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PGM991

read the map - Heaven

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shot-19_03.15_11_02.47-0300.thumb.jpg.a190991c7d9d0045ce62f7981b25794b.jpg

 

from my own DD experience

  1. D7,8 and  H4 is favorable spot of Radar ship and both B and C are well within radar range.
  2. but some how not many radar ship from green side go for G3 spot... wonder why... over extend?
  3. 2 small island in B is favorable spot for DD from both side but prone to being radar-ed and focus fire
  4. if I'm a DD and spawn from green side in this map, those 2 small island in B is too small to cover fire from red side 'if' they spread wide around H3,4,5,6 and G6
  5. but on other hand if I'm spawn from red side, these 2 small island is enough to cover fire from green side because huge chunk of island at F3,4
  6. green side have E5 as good standby spot for DD due to it's far enough from radar range from either side.
  7. red side have F6 but less room to maneuver 
  8. some Radar ship with good concealment use E5, F6 spot to standby as well, ship at E5 also have advantage at crossing fire at DD try to hide in B as well
  9. many DD decide to abandon cap completely and go far side, maintain distance from radar ship spot above and spot and let their BB make a full use of their gun
  10. if torpedo have enough range, they might even try to torp into radar camping spot to flush them out or even kill/cripple them
  11. but radar ship ain't fool, if they being spot while in camping site, they'll know there's DD at far side and prepare for possible incoming torp

 

overall as a IJNDD main, I think this map has one of the most difficult capping key area of all. those island are blocking bigger ship from getting in for closer support.

that basically what i'm learn so far

feel free to add anything 

Edited by PGM991

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"no plan of operations extends with any certainty beyond the first contact with the main hostile force" - Helmuth von Moltke the Elder

That is why I keep my play very dynamic and attempt the unexpected to counter the expected. What you say about the "usual tactics" is both a strength and a weakness in itself. Hence the 3 rules of warfare: 1) Intelligence 2) Intelligence 3) Intelligence. Knowing the disposition of your enemy's forces in the opening stages is the most important thing so that you can plan a counterattack. If the enemy outguns you on one flank, you know the other flank is weak. Other flank needs to push while the other delays. DD doesn't have to be the one that scouts. DD can be bait for the enemy to reveal themselves.

The problem is most people keep on thinking the strategy they see/learn in previous games is always viable. Incorrect. Your observations on Haven is pretty spot on. Knowing that, you should plan your strategy accordingly. As another example, on the map Trap, the lower left cap (A iirc): people always end up playing hide behind the island irrespective of what side they start from. The counter: someone stealthy needs to go wide and flush out the other team. A majority of the time I see teams playing trench warfare. Things then break down when the other caps fail to be capped and time is wasted on a stalemate.

On Haven, some people need to go wide to flush out the island campers. Remember that if you camp behind an island, they cannot hit you but you cannot hit them. Standard counter tactic: A couple of radar ships island hug, concentrate on one cap first. If you have enough dds, one should go wide and see if it is clear for a flanking move. BB push down the sides. As an example: D7/8, H4 cover the caps but has a huge blind spot if enemy should push with a flanking move. Islands block their view of flanking and if the flanking move is successful, the campers there are in trouble because they are horribly exposed. Choice is to reverse or go forward as turning will expose citadels.

Edited by dejiko_nyo

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being lead by common sense is to be predicted, trapped and outwitted by enemy.

to be unpredictable is to break all common sense.

when you do something defy all common sense, your teammate will frame you as a noob, yolo and/or reported you.

hah....

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6 hours ago, PGM991 said:

being lead by common sense is to be predicted, trapped and outwitted by enemy.

to be unpredictable is to break all common sense.

when you do something defy all common sense, your teammate will frame you as a noob, yolo and/or reported you.

hah....

Maxim No. 42: "They'll never expect this" means "I want to try something stupid."

Maxim No. 43: If it's stupid and its works, it's still stupid, and you're lucky.

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11 hours ago, PGM991 said:

being lead by common sense is to be predicted, trapped and outwitted by enemy.

to be unpredictable is to break all common sense.

when you do something defy all common sense, your teammate will frame you as a noob, yolo and/or reported you.

hah....

Been there, done that.

 

-No one expects a Conqueror that shoots AP (and uses 457 mm because almost anyone says it's useless)

-No one expects a Salem dares to bow tank against Stalingrad, Alsace, Bourgogne; and survives the engagement

 

There are more but the list would be much longer

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3 hours ago, Sir_Feather said:

-No one expects a Conqueror that shoots AP (and uses 457 mm because almost anyone says it's useless)

-No one expects a Salem dares to bow tank against Stalingrad, Alsace, Bourgogne; and survives the engagement

-it is useless

-only a idiot bowtanks agaist those ships when you have the bow and side armor to bounce 330/380s

Edited by drakon233

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