Homepage – Parallax

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
Night

Clan Wars Practice Session Clan Wars

Participation Night
Clan Wars Clan Wars

Alternative
Night

Clan Wars Practice Session Clan Wars

Participation Night
Clan Wars Clan Wars

Alternative
Night

Clan Wars Practice Session Clan Wars

Participation Night
Clan Wars Clan Wars

Alternative
Night

 

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.

Welcome to the war room! This is our strategy for the map “Hot Spot” 2018′. This first series of images will give you basic strategies for capturing and defending caps till the enemy is weakened enough to push and destroy! This is basic and only guidelines, as set down by Morgan and Bartholomew… but all things change on the battlefield of war and soldiers must adapt and overcome… So view these as starting orders and learn them well.

Defensive Formation Alpha – South Starting Position

DD’s mission is simple in the beginning. Capture caps to begin points advantage. If challenged back off and wait for cruiser support. We gain no advantage by you dying in the first few minutes of the game. Once caps have been captured smoke in cruiser if possible to help defend cap.

Here are the basic patrol area’s for dd’s and they’re subject to change but this gives you a starting point. Closest dd spots both front and rear side of moving fleet providing smoke and support as needed. Furthest dd after capping should retreat and set up for flanking other fleet or coming to assist main fleet with smoke, spotting and gun support.

Cruiser positions are temporary based on other fleet movements but these positions should give you positive control over the area’s being defended. Most importantly remember nose in, never show broadside and shoot HE to start as many fires as possible. A burning ship is a retreating ship!

Battleship will join rear cruiser and start thinning the heard. Cruiser are you main target, not dd’s. You are the only one shot ship in the war and you shots need to be spent on cruisers. You can fall back behind islands if getting flank with no support. Join furthest cruiser in defending that cap if need be.

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!!!

Basics of Targeting

This is the main aspect of World of Warships and probably all shooter games. Targeting – is crucial since it’s the only way to ensure a win in game. Yes, you can cap areas on the map and amass points that way, but I’ve seen teams win without any caps. Wipe out the other team and victory can be yours! So, targeting takes into consideration the following points –

  • Reticle – Deciphering the information.
  • Leading the Target – predicting where the target will be when your shells hit the water.
  • Predicting Ship Movement

Reticles come in many variations but all have basic elements. In the image below you can see the center mark, which is where your shell will be shot to. Then there’s a line extending horizontally in both directions. This is know as the horizon mark and it has graduations on it. These typically refer to the time or lead of the target. If you notice in World of Warships there are two sections, one the the left and one to the right of the center point. Here they try to help every one by telling you on the right – distance to target and on the left – lead time. So, theoretically you should be able to line it up and hit every time, right? WRONG, because as I stated above these are game mechanics and not actual ship reticles calibrated to .0001 and then re-calibrated. They’re all different and none of them are calibrated to any specific ship. So, my recommendation is to find a reticle you like and then learn to judge your shells without ready what warships is trying to tell you. Case in point, battleships shells take a shorter time to get to your target than destroyer shells do using the same reticle. Hence, my reticle that I use bellow, has the horizon line extend all the way to the side of the monitor because I primarily play destroyers and hunting destroyers and shooting ships at a distance often require leading a target to the edge of the screen. Or a screaming fast destroyer.

The other fly in the ointment, leading the target, is the most difficult aspect of the game because ships are different sizes and travel at different speeds. So, lets take a battleship going 20 knots and throwing it rudder hard left. It’s not going to turn immediately but actually start drifting sideways or power-sliding because of it’s sheer mass and the fact that it’s in water. By immediately cutting speed you drop the bow into the water and it cuts into the turn faster. Turning radius’ in the game very greatly as well.  Rudder shift speeds, overall speed of the ship and game mechanics determine a ships turning radius. Oh, and don’t forget, I’ll say it again… cutting ships speed to initiate a quicker turn is paramount. CRAZY IVAN!

Predicting ship movement is probably the other great unknown in World of Warships because everyone is an individual and predicting what someone will do is basically impossible. But, don’t worry because you can narrow down the tendencies among players based upon what is shooting at them and what their ship is. Case in point, almost “EVERYONE” in game turns away from torpedo’s when they see them. BAD, BAD, BAD… by turning toward the torpedo’s you shorten the distance and allow the bow of your ships to cut into the water making your ship more maneuverable. There it is again… this alone could help you avoid torp’s altogether.

So, play your ships and learn their tendencies. Learn how far to lead a battleships and how far to lead a destroyer because all ships are different and the information wargamming gives you will only get you close. These things can all be taught by heading into a training room with one of your clan mates or friends and don’t forget this is a game and not an actual warship!

