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How to survive a T7 slaughter in Ranger

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13,148 battles

I reached Ranger months ago already free my XP on plane and AS loadout

According to current meta, Ranger is simply outclassed by Hiryu and Saipan (even Hiryu has huge problem against Saipan). So she simply not competitive enough in T7 CV matches. 

I have no confidence to contribute as CV player so I stopped playing her for months

 

My question is simple: How am I suppose to withstand the fight against them and how to outsmart them in order to contribute to team victory?

 

 

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Abandon ship and quit CVs altogether and enjoy the game aboard another class.

 

+1 to this lol, can't be more true.

 

But if you are really committed to playing Ranger, then just do it. I also got Ranger a few days ago and using 1/1/1 with pretty decent result atm. The skill level of most solo t7 CV players is simply isn't enough to stop you if you possess good awareness (incl. a lot of people with 15 pts captain). Your real nightmare is divisioned Saipan players - they are usually very experienced and you will have to accept defeat in those cases. 

 

On individual matchup: 

2/2/2 Hiryu: most Hiryu players use 2 fighter squads trying to lock and kill your fighter. However, your fighter is faster and you can use that to your advantage :) The "1 lock 1 strafe" isn't as dangerous as it seems. Most of the time he might be able to kill 2-4/6 of your squad, in exchange for a sure loss of 4 fighters in his first squad. Your remaining 2-3 planes can usually kill 1-2 more of him, so in the end it's actually fairly equal in terms of air fight.

 

2/2/0 Saipan: against competent Saipan you won't be able to do much, just save your strike above head of ally ships and only use them when you see an obvious opportunity. Against normal Saipan tho, they are also likely to use 2 fighter squads against your 1. But the "lock+strafe" strategy can actually delete your whole squad with Saipan, so choose your engagement closer to ally AA.

In those 2 matchups against incompetent enemy players, I'd recommended to strike enemy CV directly while their fighters are busy. People tend to switch their focus to striking other ships and just let fighter battle go on, which is a golden opportunity for you to strike their CV.

 

2/0/2 Ranger, 3/0/1 Saipan and 3/1/2 Hiryu: it's pretty difficult to strike in those cases. Do some plane border hugging, not to snipe enemy CV but to kill enemy lone ships that extend too far instead. If things get too hard, save your strike planes and use fighter hanging around and scout torp/DD. 

 

1/1/1 Ranger: skill-dependent

0/1/3 Ranger: use your first wave to strike some early viable target (lone ships, t5 ships, smoked DD, etc...). Use your second wave to strike enemy Ranger directly as it's the time when enemy team start to split up.

Your most feared move: a strike from enemy CV. Your surface detection range is pretty high so you have to stay way further in the back, essentially having no hope of escort AA in case of a strike. You can't do anything about that tbh :D But I'd repeat my first point again: the majority of t7 CV players are not skilled enough to figure out that move.

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Super Tester
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+1 to this lol, can't be more true.

 

But if you are really committed to playing Ranger, then just do it. I also got Ranger a few days ago and using 1/1/1 with pretty decent result atm. The skill level of most solo t7 CV players is simply isn't enough to stop you if you possess good awareness (incl. a lot of people with 15 pts captain). Your real nightmare is divisioned Saipan players - they are usually very experienced and you will have to accept defeat in those cases. 

 

On individual matchup: 

2/2/2 Hiryu: most Hiryu players use 2 fighter squads trying to lock and kill your fighter. However, your fighter is faster and you can use that to your advantage :) The "1 lock 1 strafe" isn't as dangerous as it seems. Most of the time he might be able to kill 2-4/6 of your squad, in exchange for a sure loss of 4 fighters in his first squad. Your remaining 2-3 planes can usually kill 1-2 more of him, so in the end it's actually fairly equal in terms of air fight.

 

2/2/0 Saipan: against competent Saipan you won't be able to do much, just save your strike above head of ally ships and only use them when you see an obvious opportunity. Against normal Saipan tho, they are also likely to use 2 fighter squads against your 1. But the "lock+strafe" strategy can actually delete your whole squad with Saipan, so choose your engagement closer to ally AA.

In those 2 matchups against incompetent enemy players, I'd recommended to strike enemy CV directly while their fighters are busy. People tend to switch their focus to striking other ships and just let fighter battle go on, which is a golden opportunity for you to strike their CV.

 

2/0/2 Ranger, 3/0/1 Saipan and 3/1/2 Hiryu: it's pretty difficult to strike in those cases. Do some plane border hugging, not to snipe enemy CV but to kill enemy lone ships that extend too far instead. If things get too hard, save your strike planes and use fighter hanging around and scout torp/DD. 

 

1/1/1 Ranger: skill-dependent

0/1/3 Ranger: use your first wave to strike some early viable target (lone ships, t5 ships, smoked DD, etc...). Use your second wave to strike enemy Ranger directly as it's the time when enemy team start to split up.

