: I retreated out of radar range, they took the zone, half my my BBs flanked right, the other half left, but the advance of both sides got bogged down before getting line of sight on the island camping Worcester. What should have happened? If we are playing the blame game, who's job is it to kill the Worcester? In my view, you have to go with the standard anti-Atlanta playbook, which is to rush the enemy position simultaneously from either side. What frustrated me was that my team basically sat around and did nothing. One DesMoines eventually suicided attempting a rush late game, and I died trying to help, but our BBs were just completely unwilling to push up. Or was it my fault for letting the Worc get there in the first place?
  3. I'm appallingly bad at playing Japanese destroyers. Yet the gameplay, the challenge of it, keeps me coming back for more punishment. Lately I've been trying very hard to buff my DD skills, in the following order: Learn to not die. Learn to cap, scout, smoke, defend, and generally be useful for your team (and not die). Learn to sink ships (and not die). Learn to win 1-on-1 DD fights (and not die). Steps 1 and 2 I've cleared, but step 3 ... the business of connecting torps with unfriendly ships... I'm having all sorts of problems with. In a BB or CA, map awareness is all about the predicting the flow of the battle and knowing where to go. Which I'm OK with. With DDs it's much more about making short timescale predictions of what an enemy ship will do. Guessing right, left, straight, speed up or slow down. And most often than not I guess wrong. As for risk assessment, that idea of judging how close it's safe to get before putting fish into the water... Let's just say I'm considering of making a compilation video: "A Hundred Different Ways to Die in a DD". And just when I think there can't possibly be any more surprises ... no. 101 and 102 make their appearance. I was doing so badly with Hatsuharu and Fubiki that I repurchased Isokaze and headed to low tiers for retraining. This turned out to be a surprisingly good idea. Isokaze is of course a powerful DD tier-for-tier, and I found that having a little more breathing room to explore different tactics without being insta-deleted actually improved my gameplay at higher tiers too. Next step: winning 1v1 DD fights. Another thing I'm really bad at, partly because I panic and behave predictably, and partly because I consistently fail to predict my opponents moves. Playing Isokaze, I realized a lot of it comes down to confidence. I even won an Isokaze-vs-Isokaze fight on Straights the other day, the first time ever I've sunk an enemy same-tier DD single-handed. It wasn't pretty or pleasant, but I got the job done. I really like the IJN destroyers, especially Hatsuharu. Nimble and stealthly, ideal for contesting caps or scouting, with (compared to Mutsuki) a decent set of guns. IJN DDs have a steep learning curve, and "do not suffer fools gladly", but are all the more rewarding for it.
  4. coldsteelfury

    Bismarck Tips When Not Close Up

    I normally play IJN BBs. I absolutely love my Fuso and especially my Amagi. Just recently got the Bismarck. A very impressive ship indeed and she can do tremendous damage in close and tank like nobody's business. The problem I have with the Bismarck is that sometimes it isn't possible to engage the enemies at close range. The "Tears Of The Desert" map in an "Epicentre" game style match is a classic example: everyone hides at long range and snipes behind the islands on their side of the map. There are no islands you can use as cover to get to the other side of the map, so if any Bismarck captain is foolish enough to attempt a close range engagement... they'll be doing it solo and be bush-whacked by 3 - 4 ships shooting at them simultaneously and killing them very quickly. Where close range engagements are not possible (either due to map layout, the type of game like Epicentre, or player psychology), I often find the Bismarck to be a very ineffective vessel. I don't know if it is the dispersion or the psychological effect of knowing my guns are only 380mm, but it is difficult to hit enemy vessels reliability beyond 15km. When I play my Nagato or Amagi, I don't have this problem. A big frustration I have is that when I sometimes hit cruisers, my 380mm shells will over penetrate. It happens quite often and I think to myself: Is the Bismarck really the cruiser killer people make it out to be? At that same 15km range, I can put the fear of God into cruisers with my Amagi. I have had success with the Bismarck's guns at close range but I think that's besides the point. Basically unless the map's terrain allows me to sneak up on the enemy, or I do a suicide charge, I find the Bismarck just really