Steel Ocean

Steel Ocean

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Update #1~ A Salty Weaboo's guide to Fleet (and some ship) Tactics
By Ya_Sendai and 2 collaborators
Do you feel that your team is brining you down? Have you met those players ingame with tier 4 ships that don't know that you can buy repairs and smoke dischargers? Ever fingerbanged your keyboard in rage, cursing your those DDs that left you, a battleship, with enemy DDs and SSs? I am here with this guide to (hopefully) reduce those depressingly all too common issues! So relax, calm those nerves, and strap down to listen to a blabbery weeb lecture you for a while!

   
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Before we discuss anything... + List of Topics
This is an update to a prior guide, A Weaboo's guide to Fleet/Ship Tactics. In this guide, I will focus more on fleet tactics, to say groups of ships of the same or different classes. Additionally, I will be adding on additional ship class tactics that I have neglected to mention in my previous guide. If you wish to read about Destroyers, Carriers, or basic naval nomenclature, I'd recommend you read the former guide, as I believe I have wrote all I need to have said, and therefore I will not be mentioning them in this review.

This guide also guarantees 100% more Arpeggio content. ElFuegoDelSur, you're welcome, kek.

In this guide we will be discussing:

  • - Basic battle items (consumable and non-consumable)
  • - A more in-depth discussion of CL and CA
  • - A guide on the Submarine Class
  • - Tactics for naval groups, for various groups of classes and map conditions


Basic Battle Items
Now, I hope most knows this already, but since I know that do not know, (I've met those that don't D:) let us go over some consumable items.


This is the maintenace page. Here you repair your ship, modify your shell/torp/plane/AAA loadout. Most likely the ship comes with the auto-repair and auto-rearm on, but it will not come with a full compliment of battle items. Battle items are mostly used when your ship takes module damage, although some, like smoke bombs, are meant to help reduce damage taken. For most ships there are 6 items avaliable:


  • Extinguisher: Your typical fire extinguisher, if your ship happens to be set on fire (which doesn't happen all that often but when it does it hurts like all hell), use it to prevent your ship from turning into burnt scrap metal under the sea. It takes 15 seconds to fully get rid of the flames so you better be fast on that button or you might burn to death before the fire goes out.

  • Advanced Ext: Same thing as above, just extinguishes the fire instantly. Not worth the gold if you ask me, the chances of a fire is rare anyways, would not recommend it.

  • Repair Kit: Repairs just about any broken part, from radars to shell and torp shaped holes in your hull, this item fixes modules. When underfire, you will end up with red or orange modules. Orange is 50% damage, while red is 100% damage. Now, your crew will repair over time, but sometimes you need immediate repair, not to mention crews almost never repair your modules back to 100%. You can carry up to 6, and they are vital to any ship.

  • Advanced RK: Same as above, just repairs everything damaged. It's useful if you want to more than 6 repairs, as while you cannot carry 2 slots of one thing, you can carry one normal and one advanced item, but the cost is still ridiculous and I'd not recommend it.

  • Smoke Bomb: Creates a sphere of smoke at your desired place, preventing sight through it. This can be used to hide yourself or a route, and lasts 30 seconds. You can carry up to 3. This is another essential gear for any ship, with perhaps the exception of submarines.

  • Advanced SB: Same as above, but lasts 60 seconds and you can carry up to 5. This is actually the best advanced gear in my opinion, as smoke bombs are very powerful in the game at the moment, not to mention the price is pretty affordable.

That covers most of consumable items, spare the submarine special items, which I will discuss in the SS discussion.



Non-Consumable Battle Items

Non-consumable battle items are items that buff your base stats, mostly having to do with reload speed, aim speed, or engine accleration/max speed. Some items in this category cannot be dismounted without gold, but since they only cost 25 gold, it is still quite affordable for the buff they give.


Range Finder: Increases your base scouting range by 400meters, this item is critical with pretty much any ship, but it is most important to have with destroyers. Even on battleships the extra 400 meters can mean the difference between getting a volley off and dying. Note that this module is surface only, and does not increase your underwater detection range.

Custom Hoist: Reduces artillery reload time by 10%, this item is essential for any battleship captain, and is also very nice on cruisers. Basically any ship that centers it's firepower on cannons will want this.

