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Found 155 results

  1. For my first Ranked Replay Breakdown I am going to showcase the Hindenburg and how I use positioning and my knowledge of enemy ships against them.
  2. What premium battleship should I buy?

    Hi guys! I was wondering, now that I am on a historical streak, whether to buy one of two iconic world war 2 ships and which one. The infamous Hms Hood, the ruler of the seven seas for the British navy, but sunk by the mighty Bismarck by a hit to her aft magazine, or the Scharnhorst class battleship, with those rapid firing (for a battleship, at least,) 12 inch guns. Both seemingly potent tier 7 battleships, but which one is better? what are the pros and cons? you tell me!
  3. Graf Spee main gun range

    I do think that the Graf Spee should have greater main battery range, and that it's secondaries have also been "nerfed" from what they could do in real life. However, I do realize that "game balance" is important. So, here's a thought about a change to that ship: Right now, it can only carry a Fighter. What about letting it carry a Spotter as well? Thanks for the upcoming discussion!
  4. Mean Z39

    Das Gud Bote! ... and the replay:
  5. T9 KGM FXP Ship?

    Hoping for one of the H class ships with 20 inch guns (H44). It'd be HILARRRRIOUS
  6. T-61 Released

  7. hello captains and developers, I would like to know when the Graf Zeppelin will go on sale. I am waiting more than three months after its official departure for the users who already bought it, please I want to complete my collection of German ships. please if anyone knows anything about your next release please report on this topic, thank you very much to the whole community and Developers
  8. Nerfing Gaede Back to 128's

    Ok After reading the recent post about Gaede in this forum, i'm going to rebuild the Captain and adjust Gaede back to 128's. The primary benefit/s i'm looking for are; Increased RoF and so better results agains't dd's using AP(?). Increased torp range (but slower). Better Turret Rotation. Considering this is an excellent ship, I think the wins and results should be a lot better than they are. I have the luxury of a 13 point captain, I usually train the captain's xp up to 50% of what it needs (for captain points) and buy the rest with free XP ... and I never NEVER spend free xp on anything that isn't captains skill points. I want 10pts in every dd captain and when i don't have that i'm grinding, until I get there. Present Captain Skills are: PT, PM EM, TA TAE CE I'll drop Priority target as I usually know when i'm being shot at - it's right after I get spotted. I'll drop Torp Acceleration as well, giving me 3 spare points; and i'll pick up 8.5k torps which will now exceed my detection range by 2km. I'll drop Main Battery Modification 2 in favour of Aiming Systems Modification - net result will be that the 5% loading time penalty goes away and accuracy increases 7%. However the 15% rotation bonus goes away ... i'll have to live with it, or use A and D keys for aiming when necessary (what's new?). The 3 extra points will go straight into BFT for RoF increase, as you'd expect. I'll keep TAE instead of DE; it's a close call but more torps seems more helpful than setting fires. The present win ratio and stats are not up to scratch; i'll post an update after some results come in on the new build. (My concern is the 0.5 ships destroyed per battle.)
