World of Warships – Battleship Tips

Tips for Battleships

All credit goes to R(e)venge-uk*!

General

Battleships have only one goal in this game: Establish a crossfire with teammates and thus map control.

This means your aim is to find a safe position that forces the enemy to choose between showing broadside to either you or your teammates.

Safety in a battleship comes from taking shells on your main armour belt while it is angled at 30 degrees (or less, especially for incoming SAP or AP with improved ricochet angles); and from range management.

Optimum range for a battleship is “as close to the enemy as possible without: Entering torpedo threat (if you’re eating more than 1 unlucky torp because you can’t slip between the gaps, you’re too close); without showing more than 30 degrees of main belt armour to incoming AP (less vs threatening SAP / imp ricochet); without entering HE spam from ships you cannot see and thus cannot shoot back at.

Any further away from the enemy than that and you’re making them safer from your guns without gaining additional safety for yourself.

Find those crossfires; get as close as possible, but don’t get so close you get dev-struck by torp yoloing or AP nuking your broadside; stay angled.

Do that and your good aim will translate to dev-struck enemy citadels and thus wins; and the map pressure you exert will facilitate teammates.

Crash Course

Conqueror Line

Play as a Kiting HE Spammer 90% of the game, reverse towards cap/enemy, shoot HE set things on fire, time Enemy DCP uses (So if they DCP HE another Target for the next volley or so depending on what it is your shooting then come back to set sticky fires) rinse repeat, if damaged or being focused go Dark (Stop shooting)/run out of detection and heal up. They are real Damage Farmers with the HE – However the AP can still slap cruisers who are silly enough to be broadsiding!

St Vincent Line

Much more aggressive Mid to Late game and the lower detection plus her speed allows you to play around islands, flanks and to find angles for the front guns, DO not over commit early and use the Good HE and large AP to punish stuff at 13 – 18 Km kinda ranges – These Guns tend to be larger to can over match many cruisers at the same or lower Tiers so you can punch a few in the Face with the AP if needed. once you have thinned the lines a little you can move using the great speed and detection to find angles to whack a few Cruisers and Battle ships with the AP and if need use the Torps to rush any island huggers!! (again situational so no rushing stuff with torps)

Overall the Key Factors are they can be squishy so use range early game (Further away you are the easier it is to go dark but you need to stay in effective gun range) and the great HE Guns to Farm a few targets down – Also remember that HE slaps DD’s!!

Mid to late game the Battle cruisers get to flex the speed and large Calibre guns to force enemies into miss plays, where as the standard BB’s use HE and some AP (on the CA’s or BB’s showing broadsides) plus later in tier the super Heals to just keep those fires pouring and punish enemy miss plays!

Hopefully this makes some sense!

Egor Opleuha
About Egor Opleuha 7741 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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