isn't able to assist my team. The inability of the Bismarck's main guns to hit targets or do damage aside, I'm obviously wary of getting into a 15km - 18km shooting match with the Bismarck because her deck armor is so thin and she's very vulnerable to plunging fire. What strategies do Bismarck captains employ to make themselves combat effective when close range engagements are not possible? When I do fire at enemies at 15km+, I either miss or do token damage... then I have to run like crazy to dodge the incoming plunging fire lest it wreck my ship before I get out of detection range. My Bismarck is configured as follows: Auxiliary Armaments Modification 1 Secondary Battery Modification 2 Damage Control System Modification 1 Steering Gears Modification 2 Concealment System Modification 1 Side Note I have experimented with swapping out the "Secondary Battery Mod 2" with "Aiming Systems Mod 1" to reduce my main guns dispersion by -7%. I didn't really find it to make much difference and I found it really annoying to have my secondaries engagement much later where close range engagements did occur. Regarding "Manual Fire Control for Secondary Armament", I know some people prefer to avoid this Captain's skill because they like the idea of their ship shooting on both sides. I've found that having secondaries shoot at multiple targets wasn't the "hand of death" people might assume it to be: I've found that in practice, when your secondaries are shooting at multiple targets your firepower is divided and thus has less effect on individual vessels. Furthermore you do less damage due to lack of a secondary dispersion reduction you get with manual control. I once engaged three ships at once at close range and one of them was a DD, who could've cared less because whilst Bismarck's secondaries have crazy high DPS there are not that many individual secondary turrets and the firepower was severely curtailed when the turrets were divided over three enemy ships. Don't get me wrong, I did a ton of damage but it wasn't like my multi-ship secondary fire was making the Bismarck a killing machine who can take on multiple enemies and win. I think when your secondaries can target multiple ships, it leads to false confidence. Finally if you're engaging multiple targets at close range, at fun as it is and even if you do tremendous damage, you usually die because you're copping enemy fire from multiple directions. In my mind it's better to have manual control so you can concentrate your secondary fire on a single enemy ship and have a realistic chance of killing them (or near killing them). When your secondaries are manually targeted on a single vessel, it encourages you to angle more effectively and not expose yourself to shell fire from other vessels (which is normally how you expose yourself in order to have your secondaries blazing on both sides of your ship). The one area where I think forgoing manual secondaries might make sense is if you don't want the mental distraction of having to manually target your secondaries, especially if enemies are slipping out of smoke or islands all the time. That makes sense, but that again puts the focus onto the Bismarck's main guns which.... frankly.... I find very lacklustre. Unless I'm 10km or less, I don't really find Bismarck's guns all the effective. I've over-penned plenty of times at that range and I scratch my head thinking what purpose the Bismarck's guns are except for show?
  5. This keeps happening, and it's driving me nuts. I was in a fully upgraded Langley, when an enemy Langley fighter squadron decided to engage my fighters less than minute into the battle. Since my fighters are fully upgraded, it should be an even match right (both squadrons are from the same ship)? No. In just 40 seconds, my whole fighter squad had vaporized, and I only managed to take down one of his fighters. Now his remaining 5 fighters are going for my two other helpless squads. And even though they were above 5 or so tightly packed friendlies, none of them were shot down by any anti-air. Now that I'm defenseless, the enemy's torpedo squad finishes me off in one salvo of torpedoes (I have fully upgraded anti-air gunners in crews). The on board AI anti-air did not shoot down any planes, and Langley + 6 Torpedoes = dead. Like how is this even possible??? If two fighter squadrons from 2 Langleys and with similar upgrades (mine was fully upgraded) engages each other at the same time, you would expect all fighters to all die at the same time, or maybe 1-2 to survive on one side. How is it possible that one Langley squadron gets taken down completely, while the other Langley fighter squadron only loses 1 plane? (And there's 6 planes per squadron!). This is totally unfair. Is someone bribing the RNG?