  9. Name: Scharnhorst Ship type: battleship Class: Scharnhorst Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the second installment of Naval Intelligence, I will be sharing with you a review about one of the most loved battleships in the game, the premium Tier VII German battleship: Scharnhorst. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius The Scharnhorst originated from the idea of having to counter contemporary French, and British battlecruiser designs; such as Dunkerque, Hood, and Renown. France's Dunkerque and Strasbourg were scuttled in 1942, and Great Britain's battlecruisers were sunk during the early years of the war. The Kriegsmarine also considered that the Panzerschiff (also known as the pocket battleship, an example being the Admiral Graf Spee) was not intended to be a mainline ship made to fight battlecruisers and emerging fast battleships; instead, that particular type of ship was ideal for raider operations and anti-cruiser/destroyer roles. Furthermore, the compliance of the new Anglo-German Naval Agreement of 1935, which allowed the construction of a Kriegsmarine that would be restrained to a size equal to 35% of the Royal Navy, was also considered prior to the design of the first German battleships of the new era. With that settled, I will briefly talk about Scharnhorst's service record to make way for the ship's specifications. The battleship's keel was laid down by the Wilhelmshaven Navy Yard in 1935, in Wilhelmshaven, Germany. She was launched in 1936 and entered service in 1939. Though her sister ship, Gneisenau, was completed before Scharnhorst, the class was widely considered by many sources as the Scharnhorst-class regardless. Both members of the class saw service accompanied by one another. Where one would go, the other would follow. During a raiding cruise in November 1939, the merchant cruiser HMS Rawalpindi fell prey to the pair, engaging the two battleships despite overwhelming odds. In the April of 1940, the pair encountered the battlecruiser HMS Renown while supporting the German landings during the Invasion of Norway. The aging British capital ship scored hits on the Germans and successfully made the two battleships retreat. Two months later after repairs, the duo met the aircraft carrier HMS Glorious and her escort screen. Glorious was sunk with the loss of over 1200 hands (receiving the unfortunate distinction of being the only fleet carrier sunk by enemy gunfire in the war), but Scharnhorst was damaged yet again. Fast forward to 1942. Scharnhorst took part in the "Channel Dash".The two battleships, heavy cruiser Prinz Eugen, and 6 destroyer escorts made their way through the English Channel to reach German ports while evading Allied forces. The operation was a success, although Scharnhorst sustained damage by mines and remained at Kiel for most of the year due to repairs. On the day of December 25th of 1943, Scharnhorst would weigh anchor for the last time with orders to intercept allied convoys headed for the Soviet Union. Accompanied by five destroyers, she headed to the Atlantic to find the valuable transports to the Allied war effort. Distant from her destroyer screen, Scharnhorst moved in to engage one of the convoys, but she encountered an enemy escort screen lead by the battleship HMS Duke of York. Faced with insurmountable odds, Scharnhorst was sunk with the loss of 1968 of hands. Only 36 were rescued. The Battle of the North Cape would go down in history as a major British victory. A memorial stone dedicated to the ship and her crew can be found today in Wilhelmshaven, Germany. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Scharnhorst's power plant consisted of 12 Deschimag ultra-high-pressure oil-fired boilers which fed steam to 3 Brown, Boveri & Co. geared steam turbines and produced 160,000 shaft horsepower. Historically, she was able to produce 32 knots (36.8 mph/59.2 kph) at full speed but in-game, she is limited to a speed of 30 knots (34.5 mph/55.5 kph), a respectable number at Tier VII, which is only superseded by Gneisenau and Hood at the time of writing this review. Her rudder can shift from side to side in 14.5 seconds; it can be brought down to 11.6 seconds with the rudder shift upgrade. Lastly, her turning radius is rated at 800 meters. The ship's main armament is composed of nine 283 mm/11.1 in L/54.5 Drh LC/34 naval guns which are capable of firing every 20 seconds. The guns themselves are complemented by a firing range of 19.9 kilometers (this can increase temporarily to 23.88 km by a spotting aircraft, but the guns' effectiveness at that range is questionable). This rate of fire and gun caliber is uncommon among battleships and cruisers, which makes this ship the more unique to play due to her cruiser-killing capabilities. The accuracy of the main armament is not exceptional, but it allows the Scharnhorst to punish broadside targets at medium and short ranges with AP shells capable of dealing a maximum of 7,600 damage. While the HE shells are not exceptional, they possess a 20% fire chance and are subject to the 1/4 penetration rule, which grants them 70.75 mm of penetration. Scharnhorst's secondary armament comprises of 12 150 mm guns and 14 105 mm guns, making it a force to be reckoned with at close range. The 150's are encased in four dual turrets and four single mounts, while the 105's are