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“Ahoy, mates, so you want to learn about clan battles? You've found the right page. Read and learn, sailors!”
—Kelly LeBlack
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MAZ6R CLAN presents everything for World of Warships Clan Battles: maps, scenario tips, and top ship recommendations from past seasons in one place.
This unique section will provide our team with a one-stop shop for all information related to 'World of Warships Clan Battles.'
Here, you will find battle maps with multiple battle scenario recommendations. Actual ship recommendations proven to be the most successful in previous seasons will help you prepare for upcoming clan battles.
See 'Yah,' on the battlefield, Mazda6Red2021!
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“Captains, class is in session. Here are your battle maps. Study them well and lead the fleet to victory!”
—Kelly LeBlack
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MAZ6R CLAN
Maps
This Section is courtesy of World of Warships
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“Captains, you have studied and memorized the battle plans. Remember, battle is fluid, and you must be ready to improvise!”
—Captain Kelly LeBlack
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The main peculiarity of this “map of the season” is that two battles played simultaneously. At the very beginning, the team is divided into two groups: north and south divisions, each of which conducts warfare independently until the final part of the battle. You can either push upward and defend the lower part of the map or, on the contrary, force the enemy back from area C and defend the upper area.
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H-44: Moskva - an island at C4 or H4, controls the key area (scouting with the help of Surveillance Radar or simply defending the area).
The destroyer performs scouting at the center and captures area C if possible.
Zao/Henri IV perform scouting at lines 1 and 2. If no enemy ship is detected, they come back to Moskva and gather at the center of the map.
Des Moines cruisers move slowly to area C, use Surveillance Radar, and engage in battle. Hindenburg moves to area C, then, depending on the situation, meets Moskva and Zao/Henri IV to push the enemy and capture areas A and C, or moves to lines 9 and 10 to catch a careless victim in crossfire.
The battleship monitors the center, preferably staying at lines 4 through 7.
OM: Split up somewhat evenly between both sides.
Ships to the C side need to make full use of radar, they’re more likely to be able to shoot behind all those islands.
It’s possible for the DD to catch the enemy team off guard and get an early free cap on C due to the lack of spotting.
Push the east or west depending on where enemy forces are weaker.
Avoid giving either side up completely, base caps are very difficult to get back once you lose them. At the same time letting the enemy push through C will give them a lot of good spots to park in.
WGPSW SHORT VERSION: Yet another map with a triangular arrangement of caps. This means, you need to anticipate a potential push of enemy forces from both directions. The C cap area is usually the key to success and often results in high-stakes knife-fights. It’s recommended to utilize either Z-52 or Yueyang destroyers to increase your chances.
WGPSW DETAILED VERSION: 2x destroyer should instantly go for the cap and use their fast acceleration and speed to secure that cap as fast as possible. If you succeed, then all you need to do is defend C. If you don’t succeed, then you need to take C by force. Usually, the “DD ESCORT”, once it has finished capping the main cap area, operates on the flank with a Zao or Hindenburg. “DD SCOUT” heads to the middle, provides some early spotting, while sending a “torpedo wall” to slow down the enemy’s approach to C cap. After that, he usually retreats and tries to contest the C area, while his teammates secure clear lines of fire into the C cap.
“RADAR CAs” should head to the C area as well, but it’s very common to keep either 1x Des Moines or 1x Moskva to guard the base. Henri IV proved to be quite a useful tool on this map, mainly due to its speed and the ability to get to the 9 & 10 lines, before the enemy Hindenburg does. Then, it’s quite easy to get rid of the enemy destroyer sitting inside C cap.
Montana battleship often operates in the middle of this map, sailing in circles and bringing her guns to bear on whichever target is currently spotted. A “BB” player should be careful about not overextending on this rather small map, because the central area is often under heavy torpedo pressure. It’s not uncommon for the “BB” to try and block the C cap, if things escalate and your team runs out of options.
