WTP-The Signals and Flags of World of Warships-025

The Signals and Flags of World of Warships

Naval communications using flags is universally agreed to have been developed and first used in antiquity, being the only way to maintain command and control of a fleet of ships.  During the Peloponnesian War, Athenian galleys were described as executing coordinated maneuvers that could only be accomplished using some form of communication.  No hard evidence is available pointing to the use of flags, but flags would seem to fit need of the Athenian fleet.

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WTP-Getting Started in World of Warships-024

Getting Started in World of Warships

Welcome!  You decide to check out world of warships because of reasons.  Maybe a friend told you about it, or a family member, it really does not matter.  You are on the world of warships web page and it all looks cool.  You’re getting a good vibe from what you see.  Checking out the news page shows all kinds of fun looking stuff.  You get your first glimpse of Dasha.  Depending on when you land on the world of warships web page the news tab will show all kinds of events based on holidays, history, anime tie ins, rewards for inviting friends and more.  Videos on the media page look sweet, don’t they?  I hope you checked out the training page and all its “Naval Academy” videos, they are a good start when learning about world of warships.

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WTP-Basic Battleship Brawling Tactics-023

Basic Battleship Brawling Tactics in World of Warships

What is brawling?  Sounds like a simple question but some players still get this wrong.  Let me get the right answer out first.  Brawling is a close-range engagement between 2 or more ships, close range meaning inside secondary battery range.  Meaning you take that hunk of steel into a close range semi-controlled engagement with enemy ships, taking advantage of armor and firepower.  Noticed I said semi-controlled.  Semi-controlled is when you decided to move in vs 2 or more enemy battleships or cruisers or some kind of mix after you determined the risk is worth the reward.  Risk vs reward is key in this decision.  Part of the risk evaluation is knowing how many enemy ships can potentially get shots on you and if any destroyers are supporting the ships you intend to brawl with, the mini map is key.

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WTP-Tier 9 USN Destroyer Fletcher-022

World of Warships Tier 9 Destroyer USS Fletcher

Let’s talk about the most flexible destroyer in World of Warships, the USN Fletcher.  In the Fletcher you can have a great gun boat with good torpedoes or an above average torpedo boat with dangerous guns.  Picking one or the other is a simple choice of different commander skills and ship upgrades.  Another good perk of the Fletcher is her good anti-aircraft firepower when using the top hull and you don’t have to sacrifice any of her 127mm main battery guns.  Also, you can equip the Defensive AA Fire consumable making the Fletcher a very capable fleet escort ship and more than able to defend herself against marauding enemy aircraft.

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WTP-Team Capture Point Tactics-021

Team Capture Point Tactics in World of Warships

When it comes to the domination game mode, taking and holding capture points is key to victory.  Holding the capture point advantage will force the enemy team into assaulting one or more of your capture points.  We all know that defending a capture point is easier than trying to take one from the enemy team.  The attacking team even when they outnumber the defending team is at a disadvantage.  Single hits will reset that ships capture points.  A single defending ship with 4 turrets can keep resetting 4 enemy ships if 1 turret is used on each ship, assuming you can hit your shots.  In theory it’s an easy concept, in practice it can become tricky.

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WTP-Check on Learning Episodes 11-19 Recap-020

Episodes 11 to 19 Recap Covering Tips and Tactics in World of Warships

In this episode, I will be recapping the most important points from episodes 11-19 to keep them fresh in your minds.  As I move from topic to topic I will reference the episode number and title so you can go back and listen to something specific if you need to.

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WTP-Cruiser Captains How Not To Die First-019

World of Warships Cruiser Captains, How Not To Die First

Cruiser captains are you getting killed during the opening stages of games?  Are you having issues living longer than 5 minutes?  Does it seem like you’re out front of the fleet with no support?

If you have answered yes to any of these questions, then you may need to rethink how you position you’re ship in the opening stages of games.  Cruisers are not built or intended to lead the fleet in a push for a flank or capture point.  Good speed, maneuverability and surface detection ranges may trick you into pushing farther than you should in the beginning stages of games.

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WTP-Destroyers Part 2 What You Should Be Doing-018

Destroyers Part 2, What You Should Be Doing in World of Warships

In my opinion destroyers are the hardest ships to play.  They are also the ships that have the biggest impact on games.  Destroyers have almost no room for mistakes, most mistakes will end with you back in port in very short order.  Those mistakes that don’t end with you in port will cripple your ship to the point of being nearly ineffective.

Using your guns and torpedo systems is not the only way to help the team win.  As destroyer captains, you need to do so much more.  Here is my list of things I feel destroyer captains need to do.  Keep in mind some ships and ship lines will prioritize this list differently.

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WTP-In Game Intelligence Gathering-017

In Game Intelligence Gathering in World of Warships

Now that you’re into a game you need to maintain situational awareness.  You need to keep an eye on that mythical mini map.  But let’s take a step back and try to remember how many times we had no idea our team was getting steamrolled until it was too late.  How many times have you been the last destroyer in the game and got into an unnecessary gunfight and died letting the enemy team off the hook.  I can go on and on about this, but the point is, you lost situational awareness.  We have all done this.

