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Quick rundown on Utah Operation (D-Day) - (added Strategy notes)


ArIskandir

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Posted (edited)

This is the Map for Utah Operation, I'm sorry for the quality, it was the only one I had at hand:

image.thumb.png.af0294fff94a8180b709fa98eaa2504a.png

 

A - First E-boat (torps) wave. 3 units per group. These spawn at start and they'll converge on you after a minute or two. 

B - Second E-boat (torps) wave. 4(?) units per group. These will attack once you are stuck in the minefield, afaik they operate independently on each flank.

C - Third wave DDs (guns). 5-6(?) units: 2 Z-31, 2-3 T-22, 2-3 T-61 (?). I'm still unsure if this wave spawns as a single block or there's a secondary C spawn point up north. For what I could observe most likely they spawn as a block of 5-6 ships south of the LST spawn. They will usually go for the Landing force so it is vital to check them ASAP, be careful as the focus fire of so many DDs can chew the HP of a CL quickly.

1 - AA guns. Primary Objective. Destroying them is the trigger to advance the mission to phase 2. Allied planes will spawn to spot the coastal batteries.

2 - Coastal batteries. Primary Objective (Need to detroy 3 to fulfill the Primary objective and win the Op. destroy all 7 to fulfill the Secondary Objective). They are spotted by allied planes once you destroy the AA batteries. They can fire at you even if you can't see them, firing range is around 12 km (?) (it's hard to tell for sure). They are not too dangerous but if you get stuck on a minefield they can chew you out. Destroying 3 of them is the trigger to advance the mission to phase 3.

3 - Aerodromes. Secondary Objective(?). There are 2 of them, they spam TBs and Mine planes, the Mine planes drop zone is on the opposite flank from the Aerodrome, so far I'm not sure if the southern Aerodorme spams Mine planes, I only noticed them from the North side. They take AP damage as well as HE. If you are in a BB, takings these out early will help your team.

# - Aproximate drop zone of the Mine planes, they can spawn new minefields. Minefields take 30-60 seconds to be fully operational, they go through 2 phases. First it's only the icon and minimap indicator (red circle), then the mines spawn but are still inactive, finally the mines become active. You can leave the area before the mines activate.

A - Allied LST spawn.  5-6(?) LST + 1 DD per group. Secondary Objective (need 4(?) LST per group to safely reach the coast line). The German C wave will try to sink them and will chase after them, the escorting DD will win you some time but don't count on it to do any significant damage dealing. The LSTs are very vulnerable to mines so it is important to clear their path before they reach the areas ($). They spawn after you destroy at least 3 Coastal batteries(?).

 

Disclaimer: This is the info I gathered after some 4-5 runs. I've marked with (?) the data I'm not sure about. There may be still significant events I'm missing or mistaken about, feel free to add and correct. 

 

DEPLOYMENT & STRATEGY IDEAS

Each ship type in this Operation fulfills a preferential specific role, providing specific advantages  and favored deployment zones.

BBs:

Your type advantage is being very resilient. The only significant threat for you is torpedoes from TBs and E-boats, as long as you don't suicide into mines it will be difficult to sink you. Secondary BB guns are very effective against E-boats. Your preferential role is providing artillery support, your greater firing range will allow you to bombard the Aerodromes from distance, destroying them early will provide a great advantage to the team as it stops the spaming of TBs and new minefields. Your AP is effective against buildings, don't be afraid of using it, particularly against the Aerodromes. 

For deployment, I recommend keeping a central position (indicated in yellow) and not going too far into the mine fields (1), just enough to get in range of the airfields. Bombard the airfields as soon as they are spotted (2) and then move back to the LST spawn point (A) in order to check the enemy DD spawn (C) (3). Your tankyness will come very handy to endure the concentrated DD fire and your secondaries can have a field day. 

Cruisers:

Your type advantage is accurate DPM, you are the damage dealers of the team, your guns are effective against everything, you objective is to sink & destroy everything in your way.  Your biggest threat is getting stuck on a minefield and eating torpedoes, also the focused fire of many DDs on the last wave can chew your HP at an alarming rate.