  6. Hi Guys, It's been a while since I played much WOW as I found my experience to be one of having more frustration more often than fun... All well and good to learn and be a noob when you're new but this game brings in enhanced features, ships, tiers, armament etc and yet leaves GAME PLAY lagging so far behind that today it is the Single Greatest source of player frustration... This isn't me but from a survey of over 26 top tier players.. Easy Suggestions to Rapidly Enhance Gameplay seemed to include the following and I'll stick the the format of the Sticky above by dead_man_walking cheers champ;) PRE GAME COORDINATION - While Map Load Countdown Occurs... 1. Have ability for Division Leaders to be able to plot Way Points to tell the Division the suggested course to follow and which can be seem by all other team mates so as to 'jump on' or 'move on' to another course of their own/fill a void.. 2. The ability to revise that series of Way Points IN GAME using the 'M' or Map Popup.. 3. The Possibility of an 'Admiral' where the 'overall most experienced player' gets perhaps special abilities to call in an 'Allied Fly Over' where a scout plane flys across an area of the map, Drop a torpedo bomber or a smoke bomb on a stricken target.. All suggestions here that I for one don't need but sound interesting for a whole new game dynamic. GAME TYPE OPTIONS - Random vs Ranked vs Coop People feel that Random is very like Ranked these days and Team Battles are great unless you're new and have now clan based groups or friends to play with and thus a fairly 'fail' game type at present.. 1. TOTAL XP based matching - instead of SHIP based matching alone in Ranked how about some 'specific skill matching' as the algorithm in TEAM BATTLES does? Not one player surveyed agreed that newbs should be able to 'Buy a Ship' and simply 'be' Tier 10 then come in and wreck game after game for those stuck close enough on the net to unfortunately pair with them battle after battle... This needs to stop.. What ever Wargaming does, fix this... It's an insult.. 2. Alternatively the algorithm could look at the fact that they have chosen an JPN DD and do a total XP addition on that and then match according to Class and Nation rather than just Ship Type alone.. 3 New Game Mode - Total Team - this would involve the game forcing players into divisions and those divisions having better coordination.. No players would be lone wolves... its time something like this happened I'll ad and edit this but feedback please..;) #1
  7. Okay so we introduced new economics because the top tier are camping every single game how we solve it ? NEW ECONOMY!!!! yay *APPLAUSE* then we get a new game mode called epicenter which encourages camping with marshmallow on a bonfire literally... the strategy in the gamemode is literally camp...camp...camp until some people decided to push which usually is one by one and they will get picked out to counter this they camp...camp...and camp i personally find this gamemode so bad that i rather go to port instantly like its just bad... (side note, i don't exit game i have to wait like a idiot) being offense is okay but with the type of players we are seeing you are gonna die so your choice is to wait until everyone move or just keep camping.... and watch your teammate do bad moves and got themselves killed... next thing is we successfully capped the entire circle all 3 of them , WAIT we haven't event win yet ... SERIOUSLY? capping those circles are a pain how come we haven;t win ? please some one have to explain to me why its so painful to see this gamemode? my only suggestion is that capping the circles fully => win else its just ........ not reasonable.... next thing is to give us the option to not play specific gamemode like in WOT ( side note if you are gonna say WOT = WOT not WOWS , its Wargaming just do that)
  8. And if so, do you have any advice for getting the very most out of the ship in ranked battles? I'm currently at rank 7 after about 150 battles with just over 55% wr in the Benson (I've stopped trying to play anything else in ranked as I don't get nearly as good results) and I still feel like there's something I'm not doing quite right in it. Especially the first few minutes of the match, and the initial encounter, I always seem to come out of it with less health than my opponent, even when I've positioned carefully, have tried to organise fire support, and I'm nailing my volleys. Map specific advice would be great too. North, for example, starting as the top team, how best to approach A cap? I never feel confident trying to contest it from the north due to the position of the islands making it harder to manoeuvre back out again than on the south side. Cheers!