Your most feared move: a strike from enemy CV. Your surface detection range is pretty high so you have to stay way further in the back, essentially having no hope of escort AA in case of a strike. You can't do anything about that tbh :D But I'd repeat my first point again: the majority of t7 CV players are not skilled enough to figure out that move.

 

You missed the most annoying one, 301 Saipan (with AS captain).

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+1 to this lol, can't be more true.

 

But if you are really committed to playing Ranger, then just do it. I also got Ranger a few days ago and using 1/1/1 with pretty decent result atm. The skill level of most solo t7 CV players is simply isn't enough to stop you if you possess good awareness (incl. a lot of people with 15 pts captain). Your real nightmare is divisioned Saipan players - they are usually very experienced and you will have to accept defeat in those cases. 

 

On individual matchup: 

2/2/2 Hiryu: most Hiryu players use 2 fighter squads trying to lock and kill your fighter. However, your fighter is faster and you can use that to your advantage :) The "1 lock 1 strafe" isn't as dangerous as it seems. Most of the time he might be able to kill 2-4/6 of your squad, in exchange for a sure loss of 4 fighters in his first squad. Your remaining 2-3 planes can usually kill 1-2 more of him, so in the end it's actually fairly equal in terms of air fight.

 

2/2/0 Saipan: against competent Saipan you won't be able to do much, just save your strike above head of ally ships and only use them when you see an obvious opportunity. Against normal Saipan tho, they are also likely to use 2 fighter squads against your 1. But the "lock+strafe" strategy can actually delete your whole squad with Saipan, so choose your engagement closer to ally AA.

In those 2 matchups against incompetent enemy players, I'd recommended to strike enemy CV directly while their fighters are busy. People tend to switch their focus to striking other ships and just let fighter battle go on, which is a golden opportunity for you to strike their CV.

 

2/0/2 Ranger, 3/0/1 Saipan and 3/1/2 Hiryu: it's pretty difficult to strike in those cases. Do some plane border hugging, not to snipe enemy CV but to kill enemy lone ships that extend too far instead. If things get too hard, save your strike planes and use fighter hanging around and scout torp/DD. 

 

1/1/1 Ranger: skill-dependent

0/1/3 Ranger: use your first wave to strike some early viable target (lone ships, t5 ships, smoked DD, etc...). Use your second wave to strike enemy Ranger directly as it's the time when enemy team start to split up.

Your most feared move: a strike from enemy CV. Your surface detection range is pretty high so you have to stay way further in the back, essentially having no hope of escort AA in case of a strike. You can't do anything about that tbh :D But I'd repeat my first point again: the majority of t7 CV players are not skilled enough to figure out that move.

 

​Thanks for a suggestion +1 from me then

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Bait and switch is the name of the game.

 

Scout where the enemy fighters are. This might sound ironic but you can use your team to scout for enemy planes. If they're alone and the distance between each enemy fighter is too far then you can engage them one by one. If they're grouped, you can bait them away from your bombers while you engage or if they're wise enough to blob them, you can just strafe them. Just make sure you don't engage on a dogfight above friendly Japanese destroyers. 

 

If your team complains about not giving air support because you're busy, ignore them. They're probably not wise enough to dodge air strikes or group themselves to form an AA screen.

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Bait and switch is the name of the game.

 

Scout where the enemy fighters are. This might sound ironic but you can use your team to scout for enemy planes. If they're alone and the distance between each enemy fighter is too far then you can engage them one by one. If they're grouped, you can bait them away from your bombers while you engage or if they're wise enough to blob them, you can just strafe them. Just make sure you don't engage on a dogfight above friendly Japanese destroyers. 

 

If your team complains about not giving air support because you're busy, ignore them. They're probably not wise enough to dodge air strikes or group themselves to form an AA screen.

 

yeah I did alot recently

sometime fails sometime work as intended

for some who need AA and I'm already busy on another area I just ignore them because I can't cover all area at once

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It'd depend on what you're planning to do with Ranger.

 

If you're just playing her to grind through the USN CV line, then 111 and 202 are both consistent loadouts. 013 is for damage and suffering.

 

111: You'll have decent damage potential(albeit outclassed by Hiryuu 222 and Saipan 220) and decent fighter power (outclassed by fighter loadouts). Playing well will often just get you a normal amount of plane kills and normal amount of damage which should be enough for grinding the line.

202: If you want to push through the line the fastest to get Lexington and above, then going fighter loadout is the best and most consistent way to go to gather EXP especially with the new economy. That said, in-game, your influence on the battle will be quite limited and carrying potential is really gimped as your help to the team would be fighter cover and scouting only.

013: Living life dangerously, most 013 Ranger captains will run out of planes the hangar almost every game due to the enemy fighter cover. Literally 0 air power, limited scouting(unless you sacrifice bombing potential) but great damage potential.

