View Full Version : Island of Solomon tactics?
R0FLc0pt3r
03-17-2007, 06:35 PM
For the Islands of Solomon map or w/e it's called, does anyone have any GOOD tactics for when you're playing as the Americans? 99% of the time, the Japanese always win on that map.
The Kongos are definitely better than the American BB's (can't remember the name), so if the Japanese send out 2 BB's, the American BB's are f'ed in the 'a.
Using subs on the american side isn't that great, either, especially since the Kongos have such strong armour that by the time you sink a single Kongo, your shipyards are all destroyed and the other Kongo is on his way to take out your aircraft carriers + a brand-new Kongo comes sailing right out of the Japanese shipyard at the same time.
Only a few times I've been able to destroy the enemy shipyards by myself.
Once I built a DD and a sub; I sent the sub to harass the enemy Kongos and to distract their DD's.
Meanwhile, I took my DD to the far east and went around all the way to the shipyards, and destroying them.
Well, by the time I destroyed their shipyards;
- my sub had been sunk
- the Kongos had already destoyed all our shipyards
- the people controlling the aircraft carriers are complete morons who aren't sending any planes to attack the Kongos or to provide cover for friendly ships.
- then we lost the game.
The americans just can't win. Everytime I play as the americans on the Islands of Solomon, like I said above, the people controlling the aircraft carriers are complete morons, or else the people controlling the shipyards are complete morons.
Can someone give me some tips?
*~CNR4806~*
03-18-2007, 03:25 AM
The US can win but only when the people control ship yards are NOT idiot.
The main point is don't use the Renown Class for destroy objectives,
Send more and more 2xRenown Class to STOP the Kongo class from attacking
ou ship yard,
at the same time,another ship yard spawns 2xNorthamton Class,
1 go to help the Renown Class,and 1 HEAD STRIGHT TO THE AIRFIELD.
The 2 Kongo Class will be very busy when your both Renown Class attack them.So the Northamton Class heading for Airfield will only under a small attack.Maybe the Japanese will be alert that your Northamton is dangerous,
but it's ususally too late,so you can destroy their airfield easily.
Next step you have 2 choice:
1.The Northamton Class keep going and destroy their ship yard
2.Fall back and defend our ship yard,let the SBD Dauntless complete the game
Samsonov
03-18-2007, 05:32 AM
Except for a couple starting training games in demo I never lost a game on Solomons map, US or IJN. (Which is more telling about how stupid the "set in stone" starting positions are, than about my playing prowess). After couple dozen victories in 1:1 games I got bored (damn uncustomizable maps!)
Yes Japanese have two advantages: a) their BBs are better, b) airfields are generally better to have than CVs.
US tactics:
- Make two BBs and two SUBS. US CAs are crap, and DDs are too small and insignificat to survive in this fight of the behemoths.
- Divide CVs and MOVE them AWAY to SW and SE respectively.
- Launch as MANY SBDs as you can, concetrating them ALL on IJN *battleship* shipyard (the south one). I usually send 5x SBD teams escorted by 1x Wildcat team.
With SOME luck you'll take IJN BB yard in one go. Use both your BBs and your subs to stop the Kongos from getting to your shipyard. Subs are the key. Kongos are much better than UK BBs here, so you have to use subs to sneak up to Kongos and finish them off while they are preoccupied with massacring your Renowns.
So, ideally, after 5-10 minutes IJN BB yard will be destroyed, and his Kongos gone, heavily damaged, or just one surviving. Hopefully you still have your BB yard operational, so make more crap and kill his, by now weak and un-renewable surface forces.
The rest is obvious although it still takes lots of time to destroy the airfields, and given the poor state this game is in, your opponent will most probably abandon the game leaving you with the "You lost suckah!" screen :whistle:
Admiral Biilly-o
03-18-2007, 07:49 AM
Ok if you want a quick win, then get all of your ships in a formation. Get 2xRenown class BB's and 2xNorthhampton class CA's and make them in a formation in such a way that, The two BB's are in front and baack, and the CA's are at the sides. BB
CA CA
BB
This is a great strategy as long as you have REMOTELY decent air support. Just put all of your fighters (half equipped with bombs) defending your lead battleship. This is the best strategy for a 1v1.