  9. _intervention

    Basic Formations and Maneuvers

    Basic Formations and Maneuvers A. Line Formation/Line astern Most understand what is meant by a line formation but new players (and maybe even some vets) may not have an understanding of why this formation is used or how it should be used effectively. There are expectations placed on those in the line and success in battle may depend on its cohesion and discipline, therefore an understanding of its dynamics is important for the noobs and the veteran alike. For those who are new, forming a line, or “line astern” means that a group of ships line up nose to stern in a formation that resembles a single file line. Line Astern Formation Improper Construction: If you are not following the above prescribed setup, you are doing it wrong. Failing to line up properly leads to either a “broken tooth formation”(BTF), or a loose formation. We will talk about why these are bad in a bit. B. Purposes Of The Line The three main purposes of a line are: Concentration of fire Protection of bows and sterns Providing blocks for damaged ships ​ 1. Concentration of Fire:The tightly sailed line is the best way to concentrate all of the lines firing arcs on a single target without much distortion in the line. It goes without saying that an elongated line may leave a player out of the fight or require that individual to angle his ship to get arcs on target which could lead to a dangerous BTF if the angle is too great.2. Protection of bows and sterns: A tight formation protects the bows and sterns of the group members. These are the weakest parts of the ship so the protection of these parts are important. Most ships in the line will have both sides of their ships protected. The ship in the van(front) or in the rear will have one end of their ship vulnerable to a stern charge but this usually can be countered before it happens.3. Providing blocks for damaged ships: When a ship is targeted by an opposing group it can be sunk rather quickly. Prevention of the sinking is done by blocking. The ship being attacked leaves the line on the side opposite the attacking foe and receives protection by the other ships in the line. The ship astern sails up beside the damaged vessel providing protection long enough for the target to heal. C. “Sail First, Shoot Second” A saying goes, “A good approach, a good landing, a bad approach, a bad landing.” Its meaning is simple. The outcome is heavily influenced by the setup. An approach in aviation is all about speed control, descent rate, and track. If these elements are not being managed properly 3 miles out then the pilot is forced to work harder at touchdown as he tries to bring these elements together, making a nice touchdown less secure, as workload is greatly increased. If you sail a broken tooth formation as you approach the start of the engagement, or if your line simply isn’t formed, it is likely to be less effective as your group of 6 spends more energy on the maneuvers of the line and less on the targeting, coordination and strategy of the fight. Often you will hear the phrase “sail first, shoot second.” Its meaning is clear as well. If your formation is well formed it gives you an advantage over an enemy still working at forming their line, but as the phrase indicates, the more “sailing you have to do” the less “shooting”, so form a cohesive and proper line early so that you can focus on more shooting when the battle is engaged. I can’t stress this enough. GET IN LINE! D. Broken Tooth Formation Negatives The BTF has three negatives worth explaining: Easy target (BTF, near the enemy) Out of range (BTF, away from the enemy) Can't block (BTF, away from the enemy) ​ Easy target (BTF, near the enemy): ​ First, lets assume a ship is out of the proper wake formation on the side of the enemy. So he is closer to the enemy then the rest of the line. He is exposed. The enemy will see him as an easy target because his ability to receive a block is reduced due to his position. If he gets “spiked” he will be in trouble rather quickly. In order to get a block he will have to sail a longer distance to get behind his friends and he will have to increase his angle away from the enemy in order to hide in time which will expose his stern to more of his opponents metal before getting the block. This could also lead to a loose formation as his speed relative to the group is less as he cuts through the line causing the ships in back to slowdown to avoid a pile up while the ships ahead sail on. Out of range (BTF, away from the enemy): ​ Now let us say the ship out of formation is on the side opposite the enemy. This position, for you, is less threatening as getting a block is as simple as dropping sails. The danger is being out of range. If the fight is engaged at the extremes of the arcs then