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Tactics

Welcome to the tactics page, this is an compelation of tactics that may be useful to budding captains in the game.

Zig Zagging - A must learn tactic, especially in smaller ships, consistantly altering course makes it much much harder for the enemy to anticipate where you are and as such makes it harder for them to hit you. Its best to make course changes immediatly after shells have landed near you, usually the enemy doesn't have time to make corrections and misses. Another use of this, if the enemy is good at compensating is to turn you ships hull pointing them, this reduces the target area that thier spread will hit you with, this is very handy for larger ships fighting at long range where most enemy ships will be doing large broadside slavos at you. You can use the zig zagging to move in and out of thier range as well, more so on BB's.

Broadsides - When approaching an enemy for a broadside try to approach at optimum angle for all your guns to hit, if your back guns arn't capable of hitting the target you can be loosing upto half of your possable damage output. Once you are near an enemy, try to manourve around them, preferaby from behind, this makes it harder for them to keep all thier guns on you, meaning you take less damage, also, most ships have less guns behind them, thus meaning you take less damage, ideally you can try to zig zag behind them, this works very well in DD's.

Avoiding Torpedos - When people see torpedos they usually panic, stay calm and think of you options. If you are in a fastish ship, try to outrun them or get ahead of them, remember to overheat your engines, it allows for greater agility movement wise. If this isn't possable, turn into them the best you can so you only take the hit from 1 of them, if they hit you broadside you are dead and if you can see you can't outrun them you may as well bite the bullet and try and surive as few hits as possable. If you have some bilge armour the damage sustained might not be too bad either, no worse then a direct broadside hit on you. Another thing to note is that many ships fire off thier torps at 'fast' settings, thus, if you keep very close range on them, the torps will not explode when they hit you, this is a very good way for DD's to take on Kita's.

Pincer movements - A common military tactic, when the game starts and you see your main part of the force go the oppisate direction to you, remember to close the pincer on hte enemy instead of going to far off the map. Too many battles I see large ammounts of the fleet chasing down a lonesome DD instead of turning toward to emenies main force and asisting the rest of the flett. As a general rule of thumb, if the enemy is at the north of the map and you are south, turning when you are at the center of the map should give you the optimum closing movement (they should be almost directly north of you when you make the turn), anything more and by the time you get there they will of raped the other half of your fleet and have an easy time with whats left. The aim of a pincer movement is that both flanks are been attacked at the same time, in the hope of weakening enemy fires concentration, so its 'very' important to move toward the enemy earlier rather than later.

Retreating - If you have drawn 'alot' of enemy fire, a good tactic is to turn away and do a circle, usually the enemy will retarget someone else as you reaquire them giving you a better chance to dish out damage, the oppisate side of this is the kamakazee (which you've prolly seen me do a few times), this is best used when you have 'alot' of enemy fire, basically head straight for them and behind them, as they concentrate on you your pals can pick them off, if you do make it behind them then they have to do a 180 degree tracking on their turrets to reaquire your team, which can be a very nice few extra seconds which can determine who wins and who looses. If you are in a DD or FF, a good tactic also can be to retreat from a larger ship and head towards you buddies, if the enemy is stupid enough they'll follow after you like a fish cuaght on a line straight into your friends cannons. Just make sure your friends hold their fire until the ship is close enough that turning away won't immediatly take him out of thier range. If you are really lucky he'll be so focused on you that your friends will be able to get within pointblank broadside range before he realises whats going on.

Initial Movement - Try to avoid going al out at the start of the game, get your guns sorted out with elevations and tracking, launch a scout if you have it as well, also get your AA setup as well, it'll probably be the first guns you'll fire anyway. then see what your fleet is doing and evaluate you plan of attack. Hopefully by the time you get underway scouts will already be uncovering where the enemy is and give you clues as to where to deploy yourself. Nothing is wrse than seeing people fall victim to Torpedo walls because they rushed in to fast or seeing ships go off the one side of the map alone and get wasted or wors just not contribute to the battle in general.

Learn Manual! - Leanr manual FCS as soon as possable, it has huge advantages over auto in regards to accuracy, it also doesn't havign the tracking bug that caises you turrets to go crazy. It can take some time to master, but once you have it figured you can really dish out damage far better thean someone using auto, plus its fun too!

Learn AA - Alot of people ignore AA, however, its an absolute godsend, information is power and if you take out enemy scouts, you take that power from the enemy. Admitidly the US have an easier time with AA than anyone else, but its still something worth mastering, more so when you get higher lvl and have to defend yourself against CV attacks.

Don't Underestimate Armour - It can be a tad expensive, but armour, especially on UK ships is a huge huge advantage, nothing feels better than having a ship come at you and unload a full broadside to see loads of '0's bouncing off your ship. It takes alot of money and slows your ship down, but lasting longer in the battles means you do more damage, increase your teams chances of winning, meaning you get more XP 'and' credits in the longrun.

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