Fuel Filter: Increases engine durability by 50%, this honestly is a waste of item space, it does almost nothing. All it does it give your engine module 50% more health, reducing the chance it will be damaged. Needless to say, your engine doesn't get damaged all too often, and since you get 6 repair kits, no need for this item.

Anti Aircraft Director: Increases MG hite rate by 5%, this module isn't completely useless, but only really effective if you're under massive air attack and you happen to be a good AA ship, for example a Cleveland. Would not recommend.

Boiler Preheater: Increases acceleration by 10%, This module is for those who feel that their ships can't get up to speed fast enough, I'd recommend this item to underpowered ships, but for any other ship, there are better items that you could put on.

Electro-hydraulic Steering Gear: Increases ship steering performance by 10%, this is actually a decent choice on your ships, regardless of class. This module will save you from torpedoes or shells if you can serpentine fast enough.

Pressure Cycle Driver: Reduces the influence of turret rotation on artillery accuracy by 25%. TL;DR, your aiming circle doesn't grow as massive as it does when you turn your turrets. This module is highly recommended on Heavy Cruisers or Battleships.

Composite Gyroscope: Reduces the influence of steering on artillery accuracy by 25%. This item is a partner to the Pressure Cycle Driver. This item reduces the increase in your aim circle when you move your ship by 25%. Note that this item does not reduce the increase in your aim circle when you move the turret. This item is less useful than the Pressure Cycle Driver in my opinion, as ships have turrets and it is easier to turn them than the ships themselves.


Anti-Torpedo Compartment: Increases bulge armor by 10% but reduces maximum ship speed by 5%. Now, before we discuss this, let us first talk about bulge armor.

What is bulge armor? well it's not just one thing, it is a series of passive defence against torpedoes. There are 3 systems in Steel Ocean:
- Torpedo Net
- Anti-Torpedo Bulge
- Torpedo Belt

Torpedo Net: Torpedo nets were the first anti torpedo defence devised. The development of practical torpedoes and torpedo boats led many naval commanders to realize that they needed
some sort of defence for their capital ships. As torpedoes explode on impact/proximity, naval designers figured that by putting up giant nets made out of iron some distance off the ship hull would minimize the damage from a torpedo explosion. However, such nets were impossible to use while on the move, not to mention unable to cover all of the ship. Therefore, the nets were mostly superceded by other designs.

In Steel Ocean, these nets are not shown deployed, but are shown in the in-game model. Such ships with these defences do get bulge armor as well.



Anti-Torpedo Bulge: As the limitations of anti-torpedo nets became all too evident, naval designers began attaching blisters on the waterlines of capital ships. These blisters contained pockets of water and air, meant to minimize an explosion from a torpedo explosion. These blisters could be used while on the move, but these blisters slowed the ships down, and didn't cover all of the ship's hull. These blisters can be seen on ships such as the USS Florida in SO. The torpedo bulges were superceded due to their faults, such as the speed reduction and the improvement of torpedo designs that allowed torpedoes to penetrate the bulges before exploding.


Basic Battle Items (Cont.)
Torpedo Belt: Torpedo belts are belts of complex armor layout that sit under, on, and above the waterline of a ship's hull. Belts can be seen as an internal bulge, with better structural layout due to it being built into the hull's design rather than simply being attacked onto an existing hull. Again, this belt does cover all of the hull, but it does cover the vital areas. This is the latest technology in anti torpedo passive defences avaliable in SO.


So, with that explanation done, let us move back to discussing non-consumable items.
The Anti torpedo compartment item increases your anti torpedo armor in return for speed. This module is best used on battleships, as they have the best armor, but in my opinion, the speed nerf and the miniscule armor buff makes this item pretty mediocre. Would not recommend.

Heavy Armor: Increases deck/belt armor by 10%, but reduces maximum ship speed by 10%. Again, not really worth it, unless you have a Yamato or something.


Big Fire Control Radar: Increases main artillery aiming speed by 5%. This is a very nice alternative to the Pressure Cycle Driver and the Composite Gyroscope. I'd personally choose this or the PCD if you're in a maneuverable battleship, PCD if you're in a slow battleship, and the CG if you are in a maneuverable Heavy Cruiser. If you're short on money and can only choose one, I'd recommend the PCD, but that's just because it fits my tactics.


