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Tutorial: Battleship Fleet Tactics - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Welcome (https://discoverygc.com/forums/forumdisplay.php?fid=399) +--- Forum: Help & Support (https://discoverygc.com/forums/forumdisplay.php?fid=26) +---- Forum: Tutorials & Tools (https://discoverygc.com/forums/forumdisplay.php?fid=178) +----- Forum: Community Equipment Guides (https://discoverygc.com/forums/forumdisplay.php?fid=744) +----- Thread: Tutorial: Battleship Fleet Tactics (/showthread.php?tid=162202) |
Tutorial: Battleship Fleet Tactics - Thunderer - 06-21-2018 I died in a battle and entrusted another guy with command. However, after the battle, he asked me to teach him how to command a fleet. This is what I sent him by Skype (sorry for the wall of text!): "There's a few things I can tell you here about fleet command, but theory and practice are two different areas. I might have mentioned that the charging opponent has the advantage There's reasons why Firstly, when you charge, you can dodge better, as you don't only strafe, but you can turn as well, with your mouse While the enemy is firing mortars, or while your own are recharging This is the advantage in duels There's also one in fleet battles All BSs travel at 90m/s This means that, if an enemy ship which is being chased reverses, it will get too close However, imagine 3 Dunkirks chasing 3 Murmillos When the Murmis focus fire at 1 Kirk, and it loses shield and starts getting heavily damaged, it can simply reverse The Murmis will switch fire to a different Kirk Meanwhile, all the Kirks will keep firing at the same Murmi And destroy it The Kirks disperse damage this way, while the Murmis can't do that In the end, we'll have 1 undamaged Murmillo, and 3 heavily damaged Kirks The hitpoints the Murmi has and the Kirks have in total might be the same, however, the firepower of the 3 damaged Kirks is 3 times greater than that of the Murmi And they'll simply destroy the last Murmi by ganking This is why Valors are so good. They can do this to us. However, we are usually better and better organized than Valors And this is why we have artillery If a Valor reverses out of our range, it also reverses out of its own range, thus neutralizing itself from the battle, as if it's dead -- as there's nothing with a longer range than a mortar Also, about fleet fighting Lolors It's effective to make a vertical formation. This means that the ships at its top and bottom will see the Valors' tops and bottoms exposed. Those are easy to hit. I might have not mentioned it, but it's also better to focus fire at one target than disperse it on multiple ones. But there+s exceptions Let's imagine 2 Kirks are fighting 2 destroyers and they have enough CDers Destroyers, as a fleet, are better than battleships. However, alone, in a duel, they will lose to battleships. So, 1 Kirk chases 1 destroyer, and the other chases the other. DDs are too feebly armoured, so they'll have to move away from the Kirks. That way they'll be separated And the fleet fight will turn into 2 duels However, if you can't do this, there's another way to fight a group of cruisers/destroyers with a group of battleships Your BSs spin in circles around each other When one comes under fire, it goes towards the other Meanwhile, the other goes towards the destroyers, and chases them off Then the destroyers switch targets And then you repeat this This way you'll enable your battleships to last very long. Perhaps long enough for the enemy to make a mistake, for example come too close. Or, for you to get reinforcements. And then you win. Fighting BCs is the same Oh, and more about fighting Lolors Separating your fleet and moving a portion of it above them, or below, or at the side, or behind, could stop them from doing the reverse thing So if 1 Lolor gets damaged and reverses, the other group of your fleet, which is behind, shoots at it But this is risky You risk dividing your fleet. If 1 part is in range, and the other part can't support, then the 1st part will get ganked, and then the 2nd part will also get ganked Now let's say a bit about supporting snubs. Don't chase enemy snubs. Your engines are much slower. It's ineffective and it separates you from the formation. Instead, stand still. Arrange the other caps in a spherical formation, or if there's too few, just next to each other. Then tell your snub which is being ganked to fly between your caps. The area between your caps is called the "killzone" for a reason. [22:10:43] Vovasishe: It's effective to make a vertical formation. This means that the ships at its top and bottom will see the Valors' tops and bottoms exposed. Those are easy to hit.Like this? https://i.imgur.com/N51Y1CP.jpg Yes, but with more space between the Kirks. They'll need some space to maneuver and not bump into each other ![]() And tell them all to turn to the same side, or your formation will disperse once they turn away So, to continue about snubs This was about covering your own. Don't chase the enemy, just ask your own to hide in your "fortress" formation Within the killzone You do the same if a destroyer or a GB come under fire by bombers. Make a fortress formation with your battleships, and then tell the DD/GB to TS inside the killzone Now, what if a BS comes under fire by bombers? You do a moving fortress formation. Why moving? Because if you move forward, most of the enemy bombers will approach from behind, instead of surrounding you and shooting you from multiple angles. And this is how you do it: Imagine you're the target. You have 2 more battleships to support you. Go forward, strafe to avoid snacs, flak the torps off Tell 1 of your Kirks to move behind you, and a little above The other one also behind you, but a little below Why? Since you're going forward, the enemy bombers will be approaching from behind In order to snac you, they'll have to come through the fire of the Kirks you've arranged behind And they'll have to get close to them Why put them a little below and above, instead of at the sides? The Kirk, if you have flaks on the last 2 slots, which are the best for flaks, only fires 2 secondaries above and below While firing 4 to the sides Your sides aren't weak, but you'll need to cover the top and the bottom The other Kirks are physically blocking them with their bodies, so snacs can't get through. The enemy will have to snac you from the side And 3 Kirks can fire 12 secondaries in total sideways + 3 flaks So, in essence: When you can charge, charge. Take care when surrounding the enemy. Your forces might get divided. But if you do it with success, you'll give your enemy no respite. When fighting destroyers, cruisers or battlecruisers, spin in circles around each other. Cover each other. Have patience, wait for them to make a mistake -- and then fully capitalize on it. When fighting snubs, discipline. Make an ordered formation and maintain it. Stand still of covering a snub, or a GB, or a destroyer of your own, tell them to hug the killzone. Move straight forward, in formation, when fighting bombers. And, most importantly: don't get too cocky about complex tactics. Many people don't understand things. Some are new, some don't fly that ship class, some are clumsy or poor sighted, some are just stupid. The simpler the tactics, the better. But if you know your team knows what they are doing, freely do imaginative stuff The simpler the tactics, the betterAnother reason why charging is effective ![]() This is all I could think of at this moment [22:24:47] Vovasishe: Oh, I have a question [22:24:55] Vovasishe: How choose target? [22:25:54] Vovasishe: Situation: We have 3 Lolors with Cau 10, 8 and 5 [22:26:27] Vovasishe: We need to destroy Lolor with Cau 5 first, right? [22:27:11] Thunderer: Let's assume they all do the same damage to us [22:27:12] Thunderer: Then yes [22:27:34 | Edited 22:27:43] Thunderer: Generally, try to first destroy the target which is, at the same time, the highest threat and the easiest to kill [22:27:42] Thunderer: Some that has a balance between that [22:27:57] Vovasishe: Aha.. [22:28:33] Thunderer: If the CAU 5 Valor dodges well, and the CAU 10 Valor doesn't dodge at all, target the CAU 10 Valor [22:29:03] Thunderer: If the CAU 10 Valor can damage you, and the CAU 5 Valor is out of his range, target the CU 10 Valor [22:29:23] Thunderer: Also, normally we target the closest one, because the closer it is, the easier it is to hit" |