In The Navy (Strategy)

Share your glorious tactics. Glory to the Emperor!
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Marwynn
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In The Navy (Strategy)

Postby Marwynn » 27 April 2016, 14:27

Greetings, Lord-Admirals! Time to focus our hard-earned experience and strategies into one place to better serve The Emperor!

oldman
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Re: In The Navy (Strategy)

Postby oldman » 27 April 2016, 14:48

Advance with full mighty trust on the emperor truth? What else could it be?

Halstead
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Re: In The Navy (Strategy)

Postby Halstead » 27 April 2016, 14:51

When you have torpedoes, fire them at start because by the time the OpFor get to you (except for objective missions where one side start at halfway of the map) you will have 2nd or even 3rd salvo ready to go. It is a good idea to have the first salvo to fan out and see how the blips react.

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Marwynn
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Re: In The Navy (Strategy)

Postby Marwynn » 27 April 2016, 15:06

In the tabletop, and also in this game, torpedoes are area denial weapons. People instinctively try to move away from them. If you play World of Warships and a torp boat sends some fish your way the instinct is to turn away from the torpedoes. That often exposes your broadsides and you'll eat those fish.

If the torps are coming right at you, you can select all your ships or those in their path to thread their way through the torpedoes. At long ranges the space between the torpedoes can be pretty large. Some players, trying to deny space, will launch nearly simultaneously and are spread out to cover a wider area. It's actually easier to dodge these head on.

The more dangerous thing is to stagger your torpedo launches and direct it from 2-3 angles. For example, if you're firing torps directly forward, you can angle other torpedo ships to the left or to the right. They'll see that if they move to the side and in that direction the torps will still be a threat. So they can go forward or the other way.

If you have 3 cruisers and a battlecruiser/battleship with torps, the best thing I've found is to separate them in pairs to create some crossfire. You have to be comfortable in moving around and scouting lest the enemy sneaks up on you.

Stagger launches, overlap fire, choose angles with the purpose of cutting them off. Getting hits is secondary. At least, in the first few minutes.

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Deuzerre
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Re: In The Navy (Strategy)

Postby Deuzerre » 27 April 2016, 15:19

"Common sense isn't as common as the name would imply"

Halstead
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Re: In The Navy (Strategy)

Postby Halstead » 27 April 2016, 15:21

Re: Marwynn
Yeah, generally that's what I do when I'm not up against a fast faction. My ships are far enough from each other for a 2nd salvo to have a crossfire and close enough to the blips so they have less room and time to move out of way.

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Kine²
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Re: In The Navy (Strategy)

Postby Kine² » 27 April 2016, 15:50

Skills:
Induction cell
Shield Transfer
* Shield Invul for vanguard unit

Upgrades:
Mezoa
Voss
Gauge efficiency
Shield

This would be the core items you need to chase Chaos and Outplay Orks.

Disruptor bomb - Taunt - Stasis spread around your ships depending on how you use yours. But Taunt and Stasis borderline must haves.

Taunt:
kill Eldars
escape Orks
don't do much to Chaos except stops them dodging your rams n torps.

Stasis:
Intercept Chaos
Denial tool on Eldars
Multi use on Orcs .. stasis self then jump out etc

Disruptor:
IN have poor burst damage. Every shot made on shield is wasted time. You want to carve hulls as much as possible as soon as possible.

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Widowmaker is a big addition for Imperials. It practically saved IN ships having to equip recon skills.

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New torp boost and ram ... nice additions, wise Imperial Admirals should find ways to include them in his fleet on a ship or two.

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Astartes on ships you can't sacrifice the slot to fit belt armour. Ad Mech on ships you absolutely need the extra skill slot. Extra upgrade slot automatically goes to belt armour.

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Not sure if builds count as strategy but simply coming up with strats unbounded by actual ship parameters is too academic. Will update to include actual combo moves once I have a proper fleet to play with.
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Re: In The Navy (Strategy)

Postby Beernchips » 27 April 2016, 16:07

Always try to fire both broadsides by cutting enemy formation with your ships. It significantly increase your damage.

Vs Chaos, try to get a few escorts, they can trigger a first bomber waves from chaos and give you additionnal time to close the gap
Repent, for tomorrow you die

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Marwynn
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Re: In The Navy (Strategy)

Postby Marwynn » 27 April 2016, 16:31

Beernchips wrote:Always try to fire both broadsides by cutting enemy formation with your ships. It significantly increase your damage.

Vs Chaos, try to get a few escorts, they can trigger a first bomber waves from chaos and give you additional time to close the gap


Also, you can use High-Energy Turn to get both broadsides onto the same target. A nimble Dauntless can do so as well with some minor micro. The damage does stack up.

It's also why I like the Imperial Cruisers so much. Even a pair of Lunars can clear a path through an enemy formation with torpedoes then broadside a ship on each side with respectable amounts of firepower. A Tyrant does it better, unfortunately.

Kine² wrote:Disruptor:
IN have poor burst damage. Every shot made on shield is wasted time. You want to carve hulls as much as possible as soon as possible.


Not sure if builds count as strategy but simply coming up with strats unbounded by actual ship parameters is too academic. Will update to include actual combo moves once I have a proper fleet to play with.


Well, Strategy involves ship design and ship use so have at it!

I personally don't use Stasis or Disruptor much. I see one, I spacebar and micro my ships away. You can layer them, but it uses up skills. I'd rather have Enhanced Induction Coils for a refill of my combustion gauge, or a lot of other things. I can't count on them to land, is my thinking.

I'm guessing you've found a lot of success in them?

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Kine²
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Re: In The Navy (Strategy)

Postby Kine² » 27 April 2016, 18:28

Marwynn wrote:I personally don't use Stasis or Disruptor much. I see one, I spacebar and micro my ships away.


Taunt before bomb. They follow a predictable flight path and unable to dodge.

Stasis is used to control space. I don't expect to catch anyone with it directly. Making 'you micro my ships away' is the goal.
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