encased in dual mounts. The secondary armament is evenly distributed along the ship's sides with the exception of a 105 mm mount which is located behind the Caesar (number 3) turret on the center-line of the ship. Her secondaries have a base range of 5.3 kilometers but can be increased to 8 kilometers with captain skills (most notably Advanced Firing Training, which increases the range of all secondary guns by twenty percent), Secondary Armament Modification 2 upgrade, and Mike Yankee Soxisix (this signal flag increases maximum secondary battery range by an additional five percent and reduces dispersion by that same amount). Scharnhorst's AA suite comprises of fifty 20 mm barrels mounted on single and quadruple mounts (short range aura: 2.01 km, 30 DPS) followed by sixteen 37 mm guns found on dual mounts (medium range aura: 3.51 km, 20.8 DPS). Lastly, the 105 mm dual mounts double up as anti-aircraft mounts (long range aura: 4.5 km, 116.2 DPS). The AA range and effectiveness can be increased with the relevant skills, upgrade, and signal flag. It must be noted that these numbers are stock values. The battleship also comes equipped with two triple torpedo launchers - one on each side - that have a short range of 6 kilometers and deal a maximum damage of 13,700, their reload is timed at 68 seconds. These tubes allow the Scharnhorst to excel at brawling and deal a considerable blow to any possible opponent, if not sink them outright. The Scharnhorst is one of, if not the most durable battleships tier-for-tier in the game. Her 350 mm main armor belt (red) is one of the thickest belts up there (when compared to ships like Nagato, Bismarck or Alabama) and can be used to bait enemy fire while presenting odd angles. The thinner plates on the fore and aft ends of the hull (yellow) offer the opportunity to bounce shells (or arm them without intending to do so), their thicknesses are 70, and 90 mm, respectively. The bow and stern are covered by 25 mm plating while the plating above the main belt is 45 mm thick. The deck itself is 50 mm thick, and the citadel deck plating found below the main deck is mostly 80 mm, increasing to 95 mm near the barbettes. The turrets have a face thickness of 360 mm, a roof thickness of 150 mm, and a side thickness of 220 mm. One of the most recognizable aspects of German battleships is their turtle back armor scheme, which makes them very durable at close to medium-range engagements. Scharnhorst is no exception to this, and her citadel is further protected by 110 mm slopes that are angled inwards on its sides, it is also worth noting that Scharnhorst's citadel sits below the waterline, making it near impossible to hit at close ranges. However, this armor scheme has the disadvantage of losing effectiveness at long range, so plunging fire can be effective against the Scharnhorst. Her torpedo bulges mitigate 24 percent of all torpedo damage that strikes this ship. The bulges don't cover any part of the bow or stern whatsoever; instead, they cover the citadel as much as the armor belt does. These disadvantages can be offset by the ship's maneuverability, good situational awareness, use of consumables (Scharnhorst does not get access to hydroacoustic search, but could utilize a fighter plane at the captain's discretion), and Vigilance (which adds 25% to torpedo acquisition range). Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Scharnhorst's style is a blend between a conventional battleship and a heavy cruiser. One has to prioritize lightly armored targets - most notably cruisers and thinly-armored battleships - to make good use of her 283 mm guns such as cruisers and battleships that have thin upper armor belts or plating. She is an opportunist that is able to push, retreat and relocate fairly quickly for a battleship, allowing her to pick fights carefully and spot opportunities to flank the enemy. She can keep up with friendly ships that are capable of ~30-knot speeds, so the opportunities of a major push or a flank can be exploited heavily if the Scharnhorst is located in an advantageous position. Strong armor allows the battleship to get up-close-and-personal with enemy cruisers or battleships, but one must be aware of positioning, angling, and numerical supremacy in order to succeed. Like any other vessel, she is vulnerable to focus fire, and she can be her team's damage powerhouse if she possesses ideal support from her teammates (especially against aircraft carriers and destroyers). This ship is not invincible, but she can be a force to be reckoned with if the Scharnhorst's captain uses her strengths to their favor. Remember, you are part of a team, and they depend upon you as much as you depend upon them. Coordination and knowledge can make way to a successful match (or at least a very good one that is worth remembering). Consumables or "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Scharnhorst has access to German battleship damage control, a good heal, and the option between a spotter aircraft for a temporary firing range increase or a fighter aircraft to counter aerial strikes (or give oneself a higher chance of dodging enemy shipborne torpedoes). Usually, I find myself using the heal so I can maximize my ability to tank and last longer in the main battle line or a brawl, so it is my personal recommendation to consider implementing Superintendent in your set of skills. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag Her design is composed of smooth curves, and her superstructure is not cluttered. This is only enhanced by the shape of her Atlantic bow, the shape of her gun turrets, and her secondary battery mounts on the weather deck and the sides of the superstructure. The battleship's fog horn has a satisfying yet menacing sound which can be used to taunt enemy warships or announce the battleship's arrival to a brawl. Finally, her premium camouflage is identical to the one she was using around 1943, and it is absolutely gorgeous (one that doesn't use skin modifications can only hope that Wargaming gives her sister ship the premium camouflage she deserves, unlike the one she sports in the game right now). Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Scharnhorst is a fine ship, and she is by far my favorite premium, but I have written this review with objectivity as a priority. In my eyes, she is a must-have if you're looking for a fun credit grinder or a German battleship commander trainer (cruiser commanders can also work, but normally they don't make much use of her secondary armament), then this ship is for you. I cannot stress enough how rewarding, and flexible this ship can be in the right situations. In Random Battles she is an absolute beast and can hold her ground against higher tier opponents rather well; however, she's not invincible or lacking weaknesses (such as her torpedo protection or small gun caliber). In Co-op and Scenarios, she is a joy to sail; her fast reload, maneuverability, and endurance make her a solid choice for any scenario that allows her access. If what you seek is history, then the Scharnhorst is definitely worthy of your port. As stated further above in the review, she saw her fair share of action and earned herself, and her crew, a place in modern history's halls of fame. "Ad Astra per Aspera" Phantom out. References Wargaming.net. 2018. Scharnhorst, website: http://wiki.wargaming.net/en/Ship:Scharnhorst Farley, R. 2017. Scharnhorst: Nazi Germany's Super Battleship or Paper Tiger? The National Interest, website: http://nationalinterest.org/blog/the-buzz/scharnhorst-nazi-germanys-super-battleship-or-paper-tiger-20078 Wikipedia. 2018. List of battlecruisers of World War II, website: https://en.wikipedia.org/wiki/List_of_battlecruisers_of_World_War_II Wargaming.net. 2018. Dunkerque, website: http://wiki.wargaming.net/en/Ship:Dunkerque The Authors of Encyclopaedia Britannica. 2013. Anglo-German Naval Agreement. Encyclopaedia Britannica, website https://www.britannica.com/event/Anglo-German-Naval-Agreement-1935 Wikipedia. 2018. Scharnhorst-class battleship, website: https://en.wikipedia.org/wiki/Scharnhorst-class_battleship Metz, K. & Van Lönnen, H. Memorial Stone Battle Ship 'Scharnhorst'. Traces of War, website: https://www.tracesofwar.com/sights/25374/Memorial-Stone-Battle-Ship-Scharnhorst.htm Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes Amor scheme image provided by @Naesqr Revision consulted with @Maceswinga In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images. Due to my circumstance, I must make do with electronic sources and screenshots from other players or the wiki itself.
  10. V-170 can bring the business; however I note that 6 torp hits would have been more influential than the 24 shell hits combined. Use torps. Shame about the defeat after all that effort. Notice that I destroyed more than 1/4 of the enemy fleet and still going. But this doesn't end in victory ... gaw damn Carriers. There's almost no ship that can overcome your own fail team. *Maybe the Z-39 hmmm. Hit 'em with torps, hit 'em with shells. Then hit z and follow it in for the lulz. Victory! Who doesn't love reading that :-) V-170 Pros and Cons: Torpedos are almost a unique setup in that they are; side and forward facing, slow moving, and fast reloading. One of the common uses for these is to fire a single Torp from the front RHS of my ship, then steer Right a bit and fire another from the LHS front tube. The opponent will likely dodge quite easily, but he had to jump out of binocular view to do so, spending precious seconds aligning his ship toward/away from me during which time I am aligning my ship for its getaway+broadside of 2x2 torps. Another use is when approaching a corner and being able to fire a couple of torps without turning the entire ship to create a launch window. 59kph torps are slow by any standard and that's after the torp acceleration captain's skill ... leaving me with a 5.6km range. In practical terms, this ship needs to get in close using the speed boost then use torps at close range; switching immediately to guns which have high RoF (3.6s) and 9km range. Somehow it all works. With a 9 point captain. (PT, TA, BFT, Superintendent.) Guns: Shooting at bbs with 105mm's does no more than offend them. They'll shoot at you all the same, stay bow on to them (face toward them) and they'll miss enough times that you get in torp range; Tier 4 bbs aren't quick or accurate. If you set fire to them (unlikely, never a good main strategy) that's a bonus. If it's not your plan to get in torp range, why are you firing at them from 9k's? That would give them an ideal range to shoot you, reveal your position to the whole map and be incredibly unlikely to do meaningful harm. Shibby.