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A map where the major target area is often area C, even though two key areas are located not far from each other. Lines 1 and 2 should be patrolled by a single cruiser or, perhaps, a destroyer, if you have two of them in your clan. Hasty and ill-considered pushing through this direction by a large group of ships can result in your defeat - enemy ships can attack you from both sides. For this purpose, the patrolling enemy ship maximally draws back, and the others move closer to the center, taking all key positions on the map.
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(H-44): Moskva - an island at C4 or H4, controls the key area (scouting with the help of Surveillance Radar or simply defending the area).
The destroyer performs scouting at the center and captures area C if possible.
Zao/Henri IV perform scouting at lines 1 and 2. If no enemy ship is detected, they come back to Moskva and gather at the center of the map.
Des Moines cruisers move slowly to area C, use Surveillance Radar, and engage in battle. Hindenburg moves to area C, then, depending on the situation, meets Moskva and Zao/Henri IV to push the enemy and capture areas A and C, or moves to lines 9 and 10 to catch a careless victim in crossfire.
The battleship monitors the center, preferably staying at lines 4 through 7.
(OM): Split up somewhat evenly between both sides.
Ships to the C side need to make full use of radar, they’re more likely to be able to shoot behind all those islands.
It’s possible for the DD to catch the enemy team off guard and get an early free cap on C due to the lack of spotting.
Push the east or west depending on where enemy forces are weaker.
Avoid giving either side up completely, base caps are very difficult to get back once you lose them. At the same time letting the enemy push through C will give them a lot of good spots to park in.
(WGPSW SHORT VERSION): Yet another map with a triangular arrangement of caps. This means, you need to anticipate a potential push of enemy forces from both directions. The C cap area is usually the key to success and often results in high-stakes knife-fights. It’s recommended to utilize either Z-52 or Yueyang destroyers to increase your chances.
(WGPSW DETAILED VERSION): 2x destroyer should instantly go for the cap and use their fast acceleration and speed to secure that cap as fast as possible. If you succeed, then all you need to do is defend C. If you don’t succeed, then you need to take C by force. Usually, the “DD ESCORT”, once it has finished capping the main cap area, operates on the flank with a Zao or Hindenburg. “DD SCOUT” heads to the middle, provides some early spotting, while sending a “torpedo wall” to slow down the enemy’s approach to C cap. After that, he usually retreats and tries to contest the C area, while his teammates secure clear lines of fire into the C cap.
“RADAR CAs” should head to the C area as well, but it’s very common to keep either 1x Des Moines or 1x Moskva to guard the base. Henri IV proved to be quite a useful tool on this map, mainly due to its speed and the ability to get to the 9 & 10 lines, before the enemy Hindenburg does. Then, it’s quite easy to get rid of the enemy destroyer sitting inside C cap.
Montana battleship often operates in the middle of this map, sailing in circles and bringing her guns to bear on whichever target is currently spotted. A “BB” player should be careful about not overextending on this rather small map, because the central area is often under heavy torpedo pressure. It’s not uncommon for the “BB” to try and block the C cap, if things escalate and your team runs out of options.
(-I-): Deploy two good “open water” cruisers like Zao and Hindenburg to the 2 line. They will serve as a defense on that flank or as a flanking force of their own depending on enemy deployment. Send a radar ship and 2 good “open water” cruisers to C along with your DD. The BB will ½ speed to the C cap. This will allow it to turn around and support the 2-line cruisers. if they need assistance. The primary goal with this deployment is to gain control of your spawn cap and C.
(CHMRY OVERVIEW): The main battlefields of this map are on the 1-2 lines (West), 5-6 lines (Center), 7-8 lines (base C) and 9-0 lines (East). There are more and broader battlefields compared to the other maps, and only some skirmish battles happen at the beginning of the battle. However, the intensive battles happen from the middle of the battle since the C base tends to be deadlocked and both teams try to break that situation. The key point is how and when to attack the enemy's home base (A or B) and capture or push up C side and capture. This map is a typical "Triangular" map.
