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Found 97 results

  1. Hello All, As you can see I'm new to this game with under a 1K battles and I'm sure my opinion will hold little weight with most of you. However, I wanted to share some recent experiences with the F. Schultz that are in contrast to the videos I've watched (numerous times) by Flamu, Notser, and Mountbatten. Mostly regarding the use of HE vs AP. In a recent test battle, I chose several T9 & T10 destroyers to shoot at and found that HE is much more effective against them verses AP. Mainly because you're either shooting that them angled at you or away. Even at broadside, I took 2-3 more AP hits to kill them than the HE. I was getting murdered in Co-Op before switching to HE against DDs. Granted, I'm still using the other tactics discussed by the aforementioned gods of WoWS. This would be DON'T FLY IN AND TRY TO CAP, hang back a bit and blast at a distance. Regarding the "sea mines"; I send them on there way down lanes and almost every battle I catch out some enemy ship on paying attention. Caught a Georgia recently (in a brawl, not advised) and she lost half her HP with just a few hits. The torps hit like freight trains. They (Flamu, et al) were correct about hitting CLs and some CAs that are broadside to you with AP. Wow, citadel city. So, I'd really like to hear some good advice on playing the F. Schultz other than "don't play it". I'm grinding the American DD line as well as the Euro line (whoever said their torps are like bunny kisses was correct). Both lines are vastly different from the Schultz game play. I'm sure I'm going to get flamed on this post since most of the community seem to hate noobs like me at least that's the feeling I get in the game chat. That or they just hate my clan. Anyways, thank you for your time.
  2. The following is a VERY hasty review of HSF Harekaze II. This ship was provided to me by Wargaming for review purposes at no cost to myself. To the best of my knowledge, the performance discussed here is current as of patch 0.10.3. Please be aware that her performance may chance in the future.= So, first things first. It may be obvious to some but it isn't obvious to others. HSF Harekaze II is not HSF Harekaze. HSF Harekaze II does not come with multiple hull and camouflage options like her predecessor did. If you're hoping to play with Japanese 100mm/65 guns or a cute kitty camo, this isn't the ship for you. HSF Harekaze II comes with a singular armament of three German 150mm/55 SK C/28s as found upon the ship during the events of the High School Fleet: the Movie (2020) (or is it the OVAs?) to which this crossover ties in. The original Harekaze was a true hybrid with good guns (using her 100mm/65s) and good torpedoes. Harekaze II is a torpedo destroyer with German destroyer consumables and three of their 150mm guns (but weird ammo). Between the servers melting and the limitations imposed by the licensing agreement, HSF Harekaze II was not available for Community Contributors to play-test before her release. So this is kinda rushed. The last time I had a hold of her was August 11th 2020, where I wrote the following to Wargaming (she was play-tested under the working name "Arashi"). Oh, past-me. So young. So optimistic. So "hasn't just spent the last three days recovering from vaccine reactions so she probably isn't grumpy like I am now". I'ma rip this ship a new one. Harekaze did not get the German 1/4 HE penetration. Her gun performance remains very niche. Her AP shells allow you to citadel select cruisers with minimal citadel protection at very close ranges. However, having only three guns with a 5 second reload time precludes her from having anything close to competitive damage output with her small main battery. Harekaze II is a torpedo destroyer and her individual performance is dictated by how well you can land those incredibly powerful fish. However, unlike most Japanese torpedo destroyers, she turns things upon its head with her access to a Hydroacoustic Search consumable. Harekaze II has the potential to be a strong forward scout, good at projecting vision for her allies. This is a very high risk play, however, as she does not have the firepower, speed or health to survive an encounter that goes pear shaped. Before we begin... A bit of a caveat for this review: It has been made as quickly as I could. I played ten games in this ship yesterday as soon as I got up, made notes and compared them to my older notes back when this ship was called Arashi. I then borrowed my Fen Yang data-set (from January 2021) and began updating it. There are no pretty graphs in this review, just screenshots of crap I C&Ped into notepad. I did this for expediency's sake; each pretty graphic is anywhere from 30 minutes to several hours worth of work which would have added literal days to this reviews production. These collaboration ships are never on sale for very long and I wanted to get my take on this ship while it's still out there. If you want to hear more about elements I did not cover, such as fire setting, AP fusing angles versus destroyers, etc, I have the info available. So without further ado: PROS Large calibre guns for a destroyer providing good penetration and punchy individual shells. Excellent gun arcs and a 360º gun rotation on X-turret. Whoo! ♪ Love me some good gun arcs. Hard hitting torpedoes. Great concealment with a surface detection as low as 5.37km. Access to a German destroyer Hydroacoustic Search. Her permanent camouflage provides 50% bonus commander training. CONS Tiny hit point pool for a tier VIII destroyer. Bad gun handling. Poor main battery DPM. Not very fast or agile. Her AA defence is a joke. She uses a German Smoke Generator with shorter smoke duration time. Entirely reliant on never being spotted ever. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / High / EXTREME I'm normally pretty forgiving when it comes to evaluating the skill floor of torpedo destroyers. Her potential is through the roof. Actualizing that potential is another matter entirely. That doesn't make her powerful, per se, but it does mean you have to respect a Harekaze II in the hands of an expert more than you might a Kagero, for example; especially if she's in a division. Still, I gotta give HSF Harekaze II a bump up in difficulty for new players, if only because her survivability is so terrible. If you pull the trigger against the wrong target with your guns, you are doomed. If you over-extend, you are doomed. If you over-estimate the duration of your smoke: also doomed. Options Consumables HSF Harekaze II has German-destroyer consumables instead of those from a Japanese-destroyer. Her Damage Control Party is standard. It has a 5 second active time, unlimited charges and a 40 second reset timer. Her Smoke Generator is that of a German destroyer. It starts with 3 charges and it has a 160 second reset timer. It emits smoke for 20 seconds with each cloud having a 450m radius which is normal enough. However, the clouds only last for 69 seconds (nice) instead of the expected 89 seconds for a Japanese destroyer. We come back to normalcy with her Engine Boost. This provides the usual 8% speed increase for 120 seconds with a 120 second reset timer. It comes with 3 charges to start. And finally we have her glorious Hydroacoustic Search consumable. This has 3 charges to start, 100 second active time and a 120 second reset timer. It detects torpedoes up to 3.5km away and ships up to 5km away. This is identical to that found on ships like Z-23 or Z-35, for example. For those curious, this is still a step behind Loyang's and Siliwangi's. Upgrades It may appear that there's a variety of choice here, but there's really not; at least if you're worried about optimization. Take Main Armaments Modification 1 in your first slot. If you're allergic to Fun and Engaging™ game-play, then Magazine Modification 1 will help mitigate that somewhat. The special upgrade Hydroacoustic Search Modification 1 is the best choice in slot two. Engine Boost Modification 1 is the next best choice. Each of these will cost 17,000 from the Armory. If you can't (or won't) afford that, then default to Engine Room Protection. Harekaze II is a torpedo destroyer. Play to your strengths. Take Torpedo Tubes Modification 1 in slot 3. If you want to pretend that you can prop up this ship's weaknesses than take either Aiming Systems Modification 1 or Main Battery Modification 2 to assist with aiming and gun handling respectively. You do have an honest choice in slot four. You won't be sitting in smoke often, so Propulsion Modification 1 may not give you the mileage you might be used to with other destroyers, however I still think it the better of the pair. Otherwise you can put a tiny bit more precision in her agility with Steering Gears Modification 1. Finally, take Concealment System Modification 1 in slot five. Commander Skills Build for and prioritize survivability, stealth, speed and torpedo performance. In a perfect "I'll never be spotted never mind shot-at" world, your 21pt commander should look something like this: There's a lot of wiggle room here. At tier 1 you can swap for Grease the Gears. At tier 2, take Priority Target or Last Stand if you prefer. At tier 3 you do not want to deviate from the two skills listed, but if you can free up points from a tier 4 skill (or two), then Adrenaline Rush or Superintendent aren't terrible picks. At tier 4 you absolutely must keep Concealment Expert. Given Harekaze II's low speed, I strongly recommend Swift in Silence (it's a permanent Engine Boost while hidden) but between that and Radio Location you can drop one (or both) to free up points for other choices. Though you gotta wonder, if you're never supposed to be seen, do you really need Survivability Expert? Seems to me like that 'never being spotted' thing is a bit of a pipe dream, no? Camouflage The original Harekaze absolutely spoiled players for choice. It came with both the High School Fleet themed camouflage and a more traditional Japanese destroyer camo as her inclusion into the game predated the expanded use of content filters we now enjoy in port (before, if you disabled being able to see the High School Fleet camo, the game demounted the camo). This latter changed the geometry of the ship to appear "normal" removing the fantastic elements from the anime and, provided you completed the first part of the Isoroku Yamamoto collection, it also provided an alternate palette. Finally, you could later buy the infamous (and amazing) Isoroku camo which turned your ship into a kitty-cat. Harekaze II has no such options. She comes with a single camo which also means you cannot palette swap her skin if you disable viewing the High School Fleet content with your port-filters. It provides the following bonuses: A 3% reduction in surface detection ranges. A 4% increase to the dispersion of enemy gunfire. A 10% reduction to post-battle service costs. A 50% increase to commander experience earned. A 50% increase to experience earned.  (These bonuses are identical to the optional "Isoroku" camouflage on the original Harekaze. However, Harekaze's default camo had 100% bonus free experience instead of 50% commander experience found here). No fun kitty camo here. Summary HSF Harekaze II has German-destroyer consumables. She should be built as a torpedo-destroyer with her upgrades and commander skills. Her camouflage options are limited to a single camo unlike her predecessor. Firepower Main Battery: Three 150mm/55 guns in 3x1 turrets in an A-X-Y superfiring arrangement. Torpedoes: Eight tubes in 2x4 launchers mounted fore and aft of the rear funnel down the centre-line of the ship. Gun fire arcs are: A-Turret: 312º X-Turret: 324º with a full 360º traverse. Y- Turret: 314º While HSF Harekaze II may be using German guns, she's using very Japanese ammunition. And this is very good ammunition to be clear (despite it's faults). If she had more than just three guns to play with, this destroyer's main battery firepower might have been interesting in game rather than simply academically. Here's what it gives you: Her AP penetration is excellent for a destroyer; well above and beyond German and Soviet destroyer AP penetration. This makes her a credible threat to most broadsiding cruisers up to distances of about 8km or so. Her HE shell damage is much higher than expected for a German styled weapon. HSF Harekaze II's shells deal a maximum of 2,500 per hit instead of the wimpy 1,700 of German shells. They have very high fire chance for a destroyer-mounted 150mm shell at 11% per hit. Here's what you're not getting from their German heritage: Improved German 150mm-gun dispersion. Improved German 1/4 HE penetration. Improved (60º to 67.5º) auto-ricochet angles. Look, there is so much I could talk about with these weapons. The interaction of their fuse sensitivity with destroyer hull angles, their long (for a destroyer) fuse timers and how this interacts with her AP penetration over distance, how good they are at setting fires, etc. But the simple fact of the matter is that HSF Harekaze II does not have enough barrels to make these guns work effectively. Harekaze II's weapons are weapons of opportunity. If you see a vulnerable, low-health target? Feel free to open fire. It doesn't matter if it's a destroyer, cruiser, battleship or carrier. Otherwise, don't bother. It's never worth giving your position away and making landing torpedoes harder. You know you're in a rough spot when the Japanese torpedo destroyers look like better gunships than you. Taking HSF Harekaze II into a knife fight is the wrong move against nearly any full-health opponent you can name. Her AP performance is at least respectable which makes her much more of a threat against low-health cruisers and battleships; especially to the former if they flash their sides. I put this together for three reasosn. First, Harekaze II's AP shells are really neat. I popped a low-health München at 6.5km with a brace of citadel hits which felt amazing. Second, it's an excuse to show off how different HSF Harekaze II's AP shells perform compared to other German 150mm armed destroyers. Third, it also allowed me to show one of the many differences between the old German destroyer 150mm performance (Z-39) and the new (Maerker). Torpedoes Tier VIII destroyer torpedoes have this annoying habit of being "almost amazing". There's always something wrong with them. Maybe they don't hit hard enough. Maybe they're really slow. Maybe the destroyer simply doesn't have enough of them. This is, of course, to encourage players to continue to look every upward and push onto those tier X destroyers where such flaws are reduced (if not absent entirely). For HSF Harekaze II, that issue is range. Let's be clear: HSF Harekaze II's torpedoes are some of the meanest at her tier. They hit like trucks. They're fast. She fires a good spread. While the detection range (and reaction time) of Japanese fish is notoriously over-generous, their biggest flaw is that they put these fragile and flighty destroyers within Surveillance Radar range. Their 10km reach just isn't ideal and an extra 2km would make a world of difference in their efficiency, which is exactly why they don't have it. Each torpedo hit from HSF Harekaze II chunks the red team of up to 20,967 damage, so even a trio of hits is a decent battle result. Four to five is a solid game and should put you near the top of the team lists. Six or more and you should start to feel sorry for the Reds. While this may not seem like a tall order, the reality is that you're as much reliant upon your own skill set as your are on the misplays of the Red team in order to get these kinds of results. Torpedo destroyers are generally very inconsistent, with high peaks and low valleys when it comes to individual games. Their volatility is what makes them so exciting ... and frustrating. Worse, their efficiency can be neutered by something as simple as an overflying group of enemy aircraft that had no intention of dropping on her. HSF Harekaze II, like all torpedo-destroyers, works best when they don't see the attack coming. A wary target may not be able to avoid every torpedo thrown at it, but it's the difference between scoring multiple hits or getting MAYBE one. Between the time it takes to setup, get into position and her own reload, she can't put enough fish into the water to guarantee a reasonable result that way. This is, of course, nothing new. It's a common lament for all torpedo boats out there. Except for Asashio. Asashio don't play by those rules. Asashio makes her own damn rules. Both versions of HSF Harekaze use Kagero's torpedoes. The original Harekaze uses her stock fish while HSF Harekaze II uses her upgraded ones. VERDICT: Her guns suck not because they aren't good, but because she doesn't have enough of them. Her torpedoes are great, though. Durability Hit Points: 13,300 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm No. Just, no. HSF Harekaze II's effective health is pathetic for a tier VIII destroyer. VERDICT: Very, very bad. Agility Top Speed: 35kts Turning Radius: 640m Rudder Shift Time: 4s 4/4 Engine Speed Rate of Turn: 7.0º/s at 29.1kts A top speed of 35 knots is the basement of acceptable destroyer speeds. Anything less than that and it's a crippling flaw. So HSF Harekaze II's speed is barely adequate and will (frankly) get her into a lot of trouble. This is a ship that lives and dies by controlling engagement distances. While her excellent concealment does wonders for assisting her with this, without speed to back it up, it's by no means an easy contest. The worst case scenario for HSF Harekaze II is being pursued; especially by a ship equipped with either Hydroacoustic Search or worse Surveillance Radar. Her 35 knot top speed just isn't enough to open up the distance, If you touch her rudder at all, that speed falls below 30 knots and most cruisers going flat out can not only keep pace, but actively gain upon her. To this end, it's hard not to look favourably upon the commander skill Swift in Silence. The extra speed at least allows her to play keep-away from (most) cruisers. I'm recycling this from my Z-35 review for the sake of saving time. HSF Harekaze II has almost identical performance to Kagero, Harekaze, Asashio and AL Yukikaze. VERDICT: Okay, but only just. Anti-Aircraft Defence Short Ranged (up to 2.5km): 14dps at 95% accuracy (13.3dps) No. Very no. She struggles to shoot down summoned fighters, to say nothing of attacking planes. VERDICT: Even worse than her durability. I AM HAVING SO MUCH FUN RIGHT NOW! Vision Control Base/Minimum Surface Detection: 6.84km / 5.37km Base/Minimum Air Detection Range: 3.06km / 2.48km Detection Range When Firing in Smoke: 2.96km Maximum Firing Range: 11.4km There is a lot of good going on here. First thing's first, the Kagero-class (and related) destroyers are the stealthiest ships within their Matchmaking. They have the surface detection to outspot everything else out there. Similarly, HSF Harekaze II's aerial detection is downright excellent. Planes have to be literally over-top of her in order to spot her which makes rocket attacks difficult unless the CV knows well in advance where the destroyer is (or is going to be). And let's not ignore the fact she also gets access to Hydroacoustic Search, giving her the ability to screen for enemy fish and the potential (I stress: potential) to spot concealed enemies. The only downside, really, is there's not much HSF Harekaze II can do with this great concealment offensively on her own. As great as her Vision Controll toolkit is, what can she really do with it other than to play keep away? Taking the Radio Location and Swift in Silence commander skills are nearly a must to give her both the advanced warning and extra speed necessary to ensure she can control engagement distances on lurking lolibotes. While she may be able to outspot anything she faces, she's not agile enough to come about in the short span of time between spotting a destroyer heading her way and when they make up the difference in surface detection and spot her right back. With HSF Harekaze II's fragility and poor DPM, this is rarely an encounter she comes out the better for if it comes down to trading fire. And if you do the smart thing and keep your guns silent and run away, you're still going to sacrifice a big chunk of her admittedly small health pool. The bad news with taking Radio Location is that it warns ships that you're lurking in the area, which hurts the efficiency of her torpedo ambushes. But it's not like you can really afford to go without. To this end, HSF Harekaze II's Vision Control is so damn frustrating. It's god-tier, but slapped on a boat that can do almost nothing with it. I got myself killed time and again making bold plays for my team -- spotting lolibotes, contesting cap circles and hoping against hope whatever group of random players I was teamed up with would take advantage of the forward positions I was taking. You can guess how my average game went. In a division, HSF Harekaze II's god-tier concealment and access to Hydroacoustic Search are worth so much more. But for her own merits, she's just a sneaky torpedo destroyer that doesn't have to worry about getting hit by enemy torpedoes. This is a list of all of the tier VI through X destroyers, ranked by their fully upgraded surface detection range. When there's a tie, I sort them by the following criteria. First, lower tiered ships get preference over higher tiered ships. Next, I sort them by the date of their nation's inclusion into World of Warships (Japan, USA, USSR, Germany, etc). Tech tree ships have preference over premiums. After that, I try and go by release date but that's not strictly adhered to. VERDICT: So damn good and so damn frustrating. Final Evaluation Forward scouting in HSF Harekaze II is ... well, it's a bit of a loser move outside of divisions. I want to play HSF Harekaze II like Haida II, the Cobra Chicken Boogaloo. Her great concealment and that long-range Hydroacoustic Search? It's SOOOO good when it works. If it works. I must stress both that 'when' and 'if'. If you can't rely on your team mates to shoot at what you spot, when you put yourself up on the firing line like that, you're just going to die and lose. It takes only a mildly aggressive enemy destroyer to see you off. And if you're stupid (or stubborn) enough to stick around when they've already sniffed you out once and know they can outfight you, then this happens: I must stress that even an Asashio can outfight you. HSF Harekaze II just plain sucks at dealing with enemy lolibotes outside of those she can outspot by a mile (and I do mean a literal 1.6km mile) or those who walk into one of your torpedoes. To this end, even trying to contest cap circles is an idiot-play and will only serve you well if your opponents are idiots. Given the quality of Random Battle teams, this means it will happen just often enough to make you think you can pull it off on the regular only to wonder why it fails so spectacularly when one of the Reds decides to do more than run screaming from the cap-buoys. This takes the potential of this ship in solo-play from amazingly versatile to a one-trick pony. You spam torpedoes. That's it. Your team mates will get mad at you for not spotting, for not pushing caps, for not sticking your neck out and pew-pewing that low-health target but HSF Harekaze II's just not built to take those kind of risks without backup. I was genuinely terrified whenever I saw a Kidd, Cossack or Lightning on the enemy team, to say nothing of the higher tiered A-tier gunships. While this is a common lament in most torpedo destroyers, I kept (stupidly) trying to play the forward spotter and I kept feeding myself to these destroyers. Now I admit, that's my own damned fault for playing her this way, but I had to prove to myself that attempting this without division backup wasn't viable. I would have been much better served thinking myself a Kagero that had already taken a broadside from a British battleship and thus, low on health, I should play cautiously. This largely means discarding what makes HSF Harekaze II interesting: her Hydroacoustic Search. In solo play, don't try and use it aggressively. Pretend it's not there. Use it to screen for torpedoes for your team. This all changes in a division, of course, but for solo-play? Without good team mates? No. Very no. So that leaves HSF Harekaze II to be evaluated upon how well she dispenses torpedoes. And in that regard, she's really no better than Kagero with one fewer degrees worth of torpedo arc off her stern. Is HSF Harekaze II good? Well, 5.37km surface detection + Hydroacoustic Search is good. 21,000 damage, 67 knot torpedoes with a 10km range are good. The rest of her isn't. You need to bring a friend along to do the shooting for you if things get hot. Do I like this ship? No. Would I recommend this ship? No. She's a pale shadow of the original HSF Harekaze and if Wargaming wanted to sell a 150mm armed version of her, they should have figured out a way to monetize buying another upgrade slot on her original hull. I suppose that causes all sorts of issues with the crossover license, so that's my guess why we didn't see it. HSF Harekaze II's implementation just makes the original look all the better, so go buy that one instead if you want a piece. I won't be playing this ship going forward unless in a division where I can count on my team mates to shoot what I light up. Then she's fun. But alone? No. If I want to play a tier VIII dedicated torpedo destroyer solo, there's always Kagero, Asashio, AL Yukikaze, etc. Conclusion Not bad. This review took me a little over 30 hours to put together from start to finish, including getting those 10 games in and a good night's sleep besides. Please let me know if you want me to spend some time turning those notepad screenshots into pretty graphics. Otherwise, I'm putting this one to bed and begin the next one. Thank you very much for reading and a very special thanks to my Patrons on Patreon for helping keep my lights on.  
  3. LittleWhiteMouse

    Premium Ship Review - ZF-6

    The following is a review of ZF-6, the tier IX German destroyers. This ship was kindly provided to me by Wargaming for review purposes; I did not have to grind or pay to have access to her. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.3. Please be aware that her performance may change in the future. It's dockyard time again! How many of these have we done now? My brain fuzzes over when I try to count. After the Puerto Rico disaster, all of the subsequent dockyard events blur together. Add in the Cossack, Benham and Graf Spee grinds of yesteryear and it's too easy to confuse the two. Anyway, if you want ZF-6, short of outright paying for her, you're going to have to fork over some hard earned cash on top of the grind. This is the first destroyer on offer from the dockyard and it's a German destroyer too. I say this merely to point out that German destroyers in World of Warships do not have the best of reputations. There's a deserved stigma associated with German lolibotes (and the new 150mm armed tech-tree line is not helping). So is ZF-6 worth it? Let's look under the hood. Quick Summary: A small(ish) destroyer with a decent guns and fast, but short-ranged fish. She has access to a weird set of consumables including Main Battery Reload Booster. PROS Excellent AP shells, with good DPM and auto-ricochet angles. Improved penetration on her HE shells. Good fire angles on her guns, making it easy to maximize damage output. Wicked-fast & hard hitting torpedoes. Good surface and aerial detection ranges for a tier IX destroyer. Has access to Defensive AA Fire and Main Battery Reload Booster. Did you hear about her Main Battery Reload Booster? It's pretty important. CONS Small hit point pool for a tier IX destroyer. Anemic HE DPM and fire setting characteristics. Her torpedoes are short-ranged. Not very fast or agile. Shackled with a German Smoke Generator with its short cloud duration. No access to Hydroacoustic Search. (!) Don't worry about these flaws though, guys. She has a Main Battery Reload Booster. Did I fail to mention that she has a Main Battery Reload Booster? Yeah, I dunno what the big deal is either. I'd rather have hydro. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme ZF-6 isn't a ship I would recommend to novice players. Her play style is just going to get them killed. Her torpedoes are too short ranged. She's not fast. Her smoke's duration is very short. She's not very agile. And she's just stealthy enough to let you push in too deep where your friends can't help you. Add on her ammunition demands, her consumable demands and just how much better she performs if you know how to best make use of islands and smoke? Yeah, there's a pretty steep learning curve here. She's effectively a Fletcher with extra-steps. But for all of these same reasons, ZF-6 is a destroyer that will grow with you. Her concealment in particular is fun to use and abuse. The question, though, is if it's worth all of the extra effort to get the same numbers you might on another boat. Options It's easy to get lost in ZF-6 having "ALL OF THE CONSUMABLES!" only to fail to notice what's she's missing: She does not have Hydroacoustic Search as most other German destroyers do. Consumables Her Damage Control Party is standard for a destroyer. It has unlimited charges, a 40 second reset timer and a 5 second active period. Her Smoke Generator is also standard for a tier IX German destroyer, which is to say that it sucks. The duration of each individual cloud is only 73 seconds as opposed to the usual 93 seconds of tier IX Japanese and Soviet destroyers (or the 127 seconds of the Americans). So that's awful. Otherwise it's normal enough, starting with three charges, a 20 second emission time and 160 second reset timer. Her Engine Boost is totally normal: three charges to start, 8% boost to her speed, 120 second active period and a 120 second reset timer. We're going to skip slot four to talk about slot five's Defensive AA Fire. It increases continuous damage by 50% and quadruples flak explosion damage for 40 seconds. It starts with three charges and has an 80 second reset timer. and finally, let's backtrack to slot four... ZF-6 has access to a Main Battery Reload Booster. This is meant to be her main selling feature and is identical to that of the tier IX French destroyer, Mogador. It starts with four charges and cuts the reload time of her main battery guns by 50% for 15 seconds. It has a 100 second reset timer. Upgrades The short range of ZF-6's torpedoes precludes her from being a good torpedo boat, unfortunately. I mean, you can do it. But you're probably one of those nutters who enjoyed AL Yukikaze, you sick momo. Start with Main Armaments Modification 1 in slot one. You can use Magazine Modification 1 if you really hate surprises, though. The Special Upgrade, Engine Boost Modification 1 is best in slot two if you can afford it. It wi ll set you back 17,000  from the Armory. If that's not available to you, default to Engine Room Protection. For slot three, you've got a choice. None of them are bad ones, so pick the one you like best. Aiming Systems Modification 1 is easily going to the most popular so you can just turn your brain off and default to this, confident that it will help (a little) with long-range pew-pews. Torpedo Tube Modification 1 is kinda fun, in that it accelerates ZF-6's already stupid-fast torpedoes up to plaid (78.5 knots, WHOO! ♪). If you just want a quality of life boost, then Main Battery Modification 2 is fine for that extra turret traverse speed. Propulsion System Modification 1 is your best choice in slot four, giving you more acceleration from a dead stop which is helpful when island camping or hiding in smoke. To no one's surprise, Concealment System Modification 1 is still optimal in slot five. Double-yawn. ZF-6 isn't agile enough to make Steering Gears Modification 1 and 2 worthwhile for slots 4 and 5, btw. Cap this gunship's performance off with Main Battery Modification 3. Commander Skills This was the loser-build that I ended up playing with while testing ZF-6. It worked alright, but it's sloppy. I'm pretty lax with my commander builds as of late knowing there's a reset coming. It's hard to fuss over optimization knowing that some key changes are in the works.. Camouflage ZF-6 comes with two camouflage options, Type 10 Camouflage and War Paint - ZF-6. If you complete the dockyard event, you get both with the ship. They are cosmetic swap , providing identical bonuses common for tier IX premiums: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. You can unlock ZF-6's alternate palette for her Type 10 Camouflage by completing the first section of the "German Navy" collection. Crates for this can be purchased for 1,000 in the Armory. ZF-6's War Paint camouflage gets less fancy when you bring it into battle. Firepower Main Battery: Five 128mm guns in four turrets with a twin turret mount on the bow and three single mounts in an A-P-X-Y superfiring configuration. Torpedoes: Eight torpedo tubes in 2x4 launchers with one mounted between the funnels ahead of P-turret and the other behind the rear funnel. The Penultimate German 128mm Gun? If you buy into the hype, ZF-6 has the "best" German 128mm gun in the game right now. Compared to those found on the tech-tree destroyers, ZF-6's guns have a higher muzzle velocity and better auto-ricochet angles on her AP shells all for the cost of a slight dip in shell damage. If you're married to the idea that German destroyers should be throwing AP shells whenever possible, then yes, ZF-6's guns are the best of the 128mm bunch. I am not convinced, however -- mostly because German destroyer AP rounds are not the universal shell that we're so easily led to believe. Let's start with overpenetrations. Overpenetrations take the pop and pizzazz out of AP. Their punchy appeal is predicated upon performing properly when presented with paper-thin panelling upon most perimeter parts of the panoply of presently proffered peers. In other words: the shells won't pop if the steel won't stop. [Lert: If the fuse don't start, your damage's a fart.] This limits the functionality of AP shells when they engage soft targets. Knowing what thickness of steel is necessary to prime the fuses is key. And while angled targets do provide thicker absolute values of steel, one must keep the auto-ricochet values in mind. This creates a rather complicated series of angles where AP = very yes and others where AP = very no. All German 128mm AP shells need 21mm worth of steel in order to arm correctly, so the flat broadsides of a 19mm, tier VIII+ destroyer hull simply doesn't have enough steel present to make the shells go boom. And while good ol' Pythagoras will tell you that 19mm becomes 21mm at about 26º from the perpendicular, the complication of normalization rears its ugly head and you won't see the shells arm until 36º from the perpendicular (though this is always somewhat less to allow for the vertical angle). Against tier VII destroyers with 16mm worth of armour, you're looking at 49º from the perpendicular -- well into ricochet territory for normal 128mm AP shells. We get something that looks like this: AP penetration results for approximate engagement angles against a 19mm armoured target with German 128mm guns. A very special thanks to @mofton for showing me similar graphics earlier! ♥ Against 16mm, the margins get even worse, with normal 128mm AP shells having to contend with ricochets and ZF-6's shells losing 5º on their full penetration arc. I think it's safe to say that ZF-6's AP shells are not the best choice when fighting destroyers. Spamming HE will have you losing many DPM races, even with your vaunted Main Battery Reload Booster. Given her smaller hit point pool and lack of a Hydroacoustic Search consumable, knife fights with other destroyers is an uncomfortable. She can pull it off using her Main Battery Reload Booster as a crutch, but that's definitely outside of her comfort zone. She just doesn't have the health or the overwhelming DPM with her HE shells to be able to out-muscle same-tier (or higher-tier) destroyers. You're essentially hoping your opposite number will flinch when your consumable is active. It doesn't last long enough to decide contests. ZF-6 being a crappy lolibote hunter does not make her guns bad or even sub-par compared to other German 128mm weapons, however. Against battleships and tier VIII+ cruisers, it's a non-issue. Be the best angry smoke cloud you can be and spam that AP to your heart's content. This is where ZF-6's gunnery excels and it's super satisfying to watch hit point pools of cruisers and battleships melt when you can cycle her guns with impunity. Good AP DPM and crappy HE DPM. Pretty standard fare for a German destroyers. Do keep in mind that her lower HE DPM is compensated for by increased HE penetration. While this won't help you against other destroyers, it will increase her overall damage output against larger ships. ZF-6's AP penetration is ... well, it's not great. If you're pelting AP rounds and big-stuff, you want to do so no further than 10km or so to ensure your shells don't shatter against the 25mm/27mm/30mm/32mm of structural plate on your target. Outside of 10km, Pythagoras will tell you that your penetration values get kinda dicey and are likely to shatter. Big surprise, ZF-6's base FPM is terrible. Her Main Battery Reload Booster fixes this briefly. All the more reason to lean onto her AP shells when you can. ZF-6 has some very comfy fire arcs. Her turret traverse rate is kinda slow for a destroyer though, especially if you slap Main Battery Modification 3 on it. It starts at 10º/s but MBM3 will drop it down to 8.7º/s. This isn't enough to make her out turn her turrets, but it's less than ideal. Torpeedus I had a lot of good things I wanted to say about ZF-6's torpedoes. But I can't get past their terrible range. Whatever their strengths, that lack of reach undermines any effectiveness they have. Yes, they're very (VERY!) fast. Yes, they hit hard for a German torpedo, which is great! It's nice to see some German fish with some teeth! Their reload time is normal, so there's no extra penalty incurred for being special. But that range. Oh, that RANGE. Outside of using them to sweep smoke clouds, it was a pain in the butt to make use of ZF-6's torpedoes on the regular. After my play test games, I concluded there were really only two opportunities to make good use of them in the average game. The first, as I mentioned before, is to use them to rake through smoke clouds. This typically happens in the early portions of match in those invariable duels against other lolibotes as you contest cap circles. ZF-6's torpedoes are so fast that it's easy for an opponent to misjudge just how much room they have to manoeuvre. While they don't provide much in the way of reduced reaction time, it's that they move so quickly that your opponents may misjudge and mistime their dodges. I had a lot of success picking off destroyers in smoke -- in fact, this was the number one source of damage with my fish, which is kinda sad but kinda hilarious. The second opportunity comes in the end game, when there's a lot more room to manoeuvre and a lot less Surveillance Radar and Hydroacoustic Search being thrown about, where ZF-6 can take advantage of its low surface detection to finally bring its fish into range of juicier targets. Of course, this latter scenario is generally predicated upon carriers being distracted elsewhere or absent from the match entirely. If there are attentive aircraft present, you can generally forget ZF-6 has torpedoes outside of a suicide charge. The same goes for Surveillance Radar equipped cruisers. If they're still in the game and operating anywhere near your side of the map, then forget this ship has torpedoes. Just don't do it. VERDICT: Good AP shells and a good gunnery consumable. It's like spamming shells with a more-different duckybote. Her torpedoes are too short ranged to get used on the regular. Durability Hit Points: 17,000 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm ZF-6 has almost the same amount of health as a Fletcher-class destroyer. I am now going to tell you that this is a bad thing. If you don't have heals or a monster-pile of hit points, your destroyer's durability is sub-optimal. The trickle down effect here is that unless your gunship destroyer severely out-muscles her opponents in terms of damage output, this really limits their ability to go heads up in a knife fight. Similarly, not having a whole lot of health limits how often (and how long) a given destroyer can take risks like hammering a larger ship from open water without the cover of islands or smoke to protect it. This is doubly dangerous for ships like ZF-6 that aren't especially fast or agile. A smaller hit point pool acts as a lens, magnifying a destroyer's problems in other areas. For example, remember those torpedo woes we talked about? Because of ZF-6's low hit point pool, creeping in close onto an enemy battleship to use her torpedoes is all the more dangerous because if she gets lit, she's not likely to last very long. The same goes with surprise knife-fights, getting spotted by aircraft, lit by Surveillance Radar and you name it. So, low hit points = bad. Welp, we're at the stage where the vaunted Fletcher-class has been so badly powercrept their hit point totals are considered "bad". VERDICT: Crap. Agility Top Speed: 35kts Turning Radius: 670m Rudder Shift Time: 3.9s 4/4 Engine Speed Rate of Turn: 6.7º/s at 29.3kts It's ZF-6's low top speed that gets her in trouble. She's one of the slowest destroyers at her tier and indeed, within her matchmaking spread. Only Shiratsuyu, Yudachi, Akizuki, Fen Yang, Jutland are slower. 35 knots is pretty much the baseline of most high-tier destroyers so not being able to exceed that largely dooms the ship to mediocre agility unless they have some gimmick to compensate. The British (including the aforementioned Jutland) manage this with improved energy retention and ridiculous acceleration. Others, like Mahan, have very tight turning circles, making them feel more agile than their slow speed would otherwise suggest. But not ZF-6. While her turning radius isn't terrible for a German destroyer, it's certainly not "good". Her rate of turn sits in the doldrums at her tier being among the worst present. The only reason ZF-6 doesn't look worse is that her turning radius is average. VERDICT: ZF-6 isn't Soviet rancid-mayonnaise-bad here, but her speed and agility are both pretty lame. Imagine having just enough speed to get into trouble but not having enough to get out. That's common for most destroyers, frankly, unless you can exceed 37 knots. Anti-Aircraft Defence Flak Bursts: 2 + 1 explosions for 1,540 damage per blast at 3.5km to 6km. Long Ranged (up to 6km): 52.5dps at 100% accuracy Medium Ranged (up to 4km): 70dps at 100% accuracy Short Ranged (up to 2.0km): 115.5dps at 95% accuracy (109.7dps) ZF-6 is advertised by Wargaming as having "powerful AA defenses". Yeah, no. Her AA power is good for a tier IX destroyer. That's factual. But "powerful?" Her sustained AA DPS is comparable to Fletcher. If you consider Fletcher's sustained AA DPS to be "powerful" then sure, ZF-6 is just a small step down. Personally, I consider Fletcher's sustained AA DPS to be "okay" and verging upon "slightly annoying to contend with if I'm playing my CV like an idiot". I only consider Östergötland and Friesland of having "powerful" examples of AA at this tier. ZF-6 can't shred planes the way Friesland does. ZF-6 will get dropped on and she cannot stave off repeated air attacks. Your best defences are not to be made a target in the first place. Use smoke, Just Dodge™ and hope for the best. The good news is that ZF-6's aerial detection is wonderfully small, so you have that going for you. Keep her AA off and they need to get in close in order to find you. Yes, ZF-6 can put some hurt on planes that loiter but it would be a mistake to think that she can prevent a strike, especially when tier X planes get involved. As with most destroyers, you're hoping for the CV player to be inexperienced or to make mistakes. Protecting yourself is kind of a pipe dream unless they're already running out of planes... or you're playing Co-Op. CVs in Co-Op are a bit of a joke. I have these sorted in my usual way, using the formula ( Sustained AA DPS x [ range - 1km] ). It's not perfect but it does give a sense of who has the better base AA DPS values. That's why Z-44's chunky DPS rates lower than Jutland's, for example -- Jutland will keep enemy aircraft under fire for longer, even if the raw damage her guns can put out is overall less when aircraft are in optimum range. VERDICT: Keep your AA off until you absolutely need it and Just Dodge™. Or go play co-op where enemy aircraft are XP piñatas cuz they don't dodge flak. Vision Control Base/Minimum Surface Detection: 7.42km / 5.83km Base/Minimum Air Detection Range: 3.2km / 2.59km Detection Range When Firing in Smoke: 2.79km Maximum Firing Range: From 11.86km to 13.76km I make a lot of lists. Here's a helpful one listing all of the destroyers within ZF-6's matchmaking, ranking them by how low they can potentially get their surface detection range. Her 25th position may look alright, but context matters (for those wondering, ties are 'broken' by tier first and then the order in which nations were released into the game with tech-tree ships having precedence over premiums and reward ships) . Tier VIII is a tough competition with ZF-6 being on par to most of her competitors (100m difference is nothing).. She out-performs most of the VIIs barring Haida and she's reasonably comfortable against most of the tier IXs and Xs. ZF-6's concealment is pretty damn good and, in my opinion, this saves this ship from ignominy. Her guns are decent. Between their auto-ricochet angles and Main Battery Reload Booster, they're more than alright. Her torpedoes are painfully short ranged. You can't really play with those when there's radar lurking about but towards end game? Sure, they're more than workable and their high-speed a nightmare for any surviving battleships. Her agility and speed are both disappointing. Her health is bad for a tier IX destroyer and her AA power is over-hyped. But with stealth, with good concealment, ZF-6 allows for some damn fun shenanigans, especially if you can survive until the latter half of a match. Oh, but if she only had Hydroacoustic Search, she could be the total package -- good early in the game as well as late. As it is, short of sniffing things out with her face, she has no special tools to help her suss out enemy lolibotes when smoke or island cover comes into play and that's a shame. Still, she is small enough to out-spot some of her competitors. To this end, knowing which ships you can comfortably spot while keeping hidden really ups her game. This game play is very reminiscent of that of Fletcher, so those with experience there should be reasonably comfortable with how ZF-6 performs in this regard. If you can afford the points for Radio Location, it will help immeasurably in this regard. Keep a close eye on those team lists. One thing to keep in mind here is that Fearless Brawler will soon be losing its associated concealment penalty and will become a must-have for any and all gunship destroyers that can afford it. Taking it now worsens ZF-6's maximum concealment from 5.83km to 6.12km which is a pretty sizable leap (dropping her to 44th place on the graphic above). That's a pretty hard compromise on one of her best features, so it's a bit of a hard sell at the moment. If ZF-6 had more health or more speed (the latter to help avoid incoming fire), open water firing would be easier to endorse. But as it stands, I'd hold off. VERDICT: Redemption. Final Evaluation "Fletcher with extra steps". That's how ZF-6 feels to me. And the comparison is horribly clumsy, I know. Fletcher doesn't have a Main Battery Reload Booster. She doesn't have improved AP performance, or high-penetration HE. Fletcher's torpedoes are long ranged. Fletcher doesn't scooch about like a dog dragging it's butt on the carpet either. ZF-6 has a lot going for her that Fletcher doesn't, however Fletcher feels more "whole" and "put together" than ZF-6. Her consumables feel like duct-tape keeping the concept from falling apart. I dunno, maybe it's just me. Is ZF-6 any good? Well, she's not awful. Playing against her, I'm certainly going to respect those torpedoes and her Main Battery Reload Booster if I'm in close. But she's not a destroyer I fear to face. Seeing a Kitakaze on the enemy team? Yeah, I sit up and take notice. The same goes for a Fletcher, Jutland or Mogador. I can't say the same for ZF-6. This isn't a ship I'd balk at, I'm happy taking a swipe at in my tier VII Haida, to give you an idea, while I wouldn't contest a duckybote. I think that says a lot right there. Mouse out.
  4. FairWindsFollowingSeas

