
Welcome –
This is our new World of Warships “Clan Wars” information page. First of all, welcome and be forewarned. This is a competition team built to win and dominate our enemies on the high seas. At the same time we also want to inspire those who are playing, to respect both your team mates and opposition at the same time. This is a game and not real life. We will not tolerate outbursts of any kind. We are adults and should act as such. This is not negotiable and will be dealt with harshly by team captains and community leaders. On the other side of that coin, we are competitive and wish to win. After all, it is a game, there is a score and that makes winners and losers. Most importantly remember – “What defines you, is how you react to both.”
Team Outline –
We will start a practice regiment to acquaint all players with the ships being used in clan battles. Below is also a listing of the ship classes and their duties, as well as a brake down of each ship in their classes. We’ll also have our generic battle strategy for each map listed in our game mechanics section in the menu above. These maps are there so you captains can familiarize yourselves with basic strategies and be ready when we go into training room session. Learn these so we don’t have to teach each player what we expect. This is your responsibility as a Sparta Reborn Clan Wars team member.
– This team will be competitive and we’ll have tryouts –
When season 3 of Clan Battles approaches we hope to have at least 9 people on a roster and in stand by for a specific time to do clan battles. We would also like to do at least one practice session at the beginning of the week. If the next season is the same or close to this season we’ll have 4 times a week to participate in battles. With that said, we would like to do at least 2 times a week or at least one day set in stone and one alternative date. If we get together more than that, so be it. Our event calendar shows all dates and prospective clan battles times, so please check it often if you wish to participate. We’ll have a Clan Battles team page only accessible by team members and a schedule similar to this –
| Sunday | Monday | Tuesday | Wednesday | Thursday | Friday | Saturday |
|---|---|---|---|---|---|---|
| Clan Wars | Practice Session | Clan Wars Participation Night |
Clan Wars | Clan Wars
Alternative |
||
| Clan Wars | Practice Session | Clan Wars Participation Night |
Clan Wars | Clan Wars
Alternative |
||
| Clan Wars | Practice Session | Clan Wars Participation Night |
Clan Wars | Clan Wars
Alternative |
||
| Clan Wars | Practice Session | Clan Wars Participation Night |
Clan Wars | Clan Wars
Alternative |
The information on this page is general knowledge but, if you decide to become part of the team, you must make a commitment to be at all practices and team battle dates unless life intervenes. Remember and respect the fact that others are making a commitment to you. So you should do the same. If you not willing to take this seriously then don’t join the team. You will only hurt the team and put a bitter taste in you mates heart… We do hope to see everyone try and make a commitment but only if you plan to see it through, win or lose!
Ship Information –
Battleships – These ships in clan battles are the most powerful and slow to maneuver. They come with massive hit-point pools and have the ability to delete a ship with one salvo. They have a specific set of priorities in clan battles and should use these as a starting point. This ship should always play nose on unless you have two rear turrets. You should always use AP unless your ship dictates the use of HE. Like the french battleship line. These ships usually involve calling the match and directing the fleet in game. Target Priority – Cruisers, Destroyers, Battleship – closest target first…
Main Objective – focus cruisers and eliminate battleship, call fleet maneuvers…
Montana – always use AP shells unless shooting at a destroyer. Captain points targeting healing and fire prevention/ secondaries.
Yamato – always use AP shells unless shooting at a destroyer. Captain points targeting healing and fire prevention/ secondaries.
Kurfurst – always use AP shells unless shooting at a destroyer. Captain points targeting healing and secondaries/ fire prevention.
Conqueror – always use HE shells unless within 5K to target. Captain points targeting healing and fire prevention/ secondaries.
Republique – always use AP shells unless shooting at a destroyer. Captain points targeting healing and fire prevention/ secondaries.
Cruisers – These ships are the swiss army knife of the fleet, fast and maneuverable. They are weaker than battleships but faster and more capable or dodging incoming shells. They should play nose on at all costs. Always rotate between hydro and radar when possible. Also, back out of danger instead of turning out. Exposing a citadel can mean your demise. They’re main objective is to BURN everything. With focus fire these ships can decimate their opponents in a matter of seconds. This should be their mantra – closest target – focus fire. Target Priority – Destroyers, Cruisers, Battleship – closest target first…
Main Objective – expose incoming torpedo’s, expose close aboard destroyers with radar and burn closest target…
Des Moines – Always use HE shells unless within 5K to cruiser. Captain points targeting healing and fire prevention/ secondaries.
Zao – Always use HE shells unless within 3K to cruiser. Captain points targeting healing and fire prevention/ secondaries.
Moskva – Always use HE shells unless within 7K to cruiser or battleship. Captain points targeting healing and fire prevention/ secondaries.
Hindenburg – Always use HE shells unless within 4K to cruiser. Captain points targeting healing and fire prevention/ secondaries.
Minotaur – Always shoot from cover (island/ smoke) never broadside. Captain points targeting healing and fire prevention/ secondaries.
Henry IV – Always use HE shells unless within 5K to cruiser. Captain points targeting healing and fire prevention/ secondaries.
Destroyers – These are the hunter/ killers of the fleet. Nimble and quick and able to strike from stealth with long range torpedoes. They use stealth among their main attributes. They should use smoke not only to conceal the fleet but themselves when advantageous. They should target cruisers with torpedoes and help burn the closest target of opportunity. Each destroyer has a unique set of capabilities which is outlined below. When two destroyers are used, they should always cross-torp to maximize effectiveness. Target Priority – Destroyers, Cruisers, Battleships – closest target first…
Main Objective – hunt opposing destroyers, cross-torp incoming fleet and burn all targets…
Gearing – Always use HE shells. Captain points targeting gun enhancement, smoke and torpedo reload times.
Shimakaze – Always use HE shells. Captain points targeting gun enhancement, smoke and torpedo reload times.
Khabarovsk/ Grozovoi – Always use HE shells. Captain points targeting gun enhancement, smoke and (torpedo reload times on Grozovoi).
Z-52 – Always use HE shells. Captain points targeting gun enhancement, smoke, hydro time upgrade and torpedo reload times.
Yueyang – Always use HE shells. Captain points targeting gun enhancement, smoke, hydro time upgrade and torpedo reload times.
For a more detailed outlook on each ship we highly recommend looking through Whiskey Gamer’s Lounge on YouTube to see specific ship game-play. To really understand though you need to grind up the ladder and experience it for yourself. We hope everyone decides to taste what it’s like to be a clan wars team player, see you on the high seas mate!
Please let us know if you interested by joining the forum thread for World of Warships – Clan Wars found here.





Each slide is self explanatory and gives you and idea of you responsibility based on what ship you in and where you start in the game. By memorizing your responsibility we can lessen chatter and focus on killing the enemy. Please remember that the shot caller is the ultimate authority while in game and his commands are final, ADAPT AND OVERCOME!!!