 

 

Basics of Maneuvering

Getting around in world of warships is a daunting task when you take into consideration all the different aspects of the game. There are many video examples that show you how to achieve success but they’re really only a few things you need to know…

Characteristics of the ship you’re driving play the biggest part. These are different on all ships, even ships of the same class. One thing that is the same are the basic terms used in describing a ship –

  • Bow – Front of the ship.
  • Stern – Tale of the ships.
  • Port Side – Left side of the ship as if you were sitting in it.
  • Starboard Side – Right side of the ship as if you were sitting in it.
  • Rudder – What you steer the ships with.

The things that are different are size, speed, guns and their placement. These change from ship to ship and class to class. Our best recommendation is to learn and research each ship of interest. To do that here is a link to Warships main wiki, this gives you in-game specs on all ships. Please look through our friends YouTube channel as well. He has handling videos and shows how to play certain ships. You can see how the ship your interested in handles and what its capable of.

 

 
With those out of the way hopefully when you hear a salty dog spout off terminology you’ll know what he’s talking about in game. So now onto the main elements of maneuvering…

Speed – is primary because it plays a factor in how quick the ship maneuvers, stops, turns and even accelerates.

    1. Maneuvering –  in relation to speed slows the ship and makes it sluggish. This makes turns wider and makes it easier for you to be hit the faster you’re going. Solution: You can cut speed to ¼ or stop, then throw rudder over and bring speed back up. This will shorten your turn radius and make it harder for you to be hit. Great for evading! There are captain skills that enhance the rudder shift and make you ship maneuver better.
    2. Stopping – in relation to speed is a great way to initiate maneuvers. In-game mechanics make it necessary to use your stopping and starting ability to evade incoming shells and force your ship to disappear. There a captain skills that enhance a ships rate of acceleration also.
Angling

Now for the most important maneuvering aspect, angling. When you hear this term in game it’s referring to the the angle of your ship compared to the other ship. There are various places and mods in game that will allow you to see both your ship and the ship you’re targeting. This is important to understand due to the fact that warships were designed, in real life and in game, to have better armor in the front and sides. In game when you’re heading into a contact and shooting your armor rating is higher. In the image, at right, you can see that the more you angle or point an enemy the less damage you take. The amount of hits that do damage become less because some are either deflected or bounced. You can see in the image specific points of interest.

This is also most evident when you go broadside to any ship and all of a sudden lose half your life because you’ve taken a direct hit to a citadel! Shells coming in at no angle have a better chance at penetrating and causing more damage. So, angle angle angle!

Remember that other players in our clan are more than willing to help you learn these aspects and become a tamer of the sea… till then happy sailing mates.

Sparta Reborn is proud to introduce “Games Nights”! Our initial plan is to build a community of players who have a wide variety of tastes. First person shooters, MMO’s and even board games, with the use of TeamSpeak. We hope to build a diverse community that has something for everyone. So, when you login in remember to check the calendar of events the ticker above or the main slider for new games and happenings from Sparta Reborn!

– World of Warships Gaming Nights –

In world of warships we have at our disposal the newly released “Training Room”. This will enable us to carry on the traditional training nights as well as play out special gaming nights and reward our members for the use of the cunning strategies and unmitigated gal… So, without further ado check the events calendar for the scenario being ran and get your ships ready to win some doubloons and most importantly bragging rights!!

Scenerio – 1

Hunting the Bismarck / Tirpitz

One team will be compromised of one Tirpitz and one Bismarck with two cruisers and one destroyer. This teams objective is to stay alive or for the capitol ships to survive to the end of the match – 20 minutes. The maps to be used will be “Two Brothers”, “Fault Line” and “Shattered”. They can be found here if your not familiar with them (MAPS). The hunters will be comprised of French and British battleships, cruisers and destroyers from all other lines except the German line.

Prizes – 750 Doubloons for the man who kills the Tirpitz and Bismarck and 500 Doubloons to the one who amasses the most damage and not killing either capitol ship. It’s as easy as that!!!

This is the start of our new wiki pages which are hosted by our google drive. You can become part of this project and start collaborating on pages at anytime. Just let us know you’d like to contribute and we’ll give you access to our Google documents where you can edit or add content to certain subjects. Hopefully we’ll have tons of subjects from game play to game content and even historical related content. Please check back often to see this exciting new feature evolve!

World of Warships Content

  • Basic Maneuvering (Angling)
  • Basic Shooting (Leading a Target)
  • Basic Game Strategy
  • Basic Ship Characteristics

Example Content –

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