    ZF-6: A Solid Dockyard DD

    Tier 9 Premium German Destroyer ZF-6 TL;DR: It's a solid destroyer definitely worth adding to your port, I wouldn't recommend whaling it. The cheapest way to get it is by purchasing a starter pack then grinding through the missions. Pros: - German HE shells have great penetration (32mm). - The AP shells have high alpha (2,950) and have improved ricochet angles. - Access to Main Battery Reload Booster consumable, which cuts your reload in half for 15 seconds (4 charges base). - Torpedoes have high alpha damage (18,400), and travel fast (75 knots). - Access to Defensive AA Fire consumable (3 charges base). - Competitive concealment (5.8 km surface & 2.6 km air detection with full concealment build). Cons: - 17,000 hit points at Tier 9 is significantly lower than the other German destroyers, average compared to destroyers of different nations. - German HE shells have anemic alpha (1,450). - Turret traverse is sluggish (18 seconds for 180 degrees). - Torpedoes only go 8 kilometers, limiting opportunities to fire from stealth. - AA defense is lackluster, even with Defensive AA Fire consumable active. - Standard German smokes don't last very long & only have 3 charges base. - 35 knots top speed is average. Overall, I really enjoy bringing this ship into battle, and if you are a destroyer player, you will find this DD to be rewarding to play. ZF-6 gives up hydro for the ability to slot Main Battery Reload Booster & Defensive AA Fire consumables. The full-build 5.8 km concealment is comfortable & workable, but not best in class. 17,000 hit points (20,150 with Survivability Expert) is average. The 5 x 128mm guns have sluggish rotation speed but a 4 second reload base (3.3 seconds with both MB&AAS captain skill & MBM3 ship module), and with the reload booster active that gets cut in half for 15 seconds. The torpedoes share the same stats as Le Fantasque/Mogador/Kleber's fish, and using them on the ZF-6 reminds me of playing F3 Yugumo/Shimakaze; carefully lining up strikes on capital ships. The French destroyers are extremely fast & can easily pull off yolo torps, whereas this German DD is not nearly as fast (35 knots). The Defensive AA Fire consumable is nice to have, but in all honesty, it doesn't do too much. You have to hope the squadron hits flak (3 bursts) because the continuous AA DPS isn't too great. The standard German smoke screens dissipate quickly (73 seconds) and only have 3 charges base; but if you've played the German tech-tree destroyers you are probably familiar with them. The engine boost is standard non-French +8%. Considering this ship has Main Battery Reload, I went with a gun-focused build. Here is my current module build on this ship: - Main Armaments Mod 1 - Engine Boost Mod 1 (if you don't have that Engine Room Protection works just as well) - Torp Tubes Mod 1 (brings the torpedo speed up to 79 knots) - Propulsion Mod 1 - Concealment Systems Mod 1 - Main Battery Mod 3 And my captain: Gunther Lütjens works best on this destroyer, with his in-game talents & improved Preventative Maintenance and Grease the Gears, however I am using my old Reinhard von Jütland commander with the improved Consumables Specialist skill (and hasn't had a home ship since the captain rework). The improved Consumable Specialist cuts Main Battery Reload & Defensive AA Fire consumables reload down by 12.5%. My last 3 points I will probably put into Superintendent, for the additional smoke/reload booster/defensive AA. I do use the torpedoes often, however they reload in 90 seconds base & I don't think the 9 second decrease in torpedo reload speed is worth the 3 points. I wrote this review of ZF-6 because I haven't seen many people reviewing it. All in all it is a solid destroyer and definitely worth adding to your port, although I wouldn't recommend whaling it unless you really need the coal/steel. - Fair winds and following seas!
  5. FirstDayAdmiral

    What a brutal round!!!

    So here's a pretty fun but grueling match. I missed out on a couple of achieves but still did really well. I want to know what I'm missing out on. Even on my eyes during the match. Am I focusing on the right things? I lean heavily on you all for guidance when it comes to your experience. This isn't trolling, fake, or a trap. Legit guys, I am in my big boy chair and ready for whatever is said. This is literally what its all about!! Rounds like these! - YouTube
  6. Cossack is a stealthy British gunship destroyer armed with eight 120mm/45 naval rifles and a single bank of four, high-tier torpedoes. She is defined by her good concealment values and awkward firing arcs. Cossack also has access to the Engine Boost consumable while maintaining improved British acceleration and energy preservation. Game play wise, Cossack is very similar to Lightning with an overlap in consumables and commander skill choices. Wargaming has set her price tag at 9,600 doubloons. This is the second Tribal-class destroyer introduced into World of Warships following the release of HMCS Haida earlier this year. She is less remarkable than her sister-ship but that's largely owing to the unforgiving environment in which she plays. Cossack contends with being up-tiered more often than her Canadian counterpart and higher tiered matches are far more radar intensive. Moreover, at tier VII Haida has a defined role -- she's a lolibote-molester. This role is generally lacking among the other tin-cans at tier VII which makes Haida stand out. Cossack doesn't share this same kind of defined specialty. She's more of a generalist scout or gunship -- roles that are replicated by other destroyers at her tier. Thus, Cossack is a workhorse, one gunship among many. She gets the job done in a tough environment which is worth noting, though she is not deserving of any acclaim in this regard. PROS Good DPM performance on her guns and excellent chance at starting fires. Powerful torpedoes for a gunship which may launched individually. Improved engine performance with increased acceleration and energy preservation in a turn while also having access to the Engine Boost consumable. Ridiculous rate of turn, throwing herself about at almost 9.0º/s! Good concealment with a surface detection as low as 5.48km. Access to a long-lasting British Hydroacoustic Search consumable. CONS Poor fire angles on all weapons. Terrible gun ballistics -- worse than American 127mm/38s. Limited to a single torpedo launcher. Her anti-aircraft firepower is effectively non-existent. Poor quality Smoke Generator consumable with short emission time and duration. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Cossack is not a forgiving ship to play. For a novice player, she has many strikes against her. She struggles to do damage, hamstrung with restrictive fire sectors on all of her weapons and poor performing guns. A deep skill build is necessary to allow her to do direct damage with her artillery against larger opponents and the range of targets she can engage is limited. Having a single torpedo launcher does her no favours either. She is at her best at what amounts to point-blank ranges. At high tiers this is a range where you will get killed in short order for making a mistake. Cossack has the speed, stealth and agility enough to make her attractive to a veteran but her engagement range, optimized for short-distances and limited attack power are a severe mark against her carry potential. Still, she has a diverse toolkit that will earn her some devoted supporters. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Cossack's damage output and durability are best described as average. While she does have her strong points, a combination of drawbacks with her guns keeps Cossac from outperforming her peers. Her low hit point total similarly holds her back. She gets a rating in both categories. Her anti aircraft firepower is virtually non-existent and she earns a evaluation as a result. It's arguably worse than the IJN torpedo boats which is saying something. Where Cossack stands apart truly is her agility and stealth. She takes primacy from Lightning in terms of flexibility and speed. It's a closer contest for Vision Control, but she wins out against Loyang. She's the in both categories among tier VIII destroyers. Options Cossack's options are almost all standard for a British destroyer. Cossack like (new) British destroyers cannot make use of the Propulsion Modification 2 upgrade as she already has an improved version built in. Consumables Cossack's Damage Control Party is standard for a destroyer. It has unlimited charges, a 60s/40s reset timer and a 5s active period. Cossack uses a British destroyer Smoke Generator. This has 5 charges base and a 90s/70s reset timer (it's not just you, that number is stupid-weird). It emits smoke for 10s and each cloud lasts for 40s. Unlike other (new) British destroyers, Cossack has access to Engine Boost. This is a standard destroyer-version of the consumable providing an 8% speed increase with 2 charges base, an 180s/120s reset timer and a 120s active period. Cossack uses a British destroyer Hydroacoustic Search. This has 2 charges base, a 180s/120s reset timer and a 180s active period. It detects torpedoes and ships at a range of 3.00km. Upgrades Cossack should equip Magazine Modification 1 into its first upgrade slot. If you like to live dangerously, then Main Armaments Modification 1 is fine. In your second slot, the special upgrade, Hydroacoustic Search Modification 1 is optimal. If you do not have access to it, then the next upgrade you should reach for is the special upgrade Engine Boost Modification 1. If you're lacking that, then default to Propulsion Modification 1. Aiming System Modification 1 is optimal for slot 3. The only reasonable choice in your fourth slot is Steering Gears Modification 2. Similarly, the only reasonable choice in your fifth slot is Concealment Modification 1. Camouflage Cossack comes with Type 10 Camouflage. For 2,000 doubloons you may purchase Royal Navy - Cossack as a cosmetic swap. Both camouflages provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Cossack comes with Type 10 Camouflage in mottled grey. I personally think she looks prettier in Royal Navy - Cossack in green, black and grey, but that's only for players with deep pockets. Firepower Main Battery: Eight 120mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four torpedo tubes in a 1×4 launcher mounted amidships. The 120mm/45s that Cossack uses for her main batteries have a lot of problems at tier VIII. While perfectly serviceable at tier VII with ships like Jervis and Gadjah Mada, against the upgraded opposition faced at higher tiers they're nowhere near as competitive on a per-gun basis. This is largely owing to penetration issues due to gun caliber but there are other things to remark. They have a modest rate of fire, damage per shell and poor ballistics. The mountings on HMS Cossack are poorly situated with limited fire arcs and a lackluster traverse rate. Their only real strength is a high fire chance per shell. Her saving grace is that she has a lot of guns -- quantity has quality all of its own. However, the competition is fierce at tier VIII and even armed with eight rifles Cossack struggles finding the edge she needs. Destroyer AP shells are highly circumstantial in their utility. Most simply do not have the penetration or damage output to make them worth chancing the risk of a bounce using except in specific circumstances. Still, when a broadside is offered, switching to AP provides a much improved damage increase -- especially if your target is already burning from fires set. HMS Cossack's poor penetration values limit the range at which she can make these exchanges successfully, with her ability to citadel enemy cruisers falling off at 4km and her ability to reliably penetrate the extremities of battleships dropping off between 9km and 11km.1 Cossack's HE damage potential looks impressive, though it's important to cross reference it with her penetration values. The chart on the right shows the armour value the respective guns can best while the extremity armour on the bottom lists the prevalence of different armour types for the bow and stern. The number in brackets is the (current as of 0.7.9) number of ships with these armour values. There is a long list of targets she is incapable of damaging directly which will necessitate her making the attempt with AP shells instead. The arcs of fire on A and Y turret are terrible, contrasting the excellent arcs on B and X. On top of this, B-turret may rotate 360º which facilitates keeping it engaged even while Cossack manoeuvres. It's thus very easy to keep six guns on target most of the time but especially difficult to keep all eight firing. Bringing all eight guns to bear makes her an easy and predictable target due to the limited fields of fire on her foremost and rearmost turrets. Sacrificing a turret makes Cossack's gunnery no better than a tier VII destroyer. Cossack doesn't have the DPM advantage to be able to best contemporary gunship destroyers. The race is very close. Once you factor in the hit point totals and detection consumables, the margins get even smaller. Against anything higher tier, Cossack comes out the worse for it. This said, Cossack does have the muscle to bully anything smaller than herself short of HMCS Haida. She can play the role of a destroyer hunter provided she can ensure the detection, hit point and DPM advantage, but she has nowhere near the primacy in these categories at her tier. Against larger vessels, Cossack's guns are a mixed bag. Her ability to deal direct damage is compromised with her poor penetration values but she's an excellent fire starter. Note that this is largely owing to volume and accuracy of fire -- Cossack must be cycling all eight of her guns onto a target and landing with most of her hits to be a credible threat this way. Where Cossack truly excels is her potential to set fires. This is especially true of she eschews the use of IFHE in her commander skill build and elects to just focus on Demolition Expert instead. While this is unlikely to ever give a hale and healthy cruiser pause, it is very effective against battleships. Note, in practice these values are approximately halved when striking ships and represent only the raw fire starting potential. Thus, against a Montana, Cossack with a DE build could expect to set about 4 to 5 fires per minute. Be warned, though, the efficiency of focusing on fires leaves a lot to RNG. Cossack's performance will not be consistent. The final issue facing Cossack's gunnery is one of range and detection. She has adequate reach but she suffers from horrible ballistics. British 120mm/45 guns have worse shell arcs than American 127mm/38s. Cossack has similar gunnery challenges to Loyang, Hsienyang, Kidd and Benson without their fast rate of fire to facilitate aim correction. Cossack is greatly endangered by the prevalence of Surveillance Radar within her matchmaking tier where her short engagement range is more likely to bring her within reach of this consumable. Furthermore, her Smoke Generator does not allow for long bouts of gunnery within the safety of concealment. Cossack must contend with much of her gunnery being done while she is vulnerable to return fire if she cannot make use of island cover. Thus, Cossack must be opportunistic. Whatever ability she has to bully other destroyers falls away as she faces same or higher tiered opponents. Her guns can terrorize lower tiered vessels, including battleships but they lack the caliber needed when facing higher tiers. Throw in the usual challenges of radar in this matchmaking spread and a pattern emerges: The power and flexibility of Cossack's guns varies considerably upon the hand which she's dealt by Matchmaking. Cossack's torpedo launchers have much better rearward arcs than forward. Like her guns, Cossack is going to have to give up her full broadside to be able to fire her torpedoes at a target. Cossack's torpedoes are decent individually, but she has too few of them and bad firing arcs to boot. Cossack has HMS Daring's torpedoes but at tier VIII instead of tier X, which looks nice on paper but that single launcher holds her back. The saving grace of Cossack's torpedo armament is her ability to fire them one at a time. While getting good accuracy with single-launch torpedoes is locked behind a skill wall, once mastered it helps greatly with making up for the lack tubes. For a gunship, Cossack has better individual torpedoes than those found on the Soviet, American or German destroyers. However, like with her guns, she places a distant second to Akizuki, lacking both striking power and being unable to keep up with her damage output Furthermore, Cossack's individually more powerful torpedoes in no way makes up for having only one launcher. Like Cossack's guns, her torpedoes perform much better when she's top tier than bottom. Their 10km range is fairly standard (and an improvement on the 8km on Lightning's), however as Surveillance Radar becomes more and more prominent in higher tiers, this reach just doesn't provide the same level of safety. Ideally, a player should be able to combine Cossack's torpedoes with her excellent fire setting to stack damage over time effects on a given target. In practice, this is much easier said than done. Their limited arcs makes finding opportunities to use them difficult, especially in a pinch. When the stars align (or skill prevails), Cossack can doom an enemy vessel in short order by overtaxing their Damage Control Party between fires and floods and score herself an easy kill. However, these will be rare events rather than commonplace. As discussed, use of Cossack's gunnery and torpedoes are both steeped in challenges. One of the drawbacks of British torpedoes is their large detection range. While not quite on the same level as Japanese destroyer torpedoes, this does limit their effectiveness. Summary: The potency of her guns varies considerably based on the tier of the target she faces. Her gunnery performance is inconsistent. Her torpedoes are individually excellent but they're difficult to use, locked behind a higher skill wall. Cossack must present a lot of broadside to cycle her weapons which can make her unfortunately predictable. Evaluation: What it would have needed to be : Cossack never quite gets her act together to seriously contest the Japanese gunships for their primacy at this tier. Yeah, I'm as shocked as you are that Japan now dominates the destroyer firepower meta at tier VIII. I always thought it would have been the Soviets, but here we are. Defense Hit Points: 15,200hp Min Bow & Deck Armour: 19mm The Lolibote with a redundant name sure looks OP when you lay out the maximum effective hit point total of the tier VIII destroyers like this. However, making perfect use of all four charges of her Repair Party happens so seldom. Still, she's way tougher than Cossack. Cossack has nothing going for her in this category. She has a downright middling hit point total and no fun quirks to her armour profile. This is a destroyer where you will have to manage any gunfire trades carefully to preserve your health. Her DPM advantage is not so high that she can afford to simply slug away at an enemy lolibote and hope to come out the better. The Survivability Expert skill, which ups her to an even 18,000hp should be considered mandatory lest she fall behind the staying power of other gunships. Veterans who are familiar with the play style of Loyang and Benson will no doubt be able to relate to the need to properly spend their hit points when making gunship attacks. The difference between Cossack and these American-based gunships is her worse Smoke Generator performance which limits her ability to make escapes when things go pear shaped. Cause they will. Evaluation: What it would have needed to be : Cossack is in the bottom half of the vast tier VIII destroyer population. It's going to take a lot to move her up in rank -- namely another 5,000 hit points or a Repair Party consumable. Agility Top Speed: 36.0 knots Port Turning Radius: 610m Rudder Shift: 3.6s Maximum Turn Rate: 8.9º/s There's a lot to cover here. Let's hope I can put it in some semblance of good order without melting the brains of my readers. Your take away should be this: Cossack is far more agile than her in-port stats might otherwise indicate. She comes about quickly. She accelerates fast. She doesn't lose speed in a turn. Stay with me here, this graph isn't as scary as it looks. In purple, we have the sustained 4/4 speed of the tier VIII destroyers with their rudder hard over. This is how fast these destroyers can move while wiggling, dodging and coming about. In green is their nominal maximum speed -- for Cossack and Lightning, that's 36 knots. In blue, we have their engine boost speed. What makes Cossack so remarkable is that her maximum speed and turning speed pretty much overlap AND she access to an Engine Boost. This makes her a much harder target to hit, akin to a fast Soviet destroyer in terms of her forward momentum but with the added bonus that she can change her heading much more quickly. Cossack doesn't have the straight-line speed of some of her contemporaries. However, she's functionally faster than many of them. Like destroyers from the Royal Navy tech tree, Cossack preserves almost all of her speed while under manoeuvres. Most destroyers bleed off between 15% and 18% of their top speed while wiggling and dodging. Cossack loses less than 2%. In addition, Cossack comes about almost as nimbly as USS Sims -- one of the most agile mid-tier destroyers in the game, and at a higher sustained speed. For enemies trying to pick her off at range, Cossack presents the dual challenge of a ridiculously high top speed with an nimble target, giving the best traits of both American and Soviet lolibotes in a single package. It doesn't stop there. From a dead stop, Cossack accelerates as much as 25% faster than a similar destroyer equipped with Propulsion Modification 2. From a dead stop, Cossack is quick to get moving again, helping her avoid sudden threats like incoming torpedoes or being lit by Surveillance Radar. Cossack gets the best of both worlds when it comes to upgrades; she enjoys better acceleration than she would have receive with Propulsion Modification 2 and she gets the improved rudder shift time of Steering Gears Modification 2. Unlike other Royal Navy destroyers, Cossack gets all of this without sacrificing access to Engine Boost. Combined with a Sierra Mike signal, she can get her speed up to 40.8kts for these brief spells while keeping all of the aforementioned bonuses to her handling. While ships like Kiev and the upcoming Le Terrible can outpace her in a straight line, Cossack wins out in overall handling and flexibility in combat situations. She trivializes dodging incoming fire and dancing torpedo beats. Paper stats won't tell the whole story. If you looked at a combination of Cossack's top speed, turning radius and rudder shift time, she'd look deceptively mediocre. The engine power of the Royal Navy destroyers and their energy preservation means that they perform on an entirely different level from the other lolibotes, making Cossack far more nimble than her stats otherwise indicate. Her Engine Boost consumable adds even more flexibility than even Lightning can boast, making Cossack the most agile destroyer at her tier.[/caption] Summary Boosted acceleration. Little to no loss of speed in a turn. Cossack can rocket-butt with Engine Boost unlike other British DDs. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost consumable would be enough. This is a closely contested category at tier VIII with Lightning being hot on Cossack's heels with better rate of turn and a smaller turning radius. Anti-Aircraft Defense AA Battery Calibers: 40mm / 12.7mm AA Umbrella Ranges: 2.5km / 1.2km AA DPS per Aura: 12.9 / 4.2 Hahaha, no. Cossack has no large caliber AA guns to speak of. Even cursory HE damage is likely to strip her of all of her remaining defensive weapons. Enemy aircraft carriers should feel completely safe in having their planes loiter over Cossack and friendly carriers should abstain from dragging enemy aircraft near Cossack. She'll be of no help. ... except I did. Evaluation: What it would have needed to be : Cossack only barely ekes out the worst AA rating at tier VIII. Asashio is only marginally better with less DPS but more range. In theory, it wouldn't take much to nudge Cossack up the ladder, but don't ever assume this would make her evaluation passable here. Refrigerator Base Surface Detection Range: 6.97km Air Detection Range: 3.90km Minimum Surface Detection Range: 5.48km Detection Range when Firing from Smoke: 2.48km Main Battery Firing Range: 11.89km Detection Consumables: Smoke Generator / Hydroacoustic Search There's a whole lot of weirdness crammed into Cossack's refrigerator. She is currently the rated tier VIII destroyer in terms of stealth and detection, however this is a title she doesn't claim easily. There are three elements which define her concealment: her surface detection range, her Hydroacoustic Search and her Smoke Generator. Surface Detection Spotting distance delta (in meters) between HMS Cossack and the destroyers within her matchmaking spread when fully upgraded for concealment. This chart is restricted only to those destroyers within +/- 500m spread of Cossack's optimized stealth rating. Note that a distance of at least 200m is necessary to have a plausible chance of a reactionary advantage over an opponent and more is preferable. There are few destroyers that can challenge her concealment rating. Cossack is one of the stealthiest destroyers not only at her tier but also within her matchmaking spread. Only the Kagero-class sisters (Kagero, Asashio, Harekaze) have an improved stealth rating as low as 5.374km to Cossack's 5.476km. In open water with every other match-up, Cossack will detect enemies before she herself is seen. Generally speaking, when Cossack is top tier, she will dominate scouting. It's only when she faces tier IX opponents that things get harried, with detection ranges being close enough that Cossack is likely to trip over an enemy destroyer without enough time to react. Surveillance Radar, always the bane of destroyers (and gunship destroyers especially), is a very real and especially prevalent threat to Cossack's well being. When she's bottom tier, Cossack faces several ships with radar that meet or outstrip their surface detection range. There is very little counterplay she can exercise against ships armed with this consumable short of having advanced knowledge of their approximate location. Keep a wary eye on team rosters and behave accordingly. Hydroacoustic Search HMS Cossack comes with a Royal Navy Destroyer safety blanket -- her Hydroacoustic Search. In the radar-heavy environment in which she plays, this lacks the offensive utility found on HMCS Haida and it's largely reserved for simply sniffing out torpedoes. Still, it is possible for Cossack to unmask ships hiding within smoke screens while using her consumable, however she needs to get even closer than her Canadian counterpart to do it. This tactic is largely inadvisable given Cossack's difficulties in getting away once detected but it can be pulled off in a pinch, especially in late game scenarios where an enemy destroyer lacks support. Exploit that three minute duration -- she can outlast the longer ranged (and easier to use) consumables found on Loyang and German destroyers. Outside of these very specific instances, Cossack's Hydroacoustic Search is better used defensively -- giving her the time necessary to avoid incoming torpedo strikes. In most games, this will largely be its purpose. Vigilance is a helpful skill in this regard for team play purposes if you can afford it. Still, this consumable provides a degree of flexibility to the ship that expert players can exploit and to underestimate or dismiss it would be a mistake. Cossack belongs up on the front lines, projecting vision forward for her team and sniffing out early torpedo threats. Smoke Generator There's a big ol' "but" looming over Cossack's superior vision control. She may have great surface detection. She may have a very handy detection consumable that keeps her safe from torpedoes and can be used offensively in a pinch. Butt, her Smoke Generator stinks. Shackled to the same terrible smoke consumable as the British destroyers in the tech tree, Cossack is held back by its low emission and duration times. She doesn't make many smoke clouds for one. What smoke she does make doesn't last nearly long enough to be comfortable, undermining both Cossack's survivability and her ability to deal damage. When used offensively, Cossack can only park in smoke for 40 seconds at a time. With American battleships boasting up to 20s worth of immunity with their Damage Control Party, Cossack isn't going to seriously contest her opponent's ability to put out fires. This necessitates other tactics to get the most out of the potential damage output of her guns. Borrowing the smoke from another ship is one way such as in a division. She can also take a page from American cruiser and destroyer game play and use island cover to lob her shells at enemies that cannot see her but her lack of reach makes this difficult. Finally she can simply elect to fire from open water and risk trading her hit points. I would hardly call this ideal given her low hit point total. Defensively, her smoke is also found wanting. At top speed in a straight line, Cossack drops all of three (count 'em) smoke clouds. If you install the special upgrade, Smoke Generator Modification 1 you get one more puff. That's it -- hardly worth the coal investment. Cossack's consumable is not so much a smoke screen as a squid's ink-squirt. If Cossack has been firing her guns, she may not being able to create enough smoke to block line of sight to multiple opponents (which will make you wonder why you even bothered). Fortunately, if you cut your speed the moment you activate her consumable, Cossack will come to a stop inside the last cloud. Don't wait on the throttle though -- you need to be decelerating the moment you begin laying down your rings. At least Cossack's smoke reset timer isn't punitive. The delay between dissipating and the availability of her next charge can be as little as 20 seconds with the correct commander and signal combination. With up to seven charges available, Cossack simply needs to hold her fire for brief intervals before setting up for another round of shooting. Patience and careful planning can almost make up for all of her consumable's shortcomings. Closely Contested Cossack is an excellent scout. Few destroyers at tier VIII can sit as comfortably on the front lines, broadcasting back enemy positions for their team as Cossack can. In addition, her forward position helps protect her allies from long range torpedo salvos which become quite commonplace within her matchmaking. This isn't a safe place to be, however, and Cossack lacks reliable smoke from her toolkit to give her a sense of security. Cossack may be one of the stealthiest ships at her tier and one of the best destroyers for controlling vision for her team. However, this is very little room for error. Summary Great open water concealment. Hydroacoustic Search combined with her great acceleration and handling makes enemy torpedoes launched at range a non-threat. Her smoke smells like butts. At least she gets a lot of quick-reloading charges. Evaluation: What would have to happen to DOWNGRADE to : Top spot among the tier VIII destroyers is heavily contested. The Japanese torpedo ships have the best raw concealment values. Loyang has arguably the best combination of detection consumables though her surface detection is too big to take the crown. Cossack wins out on primacy despite the flaw of her Smoke Generator, but not without contention. Keeping Oskar from becoming a Sam Skills rated by their utility in descending order from purple, to blue, to green, to red. For the colourblind, they're also rated by hearts. Cossack's initial skill choices are fairly standard for a gunship. Start with Priority Target. Next take Last Stand at tier 2. Survivability Expert is optimal at tier 3. And finish off your 10th point with Concealment Expert. Basic Fire Training should be a must on anyone's list after that and Adrenaline Rush is also optimal. From there, spend your last four points as you will. Final Evaluation I'm not one to blame matchmaking. However, Cossack's fortunes are more firmly tied to matchmaking than many other ships I've played in recent memory. I think it's largely owing to how Cossack performs when she up-tiers. To be absolutely clear, Cossack is a beast when she's the top of the pile. There are very few opponents she cannot engage comfortably and it's only those vessels at her own tier which give her pause. However, Cossack doesn't feel anywhere near as comfortable when she has to go up against tier IX and X opponents. This isn't a problem unique to Cossack, but it is more pronounced in her case. Her guns have a very limited menu of appetizing targets when she faces same or higher tiered opponents. It's not that she can't deal damage when bottom tier, it's simply more of a challenge than for other destroyers. She reminds me very much of most tier V battleships, where they can feel like real powerhouses in those rare times that matchmaking favours them and victims otherwise. Your mileage in Cossack will vary based upon not only where your placed on the Matchmaking roster but what's on the enemy team. So long as she's facing enemy destroyers and cruisers with soft squishy bits she can pelt with her pew pews, you're going to have a great time regardless of her tier. If you suddenly find yourself facing down tier VIII+ American and German heavy cruisers, a heavy battleship lineup or Japanese ducky-destroyers, life's going to be a lot more difficult. Fortunately, Cossack still has a role when she can't be the big dog. When she's no longer able to deal direct damage easily, she excels at simply putting eyes on targets and pressuring cap circles. It's difficult to dislodge an RNDD that has setup shop around a given cap short of using concerted air power or a constant barrage of radiation from Surveillance Radar to drive them back. Cossack won't come out of said matches with much to show for it other than a win if everything goes right, unfortunately. I do like Cossack, but she doesn't inspire the same kind of awe her sister ship, Haida did for me. There's a lot to enjoy with this ship. Few feels as comfortable as she does when top tier and even in those uptiered matches, she can serve you well provided you meet the right opponents. However, in those games where there's nothing but hard targets, the pickings get mighty slim. I dunno why, but I'm a fan of Cossack's alternative camouflage. I wish it didn't cost 2,000 doubloons to make my ship look pretty, but oh well. Would I Recommend? Cossack was originally made available through the Royal Navy event which ran in the last quarter of 2018. Wargaming assigned her a cost of 50 Guineas with players able to earn up to 48 Guineas over three patches. It's not you -- the math doesn't add up. The assumption is that players will have to pay for the difference with a Guinea setting you back around $1 USD. Otherwise, players may acquire her for the equivalent cost of 9,600 doubloons + the price of a port slot. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Cossack does alright in Operation Dynamo, but her contribution is very one-sided with being largely limited to engaging the torpedo boats. Her AA power is virtually non-existent. Co-Op isn't kind to gunship destroyers, particularly those with only modest hit point pools and limited torpedo options. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes with a butt. Cossack doesn't play much differently than the other Royal Navy destroyers and her skill choices overlap nicely (especially with captains for Icarus, Jervis, Jutland and Daring). The only issue is that earnings get a might bit slim of matchmaking doesn't love you. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. There are better choices, namely Loyang and Akizuki. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. Now you too can own a memento of the ship that predicated the early invasion of Norway! Slap on a Hotel Yankee signal, board some enemies and cause an international incident! For Fun Factor: Bottom line: Is the ship fun to play? Yes. While I'd rather play Haida, that's my own Canadian bias speaking. Cossack is a fun ship though be warned, she is a tier VIII destroyer. That comes with all of the hangups that tier VIII destroyers face. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely In Closing Is it over? I think it's over! Cossack (and Haida) have been on books since January of 2018 -- that's over nine months of work that has gone into reviewing her and her sister ship with too many different versions between them. As you can imagine, there was a lot of information to keep track of with her performance changing so regularly. While I'm happy the two ships aren't terrible, I'm very (very) glad to be able to stop worrying about Cossack for a while. I want to thank my readers and fans who helped keep me sane over these months and an especially well deserved thanks to my Patrons on Patreon who helped keep me fed. I won't have to dig her out again until there's another tier VIII destroyer to review for a comparative study. But that won't happen for another ... Aww, sh-- ...!  Appendix (1) Penetration data courtesy of Proships.ru (https://www.proships.ru) and World of Warships AP Calculator (https://mustanghx.github.io/ship_ap_calculator/).
