(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.