First, another reminder that you’re not the main character; everyone on your team is responsible for a win or loss. It’s also important to remember that it is possible to commit no mistakes and still lose; being outplayed does not require you yourself screwing up.
That being said, first, literally everyone on your team chose to not play the objective. Not a single person spawned near A/B (on one of the best maps to do so no less, with DDs being almost entirely hidden from the cruiser/BB spawn, and PTs entirely safe) and without a single scout plane in the air in that direction either.
War is a team sport, and you’ve all collectively screwed up if everyone decides it’s “not my problem”.
Second, your lineup could use improvement. I certainly have no issue with people playing things just because they like them, but as this is a “practical” discussion let’s take a look from that perspective.
You have:
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SMS Baden - Your only at-BR ship is a WWI-era BB with nearly no AA and no scout plane. This isn’t inherently bad, but it’s a choice you’ve made knowing the ship’s capabilities.
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SMS Von der Tann - Your backup is all the way down at 6.3, and is yet another WWI ship. I assume she’s your highest in the tech tree, but backing up a 7.0 WWI BB with a 6.3 WWI BB is… not stellar. Probably better to wait to play Baden until you at least have a 6.7 (though Germany doesn’t currently have any), or ideally another 7.0. And she isn’t even spaded, which is even worse as it means you’re trying to spade a 6.3 BB at 7.0. All around bad choices here.
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Emden - A 5.0 cruiser, and not even a great one at that? In a 7.0 lineup? If you’re going to bring an even-lower bluewater, at least make it a DD for the closer spawn, faster speed, smaller size, and (more) torpedoes. Not sure why she’s here at all. She’s also unspaded, again.
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S 204 Lang - Quite solid for a PT boat selection, and is a premium too. Good speed, has torps (those two are mandatory), along with good guns if facing other PT types. I do question having such a low crew level and not even Experting her though; it’s a good idea to invest in the crew skills as your PT of choice shouldn’t ever change in bluewater lineups (same for floatplane).
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Bf 110 G-2 - I don’t see the logic here. It’s a heavy fighter so will lose to any enemy fighter that’s up, but has a limited bombload and no bombsight so can’t hit ships from altitude outside (or at least further from) their AA fire, no torpedoes, and also isn’t a floatplane so can’t cap. It’s… also unspaded? The Bf 110 has essentially zero points in its favour in Naval. If you’re looking to hit ships, bring a heavy bomber. Heck, Germany even gets access to the Fritz-X with the He 111 H-6 (2.3!) and He 177.
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No floatplane - Considering none of your three bluewater ships have a scout plane, not taking one in your lineup as well is awful decision making. I really can’t stress this enough. Bring along the BV 138 or He 115; like the PT, it should be in every bluewater lineup.
TL;DR - Don’t play 7.0 with a single WWI BB and only an unspaded(!) 6.3 WWI BB and unspaded(!) 5.0 cruiser as backup. Don’t fail to bring a floatplane, especially when not a single one of your ships has a scout plane. Don’t bring unspaded vehicles above their own BRs.
And remember that on a team of 16, you’re only 6% responsible for the match’s outcome. If 100% of your team has the same lineup and objective decision making, yeah, you’re likely to lose here.
Some additional notes, it looks like you’re trying to cut across your team and beeline for C, while also targeting the closest but most “irrelevant” (in terms of positioning) enemies, which is not a great plan.
By cutting straight to C you’re moving towards the enemy team in a way that makes you stand out and become an obvious target, especially when also making for an objective.
You’re also targeting some of the enemies it would be better to leave alone and have target your teammates, while you shell that trio of enemies who are far closer to the two capped objectives, and thus a major threat to your team’s potential attempts to cap (especially if PTs/floatplanes, or even DDs).
Going for C is also not at all helpful, since even if you manage to get there and cap without dying, you’ll, one, likely die shortly after because you made yourself such a juicy target (as mentioned), but more importantly it won’t even stop the ticket bleed. You’re far better off trying to stay on the further side of your team, especially paired with focusing on the enemies which are a greater threat to the objectives, and which likely also (probably being cruisers) are less of a threat to you in terms of return fire.
Much like one of the most important things in Air RB is never being the first red name to pop up, not drawing attention is a huge part of doing well in Naval. Do not “poke” players unless you can take the return hits (to the degree that it’s often good to switch AI gunners to Air-only to avoid them uselessly prodding enemy BBs, in situations like this).
Putting aside issues caused by your lineup choices, what you likely should be doing in this scenario now that you’re in it is to (as mentioned) stay towards the far side of your team and attack the lighter, faster enemies which are a greater threat to the caps, while also trying to sail on the far side of the main islands for cover.
More generally, one should also never spawn right on the initial timer. Much like that “first red name in Air RB thing”, players and especially AI gunners / named bots love to attack the first thing they see and keep doing so until it/they die. Always wait 5-10 seconds. This also gives you a chance to check out your team’s lineup and initial spawn choices (such as perhaps needing to use a PT/plane or DD).
In short, while only so much can be seen on a map screenshot, there’s a lot that could be improved here.