  7. The following is a review of HMS Gallant, a ship kindly provided to me by Wargaming at no cost to me. This is the release version of the vessel and these stats are current as of July 19th, 2017. Please be aware that her performance may change in the future. Are you excited? I'm excited! More Royal Navy ships! Whoo! Quick Summary: A small, agile destroyer with an uninspiring main battery. She has a heavy torpedo armament with the ability to launch each fish individually, but she's held back by poor launch angles. Cost: Bundles started at $21.99 USD with a port slot. Patch and Date Written: June 8th, 2017 to July 18th, 2017, Patch 0.6.6 to 0.6.7.1 Closest in-Game Contemporary Gaede, Tier VI German Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique As much as I would like to compare these to the Polish Grom-class, Gallant shares a lot in common with Ernst Gaede, the tier VI German Destroyer, especially when the German ship is armed with its (admittedly awful) 128mm guns. Am I foreshadowing bit? PROs Gallant has an 8% chance per shell to start fires and the highest Fires per Minute chance of any Tier VI DD. Powerful torpedo armament doing 15,433 damage per hit, with 8.0km range and 61 knot top speed. Torpedoes may be dropped individually in the same manner of Royal Navy cruisers. Tiny turning circle of 540m with excellent rudder shift time of 3.0s. Second best surface detection range at her tier of 6.8km. Small target -- less than 100m long. CONs Small hit point pool of 12,000hp. Weak main battery armament of four 120mm guns and low DPM. Short 10.2km range and clumsy firing angles on #4 turret. Worse shell ballistics than the American 127mm/38s with even more "float". Horrible fire angles on her torpedoes with a maximum forward fire angle of 68º off the bow. High learning curve with making optimal use of her torpedoes. An absolute laughable lack of any credible AA power. HMS Gallant surprised me when she was announced to be coming to World of Warships. As fighting vessels go, she was in the thick of the action in the early part of the war but she didn't participate in any major surface engagements as far as I could tell. It made me wonder why we were seeing Gallant represent the G-class destroyers in World of Warships when there were examples such as Glowworm which saw surface action against capital ships to draw from. Everything began making sense when the Dunkirk Scenario was unveiled. She's not the first British premium destroyer released in the game (that honour goes to HMS Campbeltown at tier III), nor is she first British-built destroyer in the game (that distinction goes to ORP Blyskawica). What she does provide, however, is a glimpse of what the British destroyer line may end up being in the future. It remains to be seen how many of the features on HMS Gallant will become standard to the British destroyers. Sharkbait_416 of the World of Warships wiki team has volunteered to join me in this review. He'll be providing a look into HMS Gallant's history and his impressions of the ship. Take it away! The Sharktank HMS Gallant, hull pennant H59, was a G-Class destroyer of the Royal Navy, launched on August 26, 1935. With the outbreak of WWII in 1939, Gallant began operating in the North Sea, primarily tasked with escort and patrol duties. Throughout the course of these duties, Gallant participated in rescue operations which saved the crews of multiple stricken ships, such as SS British Councillor, SS Santos, and HMS Princess Victoria. On May 25, 1940, Gallant was detached from North Sea operations to partake in Operation Dynamo, the evacuation of Allied forces from Dunkirk. On May 26, Gallant arrived in the channel. On May 27, Gallant and HMS Vivacious were notified that ORP Blyskawica was tasked to meet them. The Admiralty wanted the three ships to enter the port of La Panne to evacuate RAF personnel. However, Blyskawica was unable to locate the two British ships. The next day, Gallant embarked troops and transported them to Dover. Gallant made a second trip to Dunkirk on May 29, embarking more troops. Prior to arriving at Dover, Gallant was attacked by Luftwaffe dive-bombers. Despite suffering slight damage, Gallant managed to return to Dover under her own power. In total, Gallant rescued 1,466 personnel from the beaches of Dunkirk. In June 1940, Gallant assisted in the search for Scharnhorst and Gneisenau but was unable to locate the two German ships. In July, Gallant was tasked for duty in the Mediterranean, where she joined Allied forces to assist in operations in the West Mediterranean Sea. On October 20, 1940, Gallant used depth charges to assist in sinking the Italian submarine Lafolè. On November 27, Gallant fought in the Battle of Cape Spartivento as a part of Force B. While supporting convoy operations in the Straits of Sicily off Pantellaria, Gallant hit a mine on January 10, 1941. The force of the explosion tore the bow from the ship, killing 65 crewmen and injuring 15. The remainder of the ship was towed stern-first to Malta. Gallant began undergoing repairs, continuing into 1942. On April 5, 1942, a bombing raid resulted in a near miss that severely damaged Gallant. Due to extensive damage, Gallant was declared a constructive total loss. Gallant was used as a blockship in St. Paul’s Bay and scrapped in 1953. Rerences: http://uboat.net/allies/warships/ship/4391.html & http://www.naval-history.net/xGM-Chrono-10DD-25G-HMS_Gallant.htm Picture courtesy of Wikipedia. Options Gallant uses the same Smoke Generator consumable as the Japanese and Soviet Destroyers. This differs from Campbeltown, the other British premium, whose Smoke Generator echoes that found on American Destroyers. On the USN DDs. the emission time is longer and so is the duration of each individual cloud. This isn't the case on HMS Gallant. So, everything is standard here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard cruiser upgrades Premium Camouflage: Type 10, tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Remember to equip as many premium consumables as you can reliably afford on a per-match basis. The module options you'll be using are the standard fare for destroyers. In your first slot, take Magazine Modification 1. Seriously, don't take take Main Armaments Modification 1 unless you're going into Ranked and taking Juliet Charlie signals -- you're more likely to have your entire destroyer blown out from underneath you before you permanently lose one of your weapon mounts to direct damage. This way you can mitigate some of those detonations. In your second slot, Aiming Systems Modification 1 is the way to go. Note, if you're playing the Dunkirk Scenario, you want to take AA Guns Modification 2 for the extra range. It's useless otherwise, but you WILL NEED IT in the scenario if you're trying for 5 stars. Don't skimp out on this. In your third slot, take Damage Control Modification 1. The other two are terrible (not that DCM1 is much better). And finally, in your fourth slot, take Propulsion System Modification 1. If you have access to Super Upgrades, there's only one really worth considering and that's Engine Boost Modification 1. This would replace your Damage Control Modification 1 upgrade in your third slot. Firepower Primary Battery: Four 120mm rifles in an A-B-X-Y superfiring configuration. Torpedo Armament: Eight tubes in 2x4 launchers rear mounted down the centerline of the ship. Gallant's gunnery is pretty close to terrible. They may have decent gun handling and a nice krupp rating on her AP shells, but almost everything else is awful. Her 120mm guns are the smallest caliber at her tier and an armament we would expect on tier IV destroyers, not VI. Understandably, on a per-shell basis, they have some of the worst alpha strike qualities, besting only German 128mm HE shells. With her four guns, this makes her volleys rather anemic. But there's worse to come: The ballistic arcs on her 120mm/45 guns are worse than the American 127mm/38s. While Gallant has better muzzle velocity than Farragut's weapons, the shells are lighter and lose speed more quickly. At ranges greater than 5.0km, Farragut's 127mm/38s have better shell flight times over distance. Gallant's shells take 8.62s to hit targets at 10km compared to Farragut's 8.31s with HE shells. Gallant's range normally caps out at 10.2km, so this slow shell time to distance cannot be seen in full measure without Advanced Fire Training. With it, you'll see shell flight times of approximately 1 second per km traveled at ranges in excess of 10km. This makes Gallant's guns utterly ill-suited to engaging anything short of a slow turning Battleship or Carrier at range. You can largely forget about making use of AP except at stupidly close ranges where you'd be better of dumping fish into them instead. To engage enemy destroyers, she needs to be close -- ideally no more than 7km to 8km at most before the lead times greatly inhibit accuracy. And more often than not, she will not want to engage enemy destroyers in the first place. Gallant has two saving graces where her guns are concerned. She has a decent (but not great) rate of fire. With a 5.0 second reload, she can put out twelve rounds per gun. So while she may not be able to compete with any of her peers on a per-volley basis, she can out-muscle Japanese destroyers in a protracted gunnery duel through sheer volume of fire. On paper, she should also be able to compete with Ernst Gaede, the German tier VI, however in practice this often proves to be a fool's errand. Gaede's guns have better ballistic arcs and, more importantly, a lot more health. The second saving grace is more memorable. Gallant has a very high chance to set fires per shell. At 8% per hit, when coupled with her four guns and rate of fire, Gallant becomes the best potential fire starter at tier VI. While this will not help her against enemy destroyers, it does speak to a specialization which favours making the lives of enemy Battleships quite miserable. Overall, Gallant is only a better overall gun platform than Fubuki and Hatsuharu which is pretty poor marks. She edges out Shinonome too, but only just. She needs to force a slug fest to out perform the IJN premium. The reliable 6-gun alpha strikes are quite valuable as they can often decide a duel against a mid to low health enemy destroyer, forcing them to back off even if they have a DPM advantage. It's Gallant's ability to set fires which really redeems these guns. Without it, her main battery would be utterly lamentable. The worst part is that Gallant's guns feel very comfortable to use -- so much so that you might grossly over estimate how well they perform. They turn decently. Their rate of fire is nice. They cause lots of fires. This got me into a lot of trouble when it came to dueling with other destroyers. I'd feel I had the advantage only to see just how uneven a contest it actually was when I got myself butchered. Do not make this mistake. Gallant's guns aren't good. They're not terrible, but they can cause you more problems than they'll solve. Gallant largely redeems the poor qualities of her guns with her torpedo armament. They aren't without their (oh-so minor) faults. For a torpedo specialist, her range of 8.0km is decent but not enough to make captains of the Japanese destroyers sit up and take notice. Their 1.3km detection range gives opponents nearly eight seconds to react which is alright, but not great. The same could be said of their 61 knot top speed which is perfectly adequate but, again, nothing special or worth celebrating. But here's where things get exciting: Gallant has the same launch options as British cruisers. To be clear, the two fire options for Gallant are a narrow spread or to fire off her torpedoes individually. She does not have the wide-spread option found on other destroyers. It's this single fire option which is so desirable. This greatly increases the flexibility of Gallant's torpedo armament, whether this be dropping more complex patterns for opponents to dodge or holding fish in reserve when a target may think themselves safe from harm. On paper, the advantages of Gallant's single fire torpedoes are many. In practice? Many of these advantages are locked behind an admittedly difficult set of player skills, acquired only from experience and the lessons learned from lots of mistakes. Veterans of British cruisers will have a leg up on the competition here. Gallant's torpedoes are individually hard hitting at 15,433 damage and with eight tubes, Gallant's potential damage for a full launch exceeds all ships with the exception of Shinonome and Fubuki which launch nine. Even so, Gallant's torpedoes hit harder individually than Shinonome, so she's not far behind these Japanese torpedo specialists. The are a couple of serious flaws with her torpedoes. They have a punitively long reload of 96s for one, even for a quad launcher. This is common to launchers with more tubes, and Gallant loses out so significantly to the other torpedo-specialists with shorter reloads on their triple launchers with Shinonome having only a 73s reload while Fubuki and Hatsuharu make due with 76s. The second drawback are the awful firing arcs of Gallant's launchers. They only have a 55º launch arc with a rearward bias. The furthest forward they can target is nearly 70º which is appalling and can really hurt Gallant in close quarter brawls or when navigating through islands. This limited fire sector also means she can't use her torpedoes defensively very well, as she has to present her broadside to dump them into the water. So for all of their good hitting power, Gallant cannot launch her fish often and when she can, you may find yourself fighting the fire arcs of her launchers in order to do so. Summary: Her torpedoes are powerful. Single fire torpedoes are awesome, but it's going to take some practice to make them work. The limited fire arcs of her torpedoes can be immensely frustrating. The only thing saving Gallant's guns from being a complete write off is their good rate of fire and high fire chance. Manoeuvrability Top Speed: 36.0knotsTurning Radius: 540mRudder Shift: 3.0s Maximum Turn Rate: 8.6º per second. Gallant is rather average for a tier VI destroyer when it comes to her top speed, though all of the destroyers with the exception of the Gnevny-class (including Anshan) slot in and around 35.5 to 36.5 knots. What she does have is great handling, however. She answers her rudder very quickly and can throw herself about in the water like no one's business. She's only held back by he modest top speed. She keeps over 30 knots in a turn, though just barely, and this limits her maximum rate of turn to 8.6º per second. DurabilityHit Points: 12,000Maximum Protection: 16mm Gallant's 12,000 hit points sits on the low side of average at her tier. She has more hit points than Farragut or Hatsuharu but less than the Gnenvy-class and Fubuki-class ships which make up more than half the destroyer population at tier VI. Gallant is tiny as far as ship length goes, but sadly she's also rather tall. This combines to make her a comfortable target to shoot at, unfortunately. Gallant does not have the DPM or accuracy over range to afford trading fire with other gunships. This is a risky venture even when she's top tier against tier V gunships like Podvoisky, Nicholas and Okhotnik. Only do so from a position of extreme advantage if you have to at all. Concealment & Camouflage Base Surface Detection Range: 6.84km Air Detection Range: 3.36 km Minimum Surface Detection Range: 5.97km Main Battery Firing Range: 10.18km Surface Detection Rank within Tier: 2nd Surface Detection Rank within Matchmaking: 16th of 34. Gallant has a decent concealment rating. Properly specialized with a 10pt Captain and with her Premium Camouflage, Gallant will get her surface detection range down to just a hair beneath 6.0km. The only ship at her tier that bests her here is Hatsuharu with a 5.8km surface detection range. This is good news for an under-gunned destroyer that struggles to trade blows with any of her contemporaries. Perhaps most impressive is her small aerial detection range which is better than any of the other destroyers at her tier. As a tier VI destroyer, Gallant sits in that unfortunate 'sweet spot' shared with tier VII destroyers where their concealment seems decent until measured up against the ships she faces. She's larger than most of the tier V destroyers she faces, and while she's much more stealthy than tier VII DDs, she finds herself out done by tier VIII gunships like Lo Yang, Benson and Akizuki -- all of which can make her life miserable in short order. It's a rare game where she'll ever be the stealthiest thing out on the water. Gallant is really built for this short-ranged attack. Her torpedoes give her a 2.0km stealth firing window which is enough room to comfortably manoeuvre. Sadly, this does fall within the range of radar equipped ships that begin appearing at tier VII. Skirting too close to the edge of her launch window also puts her dangerously close to the 5.58km range of Hydroacoustic Search on tier VIII German Cruisers It pays to take a moment to study team rosters and identify problem ships lest you trip over them at inopportune moments. Anti-Aircraft Defense AA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 No. That small cloud of smoke is about to get really crowded with air dropped torpedoes in a moment. Pageantry and Gallantry Thanks to the Dunkirk scenario, there are going to be another build to consider for HMS Gallant, optimizing for achieving 5 stars in the scenario. For now, let me cover the basics for Random and Ranked Battles. As ever, we start with a core build of 10 skill points. Begin with Priority Target to increase your situational awareness when you no longer have concealment. Next, take the destroyer standby, Last Stand to give you passable engine power and rudder shift when these modules get damaged. You have a choice at the next tier. Torpedo Armament Expertise should be taken if you want to emphasize your torpedo rate of fire. Alternatively, take Demolition Expert to supplement your already excellent fire starting qualities on your guns. Do not double up on these at this stage. Finally, take Concealment Expert to get your surface detection down to 5.97km with camouflage installed. Here are the next skills to consider: Tier 1, Preventative Maintenance. For those who hate Priority Target, this can be taken as an alternative. This reduces the likelihood of critical damage occurring to any of your modules (except the Magazine). Tier 2, Jack of All Trades. This is handy for those players that like dropping smoke for their allies. Tier 2, Expert Marksman. This will increase your gun rotation rate from 10º per second up to 12.5º. Tier 2, Smoke Screen Expert. Are you a bro that drops smoke for your big friends in Ranked? Be an even bigger bro with bigger smoke! Tier 2, Adrenaline Rush. This is a long running favourite of many players. It increases your rate of fire of guns and torpedoes as you take damage. At 50% health, this shaves off almost 10s from your torpedo reload and increases your rate of fire from 12.0rpm to 13.2rpm. Always handy. Tier 3, Survivability Expert. This will increase Gallant's hit points from 12,000 to 14,100hp. Note that this won't give you advantage enough to reliably outgun other gunships that are at the same health you are, but it does provide more of a buffer. This can be especially handy in Ranked Battles. Tier 3, Basic Fire Training. Bump up that rate of fire from 12rpm to 13.2rpm. Don't worry about what it does to your AA power. It's not relevant in these game modes. Tier 3, Vigilance. Spot those torpedoes early for your big friends. Tier 4, Inertial Fuse for HE Shells. You can bump up her effective HE penetration from 19mm up to 25mm with this skill. This is enough to stack direct damage against any capital ship you face in Ranked Battles, provided you don't hit the armoured belt, as opposed to being stuck trying to hit the superstructure. Tier 4, Advanced Fire Training. I would recommend against taking this one, but it does have it's uses. This bumps up your maximum range from 10.2km up to 12.2km. Keep in mind your shell flight time is almost 1s per kilometer at those ranges. Tier 4, Radio Location. Like high tier IJN Destroyers, sometimes it's nice to know where the things you don't want to face in a gunfight are likely to be. I personally would recommend the following builds: Random Battles: Core skills (Demolition Expert and Torpedo Armament Expertise both for a total of 13pts). Then take Inertial Fuse for HE Shells and Adrenaline Rush. Ranked Battles: Core skills (Torpedo Armament Expertise or Demolition Expert, not both to start). Then take Survivability Expert. Spend the last six points where you will based on your play style. For cap control, take Basic Fire Training and Adrenaline Rush. For support, lean closer to Vigilance and Smoke Screen Expert. Finally we come to the scenarios. For Dunkirk, you want to emphasize your AA power (silly, I know, but you'll need it). Your core skills look like this: Take Preventative Maintenance first. No surface ships will be targeting you with their main batteries. Next, take Last Stand. The artillery will knock out your engines and steering gears on occasion. After that, take Basic Fire Training to buff your AA power. Then take Advanced Fire Training to buff your AA range up to a "massive" 1.44km. This build is pretty useless for outside of the scenario, but what are you going to do? This "AA Build" only works because of the funny low-health values of planes in this specific scenario, so don't hold any illusions this has any worth outside of it. Some other useful skills include: Tier 2, Jack of All Trades, to help bring your smoke generator off cool down faster. Tier 2, Smoke Screen Expert, to give your allied ships more cover when you drop your smoke. Tier 3, Vigilance, to spot those torpedoes sooner. That's it. This is such a specialized build, I really doubt anyone will have the spare Captain to do it, but maybe you have more doubloons available than sense? When in doubt, you can always suicide-torp battleships at close range. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Gallant is very much like IJN Destroyers where she requires just a little more understanding of destroyer game play to make her perform. She isn't utterly dependent upon her torpedoes for doing damage, but without a good grasp of how best to optimize them, inexperienced players will find this ship frustrating. The good news is that her guns are quite comfortable to play with. The bad news is that her guns will get her into more trouble than not which is a formula for disappointing many consumers. Skill Ceiling: Low / Moderate / High / Extreme Gallant will challenge players to really master aiming their torpedoes manually without the use of the leading marker. This is a new skill for some players to learn and it will only improve their overall game play. This bumps up her carry potential somewhat in the hands of a true expert. Her guns are also quite serviceable in the right circumstances, but knowing when to fight and when to cut your losses is something that comes only with experience (or spider sense). The Sharktank HMS Gallant can be a thorn in the side of the enemy team throughout a match if played properly. My overall impression is that she is very good at one thing—launching torpedoes from concealment. Her single-fire torpedo launchers enable her to achieve more hits than the wide-spread setting. This is exceptionally useful in launching torpedoes at ships that are bow-on, such as those charging a smoke screen. However, this may also result in missing all torpedoes if they are improperly aimed. Gallant benefits from excellent maneuverability and a tight turning circle, which enables her to weave and dodge incoming fire if spotted. Much like the British cruisers, Gallant is most effective when maintaining her concealment, whether it be in a smoke-screen or skirting her detection range. Her mediocre HP pool and poor gun performance mean that direct engagements with cruisers and other destroyers are not recommended unless in self-defense. Her abysmal anti-aircraft armament rating means that an enemy carrier may freely fly squadrons of planes over the Gallant, keeping her spotted. To have a great battle, it is imperative to pick-and-choose engagements wisely. Because of this, Gallant truly excels when she has a commander that is specialized with Concealment Expert. This provides Gallant with a 2-kilometer stealth-firing window for torpedoes, and ample range for maneuvering and repositioning while avoiding detection. Gallant’s playstyle is very appealing, but it is important that players have a solid understanding of spotting and detection mechanics in-order to utilize Gallant to her maximum potential. She is not the type of ship that can outgun an enemy destroyer in the beginning of the game after charging into the objective. Instead, patience and smart tactics will result in players being rewarded with opportunities to take advantage of Gallant’s primary strength, her torpedo armament. In summary, I feel that Gallant is a strong torpedo boat, but suffers from being situational, especially in matches with aircraft carriers. It requires a patient and vigilant captain who takes note of the positions where enemy ships were last spotted to predict their movements. These predictions are essential in maintaining concealment and succeeding in carrying out ambush style attacks on enemy ships, a tactic that Gallant excels at. Mouse's Summary: Gallant plays closer to an IJN DD than a Soviet or USN Destroyer Single fire torpedoes are nice .. but only if you can aim. They'll be a detriment otherwise. Her guns feel more comfortable to use than her torpedoes, but her torpedoes are more powerful than her guns. Like IJN Destroyers, she becomes more deadly the longer she can survive into the match. If you die early, you're not getting the most out of this ship. Stay alive. Then she'll shine. HMS Gallant is a pretty uninspiring premium. Her gimmick resides solely in her ability to drop single-fire torpedoes. Should the future British Destroyer line have this ability too, short of them having some flaw (like no HE shells), Gallant isn't going to age well. Her guns are okay, but she doesn't have enough of them and they don't hit hard enough. Her torpedoes are really good, but they didn't blow me away. Specializing a ship around their torpedo armament really makes their performance flirt with feast or famine -- either you have jaw dropping, amazing games or you strike out and muddle through with a pittance of rewards. It frustrated me to no end that her guns are comfortable to use and (generally) suck while her torpedoes are not comfortable to use and (generally) rock. If only I could bring the latter to bear more often without finding myself beached or making myself a bigger target for guns / torpedoes / airplanes. If only the former wouldn't let me down when I find myself going toe to toe with anything more shooty than a Fubuki. For all of the average components that make up HMS Gallant, she's not without her charms. The sum of her parts creates a versatile ship that, while vulnerable to enemy destroyer gunships (and aircraft -- but all destroyers suffer equally there), can still manage to be a thorn in the side of the enemy fleet. Success with this ship hinges on how well a player can make her torpedoes perform. And she's got most of the right tools for facilitating that. She's not slow. She's pretty stealthy. She handles like a dream. She's got enough guns to defend herself. In theory, Gallant should work for most players. I wasn't inspired, however. Gallant didn't romance me the same way some other premiums have -- even the lackluster ones. Is that a flaw of the ship? I think so. I couldn't get excited for this ship. Time will tell if I'm proven wrong and the community embraces this one as one of their own. Would I Recommend? PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Mouse: The big question is how will she do in the Dunkirk scenario? Well, she combines elements of both freely available destroyers. Gallant has the fast gunnery of Anthony and the Smoke Generator of Cyclone, so she'll do alright against the Schnellboots but she'll really struggle to shoot down aircraft unless you've built her with AA pew pews in mind. In regular PVE play, treat her like an IJN Destroyer and you'll do alright. Sharkbait_416: Yes; I would recommend Gallant for PVE battles. At Tier VI, Gallant has minimal service costs. She maintains a fair margin of profitability in well-played PVE battles, but premium consumables should be avoided to maximize income. Gallant fares well against bots due to her concealment. She can provide support to teammates, such as a smoke screen, while also engaging enemy ships with her single-firing torpedo launchers. However, her main battery guns are of a small caliber and suffer from long shell flight times, which makes hitting small and agile targets, such as PT boats, difficult. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: It all comes down to how well you think you can perform with your torpedoes. Personally, I would give Gallant a pass here. While she's perfectly adequate when top tier, she's really going to struggle when bottom tier in the same manner as Fubuki and Shinonome. If that's your cup of tea or you can stomach being the (severe) underdog, then go nuts, my friend. Sharkbait_416: Yes; I highly recommend Gallant for random battle grinding. She truly shines with a 10-point commander that is specialized with Concealment Expert. With this skill, Gallant has a 2-kilometer stealth-firing window for her torpedoes. Those who are familiar with single-firing torpedo launchers may be able to hit a target with every torpedo in the salvo. Good concealment and high-damage potential equate to a ship which is highly rewarding for those grinding for XP and rewards. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Is Gallant better than the other tier VI destroyers for Ranked Battles? She's not better than Anshan or Shinonome, but I would say she's better than Gaede or Farragut in this environment. I'll give her a green-light here, but you'd be much better off with Shinonome or Anshan if you can your hands on them. Sharkbait_416: No; although Gallant is very powerful due to her torpedoes, she is easily countered by aircraft. Additionally, she is not very competitive in a fair fight with other destroyers of the same-tier, due to a smaller pool of hit points and poor gun performance. As much as I like her, Gallant is situational in competitive gaming scenarios. Generally, I would advise players to choose another ship for competitive gaming unless they are extremely competent in maintaining concealment, dodging incoming gunfire, and avoiding overextension on the map. Still, an aircraft carrier can easily ruin Gallant’s match by keeping her spotted with squadrons of aircraft. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Mouse: Eh. HMS Gallant has some story to her, but my initial reaction when I heard this ship was coming was "why not Glowworm?". I suppose if you want to own a little piece of Dunkirk memorabilia then snag her up. Sharkbait_416: Yes; Gallant served the Royal Navy honorably. Throughout the course of her service history, she saved the lives of nearly 1,500 personnel and sailors. Though she may not have the fame of other ships in the Royal Navy, Gallant served in numerous operations and escorted multiple convoys before being mined in the Mediterranean Sea. With her addition to the game coinciding with the Dunkirk Scenario, players can recreate her heroic actions in saving over 1,466 personnel from the beaches of Dunkirk in May 1940. For Fun Factor: Bottom line: Is the ship fun to play? Mouse: Nope, I did not enjoy my time with Gallant. Her torpedoes are frustrating to use. Her guns aren't. Her guns suck though and her torpedoes don't. How to frustrate Mouse 101. Sharkbait_416: Yes; Gallant is very fun to play. As mentioned above, a captain specialized with Concealment Expert provides Gallant with a 2-kilometer stealth firing window for her torpedoes. Her single-fire launchers allow for the possibility of hitting every torpedo in a salvo. Gallant does best in battles with a high number of battleships and no aircraft carriers. In such games, Gallant can inflict serious casualties on the enemy team. It’s very satisfying to watch a single-file line of 8 torpedoes swim toward a battleship, knowing the unsuspecting battleship is in for a world of hurt! What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE– I hate it! Maybe it sucks. Maybe it's boring. Maybe I resent how it was implemented in the game. You won't know unless you read the full review, but this is quotable, gosh darn it, so you'll forget anything the article actually said and run with this. Mehbote – It's alright. Frankly, this describes almost every ship in the game. People get really cheesed when I describe their favourite, super-competitive ship as meh, so I do it often. Gudbote – The best thing ever. These are ships I like to play. Maybe it's good. Maybe it's fun. Maybe I'm trolling you. You dunno, but you'll make a big deal that I said X was a good ship when you preferred Y. OVERPOWERED – I hate playing against it!
  8. Description: Nation: Pan Euro Entered Service: 1944 Originally completed as British Z-class destroyer HMS Zealous, Eilat was sold to the Israeli Navy in 1955. She was sunk shortly after the Six-day war by missiles launched from Egyptian missile boats Anti-Ship Armament: Main Battery: 4x1 113mm QF/45 Mk IV on Mk V mounting Reload time 5.0 Sec time to turn 180 degrees: 10.5 seconds HE shell damage 1,675 Armor penetration: 19 Chance of causing fire: 8% AP Shell damage: 2,100 Historical muzzle velocity: 746 m/s Historical range: 18.97 km in-game range: 11.0km Torpedo Tubes: 2x4 533mm PR Mk II Common damage: 15,733 common range: 7.0 km Anti-air Armament: Flak: 4x1 113mm QF explosions per salvo: 2 Damage per salvo: 1,150 Historical range: 12.46 km in game: 6.4 km continuous damage: 5x1 40mm Bofors total continuous damage: 100 historical range: 7.16 km In-game range: 6.0km Maneuverability: Top Speed: 37 knots Rudder shift time: 3.9s Abilities**: Slot 1: Damage control party Slot 2: Rapid-burst Smoke generator OR Surveillance Radar Slot 3: Engine Boost Or Defensive AA fire ASW: None mentioned for the sake of the eventual release of submarines Tier: VII Resource: Coal/doubloons notes: Please bear with me this is my first ship proposal * To maintain historical Accuracy, I refrained from making up figures including exact model of equipment when my access to exact specifics were limited. I cannot understate how much your feedback will be appreciated should you have greater access to information on this vessel than me. ** Abilities are both based on historical reference and what is available on similar ships of same-nation origin due to limited data. if it could not historically make use of an ability and/or could make use of one not listed please let me know. Once again I can't understate how much I appreciate polite assistance on this. Also I am having trouble deciding on the tier. Assistance on this part is not only appreciated but also requested.
  9. LittleWhiteMouse

