Digital's Water Strategies

Digital's Water levels Strategy page Last updated 4/22/96
Intro to water levels.

Water levels are pretty much the same as land levels except you have some extra units and a lot more strategy. There are those people out there that won't play water levels. So far everyone I've seen that doesn't want to play a water map does so because they can't play them. They don't know how to play water levels. They suck at them. I have not met one person that is any good at water levels and does not like them.

If a person refuses to play a water level this tells me they suck at it. The only reason people don't want to play them is because they lose. What does this say about that person? It says they are only 1/2 a War 2 player. War 2 is land and Sea. You are no good if you can't win both. What these players who avoid Sea discover is if they actually learned how to play them, they would like them. Water is fun!

The first thing you should know about water levels is that you have to treat them as a land level with more units. New players have this stupid idea that no one will ever invade them. So players who would normally be pretty good on land, suck on water. They build nothing to defend their town. I once took one guy out with 1 ogre. That's it. Whole town destroyed with 1 ogre. You have to pump out the grunts to fight off early invasions. You can wait until Ogres, but that is risky. You also have to upgrade your men early. Get that blacksmith up and upgrade your guys.


These are the main plans on water levels:
  1. Early grunt invasion. You find the enemy's island and invade them with about 6 level 2 or 3 Grunts. This often destroys the enemy or hurts them severely. Sometimes, the player that gets invaded is good enough to fight the invasion off.

  2. All sea. This is really risky and not recommended. You will have lot's of ships but if someone invades you, you are dead. If you can prevent them from invading you, it works great.

  3. Mostly land and a little sea. You go all land. You get out that shipyard late and only build a transport and maybe 1 jugg. The second you have enough guys, you invade. This is really risky. If your invasion fails, you are dead. The enemy's ships should prevent future invasions.

  4. Land and Sea. You have troops on your island to invade or defend AND you have the Juggs and Destroyers. This is usually the safest plan. If the enemy went all ships, you take your guys and invade them. If they went all land, your ships should take care of them. With this plan you are able to adjust your strategy either way. if they went all ships, you invade them and get more ships. If they went all land, you fight off their invasion, get rid of the transports and clean up.

  5. On high seas there is also the no ship, sapper through the rock plan and the foundry hop plan.

Here are your goals on a Ship level:

Keep the enemy on their island. If you can keep them there, their resources will run out. When the enemy's resources run out it will be just clean up time. This is usually what happens when good players play crappy ones on water. You just keep them on their island and they can't do anything against you. They are forced to defend. All they can do is try to get another shipyard which rarely happens or go for Gryphons which doesn't work either.

Just invade them and take them out. This is often hard to do so you just keep invading them until their resources run out or you win.

Prevent the enemy from getting a second mine. This is how I lose it. The enemy keeps me from getting a second mine so I run out of money and die. This is the same thing you do on land levels. You get out the recon and the second they try for another island, you invade it.


Ships.

Juggernaught/Battleship. This should be the main ship of your fleet. You use these guys for almost all your ship to ship fighting. This should be what you use to take out oil rigs, shipyards and foundrys. Often this is the only attack ship you make.

  • Always use Juggernaughts as your main attack force on sea. Don't start making Destroyers until you know someone is going for Gryphons/Dragons, if you want to kill transports or flying machines. What you do is keep 2 or more destroyers as back up for your Juggernaughts. If any Dragons attack your Juggs then run and bring forward your Destroyers to attack the Gryphons. Don't use your Destroyers as an attack force unless you really need them because they are so weak. I keep about 2+ destroyers out of the way of possible enemy fire. Then if someone attacks my Juggs with Gryphons, then I surprise them with 4 or more Destroyers.

    Destroyers. The main use of the Destroyer is to kill transports. Nothing works better for killing transports than Destroyers. Just click attack with 2 Destroyers on a transport. Unless a Battleship takes out your destroyers, that transport is dead. Just fire and forget. Occasionally you can get a good shot with a Jugg but by far, Destroyers are the way to go because of their speed. The other main use for Destroyers is killing Dragons/Gryphons and flying machines. Sometimes they are good for scouting and for killing oil tankers because of their speed.

    Destroyers are good against flyers, get a bunch of them, surround your island with these and when you get in trouble with flyers fall back to your ships and let them take them out. If you get in trouble with dragons/gryphons then fall back to your destroyers. What usually happens is people don't really know that destroyers are way tougher than gryphons so they attack your destroyers. Then you totally destroy them. My plan is to always trick the dragons into attacking something of mine, then I bring in my destroyers and totally waste them.

    Destroyers are pretty worthless against anything but flying machines and Gryphons and transports. At level 5 they are a little better but I really would not try to attack other ships with them if I didn't have to. Don't try to take on a Juggernaught with a destroyer. It is almost impossible to win with a destroyer. 2-35 damages for the destroyer is nothing compared to 50-130 for a Juggernaught. Don't even try to take a Jugg with 2 Destroyers. It takes about 4 destroyers to 1 Jugg to do any damage.