Overall, you need to quickly capture your home base (A or B) and spot the enemy's formation to decide the most appropriate formation. There are various tactics, for example, attacking along the 1-2 lines or the 4-5 lines to get A or B, pushing up to base C and capture, etc. You need to counter the various tactics with the flexibility to win.
Battleship: There are two options for the initial position for a BB: the 1-2 lines or 5-6 lines. A BB on the 1-2 lines should sink enemy cruisers and take advantage of points. Even if the BB cannot sink cruisers, it can attack and support capping A or B, or shoot the enemies at C side. A BB on the 5-6 lines should support C side directly, suppress cruisers that come along the 9-0 lines, cruisers in the center area, and put pressure on the BB. Alternatively, there are joint tactics where a BB supports the 1-2 lines at first and later moves to the center area. However, the BB’s burden is large.
Cruisers: The initial positions: one or two cruisers on the 1-2 lines and two cruisers (Des Moines is better) for supporting C side. There are some options for C side cruisers. If an enemy DD hides behind the islands at C (especially 8E or 8F), a cruiser should go to the 9-0 lines to hit the DD. If enemy cruisers go along the 9-0 lines to hit your DD at C, your cruisers should ambush or counterattack. If too many enemies are around C side, retreat from the 9-0 lines and head to the center area to help DDs capture A or B, or your cruisers go directly into C to sink the enemy DD and capture C.
Destroyers: You must send one DD to C (Z-52 is the best). If your team has two DDs, the other DD may go to the 1-2 lines and cooperate with cruisers.
As for the DD on the C side, you have to observe the situation around C especially the 9-0 lines. If you notice enemy cruisers moving forward along the 9-0 lines and your ally cruisers could not stop them, you should quickly retreat from C.
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A map that demands the application of positional tactics: key area C is difficult to capture, because a group of enemy ships with surveillance radar wisely positioned near the island can easily upset your plans. You should only try to push into this area with one flank if you really need it to two ships supported by a battleship from the center will suppress your attack and eventually win the win the battle.
The main direction for pushing through enemy defenses lies at lines 3 and 4. Other factors that can guarantee your victory are early capture of key areas A or B, or just a one ship lead.
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(H-44): Des Moines cruisers take their positions at the islands under key area C. Zao and Moskva move to areas A or B depending on the team's side.
Zao's task is to capture the key area, while Moskva goes behind, fighting against enemy destroyers and not allowing them to capture area C.
Depending on the situation, Zao can move to line 1, 2, or 3, whereas Moskva can go to square E5 (to monitor key areas A and B and then push through enemy defense lines).
The destroyer monitors the center and captures key area C if possible. The battleship also monitors the center.
Hindenburg monitors the center, shifts to lines 8, 9, or 10 depending on the situation, and then forces enemy ships back from the key area.
(OM): Mostly ignore the С cap early on, do however park one radar cruiser near it in a safe manner.
Simultaneous pushes through C and up the 9/10 line are possible in the late game but watch out for ships on the map border of the 10 line and support from the center of the map. You can’t angle towards everything.
Making use of both the Island group in the west as well as the open water towards the center at the same time may prove useful for turning things in your favor on the western side.
Des Moines radar usually won’t extend much beyond the C cap. If that’s what’s guarding it, try to bait radar on C before capturing it. Enter the cap until radar is active and bail.
(WGP2W Short Version): The triangular cap formation makes all caps equal in terms of accessibility. This fact often leads to aggressive pincer moves between caps A and B. At the same time, C cap is widely popular among DDs, especially Z-52, and is an ideal spot for a Des Moines blockade.
(WGP2W Detailed Version): 1x destroyer should aggressively go for the A cap, utilizing his Engine Boost ability. This destroyer is later designated “DD ESCORT” and he provides additional support (smoking allied ships or slowing down enemy pushes with torpedo volleys) on the left flank. Gearing is recommended for this role. 1x destroyer designated “DD SCOUT” scouts the middle of the map, providing his team with a spotting advantage and possibly hunting down enemy DDs. Yueyang is an ideal candidate for the Z-52.