    Premium Ship Review Okhotnik

    While steps have been taken to ensure accuracy, Okhotnik was a work in progress at the time of testing. Please be aware that all of the statistics and performance discussed here are subject to change before release. HMS TOG II* eat your heart out. Quick Summary: A Viking long-ship. A TOG II* in World of Warships form. A fish story. A destroyer that's happy to see you. A meme waiting to happen. Patch & Date Written: 0.6.1 - February 16th, 2017 Cost: Undisclosed at the time of publication. Closest in-Game Contemporary Izyaslav, Tier 4 Russian DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Okhotnik feels like something that would be concocted if someone was trying to describe the Izyaslav in a fish story. She's an exaggeration of the tier 4 Russian destroyer in almost every dimension (particularly length) while still keeping close enough to the source material. She really should be a cruiser, but she's not. PROs Armed with seven (!) 130mm rifles, delivering a massive alpha strike potential per volley. All guns can rotate 360º, allowing for easier re-engagement of targets from one side to the other. Also armed with twelve (!) dorsally mounted (!!) torpedo tubes divided between four launchers. Fast reload time on her torpedoes of 47s per launcher. Her torpedoes provide some of the shortest reaction-time for her opponents with a mere 1.0km detection range. This gives targets about 6s to respond. Good concealment values for a ship of her length, with a 6.5km surface detection range while stock. She looks absolutely hilarious. CONs Short ranged main battery with a reach of 9.2km Horrible turret traverse of 5.5º per second. Receives the 2.0km Soviet-destroyer stealth-tax to her surface detection range when she fires her main battery for a total penalty of +5.9km. Her torpedoes are short ranged with restricted forward fire angles. Pathetic AA armament and a big target for enemy aircraft -- because she's long. Enormous turning circle of 730m and slow rotation speed of 6º per second. Because long ship is long. Heavy reliance on a significant number of Captain Skills to make the ship competitive and enjoyable. Okhotnik makes me think of what would happen if you asked a small group of six year old children to design a destroyer and they each tried to one-up each other. “My destroyer is going to have four guns and six torpedoes.”“Yes, but MY destroyer is going to have FIVE guns and EIGHT torpedoes!” By the time you get to the kid that designs Clemson, with her twelve torpedoes and six rifles, you know things are getting a bit out of hand. The Okhotnik is the next abomination to be conceived and you should probably stop the exercise there before someone reinvents the Kitakami.This thing looks ridiculous. As a weapon system, Okhotnik looks as subtle as stuffing a brick into a sweat sock and swinging it around your head. It's cumbersome, awkward and things get horribly stretched out. It's also absolutely devastating when it lands a blow. I normally reserve all accusatory judgments to the end of the article but I'll say this right from the start: Provided you've got a highly-experienced Captain at the helm with the right skills, you're going to love playing this thing. Okhotnik is hilarious looking and a riot to play. She can be an overpowered little monster in her current iteration and there's only a few checks in place to give her the illusion of balance.Lert's joining me to show you how she compares directly to her competitors while I go over the nitty-gritty to explain how she can be used and abused. The Lertbox Mmh? ... I'm up. I'm awake, promise. zzzz .... What? Oh. Right. Okhotnik. Okhotnik has a very distinct (and low) silhouette. This latter trait plays very much to her advantage, making her difficult to shoot. Options No surprises here. Okhotnik uses the same three-tone camouflage scheme found on Imperator Nikolai I and Aurora. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Three slots, standard destroyer options.Premium Camouflage: Tier 2 to 5 Standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. As with most ships, you'll want to splurge on premium versions of consumables on an “as you can afford” basis. I strongly recommend taking a premium version of Okhotnik's Smoke Generator and Damage Control Party. A premium Engine Boost consumable is also nice to have, but it's not necessary. For her module choices, it's the same picks you'll take for most destroyers. For your first slot, Magazine Modification 1 is your best choice. Your guns are fragile, though, so if being detonated doesn't bother you, then taking Main Armaments Modification 1 is a reasonable alternative. In your second slot, you have a choice. Aiming Systems Modification 1 is best. This reduces your maximum dispersion by 7m at 11km... which isn't a lot, but it is preferable to assist with your torpedo traverse. Alternatively, you can take Main Battery Modification 2 to increase your turret traverse but this comes at a minor loss to DPM. And for your third slot, take whatever because they're all terrible. Firepower Primary Battery: Seven 130mm rifles, two on the bow and five on the stern. None of these guns are superfiring. Torpedo Armament: Twelve tubes in 4x3 launchers Okhotnik naval rifles are the 130mm/55 B-7 and she gets a lot of them. This gun was first introduced to us last year with Krasny Krym, the modernized version of Svietlana. These are also found on Podvoisky, the new tier 5 Destroyer supplanting the Gnevny-class. They differ somewhat from the 130mm B-13s that are found on the higher tier Soviet destroyers. They have a slightly lower muzzle velocity and a worse penetrating shell. These do the same 2,500 AP and 1,900 HE damage with an 8% fire chance. Okhotnik is very short ranged for a tier 5 destroyer at 9.2km, which helps keep her power level in check.Okhotnik trades away DPM for alpha strike. A single broadside of all seven rifles lands for 4,389 HE damage when they penetrate an unsaturated target. This is one third of a tier 5 destroyer's health pool and amounts to a larger alpha strike per volley than the tier 7 Blyskawica. Landing hits like this made most of my opponents get all squirrely for some reason. They often elected to disengage rather than press any DPM advantage they had over me. Of course, missing with one volley is more tragic in Okhotnik than other destroyers and poor gunnery will punish you especially hard. Make those shots count or reap the consequences.Some of the negative traits of Okhotnik's guns will be very familiar to veterans of the Russian and Soviet Destroyer line. First of all, she has the same 2.0km “stealth tax” when firing her guns. Instead of receiving a nominal 3.9km surface detection penalty (gun calibre x 0.3km), Okhotnik gains 5.9km of surface detection range when shooting. This precludes her from ever being able to fire from stealth short of lobbing shells from smoke or behind an island. She also shares the horrible gun traverse rate of the Gnevny-class. It takes her almost 33s to traverse her guns 180º which is downright appalling. However, you might not notice it as much given Okhotnik's handling, but more on that later. The good news is that Okhotnik compensates for this by having a 360º rotation on all of her guns. Okhotnik has next to no deck clutter. What's more, her guns aren't mounted in partially or fully enclosed turrets. Heck, they don't even have gun shields. So while her guns may not be mounted in a superfiring configuration, it's surprising how many you can bring to bear. All seven rifles can be aimed at targets 30º off her bow to either side. More surprising is that gun #2 can fire through gun #1. Yeah. Weird. This gives you two rifles that can shoot directly forward but only one gun can shoot directly astern. As you'll often be tacking towards or away from your targets at an angle, you'll often only need to adjust your heading by a little to bring all of your guns to bear. TorpedoesOkhotnik's torpedoes are almost as hilarious as her gun mounts. She has four triple launchers, mounted dorsally. She can dump a broadside of 12 torpedoes at a target at once. This is a feat that isn't matched until the Shimakaze at tier 10. These “walls of skill” are an absolute nightmare for enemies to try to avoid and it's not uncommon to see players freeze in the face of the approaching doom. The only thing that keeps this balanced is the horrible performance of the torpedoes.Okhotnik's fish are unique currently. They have a 13,667 maximum damage listing which isn't bad for a tier 5 destroyer (especially not one that can spit out twelve of the little blighters). They're very quick too, traveling at 62 knots with a 1.0km surface detection range, giving opponents a mere 6.1s worth of reaction time when their death approaches. Worse, these things can be veritably spammed with their 47s reload per launcher. With their respectable damage output, Okhotnik can keep tubes in reserve, launching only what's needed and keeping others on hand for a follow up target. The only thing gives these things a modicum of balance (and only just) is their short range of 4.5km.Her torpedoes are one of the most unbalanced features about Okhotnik, and if she were any faster they would be horribly overpowered. With the ability to get the ship's surface detection range down to 5.7km with Concealment Expert, Okhotnik can sprint the last 1.2km she needs to dump her fish against a chosen target in as little as 13 seconds against a ship running a perpendicular course. This isn't a lot of time to react to the ambush. The only fly in the ointment here is that Okhotnik doesn't have very good forward torpedo arcs as her first three launchers are sandwiched in between the fore and after superstructure and funnels so it will require her to manoeuvre to swing out her weapons.Expect to see a lot of spectacular suicide torpedo runs and close-range island ambushes in this boat paying big dividends. Rivals: Gremyashchy Lert: Gremyashchy is faster and has more range. She has better torpedoes, turns better and can fire from stealth in open water. She'll be spotted before Okhotnik is though, and if you catch a Gremy with its pants down you can smash him in the face with superior alpha strike, giving you the edge in the DPM fight that follows. Be wary of Gremy's torpedoes, which have twice the range of yours. Always be wary of potential torps and maneuver accordingly, you don't have the agility to dodge torpedoes you didn't expect. If Gremyashchy comes within 4km, flood the ocean with metal fishes, though a smart Gremy driver will avoid this situation. Try to control the engagement, difficult as it seems versus a ship that is faster and turns better than you. Keep the pressure on him, and you might come out of this engagement still floating. It's very important to get that first strike in though, and your superior stealth helps in this regard. Even then, it's an uphill battle and a savvy Gremyashchy driver will use his speed and agility to try and dictate the fight. Okhotnik is good, but it doesn't challenge Gremy's crown of best Russian destroyer at tier 5. Wall of skill deployed. Manoeuvrability Top Speed: 34.5 knots Turning Radius: 730m Rudder Shift Time: 3.2s So here's where the bad news lies, and it's all in one trait, really. Okhotnik has a lower-than-average top speed and decent rudder shift. But where she really hurts is her turning radius, which is comparable to that of a Battleship. This is to be expected given her length. It takes Okhotnik just over 15 seconds to make a 90º turn and almost a minute to rotate 360º, slowing down to 28.9 knots with her rudder hard over. For comparison, a Farragut can make the same 90º turn in 11 seconds and the full rotation in 43. Okhotnik just doesn't answer her rudder quickly. This makes her rather vulnerable to enemy torpedoes as you can well imagine. Torpedo bombers are a particular weakness of Okhotnik's, as she has a rather large surface detection range for a destroyer while simultaneously having pathetic AA power (more on that later). The length of her hull only exacerbates the problem of avoiding these waterborne warheads. Still, even with this sluggish handling, she's still capable of out turning her even more sluggish turret traverse (6º ship turn, 5.5º turret traverse). Thankfully, her 360º turret rotation more than makes up for this. Okhotnik's lack of agility also makes dodging incoming fire a little more challenging. However, her low profile does maker her a difficult target to land reliable hits against, especially at range. Durability Hit Points: 12,700 Maximum Protection: 16mm Min Bow & Deck Armour: 10mm Okhotnik has a slightly-more-than-average hit points total for a tier 5 destroyer, but nothing to get too excited about. Her exposed main battery mounts have only 6mm of armour protection but they can absorb just as much damage as the weapons on other DDs. Still, expect HE splashes from large caliber guns to disable and destroy these vulnerable weapons regularly. With the length of her hull, it's important to keep incoming AP shell penetration mechanics in mind. Shots that strike her broadside are likely to over penetrate while those that travel the length of the ship are more likely to result in full penetration damage. Be careful on your approaches against Battleships. This makes the Captain Skill, Priority Target, worth it's weight in gold. Pay attention to what ships are shooting at you and with what ammunition types to best protect yourself. Rivals: Nicholas Lert: The American fighting lady has a hit point advantage, superior gun DPM, better range, better speed and is more agile. Her torpedo armament is arguably weaker than yours by volume and damage output, though not by range. This theoretical duel will depend greatly on who gets the initiative. Although she's faster, Nicholas has slightly worse detection than you, giving you a small advantage here. Make sure your first salvo hits, and hits hard. This will give you an advantage that you need to press. If Nicholas makes a mistake and comes close enough, perhaps to try and launch her torpedoes, make sure you close the gap and get your wall of skill in the water to crush her. Your volume of fish will mean no escape if the Nicholas makes the mistake of coming within 4km. Still, this is an uphill battle that depends greatly on who takes the initiative. Concealment & Camouflage Surface Detection Range: 6.5km Air Detection Range: 4.3km Minimum Surface Detection Range: 5.7km Concealment Penalty while Firing: +5.9km (vs 9.2km gun range) I dunno what they were thinking here.Okhotnik is an enormous destroyer, yet she has better concealment values than Gremyashchy, Gnevny, Podvoisky, Nicholas and T-22. Her enormity is in one dimension only, however, and that may explain why she gets such a generous surface detection range. Okhotnik sits very low in the water, with her raised forward bow section lower than that of the Kamikaze-class and her bridge being much lower still. Within her Matchmaking spread, from tiers 4 through 7, only the IJN Destroyers Isokaze, Minekaze, Kamikaze, Mutsuki and the tier 4 German V-170 have a better surface detection range. Short of being sniffed out by aircraft or tripping over one of these ships, Okhotnik is going to see her opponents before being detected in turn. This is good news for the Russian Destroyer given the short range of her weapon systems. She is utterly incapable of firing either her torpedoes or her guns without being detected by her enemies. Every time you pull the trigger, you're putting your ship in harm's way. One of the few balancing measures for Okhotnik shows up here with her very large detection range from the air. She's spotted 4.3km out, which is closer to the range you would expect for a destroyer-leader like the Tenryu or Yubari. Okhotnik moored alongside a reference-Minekaze. You can very clearly see the difference in length and height between the two images. Anti-Aircraft DefenseAA Battery Calibers: 76.2mm / 7.62mmAA Umbrella Ranges: 3.0km / 1.0kmAA DPS per Aura: 3 / 7 Ha-ha, who are you kidding? Okhotnik is dangerously vulnerable to aircraft and should be made a priority target by any CV that spots her on the team line up. Her long keel and horrible turning radius makes her a juicy target for torpedo planes though she is rather slender, making her a harder target for dive bombers. This is one of the few destroyers where you can safely keep her AA turned on at all times as their range is actually shorter than her aerial detection range. Rivals: Minekaze Lert: She's stealthier than you, faster than you, more agile than you and can fire torpedoes from outside her detection range. In Minekaze's ideal hypothetical scenario, you'll never see him coming and the first notice you have of him being near is the Sixth Sense warning icon appearing on the screen. Expect torpedoes in the water, and turn towards where you suspect he is. The concealment difference between the two is only 100 meters base, so if you guessed right, you'll be able to spot him once you make your turn. Smack him upside the head with a devastating volley and hope he doesn't just turn and run, in which case you'll never catch him. Any Minekaze driver worth his salt knows he'll never win a gunnery duel with a Russian gunboat, and will not engage in one if he has any say. Skills to Beat Sneaker wearing HedgehogsOkhotnik has a real dependence on Captain Skills to make her an enjoyable and effective destroyer. Arguably, most destroyers manage this level of competitiveness with 10 skill points -- when they unlock Concealment Expert. This makes Okhotnik very much a late bloomer. Whether a player considers her powerful will largely depend on the skills available to their Captain. While there's always some mutability in skill choice between players, the five skills below should be considered “must haves” for Okhotnik. As a trainer for your Soviet Captains, this dependence on certain skills can make Okhotnik ill suited to performing optimally with skills that run contrary to this recommended build.Priority Target (tier one)Okhotnik cannot engage enemies without being seen herself, short of abusing island and smoke cover. These forms of concealment will not always be readily available, so it's important to know when it's safe to pull the trigger and when you should go gun-silent to preserve your hit points. Due to Okhotnik's middling speed and manoeuvrability, dodging fire isn't as viable as dropping off the radar and disappearing. Knowing when you can continue pulling the trigger safely and when you should probably disengage will help keep this ship in the game. This can also allow you to know when it's safer to attempt a point blank torpedo drop.Expert Marksman (tier two)During play-testing, Okhotnik was shackled with the same awful turret traverse with which Gremyashchy was originally introduced. This 5.5º per second rotation didn't feel as limiting for this destroyer though. The reason was simple enough -- unlike Gremyashchy, Okhotnik could only turn the ship itself at 6º per second. So while she could out turn her turrets, it wasn't to such a dramatic degree as the original Soviet Premium Destroyer.So Okhotnik's turret traverse doesn't feel as punitive as Gremyashchy's did while the ship is under manoeuvres. However, Okhotnik struggles to use her rudder to help bring her guns to bear on a new target. To this end, Expert Marksman is a very important skill to help her re-engage targets quickly.Without this skill, Okhotnik is still playable though switching sides with her guns takes a very long time (as much as 33 seconds). This said, having a 360º rotation on her turrets will help some, at least with tracking a new target. Thus, this should be the last skill you pick up.Last Stand (tier two)You're a destroyer, and one that cannot stealth-fire at targets. It's safe to assume your steering and rudder will be knocked out regularly. Take this one on your first pass through the skill list.Concealment Expert (tier four) Take this as your first tier four skill. This may seem like a no-brainer. There are very few destroyers in the game where Concealment Expert doesn't provide a tremendous bonus to their effectiveness. Okhotnik isn't special this way by any means, but it's worth paying special attention why she gains from this skill. With camouflage, this drops her surface detection range from 6.3km to 5.7km. This does not allow Okhotnik to torpedo without being detected or to fire from stealth in open water, even with Advanced Fire Training . With this in mind, some players may be outright dismissive of the necessity of this skill, but it shouldn't be skipped over.With Concealment Expert, Okhotnik gains the ability to spot other gunships before she herself is detected. Provided her turrets are properly aligned, this all but guarantees her to get off the first volley of shells. As Okhotnik focuses on alpha strike and not DPM with her guns, this can mean the difference between clinching an engagement with that first strike or being on the back foot every time she meets another destroyer. Finally, when things do go south (and they will), it provides an additional 600m distance buffer to allow you to drop back into stealth when you silence your guns.Advanced Fire Training (tier four)One of Okhotnik's biggest flaws is the short range of her main battery. Her 9.2km stock range may seem like a nuisance at first, but it works considerably to the detriment of the ship when it comes to engaging capital ships. Advanced Fire Training opens Okhotnik's range up to 11km and the importance of this range increase cannot be understated. Her guns, with their good ballistic qualities, are still very accurate to this range.Okhotnik shares a low surface profile, similar to the German V-170. With almost no deck structures, hitting Okhotnik with main battery fire is a challenge. The more range you can open up between yourself and your targets, the safer Okhotnik becomes. While you can never remove the threat of return fire in Okhotnik, you can make it so annoying to shoot her that opponents elect to fire somewhere else.So if you intend to use Okhotnik to abuse larger ships, this skill is almost a must. This should be acquired as soon as you have Concealment Expert.Final Note on Captain SkillsIf you've done the math, you'll note that with taking only a single tier 3 skill, this adds up to 16pt Captain. The only real variety and choice for Okhotnik comes in with her tier 3 skills and there are a lot of good options there. I personally prefer taking Basic Fire Training as my primary skill at tier 3 and Demolition Expert as a follow up. Decent alternative skills include Survivability Expert and Superintendent. I firmly believe that a 14pt Captain is really needed to enjoy this ship, though 16pts is ideal. When combined with the inflexibility of skill choices, her uses as a Soviet training ship are much more limited. Recommended Build: http://shipcomrade.com/captcalc/1000000000100001000010100000100119 Skills should be taken in this order: Priority Target Last Stand Basic Fire Training (or tier 3 skill of choice) Concealment Expert Advanced Fire Training Demolition Expert (or tier 3 skill of choice) Expert Marksman Inertial Fuse for HE Shells Okhotnik doesn't need to take the tier 4 skill, Inertial Fuse for HE Shells. Her 130mm rifles are capable of penetration up to 21mm of armour without it. When she's top tier, short of the belt armour and turrets of larger warships, there are very few sections of any ships she cannot damage directly. If you can scrounge the points for it, this will give her the ability to extend this ability to penetrate all targets just about everywhere up through tier 6 and 7 battleships and some of the IJN and German Cruisers at tiers 6+. The only problem with taking this skill is finding the points necessary to afford it. The easiest place to acquire them would be to drop a tier 3 and a tier 2 skill to shoe horn this into your build. Alternatively, you could drop Concealment Expert, but this would prevent you from being able to effectively engage enemy destroyers.Alternative IFHE Bombardment: Build One: http://shipcomrade.com/captcalc/1100000000000001000000100010100119 Build Two: http://shipcomrade.com/captcalc/1000000000100001000010100010100019 Aircraft carriers should make taking this destroyer out a priority. However, they need to switch up the tools they use to do so. Torpedo bombers are very effective against this clumsy ship. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As far as destroyers go, Okhotnik is pretty forgiving but only with the right Captain Skill choices. Properly set up, she can hide from anything she can't outfight and barring tripping over a Belfast or Atlanta, she can outfight anything from which she can't hide. She's always going to be detected when you engage enemy targets, so there's no fussy stealth-firing calculations to make. You can blindly rush unwary capital ships and make their lives miserable with a suicide torp-wall of doom and they're equally effective at deterring enemy destroyers from knife fighting. About the only bad trait about her for inexperienced or novice players is her horrible handling but don't let that stop you.But again, that's contingent on having the right skills to optimize this destroyer's strengths. Without the right setup, novice players may find this ship frustrating.For veterans and skilled players, Okhotnik is going to be a little monster. The damage this ship can put out demands a lot of respect and her base concealment rating allows players to control the engagement. Her ability to deliver sudden and massive alpha strikes with her torpedoes and guns will put many inexperienced opponents on their back foot right from the word go and allow Okhotnik to bully with ease. The Lertbox - Final Words Okhotnik struggles against same tier opponents in theoretical 1v1s. If you only read my three comparisons you might get the idea that she sucks. However, that's only if the opponent presses their advantage and pursues the engagement. Plus, Okhotnik is unrivaled in delivering apocalyptic devastating ambushes versus battleships - in a training room I was able to reliably one-shot (stationary and unarmed) Grosser Kurfuersts with her torpedo broadsides. Versus other destroyers, she relies on smashing alpha strike from a situation of stealth. She relies on dissuading gunship destroyers from engaging her by biting their face off, without warning. Once so hit, the enemy destroyer driver may panic and try to disengage or smoke up, at which point you've got them. Against cooler heads though, you're on the defensive. Against destroyer drivers who aren't intimidated by your first salvo you've got your work cut out. Without the ROF to pummel them down or speed to disengage, you're facing an uphill battle. I just don't think she's as OP as Mouse says. Time will tell though. Mouse's Summary: Longship is long. It should come with Vikings. She doesn't handle very well, but that didn't bother me. Her torpeedus are amazing. She's the perfect ship to dig out an enemy destroyers and cruisers hiding in smoke. Why is she so stealthy!? As far as Soviet-bias goes, Okhotnik isn't too bad -- she's only a little overpowered (like that's a good thing). Her performance is gated behind a combination of skills so not every Okhotnik is going to be awesome. She isn't unbalanced in the same manner as the Belfast. Her strengths are more well-rounded, with good guns, good torpedoes and good concealment without any gimmicks. This makes her strong without being dominating in a single arena. A lot of focus will be put on her torpedoes as THE defining feature of what makes her so advantageous, but this would be a mistake. If her torpedoes had more range, then certainly, I could agree with that sentiment, but it's the combination of traits rather than any one single element that makes her overpowered. She has great stealth but she can't stealth fire. She has a great torpedo armament, but good luck getting those off against tier 7 ships. Her guns are hard hitting, but they're not going to let you knife fight an American destroyer that wants to fight back. You're not fast enough to get away from an Atlanta or Belfast that's running you down with radar. Okhotnik dances the fine line between risk and reward. Aggressive players will love her. Cautious players might not.Okhotnik up-tiers rather well, having little trouble facing off against tier 6 opponents as well as she might against tier 5. It's only when the tier 7s appear, with higher velocity guns and ships like Belfast, Fiji and Atlanta, that she begins to feel a bit long in the tooth. Battleships also get faster and the maps are less claustrophobic making for fewer ambush-opportunities at close range. It's a testament that Okhotnik is at least a little more balanced than Gremyashchy which scarcely notices when she's up-tiered.Okhotnik's strengths really lie with her concealment / alpha strike ability. With this, I could engage even tier 7 Kiev-class destroyers and remain confident of winning. It's not hard to land 6 or 7 shots when the engagement range begins at 6km and this initial 3,000 to 4,000 hammer blow into their hit points sets the tone for a winning battle. A second volley could often be delivered before the Kiev could bring all of her guns on target. It's no wonder most of them would try to smoke up and reset the engagement at this stage. It was often wise to blow my own smoke at the same time and back off if the Kiev had spotters in the area keeping me lit. If not, there was no harm in dropping a wall of skill into their smoke screen. Easy money.I had a lot of fun playing Okhotnik; she surprised me. I admit, I took one look at this derpy boat and thought I'd hate it but she won me over. Once I dropped my Gremyashchy Captain into her, she took me for a ride and I was grinning the whole time. Changes from Play Test Okhotnik changed somewhat from the play test sessions I enjoyed to her release on live. Two were minor and one was rather significant. All of these changes have been considered and folded into the review already, so you don't need to back track and re-evaluate what was written. Okhotnik's turret rotation was buffed from 5º per second to 5.5º per second. Okhotnik's guns used to traverse with the same sluggish handling as Gremyashchy. A large number of the Soviet Destroyers got a gun traverse buff with 0.6.2 and Okhotnik was no exception. Originally only Okhotnik's two forward turrets could rotate 360º. This is a minor change, really. Now all five rear turrets can also rotate in a full circle. Combined with the minor turret traverse buff, this is a nice quality of life change but again not too significant. Fire angles of the aft guns (except for the last one) is limited to +/- 30º off the ship axis. Now this one is a kicker and represents a more significant (but not terribly damaging) nerf. Okhotnik's five rear guns used to be able to engage targets 20º off the forward or rear arcs of the ship. Okhotnik already has a small profile and being able to aggressively angle her towards or away from a foe while firing five (rearward) or seven (forward) guns was pretty huge. She doesn't have enough armour to auto-ricochet anything but a select few destroyer-caliber AP shells, but it did make her a much smaller target to bulls-eye. The individual fire angles for the rear guns began as little as 16º off the bow (#7). Okhotnik belongs up front in an aggressive stance. Use her excellent concealment values to spot for your team and screen them from attack. Would I Recommend?Players are spoiled for choice where Russian premiums are concerned. Okhotnik competes directly with Leningrad (and for old, crusty veterans, Gremyashchy) for primacy among the Soviet Destroyers. She's not as powerful as Gremyashchy, that's for sure, but she will be less expensive than Leningrad which may immediately appeal to some consumers. Overall, I think Leningrad is the better boat for most of the reasons you'd buy a premium, but Okhotnik is definitely more fun (and stupid looking). For Random Battle GrindingThis includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: Well, maybe. She can do very well in random battles, earning you credits and medals galore. I found it an easy feat to get three or four kills per match, which made unleashing the Kraken not too much of a stretch. The problem is that she's reliant upon having a Captain with the right skill combination to truly play efficiently. This precludes her use as a comfortable trainer for all but the last few skill points (and you're completely out of luck if your skill choices don't gel with Okhotnik's needs) which sort of undermines the purpose of a premium ship. So your mileage will definitely vary. For me? I'd take her to farm achievements and Kraken medals. Lert: Maybe. She doesn't really need premium consumables to shine, but tier 5 is in a bad MM spot right now, and tier 5 premiums are not really the greatest captain trainers or credit earners. Tier 6 is where you really want to be for that, minimum. Plus, she relies on a set of advanced captain skills to really shine, which makes her less ideal as a captain trainer. For Competitive GamingCompetitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Her concealment value alone will make her a good choice for competitive environments, especially combined with her ability to deliver high alpha, opportunistic strikes with her guns. The only major downside is her lack of agility which makes her torpedo bait. She cannot compete with Gremyashchy (what can?) but for people looking to pad their win rates, Okhotnik is a good ship.Lert: No. Too slow, too vulnerable to torpedo strikes, not agile enough. The only things she really has going for her is her stealth and initial alpha, which isn't enough in a competitive environment. For CollectorsIf you enjoy ship history or possessing rare ships, this section is for you. Mouse: Ha! No. Okhotnik was never built in steel.Lert: This is a paper ship with no actual history behind her. She looks amazing though. If you're looking for historically significant ships, look elsewhere. For Fun FactorBottom line: Is the ship fun to play? Mouse: Very yes. She's a party boat.Lert: Yes. Alpha strike is fun. Driving odd ducks is fun. Ships with interesting playstyles are fun. Crushing battleships as they round the headland is fun. Okhotnik is fun.
  10. The Panamerican Destroyer Tech-tree This proposal is the result of the cooperative work of our team: Fr05ty, @The_Dark_Stark, @COLDOWN, @BrunoSchezer and @Talleyrand. Our team believes that the Panamerican ships will be a great addition to the world of warships universe. They bring a distinctive style of ships and concepts not reflected by other lines which could be even more distinct if submarines make it into the game. There is a common misconception that we want to refute: that Panamerican ships are second hand vessels or copies of other navies’ ships. While there are several cases of second hand ships used by Panamerican navies, there are plenty of other ships that are unique to these navies. Our proposed line pays special attention to these unique ship classes and makes use of NO second hand vessels. It is supremely important that a line is cohesive and has a distinct playstyle instead of just being an agglomeration of ships whose only similarity to one another is the flag they carry. That means that the progression and the gameplay of the ships in the line must be similar. We considered it crucial to achieve a distinctive style of play the player can expect in any ship of the line. Luckily for us, South America, despite the variety of countries involved, followed very similar guidelines when designing, building and buying destroyers. Especially in the postwar period, the various nations opted for their ships to have an anti-submarine and anti-destroyer focus which resulted in ships with few torpedoes, a strong focus on gunnery, anti-submarine weapons and sonar, and finally anti-aircraft weaponry. This gives us the cohesion sought in the line and the particular "flavor" of it. A note regarding the torpedoes we’ve used for this proposal: All of the torpedoes were used in Panamerican navies, but in some cases we choose to equip the ship in question with different torpedoes than the ones she might’ve historically used. This is for balance purposes. Especially in low tier, modern torpedoes, even in small numbers, could wreak havoc in the enemy team. Moreover this helps avoid having strange jumps in the performance of the torpedoes along the line. We thought it to be better to use other Panamerican torps in some cases. Description This is a gun-focused line, with some torpedoes as an opportunistic weapon. The line starts with balanced ships in the lower tiers, but tier after tier they begin to be more heavily skewed towards their gunnery and having faster-firing guns to the detriment of their torpedo armament, which starting at Tier 6 becomes composed of a single set of torpedoes, but with fast-firing dual purpose guns. There is a smaller secondary line that will be shown at a later date. Panamerican Fleet Destroyers Flavour Latinoamerican destroyers have several defining features that should make them stand out: The higher the tier, the more specialized into gunboats they become Meant for ASW warfare Low amount of torpedoes, but long ranged Decent-to-great AA suite Below average speed Medium-caliber main battery Tier DDL Prem. DDL DDT Prem. DDT 1 2 Cordoba (Arg.) Maranhao (Brazil) 3 Serrano (Chile) Almirante Villar (Peru) 4 Huitzilopochtli (Mexico) Antioquia (Col.) 5 Mendoza (Arg.) Alm. Clemente (Ven.) Juruena (Brazil) Caldas (Col.) 6 Greenhalgh (Brazil) Acre (Brazil) Buenos Aires (Argentina) 7 Chubut (Arg.) Marcilio Dias (Brazil) 8 Nueva Esparta (Ven.) Garcia y Garcia (Peru) 9 Mato Grosso (Brazil) Alm. Riveros (Chile) / Cuitlahuac (Mexico) 10 20 de Julio (Col.) Tech-Tree Destroyers Cordoba class Destroyer (Argentina) (T2) A class of big destroyers ordered as part of the Argentine 1909 destroyer program. The design had a balanced armament and very good speed compared to its contemporaries of foreign navies. Survivability Displacement: 995t standard; 1,368 t full (7,950hp standard; 9,600hp full) Armour: - Weaponry Main Battery: 4x1 102mm/50 Bethlehem QF Mk9 guns Reload: 7.5s (8-12) AP Shell: 14.97kg @884m/s (1750 damage) HE Shell: 14.97kg @884m/s (1500 damage, 6% fire) Traverse: 11.5 degrees per second (15.7s per 180 degrees) Torpedo Battery: 4x1 533mm torpedoes Model: 533mm Whitehead Mk.I S AR. Warhead: 101kg (6432 damage, 100% flooding) Speed: 50kts @6.85km / 50kts @6km / 67kts @2km Reload: 5.3m (14s) AA Battery: 2x1 37mm/43 11/2pdr QF Vickers AA guns (dmg = dps @km, 100% acc) Mobility Speed: 35kts - 28,000hp Size: 90m long, 9m wide, 2.8m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Notes: Analysis The Cordoba is a large and versatile destroyer, with a balanced approach to warfare. It is quite fast, has a large hitpoint pool to tank some hits with it but pretty bad concealment. The torpedoes have good range for the tier, but pack a light punch and have a long reload to make it into a true torpedo boat, still they will be quite decent to shoot across passages, from behind island cover and while jousting. The guns themselves are good, if slow-firing, and have very good individual shell performance, punching hard and with a good chance to set fires. A perfectly adequate early destroyer, though poor concealment is also a feature. Serrano class Destroyer (Chile) (T3) A class of destroyers ordered for Chile in 1928. She had a lighter construction than her predecessor designs which made them difficult to operate in heavy seas, though she was faster and more powerfully armed. Survivability Displacement: 1,107t standard; 1,453t full (8,450hp standard; 10,000hp full) Armour: - Weaponry Main Battery: 3x1 120mm/45 QF Vickers-Armstrong Mk E guns Reload: 6s (7-10) AP Shell: 22kg @810m/s (2050 damage) HE Shell: 22kg @810m/s (1700 damage, 8% fire) Traverse: 10 degrees per second (18s per 180 degrees) Secondary Battery: 1x1 76mm/40 12pdr QF MkI/II gun Reload: 3.5s (18) HE Shell: 5.67kg @680m/s (1300 damage, 5% fire) Torpedo Battery: 2x3 533mm torpedoes Model: 533mm Simil M/10. Warhead: 150kg (8634 damage, 138% flooding) Speed: 50kts @6km / 58kts @4km / 62kts @2km Reload: 6.435m (57s) AA Battery: 1x1 76mm/40 12pdr QF MkI/II gun (1dmg = 4dps @3km, 100% acc), 3x1 20mm/70 Oerlikon Mk4 (9dmg = 31dps @2km, 95% acc) Mobility Speed: 35kts - 28,000hp Size: 91.4m long, 8.84m wide, 3.86m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Notes: A hull AA: 1x1 76mm/40 12pdr QF MkI/II gun (1dmg = 4dps @3km, 100% acc), 3x1 7.7mm/87 Machineguns (4dmg = 14dps @1.5km, 95% acc) Possible improvement to reload from guns to 5s to buff up DPM A torps: Model: 533mm Bliss-Leavitt Mk 8 Mod. 0 Warhead: 146kg (8462 damage, 134% flooding) Speed: 47kts @11.43km / 47kts @9.14km Reload: 6.3m (54s) Analysis The Serrano is yet another step in the line, still holding some balance between guns and torpedoes. The caliber of the guns has been increased, their individual performance has improved as well as their reload rate, and to skew the balance even more towards gunnery, you get a single 76mm gun as a secondary weapon (not that it will do much)! You now have more torpedoes and they have good range, though unspectacular characteristics otherwise. The large hitpoint pool of its predecessor is still there and the good speed remains, just like the poor concealment does. The Serrano might best be described as an opportunistic destroyer, using long ranged torpedoes, speed and fast-firing guns to ensure that it gets the upper hand in engagements. It is not as good as a torpedo destroyer, nor is it a DPM machine as most gunboats are, but any captain that can leverage its concealment to strike first will surely find success with it. Huitzilopochtli class Destroyer (Mexico) (T4) A class of destroyers offered to Mexico, it featured a good balance between gunnery, torpedoes and speed. They would’ve been the most powerful and modern vessels in the Mexican Navy’s register and were equipped to be successful in several mission profiles. Survivability Displacement: 1,350t standard; 1,800t full (9,550hp standard; 11,550hp full) Armour: - Weaponry Main Battery: 4x1 120mm/45 QF Vickers-Armstrong Mk E guns Reload: 6s (7-10) AP Shell: 22kg @850m/s (2100 damage) HE Shell: 22kg @850m/s (1700 damage, 8% fire) Traverse: 10 degrees per second (18s per 180 degrees) Secondary Battery: 1x1 76mm/50 Mk. 10 gun Reload: 3s (20) HE Shell: 5.9kg @823m/s (1100 damage, 4% fire) Torpedo Battery: 2x3 533mm torpedoes Model: 533mm Mark 15 Mod 0 Warhead: 224kg (11600 damage, 190% flooding) Speed: 47kts @13.7km / 54kts @9.15km / 65kts @5.5km Reload: 6.883m (72s) AA Battery: 1x1 76mm/50 Mk10 gun (1dmg = 4dps @3km, 100% acc), 2x1 40mm/39 2pdr QF Mk II (7dmg = 24dps @2.5km, 100% acc) Mobility Speed: 35kts - 34,000hp Size: 96m long, 9.6m wide, 3.86m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Notes: Vickers for Mexico (315ft) design A torps: Model: 533mm Whitehead Mk.I L AR. Warhead: 150kg (8634 damage, 138% flooding) Speed: 50kts @11km / 50kts @9.9km / 70kts @1.82km Reload: 6.3m (54s) Analysis The Huitzilopochtli is a balanced destroyer and a solid upgrade over its predecessor. When looking at the Serrano, it gains an extra gun over its predecessor and it carries more powerful torpedoes, though at the cost of a longer reload time for them. The Huitzilopochtli is a big destroyer for its tier and that translates in it having the 2nd most hitpoints, but that same size characteristic means that it has poor concealment and the relatively slow speed of 35kts. The poor concealment and slow speed means that the Huitzilopochtli has to be very careful with its positioning as other destroyers will be able to keep you spotted for their team to take you down. The Huitzilopochtli has a decent, though not great, gun suite. It has middling DPM, but decent fire-setting potential and rather decent ballistics which means that you will have a decent performance against other destroyers at mid range, but it will struggle against the full gunboat destroyers with high DPM and poor ballistics. Ideally, the Huitzilopochtli will use the long range of its torpedoes to harass enemies before going in with guns blazing to take down other destroyers. The Huitzilopochtli is a decent and balanced destroyer with only its hitpoint pool being particularly noteworthy. Mendoza class Destroyer (Argentina) (T5) Commissioned in 1929 as part of the Argentine rearmament efforts. They had lengthy careers in the Argentine Navy, participating in numerous neutrality cruises and visits to foreign nations. They were quite powerfully armed for their size. Survivability Displacement: 1,570t standard; 2,120t full (10,550hp standard; 13,000hp full) Armour: - Weaponry Main Battery: 5x1 120mm/45 QF Vickers-Armstrong Mk E guns Reload: 6s (7-10) AP Shell: 22kg @850m/s (2100 damage) HE Shell: 22kg @850m/s (1700 damage, 8% fire) Traverse: 10 degrees per second (18s per 180 degrees) Torpedo Battery: 2x3 533mm torpedoes Model: 533mm MI1929-38 W250 AR. Warhead: 250kg (12630 damage, 207% flooding) Speed: 46kts @12km / 62kts @4km Reload: 78s AA Battery: 1x1 76mm/45 Vickers Mk SS gun (1dmg = 4dps @3km, 100% acc), 2x1 40mm/39 2pdr QF Mk II (10dmg = 35dps @2.5km, 100% acc) Mobility Speed: 36kts - 42,000hp Size: 102.1m long, 9.68m wide, 3.81m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Notes: A torps: Model: 533mm MI1925 SI. Warhead: 250kg (12630 damage, 207% flooding) Speed: 44kts @10km / 62kts @4km Analysis The Mendoza is the start of what is the pure gunboat part of the line. Where the Serrano is a light destroyer with good concealment, the Mendoza is a large destroyer with poor concealment. Boasting 5 rather powerful guns, the Mendoza is quite comfortable raining shells on enemies at mid range while also having long-ranged, but very slow, torpedoes. The Mendoza is a mid-range specialist, it will not hold up against a pure gunboat in a duel simply because of the DPM of its guns is not that high, but if you can keep at range where the guns can continuously land shots and you can dodge return fire to make your large slab of hitpoints last. The AA of this ship is terrible and will not do much, while the average speed means that you will have to think properly as to where you appear as you might not get out of trouble otherwise. Sleepy battleship players will dread to play against the Mendoza. Greenhalgh class Destroyer (Brazil) (T6) A set of three destroyers built in Brazil with heavy influence of the American Mahan class. This class endured numerous changes in their building stage to enhance their anti aircraft and anti submarine capabilities as were required by the Brazilian Navy. Survivability Displacement: 1,500t standard; 2,200t full (10,200hp standard; 13,350hp full) Armour: - Weaponry Main Battery: 4x1 127mm/38 Mk 12 DP guns Reload: 3.33s (12-15 / 18) AP Shell: 25kg @792m/s (2100 damage) HE Shell: 24.5kg @792m/s (1800 damage, 5% fire) Traverse: 15 degrees per second (12s per 180 degrees) Torpedo Battery: 1x4 533mm torpedoes Model: 533mm Mark X*. Warhead: 275kg (13557 damage, 223% flooding) Speed: 49kts @12km / 56kts @8km / 63kts @5km / 67kts @3km AA Battery: 4x1 127mm/38 Mk 12 DP guns (7dmg = 25dps @5.8km, 100% acc), 2x2 40mm/56 Bofors (12dmg = 41dps @3.5km, 100% acc), 4x1 20mm/70 Oerlikon Mk 4 (10dmg = 34dps @2km, 95% acc) ASW Battery: 4 Depth Charge Throwers, 2 Depth Charge Racks Mobility Speed: 36.5kts - 42,800hp Size: 108.8m long, 10.6m wide, 3.00m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic Search Notes: A torps: Model: 533mm MI1929-38 W250 AR. Warhead: 250kg (12630 damage, 207% flooding) Speed: 46kts @12km / 62kts @4km