Admiral Biilly-o
03-18-2007, 07:50 AM
Ok if you want a quick win, then get all of your ships in a formation. Get 2xRenown class BB's and 2xNorthhampton class CA's and make them in a formation in such a way that, The two BB's are in front and baack, and the CA's are at the sides.
This is a great strategy as long as you have REMOTELY decent air support. Just put all of your fighters (half equipped with bombs) defending your lead battleship. This is the best strategy for a 1v1.
Admiral Biilly-o
03-18-2007, 07:52 AM
..................BB
.....CA.................CA
..................BB
Thedivingmongoose
03-18-2007, 08:32 AM
If your teamates know what they are doing and you have docks then send 2 Renowns to their docks destroying kongos along the way with (only if he knows what he is doing) sub assistance. The other unit (DD) speeds to docks because otherwise a kongo will cut it off.
Armistead
03-18-2007, 12:08 PM
Face it, it takes teamwork. The japs shipyards have to go. The carriers must do everything to support their shipyards, including air cap, and some charges on planes. But mostly, load every thing up with bombs and go for the yards.
The goal is not to fight the ships at the start, but to attack the shipyards. Obvious, you're gonna get in a battle, but you want to split his force. I like two battleships and two CA's, and split the group. BB"s on BB's, and hopefully you can get straight on the yards with the faster Ca's.
Most important. If you have the advantage, Don't sink the enemy BB too fast.If he is almost gone and you're not, just lead him away from battle and only sink him when you are headed for trouble, maybe not then. The goal is not to let him launch again, if you have other ships getting in range. It often happens, if I get a ship in range of the fields, someone sinks the BB and enemy will launch a new one, just as you are near range
If you get close to the yards, attack them, even if your'e under attack. Many fight ships when there in range of the yards, big mistake, attack the yards regardless, they will go down fast.
FreeloaderUK
03-18-2007, 12:41 PM
you guys seemed to have missed the most dominant tactic on the map- the zero rush.
to stop this the americans need to send as many fighters as possible as soon as possible to stop the zeros destroying the shipyards. the ships also have to blanket the air approaches to the shipyards with AA fire. once the initial zero rush is thwarted- then & only then can u plan on winning the match. (tho i did lose once because noobs on our jap side built only DDs)
Reaves
03-18-2007, 07:03 PM
As someone who prefers using air power I think some of the comments about the CV players are wrong.
In my experience of the map I normally need to keep all my planes focused on the Japanese airforce otherwise they will easily sink my CV'S. One of my most successful strategies as the IJN is gaining air superiority over the yanks and then as my fighters die I send torpedo bombers to knock the carriers out. Works pretty well.
What I have noticed when playing as a CV is that even when I keep the IJN airforce at bay the Jap navy always ends up with a ship coming uncontested to the CV'S.
My point is that on this map the US Airforce has it's hands full defending itself and making sure the Japanese airforce doesn't win. IMO as soon as the CV's are down the Japanese have a victory. They need protecting.
LORD BLACKFIRE
03-18-2007, 07:40 PM
The Zero Rush is a crushing tactic, however, not that many Jap players seem to know how to use it. Nevertheless, the American CV's (BOTH OF THEM!) must ready fighters ASAP and send them to intercept incoming bombers/Zeros. If either of the CV players start with bombers or torpedo planes thinking they can win the game alone, Maverick style, then the Americans are doomed. Send the carriers south of the island to bring them a bit closer to the battle area. The Japs will stop sending Zeros soon enough and then the CV's can start helping take out ships and shipyards. Remember, the CV's are on the defense and should be played that way.
The ships must concentrate their fire on one BB at a time. Sending a CA off to the NE can pull a Jap ship or two away from the shipyards long enough to let an American BB sailing NW get within range of a shipyard or airfield. The CV's must be flying CAP over the BB's during this as the Jap's will switch to torps and bombers to deal with the threat to their resources.
I always dedictate one person to water, fire, and weapons as soon as a ship spawns. It'll buy you and extra second or two sometimes. If you get the water damage icon then immediately slam the rest of the guys into water but take them back out ASAP, esp. for weapons. You can ignore fire for a bit and forget the other section entirely.