 

Regardless of what loadout you pick, I wish you luck on the grind. :medal:

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Ahhh... Ranger. She have the highest WR out of any other ship in my port :teethhappy: (ships with +10 games)

My tip for you. Learn to use 1/1/1 to its full effectiveness, sharpen up your CV sniping skills and you are golden. Her planes durability is ok. But I have no issue killing enemy ships in Ranger

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[BMRSF]
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i use 202 Ranger, i usually try to keep my fighter close to the ally for quick support when Saipan is try to engage them i can help them more easily also i will get AA support, while both of my Bomber to engage enemy to the closest enemy to my ally so they will get more AA support.

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[LNA]
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I will give you 2 advices :
-202 Ranger : easy way and not very high skill ceiling . Upgrade them with every fighting upgrades and get dogfighting expert ( you will need to reset the captain again on Lexington since that skill will not be needed on any other tier ). Your FT squad will win every single 1v1 with this setup and will inflict heavy loss on Saipan even with a 1 v 2 scenario. Your priority when facing the 301 Saipan will be destroying his single DB squad , and eliminating his FT in locked fights if he is 202. A Saipan has 48 planes , which means you will need to inflict an attrition battle by either denying a cap forcing a FT engagement on your terms. He is faster than you so force your presence where he is needed for his team. You do not need to kill all his planes , you need to either force him into a stalemate or risking his small reserves. Saipan are deadly hit and run but is weak to a forced all out engagement. Never let 1 squad engage near each other so that 1 of his FT can strafe you. Kill his strike planes with strafe ( they are fast ).
 

-013 way : The risky high reward way : you snipe him right from the start by using a 2 wave strike. Deceive him by using the torp squad or a bomber squad moving around on low health targets. If he go look for your snipe team pull back and immidiately punch his teammates. The idea is to inflict atleast 2 kills before he does and sway a front in your favour. Your manual drop skill has to be very good , you need to drop with only 1 turn from bomber to minimize unnecessary damage. A 301 is useless if you get 2 kills early on and a 202 will be dead in his track if you can snipe him ( he is easier to snipe than a 301 ). Information and scouting is key here , you need to keep tab on estimate position of likely targets and his carrier location should he is commanding his strike run.
Also notice AA heavy ship on your team, they are your safe staging area and moving back and forth between them will be key to beating his strafes attack and making his FT useless.

Do not move your strike planes above your team dd , flank to their side and force enemy dd out of smoke and cap. Leave a DB in a cap to lure his FT to protect their dd capping and move away from your snipe force.

If a squad is under fire , keep watch on them so that he cant strafe you by turning every now and theb , he will waste his low ammo FT if he has to left click to kill your bomber and also waste time.

Learn to trade planes favourably , you can trade a squad for a kill and learn to trade plane to kill dd. If you can kill a dd under Saipan FT protection you are already gud and ignore everything above
 

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Super Tester
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Stick to your mentality and play to it. If you are a supportive player, 202 provides excellent air cover (powerful strafe and lots of ammo), but cannot directly contribute much damage.

 

If you are very confident in your strike ability, 013 offers unrivaled damage but you better know how to manage bombers and outdamage enemy strike carriers. This loadout carries a LOT but is extremely risky due to snipe opportunities and enemy fghter cover.

 

Personally, I grinded 013 Ranger and Lexington solo. Pick a loadout that suits you best.

Edited by stratmania

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I watched a 2/2/2 hiryu dominate a 3/0/1 Saipan just last night. The key to engagement was that the Saipan chased his fighters into allied AA screen. Otherwise I guess you have to learn how to strafe good

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My Ranger has the +dmg per tier of difference captian skill (don't ask why) the thing shreds saipan fighters lol

 

2/0/2 is a bit of a bully when it comes to air superiority, it should win most engagements and its strafe AoE is larger.

Also it can easily force the enemy CV planes out of the cap circle at the start of the match because of its fighters strength, the enemy CV will usually need to 2v1 your fighters to win.

 

And with 2 dive bombers it can deal some respectable damage, work them is pairs, bomb once wait for the target to burn its repair then set it on fire again, it makes for good practice if you ever want to try 0/1/3.

 

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Super Tester
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My Ranger has the +dmg per tier of difference captian skill (don't ask why) the thing shreds saipan fighters lol

 

2/0/2 is a bit of a bully when it comes to air superiority, it should win most engagements and its strafe AoE is larger.

Also it can easily force the enemy CV planes out of the cap circle at the start of the match because of its fighters strength, the enemy CV will usually need to 2v1 your fighters to win.

 

And with 2 dive bombers it can deal some respectable damage, work them is pairs, bomb once wait for the target to burn its repair then set it on fire again, it makes for good practice if you ever want to try 0/1/3.

 

 

That is one way of playing the Ranger, with a smart way of speccing the captain (why take TA when you got no torps?), but if you want to advance past the Ranger you will need a whole new captain.

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