Analysis The Greenhalgh is where the line finally gives in to being mid-range gunboats. The Greenhalgh has enviable DPM on its guns, though gunnery might not be as comfortable as before, and they will serve her well in most engagements. The lack of torpedoes, with a single quad torpedo launcher is somewhat compensated by having long-ranged and decently powerful torpedoes, but more than anything it is made up by the DPM of its guns and the power of its AA aura (not that it is going to be significant at this tier). Gunnery beyond mid-range is going to be uncomfortable as any player of US destroyers can attest to, so keep within mid-range and rain hell upon enemies, or hide behind an island and catapult shells to slow enemies with reckless abandon. The Greenhalgh is just a small, powerful gunboat that will do best if it manages to keep at range, tossing shells downrange and throwing torpedoes down corridors to deny areas from larger ships or just farming some damage sporadically. Chubut class Destroyer (Argentina) (T7) A powerful destroyer design for Argentina. The design borrowed heavily from the British Lightning class, but with important differences to suit the Argentine Navy. She featured a lighter torpedo armament to enhance anti aircraft and anti submarine weapons. Torpedoes were seen as fleet engagement weapons and the likelihood of a fleet engagement was seen as too low when compared to the likelihood of convoy protection and anti-submarine duties. Survivability Displacement: 2,705t standard; t full (15,600hp standard; hp full) Armour: - Weaponry Main Battery: 3x2 120mm/50 QF MK XI DP guns Reload: 5s (6-10 / 12 / 13.3) AP Shell: 28.12kg @774m/s (2200 damage) HE Shell: 28.12kg @774m/s (1700 damage, 9% fire) Traverse: 20 degrees per second (9s per 180 degrees) Torpedo Battery: 1x5 533mm torpedoes Model: 533mm MI1939 WH53 AR. Warhead: 278kg (13667 damage, 225% flooding) Speed: 50kts @12km / 57kts @8km / 70kts @4km AA Battery: 3x2 120mm/50 QF MK XI DP guns (8dmg = 28dps @5.2km, 100% acc), 2x2 40mm/56 Mk X (STAAG) AA guns (13dmg = 45dps @3.5km, 100% acc), 4x2 20mm/70 Oerlikon AA guns (32dmg = 110dps @2km, 95% acc) ASW Battery: Depth Charges Mobility Speed: 35kts - 58,000hp Size: 126.2m long, 12.95m wide, 4.14m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic Search Notes: Thornycroft 1947 design https://www.deviantart.com/tzoli/art/Thornycroft-White-Yarrow-Destroyer-Design-1947-820084186 AA refit needed A torps: Model: 533mm Mark X*. Warhead: 275kg (13557 damage, 223% flooding) Speed: 49kts @12km / 56kts @8km / 63kts @5km / 67kts @3km Analysis The Chubut is a powerful slab of a destroyer with a large hitpoint pool, powerful guns with good DPM and excellent AA. There are drawbacks to this though, your concealment is very poor, you are also very slow and you only have a single torpedo launcher which still fires very slow torpedoes at long range. The guns themselves will feel comfortable up to mid-range, with the low initial velocity of the shells somewhat countered by the heavy shells used to ensure that landing shells on cruisers and even some destroyers is possible. These guns will not allow you to engage destroyers at range with impunity, in order to win duels you’ll have to close into short or medium range and take advantage of your large hitpoint pool to overwhelm enemies. Against larger surface combatants, the shells pack a punch and a good fire chance so you should be able to stack some fires and build up damage over time. Defensively, your low speed and poor concealment will prove to be issues when trying to dictate the terms of engagement against other destroyers, and even against some cruisers, so using consumables properly will be crucial to success. Your AA power is great, but that’s only compared to destroyers so don’t count on it much unless an enemy flies through a flak cloud. Overall, a really solid and chunky gunboat. Nueva Esparta class Destroyer (Venezuela) (T8) Class of destroyers built for Venezuela in England. Based in the British Daring and Jutland classes but with significant modifications to fit Venezuelan operational duties. They were air-conditioned to allow for comfortable service in the tropics while carrying an enhanced anti-aircraft suite and a reduced torpedo load. Survivability Displacement: 2,600t standard; 3,300t full (15,150hp standard; 18,300hp full) Armour: - Weaponry Main Battery: 3x2 114mm/45 Mk IV DP guns Reload: 3.5s (15-20) AP Shell: 25kg @746m/s (2100 damage) HE Shell: 24.95kg @746m/s (1700 damage, 8% fire) Traverse: 20 degrees per second (9s per 180 degrees) Torpedo Battery: 1x3 533mm torpedoes Model: 533mm MRU1930 MkIX. Warhead: 340kg (15877 damage, 265% flooding) Speed: 50kts @12.35km / 56kts @9.6km Reload: 80s AA Battery: 3x2 114mm/45 Mk IV DP guns (19dmg = 67dps @5.8km, 100% acc), 4x2 40mm/56 Bofors (24dmg = 82dps @3.5km, 100% acc), 4x2 40mm/56 STAAG Mk 2 Bofors (26dmg = 90dps @3.5km, 100% acc) ASW Battery: 2 Depth Charge Throwers, 2 Depth Charge Racks Mobility Speed: 34.5kts - 50,000hp Size: 122.5m long, 13.1m wide, 3.90m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic Search Notes: A torps: Model: 533mm MRU1930 MkIX*. Warhead: 327kg (15423 damage, 257% flooding) Speed: 50kts @12.8km / 56kts @10.05km Analysis The Nueva Esparta is where the final shape of this destroyer line shows its head. The torpedoes take more and more of a backseat to the guns, and the guns keep improving. Their rate of fire is getting faster and faster, their DPM is increasing and the AA continues to improve. The Nueva Esparta will be comfortable going against almost any other destroyer in a duel at close and mid range solely due to the combination of hitpoints and high DPM. The Nueva Esparta can also close into disputed areas with smoke thanks to its hydroacoustic search consumable, though the big size of the Nueva Esparta means that concealment will be poor and it shouldn’t be used as the team’s primary scout, especially since it has a lower speed than many cruisers it will face. Enemies other than destroyers are sure to be bombarded by a hail of shells and constantly set on fire, luckily they will not have to worry too much about torpedoes since the Nueva Esparta only carries a single triple launcher of slow, long-range torpedoes. The AA continues to be among the best for a destroyer at its tier, but that is not much. Overall, if you can tame the guns, you’re going to enjoy the Nueva Esparta quite a lot and your enemies will dread you. Mato Grosso class Destroyer (Brazil) (T9) Proposed destroyer design for the Brazilian Navy. The design was offered with numerous different weapon configurations. The Brazilian Navy decided upon a similar loadout to the British Daring class, but they were never built due to Brazil wanting to pay in Pounds Sterling and the British demanding payment in dollars. Survivability Displacement: 2,750t standard; 3,500t full (15,850hp standard; 19,200hp full) Armour: - Weaponry Main Battery: 3x2 114mm/45 Mk V DP guns Reload: 3s (12-24) AP Shell: 25kg @746m/s (2100 damage) HE Shell: 24.95kg @746m/s (1700 damage, 8% fire) Traverse: 25 degrees per second (7.2s per 180 degrees) Torpedo Battery: 1x5 533mm torpedoes Model: 533mm MRU1930 MkIX**. Warhead: 365kg (16740 damage, 280% flooding) Speed: 55kts @13.7km / 61kts @10.05km Reload: 132s AA Battery: 3x2 114mm/45 Mk V DP guns (22dmg = 77dps @5.8km, 100% acc), 6x1 40mm/70 Bofors (75dmg = 258dps @3.5km, 100% acc) ASW Battery: SQUID ASW Mortar Mobility Speed: 35kts - 60,000hp Size: 118.6m long, 13.1m wide, 3.90m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic Search Notes: Original AA: 3x2 114mm/45 Mk V DP guns (22dmg = 77dps @5.8km, 100% acc), 6x1 40mm/56 Bofors (26dmg = 90dps @3.5km, 100% acc) A torps: Model: 533mm MRU1930 MkIX. Warhead: 340kg (15877 damage, 265% flooding) Speed: 50kts @12.35km / 56kts @9.6km Reload: 132s Analysis The Mato Grosso is a linear upgrade over the Nueva Esparta in every single respect. The guns fire faster, there are 2 extra torpedoes in the launcher, speed is a bit better, the AA is more powerful, you have more hitpoints and better concealment. Yet again, you’re a mid-range harasser capable of dueling any other destroyer and very few will be able to stand against you in such a contest. Against other ships, you’ll probably be reduced to spamming fire over islands and seeing the flames go up along with your damage numbers. While the long-ranged torpedoes are now a bit more viable, they are still just a secondary tool and your guns will be doing the heavy lifting. You can use them to flush out enemies hiding in smoke so they feel the wrath of your guns, or you can just charge into the smoke with hydroacoustic search on and destroy enemies as they panic. The Mato Grosso is not a scout, nor is it a sniper, it is at home in the 2nd line where it can dodge some fire as it no longer has a large hitpoint advantage over other destroyers so dodging becomes more important. Overall, a good tier 9 gunboat which should prove to be a challenging enemy for destroyers and a nuisance for larger ships. 20 de Julio class Destroyer (Colombia) (T10) These destroyers were based on the Swedish Halland class. The Colombian Navy modified the design prior and during construction to incorporate a third gun turret, but this came at the expense of a large part of the anti-aircraft, torpedo and anti-submarine suite as well as a reduction in speed. Survivability Displacement: 2,650t standard; 3,300t full (15,400hp standard; 18,300hp full) Armour: - Weaponry Main Battery: 3x2 120mm/50 M50 Bofors DP guns Reload: 2.2s (42-45) AP Shell: 23.5kg @825m/s (2100 damage) HE Shell: 23.5kg @825m/s (1750 damage, 8% fire) Traverse: 25 degrees per second (7.2s per 180 degrees) Torpedo Battery: 1x4 533mm torpedoes Model: 533mm Torped 61. Warhead: 300kg (14464 damage, 240% flooding) Speed: 70kts @15km / 60kts @20km Reload: 84s AA Battery: 3x2 120mm/50 M1950 DP guns (61dmg = 210dps @6km, 100% acc), 4x1 40mm/70 Bofors (50dmg = 175dps @3.5km, 100% acc) ASW Battery: 1x4 375mm M50 ASW Rocket Launchers Mobility Speed: 32kts - 55,000hp Size: 121.1m long, 12.4m wide, 4.70m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic Search Notes: Alt torps: Model: 533mm Mark 17 Warhead: 399kg (17900 damage, 301% flooding) Speed: 50kts @16.5km / 66kts @12.5km Reload: 86s Analysis The 20 de Julio is the pinnacle of the Latinamerican destroyer gunboats. There is no subtlety with the 20 de Julio, the focus is on its guns and the guns steal the show with the torpedoes just being an afterthought. The 20 de Julio no longer has a large hitpoint pool compared to other destroyers, it has a meager set of torpedoes, the worst speed of a destroyer at tier 10 with just 32kts and a mediocre concealment, but what it does have is the highest DPM of any destroyer. The 20 de Julio has 3 twin 120mm turrets of the kind seen on the Halland, but where the Halland has 2 turrets, the 20 de Julio has 3. It pays for the extra turret with most of the other characteristics of the ship, but those guns can cause a nightmare for anybody downrange from them. Individually the shells aren’t spectacular, but the barrage of them that the 20 de Julio can put out overshadows any other destroyer where damage output is concerned. The 20 de Julio just needs someone to spot for it so it can let the guns roar with abandon and nothing downrange will feel safe; battleships will be constantly on fire, cruisers will be under constant threat and destroyers will be forced to turn tail and disengage unless they want to be sunk immediately. Not even aircraft carriers will be safe from the 20 de Julio as its AA firepower is powerful enough to inflict losses to squadrons attacking it. The true weakness of the 20 de Julio lies in its low speed and concealment, meaning that if it is caught in a bad situation, it cannot run away nor can it chase down those stealthy destroyers that keep it spotted; if it is spotted, it must fight or die. There is little subtlety about the 20 de Julio, but who needs subtlety when you spew shells at an unmatched rate? Premium Destroyers Almirante Clemente Destroyer (Venezuela) (T5 Premium) A class of light destroyers built in Italy for Venezuela in the context of an ambitious Venezuelan fleet plan. They featured several interesting features such as being fully air conditioned, alumite construction and fin stabilizers to ensure a stable gunnery platform in rough seas. Survivability Displacement: 1,300t standard; 1,500t full (9,300hp standard; 10,200hp full) Armour: - Weaponry Main Battery: 2x2 102mm/45 Mk19 guns Reload: 3s (15-20) AP Shell: 17.35kg @811m/s (1800 damage) HE Shell: 15.88kg @811m/s (1500 damage, 6% fire) Traverse: 20 degrees per second (9s per 180 degrees) Torpedo Battery: 1x3 533mm torpedoes Model: 533mm Mark 15 Mod 0 Warhead: 224kg (11600 damage, 190% flooding) Speed: 54kts @9.15km Reload: 66s AA Battery: 2x2 102mm/45 Mk19 DP guns (dmg = 28dps @5.8km, 100% acc), 2x2 40mm/56 Bofors MkI guns (dmg = 41dps @3.5km, 100% acc), 4x2 20mm/70 Oerlikon guns (dmg = 49dps @2km, 95% acc) ASW Battery: 2x24 178mm Hedgehog ASWRL, 4 Depth Charge Throwers, 2 Depth Charge Racks Mobility Speed: 34kts - 24,000hp Size: 99.1m long, 10.8m wide, 3.4m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic search Notes: Analysis The Almirante Clemente is a light and fragile gunboat that trades out its hitpoints, speed and torpedoes for absolutely blistering firepower. The Almirante Clemente is one of the slowest destroyers at its tier with a speed of 34kts, which combined with its small hitpoint pool of 10200 means that making use of concealment and choosing when to engage are crucial to survival. Once the Almirante Clemente chooses to engage though, provided it can reliably land its shells, it can cause large amounts of damage in a short period of time thanks to its best-in-class DPM. The guns themselves are rather small, being only 102mm and their ballistics are nothing to write home about, but the sheer amount of shells that the Clemente can output means that stacking fires against cruisers and battleships or knife-fighting other destroyers is a viable choice. Notice must be given to the Clemente’s consumables as the presence of Hydroacoustic Search combined with smoke and its gunpowder means that it is adept at pushing into enemy smoke or at firing on enemies from its own smoke making it excellent at dislodging enemy destroyers from crucial parts of the map. I haven’t touched much on the torpedoes of the Clemente and that is due to the fact that it only has a single triple launcher which makes it the worst torpedo boat at its tier, and while the torpedoes themselves are long-ranged and have a decent punch, they will be hard to land as they’re so few in number and thus can’t be staggered to fool enemies. Lastly, the Clemente has excellent AA for a destroyer, though as we all know that doesn’t mean much. The Clemente will manage to take down a few planes from lower-tiered aircraft carriers, but do not expect it to stop a strike on you. Overall, the Clemente is a solid gunboat that can cause a lot of havoc if it stays at range and avoids incoming fire. Amazonas Destroyer (Brazil) (T6 Premium) Lead ship in a series of destroyers named after prominent rivers built by the Brazilian Navy combining both British and American design features. They had a lengthy construction period and suffered numerous modifications while being built. Survivability Displacement: 1,516t standard; 2,102t full (10,300hp standard; 12,900hp full) Armour: - Weaponry Main Battery: 4x1 127mm/38 Mk30/21 guns Reload: 3.5s (15-20) AP Shell: 25kg @792m/s (2100 damage) HE Shell: 24.5kg @792m/s (1800 damage, 5% fire) Traverse: 15 degrees per second (12s per 180 degrees) Torpedo Battery: 2x3 533mm torpedoes Model: Mark 15 Warhead: 373kg (16633 damage, 279% flooding) Speed: 65kts @4.5km / 54kts @8.2km / 47kts @12.8km Reload: 73s AA Battery: 4x1 127mm/38 Mk30/21 DP guns (dmg = 25dps @5.8km, 100% acc), 1x2 40mm/56 Bofors MkI guns (dmg = 24dps @3.5km, 100% acc), 4x1 20mm/70 Oerlikon guns (dmg = 46dps @2km, 95% acc) ASW Battery: 2 Depth Charge Throwers, 2 Depth Charge Racks Mobility Speed: 36kts - 45,000hp Size: 98.5m long, 10.7m wide, 3.3m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic search Notes: Analysis The Amazonas is a perfect opportunity for another premium like Texas, only instead of proceeds helping to preserve a museum ship, it’s a chance to get money for environmental work in the Amazon and give the Brazilian community a much-deserved premium. The Amazonas is a more generalist destroyer than the main tech-tree line is. It still carried fearsome guns, but it is a lot more balanced in regards to its other armament as it carries two triple torpedo tube launchers, but only one can be fired per broadside. The Amazonas has the 4th best guns for a ship at its tier, however it is also one of the flimsier destroyers at its tier so a balance of when and what to engage must be found to ensure that you survive encounters. There are however ways to leverage this gunpower without exposing one too much to retribution; the use of the famous 5”/38 guns from the US navy means that shell ballistics are rather poor and that is an advantage of sorts as it allows for firing from safety behind islands. The use of Hydroacoustic Search and Smoke Generator can also allow it to fire from safety from smoke and even allow it to shove out other destroyers from their own smoke. The Amazonas has average speed, anti-aircraft firepower and poor hitpoints so staying hidden is key to making the most out of the ship as that means you can be active throughout the whole battle, luckily, the Amazonas has tools that allow it to fight back even from hiding, as the torpedoes it carries have quite a heavy punch and reach out well beyond the Amazonas’ spotting range. The use of torpedoes gives the Amazonas a new vector with which to hit larger enemy ships without exposing itself and without having to shoot at an enemy for an extended period of time. Overall, the Amazonas has the chance to strike against all enemies and be relatively successful in such endeavours, your only issues of contention will be the small hitpoint pool and the presence of only two triple torpedo launchers, but it is a solid tier 6 destroyer. García y García Destroyer (Peru) (T8 Premium) The lead ship of the Holland class, she was bought by the Peruvian Navy in 1978. While in Peruvian Navy service, she served alongside the other former Dutch Navy ships of the De Zeven Provincien class. Survivability Displacement: 2,215t standard; 2,765t full (13,400hp standard; 15,900hp full) Armour: - Weaponry Main Battery: 2x2 120mm/50 Bofors No.10 guns Reload: 2.2s (42-45) AP Shell: 23.5kg @825m/s (2100 damage) HE Shell: 23.5kg @825m/s (1750 damage, 8% fire) Traverse: 25 degrees per second (7.2s per 180 degrees) AA Battery: 2x2 120mm/50 Bofors No.10 DP guns (40dmg = 138dps @6km, 100% acc), 1x1 40mm/70 Bofors (12dmg = 41dps @3.5km, 100% acc) ASW Battery: 2x4 375mm Bofors ASWRL, 2 Depth Charge Racks Mobility Speed: 32kts - 45,000hp Size: 113.1m long, 11.4m wide, 5.1m deep Consumables Standard Damage Control Party Smoke Generator Speed Boost Hydroacoustic search Notes: Analysis The Garcia y Garcia is probably best compared to the Friesland as it was its predecessor class, and the Friesland is an improvement in most regards compared to the Garcia y Garcia. The Garcia y Garcia is a gunboat and only a gunboat, with a complete lack of subtlety of purpose. Where the Friesland has a few tools at its disposal, the Garcia y Garcia has put all of its eggs in the gun basket; it is the slowest destroyer at its tier (and a fair bit slower than many cruisers) at 32kts, it has a poor hitpoint pool and a decent, though not great, anti-aircraft battery with lots of flak clouds. The guns however make it worth all those sacrifices, as anybody who’s played with the Friesland can attest to. The Garcia y Garcia carries only two twin turrets with 120mm guns, but these guns are the same ones that the Friesland uses and that means overwhelming firepower at your disposal. There are few destroyers with the firepower necessary to beat you back in a gunnery duel and even larger ships will suffer if they’re downrange from your guns; either from your AP against their extremities or by setting them on fire with your HE. The Garcia y Garcia is a menace against any enemy ship, provided that it can dodge or hide from the enemy’s return fire. Be aware that its low speed and lack of radar means that it is a distinctive possibility to be perma-spotted by enemies and due to the low speed, it can leave you with no way to get out of that situation; on the other hand, your hydroacoustic search means that you can go into smoke and wreck whatever enemies you may find in there. Essentially, you’re playing a Friesland-lite, sacrificing a lot just to keep the guns. Almirante Riveros Destroyer (Chile) (T9 Premium) An innovative destroyer class built for the Chilean Navy. They were equipped with a brand-new class of automatic fast-firing dual-purpose guns, Dutch and English electronics and fully air-conditioned. Survivability Displacement: 2,774t standard; 3,353t full (15,950hp standard; 18,550hp full) Armour: - Weaponry Main Battery: 4x1 102mm/62 Vickers Mk Q guns Reload: 1.5s (40-50) AP Shell: 14.5kg @900m/s (1750 damage) HE Shell: 14.5kg @900m/s (1500 damage, 6% fire) Traverse: 25 degrees per second (7.2s per 180 degrees) Torpedo Battery: 1x5 533mm torpedoes Model: 533mm Mark 17 Warhead: 399kg (17900 damage, 301% flooding) Speed: 50kts @16.5km / 66kts @12.5km AA Battery: 4x1 102mm/62 Vickers Mk Q DP guns (dmg = dps @km, 100% acc), 6x1 40mm/70 Bofors (75dmg = 258dps @3.5km, 100% acc) ASW Battery: 2x3 305mm Squid Mk 4 ASWRL Mobility Speed: 34.5kts - 54,000hp Size: 122.5m long, 13.1m wide, 4m deep Consumables Standard Damage Control Party Smoke Generator / Surveillance Radar Speed Boost Hydroacoustic Search Notes: Guessed HE shell performance Analysis The Almirante Riveros is the Pan-American reply to the Friesland and Kitakaze, but with key differences. The Riveros has 4 guns as the Friesland does, but they are significantly weaker individually as they are 102mm guns instead of 120mm ones. The Riveros also carries a single quintuple torpedo launcher which gives it a bit more flexibility than the Friesland, but that is still fewer torpedoes than the Kitakaze, and weaker ones at that. So far, it might seem like the Riveros is a discount Kitakaze or a discount Friesland, but it is not quite so. The Riveros is slower than any other destroyer at its tier, except for the Jutland which is 0.5kts slower, and it only has above-average hitpoints, however it carries an excellent consumable suite to prepare itself either as a gunboat to hide in smoke or as a destroyer hunter. The combination of its guns, with the 2nd best DPM of destroyers at its tier, along with the possibility of mounting Surveillance Radar and Hydroacoustic Search means that you’re well positioned to push enemy destroyers from smoke and that any destroyer which keeps you spotted is at risk of being counter-spotted by your radar. The daunting firepower of the Riveros has some issues against larger ships as the 102mm guns will have trouble penetrating battleship and cruiser plating without some help such as IFHE, but this reduces the fires caused drastically. The Riveros can’t even claim to flee from such enemies easily as many cruisers (and even some battleships) are even faster than it is, and if you choose to use the Surveillance Radar that means that you don’t get smoke to protect yourself; aircraft might suffer a few losses as it has the 3rd best AA for a destroyer at tier 9. Overall, the Riveros can work as an excellent destroyer hunter, a firebug against other ships and an area denial ship thanks to radar and its small set of torpedoes; it’s a great tier 9 destroyer.
  11. The following is a review of Paolo Emilio, the tier IX Italian destroyer. Wargaming was kind enough to provide me access to this ship at no cost to me -- be aware: I did not have to pay for this. To the best of my knowledge, the statistics and performance discussed in this review are current as of patch 0.9.9. Please be aware that said performance may change in the future. Quick Summary: A torpedo destroyer hiding behind a gunship facade but her painfully long main-battery reload hamstrings her gunnery. She is wicked fast and comes with an Italian Exhaust Smoke Generator. Both traits allow her to suicide-charge targets with her short-ranged fish. PROS Massive health pool of 24,400hp. Very heavily armoured for a destroyer including a 60mm belt. Huge SAP broadsides of up to 8,052 damage per salvo. Powerful torpedo armament with twelve tubes and 23,767 damage per fish. Base top speed of 43.5 knots. Engine Boost consumable provides a 25% speed increase giving her a maximum speed (with flag) of up to 56.7 knots in sprints (!) Has access to an Exhaust Smoke Generator. CONS Painfully long main battery reload of 10.7 seconds. Horrible fire-starter. No AP shells at all which makes generating citadel hits nigh-impossible. Torpedoes are very short ranged at 6km. Enormous turning radius of 810m. Horrible concealment values. Engine Boost only lasts for 50 seconds. Paolo Emilio is a very hungry ship when it comes to commander skills & upgrades. You will not have enough points and slots to go around. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme New players stay away. Paolo Emilio is not an easy ship to play. The challenge resides in her poor concealment, her weird gunnery and short-ranged fish. While suicide-torping in PVE-modes will certainly pay dividends, this all falls apart against human opponents. Paolo Emilio's modest gunnery damage out-put, her lack of stealth and her painfully short-duration consumables makes heads-up encounters against just about any opponent super-dangerous. If you cannot kill them quickly, you're not likely to escape. Options Consumables Paolo Emilio's consumables are weird. Whether or not this ends up being normal if and when the Italian destroyer line launches remains to be seen. At least her Damage Control Party is standard for a destroyer. This has unlimited charges, a 5 second active period and a 40 second reset timer. She uses an Exhaust Smoke Generator in her second slot. This generates smoke for 35 seconds (40.25s with X-ray Papa Unaone signal) and will conceal Paolo Emilio for this duration even while she moves at full speed. Each cloud dissipates in 10 seconds. She starts with five charges (which is admittedly a lot!) and they have a 140 second reset timer. Finally, she has a weird Engine Boost consumable. The candle that burns twice as bright burns for half as long. Paolo Emilio's boost provides a 25% increase to her speed instead of the usual 8% for most destroyers. However, it only lasts for 50 seconds instead of the typical 120 seconds. She starts with five charges here as well (which, again, is a lot) and it shares the 140 second reset timer of her Exhaust Smoke Generator. Pay special attention to the synergy between her Engine Boost and Exhaust Smoke Generator's reset timers. They very conveniently line up and almost match her torpedo reload time. Upgrades There are, ostensibly, two ways of specializing Paolo Emilio. The first is a more conventional destroyer gunship build, focusing upon stealth, damage output and making use of stationary bits of cover. The latter favours an open-water style of engagement, firing at range and focusing upon agility at the expense of stealth. Obviously there's a lot of overlap between these two so you can mix and match to suit your style. You'll note that I'm not fussing overmuch about upgrading her torpedoes. They honestly don't need any help. Main Armaments Modification 1 is optimal in your first slot. Though if you really hate detonations and are running low on Juliet Charlie signals, Magazine Modification 1 isn't a terrible choice. In slot two, Engine Boost Modification 1 is a must if you can afford it. This costs 17,000 from the Armory and is well worth the price. This increases the action time of her Engine Boost from 50 seconds to 70 65 seconds which is a lot more comfortable. If you can't afford this then default to Engine Room Protection as you would for most destroyers. In her third slot, Aiming Systems Modification 1 is optimal. However, Paolo Emilio's gun handling could use a little help when she's bobbing and weaving in open water. Main Battery Modification 2 can help keep her guns on target when you're zooming past a target at high speed (especially given the current bug with the Expert Marksman skill). There is an argument to be made for Torpedo Tubes Modification 1 in slot three, not so much for the gains in torpedo speed, but for keeping her torpedo launchers alive and speeding up their traverse rate. Knowing what I know about critical damage and destruction mechanics, I'm not sold on this upgrade. Aiming System Modification 1 is hands down better, in my opinion, even if its gains are similarly minimal. For your fourth slot, it's really up to you. Propulsion Modification 1 provides the biggest boost to how your ship performs but only from a dead stop. Your ship has to be stationary (and stationary often) for this to be worthwhile. If you prefer an island or allied-smoke camping style of play, this is the one to grab. Otherwise, default to Steering Gears Modification 1 to drop her rudder shift time down from 5.3s to 4.2s. So, Concealment Modification 1 is always going to be optimal for slot five. The combination of increased stealth and increased gunnery dispersion from enemy ships is too good to pass up. Still, if you would prefer a more active style of play, you can opt for Steering Gears Modification 2. On it's own it drops Paolo Emilio's rudder shift time from 5.3s to 3.2s. If you pair it with Steering Gears Modification 1 from the previous slot, you can get this all the way down to 2.5s. Finally, we have a game play choice. Main Battery Modification 3 is definitely the front-runner. This reduces her gunnery reload time from a painful 10.7s to 9.4s. Pair it with Basic Fire Training and you can get this down to 8.5s, which is still awful but not abhorrent. This comes at the expense of her gun rotation rate which drops from 10º/s to 8.7º/s. That's not enough to allow her to out-turn her turrets, but it's still uncomfortably close. The alternative is grabbing Gun Fire Control System Modification 2 to increase her range from 11.3km to 13.11km which definitely helps with the open-water gunship style of play. Paired with Advanced Fire Training, you can get her range up to 15.73km. So more pew-pews or more comfortable, long-range gunnery. It's up to you. So for a super-specialized, open-water build, you might go for: MAM1, EBM1, ASM1, SGM1, SGM2, GFCM1 with the option of swapping out SGM2 for CSM1 based on preferences. But a more generic build might look like: MAM1, EBM1, ASM1, PM1, CSM1, MBM3. Commander Skills There's a lot to unpack here. Lemme explain what all of the shapes and colour coding mean: Blue circles: Pick ONE. (1pt) Red circles: Always take these. (5pts combined) Red squares (double outline): Highly recommended. (8pts combined) Yellow squares: Great if you can afford them, but lower-priority than red-squares. (14pts combined) Blue squares: Nice to have but not optimal in most builds. (10pts combined) So just touching base on the necessities and the highly-recommended stuff, you're looking at 14pts spent so it gets pretty messy to fill out the last five points. I never found a build that I was 100% happy with while play-testing Paolo Emilio. I go into more detail about the conflicts and struggles here in the Firepower section below. Camouflage Paolo Emilio comes with Type 10 Camouflage providing the usual tier IX premium-ship bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. Italian ships are just plain gorgeous. Firepower Main Battery: Eight 135mm guns in 4x2 turrets in an A-B-X-Y superfiring configuration Torpedoes: Twelve torpedo tubes in 3x4 launchers with one wing mount to either side between the funnels and one mounted centerline behind the second funnel giving her up to an eight-fish broadside. With few exceptions, firepower defines a ship's performance. Paolo Emilio presents a rather extreme example in this instance, dictating (or at least pressuring players towards) a particular play style. Despite her apparent heavy gun armament, she is not a gunship. She is a torpedo-destroyer. Relying upon her main battery weapons to carry the day makes about as much sense here as it would on ships like Kagero, Benham or Fujin. While occasional successes may come at the hands of a well placed main-battery broadside, it is capitalizing upon her torpedo armament which makes or breaks this ship. Let's go into the wherefores. Limited by a Long Reload There are two primary drawbacks to Paolo Emilio's main battery firepower: She has no access to AP shells. She has a painfully long reload. The former is, honestly, only a minor issue. Paolo Emilio's lack of AP shells is really only a factor when it comes to engaging cruisers and aircraft carriers at point-blank ranges where, theoretically, whatever AP shells she might have had would be capable of landing citadel hits. In all other engagement ranges and types, her SAP shells provide superior performance. So, like I said: Paolo Emilio's lack of AP is a drawback but it's so minor that it's no real loss. Her slow reload time, however, is another matter entirely. Paolo Emilio's guns are bloody brilliant aside from her rate of fire. Check out these strengths: 23mm of HE penetration (28mm with IFHE). With the right skill build, her 135mm shells are capable of directly damaging the extremities of any cruiser she comes across. 38mm of SAP penetration. This is enough to directly damage all battleship extremities and the upper hulls of those snooty American battleships. Massive 8,052 damage SAP broadside. The alpha strike from her SAP shells is capable of shredding between a third and half of a destroyer's hit point pool in a single salvo if all eight shells strike it amidships. Excellent forward fire angles. All eight guns can engage targets 27º off the ship's bow. All of this gets matched with decent gun handling, a good fire chance per shell, decent range, and reasonable HE shell damage. But no matter how good all of these traits are, being shackled to a 10.7 second reload makes her guns junky. Their only saving grace thus becomes that alpha strike off her SAP shells so let's talk more about them. Paolo Emilio's main battery damage output is pretty crappy. In theory, her SAP is pretty formidable, however you cannot count on your opponent giving you enough of a broadside for it to work. She cannot win protracted gunnery duels against most other destroyers. Crappy Sappy SAP performance is all over the map. While they all have high-alpha damage per shell, they do have drawbacks -- namely their propensity to ricochet when striking targets at acute angles. "Good" SAP shells have very forgiving ricochet angles while "bad" SAP shells have scarcely better ricochet angles than AP shells. Because I'm thorough (and stupid), I collected all of the SAP ricochet angles so we could better evaluate Paolo Emilio's SAP rounds: 80º to 85º - Nino Bixio, the tier II Italian tech-tree cruiser. 70º to 80º - The tier II through X tech-tree cruisers with SAP including the premiums Genova & Gorizia. 70º to 80º - Impero, the tier VIII Italian battleship premium that didn't make it out of testing. 60º to 75º - Paolo Emilio With the ricochet angles mapped out, it looks like this: Paolo Emilio's SAP shells are a LOT less reliable than other SAP shells with which you may be familiar. They are far more prone to ricochets. When it comes to ricochets, Paolo Emilio's SAP shells are like very forgiving AP rounds rather than SAP from Italian cruisers. Once an enemy ship (particularly a destroyer) appears to be turning towards or away from you, it's time to switch over to HE rounds. Given her slow rate of fire, this normally only allows for two salvos to be fired off before an enemy has angled enough to make her SAP rounds unable to sustain damage. This is, of course, barring obliviousness, but any weapon can appear amazing if the enemy doesn't fight back. Thus Paolo Emilio's SAP rounds perform best against distracted targets or in ambush situations and there's a lot of mileage for taking skills like Expert Loader to fully capitalize on on SAP opportunities. When to Use Guns Like Japanese destroyers, Paolo Emilio's guns should be used opportunistically but carefully. Every pull of the trigger should be calculated. While it does pay dividends to invest in improving Paolo Emilio's gun performance for those lean spells where you can't make use of her fish, it would be a mistake to think that her guns alone can consistently carry a match. Ideally, when you do elect to do some gunnery, you want to be using SAP as much as possible. You can largely forget about setting fires with Paolo Emilio's HE rounds. While she does have a respectable fire chance per shell, her slow rate of fire will make taxing a battleship's Damage Control Party exceedingly difficult. Getting more than a single blaze to stack, never mind two, will require some hefty bribery to RNGeebus. To this end, taking Inertial Fuse for HE Shells isn't a terrible option to boost the direct damage performance of her HE rounds, but I'm generally of the opinion that this is way too expensive for what is very much a secondary ammunition choice on an already secondary weapon system. You can play Paolo Emilio as an open water or island-camping gunship. Hell, you can go for a full Khabarovsk or French Destroyer style build and play up the harassment meta all game. Increase her range through Advanced Fire Training or an upgrade and shoot and scoot to your heart's content. But that's not what she was designed for and it's again going to set you back a whole lot of skill points. Missile Command's MIRVs What Paolo Emilio is designed for, is drive-by deposits of torpedo broadsides at point-blank ranges. On paper, the setup is dirt simple: Use her ridiculous high-speed provided by her Engine Boost consumable to race directly towards a vulnerable target. Activate her Exhaust Smoke Generator just before you reach your own surface detection range in order to stay unspotted. Sprint the remaining distance and dump two launchers worth of torpedoes into the exposed broadside of your hapless enemy. With each fish dealing upwards of 23,766 damage per hit, any target you select is doomed. From the enemy's perspective, all they see is an aggressive moving smoke cloud that suddenly explodes into salvos of torpedoes. If Paolo Emilio is on the enemy team, you have to treat these incoming smoke clouds like one big torpedo that's about to MIRV into separate warheads. In PVE modes, this works as exactly as Wargaming designed. In PVP, it's a much less certain prospect. Paolo Emilio has some pretty gorgeous fire arcs and a couple of meh. It's only her dorsal torpedo launcher with it's forward fire arc that's crappy. The reason is pretty simple: Paolo Emilio's torpedoes, as formidable as they are, are very short ranged. To be clear, they hit like trucks and they're super fast (23,677 damage and 67 knots respectively). However, with only a 6km range, you're only getting hits with them if one of two conditions re met: Make a 200 IQ play at an aggressively moving enemy that doesn't know you're there, ambushing either through the slimmest margins of open-water stealth-torping or using island cover. Play as Wargaming designed her, and make a mad dash at an exposed enemy, using consumables to close the distance. I stress that the enemy must be exposed. An opponent that knows you're coming and takes steps to avoid your fish may not escape damage entirely but they're not going to get sunk. And then you've got nothing but your crappy, slow firing guns to see you out of trouble with a very angry enemy spotting you for not only their own weapons but those of all of their friends. Failing one of these Paolo Emili-yolos will cost you most, if not all of your health. So the counter is pretty basic. Activate Hydroacoustic Search or Surveillance Radar if you have it and point your butt and guns at the cloud, moving directly away from it at speed. You might take a torpedo hit or two in battleships but anything else should avoid the worst of it. This active counter-play means that Paolo Emilio is not a forgiving destroyer to play. There are more counters than this, of course. An ill-timed, broken module can similarly flub one of these attack runs, be it Paolo Emilio's engines or one of her torpedo launchers. The long reload of her fish in conjunction with the necessity of timing her consumables means that in PVP, you have to pick your targets and your moment of attack carefully or you'll just end up a greasy stain on the ocean's surface. If this ship becomes commonplace in the community (and I doubt it given the resources needed to unlock her), you can expect to see not only a lot of failed attacks but attacks that do nothing more than sink someone that was already over-exposed anyway and the Paolo Emilio that landed the killing blow dies in the attempt. So, despite the obvious memes, success with Paolo Emilio's torpedoes has a lot of skill-based elements to it -- at least outside of PVE. So some caveats apply here. These numbers are before you account for fire resistance of a given target which, at high tiers, is close to 50%. So, generally speaking, if you want to know how many fires per minute you can expect, take the numbers here, halve them and then compare them to your gunnery accuracy in the respective ship. So if you're hitting about 60% of the time in your Tashkent and you've fully spec'd her out to burninate, you can expect to set about three fires every sixty seconds against a Yamato. Also, Friesland still has zero chill. Summary There's surprising depth to Paolo Emilio's weapon systems. For example, her guns are terrible but if you build them properly, they become dangerous enough to pull out some wins in select encounters. You can brainlessly YOLO with her torpedoes but to get more than one success in three games, you have to plan your attacks carefully. I'm reminded a lot of Haida's weapon systems -- not in that their performance is comparable, but more that while it takes a lot of work to get results, said results feel earned. Paolo Emilio's weapons are very satisfying. VERDICT: A few crippling flaws but there's some fearsome potential here both with her torpedoes and her guns. Defense Hit Points: 24,400 Min Bow & Deck Armour: 19mm & 20mm respectively Paolo Emilio is what the kids like to call "a heckin' chonker." She has 24,400 base hit points and 27,550hp with Survivability Expert (and you will take Survivability Expert). While she does not have any healing capacity, the sheer bulk of hit points provides effectively more health than some of those tier IX destroyers that do have heals due to the inefficiency of getting the maximum potential from every single consumable charge. Now that's a lot of potential damage! With Survivability Expert, Paolo Emilio has comparable durability to Jutland, Udaloi and Östergötland given typical use of their Repair Parties. Getting the "Maximum Healing Potential" as listed on these graphs is a bit of a pipe dream. Part of the reason she's so hefty is that she's actually armoured! Khabarovsk and other high-tier Soviet destroyers show their Italian pedigree when you look at what Paolo Emilio is sporting here. She has belt armour. She has armoured turrets and barbettes. She actually has reinforced magazine protection and a turtleback to protect her machine spaces for crying out loud. You could be forgiven for mistaking her for a very light cruiser. The practical effect here is that not every shell fired at Paolo Emilio will do damage. HE shells aimed at her amidships hull have a very good chance of shattering against her 60mm plates which is proof against HE shells of up to 360mm (240mm if they have 1/4 HE penetration). In addition, British 113mm guns from destroyers like Jutland and Daring cannot penetrate her deck without IFHE, further increasing the effectiveness of her steel. AP shells of all calibers will ricochet off her belt at acute angles. Combined with her enormous hit point pool, Paolo Emilio feels tougher than her destroyer-status would otherwise suggest. If she had the DPM to compete, out-trading with Paolo Emilio would be downright overpowered with this build. As it is, her toughness can kinda-sorta bail her out of tough situations and protracted duels, but she doesn't fare well in trades. The best use of this durability is at range, using her speed smokes to perform short-term hit and runs and then disengage and reposition. Being so tough will reduce the impact of those incidental hits and short-term exchanges. But don't think for a second that this will allow you to survive failed YOLO-torpedo charges. Paolo Emilio has a multitude of hidden armour geometries that are more curious than practical. If anything, they may end up being more of a drawback, ensuring that small and medium caliber AP shells fuse properly inside her. I did not include the 20mm turtleback (angled approximately 50º to 60º from the vertical) which connects the 60mm belt to the main deck as it would get lost in the clutter of her 20mm deck. Graphic was pulled from assets from gamemodels3d.com, a great site for advanced users that are interested in a more detailed look at the mechanics of World of Warships. VERDICT: Tough enough to surprise opponents but not so tough that she survives over-extending. Agility Top Speed: 43.5 knots Port Turning Radius: 810m Rudder Shift Time: 5.3s 4/4 Engine Speed Rotation Rate: 7º/s Paolo Emilio is stupid fast and that solves a lot of potential problems with this ship. She has the speed to dictate engagement ranges. She can pick her fights. Her high speed helps make up for her horrid turning circle radius, providing a modest rate of turn instead of an abysmal one. If all she had was this 43.5 knot top speed, that would be remarkable enough unto itself, but she also has access to an improved Engine Boost consumable. Paolo Emilio's ridiculous high speed helps counteract her horrible turning radius, giving her a still reasonable (but still admittedly slow) rate of turn. Her Engine Boost consumable is simultaneously awesome and crappy. It provides a 25% boost to her speed instead of 8%, which is awesome. But it lasts 50s instead of 120s which is such a tease. Just as you're finally ticking over those last few tenths of a knot to reach her theoretical maximum of 56.7kts (with a Sierra Mike signal), the damn thing cuts out. Taking the special upgrade, Engine Boost Modification 1 extends this up to 70 65 seconds, but it's still painfully short of what other versions of this consumable provide. This makes it less useful as a "navigate from A to B" consumable and more of one dedicated to Paolo Emilio's singular purpose: suicide torping. Her Engine Boost consumable synergizes well with her Exhaust Smoke Generator, encouraging their paired use. Activate her Engine Boost first to build up speed and then activate her Exhaust Smoke Generator just before you're spotted and lunge towards your selected target. This does not guarantee success, however. Even at her maximum boosted speed, Paolo Emilio does not have enough longevity in her Exhaust Smoke Generator to allow her to cover the entire distance between herself and a stationary target before the smoke cover expires (to say nothing of a target that's moving away). For those wondering, the distance compression in World of Warships is 5.22x. The purpose of these numbers is to illustrate how much range you can close when lunging after a target