High Sensityivity Amplifier: Incerases sonar range by 10%, this item is good for destroyers who wish to go full ASW, or for submarines who like stalking their prey underwater. Note that this only amplifies the sonar, and does not affect surface scouting range. In my opinion, the Hyper Pulse Generator is superior than this item.

Hyper Pulse Generator: Reduces sonar detecion interval time by 1 sec, this item is useful for submarines or destroyers, sometimes with light cruisers. It's a decent choice for any dedicated underwater fans.


Drop Tank: Increases the range of your aircraft by 20%, this is an essential mod for a Carrier fan. Running out of fuel in the middle of the ocean ain't fun when your plane isn't a seaplane.

Chain Loader: Decreases reload time of your torpedoes by 10%, thid item is essential for any destroyer captain worth his salts. This item is what buffs your firepower as a destroyer, and this allows you to START THE CARNIVAL~!

A more indepth discussion of CLs
In my previous guide I went over the general theme of cruisers, which I must admit was lacking in detail. This time I will be going over more specifics, and proper tactics which make this class arguably the most versatile class in the game.

Light Cruisers

Light Cruisers (CLs) are... well in short they are: MACHINE GUNS

Light Cruisers carry Destroyer caliber cannons, typically anywhere from 100mm to 155mm. They generally carry double the amount of guns a typical destroyer has, and carry torpedoes. They are quite literally the machine gun ships of the fleet, spamming shells until the opponent sinks. However, they also lack armor and range that a heavy cruiser or a battleship has, and will not be even able to block it's own shells reliably. The main role of a light cruiser is heavy anti air and anti destroyer defence, with a complimentory anti submarine warfare capability.


Let us discuss each of it's weapons:

Main Cannons: Before we discuss anything about them, the first advice I'd give any serious CL captain is to switch your ammo loadout to carry atleast 90 if not 100% AP. My reasoning for that is that your AP is fast firing enough and have weak penetration, so using AP against lightly armored targets is good enough. HE shells have a tendency to fail to penetrate even against lightly armored targets, and would do less damage than a bounced AP shell. Perhaps at endtier CLs, HE will become more useful, but in low to mid tier CLs, He will usually just waste your ammo space.
A CL's guns are best utlized against SSs, DDs, and CLs, where their lack of significant armor will allow for maximum DPM. Do keep your ammo in mind, as spamming them continuously will quickly run you out of ammo.

Torpedoes: A CL's torpedoes are different in role to a DD's torpedoes. For one thing, not all CL's even get torpedoes, and those that do have limited angles. They are usually pointed towards the rear, and takes a role of a self defence torpedo. While they can be used offensively, it is quite ill advised. A CL's large size (compared to a DD) will leave you full of shell shaped... let's say ventilation, not to mention the angle of the torpedo tubes will mean you will have to perform a wide turn infront of enemy ships before being able to launch the torpedoes.
The torpedoes are instead better used at range, while retreating from a sector to block off the route with the threat of torpedoes is an effective way to prevent pursuit. Another way to utlize the torpedoes is at range into known routes for long range snipes. The last, and in my opinion, the best method of using them is in close quarters combat, in island filled sections of the map in ambushes and corners. Overall, do not depend on your torpedoes, your guns are your main source of firepower.

Depth Charges: CLs are among the rare classes that can be equiped with DCs, infact only CLs and DDs can utlize them. Unlike a DD, however, CLs are not so useful with them. Their large size makes DC runs clumsy, not to mention turning to match SSs can end up with you getting torped. Overall not recommended unless you are forced to.

Anti Aircraft Artillery: The AAA of the light cruiser can be seen as the heavy AA of the fleet, as historically they were capable of using their main artillery as AAA as well. In SO, you are not capable of using the main artillery as AA (Grrrrrrr...), but you still have some impressive AA on a very nice hull. CLs escorting carriers or battleships, while being unable to scout as well as a DD, will be able to protect whatever it's escorting better than a DD.

Overview: A CL is not a beefy destroyer. A CL is a unique class meant to destroy light targets, provide heavy AA power to neutralize enemy attack squadrons and scouts, and prevent possible flanking movements through island routes. A light cruiser will find it's home near islands, friendly battleships, and in the middle of the fleet. A CL captain should prioritize DDs and surfaced SSs with gunfire, unless under significant fire from other targets. as a lightly armored DPM machine, CLs should try their best not to become the center of attention. Instead, CLs should target those occupied with other friendlies. (This is especially vital with targets heavier than it, BBs and CAs.) If you happen to end up as the sole target, you will be trading health for damage. A CL will act like a BB when fighting those weaker than it, with sheer firepower, while acting as support in any other case. A CL acting like any other class will die a very painful death.