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WTP-Pre Game Intelligence Gathering-016

Pre-Game Intelligence Gathering in World of Warships

Pre-game intelligence gathering is very important and should be done before each match, the game gives you all the information you need, you just need to process it.

First thing and this will seem obvious but still needs to be said.  You need to know what ship you are in.  Know its strengths and weaknesses.

Next if you are in a division know the composition of the division.  Again, know the strengths and weaknesses of the division.

Your team composition.  Determine the strengths and weaknesses of the team.  How many if any divisions are present.  What battleships, cruisers and destroyers do you have?  Is this a carrier game?  Evaluate the enemy team the same way.

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WTP-Game Mechanics Spotting, Cyclones and Smoke Screens-015

Game Mechanics in World of Warships

I’m going to start with the spotting mechanics as I feel this is still misunderstood in world of warships.  Spotting enemy ships, aircraft and torpedoes is dependent on view range, camouflage and detectability ranges of various torpedo systems.  Visual spotting requires line of sight or LoS for short.  That is both ship to ship and aircraft to ship.  Radar and hydro acoustic search do not require line of sight to work.  I will not be getting into why radar and hydro acoustic search should not work through land masses.  That discussion would go on and on until I’m blue in the face or pass out from dehydration, no thank you.  Just understand that’s how they work in game and deal with it.

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WTP-Game Mechanics Fire, Flooding, Detonation and Ramming-013

Game Mechanics in World of Warships

In episode 12 I talked about understanding game mechanics and taking advantage of them is key to improving your game play.  Now I will get into those game mechanics and how to exploit them.  Starting off with the world of warships versions of DoT’s (Damage Over Time) effects fire and flooding then talking about detonations and ramming.

Spotting, Aerial Combat, Cyclones, and Smoke Screens will follow in a future episode.

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WTP-Going from Average Player to Good Player-012

Going from Average Player to Good Player in World of Warships

Be honest, are you just average?  Or possibly below average.  Most of us start off behind the power curve and are terrible at this game universally.  We see a WWI to WWII warship shooter player vs. player game and think, I need to try that out it looks fun.  You know a little something about surface warships from that time and would like to take one into battle.  How hard could it be? 

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WTP-Knowing How and Where to Shoot Ships with Main Battery Guns-011

How to Shoot in World of Warships

This topic was suggested by Chris B. on Warshipstactics.com, Chris said he has trouble knowing what he can penetrate.  I’m sure Chris is not the only person who has this problem, as I also had this issue back in closed beta and the game does not do a very good job of teaching this. 

If this was a true in-depth discussion about armor penetration we would be crunching numbers like mad.  The bounce/ricochet table would be heavily discussed.  The formula for each main battery gun that will show you how much armor a shell can penetrate would be covered in depth.  Yes, for each caliber.  Then double that topic because AP and HE are different animals.  And let’s not forget British Semi-AP and those ships who have taken IFHE.  Again, numbers are falling out of the sky!

Lucky for us, we have a few generalizations we can follow to help send those evil reds to Davey Jones locker.

 

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WTP-Check on Learning from Episodes 1 to 9-010

Episodes 1 to 9 Recap Covering Tips and Tactics in World of Warships

In this episode, I will be recapping the most important points from episodes 1-9 to keep them fresh in your minds.  As I move from topic to topic I will reference the episode number and title so you can go back and listen to something specific if you need to. 

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WTP-How to Play as Bottom Tier-009

How to Play as Bottom Tier in World of Warships

Different classes of ships will have to go about bottom tier gameplay differently.  IMO, the easiest ship to play as bottom tier is the destroyer.  Next on the list is the battleship, but will demand sound positioning.  The hardest is the cruiser, as even a bottom tier battleship can cripple a top tier cruiser when it’s positioning is bad.  Again, I will not be talking about aircraft carriers as I do not play them.

To be successful as a bottom tier ship you need to know your ship very good.  But even more important than that, you need to study the enemy team line up.  You must know what ships you should stay away from at all costs and identify the ships you can relatively fight in safety.  Main battery gun range is going to dictate how and when you fight.

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WTP-French Light Cruisers T3 to T6-008

World of Warships French Light Cruisers Tier 3 to Tier 6

The French cruisers below tier 7 are the light versions except the tier 2.  Thin armor, OK self-defense AA guns and average AP and HE for the main battery.  French cruisers are for the most part average.  They fill the traditional cruiser role in a generic way, not great or terrible at any one thing. 

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WTP-How to Play Defensively in Destroyers-007

How to Play Defensively with Destroyers in World of Warships

When playing destroyers, it’s inevitable you will find yourself alone facing multiple enemy ships.  Whether it’s in domination mode or standard battle it will happen and you need to make some hard choices.  Lucky for you you’re in the perfect ship class to defend vs multiple enemy ships, the destroyer.

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WTP-USN Destroyers Still Relevant and Deadly-006

World of Warships USN Destroyers Still Relevant and Deadly

USN destroyers are the close in gunfighters in world of warships.  They have fast firing guns the longest lasting smoke screen and are the most maneuverable ships in the game.  Even with radar, hydro, radio position finding, removal of stealth fire and gun bloom they are still deadly.  They still shine in close quarters battles with other destroyers.

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