with Paolo Emilio. I covered her basic stats against stationary targets where the closing speed will be Paolo Emilio's speed at the time. However I also wanted to simulate approximately the closing distance when a target was either closing or moving away. To this end, I included entries where Paolo Emilio was racing after an enemy where she was outrunning them by 20 and 30 knots respectively. I also included the opposite end of the spectrum, where there is a target unwittingly charging towards Paolo Emilio and the combined closing speed amounts to 70 and 80 knots. The values are admittedly modest rather than a best / worst case scenario but should provide enough data to illustrate my points of caution. The actual relevant distance Paolo Emilio needs to close is 2km less than the values listed. Once you're in auto-detect range, it doesn't matter if her smoke is active or not. Similarly, if your target is going to oblige you by presenting the perfect torpedo target when you're still 4km out (such as by swinging out and presenting their broadside), then you need not run the full distance as your torpedoes can cover the remainder. Still, it pays to keep in mind just how long you'll need to push in order to guarantee those torpedo hits. This is a harrowing experience and every bit of speed you can squeeze out of Paolo Emilio's engines counts. This all comes back to Paolo Emilio having a pretty steep learning curve. What appears on the surface to be a straight forward calculation is far more nuanced. With this speed and decent agility, she should be an excellent kiting gunship if it weren't for that horrid reload. Suicide-torping should be easy if it weren't for the fact her consumables had such short active-periods. Worse, Co-Op won't help you learn these traits. Bots are dumb and they will make this ship's speed seem just right for pulling off shenanigans that will only get you killed against human opponents so you're not going to get any reasonable practice there. VERDICT: Damn-fast but not damn-fast for damn-well long enough. Anti-Aircraft Defense Flak Bursts: 2 for 1,540 damage per blast. Long Ranged (up to 4.6km): 52.5dps Short Ranged (up to 2.0km): 96.4dps Paolo Emilio's anti-aircraft damage numbers aren't terrible. They're downright respectable even. The issue here is that she doesn't have the range to give her guns enough time on target to do anything. She's a ready victim to dedicated air attack without the concealment to avoid being detected in the first place and lacking a long-lasting smoke screen to discourage CVs from loitering. While not quite on the level of French destroyer vulnerability, Paolo Emilio is a juicy and easy target for carriers. VERDICT: Yer dead. I did not shoot those Messerschmitts down. That was done by the combined firepower of the Baltimore and North Carolina behind me. Refrigerator Base/Minimum Surface Detection: 9.08km / 7.13km Base/Minimum Air Detection Range: 3.68km / 2.98km Detection Range When Firing in Smoke: 3.65km sea / 2.7km air Main Battery Firing Range: 11.3km to 15.73km with full upgrades. The last piece of the Paolo Emilio puzzle is her Vision Control (or "Refrigerator" as Lert coined it many years ago). Let's start with the obvious. Paolo Emilio's surface detection range is nothing short of appalling. To give you an idea, there are only five destroyers with worse surface detection ranges. They are: 10km - Khabarovsk, tier X Soviet 9.88km - Kléber, tier X French 9.54km - Mogador, tier IX French 9.40km - Tashkent, tier IX Soviet 9.20km - Udaloi, tier IX Soviet In most destroyer versus destroyer encounters, you are not sneaking up on your opponent. With the exception of those those five ships, you will always be spotted first. Taking Radio Location to help identify the vector of spotting destroyers is quite handy, albeit an expensive solution to this problem. Heads-up encounters with destroyers should largely be avoided given Paolo Emilio's poor gun damage output unless the target is exposed and/or crippled. Trust her speed to keep enemies at arm's length, but be aware that playing keep-away constantly will surrender map control and probably cost you the match. Similarly, using her speed to charge headlong into cap circles is a great way to get Paolo Emilio sunk so it's best to play more passively around objectives lest she have a ton of ready support. Next on the list is what she does not have: Namely any detection consumables. As the meta has progressed, Hydroacoustic Search has become more commonplace on high-tier destroyers. Surveillance Radar too has proliferated. This is doubly important to keep in mind when her Exhaust Smoke Generator is active as she is effectively flying blind during the 35 to 40 seconds that it's active. While battleships with active firing guns are easy to see through her smoke, smaller vessels are not. Speaking of her Exhaust Smoke Generator, it is painfully easy to forget how short-lived this consumable operates for. While the X-ray Papa Unaone signal helps immeasurably with its added fives seconds of emission, this still gives her a pittance when it comes to concealment time. Do not panic-blurt her smoke. Also: don't panic fire her guns while she's in smoke lest you light yourself for an enemy you didn't know was there. The reset timer on her smoke is still painfully long (two minutes and twenty seconds) and a premature blast of smoke inside of radar or hydro range will do her no favours. The same can be said if she's being hounded by aircraft or enemy lolibotes. Once the smoke clears, Paolo Emilio may still find herself in trouble. While her smoke is useful defensively, it's best to keep her out of such problem situations in the first place, preserving it for the suicide-rushes she was designed around. Paolo Emilio's vision control is pretty terrible all told. She's reliant on her speed to make up for it and as shown previously, she's not fast enough for long enough to correct all of these problems. Her Exhaust Smoke Generator is powerful, opening up the possibility of some nice offensive and defensive actions but it has its drawbacks too. It's too short lived and she flies blind while its operating. Her fortunes tend to reside on how well her smoke is utilized. VERDICT: Her success is dictated by how well you can use her smoke. Final Evaluation Wargaming designed Paolo Emilio to be a one trick pony. In their own words: Yet despite this, she ended up being delightfully more complex. She can run and gun. She can even play the role of a destroyer interceptor, trusting on her alpha strike and durability to outlast her opponent. She's not good at either of these roles, but she does demonstrate flexibility enough to pull these off in a pinch. They're just not something you should base her entire play around. It's easy to dismiss Paolo Emilio as nothing more than a YOLO-bote. But even in that role, pulling this off successfully isn't always simple. Well, outside of co-op, it isn't simple. Paolo Emilio is like one of the strongest co-op botes I've ever played. Wait in the wings for the enemy DDs to be taken out and then YOLO your way to 130,000+ damage easy as you slash through the enemy cruisers / battleships with her fish. As a crusty ol' veteran, I unduly appreciate complexity in ship performance. But therein lies the trap. Just because a ship is complex, that doesn't necessarily make it good. Paolo Emilio makes you jump through a few hoops to get her to perform even to a reasonable level (again in most PVP encounters -- PVE need not apply) but that's not necessarily a good thing for the average consumer. There are a lot of ways to counter a YOLO-rush from Paolo Emilio and running into these counters time and again can be discouraging. Do I think Paolo Emilio is worth it? Yeah, she's fun. I like her. I'm not sure she's so much fun that I'd go through the slog of regrinding through the Research Bureau over and over and over again. I'd do that for Siegfried but Paolo Emilio is a much harder sell that way. Now I say this without having enjoying much success in Paolo Emilio in PVP battles. My first forays into PVP with her were downright disastrous, if not comical. She really is not an easy ship to play but that, to me, is definitely part of her appeal. Like Haida, if you do well in Paolo Emilio, it's because you played well. Furthermore, it's not because you overcame an unfair set of difficulties either. I will say this: If Wargaming opens up a 1 vs 1 Ranked Battle season at tier IX, Paolo Emilio will be HILARIOUS. Paolo Emilio swatting simulator. Kill it quick before it MIRVs. Conclusion Can't talk. Wargaming released Florida without warning. Must review.
  12. The Defiant. A very special thanks to KillJoy1941 and x2_Weekends for making this review possible. Quick Summary: A large, fast, hard hitting destroyer with a seven gun broadside and 8km torpedoes. Patch and Date Written: 0.6.1 through to 0.6.7.1 March 5th to July 15th, 2017. Cost: 4,800 doubloons. Closest in-Game Contemporary Leningrad & Minsk, Tier VII Soviet Destroyers Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique It wasn't until the Royal Navy (and British Commonwealth) destroyers joined World of Warships that we began to see a match to Blyskawica's pedigree. At best she could previously be compared with some of the Soviet ships, like Leningrad and Minsk, which are fast gunship platforms but still far removed from this Polish beauty. She is the first British-built destroyer in the game after all, with a resemblance that most closely matches the famous Tribal-class destroyers. To this end, I had a want to compare her to HMS Gallant. However,even with Gallant joining the ranks, Blyskawica's play style still resembles the Soviet Destroyers far more than any other ships presently in the game. I fear it won't be until we see the Tribals that we'll have anything close (if even then). PROs Very large hit point pool for a tier VII destroyer at 15,500hp. Her hull and deck are 16mm thick -- capable of auto-bouncing British Cruiser 152mm AP shells when properly angled. Armed with a seven 120mm rifle broadside, providing a powerful alpha strike per volley. Excellent fire starter with the highest fires per minute of any tier VII Destroyer. Long ranged for a destroyer with a 12.0km reach on her main battery with good shell ballistics to these ranges. Can fire her torpedoes from concealment. At a top speed of 39.0 knots, she's quite fast for a mid-tier destroyer. CONs Blyskawica is a very large target for a destroyer with a prominent superstructure and funnel. Her 120mm guns have a 6.5s reload time, hurting their DPM output. Bad firing angles on her #4 turret. Low individual shell damage and poor penetration values on AP shells. Her torpedoes have only modest performance with 14,400 damage and a 57 knot top speed. Terrible anti-aircraft firepower. Sluggish handling for a destroyer with a 5.8s rudder shift time and 610m turning circle. She is one of the least stealthy destroyers in the game. No other Polish ships in the game, limiting her use as a Captain Trainer. I've wanted to come back to revisit Blyskawica and update her review for a long time. When Wargaming let it be known that they intended to change how concealment works and greatly reduce the impact of firing from stealth in open water, I put plans to update this review on hold. I had to wait not only for this game-changing patch to come down but also to wait and see if any buffs would be provided to compensate for its loss. No such gifts and goodies have materialized, so it's probably safe to say that Blyskawica's current self is stable for the time being. Thus, here is the long overdue reprise of this review. Lert will be joining me to provide his take on this iconic destroyer released in World of Warship's first year. The Lertbox When Mouse approached me to write a Lertbox for Blyskawica I jumped at the chance. This little Polish firecracker has been one of my favorite ships in the game ever since she was gifted to me for my birthday in 2016. She is my most played destroyer with two and a half times as many battles as the runner up. I've trained her captain from three points to eighteen, and she has almost a million XP on her. To say I like the ship is like saying that the sun is a wee bit warm. At first I considered writing a "Why Blyskawica is the best ship of its type in tier" style Lertbox like I did for Bogatyr, however I just can't honestly argue that she is the best destroyer in tier. Mahan is a better knife fighter, Shiratsuyu and Akatsuki are better torpedo boats, Leningrad and Minsk are faster - but then I realized: none of those ships are as well-rounded as the Polish cavalrist. Options No surprises here. Poland doesn't appear to have any specialties when it comes to its consumables -- at least among the destroyer variety. Consumables Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard Destroyer options. Premium Camouflage: Tier VI+ Standard (Type 10). This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy You'll want to shell out the extra credits to afford the premium versions of Blyskawica's Damage Control Party and Smoke Generator consumables. These will set you back 22,500 credits each and are well worth the investment. While this destroyer excels at firing from range, you'll be on the receiving end of damage often -- so often, in fact, that you will want to protect yourself with faster repairs of crippled systems and a quicker reload time of smoke. Note, if you're going to use the rare Engine Boost Modification, do invest in the premium version of that consumable too. For your modules, Blyskawica is pretty standard. In your first slot, Magazine Modification 1 is the best choice. She detonates as regularly as other destroyers and this will help mitigate that. If you're using Blyskawica competitively, then equip Main Armaments Modification 1 and don't skimp out on the Juliet Charlie signals to prevent detonations. You can do this latter configuration in Randoms if you prefer, just be aware you could lose your ship to a magazine explosion with some frequency if you are not running the signal. For your second slot, take Aiming System Modification 1. This will tighten her dispersion by 7m at 12km or 9m at her modified maximum range of 14.4km. Honestly, this isn't much but you're dependent on tight shell groupings to really take advantage of Blyskawica's alpha strike ability with her gun volleys. The added bonus of faster traversing torpedo tubes makes it worth while -- especially compared to the other modules you could place in their stead. The third slot for Destroyers is still pretty terrible. The new Engine Boost Modification 1 which provides a 50% increase to the duration of her Engine Boost consumable is probably the most interesting. If you don't have access to that (it only comes from Supercontainers and promotions), take whichever one you want. Their gains are minimal. For your fourth slot, you've a choice. Steering Gears Modification 2 will reduce your rudder shift time from 5.8s down to 4.6s. Alternatively, Propulsion Modification 2 is an excellent option\ (and the one I prefer myself). See the Manoeuvrability section below for the impacts of Steering Gears Modification 2 on ship turning time. Firepower Main Battery: Seven 120mm/50 rifles between four turrets in an A-B-X-Y superfiring arrangement. The forward most turret is a single mount. The other turrets have two guns each. Torpedo Armament: Six tubes between 2x3 dorsal launchers. Main Battery Tier VII Rankings (out of seven) 15,400 AP Alpha Strike: 1st 11,900 HE Alpha Strike: 1st 142.153 AP DPM: 5th (B-Hull Mahan 1st with 157,500) 109,846 HE DPM: 5th (B-Hull Mahan 1st with 135,000) 0.49 Fires per Salvo: 1st 5.17 Fires per Minute: 1st 12.0km Range: 3rd (Sims 1st with 12.9km) I both love and hate Blyskawica's guns. On a per shell basis, Blyskawica has some of the weakest guns at her tier. This should probably be expected given their caliber. Blyskawica fires 120mm shells while everyone else is using 127mm or larger. Their saving grace is that they aren't dual purpose weapons, but dedicated anti-shipping naval rifles. They have great muzzle velocity and shell flight times, but her shells individually do little damage and reload slowly. Range and Ballistics One of the best features of Blyskawica's weapons is their shell flight characteristics. Her 12.0km stock range can be upgraded to 14.4km with the tier 4 skill, Advanced Fire Training. Her range is behind only the American premium Sims and the Soviet Minsk. Unlike Sims, Blyskawica has an excellent 900m/s muzzle velocity, giving her slightly less than a 9s lead time to targets out to 12km. This makes hitting targets at range quite comfortable -- something that only the Soviet destroyers can similarly boast. Other destroyers simply do not have the range or their shells have a lot of "float" at these distances. This makes Blyskawica a bit of a long range specialist among destroyers and she's most comfortable engaging enemies at arm's reach. Fields of Fire and Gun Handling It's a good thing Blyskawica's guns have such good reach and flight characteristics out to range. Up close, her gun handling and fire arcs cause problems. Her gun fire arcs break down as follows: A Turret: 276º front B Turret: 294º front X Turret: 300º rear Y Turret: 270º rear This provides an average field of fire of 285º per turret. When you compare this to similar A-B-X-Y gun mounts on destroyers (ignoring the P mounts between the funnels which area always restricted), you really start to see how often these gun are occluded despite their ideal placement. Here's the average fields of fire for the other tier VII destroyers with these same turrets: Mahan and Sims (4 turrets): 300º Shiratsuyu (2 turrets): 300º Akatsuki (3 turrets): 293.3º Leberecht Maass (4 turrets): 285.5º Leningrad & Minsk (4 turrets): 284.5º Blyskawica's only saving grace is that she concentrates all seven of her guns within these modest sets of firing arcs. The Leningrad-class, Shiratsuyu and Mahan all have an extra turret with heavily restricted fire arcs to add onto this average to bring the number down further. Blyskawica's gun traverse isn't terrible, but it's not good either. Her guns rotate at 10º per second. This is far better than those of the Soviet or Japanese destroyers (which lurch at a paltry 6º per second) but a far cry from the American rotation speeds of 15º and 34º per second off the Mahan and Sims respectively. She won't ever out turn her turrets in the manner that Soviet and Japanese destroyers will, but in an intense knife fight, you'll struggle to keep guns on target. The Tier 2 Captain Skill, Expert Marksman can be used to help ensure her guns are brought back on an opponent quickly while Blyskawica dodges enemy fire, but it's not like she needs the skill to keep her guns fixed while manoeuvring. Damage, Rate of Fire and Shell Penetration Each shell has a 2,200 AP and 1,700 HE alpha strike. This is slightly better and worse than the USN 127mm guns and only slightly behind the IJN 127mm rifles found on Shiratsuyu and Akizuki. Individually these shells don't do a lot of damage. With a 6.5s reload, it's not like she's going to win any DPS races. However, Blyskawica does have her own trump card. Her seven rifles can deal a larger alpha strike in a single volley than any of her contemporaries. A salvo of Blyskawica's guns does a full 25% more damage than Leningrad or Minsk. She puts out 3,927 HE damage per penetrating volley -- enough to strip between a quarter to a third of the hit points of almost any destroyer she faces. So while she may not fire fast, when she does land hits, they are potentially devastating. There's only one fly in the ointment. With 120mm shells, Blyskawica's HE penetration is limited to affecting areas of armour that are 19mm or less. While this is more than sufficient to bully destroyers and harass British Cruisers, it does leave her lacking when it comes to facing Battleships of tier VI or higher. She may also struggle against specific heavy cruisers -- especially those at tier VIII+. When facing these targets, they often have large sections completely immune to her HE shells and short of stacking hits against their superstructure, Blyskawica's damage totals against these ships falls away quickly. There are two solutions, of course. The first is to switch to armour piercing ammunition when confronted with these targets. This can yield some surprising bursts of damage, but only at close range. Blyskawica's penetration values on her AP shells is very lackluster and you can find them bouncing and shattering off of even thinly armoured plate at modest distances. The alternative is to invest four skill points into Inertial Fuse for HE Shells. This allows Blyskawica to penetrate up to 25mm worth of armour, removing the shell immunity from all of her targets short of tier VIII+ Battleships and select cruisers, though it does hurt her chance to start fires. This is a precious asset to hamper. The buffs to the prow of select cruisers, bumping them up to 27mm worth of armour further diminishes the value of this skill for Blyskawica such that it's very difficult to recommend. One of Blyskawica's greatest strengths is her ability to set fires. Taking Inertial Fuse for HE Shells damages this ability significantly -- she never quite recovers primacy among tier VII destroyers, even if you use Demolition Expert to prop her numbers back up. Fire Chance Blyskawica is the best fire starter of the tier VII destroyers. The combination of her large number of guns with a high fire chance per shell gives her the lead in this regard, but this can be padded further with two Captain Skills. Basic Fire Training increases her rate of fire and Demolition Expert to increase the raw chance of starting a blaze. This is one of the most significant ways Blyskawica can pad her damage numbers against targets like Nagato or Iowa that are largely immune to the direct harm of her guns. This has the added benefit of keeping pressure on your target's Damage Control Party, making her more vulnerable to flooding or fires set by your team mates. The question becomes if it's worth trading off the chance of setting fires to open up direct damage opportunities against tier VI and VII battleships with Inertial Fuse for HE Shells. Know that this harms your fire chances significantly., especially given that you may have to give up Basic Fire Training or Demolition Expert to afford it. In my opinion, when it comes to engaging capital ships, destroyers should hit and run and not dabble with illusions of providing sustained bombardment to wear down their foes. It provides too many opportunities for reprisals on a ship that should rely on stealth and speed to stay alive. To this end, I prefer Blyskawica specialized to set blazes rather than deal direct damage. Torpedoes In contrast to her guns, Blyskawica's torpedoes are a bit of a let down. They're not terrible, per se, but they certainly aren't anywhere close to good. Heck, they're not even interesting. There are three major flaws with Blyskawica's torpedoes that make them so lackluster. They are slow. They are not long ranged. She cannot do a lot of damage. Her fish travel at 57 knots which is shy of the minimum of 60+ knots you want to see on any ship that relies on their torpedoes to do a significant portion of their damage. It takes her torpedoes in excess of 53 seconds to reach the end of their running distance. A torpedo traveling 62 knots would cover this five seconds faster. This disparity in speed over running distance makes landing those long range hits difficult. The more time goes by, the more likely your target will dramatically change course, reducing the use of the aiming predictor to land hits reliably on target. At 8.0km, Blyskawica's torpedoes do allow this large destroyer to launch her fish from concealment, but only just. At best, Blyskawica can count on a 1.3km stealth firing window to engage her targets. This limits the use of her torpedoes to direct attacks only rather than having any use as an area denial weapon. This 8.0km range makes the risks of being spotted so close to potential prey items near catastrophic. This is easily inside radar range of even tier VII ships and well within the reach of terrifying German secondary gun batteries. Individually, her torpedoes don't hit especially hard either. At 14,400 damage, Blyskawica's torpedoes sit on the low side of average at tier VII. However, she only mounts six torpedo tubes versus the minimum of eight found on every other contemporary destroyer. So while salvos from other tin cans (short of a Sims) are likely to be catastrophic against all target types, Blyskawica has to often make due with simply mauling a hale and healthy target with her strikes. This limits Blyskawica's ability to outright delete select targets and usually necessitates falling back on her guns to try and finish off what she started. Summary Blyskawica should be thought of as a gunship that has workable torpedoes. She isn't a knife fighting destroyer like the Sims or Mahan and she needs to open up the range and use her better ballistic arcs to out trade the Americans. She doesn't have the DPM of the Soviet destroyers so she needs to force a knife fight where the Soviets will struggle to bring their guns to bear. This makes any gun fights with Blyskawica interesting and rewarding when you can use your ship's advantages and out play your opponents or infinitely frustrating to forever be caught out of your element. Her torpedoes are functional but not exciting by any means and make a good backup weapon to prey upon larger ships when their little friends have been thinned out. Versus Mahan You have the speed advantage over the American and more comfortable gunnery at range. The Mahan has better DPM, turns better and arguably has better torpedoes. However, when properly played this duel should be a gunnery duel from beginning to end. Keep the Mahan at range and wiggle, but keep a wary eye out for stray torpedoes. As long as you keep the battle at around 9 ~ 11 km, his torpedoes shouldn't be a threat and your comfortable gunnery should beat out his DPM. It won't be easy landing reliable hits if he's waggling his aft like he should, but with his gunnery hitting you will be even more problematic. With your speed you should be able to dictate the engagement and keep him right where you want him. In this engagement it's probably in the Mahan's best interest to go dark and try to escape. Manoeuvrability Top Speed: 39.0 knots Turning Radius: 610m Rudder Shift Time: 5.8s Maximum Rate of Turn: 8.2º per second. Blyskawica feels like a big destroyer -- she's sloppy in a turn. Though she answers her rudder quickly enough, she feels like she slides a lot,owing to her large, 610m turning circle and the 5.8s rudder shift she possesses. There's not much that can be done to alleviate this bloated feeling when it comes to Blyskawica's handling. Adding Steering Gears Modification 2 provides only a 0.15s gain on a 90º turn, improving her rotation rate by a mere 0.06º/s to 7.56º/s over this turning angle. The closest analogue to Blyskawica's rate of turn is found in the Soviet Minsk and Leningrad. It's not until Blyskawica decelerates to her optimal turning speed of 32.8 knots that she really bites into the water. Blyskawica will reach this speed under full power in about 19 seconds of hard manoeuvres, though it can be reached faster by adjusting her engines. Overall, Blyskawica responds poorly to sudden threats, yet she comes into her own over the course of a protracted series of wiggles and dodges. This creates a frustrating duality: enemy torpedo salvos are incredibly dangerous to Blyskawica while incoming fire from larger vessels can seem just as easy to avoid in this Polish ship as other destroyers. Part of the reason enemy torpedoes are so dangerous is her good speed. At 39.0 knots, Blyskawica doesn't win any awards for being the fastest ship out there (that is firmly held by the Soviets for now), but she's no sluggard. She can easily control engagement distances, closing the range or kiting as needed. However, this great speed can get her into trouble quickly -- such as finding herself with torpedoes ahead and being unable to manoeuvre into the gaps or tripping over the scouting elements of the enemy fleet. Vigilance is a very valuable skill for players who like to contest cap circles early in their Polish destroyer to provide more reaction time to this threat. Versus Leningrad & Minsk And now the trickiest theoretical duel. These Russian ships have a slight DPM advantage and a less-than-slight speed advantage. Their turning circle is greater but their additional speed means that they're almost as fast through a turn as you are. Their gunnery is as comfortable at range as yours is, and their concealment is near identical to yours when neither is firing. One minor advantage you have is that their DPM relies on fast ROF rather than large volleys, meaning that they have less time between volleys to concentrate on steering. With their superior speed they can close the distance quickly or disengage when the duel is going sour. I have to be honest here, dueling Leningrads (and since 6.2, Minsks) has always been a problem for me in Blyskawica. You have the gunnery to beat them up, but only if they allow it, and hitting such a speedy target isn't easy. Meanwhile, they can give just as hard as they can receive. Blyskawica's saving grace in this theoretical duel is her faster turret traverse, allowing you to keep your guns on the Russian boat while throwing your ship around more. Still, this isn't a duel where you can press your advantages and force your strengths on their weaknesses, this is a duel where the superior driver wins. Not the superior boat. Blyskawica may be a large destroyer, but she's so very small compared to proper cruisers, like Cleveland. Ideally, she should be working closely alongside support gunships like Cleveland, Shchors and Yorck, providing second-line artillery fire to supplement the heavy hitters once the enemy destroyer threat is neutralized. When needed, she can redeploy as a scout or to drop smoke for her team mates to help control vision. Durability Hit Points: 15,500 Min Bow & Deck Armour: 16mm Blyskawica is a large destroyer with a lot of health to match. At 15,500hp, she has the second highest hit point pool at her tier, outdone only by the enormous Leberecht Maass. Given her DPM disparity with her guns, this advantage in hit point should be put to good use when knife fighting with enemy destroyers. It also doesn't hurt to play to this advantage by padding it further with Survivability Expert. Taking this skill adds another 2,450hp to Blyskawica's total, bringing it up to 17,950hp which makes trading with American and Soviet destroyers much more tenable. Players should be aware that Blyskawica has a very large forward powder magazine, meaning almost any HE hits taken from behind her A turret right to her bridge are likely going to be damaging the magazine and prompting those dreaded detonation rolls. Her rear magazine is long and slender but slightly less exposed. Unfortunately, both lockers reside well over the waterline and catastrophic explosions in this ship should not be unexpected, especially if someone is boneheaded enough not to run with Magazine Modification 1 in their destroyer. Concealment & Camouflage Surface Detection Range: 7.7 km Air Detection Range: 3.8 km Minimum Surface Detection Range: 6.8km Within her matchmaking spread Blyskawica is one of the least stealthy tin cans available This problem is further compounded by her tier. Destroyers at tier VIII have access to Concealment Modification 1 which further reduces their surface detection range, putting Blyskawica at a further spotting disadvantage when facing stronger opponents. You can almost always count on being seen first when engaging enemy lolibotes with a mere 3 exceptions (Mahan, Kiev, and Tashkent) . It cannot be understated how much of a drawback this is for tier VII destroyers and Blyskawica specifically. Given Blyskawica's long range gunnery, players should pay close attention to their minimap and mind which ships will be able to spot her when she fires. Dealing the killing blow on an enemy destroyer may keep Blyskawica imperiled by vessels further afield that are still within her gunnery range. This goes doubly so if a player elects to use Advanced Fire Training. The good news is that unlike many of the large Soviet Destroyers, Blyskawica is capable of launching her torpedoes from concealment without issue. Once the enemy scouts are taken care of, she can make use of her modest concealment to make attack runs on larger ships. Just be wary of spotter aircraft. Versus Shiratsuyu You have the speed and the gunnery advantage, he has his imposing walls of skill. Remember though that Blyskawica is a big boat, especially compared to Japanese torpedo boats, and thus he'll probably spot you before you spot him. Often times the first sign that a Shiratsuyu is in the area is the torpedo wall approaching your ship at speed, forcing you to put on your best torpedo beats to survive. If the situation allows, turn to hunt him down with your significantly superior speed. When he's lit, give him that biblical beating that he deserves with your far superior gunnery. Be aware however that he might have another set of torpedoes ready for you when you do find him, with his torpedo reload boost consumable he can have a second set of eight torpedoes ready a mere five seconds after firing the first. This duel comes down to your skill in avoiding torpedo walls. In a gunnery duel Shiratsuyu doesn't stand a chance unless Blyskawica is near death already. Press that advantage. This graph shows the lowest possible surface detection range of the respective ships using commander skills, upgrades and camouflage of all of the ships in Blyskawica's matchmaking spread. Notice the upward trend in spotting distance from tier V through to VII and the sudden drop at tier VIII and IX. This really damages the competitiveness of tier VII.Minekaze Group includes: Minekaze, Fujin, Kamikaze, Kamikaze R, MutsukiFubuki Group includes: Fubuki, Shinonome, GnevnyBlyskawica Group includes: Blyskawica, Leberecth Maass, Minsk Anti-Aircraft DefenseAA Battery Calibers: 40mm / 13.2mmAA Umbrella Ranges: 3.5km / 1.2kmAA DPS per Aura: 22 / 14 For a ship that was historically renown for having the best AA firepower for a destroyer at the time of her construction, Blyskawica's anti-aircraft firepower in World of Warships is pretty terrible. To be fair, the anti-aircraft defense she famously provided for a British town was done with a more modernized armament than what we see in World of Warships. She has no large-caliber anti-aircraft artillery (her main battery is not dual purpose) and thus she struggles to fight back against enemy planes. How to Bring the Thunder! Wait, no, that one sank... Blyskawica has her own dedicated Captain with no other Polish ships (yet) added to the game. This means there's no excuse not to optimize your build to maximize her efficiency. Your core skills should be the following: Take Priority Target as your first skill. Next, take the good ol' destroyer standby: Last Stand. After that, you have your choice of two skills: Demolition Expert or Basic Fire Training. I'm of the opinion that the former is preferable to the latter on your first pass but you will want both eventually. Take one and move on. Finally, take the second destroyer must-have: Concealment Expert. After you've doubled back to grab the other third tier skill, it's time to look at other options. Here are the most common skills associated with Blyskawica and the merits and flaws of each: Tier 1: Preventative Maintenance. A lot of players prefer taking this skill over Priority Target, but the gains aren't what they appear to be. The incapacitations described in the skill refer to the temporary disabling of modules, or the "critical hits" that can affect main battery, torpedoes, steering gears and engines. As the hit point pool of these modules depletes, the odds of a critical hit increase. Preventative Maintenance tweaks those odds. So if, a shell has a 20% chance to knock out your ship's steering gears when struck, this skill would reduce that down to 14%. The exact numbers for the critical hit chance per module is not known at this time. Tier 2: Expert Marksman. This is a handy skill for Blyskawica, especially for players that like to wiggle and dodge while returning fire. This increases her turret rotation rate up to 12.5º per second, a full 4º per second faster than her maximum ship rotation rate, making it much easier to keep your guns fixed on target during evasive manoeuvres. Tier 2: Adrenaline Rush. It's hard to argue with a soft boost to the reload rate of your guns and torpedoes as you take damage. This can make all of the difference in a close fight. However, on some games, you just won't get a return on your investment. Tier 3: Survivability Expert. This skill is worth its weight in gold in competitive environments, boosting Blyskawica's hit point total up to a massive 17,950hp. If you're planning to take her into Ranked Battles, this is a solid investment. Tier 3: Torpedo Armament Expertise. I'm not convinced Blyskawica's torpedoes are good enough to warrant this investment. Some may, and that's up to their play style choice. Tier 3: Vigilance. If you fancy contesting capture circles and bullying lesser gunships with Blyskawica but (like me), you find yourself quite embarrassingly getting your bow blown off by enemy fish, this can help make you look less like a scrub (like me). Note, the get-gudders out there won't need this one. Tier 4: Inertial Fuse for HE Shells. This is the oh-so controversial skill. This increases the armour that Blyskawica can damage with HE shells from 19mm to 25mm, which effectively allows her to directly bombard all tier VII and lower battleships and most (but not all) heavy cruisers she encounters. This comes at the expense of what is an excellent chance to set fires. It's really up to the player to decide how they want to stack their damage. Tier 4: Advanced Fire Training. This will boost Blyskawica's gunnery range from 12km to 14.4km. She has the shell ballistics to make landing hits at this range comfortable, especially against large capital ships. The increased surface detection range may make contesting cap circles early on more risky, but the advantages of a larger stand-off range while engaging enemy ships is a definite plus. Tier 4: Radio Location. If you fancy yourself a nightmare for all things IJN, this is a fun (if expensive) skill to have. My own suggestion would be the following builds. Long Range Fire Starter: Core skills (including both Basic Fire Training and Demolition Expert). Advanced Fire Training and Adrenaline Rush. Cap Circle Duelist: Core skills (Basic Fire Training but no Demolition Expert). Vigilance, Survivability Expert, Expert Marksman, Preventative Maintenance. Blyskawica has the second largest surface detection range at tier VII behind only Mahan. Out of all of the ships she faces in her matchmaking tier, she is only more stealthy than three other vessels: Mahan, Tashkent and Kiev. Out of all destroyers from tiers V through X, she is tied for 37th place with four other ships among 45 vessels. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Destroyers are one of the more challenging classes to play effectively in World of Warships, particularly as you climb into the higher tiers where the threats keep multiplying. Radar ships being appearing at tier VII with premiums like Belfast, Atlanta and Indianapolis and are outright commonplace by tier VIII. Radio Location becomes a common skill among IJN destroyers. And to top it all off, you're playing at a tier that has the highest average of improved detection rate of any of the destroyers in the game, with Blyskawica being one of the largest overall. Good luck! Skill Ceiling: Low / Moderate / High / ExtremeBlyskawica will reward you with all of the usual tricks and plays expert Destroyers have crafted and honed, yet her unforgiving surface detection range makes the knowledge of these skills all the more important. She can perform beautifully, especially with long range gunnery harassing larger ships, but the risks are great and only experience will let you know when they outstrip the rewards. The Lertbox I love this ship. It speaks to the quality of the ship that she has an answer for almost every situation, be it long range bombardment of battleships, outrunning cruisers, laying down some decent torpedoes or bullying destroyers on at least equal footing. Only against planes does she have a weakness, and Leningrads / Minsks are the bane of her existence. That said though, when I was play-testing Minsk and Leningrad, I always reached back to Blyskawica when the testing was done. In my opinion she's just a more well-rounded ship than either Russian offering. Make no mistake: other Tier VII destroyers are better at some things. Shiratsuyu and Akatsuki are better torpedo boats, but Blyskawica is good enough. Mahan is a better gun boat, especially up close, but Blyskawica is good enough. Leningrad and Minsk are faster and more flexible in a tactical sense, but Blyskawica is good enough. While each of the other offerings might be better in certain situations, I'm hard pressed to think of one where Blyskawica can't compete. And that flexibility, that ability to handle almost any situation and make a strong showing makes this Polish Winged Hussar my favorite tin can in the game. Mouse's Summary: Surface Detection range for tier VII Destroyers sucks. Blyskawica has super fun guns and only "meh" torpedoes. I cannot, for the life of me, pull my win rate out of the gutter on this ship. Blyskawica, more so than almost any other destroyer in the game, was adversely affected by the removal of stealth-firing in 0.6.0. She could boast upwards of a 4km stealth-firing window -- one that was exceeded by ships like Sims, but with a difference. Blyskawica had the ballistic arcs to make firing from this range rather elementary. She used to be able to rain shells down with impunity on larger targets once the escort screen of enemy destroyers were clear. Only enemy aircraft could foul this up, and then only just. Radar ships, even the vaunted super-reaching radar of the Soviet Cruisers, couldn't unmask a Blyskawica with Advanced Fire Training, intent on pummeling larger surface ships to death. While she didn't have the shell caliber sufficient to land direct damaging hits to many parts of the capital ships she faced, she could light fires aplenty and that worked beautifully... well, beautifully for Blyskawica. It was annoying as Hell for the person on the receiving end. Since the changeover, she's done alright. She's not a dominant force within her tier. The changes to stealth firing really made her large surface detection range matter more. Advanced Fire Training, has become a double-edged sword rather than a play-style choice. She still provides excellent harassing gunnery support -- perfect for chasing off IJN Destroyers that get too close or lending firepower to help punish capital ships that find themselves out of position. However, Blyskawica's star has dimmed somewhat with the loss of her gimmick. This should be expected of a generalist, especially one that has lost the one thing that made her special. As Lert is fond of pointing out, Blyskawica's specialty is that she doesn't overspecialize in any one thing. She's fast, but she's not the fastest ship. She's a gunship but she's not a DPM or knife fighting monster. She has decent torpedoes but not a good torpedo armament. I love Blyskawica, I really do. She's a "cursed" ship for me -- one that I don't play often enough and when I do, I end up losing. A combination of (really) stupid mistakes with the usual small-sample size of games played means that I haven't (yet) rescued my win rate from the dregs on this boat. I still recognize her as a good ship, but it would be a lie if I said she was still very competitive in Random Battles. I think this may be more symptomatic of the problems with tier VII destroyers on the whole, however. They sit right at the crossroads -- destroyers get larger as they climb in tiers, thus increasing their overall surface detection range. At tier VIII, this reaches a critical point and Wargaming have opted to provide the Concealment Module to bring their surface detection range back down to competitive levels. While I don't think Blyskawica needs buffs to be viable, I wouldn't mind seeing some small tweak here or there. I think that says a lot about the state of this ship currently. Would I Recommend? PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Mouse: Like all destroyers in PVE Battles, Blyskawica does have to contend with bots that always know where she is (even when she's not spotted). If you can get over this hurdle and adjust your play appropriately, she's a great contender. We have not seen any scenarios where Blyskawica can be used. I was personally hoping to see her eligible for the Dunkirk mission (she was there, after all!). Otherwise, I would keep clear. Lert: With the bots target prioritization being what it is, driving any destroyer is difficult. However, Blywkawica's lack of stealth compounds the problem. Be aware of these factors when considering her for PvE. If this didn't scare you away, she can be a rewarding drive. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: Honestly? I kinda have to give Blyskawica a bit of a pass here. She can do well, don't get me wrong, but tier VII destroyers have it rough. She's alright when top tier, but she's been hurting as mid and bottom tier far more so than she once did. The lack of stealth firing really hurts, but not as much as being one of the easiest destroyers in the game to detect and with only medium range torpedoes. Lert: Yep! In case Mouse and me haven't made it clear yet there aren't many situations where Blyskawica falls short and at the tier she makes a decent amount of credits too. The only fly in the ointment is that she's the only Polish ship in the game so she isn't really suitable for captain training. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Blyskawica has always stood out as a great Ranked Battle ship. She's right up there with Sims as one of the go-to vessels at tier VII to run amok. The removal of stealth firing has knocked some of the wind out of her sails, but she's still a strong ship in this environment. Lert: Oh yes. That same flexibility counts here as well, but it's her speed and comfortable gunnery that sets her apart and makes her an ideal choice for competitive play. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Mouse: All Canadians should own this ship. She's the official sister ship to HMCS Haida for good reason. The two ships served alongside each other in multiple operations. Blyskawica has an amazing amount of history to her. Lert: Yes. She's a beautiful and storied ship that survives as museum. She's a legend in her own country and helped save a British town from German air attack during the war. For Fun Factor: Bottom line: Is the ship fun to play? Mouse: If nothing else, Blyskawica is a very fun ship to play. She has unique gunnery not seen on other ships. She's got better gun handling than the Soviets while offering a similar style of play which just makes her all around more comfortable. Lert: She's my favorite destroyer in the game, by far. Do you really expect me to answer anything but a resounding 'yes' here? What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. I wish the same could be said about tier VII as a whole for destroyers. Tier VII is GARBAGE tier for destroyers.
  13. Dmarvin