A more indepth discussion of CAs
Heavy Cruisers are the amalgation of the principal needs of a navy: How to create a powerfully armed ship with high speed and long range. This need, and the limitations of the naval treaties of post World War 1, created a class of modestly armored, large hulled ships armed with around 203mm cannons. The historical role of a CA is to provide the heaviest firepower and armored protection without a battleship. Battleships were too slow, too short ranged, and too strategically important to drag around merchant routes, and destroyers and light cruisers could not always defend against enemy DDs and CLs. CAs filled that role, and in battle they were the mobile firepower that did not rely on a slugging match to win a battle.

Historical examples will show a enormously varied record for such ships: In some battles, CAs will perform maginificently, shrugging off shells and destroying the opponents with heavy fire power, and in other battles, CAs will blow up in one hit. This has to do with what they fought. Just like a M18 Hellcat, speed can fool you in a false sense of invulnerabilty, a false sense which will send you to your very untimely demise.


CAs are armed with the following:
Main Artillery, usually around 203mm to 280mm
Torpedoes (Not all are armed with such)
Anti-Aircraft Artillery
Secondary Artillery

For the most part, they perform pretty much the same as a CL. Don't get focused fired, don't rely on torpedoes for firepower, your AA is good, you destroy everything weaker and pray to god nothing heavier than you takes an interest in your demise. The difference lie in the fact that your armor is decent enough to block most smaller caliber shells than your cannons, and your cannons are capable of somewhat penetrating enemy battleship armor. You're still not going to out damage a battleship in a 1v1 fight, but you will be able to put down some serious firepower. It is also quite viable to carry some HE shells as well.

A CA should act as flexible fire support. You will not do as much alpha damage as a BB, but you will be able to fire more often with better precision.

The tactics also vary from the CLs as well. CAs are much more capable of defence against smaller targets compared to a BB, and it is much more maneuverable to avoid incoming fire. However, it is not recommended that a CA goes down island routes, for it will be out maneuvered and sunk by smaller targets, and your main guns will be too unwield at such ranges. CAs should stay near BBs in open ocean, firing at targets of opportunity. CAs should concentrate fire against targets it can damage the most, and use map awareness to maneuver as the situation works itself out.


The strength of CAs and CLs come from their adaptability to work in conjunction with the other ships of the fleet. You are able to feel the roles of others albeit not as well. In germany, there is the word, Ersatz, which means a substitute, generally inferior than what it replaces. A cruiser is a design of compromises, unique in it's ability to be like other classes. However, a cruiser must not lull itself to thinking it is that class, for cruisers cannot be any other class.

As battles ensues, there will inevitably losses. Let us simulate some scenarios.

Lost all scouts (DDs and SSs) - Take the frontal position of the fleet, perform scouting with scouts or with the ship itself while preventing enemy scouts with your heavy AA. Do not focus on firing back, focus more on surviving and keeping the speed up. CLs should take this role if avaliable, and when the CLs are down a CA should take this role.

Lost all heavy firepower - WIth CAs, take the heavy firepower role but do not camp at the back. Sail in formation with the rest of the fleet to provide maximum close range firepower, using secondaries and main artillery, as well as using torpedoes (but don't fire behind friendlies ffs.)
A guide on the Submarine Class

Submarines fill a vast array of roles, and for one thing, they are less of one class and mroe of a array of classes of underwater ships. Historically, submarines were initally devised as a cost effective way to counter capital ships while remaining hard to see and hard to counter. This idea was soon outclipsed by the reality of World War 1 that showed that submarines had a hard time detecting and chasing a warship, not to mention the ability of the submarine to avoid detecion of warships and attack the unarmed merchant ships was far superior than chasing warships. It was only late in World War 1 (around 1917~1918) was there really a concerted effort to make submarines powerful enough to combat enemy surface combatants, but even this effort was to only counter enemy corvettes, frigates, and destroyers. This concept can be seen in later German submarines, called Cruiser Submarines, U-139 and U-151. This concept would eventually evolve into the British M-Class, X1, the French Surcouf, American Narwhal-Class, the Soviet K-Class, Italian Cagni-Class, and the German IXD2. Perhaps the greatest fan of the idea that large submersible ships would challenge surface combatants was Japan, with their almost destroyer-sized submarines. They single handedly made almost as many Cruiser Submarines as the rest of the navies combined, with Type J1, B1, AM, and the Kaidai Class. Then, perhaps, it is no suprise that the Japanese were the ones to have had the most naval combat with their submarines against surface combatants, although Germany had the most sucess.