“DPM CAs” are cruisers that can dish out consistent damage per minute, such as Hindenburg/Zao.
“BB” remains in a central position, waiting, seeing how the game progresses, and then he’ll assist wherever he’s needed. Montana battleship is an ideal candidate and Conqueror battleship proved to be a valuable addition as well, due to its 11.8 km concealment.
(-I-): The old strategy of sending flanking cruisers to capture A or B depending on your spawn is no longer viable as the caps are so close together. It is now necessary to use a DD to cap those points. Radar support at C is also very important, but it needs to be well supported so it doesn’t get rushed by the enemy team. BB needs to float mid-map to provide support over a large map area.
(CHMRY OVERVIEW): The positions of base A and B have been changed since the previous season. Now the offensive action in the 3 line is much more important, and you can recover points even if C is taken by the enemy first. For initial actions, one cruiser on the 9-10 lines and one radar ship behind the island on the 8 line make it difficult for enemy ships to capture C while one DD runs to capture A or B. After that, the DD scouts and tries to capture cruisers from the center area. Ships on the west side try to win the firefight on the 3 line and take the advantage in points.
The Battleship plays an important role on this map. BBs can shoot most of the map from the center area and put pressure on the cruisers. Moreover, if a BB can move forward in the center area and suppress the cruisers around C, your DD can easily capture C. Synchronization is key on this map. You should watch the enemy’s position and movements carefully, and synchronize the timing of your offensive movement between the C side and 3 line, and break the enemy team's formation.
Battleship: There are some initial positions for BB: 9-10 lines to push up the C side, 6-7 lines to suppress enemy cruisers and support the 3 line, or the 3 line to push up and aim at the radar ship at the 8 line. It is common for a BB to take those positions and damage and expel enemy cruisers while being careful about the positions of enemy DDs.
Cruisers: One cruiser is on the 9-10 lines, and one radar ship is behind the island on the 8 line, and two or more cruisers are on the 3 line as an initial action. Cruisers at the 3 line should attack aggressively. If possible, one cruiser may go through the islands on the 2 line so that they can engage in crossfire. If your team has 2 DDs, your cruisers should make enemy ships at the 3 line back off or sink them and let DD capture/interrupt A or B. In case of an unfavorable situation at the 3 line, you can retreat to the A-B or I-J lines and let enemy cruisers come in. You can crossfire at the enemies with your ally BB or cruisers at the East side.
Destroyer: A DD should not enter C at the beginning of the battle. At first, the DD moves toward the West side and spots the enemy ships and captures A or B ASAP. Your DD should decide whether you try to support the 3 line or capture C, depending on the positions of enemy ships. If the DD successfully escorts your allied BB and lets the BB and CAs on the 3-line attack effectively, your team could take enough of an advantage. You can win even if C is captured by the enemy in the first half of the battle. If a DD needs to capture C, anyway, make sure that allied cruisers can support the DD and check the position of the enemy radar ship. You should use the islands in C as shields or let the enemy use radar and leave C and cap safely after their radar duration runs out.
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This map is not just new in Clan Battles, but in Random Battles as well, because it's recently undergone significant changes. A new island was added in the center. Starting positions and flank covers were also changed. It now allows players to apply various tactics and conduct dynamic warfare. It’s effective for both swift assaults and long-term positional attacks and defenses. We'll tell you only about one possible scenario, but don’t hesitate to experiment - the map is new, and not all opportunities for successful attacks have been revealed yet.
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(H-44): The destroyer and cruiser Zao take control over key area A and capture it if possible. Zao also monitors the diagonal toward key area B or C.
Cruisers Des Moines and Hindenburg and the battleship push through enemy defenses under key areas B or C.
