{"id":1104,"date":"2016-04-29T14:22:58","date_gmt":"2016-04-29T12:22:58","guid":{"rendered":"http:\/\/borkedcode.com\/wp\/?page_id=1104"},"modified":"2016-04-29T14:22:58","modified_gmt":"2016-04-29T12:22:58","slug":"map-ocean","status":"publish","type":"page","link":"https:\/\/borkedcode.com\/wp\/?page_id=1104","title":{"rendered":"Map &#8211; Ocean"},"content":{"rendered":"<p>Last, but not least, comes the Ocean map.\u00a0 Completely devoid of terrain, this three-cap map seems to be viewed by players as either their doom or a very comfortable location \u2013 and this attitude will tell you whether the person expressing it has become accustomed to their ship.<\/p>\n<p>I\u2019ll spare you the screen shot here, I figure you know what a big blue square looks like.<\/p>\n<p>Teams start in the NW and SE corners, and the three caps are equally spaced from the SW to the NE corners (A in the lower left and C in the upper right, B center).<\/p>\n<p>Did I mention this map has no terrain on it?<\/p>\n<p>Because of this, the outcome of this game will depend <em>entirely <\/em>on how your team members can play their ships strengths against the weaknesses of the enemy.\u00a0 It also means that as a fleet, you must take actions with intent to achieve the primary goals as laid out in the beginning of this guide.\u00a0 To recap those:<\/p>\n<ol>\n<li>Points \u2013 establish the cap point closest to your fleet as soon as possible, and cap B (center cap) at the same time. If you can\u2019t cap B, at least deny it to the enemy team.\u00a0 You need to put them at a disadvantage early in order to both build game momentum and team morale effects.<\/li>\n<li>Eyes \u2013 blind your enemy team by wiping out their destroyers as fast as you can, and by sinking any carrier they might have put on the field.<\/li>\n<\/ol>\n<p>In service to #2, during the very early period when the first caps are being secured, get your big guns aimed right at the target cap(s) and fingers on the trigger \u2013 as soon as your own ships light up the enemy destroyers, <em>melt them with everything you have.<\/em>\u00a0 On this map, a team that has an unopposed DD has a truly huge advantage.<\/p>\n<p>Carrier planes are also highly important here for their ability to keep tabs on where the enemy fleet is going.\u00a0 Since there aren\u2019t any islands to block movement or fire, a good CV player can light up the enemy for long-range bombardment while the fleet is moving to take its chosen cap point.\u00a0 As well, CV bombers can harass DDs (or keep them exposed to fire) and pick off stragglers much more successfully.<\/p>\n<p>I\u2019m not going to make separate sections regarding the two start points for this map, as both work roughly the same.\u00a0 Instead, I\u2019m going to point out the differences in your approach vectors using \u2018clockwise\u2019 and \u2018counter-clockwise\u2019 as viewed on the minimap.<\/p>\n<h4>Clockwise Start<\/h4>\n<p>The clockwise direction pushes your fleet towards B cap and also towards the closer of the two end-caps.\u00a0 I see this about 70% of the time (not counting the cases where you get a rogue donkey in a cruiser or battleship who thinks (s)he\u2019s going to take a cap alone).\u00a0 It secures the closer cap, contests (or captures) B quickly, and sets up the fight to be a meet-in-the-middle where both fleets are coming at one another from the opposing end-caps.<\/p>\n<p>This method is best for gun-centric fleets, since the limited mobility in mid-game of the counter-clockwise start forces a complete turn, which for most ships means your guns will be out of action while the turrets traverse.<\/p>\n<h4>Counter-Clockwise Start<\/h4>\n<p>Moving against the clock, your team will very likely (as I said, about 70% of the time) end up head-to-head with the enemy fleet contesting the end-cap there.\u00a0 This fight will get bloody very quickly, as both teams will run out of space to maneuver and will have to turn, showing broadsides to one another.\u00a0 If your team is pursuing this course, then dispatch your fastest ship (you brought DDs to this fight, I hope?) to the opposite end-cap to secure it and then return through B cap to the fight.<\/p>\n<p>If you\u2019re running a torpedo-heavy force, this can be very successful, as setting up a \u201ctorp soup\u201d for the enemy either forces them to move \u2013 hopefully turning faster than their guns can handle, taking them out of the fight for a moment \u2013 or they eat your torpedoes, taking them out of the fight completely.\u00a0 Just remember not to throw torps in front of friendly ships.<\/p>\n<p>It is entirely possible, though rare, that both teams will go counter-clockwise, in which case you\u2019ll have a result just as if you went clockwise \u2013 a fight over B cap.\u00a0 The difference here is that instead of fighting with your captured area safely behind you, the end caps will be laid out to either side of the opposing fleets.\u00a0 This makes dipping in and out of the enemy cap a tempting way to un-balance the score in your favor, and adds a difficult defense equation to your battle.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Last, but not least, comes the Ocean map.\u00a0 Completely devoid of terrain, this three-cap map seems to be viewed by players as either their doom or a very comfortable location \u2013 and this attitude will tell you whether the person &hellip; 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