World of Warships

World of Warships

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Advanced Dunkirk 1940 Card Techniques
By Laguna Queen and 5 collaborators
Maximize Evacuation Points to obtain the most Economic Crates afterwards!
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Introduction
The sections prioritize maximum daily progression with a very strong emphasis to complete all available missions now! There is no benefit to stagnate any mission because time is the most punishing factor that will translate into one less Economic Crate!

Note: The game mechanics is very straightforward and does not require additional details on how to win.

Please click here for the Submarine guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2823583841
Why are you writing this guide?
I enjoy helping others by writing about technical topics to a higher standard and provide key findings for a higher chance of success!

Who is the intended audience?
The guide is for everyone, but much friendlier to new players. Everything will be explained to be on the same level as those who are the most experienced. The writing will be easy to follow with plenty of screenshots for those who are too lazy to read everything!
Early Stage Priorites
The first immediate goal is to increase the naval fleet by obtaining as much Support Tokens.
More is obtained by either conducting daily combat and supply missions.
Progression of the operation stage will also yield free card draws and additional Support Tokens.

Note: Support Tokens will be given top priority in supply missions to obtain more ship cards.
Reinforcement Depot: Card Choice
Each card displays its raw total power at the bottom with black crossed swords logo on its left.
The ship with the highest number must be selected to deal with the most difficult threats, regardless of its buffs.
Effective Modifier Cards
The hierarchy of high value cards that are used in decreasing frequency.
Card Name
Modifier Type
Cost
Description
Extra Space
Endurance
3
15% more evacuation points upon victory!
Sea Dog/Double Impact
Tactical
4
Applies debuffs that are not applicable/Doubles debuff power
Focused
Tactical
8
Increases parameters by 40% at cost of disabling all debuffs!
At All Costs
Endurance
12
Guarantees victory at full HP expense of card, regardless of current health segment!
Two cards can be used simultaneously if each card is a different type of modifier.

Note: Repairs were excluded because of being least cost-effective and have limited use.
Better Repair Utilization
Repairs are only effective when the same limited ships must be used repeatedly.
Such modifiers are too expensive to buy on own and best to obtain as rewards.
The ideal time is during the early stages and must be used sparingly on at least a 2 star difficulty key missions. Otherwise, all damaged ship will be automatically repaired for free in 20 hours.

Note: Repair cards can only be utilized during key missions and not supply missions.
Cycling of Early Missions
An unique approach is to complete at least a 2 star difficulty supply mission first with the best ships before any key mission. The available repair cards can be used then to further expedite mission progress.
Early Guaranteed Victories
Key missions that are at least 2 star difficulty will present significant threats against early ships.
Victories can still be achieved through the use of At All Cost card, which removes all ship HP.
The Focused card should be used instead when possible to pair with Extra Space card, specifically useful against Field Artillery when located on the far edges of the opposing card deck.

Note: Against All Odds card can be used as a last resort if there is no other way to win but will only yield 30% of the evacuation points.
Maximizing Evacuation Points
The Extra Space card grants 15% reward bonus and most useful until the very end.
The caveat is that such card must be used on healthy ships that have at least 80% chance to win because repair cards cannot be used simultaneously.

Note: Such use is recommended on at least 2 star difficulty key missions when most Support Tokens are being allocated to obtain more ship cards.
Tactical Modifier: Debuff Powers
Sea Dog and Double Impact cards are used interchangeably to sufficiently debuff the enemy.
Neither of them will interfere with the Extra Space card because of being tactical modifiers.

Sea Dog will be the most frequently used and optimal, if the affected ship has 2 Debuffs that are pointing in the desired direction.
Full Naval Fleet Benchmark
The ship card fleet is considered complete when the drawn reinforcement cards are reduced to 2.
The remaining ships will most likely be civilian grade of the lowest total power.
All ship cards do not need to be purchased if they are completely inferior because civilian ships are only useful for 1 star difficulty missions.

Note: Support Tokens can now be used freely to purchase the most useful modifier cards.
Late Stage Goals
The final battle is to fight the daily clock to complete all key and supply missions on time!
Extra Space cards must be used for all key missions that range from 1-3 star.
The total daily expenditure is exactly 60 Support Tokens to just use Extra Space cards for all key missions. The math is 3 Token per card x 4 enemy cards x 5 key missions.
Supply Token Surplus
The supply missions in the final stage is to gain desirable resources like coal, credits, and etc.
There is no longer a high priority to obtain Support Tokens except to meet the daily expenditure and varies current total amount. A safe number would be around 70+.

Note: Modifier card rewards can be entirely skipped as they can easily be purchased with the excess Support Tokens.
Epilogue
The general idea is to take full advantage of the 20-hour cooldown period and complete as much missions as possible!

Note: The longer the incomplete mission is allowed to stagnate, more potential economic crates are missed!

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Copyright Notice
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1 Comments
christof 9 Jun @ 3:03pm 
Good advice overall.