Cruiser Des Moines moves in a small circular route, sticking to the islands. Cruiser Hindenburg moves in a large circle, staying in open sea to be able to pass round the islands at I8 and I9.
The battleship follows in the rear.
(OM): The southern base caps offer islands to hide behind while you capture them. If you get this far, the enemy team may be required to make some major moves to prevent this from happening.
Keep an eye on both sides of the map. Don’t be surprised if you get shot at from the other side.
Like the C cap on Islands of Ice, A is usually a stalemate until one team loses its ability to radar there.
This map has few truly safe spots, so be prepared to leave wherever you want to park. It’s ok to reverse or smoke your radar cruisers into position.
(WGP2W Short Version): Yet another new addition to the map pool, one that certainly encourages aggressive plays, unlike Islands of Ice, yet it also rewards positioning. A 2x DD composition is recommended here as well, mainly due to the design of the B and C caps (as both of those have a nice spot for a DD to park in that is also covered by an island).
(WGP2W Detailed Version): 1x destroyer should scout the vicinity of the A cap while providing a smoke cover for its radar cruiser, this DD is designated “DD SCOUT”, while “DD ESCORT” doesn’t go after caps on this map, but merely escorts his cruisers on a mission to pressure the enemy base.
“DPM CAs” are widely utilized on the right flank, but any flank in our scenario will work. For “RADAR CAs”, there’s a position around the A cap, where the southern team has a slight advantage, because of that one small island. This often results in scenarios where the southern team aggressively pushes the A cap, while the northern team tries to sneak down through the 9 & 10 lines to hit the enemy base. Des Moines is the ideal pick for this map as a main radar ship. Its ability to lob shells over multiple islands makes this ship really stand out among others. Moskva can also be used, but due to its bad concealment, it has to be escorted by “DPM CAs”, because it often becomes a primary target for the enemy team.
“BB” and its role is again no big surprise. The player should hang back and await further instructions from his team. The southern teams often dispatch their Montana battleship to support actions resulting in taking the A cap, while the northern teams often resort to a decisive push into the enemy base.
(-I-): This map can be approached in a number of ways. I don’t really want to give specific force deployments for two reasons.
One, we have a unique strategy that has been working exceptionally well for us.
Two, Tears of the Desert is such a great map now that you can deploy forces in so many ways and still be successful. It is very dynamic, so I don’t want to pigeon hole people into a set deployment.
The most important thing on Tears though is to make sure you have good vision. A ship in place to spot both flanks and the middle is a must.
(CHMRY OVERVIEW): A unique point of the map is that there are curvy islands placed between the B and C caps that cut lines of fire. This means a team that can place a BB or a well-concealed ship on the center could take advantage with a flank attack.
Battleship: BB should be at 5-6-A-B or 1-2-E-F to support capping A, 6D-7D or 4F-4G to put pressure on enemies at the A cap, or H-J lines or 8-9 lines to support the southeast side. You should care about her moving speed at the beginning of the battle. You will get a one-sided spot and focused fire when you reach the outer area too early. You may move at a medium speed at the beginning or fire from the center area. In the middle to the final stage of the battle, be wary of the situation of the A cap side and southeast side and keep damaging enemy ships.
Cruisers: You play a leading role in this map. Two cruisers to support capping A (radar ships are preferable), two or three at the southeast side to attack B or C.
For cruisers at the southeast side, one cruiser approaches using the islands at G7 as a shield, and the others go to the outer area to control enemy ships. Maneuver so that your BB can shoot the ships. If the offensive is impossible, hold the line.
Cruisers at the A side should prepare radar and attack and burn enemy BB while dodging BB's shots. If possible, cap A. If impossible, the cruisers at the southeast side should try to move forward and shoot the radar ship at A.
Destroyers: DD should capture A at the highest priority. If you have 2 DDs, the other DD supports the southeast side. Spotting from the center area is an effective alternative option to support the A side. Moreover, if there is a BB in the center area, it is a good chance for a stealth attack. Note that A is the dangerous area so you can always be shot soon after you start capturing A. If there is already a DD in A, you don't have to get in.