Anyhow, the Cruiser Submarine concept was never quite sucessful, and the examples were slow, large, and easy to detect, making them easy prey to depth charges and sonars.

The more practical idea was led by germany with the interwar Type II submarines, initally built for the Finns. This design would evolve into the Type VII, and this class was the class that was the main class of subs that would wage the war in the Atlantic. They were agile, small, and most importantly hard to detect. The germans would follow up with the Type IX, and near the end of the war with the Type XXI and the XXIII, the XXI being nicknamed the Elektroboote. These would lead post war submarine designs.

The British, French, and the Soviets would not develop much submarines in world war 2, but before the fall of France, France was one of the leaders in development of submarines. The British were quite adept with submarines in World War 1 as well, but struggled to catch up to their opponents in World War 2, with only 4 designs produced. America followed the german example of merchant ship hunting with their subs, and produced a series of quite capable submarines, although initially in 1941, their submarines were WW1 vintage inferior submarines.

The most unique ideas came from Japan, who went directly the opposite way of Germany. Japan's submarines worked as attack submarines and scouts, scouting ahead of the main fleet, attacking warships, and working with submarine tenders to utlize seaplanes.


History Aside, In SO, the national quirks are reflected in the submarines. Japanese submarines are massive in size compared to Germans and carry seaplanes, a mostly unique trait to Japan. This is a disadvantage as well as an advantage for them, for utlizing seaplanes means that the subs have to surface, and the large size of their ships mean they can and will often get hit by even battleships. On the other hand, German subs are the best at avoiding such damage, being so small that hitting them with shells is s challenge. American subs are medium sized and best at the radio communications.

Tactics:

Having submarines work in such a way that they merge into a fleet is not easy. For one thing, most submarines didn't even bother working with a fleet. They worked in small wolf packs at times, or worked with a submarine tender, but unless you were a Fleet Submarine, you didn't see much battleships around you. The in-game tactics then, must be copied from the role of the Fleet Subs.

one thing that any good submarine captain must acknowledge is that submarines are slow. They're not going to be catching anything, especially not while being underwater. If the target is running away from you, unless it's a slow a battleship, you're better off pulling back. and if you're being chased, you're not out running it.


1. Don't fight the things meant to kill you.

When handling shps in SO, I like to take inpiration of the artillery manuals of the Napoleonic Era: Target the enemy you can damage the most unless you are under heavy fire from something else. This is true with submarines as well. A submarine has extremely limited time underwater, and with the slow speed, you must set your sight on a target and reach it in the quickest time possible. Think of yourself as a T95 (Doom turtle), you pick a way to go and go that way. You cannot afford to waste your time fiddling with unimportant things.

If you encounter a destroyer or a light cruiser on the way, do not, I REPEAT, DO NOT, fight it. Fire a few torps at it to make it panic, but the most important thing to do is pass by it. You will not be able to defeat a destroyer or a cruiser on a 1v1 (unless that player is REAAAALLY bad). As long as it engages you and you focus on bypassing it, your teammates will provide firepower to destroy it. A submarine should make a beeline for the enemy battleship formation. Do not chase ships that are running, but chase the oblivious ones, and fire torps at close range to make sure you hit. Wolf packing in submarines is also a viable way to counter DDs and CLs.

2. Rely on your teammates for surface firepower & scout.

This is pretty straight forward. Submarines can go out into the enemy formation underwater to be invincible to surface fire while they spot the enemies, only really under threat from torpedoes and DCs. The torpedoes, however, are less than a real threat, for if they are really stupid enough to risk critical damage to their own fleet by launching torps at you, who is sailing towards their battleships, they're plain bad players, and will most likely cost themselves the match. The only practical threat, then, is depth charges, and as long as you duck and weave, and await fire support, you can be the ultimate troll sub. Just stroll into their battleship formation and slap those campy stationary ships with torpedoes.


