Battlestations: Pacific/Swirl

Swirl is a large archipelago, similar to Dreadnought but relies less on the center.

Escort
"A lightly defended US convoy is escaping to the north from the battle zone. The US must escort at least one transport ship to safety. The Japanese have to sink all hostile transport ships before they get away."

- Map description

This escort mission revolves around an American convoy seeking refuge in the north. Unlike Dreadnought, players now have three spawn points to choose from - an airfield, a PT boat base, and destroyers for the Americans or Type B subs for the Japanese. These spawn points are located far apart - choosing the wrong spawn point can cost your team the game.

The Allies must protect the convoy, which starts close to the southeast corner. It is escorted by six Fletchers, and is composed of five transports. The American PT boat base is located closest to the convoy, but provides the least amount of firepower - the PTs are mostly effective against Type B submarines.

The Allied center base is an airbase providing access to Corsairs and Helldivers. Corsairs will be the players' biggest asset against torpedo bombers from the west, as well as Gyoraiteis from the other center base. You may need some Elcos for defence against any Type Bs. The farthest Allied base - the one closest to the exit - spawns Clemson-class destroyers. These are generally not needed, as the convoy is already escorted by six Fletchers - which put up more flak than Clemsons. Additionally, they are extremely slow compared to planes, and are generally not any more effective against submarines than Elcos. Clemsons, however, are much more heavily armoured, making them effective campers for the Japanese bases. Simply park your Clemson near an enemy base and shell any enemies that appear out of it. Although you can't outright neutralize the spawn, you can delay enemy attacks long enough for the convoy to escape.

The Japanese have four bases to spawn from - two spawn Gyoraiteis. One is located close to the middle, and the second extremely close to the map's exit. This is the Japanese's final stand. The Allies will need a lot of Corsairs to intercept as many as possible before they unleash their torpedoes. This final spawn is the final decisive showdown on the map, between PT boats and aircraft. Players can try to use Clemson-class destroyers as a shield against torpedoes, but they aren't manoeuvrable enough. Gyoraiteis are perhaps the biggest weapon against the convoy - they're small, carry lots of torpedoes, and are hard for the Fletchers to hit.

Early on, the submarines are the biggest advantage the Japanese have. Their ability to submerge allows them to get close to the transport ships. However, if the convoy makes it close to the north, Japanese players will want to switch to Gyoraiteis in order to deliver more torpedoes quicker.

The biggest threat to the Type Bs, however, are Elco PTs and depth charge Helldivers. Defence against these will come from the airfield on the far west side of the map. It can spawn Kates for torpedo bombing the convoy, or Zeroes for strafing Elcos. Machine guns will not harm the convoy. Type B players will want to rely on Zeroes to get Elcos off their tail while Type Bs actually go for the convoy. A skilled wolfpack of submarines can critically damage or outright sink the convoy before it gets anywhere near the exit.

Siege
"The US has launched a bombing run on a Japanese base and on some Japanese cruisers anchored nearby. The US must sink the enemy ships and neutralize the Japanese base. The Japanese have to protect the anchored ships and the headquarters by destroying all the enemy bombers and their fighter escort."

- Map description

This mission is somewhat similar to BSM's Air Superiority at Luzon. However, both sides have access to a wider variety of units - the Americans have access to SBD Dauntlesses, Warhawks, and Wildcats. The Japanese have only fighters - the Zero and the Gekko.

The Allies' job is to escort bomber wings that will neutralize the Japanese headquarters and sink three Japanese ships - a Kuma-class, a Mogami-class, and a Tone-class. Mogami and Tone put up considerable AA fire, and the island itself is well entrenched with multiple AA batteries. Allied fighters should try to neutralize these batteries not just for a secondary objective, but also to help protect the bomber wings. The bomber wings themselves consist of three SBD Dauntless wings (for a total of nine SBDs) and three B-17s. The Japanese should focus primarily on the Fortresses - they are large and slow, and will take a lot of strength out of the Allies when they are shot down. However, the Dauntlesses are more numerous, more accurate, and carry a single heavy bomb versus the carpet bombers' multitude of smaller ones. This means it doesn't really matter which planes you go for - intercept as many bombers as possible before they get to the base, and reduce the enemy firepower.

The Allies have it considerably easier than the Japanese. A single fighter flying at low altitude can almost single-handedly eliminate the island's AA defences, easily taking out a large amount of the Japanese strength and paving the way for additional bombing runs. This is also one of the few times during which players can participate in what otherwise would be an AI-specific task - bomb the enemy positions. Player-flown SBDs do not have the same gold objective bracket as the AI ones do, so this allows players to attempt to sneak in at low altitude.

Competitive
"You are the captain of a destroyer caught in the thick of battle. Can you stop the unrelenting onslaught against your base? As a US force you have to destroy attacking enemy ships and planes."

- Map description

This is a fairly straightforward map: a ton of Japanese ships and planes are moving to neutralize your team's base, and you have to stop that from happening. However, you only have access to Fletcher and Clemson-class destroyers. Players will fight increasingly difficult enemies, graduating from Minekaze-class destroyers, to Fubukis, all the way up to heavy cruisers. Each, naturally, gives more points than the last upon destruction. Complicating matters somewhat is a significant enemy air presence. At first the enemy is content to send B5N Kates at you, to try and torpedo a single unlucky destroyer, but a skilled captain can dodge the torpedoes. Aside from that, Vals close in as well to try and bomb the base.

Approximately five minutes into the game, however, a single Ohka Carrier will appear in the northwest corner. It will periodically select a target - always a destroyer - and Ohka it, usually sinking it outright. It isn't worth going up there to shoot it down. Aside from Ohkas, Kaiten Carriers also make an appearance. Kaiten Carriers are worth a lot of points - they are perpetually highlighted. This makes Competitive Swirl one of the few maps where there are multiple highlighted units simultaneously. Kaiten Carriers, for unknown reasons, do not actually use their Kaitens. Additionally, Shinyos also appear, generally from the south and west. Their small size and devastating package makes them the bane of many players.

The biggest strength destroyers have - particularly against the heavily armoured Kuma-class light cruiser - are torpedoes. Considering so many ships are in a single place, expect a lot of torpedoes to be flying around. Combined with up to seven other friendly destroyers and even more enemies, this makes for extremely hectic battles.

Island Capture - Small
Small is very similar to Small-sized Dreadnought. The primary exception is that the focus is on battleships and destroyers for the most part. The center island, however, spawns actual battleships (versus Kongō-class and Renown-class battlecruisers) and can cause considerable damage to enemies. However, selecting the Iowa, Yamato, Montana, or Super Yamato-class will allow you to spawn these high-tier ships right from the start. The center island also gives players access to submarines, which can cause considerable damage to battleship fleets.

Click on a Headquarters to see what it can spawn.