From StrategyWiki, the video game walkthrough and strategy guide wiki
Revision as of 02:57, 8 November 2009 by Arrow (talk | contribs) (Added images)
Jump to navigation Jump to search
wip
wip

This page is a work in progress. It has sections which are incomplete or currently under construction. If you have knowledge of this game or subject, you can either help by editing it to add to or improve the page, or discussing it on the talk page.

needimage
needimage

This article needs images! If you have any images of the things detailed in this page(Screenshots), please add them to this page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

Escort

The Iowa-class seems nigh immune to torpedoes. It's best to focus on the carrier.

This map seems rather balanced, but in reality heavily favours the Japanese. It is nearly impossible to win as Allies on this map.

The layout is simple: a Yorktown-class carrier must pass through a long and winding strait, similar to Running the Palawan Passage. There is only one route for the carrier to follow. It is escorted by an Iowa-class battleship and its fighter wing: the Allied players. The Japanese have several shore batteries, fortresses, heavy AA guns, as well as four shipyards and an airfield to sink this carrier. The Japanese players can choose to spawn as a Minekaze-class destroyer from the shipyards or as a Raiden or Jill from the airfield.

Rockets can cause a bit of damage, but bombs cause more. On the other hands, bombs have a shorter range.

The Allies must employ rocket Corsairs and SB2C Helldivers to try in a rather vain attempt to keep their carrier afloat. Minekaze-class destroyers are easy pickings for rocket attacks, but because they are so concentrated their AA fire becomes extremely effective. This is particularly true when combined with the huge grouping of AA guns next to the first shipyard the Allies must destroy.

The Japanese have it easy on this map - the destruction of the first shipyard is almost inevitable, but the destroyers carry quite a few torpedoes that can be fired at standoff range. The Iowa has difficulties in aiming at multiple smaller targets like your destroyers, so simply fire off your torpedoes and hope for the best. When fired in waves, the carrier AI will often be unable to manoeuvre.

Aside from the comparatively long range of the Minekaze-class' torpedoes, the shipyards the Allies must destroy are built rather tough. Rockets cause only small amounts of damage, and it is up to Helldivers to cause most of it. Unfortunately, Helldivers are easy targets for the ground-based AA guns and enemy-operated destroyers. Not only this, but the second shipyard has an extremely odd hitbox which makes hitting it extremely hard, especially from the air. The carrier usually sinks a little to the south of the second shipyard.

In the highly unlikely event it manages to pass the second shipyard, it still must contend with two additional shipyards, aircraft from the airfield, and multiple shoreguns. This map is avoided like the plague online, as a result of the total lack of balance on this map.

Siege

Competitive

This map is unavailable for competitive play.

Duel

Island Capture

This map is unavailable for Island Capture.