For deployment I recommend commiting to a flank and punching through the mine fields ASAP (on the north flank only after the AA batteries have been destroyed and phase 2 is ongoing). Your objective is destroying the enemy Land installations quickly (1) (Coastal guns will chew your HP if you take too long) while you move in a circuit from end to end of the shoreline (2). Once you finished your 'circuit' and cleaned the shore you can move back to meet and escort the LSTs on the nearest flank (3). 

DDs:

Imo they have a utility role, you are good at killing the E-boats and clearing the mine fields. I recommend focusing on both tasks and leaving the buildings to the Cruisers and BBs, keep your allies safe from torpedoes and mines and let them do the demolition. On phase 3 move back to the LST spawn and provide cover agaisnt the enemy DD wave, delay the enemy until your team mates can reach you and provide support.

 UTAH1.thumb.png.63a40b085f92b3bb4ba0a5368cc31a3c.png

Edited by ArIskandir
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Welcome back, @ArIskandir.

Thanks for this guide. I've only played the Operation twice, and my first time got my Atlanta sunk. Fwiw, I am still trying to learn and like this one, but I am not that impressed yet. Graphics wise, yes; but as far as the operation design goes, it still has not yet elicited that fun that would sustain my interest, compared to the first time I played other Operations.

shot-24_05.29_23_27.23-0398.thumb.jpg.e454b23dd4b19a708e94df183952da23.jpgshot-24_05.29_23_27.19-0315.thumb.jpg.9188b2e1875e1cfcd5ed7c62593d93b6.jpgshot-24_05.29_23_27.16-0215.thumb.jpg.b9fe4df4f471d87f45f82dae1ab505ea.jpg

It seems to me that there is a need for 1 or 2 ships to stay near where the Allied LSTs will spawn, to protect them from German DDs. There are a lot of things to do in this Operation—and from what I've seen it can spread a team too thin to attend to what needs to be covered. I think this was the intention all along, to make one go to opposite ends of the map.

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Several weeks ago, I played the D-Day scenario operation on the Public Test Server.
My impressions were made before WG/WOWs modifed the scenario somewhat, but they gist of it is that @ArIskandir's write-up aligns with my early playtesting (allowing for the changes that WG/WOWs made).
So, essentially, I'm writing this post in support of the posts already written above.

Those who read my very early impressions of the scenario might recall that I thought too few ships were allowed on a player's team.
The "things to do" could easily keep 12 ships busy, instead of only 6 or 7 allowed in the scenario.

So, today, on a whim, I did a quick internet search to find out just how many ships were involved on D-Day, and what types they were.
Here are a couple of links, offered for historical/educational value.
https://en.wikipedia.org/wiki/List_of_Allied_warships_in_the_Normandy_landings
https://www.dday-overlord.com/en/material/warships

There's also an interesting parallel to the dismay and disappointed sentiments expressed by some players regarding their initial forays into WOWs version of D-Day (expressed elsewhere on the forum).
---------------------------------------------------------------------------
D-Day’s Deadly Dress Rehearsal
The fiasco was initially covered up to ensure the D-Day mission remained secret.
https://www.history.com/news/d-days-deadly-dress-rehearsal
---------------------------------------------------------------------------

Good luck, everyone.  🙂 

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18 minutes ago, Frostbow said:

I am not that impressed yet. Graphics wise, yes; but as far as the operation design goes, it still has not yet elicited that fun that would sustain my interest, compared to the first time I played other Operations.

Understandable, imo this OP is quite different from the previous (some resemblance to Narai tho), it is more complex, 'combined arms' focused, not as linearly structured and more importantly, it requires a coordinated distribution of tasks between the players to achieve more than 2 stars. (Tho it is quite easy to secure the Primary Objectives and get 2 stars all by yourself). You have mines, planes, shore targets, lots of torps... for some players it may not be very enjoyable as shooting wave after wave of ships but I like the different perspective. 