Also, Kancolle I-401 better. Fite me. >:D
Tactics for naval groups, for various groups of classes and map conditions (With Haifuri)

1.Basic Formation & weapon usage.


As the match starts, first units to move should be destroyers and submarines, with the destroyers spreading out to cover all possible routes, while the submarines find the fastest route to the enemy formation on the surface, diving when coming under intense fire. Light cruisers should cover the destroyer's approach from a decent range, preventing enemy scouts from countering the allied scouts. Heavy cruisers should cover the flanks and fronts of the battleship line, as well as covering any island routes exits, allowing battleships to focus on the long range fight. battleships should move to a position where their guns can reach across the map, and cruise in a speed to keep up slowly with the rest of the fleet. Carriers should stay behind the battleships, but not so far enough that their aircraft have needlessly long distances to cover.

2.Offensive Formations & Maneuvers

A typical match in SO will usually proceed in such manner: destroyers, subs, and a few brave cruisers will charge forward until they come in contact with enemy forces, while carriers and battleships barely move out of the cap before they forget that they have engines and sit around in the back with their very wet camping gear. This kind of matches have a tendency to result in stalemates, with brief moments of massive retaliation whenever something is spotted. This kind of tactics favor the team with more numbers and skilled scouts, whether they be destroyers, submarines, light cruisers, or spotter aircraft. This kind of tactics also make the fleet act disorganized, and leaves it vulnerable to being picked off one by one. If you are not the type for this kind of ♥♥♥♥♥ gameplay (I for one, am most certainly not), with enough team coordination, offensive maneuvers may just be the tactic to dictate the terms of the battle to your favor.


The first step in a offensive maneuver is to form up in a proper formation. For that there are some questions to be answered:
- Which way will you be advancing?
- Which units are avaliable for such maneuvers?
- Will this maneuver leave your team seperated and leave you open to outflanking maneuvers?
- What will this maneuver gain you?

To these questions, the answers are simple but diverse with each map and units participating:
- Advances can be made either in one section of the map, or the entire map. I'd recommend focusing on one section of the map to maintain fleet organization and focus the firepower. A entire map advance would most likely require the entire fleet to be successful.

- For any maneuver, a destoyer is most strongly suggested, as it is the eye of any fleet, whatever it may be up to. If a destroyer is not avaliable, a cruiser, submarine, or a carrier's aircraft is suggested, and if these are not avaliable, you'll have to make do with battleship scoutplanes and scouting with the battleship itself.

- If the maneuver you are making will leave units that are not participating open to certain doom, or leaves behind potentially vulnerable units (ex: leaves behind a carrier alone, leaves behind a battleship by itself to destoyers, etc), unless you are relatively certain that you can win without them, don't do it.

- To any decision there needs to be a goal. Is it to get away from enemy subs and destroyers chasing you? Is it to reach the enemy cap and farm loserpoints? Is it to outflank and eliminate the enemy team? There should be a goal to your maneuvers or you'd be just flopping around in a puddle.

After you have considered such questions, an attack formation should look something similar to this:

Destroyers should be in a loose formation ahead of the fleet, frequenting using smokes to cover itself when it gets spotted, and rely on the teammates to throw smokes at their direction when the destroyers run out of smoke, while the light cruisers defend the battleships and destroyers from enemy destroyers. The role of the destroyer here is not to deal damage but to scout. Unless an opportunity presents itself, the destroyers should focus on scouting and rely on the team to deal the damage. Submarines should take opportunity of the prescence of such heavy firepower to strike deep into the enemy formation with out the worry of being depth charged, while heavy cruisers should keep on the flanks of the friendly fleet, providing supporting fire as needed. Carriers should not fall behind the attack and remain a bit behind the battleships, so that the squadrons have a shorter distance to travel and to be covered.