WhiteyMack
03-19-2007, 03:18 PM
Sounds like you need to stop playing with so many morons. :)
take 2 US subs and immediatly run them full speed towards the yards, stop them at a decent torping range so you can peg kongos with both subs.
now what is important to this is the other shipyard player has battleships and takes out the destroyers before they can depth charge you.
i used this on a game today and the japanese forces couldnt even get out of the shipyards immediate area. i ended the game with 1800 points, about 4 battleship kills and a CA kill. as well as a good deal of damage dealt to both airfields
mwilson7
03-19-2007, 05:38 PM
One tactic you guys seem to be missing is that you can torpedo a shipyard with a sub and put it out of commission REALLY fast. Don't ask me why it works but it does.......
The Zero rush is also quite effective as many people you play never see it coming.....:rasp:
RedRansom
03-20-2007, 01:40 AM
have the american CV's come around the bottom of the island to the right side, and have one of them launch all F4F's to cover the BB's/Shipyard, and the other CV launch all divebombers. Send all the Dauntless' in 1 wave to their shipyards, destroying their BB shipyard first. It might take a couple waves, but TAKE OUT THEIR SHIPYARD FIRST, and FAST. The Renown class can hold them off long enough to do that. Once their shipyard is toast, game over.
wayneflo
04-08-2007, 03:15 PM
you can torpedo a shipyard with a sub
I tried torpedoes against a shipyard in SP US campaign and could not get any damage. Does this tactic work in MP mode?
Dave2000
04-08-2007, 03:26 PM
i always play as US on this map and 1 on 1 i haven't lost, even against good competition.
Armistead
04-08-2007, 07:06 PM
I tried torpedoes against a shipyard in SP US campaign and could not get any damage. Does this tactic work in MP mode?
Yes, but you have to hit in the right place, seems most damage is the inner side walls.
Also, if you get close with a dd, pull into the dock and attack, they shoot at you , they blow their own yards and bombers are useless.
Something that helps with either side, is give one of the bb's to a teammate. Usually the other side doesn't, as few do. Better two people controlling usa ships and team up. Better than AI using the other ship, not to mention you
can control it and send to the yards.
Hopefully, most know now that when you bomb fields and yard, the fighters
are bettr bombers, as they carry two bombs and have a wider bomb radius, just the way the game scores. This doesn't wotk on ships, use regular bombers/ They will get there faster and then can be fighters after bombing.
Usually a few groups or send mass attack and you will get the bb yard the first go round.
You also want to get off fast...with any unit. Some people play around, but you should launch and attack as fast as your fingers can go.
The standoff is usually betwen the bb's, each time wanting to get closer to the yards. If using subs, attack the bb's, so your bb's have a better chance
to get the range of the yards. I prefer all ships, usually one will get in range.
ALmost always, the bb yard goes, you win the game.
Flying CanOpener
04-09-2007, 05:54 AM
As in all things, teamwork is essential. A team playing together will mop up a team of individuals on any map. With that said, here's a successful set of tactics for the US:
(1) Shipyards send out 2 Battleships and 2 Heavy Cruisers, and swap a ship between both players, giving each a Battleship and a Heavy Cruiser. Have the player to the west put the Heavy Cruiser in formation further west, and have the player to the east send his cruiser out to the east on a circuitous route toward the shipyards. Make sure you put free fire on.
(2) Have the Carriers launch different sets of planes. Have one Carrier launch 3 squadrons of Wildcats and have the other launch 3 squadrons of Dauntlesses immediately after the game starts, with the Wildcats on CAP and the Dauntlesses taking a wide route toward the Japanese shipyards. After that, have both Carriers head southeast.
(3) The surface ships need to meet the Japanese at least 2 miles out of their shipyards and engage from there. Aim for the battleship in the lead and watch out for torpedoes.
(4) When the Dauntlesses get 2 miles from the shipyards, have them target the shipyard that deploys the Battleships. With a single strike you'll knock out their shipyard. After that, have them strafe the ships on the way back, hoping you'll lose them all so you can launch quicker. :P As soon as you have all 3 squadrons open, launch another set after the other shipyard. Rinse, lather, repeat until it's gone.
(5) By that time your surface ships should have defeated the Japanese, and have your ships head for the airbase. If they were clumsy, your cruiser you sent out should be near the airbase already. Have him shell the airfield and have the other ships head over to meet them.
(6) Once the shipyards are gone, launch fighters to cover the shipyard from any attacks.
(7) After you win, pat yourself on the back for a job well done.