being out of formation may keep you from being able to participate, reducing the metal raining down on your enemy and giving him the advantage. Can't block (BTF, away from the enemy): ​ You do though, provide danger for the ships you may be required to block. Now, for a ship to receive a block from you he must sail longer and steeper or you must, in order for the block to be successful. The longer the damaged ship is exposed to enemy fire the less effective his repair at best, or at worst he gets sunk. Being out of formation in this manner complicates the blocking process, more emphasis is put on sailing therefore less time on firing, and leaves the damaged ship exposed longer. E. Loose Formation Negatives The Loose Formation has two negatives worth explaining: Fewer over-lapping firing arcs Out on an island Fewer over-lapping firing arcs:​ The way to maximize damage inflicted is by maintaining the most firing arcs on the target as possible throughout the fight. A loose formation makes this goal extremely difficult. It is difficult enough to get 6 arcs on a target without some distortion in the line so a loose line makes it impossible. Out on an island:​ The second danger is having one ship left “out on an island.” This usually happens at the back of the line but not always. Being left on an island means that one ship is separated enough from the group that receiving a block in time could be nearly impossible. A full “spike” from the opposing fleet will almost ensure his destruction. F. Other Line Formations 1. Line Abreast Formation Line Abreast describes a formation in which the group members line up side by side, or broadside to broadside. Its generally used for initiating an attack when the group is upwind of their opponent. The design is not to attack in this formation but rather to close the distance and transition to a line astern formation. It is also often used with smaller groups charging a group that can’t spike them out with the purpose to engage at close range, to separate their opponents, or to board them but small group tactics is not the purpose of these “fighting Instructions.” 2. Echelon Right/Left Formation This formation is formed when the ships in the group are sailing at a 45* angle to each other in a “line abreast” fashion. The typical use for this formation is when the group downwind is trying to close distance with their upwind opponents. Like the “line abreast” formation the purpose is not to engage in this formation. Upon closing to within firing range the formation will turn to a line astern formation in the direction the line was sailing. G. Line Maneuvers: Reversing The Line There are two methods employed to reverse the direction of the line. The order to turn is very important. Lets look at the two methods of reversing the line: Turn In Formation Turn In Position / Battle Turn ​ 1. Turn In Formation: There seems to be lack of knowledge within the nation when it comes to the terminology that should be used when ordering these turns. Here are some possibilities you may hear, Wake turn or wake formation turn, Formation turn, In-line turn or Follow ahead turn. All these (and others) refer to a turn made while keeping the sailing order the same. The second ship follows the first ship around, the third follows the second etc. A lot of times these turns are made when a complete course reversal is not planned. An example of this may be when you are approaching the enemy perpendicular to his path. A turn to parallel his course would be done in this manner. The biggest draw back to this type turn is that it is so slow to get the whole line turned on the proper course. It also has the potential of blocking shots on the enemy if the front of the line is turning between you and your opponent.2. Turn In Position / Battle Turn: In an In-position turn or “Battle Turn” all begin their turn at the same time. At the completion of the turn a new line will be formed traveling in the opposite direction. The advantage of this turn is that it can be done quickly. First, be aware of the ships in your group. Larger ships turn slower than smaller ones. If you are not careful you will leave the Larger ship well astern of the group and exposed on an island. Easy pickins’. Secondly, a larger ship also has a much larger turn radius so frigates must adjust their speed as well as their turn rate in order to not leave the larger ship displaced to one side of the line. Sail first shoot second.
  10. The Smoke Screen capability of the Destroyers seems like it could be many tactical uses. How have you been using it the Alpha/Beta? What had worked well for you? What has failed? I image they would be useful for a personal retreat, also for when your team has been separated, the smoke would cover the gap between your team mates and allow them to regroup.