    Subs. Subs are rarely useful. Here are the only times you should build them: Say you invade the enemy early. This puts them behind so they can't upgrade to keep/stronghold. You have already upgraded to stronghold/keep. They still have some Juggs. So you whip out about 2-4 subs. Then go in and take the Juggs. The Juggs can still use attack ground but against 2-4 subs, it's hard to do. This happens really rarely in games. Probably about 10 games I've been in so far.

    Subs work against people that don't know what to do. Sometimes you play those players on water that don't upgrade to keep/stronghold at all. So you whip out the subs and kill them. Subs are cheap and if they kill Juggs that are worth more, then they are worth it. You have to look at the cost.

    Subs are occasionally good for a surprise. If you see the enemy has no flyers around maybe make a sub. Only rarely does this work.

  • Subs can't shoot at land targets but they can hit ship buildings and other ships. They are also vulnerable to ships if flyers are above. Subs suck, they are a loser's weapon. I take great joy in destroying them with my Juggernaughts then I say "Are they still so cool?" hahahaha They are good early in the game if you beat everyone to the Gnomish inventor.

  • Subs can't hit anything on land besides oil refineries, Shipyards and Foundrys. So feel free to repair those things, because there is nothing the enemy subs can do against that.

    Subs are really just a toy. Anything you can do with subs, you can do better with Juggs because they do much more damage. I build probably 1 a month. Thats about 4 subs since I got the game :)

    Use the Eye of Killrog to spot subs. It is very useful when your juggs are attacked by subs and you got no fliers around. (everybody makes mistakes) It takes a lot of time to make flyer go somewhere, especially in lagged games, but the eye of Killrog can get there fast.
    Knight

    Oil tankers. Oil tankers are good for more than just hauling oil. I send my first or second one out scouting. You find their shipyard so you know where to attack. If you find the shipyard, check if they have an oil rig. If not, place your oil tanker over the oil patch and steal it. This is often all you need to win the sea. If you find them on the island but not having a shipyard, steal both of their oil patches or just one if they have one. Thats some awesome stuff and it works great.

    Don't forget that oil tankers make good scouts for shipyards and oil spots because of their speed. Destroyers make better scouts but early in the game, all you can afford is oil tankers.
    Thanks to SnapDragon for the stealing oil thing.


  • Here are some sure signs some one is a newbie to the sea. So what I'm saying is never do the following things on sea levels:

    1. Build cannon or guard towers by the sea. That is a soooo wrong to do. One tower can be killed in 2 shots of a Jugg.

    2. Starting building towers by the sea when you are being attacked by a Jugg. That tower will go down in one hit and you will have lost money and a peasant. Instead build Catapults if you are being attacked by ships.

    3. Attack Juggernaughts with Footman! Believe me many have tried it on me. Bunch of idiots. Footman CANNOT attack ships except transports.

    4. Attack Juggernaughts With Arrowmen I have played about 20+ people that try to attack my Juggernaught with 1 or 2 archers. It seems so absolutely ludicrous to take on a Juggernaught with an archer. Why do people keep doing it? It just makes them look stupid and gives me a laugh. If you want to attack ships then use ballistas and blizzards. The only time it pays off is you have like a bunch, like in 6 upgraded archers and you have no other choice but to attack. This situation doesn't happen much.

    5. Build a destroyer as your first ship with plans to attack the enemy. Do not do it! Destroyers cannot destroy any Juggs or ship buildings. They do 2-35 worth of damage. That equals NO damage at all. You can't kill an 1100 hit point shipyard with that. It would take like 10+ minutes. You can't destroy an oil rig with it. Oil rigs have 650 hit points. So what does that leave you to destroy? Nothing, that's right. You first attack ships should be Juggernaughts unless your plan is go use Destroyers to kill transports. One day I used 1 level 2 Juggernaught to take out 3 Destroyers. That is how weak destroyers are. Only use destroyers for attacking transports, Gryphons and flying machines. That is about all they are good for if you enemy has good naval forces.

    6. Repair the shipyards, foundrys, oil refineries while they are being attacked. You will just lose your peasants and give the attacking player a big laugh, like me. The only time you do that is if your ship is about to pop out and your shipyard is about to be destroyed.

    7. Repair buildings being hit by Juggs/Battleships when there is no way you can stop the Juggs. You are just eating up valuable resources. Just give the building up for dead and build another some where else. There is no way you can just keep repairing those buildings forever. Just let them go. This includes town halls! I see this everyday even from the good players. If they thought about it, they would realize they are being stupid. The only reason to repair something is if a guy is about to pop out. After the guys pops out, let the building be destroyed.

    8. Builds subs as your main attack force. Subs are a losers weapons. They are so easy to kill. You don't even have to have a flying machine, to kill them. Just hit attack ground. No sub anymore, hahaha. It is occasionally good to make some subs if you think the player will not be able to kill them. If one sub kills a Juggernaught then it will be worth building. But It is only against the absolute worst players that subs pay off. Tou played a game vs a newbie and took out the newbies shipyard, foundry, oil refinery, 3 battleships and 2 destroyers with only one sub. That would of course not work against a player that had a clue how to play.

    9. Build oil refinerys with no plans to go all ships. Oil refinerys are usually useless. Usually all you need is more oil tankers.