Dave2000
04-09-2007, 06:28 AM
^^^great tactics but i want to mention two things:
i advise sending out just wildcats to stop the IJN zero bomber rush.
also i doubt you'll engage the IJN ships 2 miles from their shipyards. if that's true just ignore the ships and aim straight for the shipyards when you get in range.
Armistead
04-09-2007, 09:53 AM
^^^great tactics but i want to mention two things:
i advise sending out just wildcats to stop the IJN zero bomber rush.
also i doubt you'll engage the IJN ships 2 miles from their shipyards. if that's true just ignore the ships and aim straight for the shipyards when you get in range.
Yes, can't hit until between 1.6 and 1.7. I usually shoot at 1.7 and they will run into it.
Not sure what he means by 2 miles out,,,but he is an awesome player, so maybe he will explain in better detail..
And can,,,use fighters with two bombs to attack yards, not the bombers, just use those on ships.
Flying CanOpener
04-09-2007, 04:29 PM
Yes, can't hit until between 1.6 and 1.7. I usually shoot at 1.7 and they will run into it.
Not sure what he means by 2 miles out,,,but he is an awesome player, so maybe he will explain in better detail..
And can,,,use fighters with two bombs to attack yards, not the bombers, just use those on ships.
I meant when you're 2 miles from your shipyard. Don't start shooting at 2 miles. It only hurts your shooting percentage. :)
As for the Wildcats, I've yet to try them like that yet, but I know they're loaded with 2 x 100lb bombs. Dauntlesses are loaded with 1 500lb bomb. I'd assume that they would have more destructive power than 2 Wildcat bombs, but I'd have to try that to see. If they were equal, however, then go with that. If only you could start a 1-player server to test stuff... :mad2:
SonderKommando
04-09-2007, 04:36 PM
First make 2bb's to assault the airfield, while the other person makes 2 CA's to stall the incoming attackers. if worse comes to worse send one of the BB's to help the CA's and if that one dies just make another BB to finish up the rest. by that time the BB you sent to the airfield should be there by now knocking it out. there airplanes cant do that much damage to a bb. the carreirs during this entire time should only build wild cats to defend and gain air suppiriority. you will win. i've done it countless times and lost once. this is a very good strat i reccomend it to every one.
I prefer the Northampton class CAs on this map, because if your battleship teammate is being even halfway competent, sometimes the CAs get overlooked.
On a copule of occasions I've been able to sneak them past the Kongo class to destroy the airfields as well as the shipyards. The other day the IJN was outscoring us 6:1, yet they lost because in their thirst to destroy our assets, they had forgotten about a pair of damaged CAs near their bases.
Armistead
04-12-2007, 06:01 PM
I meant when you're 2 miles from your shipyard. Don't start shooting at 2 miles. It only hurts your shooting percentage. :)
As for the Wildcats, I've yet to try them like that yet, but I know they're loaded with 2 x 100lb bombs. Dauntlesses are loaded with 1 500lb bomb. I'd assume that they would have more destructive power than 2 Wildcat bombs, but I'd have to try that to see. If they were equal, however, then go with that. If only you could start a 1-player server to test stuff... :mad2:
The fighters are better on fields and yards, because of the blast radius. It's the way the game scores and makes sense. Two bombs do more damage in the radius as they land in different places. Don't make a dent in ships though.
I thought that was what you meant, but you've got to get that far out while
fighting. The biggest mistake is people not trying to get the range of the yards; staying at the base, turning to fight before you need. I will fight with one, but I try to keep going as straight as I can with the other bb. Usually, you can get in range of the yards. They may sink you, but you will get the yards...game over. Again, never shoot ships when you're in the range of the yards..so many make this mistake.
Of course not pro's like us....
Armistead
04-12-2007, 06:02 PM
I prefer the Northampton class CAs on this map, because if your battleship teammate is being even halfway competent, sometimes the CAs get overlooked.
On a copule of occasions I've been able to sneak them past the Kongo class to destroy the airfields as well as the shipyards. The other day the IJN was outscoring us 6:1, yet they lost because in their thirst to destroy our assets, they had forgotten about a pair of damaged CAs near their bases.
I hate this ship. It doesn't stand a chance against the tone. Not to mention, the tone has torps. USA needs a better CA in this map. Japs have the advantage by far.
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