(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.