Community Destroyer Strategy

This page is where the community discusses destroyers and match them up against every ship they could meet in their matchmaking spread.

## Z20 Karl Galster

### Against Destroyers:

#### **Karl Galster Vs Fletcher**

 Max Speed (With Flags): 49.7 Kn
With Speed Boost: 62 Kn
With Speed Boost: 62 Kn
 Turn Time: 18 Secs
 Gun Damage (Salvo): 4K
 Reload (With Flags): 2 Secs
 Damage per Minute (DPM): 120K
 Shells per Minute (SPM): 150

Note: High SPM means higher chance of setting fire.

Note: High SPM means higher chance of setting fire.
 Torpedo Damage (Single): 10.6K
Torpedo Salvo: 84.8K
Torpedo Salvo: 113.6K
 Torpedo Speed: **64 m/s or 124 Kn**

Note: Speedier Torps are much more effective.

Note: Speedier Torps are much more effective.
 Torpedo Reload: 62 Secs
 Combined AA DPS: 789

#### Overview

The Karl Galster and the Fletcher are two ships with extremely comparable base metrics such as HP and Speed. They do, however, have some differences, and those differences define their optimal playstyle. Karl Galster values quick reloads and being an arsonist in general. On the other side, the Fletcher aspires to have fantastic offensive powers, regardless of the sort of offence, but at the expense of minimal survival.

#### Comparison

##### **Short Range Skirmish (0 - 2.0 KM)**

Close-range duels may quickly turn sour, but the key to victory is mobility and brawling prowess. DDs lack secondary weapons, however they do have a devastating weapon in the form of TORPEDOES. Torpedo prowess can thus be decisive in a DD x DD duel.

So, let's get started with the comparison. We'll begin with the primary batteries. However, keep in mind that at such short ranges, few to nearly no shells miss the target. This is because the shells don't have time to scatter, implying that dispersion is almost minimal. Furthermore, at such ranges, the shells are too rapid to avoid by moving, therefore angling is the only choice.

As a result, it all comes down to pure gun power and sheer DPM. According to the statistics, this is a match that a Fletcher can and will gladly accept. The Fletcher's strong alpha strike and ludicrous DPM will become too much to endure. The Fletcher may enjoy the life of having superior firearms, but the Karl Galster has her own set of abilities as well. Karl Galster has one of the finest turret angles of any destroyer in the game. She can keep herself inclined while using up to four of her five turrets. However, because the Fletcher has significantly greater DPM, the longer the conflict lasts, the more likely the Fletcher will prevail.

Let us now discuss the torpedoes. Torps are extremely useful in DD duels since they may deplete large amounts of health in a matter of seconds. But before we go any further, there's something I'd like to clear up. If you check the stat comparison, you'll find that the Fletcher has more than enough Torpedo Power (Salvo Damage) to knock out a Full HP Karl Galster, however our Z20 does not. This is because HP is important, and Z20's torpedoes are just not powerful enough to knock off 104K of health.

Maneuvrability is vital in a DD torp combat, which is why a Shimakaze should never brawl a Mahan. A DD's better mobility helps it to escape the opposition's torpedoes. Fletcher's improved mobility by 2 seconds may allow it to avoid Karl Galster's slower torpedoes. So it's evident at this point that the Karl Galster cannot compete in a torpedo soup war with a Fletcher. Her torps are less powerful, slower, and take longer to reload. However, bear in mind that, despite the numbers, the outcome of a close range skirmish is often determined by a player's ability and skill.

So, as a conclusion, the Fletcher has the upper hand when it comes to a brawl.

How to Win as a Karl Galster:

This match-up may be difficult for you because you have a Z20, but nothing is impossible. Before we go into how to take down a Fletcher, let's look at how to defend oneself from one. First and foremost, a brawl with a Fletcher is not a duel you should enter. As a result, do your best to establish distance and allow your superior turret angles and high SPM take control. However, if you are pushed into a battle or are the target of a sneak assault, shorten the distance as much as possible by bow-tanking the approaching Fletcher. This allows you to take advantage of the fact that torps thrown too close to a target will go underneath it. You will be able to avoid the lethal assault this way. This would then let you to utilise your torpedoes to deplete a large portion of Fletcher's health.

Following that, things get fairly straightforward. You just show your sternand flee, using your turrets and SPM to maul the already injured Fletcher. Even if your odds of survival are slim, talent and timing might help you come out on top.

How to Win as a Fletcher:

Seeing a Z20 in your personal space should not be interpreted as an intrusion, since more often than not, it means you have a free opportunity to inflict harm. You considerably outgun and out torpedo the Karl Galster, so don't be afraid to go in and lock horns. Even after taking a complete torpedo barrage, you'll nearly always emerge victorious. But everything I've mentioned so far has been based only on statistics, and the conclusion might be drastically different.

So, in a Fletcher vs. Z20 duel, the strategy is fairly clear. You should prioritise targeting the Karl Galster with your torpedoes so that you can take down the Z20 quickly and easily. However, if the Karl Galster is able to evade your torpedo run, don't let it establish a lot of gap. This is due to the fact that you intend to utilise your superior gun power to overwhelm the Karl Galster, and the distance between you and your target will be a barrier in this strategy.

But you may adopt a different approach to things though. Aside from a torpedo run, you may just maintain a steady distance and maul the Fletcher with your higher damage output. This is a more safer method, but taking out the Z20 this way is not assured because it will take some time to deplete 106K of health, and by then, it may not even be a close range duel.