    Z44 Torpedo Spammer

    Hello, I recently bought the Z44 for coal after deciding against the Pommern and Thunderer and do not regret the decision. The monster is a better torp boat than the Shima and I wish I had not passed on a discounted Benham during that event. I have a screen shot of captain skills, equipment, and a recent game. The games seem to be fairly consistent so long as I do not get jumped by a dd or radar. The torpedoes are reloading in 65 seconds before AR, go 71 knots, and seem to be hard to dodge with my current build. I am planning on getting expert marksman to help with the turret traverse, but it does not seem to be necessary. I am thinking the Shim needs a buff to help with consistency...
  14. Totenliste

    Possible Italian DD line

    We really need to get some Italian DDs out there to fight the French Destroyers Note: I tried to avoid using another country's unmodified destroyer in this line up. [T2] Curtatone Class DD 1923 https://www.navypedia.org/ships/italy/it_dd_curtatone.htm https://en.wikipedia.org/wiki/Curtatone-class_destroyer Type: Destroyer Displacement: · 953 t (standard) ·1214 t (full load) Length: 84.72 m (277 ft 11 in) Beam: 8 m (26 ft 3 in) Draught: 2.46 m (8 ft 1 in) Propulsion: ·2 shaft Zoelly steam turbines ·4 Thornycroft type boilers ·22,000 hp (16,400 kW) Speed: 32 knots (59 km/h; 37 mph) Range: 1,800 nmi (3,300 km) at 15 knots (28 km/h; 17 mph) Complement: 117 Armament: ·4 × 102 mm guns (2 × 2) ·2 × 76 mm AA guns (2 × 2) ·6 × 13.2 mm machine guns ·6 × 450 mm (18 in) torpedo tubes (2 × 3) ·16 mines [T3] Quinto Sella Class DD 1929 Refit https://www.navypedia.org/ships/italy/it_dd_sella.htm https://en.wikipedia.org/wiki/Sella-class_destroyer Type: Destroyer Displacement: ·1140 t (standard) ·1,457 t (full load) Length: 84.9 m (278 ft 7 in) Beam: 8.6 m (28 ft 3 in) Draught: 2.7 m (8 ft 10 in) Installed power: ·3 Thornycroft boilers ·36,000 shp (27,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 knots (61 km/h; 38 mph) Range: 3,600 nmi (6,700 km; 4,100 mi) at 14 knots (26 km/h; 16 mph) Complement: 152 Armament: ·2 × twin 120 mm (4.7 in) guns ·2 × single 40 mm (1.6 in) AA guns ·2 × single 13.2 mm (0.52 in) machine guns ·2 × twin 533 mm (21 in) torpedo tubes ·32 mines [T4] Turbine Class DD 1927 https://www.navypedia.org/ships/italy/it_dd_turbine.htm https://en.wikipedia.org/wiki/Turbine-class_destroyer Type: Destroyer Displacement: ·1,220 t (standard) ·1,670 t (full load) Length: 93.2 m (305 ft 9 in) Beam: 9.2 m (30 ft 2 in) Draught: 3 m (9 ft 10 in) Installed power: ·3 Thornycroft boilers ·40,000 shp (30,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 knots (61 km/h; 38 mph) Range: 3,200 nmi (5,900 km; 3,700 mi) at 14 knots (26 km/h; 16 mph) Complement: 179 Armament: ·2 × twin 120 mm (4.7 in) guns ·2 × single 40 mm (1.6 in) AA guns ·4 × twin 13.2 mm (0.52 in) machine guns ·2 × triple 533 mm (21 in) torpedo tubes ·52 mines [T5] Soldati Class DD 1941-1942 Version (also known as Camicia Nera Class) https://www.navypedia.org/ships/italy/it_dd_soldati.htm https://en.wikipedia.org/wiki/Soldati-class_destroyer Type: Destroyer Displacement: · 1,830 t (standard) · 2,460 t (full load) Length: ·106.7 m (350 ft 1 in) (o/a) ·101.6 m (333 ft 4 in) (pp) Beam: 10.15 m (33 ft 4 in) Draught: 3.15–4.3 m (10 ft 4 in–14 ft 1 in) Installed power: ·3 Yarrow boilers ·48,000 shp (36,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 - 35 knots Range: 2,200 nmi at 20 knots Complement: Electronics: 206 Sonar Armament: ·(2 × 2 + 1 x 1) 120 mm (4.7 in) guns ·(4 × 2) 20 mm AA guns ·2 × triple 533 mm (21 in) torpedo tubes ·2 × depth charge throwers ·48 mines [T6] Navigatori Class DD 1939-1940 Refit Version (Class built in answer to French Jaguar and Guépard classes) https://www.navypedia.org/ships/italy/it_dd_navigatori.htm https://en.wikipedia.org/wiki/Navigatori-class_destroyer Type: Destroyer Displacement: ·2,125 t (standard) ·2,888 t (full load) Length: 109.3 m Beam: 11.2 m Draught: 4.2 m Installed power: ·4 water-tube boilers ·50,000 hp Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 – 35 knots Range: 3,800 nmi (7,000 km; 4,400 mi) at 18 knots (33 km/h; 21 mph) Complement: 222–225 (wartime) Armament: ·3 × twin 120 mm (4.7 in) guns ·2 × single 40 mm (1.6 in) AA guns ·8 × twin 13.2 mm (0.52 in) machine guns ·6 × 533 mm (21 in) torpedo tubes (2 x 3) ·86–104 mines ·2 DCT [T7] Comandanti Medaglie d'Oro Class DD 1942 (Group 1) https://www.navypedia.org/ships/italy/it_dd_comandanti.htm https://en.wikipedia.org/wiki/Comandanti_Medaglie_d'Oro-class_destroyer Type: Destroyer Displacement: · 2,067 t (standard) · 2,900 t (full load) Length: 120.7 m (396 ft) (o/a) Beam: 12.3 m (40 ft 4 in) Draught: 3.6 m (11 ft 10 in) Installed power: ·3 three-drum boilers ·60,000 shp (45,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 35 - 38 knots Range: 3,300 nmi (6,100 km; 3,800 mi) at 20 knots (37 km/h; 23 mph) Complement: 272 Sensors and processing systems: EC-3 ter Gufo search radar Armament: ·4 × single 135 mm (5.3 in) guns ·12 × single 37 mm (1.5 in) AA guns ·2 × triple 533 mm (21 in) torpedo tubes ·52 mines ·2 depth charge throwers, 64 depth charges [T8] Spalato Class DD 1943 (Italian Armament and Machinery in French based Fantasque hull) https://www.navypedia.org/ships/italy/it_dd_spalato.htm https://en.wikipedia.org/wiki/Yugoslav_destroyer_Split Type: Large destroyer Displacement: · 2,040 t (Standard) · 2,500 t (full load) Length: ·120 m (393 ft 8 in) (o/a) ·114.8 m (376 ft 8 in) (p/p) Beam: 11.3 m (37 ft 1 in) Draft: 3.48 m (11 ft 5 in) Installed power: ·55,000 shp (41,000 kW) ·3 × Yarrow boilers Propulsion: 2 × shafts; 2 × geared steam turbines Speed: Crew: 36 - 38 knots 214 Armament: Electronics: ·5 × single 135 mm (5.3 in) guns ·10 × single 37 mm (1.5 in) AA guns ·4 × twin 20 mm AA guns ·2 x triple 533 mm (21 in) torpedo tubes ·40 mines ·2 depth charge throwers ·2 DCR Sonar, Radar Note this is the completed version that Italy was unable to complete as shortly after getting it launched they scuttled it. As completed by Yugoslavia 1958. Here is a project done by Tzoli called DD Design 1939 I have a feeling this captured hull might have been something similar. Just swap out the quad racks for triples. Also check out Tzoli's other ship projects that never were, they are exceptional. https://www.deviantart.com/tzoli/art/Italian-Destroyer-Design-1939-779653886 [T9] Commandante Botti Class DD (Variant twin mount version of Comandanti Medaglie d'Oro 2nd Group) https://www.navypedia.org/ships/italy/it_dd_comandanti.htm https://en.wikipedia.org/wiki/Comandanti_Medaglie_d'Oro-class_destroyer Type: Destroyer Displacement: · 2,067 t (standard) · 2,900 t (full load) Length: 120.7 m (396 ft) (o/a) Beam: 12.3 m (40 ft 4 in) Draught: 3.6 m (11 ft 10 in) Installed power: ·3 three-drum boilers ·60,000 shp (45,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 36 - 38 knots Range: 3,300 nmi (6,100 km; 3,800 mi) at 20 knots (37 km/h; 23 mph) Complement: 272 Sensors and processing systems: Radar Armament: ·4 × double 135 mm (5.3 in) guns ·12 × single 37 mm (1.5 in) AA guns ·2 × triple 533 mm (21 in) torpedo tubes ·52 mines ·2 depth charge throwers, 64 depth charges [T10] Capitani Romani Class DD/CL 1943 (Built in response to French Fantasque and Mogador classes) [Slightly modified Paolo Emilio] https://www.navypedia.org/ships/italy/it_cr_regolo.htm https://en.wikipedia.org/wiki/Capitani_Romani-class_cruiser Type: Destroyer/Light cruiser Displacement: ·3,987 t (standard) ·5,600 t (full load) Length: 142.2 m Beam: 14.4 m Draught: 6.4 m Installed power: ·4 water-tube boilers ·110,000 shp (82,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 43 knots Range: 4,350 nmi (8,060 km; 5,010 mi) at 18 knots (33 km/h; 21 mph) Complement: 494 Sensors and processing systems: Sonar, Radar Armament: ·4 × twin 135 mm (5.3 in) DP guns ·6 × single 65 mm AA guns ·4 × sextuple 20 mm (0.8 in) AA guns ·2 × quadruple 533 mm (21 in) torpedo tubes ·114-136 × mines ·2 DCR (24) ·2 DCT Armour: ·Turrets: 6–20 mm (0.24–0.79 in) ·Conning tower: 15 mm (0.59 in) Having had the T VI-IX (especially the IX having Emilio there is difficult) done already doesn't leave a lot of wiggle room. Notes: Curtatone: brought a number of innovations, concerning armament structure and arrangement. Curtatone class ships became the first Italian destroyers with all armament placed at center line. For the first time in Europe 102mm guns were installed in twin mounts. Besides that, these ships received triple TTs instead of twin. Soldati: Most successful and numerous class of Italian destroyers. Navigatori: Ordered in 1926 as the answer to the new French Jaguar and Guépard classes. New features of "Navigatori" type became machinery arrangement in echelon, that theoretically raised battle immunity. Transition to new 120mm/50 guns became another important innovation on account of the higher firing rate of the new guns "Navigatori" with three twin mounts not only did not yield, but also exceeded previous Leone class DDs with their four twin mounts of the old model. Comandanti Medaglie d'Oro: In one of the design stages 135mm guns took places both in single and twin mounts (my Commandante Botti Class), but in an ultimate variant the preference had been decided to go with four single mounts. Obviously my Commandante Botti Class at T9 can be tinkered to fit in at this level using twin mounts. Capitani Romani: Light cruisers of the Capitani Romani class became the answer to the new French Fantasque and Mogador classes. The ships should have, eight 135mm guns in four turrets, six of the newest 65mm AA guns and 2 quadruple TTs. The latter had original "two-level" construction (two tubes in the level and two in the upper). Because of unavailability of 65mm AA guns it was necessary to replace them with the habitual twin 37mm MGs. Now with the Paolo Emilio having 20-mm L65 Breda machine guns in sextuple mounts it forces my version to have them too. My T10 version has the following differences: Modified as designed add back the intended 65mm guns swapping out the 37mm, change out double 20mm for sextuple 20mm, and add radar/sonar option also slightly larger (difference with Paolo Emilio slightly better AA and radar/sonar option vs + 1 additional 1 x 4 TorpTube). Overall most Italian destroyers are known for instability problems at high speeds especially since they did time trials unloaded for intimidation factor of speed over the French. Most ships using their stable speed compare well to their French counterparts as well as in armament. Special Gimmick: Exhaust smoke generator as seen on Paolo Emilio. Other items up to design team of course.
  15. I understand Fen Yang's tweaks from her sister IJN destroyer Akizuki in regards to gunnery performance. However, Fen Yang's torpedoes currently fill a niche role that ventures into Asashio's territory. For those who don't know what I am referring to, Fen Yang currently has a deepwater variant of Akizuki's upgraded torpedoes, the Type93 mod. 2's, that have longer range (12km instead of 10km), slightly longer reload, and lowered detectability (0.8km instead of 1.7km); but the inability to damage destroyers & cruisers. Fen Yang's torpedoes can only hit battleships and aircraft carriers, similar to Asashio. Fen Yang's torpedoes are in direct conflict with the other Pan-Asian deepwater torps, which possess the ability to hit cruisers. I have a proposed change regarding Fen Yang's torpedoes. Give Fen Yang a deepwater variant of the stock Akizuki torpedoes, the Type92 mod. 1, with the ability to hit cruisers as well as battleships & aircraft carriers. The torpedo alpha would be reduced from the current 20,967 damage down to 17,233, the speed & reload would be reduced slightly, and the range reduced to 10km. Considering that Fen Yang only has one quad torpedo launcher, I don't think this change in torpedo armament would make Fen Yang overpowered in any way. The torpedo stats would be a slight nerf, however the ability for Fen Yang's torpedoes to damage cruisers would bring this destroyer back in line with the various other Pan-Asian destroyer torpedoes, while allowing Asashio to do what she does best: hunting battleships & CVs.
  16. Carriers doing too much damage to CA and BB? DDs can hang back and be part of the AA screen instead of needing to focus on the capture. The new submarines are too effective when DDs aren't around? Now DDs can focus more on killing subs. Not enough DDs in play for either historical realism or practical gameplay reasons? Maybe now they stop getting mostly killed in the first 5 minutes. Tired of the DD cloaking device? Maybe if they don't have to fight over the cap the DD stealth can be a little bit less silly. DDs have too much to do? One less thing.
  17. The Kléber This is a ship that, when it came out, was pretty broken, as evidenced by the wolfpacks we saw in Clan Battles and KOTS. Then, its concealment was nerfed in 9.0, and many people forgot about it, shoved out of the spotlight, never to return... I know, pretty melodramatic. Anyway, on to the review. Quick Disclaimer: I am only a 54% WR player on NA, so take this all with a huge grain of salt. I do have a 59% WR in Kléber over about ~700 games, but this is meant to be more informative. There will be tips, especially with the captain build at the end, but since there are players like Gaishu with 80%+ WRs don't take this advice over much of anyone else's. Credit: Since I am lazy, I will being used WoWs FT for many of the images, so credit goes to them. Skill Floor: Very Challenging. -DDs in general are a difficult class to play, and playing a smokeless DD with poor torp range with no opportunities to inflect harm-free damage, this is doubly so. Skill Floor: High/Very High -Kleber's unique toolkit has the potential to be devestating in the right hands. CVs however can be a major limiting factor. Sections: -Main Battery -Torpedoes -Defense/Hull Mechanics -Concealment -Agility -AA (ha....just no) -Consumables -Upgrades/Captain Skills -Conclusion Main Battery: Kleber sports 8 139 mm barrels, the highest T10 DD caliber in the game, at least until the German DD split is released. These guns are key to Kléber's playstyle, and as such, a detailed look is required. First, let's take a look at the firing angles of Kléber: As you can see, Kleber has excellent firing arcs. In fact, it has the best gun firing arcs out of all T10 DDs. As LWM has often said, 30 degrees or less constitute excellent arcs. As such, Kleber's unified 24 degree arcs are best in class. This comes in handy in many situtions. For example, when kiting (a very strong position for Kleber, as I will discuss later), Kleber can maintain very heavy angling to a target. While this isn't as important in a DD, who don't have armor to angle shells against for the most part, it can be used to reduce overall damage taken. It also allows Kleber to have a very aggresive angle of attack, particularly when pushing and threatening DDs. Use these to your advantage. Let's look at some general stats for her gunnery: 8 139 mm guns 4x2 turrets 13.6 km range 18 sec turn time 7 sec reload. 2000 HE alpha 10% fire chance 2700 AP alpha Standard ricochet angles (45-60) 23 mm threshold (standard 0.025 fuse) That's quite a lot of data! Here are some DPM numbers: 137,143 HE DPM (stock) 164,046 HE DPM (MBM3 + nerfed BFT) 185,143 AP DPM (stock) 221,463 AP DPM (MBM3 + nerfed BFT) As you can see, Kleber's stock HE DPM is quite pitiful. It has comparable DPM to a stock Shima or a stock Z-52. Not exactly impressive. Main Battery Reload Booster enhances this when needed, of course, and Shimas probably won't build for guns, but still. You won't want to fight any serious gunboats without your reload booster to back you up, so be careful. However, these guns do have some advantages to compensate. For one, the pure alpha is quite impressive. Kleber as both the highest HE and AP alpha strike of any T10 DD, with only Khaba and Marceau coming close. 3-4k HE salvoes against DDs aren't at all uncommon, and 5k AP pen salvoes to chunky BBs (I'm looking at you Vermont) are definitely a factor. It also means that you can push up to finish off a low-health gunboat even with your reload booster, relying on alpha strike to clutch the engagement. Just make sure to land these shells. The second advantage these 139's have is their reach. For starters, these guns have the best stock range of all DDs in the game, at 13.6 KM. This allows Kleber to project her influence a good distance. A component of that is Kleber's ballistics. Here's a chart of 5 T10 DDs: Gearing, Daring, Shima, Kleber, and Khaba (Kleber is in pink): Kleber's ballistics are, again, best in class for a T10 DD, with only Khaba being the tiniest bit faster at close ranges. This allows Kleber to not only harass BBs at extreme ranges, but also nail escaping DDs. With some good aim and a little luck, you can anil dds for 2k HE salvoes even at 9+ km. In fact, using your agility, you can outfight certain gunboats at around 10km, juking their shells but nailing them. In one game (which I sadly don't have recorded), I outfought two Harugumos at around 10-11 km. I had full health, but no reload booster, and they both had like 20k HP. However, I juked most of their shells, and whittled them down. This certainly isn't the norm, but do be aware you can take gunfights without reload booster in certain situtions. That's why it can often be good to hang outside a cap circle, not to contest and get detected, but to nail some DDs that your friendly DD is trying to kill. The final part of Kleber's guns is their outstanding AP penetration. As see on the graph, Kleber has better pen than all DDs at T10, and it's not even particularly close. Khaba, again, is the closest, but even he has roughly 50 mm less pen at most ranges, around only 3/4 of Kleber's pen. The pen is so good, it even rivals many light cruisers. For example: Once you get within about 12 km, Worcester's pen becomes greater, with Mino beating Kleber pen at about 9 km. However, as you can glean from these charts, Kleber's AP penetration is excellent, even outstanding for a destroyer. Combined with your generally shorter engagement ranges than those light cruisers, you can easily citadel many light and superlight cruisers. Most angling will defeat the pen, except at close ranges, but perfect broadsides are very vulnerable. You can citadel Minotaurs at 11-12 km, with their thin armor. Smolensks and Colberts are even worse: those can be citadelled at 13 km with flat broadside. Worcesters are a good amount trickier (and more dangerous), but around 7-8 km will probably be good enough. Closer with Des Moines, as it has 152 mm citadel unlike Worcester's 127 mm, but around 5 km. Here is a general list of cruisers and their ease to citadel: Extremely Easy: -Colbert -Smolensk -Austin (Probably, but it is WIP) Fairly Easy: -Minotaur Average: -Zao (Mostly because of the weird shape) -Worcester -DM Hard -Hindenburg (Actually works better at 10-11 km because of the turtleback, but still difficult) -Nevsky (Layered Armor) -Henri (Spaced Armor) -Moskva (Thick armor, but good results at 3-4 km ranges) Very Hard: -Stalingrad (Thick armor, but easy at very close ranges) -Petro (Thick armor + low freeboard) -Goliath (Thick and spaced, but possible at close ranges) As you can see, a little less than half the T10 cruisers can be citadeled at our above 8 km. Since your detection is 7.8 km when fully rigged, this means that you can get the jump on certain cruisers and citadel them. Another good tactic is to charge smoke cruisers (Smolensk/Mino), detect them, and then kill them. Just be careful because your smoke detect when firing is pretty high at 4.15 km. For the rest, you can't charge them in the open. If they are low hp (like 15k or less) you can aim for the upper belts and then reload boost, but that is less reliable. For some of those, like island campers (DMs and Moskvas) a viable tactic is charge around the island, get their broadside, and citadel, though in that case, torps are probably a better option. As far as Petros go, just don't. Like, don't even try. Their freeboard and thickness make them very difficult to cit. Henri and Goliath however, with their large freeboards are good targets for raw pen damage. Mostly, this comes down to experience. Angling, positioning, and cruiser belt armor knowledge are all key to pulling off a successful ambush on a cruiser. For starting Kleber players, Minos are good because of their general extreme vulnerability to citadels. Just be careful of the super-heal. That about sums up Kleber guns. I will go into more detail in Consumables when I talk about the Main Battery Reload Boost, but keep in mind, good use of your guns (since you are first and foremost a gunboat) is key to doing well in this ship. Torpedoes: Kleber's torpedoes are very interesting, in that they look bad on paper, but are quite useful in reality. Again, let's start with the firing arcs: Like the torpedoes, Kleber has god-tier firing arcs on her torpedoes. This is a great advantage when both yoloing (as you don't have to angle much to use your torps) and kiting (as you can easily dump both sets behind you). Next, let's get some general stats: 4 x 3 550 mm torpedoes 8 km range 18,400 alpha 77 reload time 75 kts of speed 1.8 detection 9.2 sec reaction time Kind of a data dump, but as you can see you can see these torps have 3 main characteristics: 1. They hit hard. 18400 alpha, while not challenging the likes of Japanese torpedoes, handily beats Halland torps, Daring torps, and Grozovoi torps. So, overall, pretty respectable alpha for a T10 warhead. 2. They are speedy. While nothing like Halland's 86 kts missiles, they are close to second otherwise, only beaten by Shima's F3s and Smaland's torps. This is also very useful in a yolo situation, since more speed = less time for the target to react, since they will be spotted anyways. 3. They have crappy range. Seriously, they are easily worst in the tier, with the exception of Khaba, who has even worse ones at 6 km. This is the range you would expect to see on a T6 or 7 DD, not a T10 one. This range is very deceptive, however. While you can only barely stealth torp, you can extend your window of stealth by up to 2 km in certain situations. How? Well, torpedoes have a significent travel time, with Kleber's torps taking almost exactly 40 seconds to complete their 8 km run time. During this time, any enemy that is pushing up torwards you will cover some ground. It's hard to get consistent numbers, since the enemy's angle of attack and speed will vary, but a good estimate is this: An enemy pushing torwards you at a 45 degree angle for sharper will probably cover about 2 km before your torps run out. That means if an enemy (say a Montana) is at 10 km and pushing sharply towards you, and you launch torps at him, they will make it there. This takes some judgement, but again, experience is key. This is probably the best way to make use of the torps; harassing kiting enemies. If you get a flood and they damage con, you can reload boost and set them on fire. The second piece to the torps is the DPM. Not many people realize this, but Kleber has top-tier torp DPM. In fact, it has better stock torp DPM than any other DD at T10 DD, until they build for it. Here is a quick ranking of the top 5 stock torp DPM at T10 (and I threw in Benham cause why not.) 1. Kleber: 172,051 2. Benham: 171,670 3. Shimakaze (12 km): 139,805 4. Gearing (10.5 km): 110,871 5. Khabarovsk (kek): 92,125 Pretty crazy, right? Kleber has the highest theoretical torp DPM of any T10 DD, even beating Benham (though only by a fraction). What does this mean? Well, if you can use those tricks I talked about earlier, you can dump a crazy amount of torps back at the pushing enemy forces. Of course, many of these other ships will build for torps, so you will get beaten, but it is cool to think about. In summary: Kleber's torps serve two solid purposes: They are excellent for yolo situations with strong alpha-per side and excellent arcs, and are also suitable for kiting, with their top-tier reload and, again, good arcs. Just be wary of the range: many a time I set up the perfect torp salvo on an enemy BB, only for him to slightly angle out, and the torps to run out right in front of them. You just have to get used to it, it is part of the Kleber experience. Defense/Hull Mechanics: HP: 21,900 Kleber is certainly one of the most interesting T10 DD hulls. While it has no special armor (so I won't both showing a graphic), it does have some nice features. For one, the health is very competitive. It is beaten only by the Khaba (only by 600 hp) and the Harugumo, as of now, and is of course tied with the Marceau. DDs with less HP but heals, like Grozovoi, Daring, and Halland, do have higher theoretical health, but as I will show, this has less of an impact than you might think. The French DD line in this game has a special satuaration gimmick. Essentially, it means two things: one, the ship saturates much faster than other DDs, and two, its center hull component can (and will) saturate, unlike other DDs, who normally can only saturate their nose and stern. It's difficult to get hard numbers on this, since saturation is depend on where the damage is taken and in what amount, and that varies from game to game. Best summarized, this mechanic allows the Kleber to saturate much quicker, and, since full saturation results in half damage in HE pens, means it can tank a significant more amount of DD fire than you would think. To put it another way, Kleber's fully upgraded health of 25,400 (without Auboyneau) is, in practice, more equivalent to around 30-32k health. This isn't stricly true, as saturation doesn't increase your health and instead decreases damage, but it is a good approximation. This means that you can take gunfights with other DDs at a good amount lower health than other DDs would dare. This is especially useful in the late stages of the game, when you might have to chase down other DDs, and you can count on taking less damage overall. Because of your already high health pool, you are in practicality probably the tankiest T10 DD, with the obvious exception of Khaba (since it has a heal and 50 mm plating). Use this to your advantage, and be aware that saturation shows up as black marks and patterns on your ship's hull in game, eventually making that whole section blackened, so try to keep track of that as the match progresses. A final note: because you have no heal, and no smoke, health management is key to winning games. If you lose too much health at the end, you probably won't be able to yolo that key battleship or cruiser, so try not to lose too much health at the beginning. Having 18k+ health in the last 10 minutes (when it looks like it will be a close match) is a good marker to work torwards. Concealment: Stock Surface Conceal (with camo): 9.58 km Stock Air Conceal (with camo): 5.38 km Upgraded Surface Conceal (with camo): 7.76 km Upgraded Air Conceal (with camo): 4.36 km Kleber's concealment is horrible. The surface concealment is the worst of all T10 DDs, except for Khaba. Additionally, the air conceal is also the worst among all T10 dds, bar none, so carriers are a huge threat (as I discuss in AA). Interestingly, the upgraded conceal, 7.76, is just about the range where you can reliably citadel most light cruisers. Accordingly, you must manage this conceal well. I wouldn't recomment compromising your conceal in any way, like Fearless Brawler, sinceconceal gives you a tiny range within which your torps have your range but you are not detected. Personally, I wouldn't want to take that opportunity away, but it is personal choice. I won't go on too much, just to add that this large conceal precludes you from taking caps too early. Unless you know for sure their is no DD nearby, I would stay out of caps until the mid-late game, when hopefully the cruisers have been thinned out. This is definitely Kleber's weakest point, so managing your conceal is also key to a good game. Agility Base Speed: 44 kts +Speed Flag: 46.2 kts Turning Radius: 740 m Rudder Shift: 4.8 sec On the flip side, Kleber's agility is another strong point. While the turning circle is a little on the large side, and the rudder shift isn't great, those are more than compensated by the outstanding 44 kts speed. Additionally, Kleber has the 20% French engine boost, meaning with the flag and your boost active, you can break 55 kts. Except for Yolo Emilio, you are the fastest ship in the game, and functionally the fastest because your boost also lasts for an excellent 3 minutes, compared to the standard 2 minute boost. This also means that you can juke shells quite effectively. You can also outrun CV torps (except some German and Japanese ones upgraded). This speed is one of your greatest strengths. Another bonus is that you can run down dds very effectively. A good choice of prey for a Kleber player is a Halland. With only 6 km detect, quite slow speed, and no smoke, Halland is very vulnerable to a good Kleber player. If you catch a Halland, they can't run and can't hide, as the saying goes. Other slow DDs, like Gearings, are also vulnerable. Another strength is for yoloes. You can come racing around the corner of an island in the blink of an eye, and with your fantastic yolo torps, this turns Kleber into a god-tier yolo machine. This speed can get you in trouble though, with your high conceal, so be careful AA: Just no. Kleber has the horrible distinction of being the only T10 DD of having a worse AA range than air conceal, at a pitiful 3.8 km range. You also have 0 flak puffs. Your dps (210 stock) isn't that bad, but overall, your AA is trash. Combined with your crappy air conceal and lack of smoke, your are exceedingly vulnerable to CVs of all types. As much as I hate to say it, staying back and grouping up for the first few minutes when a CV is in the game is not a bad idea. While you would like to scout, trust me from experience, CVs will focus you relentlessly. This your critical downside. Be always aware of it Consumables: Damage Con: (5 s active period, 40 sec cooldown). Standard damage con. Nothing special Main Battery Reload Booster: (15 sec active period, 100 sec cooldown) - 4 charges. This is a key part of Kleber's ambush style. This doubles your dpm for the 15 second active period. In makes both your HE and APM DPM top of the bunch, with your HE DPM reaching over 270k stock, and close to 330k fully upgraded. This allows you to either shred a DD or brutalize a broadside cruiser. Strategic use of this consumable is key, but don't always be hasty to use it. While I very rarely run out in a match, the cooldown is limiting. For example, if you pop it right when a DD is spotted, and then it goes dark a second later, you just wasted it. A good tip is keep track of who is spotting who. If the DD is spotted by a radar, you probably should go ahead and use your consumable. If, however, they just used smoke, I would hold off. Just be aware, a wasted consumable means over 1 1/2 minutes till your next consumable is ready. Engine Boost: (180 sec active period, 90 sec reload time) - 3 charges. This is also key. A 20% boost in speed is huge, and it also provides a sizable boost in acceleration/deceleration. This can be quite useful for speed-juking. Because of the long-duration of this consumable, it can be used much more freely. However, I would want at least one of these consumables left for the end game when needed, as it is important for those all-too-fun yolos. Upgrades/Captain Skills: I'm going to start with the upgrades, which for me are pretty straightforward: Slot 1: MAM1: Pretty obvious, you want to protect your all important guns and torps. The magazine mod is an option, but you can always run Juliet Charlies instead. Slot 2: EBM1: You want to boost that speed boost duration. This makes it go from 180 secs to 234 secs, a not huge but useful increase. If you don't have the special upgrade, Engine Room Protection is the default choice. Slot 3: MBM2: Kleber's turrets are quite slow, at 18 sec for 180. Your dispersion is already pretty good (it's a DD), so I probably wouldn't take Aiming Systems. The torp tubes mod is nice for the extra speed, but having the fast turning turrets is useful. Slot 4: PM1: Your rudder shift is already pretty good, so their isn't much reason to take that. The accel, however, it useful for speed juking, a quite effective tactic combined with your Engine Boost. Slot 5: CSM1: Pretty obvious. Still a very strong upgrade, not really any other good options. Slot 6: MBM3: Your guns are your strong point, you want to make them batter. While range is an option, as I discuss in Captain Skills, I generally don't upgrade range on Kleber. Finally, its time for captain skills. This is my current build, minus Gun Feeder (Expert Loader), as my captain is currently only 20 points: First 10 points: -Grease the Gears: None of the other 1 points skills are as good, and that extra turret traverse is quite nice. -Last Stand: Always will be a key skill, never a bad choice on DDs. -Survivability Expert: More HP is always nice, especially on a DD like Kleber where HP conservation is so key. -Concealment Expert: A very powerful skill. Even on gunboats like Kleber, concealment and the spacing opportunities it provides are always useful. Next 8 points: -Adreneline Rush: More reload is always better. Since you will often be on lower health near the end of the match, you can get some super filthy DPM at the end of the match. With a full gun build and at 80% health, you have the same burst DPM as a Worcester when reload booster is active. Like I said, super filthy in the right situation. -Main Battery and AA Specialist: Basically a nerfed BFT. Even with the nerf, more reload for no penalty at all is useful on Kleber. The 10% AA boost is also nice to have on a ship with so bad AA already. -Priorty Target: Even with the point increase, this skill is still very useful. When you are on a flank and farming BBs, it is useful to know who is aiming at you, as it can give you an idea if a DD is nearby. Final 3 points (These are more flexible, I think these skills are less useful and more interchangable): -Gun Feeder: With your slow reload, if a cruiser pops up broadside, I find it pretty useful. More useful than you would think for a DD. -Consumables Specialist: Just reduces your Reload Booster cooldown from 100 to 90 seconds. While minor, because of how dependent Kleber is on the Reload Booster for killing DDs and Cruisers, this skill is somewhat useful -Preventative Maintnence: While 30% is minor, DD modules are very vulnerable, so this is actually a nice skill to have. Other Options Here are some 4 point skills that I think are decent but I personally don't take: Main Battery and AA Expert: Just AFT. While definitely viable for long-range spammy builds, I honestly find 13.6 km to be more than enough most of the time. Again, certainly viable, but not as useful. Radio Location: RPF. I tried this before, and while I think it is viable, it is less useful. This is honestly better on torp DDs, where you need to be aware of gunboats. Kleber can 1v1 pretty much any DD if played well, so I don't use it. Just personal opinion of course. Fearless Brawler: 10% reload, like i've said, is nice. More DPM is always great. However, it is 4 points, and you also lose 5% conceal, driving your conceal to be above 8 km. Like I said before, there is nice synergy between the 7.8 conceal and the 8 km torps/citadel potential on light cruisers. Conclusion: Well, I hope this 59% WR Kleber review/guide was helpful. I don't really post much on the forums, so this is my first major post of any length. I'd love some feedback, so any you have is helpful. P.S. While the standard the permacamo for 5k doubloons is nice, the French Navy one they added a year or so ago is pretty snazzy. Good luck captains, and make the Kléber proud!
  18. LittleWhiteMouse

    Premium Ship Review - Fen Yang

    o The following is a review of Fen Yang, the tier VIII premium Pan Asian destroyer. This ship was provided to me by Wargaming for review purposes at no cost to myself. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.0. Please be aware that her performance may change in the future. Quick Summary: An Akizuki-class destroyer with improved AP shells instead of improved HE shells commonly found on the Akizuki-class. She has weird, battleship & carrier-only deep-water torpedoes. Finally, she comes with a Defensive AA Fire consumable. PROS Large, 19,700 hit point pool. Improved auto-ricochet angles on her AP shells. Good fire setting ability. Comfortable gun fire arcs and nice gun handling. Good anti-aircraft firepower defence for a destroyer. Her Smoke Generator has two additional charges. Access to the Defensive AA Fire consumable. Suck it, duckies! CONS Shockingly slow 5.2 second main battery reload. Only has 17mm of HE penetration, making her unable to directly damage tier VIII+ destroyer hulls and battleship superstructures. Her guns are VERY skill hungry. Single torpedo launcher (with crappy fire angles) that can only damage carriers and battleships. Slow and clumsy. Large surface detection range. Horrible premium for training Pan Asian captains. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Fen Yang presents too many challenges to make her a comfortable ride for novice players. Her ammunition is temperamental. Her concealment sucks. She's slow. She has only a single torpedo launcher. She's very reliant on a 'proper' skill build to pad her strengths and mitigate weaknesses. Her saving grace is that she has a nice consumable suite to help correct some of these deficiencies, but even they require some knowledge to make them effective. New players beware. Fen Yang's gameplay largely revolves around being an angry smoke cloud and spitting hot death at anything that comes within range. Expert players will be rewarded with smart ammunition choices, making bold plays to get torpedo angles on targets and knowing which destroyers they can out gun. Options Consumables Fen Yang comes stocked with a glut of consumables. Her Damage Control Party is standard for a destroyer with unlimited charges, a 5 second active period and a 40 second cooldown. Fen Yang uses a standard Pan Asian Smoke Generator, identical to the ones found on Siliwangi and Hsienyang also at tier VIII. It comes with a 30 second emission time, 100 second reset timer and each cloud of smoke lasting 70 seconds. She has five charges to start. Her Engine Boost consumable is also standard for a destroyer, providing an 8% boost to engine speed for 120 seconds with a 120 second reset timer. It starts with three charges. Next up we have her Torpedo Reload Booster. When activated, it reloads her torpedoes in 5 seconds. It has a 160 second reset timer and starts with three charges. Finally, she has access to the Defensive AA Fire consumable. When activated, it provides an X increase to sustained DPS and Y increase to flak explosion damage for 40 seconds. It has four charges to start and an 80 second reset timer. Upgrades As far as upgrades go, there's not a whole lot of choice to worry about here. Main Armaments Modification 1 is optimal in your first slot. If you want to stem the tide of Fun and Engaging™ mechanics, then take Magazine Modification 1 instead if you don't want to dip into your supply of Juliet Charlie signals to mitigate detonations. The special upgrade Engine Boost Modification 1 is the best choice in slot two if you can afford it. It will set you back 17,000 from the Armory. If you cannot, default to Engine Room Protection. Aiming System Modification 1 is the only upgrade worth considering in slot three, and that's not saying much. Fen Yang loves camping smoke, so Propulsion Modification 1 is the best choice here for the extra pep in her engines when moving from a dead-stop. You can take Steering Gears Modification 1 instead if you prefer a more open-water play-style but it's the lesser choice. Finally, and perhaps to no one's surprise, Concealment System Modification 1 is still the best (and overpowered) option in her fifth slot. Don't even look at the other options. Skills You have to decide how often you're going to reach for Fen Yang's AP rounds before you settle on a commander's skill build. The primary difference will be if you decide to invest in Inertial Fuse for HE Shells or not. Generally speaking, IFHE will yield better numbers overall and it makes the ship much easier to play. But for the connoisseur, being all snooty and tossing mostly AP will necessitate a different build. Your core build for destroyers has changed with Priority Target no longer being a 1pt skill. Most of the tier I skills are pretty situational, but you can default to a "safe" (but not quite optimized) 10 points that look like this: Start with Preventative Maintenance. Take Last Stand. Next comes Survivability Expert. Finish it off with Concealment Expert. From here you have 11 points to spend. The default, no-brainer build is: Inertial Fuse for HE Shells Main Battery & AA Specialist Extra-Heavy AP Shells This gives a comfortable mix of improved HE penetration, better AP shells, and improved main battery DPM, allowing her to engage all targets she comes across with her guns. This leaves three skill points to be spent how you wish. Superintendent is the obvious choice, giving her an extra charge of all of her consumables. Adrenaline Rush is useful for propping up her low DPM. However, I found myself instead reaching for Priority Target (I love this skill too much) and Consumables Specialist. Alternatively, you could drop Inertial Fuse for HE Shells and take Pyrotechnician. This would give you four points to spend which could be put towards extra range (Main Battery & AA Expert) or increased rate of fire while spotted (Fearless Brawler). It is early yet in the 0.10 patch cycle, though. I am sure my preferences on skills will evolve as we all get more comfortable with the new skill system. This was the build I settled upon as being most comfortable (and ultimately brainless) for playing Fen Yang. This is a very specific build for this ship providing little overlap with other Pan Asian DDs, greatly limiting this ship's effectiveness as a tech-tree commander trainer. Camouflage Fen Yang has two camouflage option. The first is the standard Type 10 Camouflage. There is also the Lunar New Year - Fen Yang camouflage as a cosmetic option (which I like because it glows). Both versions provide the identical bonuses of: A 3% reduction in surface detection ranges. A 4% increase to the dispersion of enemy gunfire. A 10% reduction to post-battle service costs. A 50% increase to experience earned. It may not be realistic or historical but her Lunar New Year camo sure is pretty. Firepower Main Battery: Eight 100mm/65 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four tubes in a 1x4 launcher mounted on the centre-line. All four of Fen Yang's A & B gun turrets can fire 31º off her stern and her X & Y turrets can fire 30º off her bow. This is pretty good. You could be forgiven for imagining this ship providing you with hawt, ducky-action. Sadly, Fen Yang does not duplicate Akizuki's cork-screwing gunnery ability. Fen Yang may be an Akizuki-class destroyer but she does not replicate Akizuki's gunnery. I will say this again so it's crystal clear: FEN YANG DOES NOT HAVE AKIZUKI'S GUNNERY She has a 5.2 second reload, NOT 3 seconds like Akizuki She has 17mm of HE penetration, NOT 30mm like Akizuki In fact, other than gun handling, Fen Yang's main battery performance is a complete departure from Miss Ducky. DPM numbers can be terribly misleading as they don't account for things like accuracy, penetration and ricochet mechanics. Always take such numbers in context and with all of the facts possible. High Explosive Let Down Down the rabbit-hole we go. Starting us off, Fen Yang's HE shells are a far-cry from those of Akizuki. This is, in part, to compensate for her sloppy reload time, giving her a bigger punch and better fire starting on a per-shell basis. While these individual hits are bigger (and fierier -- I can't believe that's an actual word) she does not hold a candle to Akizuki's damage-per-minute or fire setting ability once you factor in the differences in their reload. Fen Yang's HE damage output is comparable to (in more than one way) to HMS Lightning, the tier VIII British destroyer. Her fire setting is better, but we'll get to that. Overall, her raw numbers aren't terrible but for a ship-class that's known to be a potent gunship this represents an enormous performance gap. Of course, with Fen Yang, her HE deficit goes beyond just raw DPM numbers. While her slow reload isn't enough to damn her HE performance, the lack of penetration on her HE shells certainly does. At 17mm, Fen Yang cannot directly damage the hulls of other tier VIII+ destroyers nor the superstructures of tier VIII+ battleships. The shells will simply shatter. While taking Inertial Fuse for HE Shells helps, bumping her penetration up to 21mm this comes at the further expense of the only thing really good about her HE rounds which is that respectable fire setting. So just to make her useful with her HE rounds against all targets, she has to kill the one thing she has going for her. To make this worse, Fen Yang's boosted 21mm of penetration is a far cry from Akizuki's 30mm of base value, to say nothing of the 37mm she accomplishes with IFHE. In short, while Akizuki's HE shells are ubiquitous, capable of comfortably damaging just about any opponent she comes across, Fen Yang's HE shells barely pass muster. Unmodified, use them to engage lower-tiered destroyers and light cruisers. You can also have them set fires on battleships, just be aware that they will not be doing much direct damage. Fen Yang's HE shells are incredibly situational and only get promoted to "meh" with a lot of skill points spent. For those who only speak Angry YouTuber: "They're useless." Note that there are two versions of Le Fantasque and Le Terrible. Those marked with an asterix (*) are using their Main Battery Reload Booster for 15 seconds of 60 seconds. Fen Yang has some very respectable fire setting potential, especially when fully gussied up for the role. Of course, this precludes her from stacking direct damage with her shells, so the trade off isn't a good one. Taking IFHE drops her fire setting to about 6.5 fires per minute, assuming you take all of the other buffs described here. Maybe AP Can Save Her! Fen Yang is designed instead to be an AP spammer. Dust off your shiny, new Extra-Heavy AP Shell skill, because here we go. With all of the problems plaguing her HE shells, Fen Yang's AP shells are a breath of fresh air. Like her HE rounds, they have improved damage performance over those found on Akizuki's. Again, the deficit in reload times means that even with this improved damage-per-hit, she cannot rival the overall damage output of the Japanese ducky-bote, assuming every shot hit and did damage. However, this gap narrows considerably with Fen Yang's improved auto-ricochet angles. Akizuki's AP shells have a chance to begin ricocheting at 45º and automatically fail this check at 60º or more. Fen Yang has the same angles found on "American Piercing" AP rounds found on their heavy cruisers, with ricochet checks not beginning until 60º with the automatic failure occurring at 67.5º. Her AP shells are thus less likely to slide off her target if they hit at a sharp angle which can (but doesn't necessarily guarantee) better performance in fighting scenarios. The extra damage and improved auto-ricochet angles are nice, but they do not make Fen Yang's AP rounds a universal shell. They still require a minimum of 17mm worth of steel to arm their fuses or they will over-penetrate and deal minimal damage. This precludes them from being effective against the broadside of lower-tiered light cruisers and destroyer hulls, along with the superstructures of lower-tiered battleships. Such targets need to be angled at a minimum of 20º for the relative thickness of the steel to be great enough for Fen Yang's AP fuses to arm. Against such opponents, she must reach for her HE shells. Finally, there's her raw penetration to consider. As high-velocity as Fen Yang's 100mm rounds are, their Krupp value is poor leading to lower penetration values. This means it's just one more think to keep track of when engaging targets; knowing which ones are vulnerable to AP and which are vulnerable to HE. Finally, as good as her auto-ricochet angles are, a target coming in too steeply will automatically bounce everything you throw at her. Without HE to fall back upon, Fen Yang simply cannot damage those targets. This is made worse by the specific ineffectiveness of her torpedoes which we'll get into. So while Fen Yang's AP shells are more use than on your typical destroyer, they are not without the usual problems facing lolibote pea-shooters. Fen Yang's torpedo arcs are pretty bad, only able to hit targets 55º off her bow or 63º off her stern, necessitating her giving her full broadside to launch. Feels and Fish Ignoring all other comparisons, Fen Yang's gunnery is barely adequate right out of the box. The inability of a main battery gun at tier VIII being unable to penetrate 19mm worth of steel without IFHE is inexcusable. The improvements made to her shells, both AP and HE do not make up for this deficit and she's an uncomfortable gunnery platform as a result. Wargaming is clearly trying to minimize the number (or effectiveness) of angry smoke clouds dispensing hailstorms of bullets. Honestly, I would have preferred losing access to a Smoke Generator in order to keep that vaunted 3 second reload of the Akizuki-class. Oh well. You can (and probably should) spend a lot of commander skill points to improve their performance. Extra-Heavy AP Shells is one such investment. Inertial Fuse for HE Shells, Main Battery & AA Specialist, and Adrenaline Rush are all but must haves. And let's not forget Main Battery & AA Expert, Pyrotechnician and even Fearless Brawler being capable investments too. It's far too easy to break the bank on skill combinations here and I profess having not found one with which I was 100% comfortable. Can Fen Yang's guns work? Sure. Is she a powerful gunship? Meh. She's far from optimized and she doesn't fill a niche that was lacking in any regard. What you have here is a worse ducky-bote. This leaves a lot of heavy lifting to be performed by her torpedo launchers. As you can guess, with but a single launcher, this is a pretty tall order, but Wargaming went on to decide this wasn't good enough and Fen Yang had to experience torpedo hard-mode. Her fish are the deepwater type but what's more, they're incapable of hitting not only destroyers but cruisers too. I say again: FEN YANG'S TORPEDOES CAN ONLY HIT BATTLESHIPS & CARRIERS. Hooray! (Please note the sarcasm). It almost makes you wish she didn't have them at all so her guns could be a little better. So not only does Fen Yang have selective targeting on her HE rounds, her torpedoes do too! If you get charged by a cruiser or other destroyer, fighting your way out is really, REALLY challenging. Summary Fen Yang's weapons are best described as "not good". Her guns demand a huge investment in skill points to bring them up to speed, making her a very poor commander trainer for your other Pan Asian destroyer captains. With the right upgrades & skills, she's a gunship worth respecting but she can never be the fearsome "do not touch!" threat a full-health Akizuki presents. Fen Yang's weapon systems are just too fussy to ever be endearing. Even Asashio's limited arsenal is more compelling -- at least she does one thing stupidly well. Fen Yang's weapons are very middle-of-the-road, at least once you get around to souping them up. But right out of the box? Hard pass. Blech. VERDICT: Her guns aren't good until you invest pretty deeply with commander skills. Her torps are never good unless a battleship is being an absolute moron. Durability Hit Points: 19,700 Minimum Bow & Deck Armour: 19mm It's not terrible! There's not a lot to go over here. Fen Yang has a nice chunk of hit points for a tier VIII destroyer. That's good. It's not excellent, though. She doesn't have improved armour beyond the 19mm base structural plate. Furthermore, she lacks a Repair Party consumable to recover health which becomes increasingly commonplace among destroyers at higher tiers. Thus, while she is setup to trade health at an advantage against many opponents, her durability isn't idiot-proof. Spending her hit points recklessly will greatly compromise her effectiveness. It's worth keeping her main battery DPM deficit in mind when going toe to toe with other gunships. Watch their health. Watch your health. If you start shattering HE rounds or ricocheting AP shells, even with a head start on HP, you can still lose. VERDICT: Pretty good. Heals would be nice, but I can't say bad things about her here. Agility Top Speed: 33 knots Turning Radius: 730m Rudder Shift Time: 4.5s 4/4 Engine Speed Rate of Turn: 5.9º/s Fen Yang sucks absolute monkey butts here. She is not only slow for a destroyer, she handles more like a chubby cruiser. That's pretty damning. If you split hairs, she has better energy preservation and thus a better rate of turn than Akizuki, but you'd never know it from day to day play. Treating Fen Yang like a destroyer will get you killed. Propulsion Modification 1 is a must-have if you intend to stay in smoke for any duration, with the acceleration needed to help avoid inevitable washes of torpedoes sent to scrub you out of cover. Her Engine Boost consumable is best used for emergencies -- for dodging fish or trying to control engagement distances when an enemy you can't fight gets too close. She's too fat of a destroyer (and a gunship besides) for Swift in Silence to be a reasonable investment, which is a shame given that she could really use the extra speed. Fen Yang is not a comfortable ride, agility wise. I'm being lazy, but I'm saving myself a couple of hours worth of work here by not redoing this graphic from my Z-35 review. Look all the way to the bottom. Fen Yang turns just slightly better than Akizuki but otherwise keeps her turning radius. Look at the difference between Benson and Loyang. It's like that -- just a nubbin on the end of Akizuki's pale green sadness. VERDICT: Horribad. Anti-Aircraft Defence Flak Bursts: 4+1 explosions for 1,400 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 112dps at 100% accuracy (112dps) Medium Ranged (up to 3.5km): 133dps at 100% accuracy (133dps) Defensive AA Fire: Very yes! Dauntless dive bombers from a stock-Lexington get a little too close to Fen Yang's angry smoke cloud. Fen Yang has good AA defence for a tier VIII destroyers. It's not just good, it's great even, besting a good number of cruisers out there. When you weight her sustained AA DPS by range, she's at the top of the pile among tier VIII destroyers. What's more, she also has a respectable amount of flak explosions (five of 'em) and finally she has Defensive AA Fire -- something that's been long overdue on an Akizuki-class destroyer given their design role. So why am I not more happy about this? Fen Yang's AA defence is comparable to that of USS Kidd; just slightly better. As has been painfully demonstrated in videos and memes since, even Kidd's solid AA defence does not keep her safe. Fen Yang may be able to fend off bot-driven carriers in Co-Op mode (and this is a great way to farm AA kills for missions, by the way), it's a different story against players. Yes, tier VI aircraft carriers will have a hard time making repeated runs against Fen Yang. Yes, she can make it expensive for tier VIII carriers as well. But let's not kid ourselves: This will not keep her safe from a determined opponent. They can (and will) still drop on you. If they can line up an attack on you, you're taking damage. The only defence is to Just Dodge™ or blow smoke and hide. Blasting at planes from smoke will net some nice damage so the carrier's planes are not likely to stick around. With the extra charges she has on her Smoke Generator this is one of the better uses for it. I miss the AA picket-ship role, I really do. I was hoping that the skill rework might give this a big shot in the arm but it just didn't materialize. Fen Yang's AA is almost good enough. Almost. VERDICT: She could have been made interesting here. Vision Control Base/Minimum Surface Detection: 7.76km / 6.1km Base/Minimum Air Detection Range: 3.55km / 2.88km Detection Range When Firing in Smoke: 14.2km Maximum Firing Range: 12.46km to 14.95km To no one's surprise (I'm sure), Fen Yang's surface detection range is pretty crappy. She matches Akizuki here, so it's not like this is beyond the norm. She is tied for 18th place out 23 tier VIII destroyers in terms of concealment which is pretty bad. Her 6.1km minimum surface detection range sits almost in the middle of the 5.37km found on the five Japanese torpedo-destroyers and the appalling 7.07km of Kiev, though this Soviet ship is an extreme outlier with the French destroyers coming in at 6.43km and 6.65km, showing that Fen Yang is a significant chungus. This deficit of concealment is further magnified if the Fearless Brawler skill is taken to try and pad her poor reload rate on her guns, giving her an (at best) 6.4km surface detection range. Fen Yang's lack of heals and her general lack of agility makes taking the skill Fearless Brawler a significant risk. It's an expensive skill and Fen Yang is not best suited to firing out in the open. You can make it work, but this is down more to the idiocy and complacency of your opponents than the brilliance of Fen Yang's own design. This is not a ship that dodges very well, given her pedestrian speed and clumsy handling. Trading health with a larger ship while spotted just doesn't make a whole lot of sense, especially not when her guns have reasonable ballistics to make use of islands (at least at range) and her plentiful Smoke Generator charges should preclude her from the necessity of being spotted in the first place. Pan Asian smoke may not last as long as the smoke from other nations, but she gets more charges to compensate -- up to six with Superintendent. There's an argument to be made that she'll be out-spotted anyway by just about any destroyer she faces, to say nothing about the predations of aircraft braving her AA power. There is a maximum of a 30 second gap between the last cloud generated by her Smoke Generator dissipating and the consumable being ready again which may prompt an open water fight. Fen Yang is going to be lit by Surveillance Radar, to say nothing about the occasional close-range knife fight by an enterprising destroyer or charging cruiser. Ultimately, Fen Yang punishes, rather than rewards getting in close. Her torpedoes are ineffective against ships that are likely to charge her hiding places. Her guns, while not incapable of fending off snoops, aren't the powerhouses her ship's class would suggest. Regardless if she's going to be out-spotted or not, keep back. This ship does not take well to being up front. VERDICT: Poor and inflexible, saved only by her smoke. Firing AP shells from smoke. Fen Yang's bread and butter. Watch those blind return-fire shots. Final Evaluation For those wondering, here is the list of all of the differences between Fen Yang and Akizuki: This was my early draft of the review from back in early January. Slap on a title, add a few snarky lines and call it done. I'm not sure that the full review is an improvement. You'll note that there are some differences between Fen Yang's final performance stats and those listed here, including changes to her range and ballistics. Such is often the case when composing these reviews, with last-minute changes between the final test version and the released version of the ship being commonplace. Thus, the final main battery gun range difference between the two ships is a whopping 3m in Akizuki's favour. There are some over-specialized premium ships that are defined by what they can do. Take everyone's favourite destroyer that single-handedly wiped out the battleship meta (HA!): Asashio. Despite all of the limitations placed upon this ship, she's known for being an excellent battleship-killer. She's known not for her weaknesses, but for that one insurmountable strength. The same goes for other specialist destroyers like Haida, Friesland or Kamikaze. You don't dwell on the slow speed of Black's torpedoes, for example. You focus on the (Balans'd™) combination of her Smoke Generator and Surveillance Radar consumables. The doesn't happen with Fen Yang. The closest she comes to that kind of comparison is with her AA-firepower. And it speaks to the horrible surface ship versus aircraft carrier meta that this isn't something worth celebrating. This was something worth celebrating in the past; take HMS Hood as an example, where her AA ridiculousness was meme-worthy. But we have not yet seen a premium of this type since the CV rework in 0.8.0. I do not like Fen Yang. I won't say she's terrible. She certainly can perform, but she'll make you work for it. She is to Akizuki what Belfast '43 is to Belfast. She leaves you asking the question: She might have been rescued with better AA firepower. She could have been saved by preserving Akizuki's rate of fire, even if this had come at the expense of smoke or torpedo performance. However, I think her cardinal sin is that Fen Yang doesn't work even as a commander trainer. The role of premium ships has changed with patch 0.10.0. Commanders can now have four builds at the same time, one for each ship type. Thus, you could conceivably buy a premium cruiser and use it to train a battleship commander as the skills you select for optimum (or fun) performance on the premium ship would not limit the performance of the battleship. But Fen Yang is a premium destroyer and, barring the tier I Chengan, there aren't any other Pan Asian tech tree ships that aren't destroyers. With Fen Yang demanding such a specific set of skills to unlock even an acceptable baseline level of performance which have little overlap with other Pan Asian lolibotes, she is worthless as a commander skill trainer. She misses the mark in so many ways, but this really bugged me. There's a lot of fail here. Fen Yang misses the mark. I cannot recommend her to anyone. If you want a good Pan Asian destroyer, Loyang is still top of the pile all of these years later. Gallery This are a few of the screenshots of Fen Yang I took making this review either that didn't end up in the review itself or that had words written all over them. For use as thumbnails on YouTube or what have you.
  19. An informative article comparing the Arleigh Burke Class Destroyers and the Type 45 Class Destroyers by an author named N.R.P. from the Defencyclopedia. I think he sums it up best saying that they were built with different emphases and that they excel in their own areas. A good article for less technically savy people like myself. (Part 1) https://defencyclopedia.com/2015/07/10/the-ultimate-showdown-part-1-arleigh-burke-vs-daring-class-destroyers/amp/?fbclid=IwAR3FXVPJfgN8wbxSIU-1g6C-VcEfWQ4oenspKlWMB3iWeqd0hKpVygNuIrs (Part 2) https://defencyclopedia.com/2015/07/10/the-ultimate-showdown-part-2-arleigh-burke-vs-daring-class-destroyers/
  20. NoZoupForYou