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This is a new map for the second season. The primary focus area here is key area A. Capturing it is very difficult and often results in losing a huge amount of HP. However, the enemy will encounter the same problems when trying to recapture it. Like Tears of the Desert, don’t be afraid to experiment and surprise the enemy!
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(H-44): Henri IV/Zao—scouting at lines 9 and 10.
The destroyer—capturing key area B or C and then scouting at the center.
Des Moines cruisers move under key area A, enable Surveillance Radar, and eventually capture the area.
Moskva goes under the islands at key areas B or C and monitors the diagonal toward key area A, or, vice versa, goes under the island at area A and controls the diagonal toward areas B or C.
Hindenburg and the battleship—control over the center and capturing key area A if possible.
(OM): Don’t rush A from the west! Wait for the opportunity to get it if you can, once you have it, it’s very difficult for the enemy team to get it. Alternatively, DDs can usually enter safely from the east, but teams with more DDs will have an advantage here.
Always have a cruiser protect the west entry point of A from the outside if enemy ships are nearby.
The battleship can support both flanks from the 4/5 line.
The eastern flank is easier to spot with a DD, whereas the western flank requires more radar.
Avoid going into the eastern islands until the late game if you are in a cruiser.
(WGP2W Short Version): A new addition to the Clan Battles’ map pool. This map promotes over-the-top aggression from DD captains mainly due to the design of the A cap, which is almost completely cut off from the rest of the map and a DD can often find himself in a 1v1 knife-fight inside this cap, forced to fight on his own without support from his team.
(WGP2W Detailed Version): 1x destroyer should push for and cap C as fast as possible. This DD is then designated as “DD ESCORT” and works on the flank. Typically, Gearing destroyers are recommended for this role, due to their effective torpedoes and the ability to conceal the friendly team with a smoke screen, if necessary. Shimakaze could work as well in such roles, as it’s a little bit more nimble, but lacks the duration of the smoke ability. 1x destroyer should push aggressively towards A and try to get in as fast as he can, because dislodging him later into the game can be quite a challenge for the enemy team.
“DPM CAs” could freely operate around the flanks. Despite cruisers Hindenburg/Zao being widely recommended, Henri IV could get the job done as well, namely due to its high speed and spaced armor, which provides another layer to its overall survivability. “RADAR CAs” could be placed around B/C to slow down the enemy’s push into your base.
“BB” remains a little bit behind friendly lines, initially dishing out a few long-range volleys, then committing to either flank, based on where he’s needed at that time. It’s not advised to bring Yamato battleship as this ship doesn’t excel at quickly repositioning herself. Keep in mind, concealment also plays a huge role.
(-I-): The large A cap is very difficult to take, but once it is taken, it is easy to hold. Using several fast cruisers to rush A is a perfectly viable strategy. You can then use A as a sort of base of operations to work the rest of the map.
A BB, radar cruiser, DD, and a Hindenburg can hold the BC islands against a heavy push.
(CHMRY): This map is quite new and was never available even for the Random mode. Most clans have not yet finalized their strategy for this map, and games on this map tend to be one-sided. Some of the islands are low height and players who are not yet experienced on this map can be easily sunk with a BB’s over-island shots.
At this stage, the recommended initial positions are: 1 DD and 2 CAs on the 1-2 lines (West side), 2 CAs on the 6-0 lines (East side), and BB on the center area. Fast capping at A is risky so your team should take advantage of a gunfight with BB and CAs. This is a slightly passive strategy, but still safe against most patterns of enemy movements. Capping A is a reasonable option when the enemy team doesn’t have any commanders who have the Radio location skill or they picked specific ship combinations (e.g., no radar ship). Of course, the trend and tactics will change and develop, and you should consider more precise and careful tactics for this map.
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Pain is Fleeting, Honor is Forever, Death is only the Beginning!
Thomas (MAZ) Grange FAMD