      If you do get in huge ship battles where 6+ tankers don't give you enough oil. And you have like 3+ shipyards, THEN I think it is ok to whip out an oil refinery if you have enough money. It's only really good to build an oil refinery IF you are getting in huge ship battles where you have lot's of shipyards, say 2+ and you find 6 tankers won't cut it. Other then that, Oil Refinerys are pretty much useless.

    When people do one of these things, it's almost always true that they don't have a clue what they are doing. This is usually my sign to play with them :)
    Basic things to remember.

    Ship Upgrades.

    When I talk about ship upgrades, I mean what level your ship is. Level 1-5 which you upgrade in the foundry.

    You don't really start seeing the power of being a level or two above other ships until you have more than one ship in a battle vs ships a level or two below you.. What I mean is if you have a level 2 ship and your enemy has a level 1 then you won't have that much of an advantage. I really would not attack a level 1 Jugg with a level 2 Jugg 1 on 1. Wait until you have two Juggs before you attack the level 1 jug. Then you will start to see the real power of being a level ahead. In a game, I had 5 level 5 Juggernaughts and I took on 5 level 4 Juggernaughts of the enemy. I only lost 1 Jugg! He lost all 5 of his! That is where the power is. The more Juggs you have, the more you will see that higher ship level pay off.

    You don't have to upgrade your ships to level 5 every game. Most games I only go to level 3. 1 cannon upgrade and 1 defensive upgrade. If you get into games where you build lots of ships as in more than 4, that is when I go to level 4 and 5 ships. No need to upgrade your ships unless you plan on fighting a bunch of other ships. Level 3 is usually the minimum I go in most games.


    Stealing Oil.

    Thanks to SnapDragon, Stealing oil is now the thing to do :) If you can pull it off, it is often all you need to do to either win the sea, delay the enemy or keep them off the sea.

    If you beat your opponent to the sea early enough. Build your first ship which should be a tanker. Set up your Oil rig and build a 2nd tanker. Send that tanker and use it to scout out the enemy. If you are not worried about losing your oil, send your first tanker out. Find their shipyard. Then check the oil spot by their shipyard. If they do not have a rig there yet, build one of your own. That way if they want oil, they will have to destroy your Oil rig first, THEN make one of their own. That takes a lot of time and often that is all the time you need to get ahead and take them off the sea. You don't have to build the rig. Just place a tanker on the spot and get your Jugg's over there. If they do manage to sink your jugg, or attack your tanker, then do throw up the oil rig.

    For this to pay off, they have to build their shipyard by that oil spot. If they don't then there really isn't any point for you do that. I suggest you find the shipyard first. Then you know what oil spot to take.

    This works great on Medium resources. They can only make 1 battleship. If you kill it, then they are out of the sea race. They won't be able to have enough oil to make any more Battleships. This doesn't work too good on High resources. But unless you are a newbie, you won't be playing high resources :)
    ( Thanks to SnapDragon, (Derek Kisman) for this )


    What do I do if my shipyard is destroyed?

    If you are a total loser you quit the game, hahaha. But you aren't losers so here is what you do:

    If your shipyard has been destroyed, don't be like those idiots who just run around on the same island, and build another, that only works on really stupid people. Don't be those idiots who start building towers with nothing to protect them. Here is what you do:

    If you have a transport left when your shipyard gets destroyed, send a peasant off and build a shipyard on another island if you can. Try to hide the shipyard and make sure it's near some oil. Before you let the enemy know you are back on the sea, get a huge naval force. Go in with like 4 or more Juggs.

    If you don't have a transport, make a choice. Get a bunch of catapults and try to either save your shipyard or build a new shipyard on your island somewhere else, OR wait until you get Blizzard to rebuild the shipyard. For most players, the last choice is the best.

    Choice 1, The catapult route. (not recommended).
    For those of you that don't know how to control catapults vs Juggs pick the second Choice. Let me tell you that rarely do I see anyone pull off This one. Here it is: Start making catapults. Upgrade them if you can in the blacksmith. Only to level 2! Not level 3! Only idiots spend 4000 gold on catapults. The when you start to get attacked use the hit and run catapult strategy. Hit the ships then run for it. If the ships start getting closer to you then run. To hear more about this, check out my controlling your guys page. This choice is all about controlling the catapults. If you have never tried it before, you will have no chance. Catapults vs Juggs is an art. It's difficult to do even for the experienced players. Read the controlling your guys page for the whole story. Do not neglect the land forces. Don't build all catapults. Keep building land troops. I see people only build catapults. So I just invade and kill the catapults. Catapults are expensive so you better be ready to protect them. Keep using catapults until you can to get Blizzard and Death and Decay. only way you can ever truly protect your shipyard.

    Choice 2, The Blizzard/D & D route. (recommended).
    You quickly get up to Fortress/Castle and whip out the mages. Once you get them and Blizzard/D&D THEN rebuild your shipyard. Anyone that is stupid enough to attack the shipyard, blizzard them. This is the only way I've ever seen anyone get back on the sea successfully.


    Hit and Run Strategies.

    Tricks

    Here are some things you might try. They are not the most practical things to do or damaging but they are cool or funny.



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