In conclusion, offensive tactics are effective in situations where remaining passive is unavaliable, when the enemy's fleet has lost it's formation, when the enemy fleet has been seperated, or when your fleet has lost the scouting battle and are being slowly whittled down. Some might consider such maneuvers last desperate attempts, or an all or nothing gamble, but if done right, such maneuvers are more of a science than a dice toss. Such aggression is not always beneficial, however; being too aggresive can get you focused down and annhilated. Therefore, offensive maneuvers should be made with enough numbers and enough firepower to be able to take the hits and dish it out. The main reason for offensive maneuvers is to gain a local advantage in firepower, to effectively divide and conquer the enemy fleet.



Tactics for naval groups, for various groups of classes and map conditions (With Haifuri) Pt.2
3.Defensive Formation & Maneuvers

Sometimes pure aggression or passiveness in the face of enemy firepower is ill advised. Agressive maneuvers infront of numerically and qualitatively superior enemies is a sure one way ticket back to port, and being passive under enemy fire raises the question if whether or not the player is a bot/afk or not. An active defence is a good way to deal damage to a superior force with inferior units, and can leave the enemy fleet open for flanking attacks.


A defensive tactic isn't as complicated as an offensive one in it's goal: it's goal is to deal as much damage to the enemy while keeping your range and limiting the damage the enemy can deal. In that goal, the defensive ships must target strategic ships in the enemy fleet to limit the attacking potential of the enemy, while sowing chaos in the enemy formation to disorganize the enemy fleet. A defensive fleet is made out of whatever forces are avaliable in the sector, and should not engage in a brawl with the enemy fleet, but harass and slowly trickle down their forces or await flanking reinforcements.


When an enemy attack force is found, the first thing a responding fleet should do is to form up the avaliable units in the sector. Destroyers should form up ahead of the other ships, scouting and firing off waves or torpedos. The torpedoes are there more to make the enemy fleet scatter and move rather than to deal damage; nonetheless, they can be effective damage dealers. The submarines in the sector should charge into the fleet, while being mindful of friendly torps, and head to the center of the enemy formation to cause chaos. This will also make the enemy fleet friendly torp each other, and will provide nice scouting for the friendly fleet.


While this is going on, the entire fleet should focus down the enemy destroyers first, and then any heavy damage dealers on the enemy team. This should be done all the while pulling back as the enemy advances. Carriers, if caught in this attack, should immediately retreat to a safer location and provide aerial firepower and scouting. By this time fast friendly forces should form up to flank the enemy forces to destroy the enemy carriers/battleships. Such flanking forces should be made up of a few destroyers, mostly heavy cruisers, and fast battleships (ex: my Kongo does 33 Knots, and can keep up with cruisers)


List of things that will be written about:
- Offensive Formation
- Defensive Formation
Platoon Movement:
- Wolf Pack
- Torpedo Squadron
- Carrier Attack
- Mobile Firepower
- Battleship Firepower


Platoon Maneuvers will be written about on some other update, I promise I'll finish this guide soon. :P Until then,

Deal with it, khorosho.
10 Comments
SGT_MAJOR_FISH 30 Jan, 2017 @ 1:40pm 
with the custom skins, i think that seing i401 vs yamato would look cool
SovietBagl 24 Sep, 2016 @ 9:36am 
thanks
Ya_Sendai  [author] 23 Sep, 2016 @ 10:07am 
Kantai Collection and Arpeggio of Blue Steel, with Haifuri. :P
Hyuga 23 Sep, 2016 @ 10:00am 
Kentai ship collection kancolle i think its called. other one is arpeggio of blue steel
SovietBagl 7 Jul, 2016 @ 12:08pm 
whats the anime
Ya_Sendai  [author] 27 Apr, 2016 @ 5:27am 
My condolences to anyone with a slow internet, the gifs will murder your internet. RIP.:Ageha::nepnep:
Elodie 17 Apr, 2016 @ 10:26am 
Bonus props if you manage to fit Haifuri in here, too. Saw this guide after your last guide since I really want to run CA and am looking for hints. Thanks for writing!
ElFuegoDelSur 11 Apr, 2016 @ 10:21pm 
You beautiful beautiful person <3 <3. Why have one filthy weeb show with ship girls... when you can have both!? The moe one with literal ship girls and no ships and the funnier one with giant ships and girls who are those ships.
About the I-401 bit... I like the fast battleships and heavy cruisers in Arpeggio best anyway.
Geno Killer 11 Apr, 2016 @ 6:37am 
Those GIFs tho.
Fer Fer 11 Apr, 2016 @ 5:49am 
waw