33 minutes ago, Frostbow said:

There are a lot of things to do in this Operation—and from what I've seen it can spread a team too thin to attend to what needs to be covered. I think this was the intention all along, to make one go to opposite ends of the map.

Indeed, you need to work both flanks to secure the 5-stars and there's no way to do it on your own. There's some complexity on where to focus your attention, and I also feel it was the intention all along to get the players confused and overwhelmed by the initial experience... getting some 'Saving Private Ryan' landing scenes vibes.  Now I'm waiting for Omaha, hoping it will be a real carnage!

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Posted (edited)

I'm gonna chime in a bit on this topic. There are two flanks and the team needs to split accordingly, tho that's not necessarily true for BB's. Recommended ship is WeeWee'44 53EB5C0D-3B99-4A7E-8E10-0AD06C0F515D.gif. Looks like tailor made for this CAF207FC-4197-4D6D-93A9-604272B8A9CB.gif

The shore targets need to be shot at with HE NOT AP

D-dau-tactics.png

 

3 hours ago, Frostbow said:

It seems to me that there is a need for 1 or 2 ships to stay near where the Allied LSTs will spawn, to protect them from German DDs.

Not recommended. A cruiser, alone, is an easy prey for them. It is a matter of positioning and flanks. A BB on the left flank goin towards the beach can easily stay where the dd's will spawn and brawl them, while also doing the objectives. Here's a replay showcasing that.

https://drive.google.com/file/d/1tbHsLN6Idm_opx9fYqPi8Qs9CmHNaei1/view?usp=sharing

 

1400 BXP, two stars ,Smile_sceptic.gif.97d8c8cbb10e163afd1a67 coz......

 

2 hours ago, ArIskandir said:

....combined arms' focused, not as linearly structured and more importantly, it requires a coordinated distribution of tasks between the players to achieve more than 2 stars.

.....teammates didn't understood that  Smile_sceptic.gif.97d8c8cbb10e163afd1a67

D-day-tactics.png

 

Now on the right flank, the difference would be once the Aa guns are cleared one needs to immediately turn around and sail towards the edge, while clearing the coastal guns. Didn't tried it, as of yet.

 

WeeWee built with cap skills

Wee-Wee-build.png

 

and  the confidential stuff

Confid.png

 

Edited by Andrewbassg
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This is what I wrote down.. Its from a different tread...

--------------------------------------------------------------------------------

Here was our priorities for this operation...

  • Rapid fire ships
    • These guys hunt down subs/DDs and clear the mine field and all times.
  • Any gun over 175mm
    • Shore guns and AA
  • BBs
    • Shore guns, AA AND most important for the finally. The Airstrip MUST be taken out.

No matter what ship you take out... As long, you follow these simple delegation of duties explained above..

You'll pass it with all the stars AND have fun doing so..

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Almost forget one VERY important detail. The mines need to be cleared, not only to advance, but to secure a safe passage for the LST's

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1 hour ago, Andrewbassg said:

The shore targets need to be shot at with HE NOT AP

This true for the AA batteries but for the shore battery guns and aerodrome use AP if you are a BB.  Cruiser AP does nothing to the aerodrome.

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7 minutes ago, Justin_Simpleton said:

Cruiser AP does nothing to the aerodrome.

I have to challenge this notion... If the cruiser has 175mm guns or above... You will do DMG..

I think I did a good run down in my original post.

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4 minutes ago, Justin_Simpleton said:

Cruiser AP does nothing to the aerodrome.

Yes ofc, I thought it was obvious that i was referring about BB's. But....

16 minutes ago, Justin_Simpleton said:

but for the shore battery guns and aerodrome use AP if you are a BB

...look at the picture.

 

 

 

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2 minutes ago, Andrewbassg said:
19 minutes ago, Justin_Simpleton said:

but for the shore battery guns and aerodrome use AP if you are a BB

...look at the picture.

Hmm, Nelson was different.  I will look into this some more. 

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  • ArIskandir changed the title to Quick rundown on Utah Operation (D-Day) - (added Strategy notes)

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