    USS Sims is Ranked Gold

    The Sims is the hidden gem of this season of ranked gameplay. It's essentially dummy proof, because even a dummy like myself can play well in it. This is partly because of the hidden unofficial covert base xp multiplier that helps it do better xp-wise than all other premiums in its tier. This of course is unconfirmed however all but confirmed through anecdotal evidence.
  21. DISCLAIMER: THIS STORY TAKES PLACE IN AN ALTERNATE UNIVERSE; ONE WE ARE GLAD WE DON'T LIVE IN. A complete analysis on the sinking of the Bismarck(British Version) We are rather unclear about the events during and after the sinking of the Bismarck. This is the best explanation we can offer. At around that day the Bismarck sank or something, the royal navy dispatched HMS Rodney and HMS Ark Royal. Now this was probably a good decision, as Ark Royal was probably one of the most emotionally secure ships in the entire RN and wouldn't fall for Bismarck's confidence-undermining techniques. Rodney's attitude was, on the other hand, slightly troubling... but it was all a ruse to get Bismarck off guard. (Or so claims meta-academic epidemiology) Anyways, the Bismarck's rudder was hit earlier by velociraptors. After that, the captain of the Ark Royal decided to send torpedo rocs to destroy the Bismarck once and for all. On 8:14 (BTW 60% of the statistics in here are made up) in the morning, the torpedo rocs lifted off and began attacking the Bismarck. For some reason, the resilient gruyere the torpedo protection was made of was actually swiss, and the torpedoes easily blowed a hole in the side of the Bismarck. The ship capsized, and yet the Admiral was nowhere to be seen. Later, both Admiral Lutjens and the ship Bismarck were rescued onto the HMS Rodney, then transferred to the Ark Royal. The two ships apparently shared a piece of gruyere cheese armor and quickly build a relationship, then transferred back to England after the sinking of the Ark Royal. Epilogue: Ark Royal and Bismarck Are on an unknown area of the British Titan colonies under the witness protection program, in a scandal involving the HMS Prince of Turtles (Hey we couldn't come up with better names so don't judge)'s Phaser mounts, which were later discovered on a french battlecruiser. War almost erupted, until France threatened to activate Vacuum Decay if Britain declared war.
  22. Shannon_Lindsey

    Benham and Black

    Is there any chance of either the Black or the Benham becoming regularly available again? The wonderful thing about US tech tree DDs is that they can effectively be built into Gun boats, torpedo boats, of AA boats. The premiums tend to be more specialized. That said, I hope to be able to keep a variety of US DDs available depending on division and/or clan need in the future. I will not be running AA boats on odd tiers for obvious reasons. The thing is, since Fletcher can go either gun or torpedo, I would like to set it up to compliment if either of the tier 9 premiums become available again since Benham is a great torpedo boat, and Black is a really good gun boat. Any thoughts?
  23. LittleWhiteMouse

    Premium Ship Review - Z-44

    The following is a review of the German premium destroyer Z-44. She was provided to me by Wargaming for review purposes at no cost to me. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.11. Please be aware that her performance may change in the future. Let's turn back the clock a few years, all the way back to mid 2016. If you had told me then that Wargaming was adding a German premium destroyer, the kind of ship I would have imagined then is very different from the kind of destroyers we're seeing now. I wouldn't have imagined improved AP shell performance. I wouldn't have gone with shorter smoke duration. I doubt I would even have imagined adding Hydroacoustic Search. It would have been a bare bones ship with nary a gimmick in sight other than being German. Z-44 feels like something I would have come up with then. You know, before there was a German destroyer tech-tree line -- where simply being German would have been enough to make her stand out from the crowd. In this regard, Z-44 reminds me a lot of Blyskawica's design. At a glance, Z-44 is a hybrid destroyer with a torpedo-bias. She has nothing special in the way of consumables save that short duration Smoke Generator. Her gunnery is lacklustre. Even her hit point pool is modest. With the near constant string of "more different" design, it seems like Z-44 doesn't have a chance to stand out and capture attention. Simply being German isn't enough to sell Z-44, not when there's a glut of other German premium destroyers like Z-39, T-61 and her sister-ship, Z-35. Yet hidden within this unimaginative veneer, Z-44 has some frightening potential that echoes the terror of Benham. Quick Summary: A Type 1936B-class German destroyer that trades access to a Hydroacoustic Search and main battery DPM for a bigger torpedo armament of longer-ranged, fast-reloading fish. PROS Solid chunk of health with 19,400hp. Good AP DPM. Excellent HE penetration, allowing her to directly damage up to 32mm hull sections. Fast reload on her quintuple torpedo launchers. Good range (12km) and speed (64 knots) on her fish. CONS Horrible HE DPM & fire setting. Terrible gun handling with bad rearward fire arcs. Anemic torpedo warheads that do only 13,700 damage per hit. Slow rate of turn. Short-ranged AA firepower with no flak. She's a German destroyer without Hydroacoustic Search. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme Z-44 is ostensibly a torpedo-destroyer. This does not deviate much from the formula first played at tier II, so even an inexperienced player will find the premise familiar. Her game play focuses around putting fish in the water and keeping herself from being detected which is pretty bare-bones material for destroyers. The only reason this doesn't merit a 'simple' evaluation is the added complexity of Surveillance Radar ranges with which she must contend, especially with her fish being incapable of out-ranging Soviet versions of the consumable. There is a lot of potential for expert players to tease out more performance from this ship. This includes, but is not limited to: Just Dodging™ (HA!), knowing the spotting ranges of rival lolibotes, knowing which of these destroyers your ship is capable of defeating in a gunfight (and how to do it), how to bait and survive radar, etc. This, again, should be familiar for any veterans who have put a lot of time into torpedo-destroyers that have only a modest gunship element to their game-play. Options Consumables What's most interesting about Z-44's consumables is what she lacks. She does not get access to a Hydroacoustic Search consumable which is found on most German destroyers. This is a significant drawback. Z-44's Damage Control Party is standard for a destroyer. This has unlimited charges, a 5 second active period and a 40 second reset timer. Her Smoke Generator is a slightly improved version for a German destroyer, but still of poorer quality than Smoke Generators of other nations. It has a 20 second emission time with each cloud of smoke lasting 77 seconds instead of the normal 73 for tier IX German destroyers. She starts with three charges and it has a 160 second reset timer. Finally, she has a standard Engine Boost consumable. This provides an 8% speed increase for 120 seconds. It comes with three charges and has a 120 second reset timer. Upgrades Ostensibly, you'll want to build Z-44 as a torpedo-destroyer, but you can mix in some gunship elements if that's to your taste. In your first slot, Main Armaments Modification 1 is optimal. However, if the thought of being detonated incenses you (and you do not have a ready stock of Juliet Charlie signals), then you can take Magazine Modification 1. The Special Upgrade, Engine Boost Modification 1 is best in slot two if you can afford it. It will set you back 17,000 from the Armory. If that's not available to you, default to Engine Room Protection. Given her reliance upon her torpedoes, Torpedo Tube Modification 1 is best in slot three. This combines with Main Armaments Modification 1 to further reduce the chance of your tubes being temporarily disabled and increases her torpedo speed from 64kts to 67.2kts. If you're looking to make better use of your guns, equipping Main Battery Modification 2 to increase her sluggish turret traverse will go a long way to improving her quality of life. Otherwise default to Aiming System Modification 1. Propulsion System Modification 1 is your best choice in slot four, giving you more acceleration from a dead stop which is helpful when island camping or hiding in smoke. If you prefer a more open-water style of play, then Steering Gears Modification 1 is better. To no one's surprise, Concealment System Modification 1 is still optimal in slot five. Steering Gears Modification 2 is a poor substitute but it has some (minor) viability when paired with Steering Gears Modification 1. And finally, Torpedo Tubes Modification 2 is your best choice in slot six for a torpedo-destroyer role. This reduces her reload form 85 seconds to 72.25 seconds (or 65.03 seconds when paired with the Torpedo Armament Expertise commander's skill). Alternatively, for improved gunship performance take, Main Battery Modification 3 to drop her reload from 4.2 seconds to 3.7 seconds (or 3.33 seconds with the Basic Fire Training commander's skill). Note that this does reduce her gun rotation rate from an already lethargic 8º/s to 7º/s. Commander Skills The choice on how to play Z-44 solidifies with her commander skill choices. I've highlighted some of the better skills for her but you cannot afford them all. Start with your choice of tier 1 skills. I prefer Priority Target but Preventative Maintenance and Incoming Fire Alert are reasonable choices. If you end up with 1 skill point leftover at the end, do not double up on Priority Target & Incoming Fire Alert -- always pair them with Preventative Maintenance instead. Next, grab the three skills highlighted with yellow circles: Last Stand, Survivability Expert and Concealment Expert. These are the mandatory destroyer skills that should be present on all of your lolibote commanders. If you have elected to play Z-44 as a dedicated torpedo destroyer, then Torpedo Armament Expertise is a must. If you're leaning more towards playing a traditional German gunship then you can skip that. After this, pick any of the red-square skills to your taste. In my testing, I favoured two builds after taking Torpedo Armament Expertise. The first included Adrenaline Rush paired with Radio Location. The alternative propped up my gunnery (somewhat) with Basic Fire Training, Expert Marksman and Preventative Maintenance. This isn't an exhaustive list. For example, if you can make Torpedo Acceleration work for you with faster, but shorter range torpedoes, go for it. This merely covers builds from which you'll tend to get the most mileage. Camouflage Z-44 comes with Type 10 Camouflage providing the usual tier IX premium-ship bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. Z-44's default camo (white) is nice and striking. Firepower Main Battery: Five 128mm guns in 5x1 turrets in an A-B-P-X-Y superfiring configuration Torpedoes: Ten torpedo tubes in 2x5 launchers mounted ahead and behind the rear funnel. The Type 1936B Destroyers bear a cursory resemblance to the Fletcher-class. They're both large destroyers with five (roughly) five-inch guns in single turrets and two torpedo launchers, with Z-44 duplicating the quintuple mounts of the Fletcher-class while Z-35 makes do with quadruple mounts instead. However their performance is worlds away different from the Fletcher-class, both as gun and torpedo platforms as each over-specializes towards a singular aspect. Z-44 focuses on her torpedoes. Guns There is a statistics that I don't often talk about. It largely gets lost with all of the noise I make about gun fire arcs, fire setting and DPM. Don't get me wrong, I'm still going to talk about all of the rest, but there's an element that conspires against both Z-35 and Z-44 to make them less than ideal gun platforms. Wargaming defines these terms as Fuse Arming Threshold. Fuse Arming Threshold is the minimum amount of steel an AP shell needs to hit before the fuse on board arms. If a shell fails to strike a plate thick enough, it will continue to pass through the ship without exploding. In game terms this means that you will only see over-penetrations unless the shell hits something thick enough to prime the shell. This value is normally 1/6th of the shell diameter. In both Z-35 and Z-44's case, this works out to 21mm. Now this value is important because most structural steel of destroyers does not exceed 19mm, with tier VI and VII destroyers only having 16mm. This means that unless an enemy destroyer angles (thus increasing the straight-line thickness of their armour), Z-35 and Z-44's AP shells cannot arm and will only ever over-penetrate in destroyer knife-fights. In order to fuse against a tier VIII+ destroyer hull, your target has to be angled at 35º towards you. In order to fuse against a tier VI or VII destroyer hull, it needs to be angled at 40º towards you. So unless your opponent is taking an aggressive stance, Z-35 and Z-44's AP shells won't fuse. This is stupid-important when you begin comparing the damage output of their guns. Z-44's DPM drops from 70,714 AP DPM (0.33x penetration damage) to 21,287 DPM (0.1x over-penetration damage). Compare this to the 35,357 DPM (0.33x penetration damage) of her HE shells. Why does this matter? Because Z-44 has absolutely garbage damage output on her HE shells. This is owing to Z-44's slower-than-expected reload. Unlike Z-35 which reloads 0.6s faster than expected for a German 128mm gun, Z-44 reloads 0.2 seconds slower. So not only is she a gun behind Z-46, her guns are individually putting out shells at a reduced rate. The two values per bar are for full damage (citadel hits) and penetration damage (0.33x). Z-44's AP DPM looks very respectable but it would be a mistake to rely upon it in knife fights against other destroyers. In most circumstances except against angled targets, these shells will over-penetrate, giving her even less effective DPM than her HE rounds which are terrible. Z-44 is only managing 21,429 DPM with AP when she over-penetrates. That's worse than Paolo Emilio's HE output. Z-44 cannot keep pace with the damage output of other destroyers, not when there's a risk of her AP shells over-penetrating. In knife fights, this is a death sentence unless your opponents fool enough to offer that precious angle where your shells can penetrate but they don't angle so much that it prompts a ricochet check. These close-range duels are made all the more uncomfortable by Z-44's poor gun handling and awkward fire angles. You can deep spec into Expert Marksman and Main Battery Modification 2 to make up for her sluggish turret traverse if you wish. This largely relegates Z-44's gunnery to the role bombarding larger ships such as cruisers and battleships and outright avoiding destroyer on destroyer engagements unless she has the very obvious upper hand. In this regard, she very much reminds me of Japanese torpedo destroyers. In that role, Z-44 is much better suited. Not only are her AP shells more likely to find hull sections that will arm them properly, her HE shells can take advantage of their increased penetration. Z-44 can damage up to 32mm hull sections with her HE rounds without having to resort to using the Inertial Fuse for HE Shells commander skill. This boosts her admittedly poor fire setting characteristics relative to gunships like Kitakaze, though it's not enough to pull it out of the doldrums. When fully upgraded, she is no better at setting fires than a Fletcher-class. Similar to the Fletcher-class, her ballistics are very floaty, so boosting her range is ill-advised as gunnery becomes uncomfortable at anything beyond very modest ranges. Overall, Z-44 is a poor gunship. Duels with enemy destroyers are limited to opportunistic strikes at best. While her AP shells can put out some respectable damage, she's far from a terror when it comes to hammering larger ships from afar. Z-44's fire arcs are strangely worse than her sister's. Her arcs are not bad on the attack with four guns able to shoot 25º off her bow, but you'll need to offer up a full broadside to fire with all five. Rearward, things get pretty terrible. Her problems here are compounded with her poor 8º/s gun rotation.. Friesland still rules the roost when it comes to fire setting. Z-44's fire setting is pretty bad, but it pays to keep in mind that she's more likely to be hoovering up direct damage from HE hits than other destroyers, so the numbers may end up being closer overall. Still, it's all kinds of frustrating when a battleship blows their Damage Control Party from a torpedo hit and you can't follow it up with a blaze for that sweet, sweet damage-over-time effect. Torpedoes The woes of Z-44's guns are paid back in full with her torpedoes. She is a torpedo-destroyer after all which is odd because at a glance her torpedoes look crappy. Do not let the low damage per fish fool you. The strength of Z-44 as a weapon platform comes from the combination of her two quintuple torpedo salvos and their wicked-fast reload. Fully upgraded and specialized to cut down her reload time, Z-44 can drop a full spread of torpedoes every 65 seconds at full health. Add on the Adrenaline Rush skill, at 50% health, Z-44 is launching torpedoes every 58.5 seconds. This is faster than a lot of her opponents expect given that it takes a minimum of 49 seconds to run to their full range (9.6km at 72kts with Torpedo Acceleration & Torpedo Tube Modification 1) and upwards of 70 seconds (12km at 64kts). This means that by the time Z-44's torpedoes are spotted, she's ready to launch another salvo. For battleships this means that every other shot they take, they have to contend with dodging fish from a concerted attack from Z-44. This makes closing with Z-44 dangerous for larger ships, especially if they do not have a Hydroacoustic Search consumable ready. Though her torpedoes do not have improved concealment, the fan of five torpedoes per launcher presents a serious challenge when it comes to dodging. Z-44's long range with her torpedoes is very welcome, especially in the radar-heavy environment of higher tiers. She can outstrip British and American cruiser & battleship borne Surveillance Radar entirely though she still needs to be wary of Soviet cruisers and destroyer variants. She is most comfortable up on a flank, sending constant waves of fish into parked enemies bow tanking the rest of your team. So long as no other destroyer (or aircraft) comes to spoil the party, Z-44 can rack up a surprising amount of damage in short order. Of course, this all hinges upon your opponents being idiots. This is the common lament of any torpedo destroyer as these high alpha weapons are fickle in the extreme. Some games, you can do no wrong. On others, you'll be lucky for even a handful of hits. Though Z-44's reload is fast, it's not like she holds a candle to Benham's ability to make torpedo soup. Z-44 drops about 25% more torpedoes per minute than Fletcher but her torpedoes only deal 72% of their damage. If all you're getting is incidental hits, that's not enough to keep pace and you certainly can't rely upon Z-44's guns to make up the difference. The success of this ship hinges entirely upon getting into an opportune firing position and being able to put sustained pressure on the Reds with multiple reloads worth of torpedoes. In some matches with aggressive enemy gunships or aircraft, this just isn't possible. Thus, like most torpedo-destroyers, Z-44 is very inconsistent with her performance. Being able to fire ten torpedoes every minute is novel. It's even fun when everything's going well, but it's so easy for the Reds to undo. VERDICT: Her guns are worse than they look and relying on them will get you into trouble. Her torpedoes are amazing and a lot of fun to use. She's not quite Benham levels of torpedo-trolling but she gets close. Durability Hit Points: 19,400 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm There's not a whole lot to say here. Z-44 is covered with 19mm structural plate from bow to stern with no deviations. Every HE hit short of the 100mm secondaries off some French ships is going to hurt. Z-44 has a respectable amount of health, but she's by no means competitive in this area, lacking the truly gargantuan hit point totals of ships like Paolo Emilio or the health regeneration from Repair Party equipped ships like Neustrashimy or Östergötland. This necessitates picking her gun battles with extreme care. Her chunktacular hit point total will only allow her to trade with select opponents -- either ones where she commands a considerable health advantage or those with poor gun performance. Taking her in a heads up fight with another gunship is generally a loser-move without a whole lot of backup. Z-44 comes in just shy of the magical 20,000hp benchmark. To be fair, this is a lot of health but at tier IX with the proliferation of the Repair Party consumable, it just doesn't hold up on its own merits. This means that while she may hold the temporary advantage in a one-off encounter, over the course of a whole match, she doesn't have the endurance of some of the other destroyers she competes with. VERDICT: Decent starting health but no heals and no armour makes her no better than average overall. Spend her hit points wisely. Agility Top Speed: 36.5kts Turning Radius: 670m Rudder Shift Time: 4.4s 4/4 Engine Speed Rate of Turn: 7.1º/s at 30.8kts Z-44 shares identical performance characteristics to her predecessor at tier VIII, Z-35. While not unprecedented for two sister ships to clone each other's agility, this isn't a hard-fast rule. One need simply look at the Fletcher-class to see the variety of performance characteristics between the four ships, with Black and Fletcher mirroring one another and Chung Mu and Kidd sharing different characteristics to the lead-ship. For such a large destroyer, it's perhaps unsurprising that she's a bit of a sluggard. While her top speed is alright, her larger turning radius makes her come about more slowly than most of her contemporaries. Z-44 feels closer to a nimble light cruiser than a true destroyer. This said, if you elect to equip Main Battery Modification 3, she will out-turn her turrets which is incredibly frustrating. Because of her deficiencies in gunship battles, her Engine Boost tends to be best used for controlling engagement distances. Use it to get away from fights rather than to navigate from point A to B. Z-44's cumbersome handling compounds the troubles of her poor gun handling and lack of a Hydroacoustic Search consumable. Torpedoes are more of a danger. Knife fights are uncomfortable, forcing you to reach for her rudder to track opponents. While she's still a destroyer and fully capable of Just Dodging™ as much as the next lolibote, it's hard to feel confident at her helm. Z-44's lack of agility makes every unexpected encounter a potential crisis. For a destroyer that performs best out on a flank, this is not a good trait to have. Z-44 has worse agility than Z-46 owing to her slower top speed. VERDICT: She has a decent top speed, but that's about it. Anti-Aircraft Defence Short Ranged (up to 3.0km): 255.5dps at 95% accuracy (242.7dps) Just Dodge™. VERDICT: Just Dodge™. Vision Control Base/Minimum Surface Detection: 7.78km / 6.11km Base/Minimum Air Detection Range: 3.7km / 3.0km Detection Range When Firing in Smoke: 3.06km Maximum Firing Range: From 11.11km to 15.47km It's not Z-44's guns nor her torpedoes or health that defines her nearly so much as her Vision Control. Let's start with her consumable situation. As has already been lamented, Z-44 does not have Hydroacoustic Search. Were she a destroyer from any other nation but German (or British) it wouldn't even be worth mentioning. However, German destroyers normally do have a hydro to play with and the fact that Z-44 doesn't is an unfortunate exception. Given her role, this isn't a terrible handicap however there's no arguing that having said consumable isn't advantageous. Without it, this further limits what team play this fat destroyer provides. She's certainly a clumsy forward spotter (and we'll get to that), but with hydro she could occasionally be of some use sniffing out torpedoes and (under very extreme duress given her gun performance) enemy ships hiding in smoke. On more than a few occasions during play-tests, I found myself noting all of the circumstances where it would have helped (including two close-range gun duels with a Kitakaze and one with a Fletcher through smoke). Boo-urns, I say. It's even more unfortunate that Z-44 doesn't conform to the German norms of having Hydroacoustic Search but does conform to having one of the crappier Smoke Generators in the game. Before I get too headlong into my [edited] here, let me be fair: Z-44's Smoke Generator is improved over the standard baseline version for a tier IX German destroyer. Her smoke clouds should only be lasting 73 seconds. Instead she gets a tier X version and a bonus of a whole four more seconds. Whoo. Please note my dripping sarcasm. Compare this to the 93 seconds enjoyed by Japanese and Soviet destroyers, to say nothing of the 127 seconds enjoyed by those filthy capitalist dogs lolibotes from 'Murica. 'Murica sez: "Deal with It." So all of that isn't looking good, but it's made worse by her horribad surface detection. Her base 7.78km detection radius is ... well, it's not insurmountable but I couldn't blame you for painting a big fat Nope.jpg across this ship and never looking back. There's a long list of destroyers within her matchmaking that can out-spot her 6.11km surface detection. Here's the list, with dangerous (to Z-44) gunships highlighted in blue. Tier VII: Haida (5.67km), Shiratsuyu (5.81km) & Z-39 (6.08km) Tier VIII: Kagero, HSF Harekaze, Asashio, AL Yukikaze (5.37km), Cossack (5.48km), Lightning (5.52km), Benson, Kidd, Hsienyang, Loyang (5.8km), Öland (5.83km), Orkan (5.91km), Siliwangi (5.94km), Ognevoi (6.08km), Akizuki (6.1km) Tier IX: Yugumo (5.52km), Neustrashimy (5.56km), Chung Mu (5.66km), Jutland (5.7km), Fletcher, Black (5.8km), Benham, Z-46 (5.94km), Östergötland (5.99km), Kitakaze (6.1km) Tier X: Shimakaze (5.59km), Somers (5.8km), Yueyang (5.83km), Gearing (5.94km), Daring (5.97km), Grozovoi, Halland (5.99km), Hayate, Z-52 (6.08km) This long list (and her lack of a hydro) makes contesting caps a stupidly-dangerous proposition. Knowledge of this list and paying close attention to the enemy roster and minimap is necessary before she dares stick her nose anywhere near those buoy rings. This goes double if a carrier is present and operating aircraft anywhere near her. The best practice for Z-44 is to turn tail whenever she is detected unless you know for certain you can win the ensuing gun-fight. Odds are, though, you're going to have to contend with your enemy's friends interjecting onto the encounter, so discretion is often the better course. I tend to reserve her Engine Boost consumable for these times to open up the distance. Her top speed is generally good enough to play keep-away, so that's a blessing. Using Radio Location is a tremendous help in knowing where threats will be coming from and I cannot recommend it enough on this ship, but that's torpedo-destroyer 101. And so that's the unfortunate situation with Z-44. She can't out-spot most of her opponents. She struggles to outfight gunships. She can't rely on stealth or smoke to keep her safe. This means keeping her opponents at arm's length and capitalizing on the good range of her fish to see out most encounters. Had she been more stealthy, she could have at least flirted with scouting, spotting or cap control in a pinch. But those avenues are largely closed to her until the enemy roster cleans out. VERDICT: Poor marks all around which greatly limits the number of classic destroyer-roles she can safely undertake. Cap circles are dangerous, yo. Z-44 is poorly equipped to contest them beyond flooding them with fish every minute or so. Final Evaluation Cut away all of the nonsense and Z-44 boils down to a single question: Do you want to play a torpedo-destroyer that can put a lot of fish in the water very quickly BUT her gunnery sucks, her concealment sucks and her torpedoes don't hit very hard? To that I have to ask: "how many fish" and "how hard are they hitting?". Those numbers have to be pretty respectable in order to make this ship work.. Honestly, the first number piqued my interest. Z-44's reload time on her fish is great, especially for quintuple launchers. It's kind of crazy just how many torpedoes she puts out (7.1 per minute, stock) especially when you compare it to ships like Fletcher (5.7), Neustrashimy (4.8) or Yugumo (4.3 with Type 93 mod 2s without Torpedo Reload Booster). Her fish may hit like fluffy bunny kisses but that's okay when there are so many of them. Her torpedoes aren't slow and their range is decent. She almost holds her own compared to Benham in this regard which pretty damn high praise. Except she doesn't. Nothing gets close to Benham's ridiculous 11.3 torpedoes per minute when she's wiggly enough to dump fish off both sides (and she so often is). Benham's fish hit 1.5k damage harder than Z-44's, they move 1 knot faster at the expense of 1.5km worth of range. Benham can put out sixteen torpedoes every 85 seconds to Z-44's ten. So while Z-44 echoes some of Benham's performance, it's definitely not on par. I suspect Wargaming is more than a little gun-shy of repeating that mistake. Z-44 puts out a lot of torpedoes and she puts them out quickly -- fast enough to be viable but not so fast as to be immediately compelling. This is her entire gimmick, like it or lump it. All of this said, it would be a mistake to underestimate what Z-44 can do. She is definitely a ship worth keeping an eye on if it appears on the enemy team. Torpedo spam is not fun to contend with if you're in a battleship. While Z-44 is an easy mark for destroyer-hunters (be they cruisers, carriers or other lolibotes), left to her own devices she can cause a lot of chaos in a short amount of time. I will leave it to angrier people than me to declare whether or not Z-44 is good for the game (go check out their YouTube video reviews when you're done here!). As an investment, I'll give her a pass. If I'm going to play a vulnerable torpedo destroyer, I'd rather have the ability to sneak around or push a cap. For novel torpedo action, I'll reach for Asashio. Z-44's okay, but short of using her to complete "get X number of torpedo hit missions", I'm not likely to want to play her again. It's been a while since I've let a jpg have the last word so here you go: Conclusion Thank you all so much for reading. Thank you very much to my patrons for their continued support. I had originally planned to review both Z-35 and Z-44 together in the same article in the same manner as my Belfast & Belfast '43 review or that of Siegfried and Ägir. However, time was not permitting. It is easier for me to separate the two of them rather than constantly lacing a narrative between the two ships. This is clearly a case of "if I had more time, I would have written you a shorter letter". If you stumbled upon this review and are looking for her sister ship, you can find the link here. Go have a read before you pull the trigger on either ship.
  24. Hukom

    Benson, Part 2

    After knocking off the snowflake, I took Benson out again for a Random Battle. Now I'm not a DD main, nor do I frequently play Random Battles—most of the time I only play Co-op, and I got a ton of surprise in this match when an enemy destroyer suddenly came out of nowhere. I'm still trying to understand how it happened. This is my second ever PvP game on the Benson and just like the first, it was tense and risky. It was also fun and literally gave me that adrenaline rush when the red DD started shooting. I tried shooting back and also got timely support from the team. Managed to land second on the team score board too! 😄
  25. Hukom

    Benson

    Nearly 99% of my games in World of Warships are with cruisers or battleships. I rarely play destroyers, and I don't play aircraft carriers. Out of curiosity (and trying to be brave, despite the perennial potato that I am), I decided to bring my highest tier USN DD so far—the Benson—out of Co-op and into the real world. Never thought it could be fun taking calculated risks, getting nearly detected by enemy ships, and then sinking two! Placed second on our team's score board too! 😄
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