  11. I've been primarily playing destroyers of the German variety along with some other stuff; it's a mixed bag. I'm a newish player, I believe that well-played destroyers make for victory and badly played destroyers, or a team that loses its destroyers early, will almost certainly lose. Naturally I bought the Z-39 as soon as I saw it ... Some of my comments are advisory in nature but YMMV. This post has become mainly the Z-39 due to limitations on picture uploads. So my first battle in the Z-39 wasn't a win ... I became the only survivor on the mid-West side then got chased all the way to the north, where I finally succumbed. The deep hp pool meant that I would have dropped sooner if in another dd. Who wants to get caught in a fair fight? F3 your opponent already, dont assume that your teammates are looking at what you are. At this tier the MAAS should have assumed hydro and accoustic search was in use, and count how many ships had eyes on him at the time of death. An achievable result for the Z-39, 2kills 46k damage. CV battles are always a lot tougher for dd's since so much of my/the gameplay relies on simply not being seen. There's a few thoughts on this screenshot; firstly, I always enjoy hitting z for shellview, especially whily my torps are hitting at the same time yay! 2 - Notice the panicky guy in chat pointing out the dd location? Z39 hydro means I could confidently say he was not that close to my position. 3 - Again I F3 my opponents since bbs rely so heavily on dds playing the spotter role. 4 - Notice my ship orientation is directly away from the larger ship? Makes it easier to run the WASD hax successfully, just wait for the muzzle flash then hit A or D immediately. 5 - I'm now the one and only dd on this team so kiting becomes my best strategy. Z-39 The Workhorse. Guess how much I love the Z-39? Some kid called 'Z39' will be seeking therapy one day. 'Defending the Cap' is not a strategy. 6 minutes in and we haven't pushed anywhere ... that left hand side was wide open. I make my views known without relying on subtext or persuasion :-)
  12. So, one of the weekly challenges requires you to use Bismarck or Tirpitz in order to complete it. The challenge’s name, as stated above, is in memoriam of an esteemed Warships community member. But what really caught my eye was the description of the challenge, which states that the challenge can be completed in a scenario. My question is this: is it possible that WG is dropping small hints to a new Tier 8 operation (probably exclusive to Germans or Axis nations)? PS: new ship review is coming soon.
  13. Z-39: How is It?

    Dummies Guide to the Z-39 German Premium Destroyer So, I got Z-39 the day it came out. There have been a lot of mixed reviews on it talking about whether it's good or bad, but I'll be frank here: it's a decent ship but it relies heavily on its user's DD play style and map awareness. That said, let's move on to the different aspects. For those interested, I have provided statistics below. - Stats - All stats provided are base without captain skills HP: 19600 Main Batteries: 1x2 150mm, 2x1 150mm Main Battery Firing Range: 11.8km Maximum HE Shell Damage: 2200 Fire Chance per Shell: 12% Maximum AP Shell Damage: 3700 Main Battery Reload: 7.5 seconds Main Battery 180 Degree Rotation Time: 22.5 seconds Maximum Dispersion: 104m HE Shell Initial Velocity: 835m/s AP Shell Initial Velocity: 835m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: 14400 Torpedo Range: 8.5km Torpedo Speed: 65kt Torpedo Reload: 90 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 36kt Turning Circle Radius: 670m Rudder Shift Time: 4.5 seconds Surface Detection: 7.5km Air Detection: 4.4km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost | Hydro-acoustic Search - Guns - The 150mm guns can either be a hilarious meme or the worst thing you've ever touched with a 10ft pole depending on the situation and their use. You are not going to win a lot of DD dps fights in this thing. Forcing them to trigger and then hide in smoke so that you can rely on your use of hydro to catch them off-guard is going to be one of your go-to tactics. For the ones too smart for that, stay at range and kite battle them. if you aim well with HE you'll be doing 2k-3k salvos if you hit most of your shells. Chances if you're fighting something like a Mahan, Benson, or Hsienyang they'll try just holding down the fire button instead of firing salvos because it's easier. In this case they'll probably only hit shells here and there, so if your aim is good and you fire full salvos With HE things should go alright. IT IS ADVISED NOT TO USE AP ON DESTROYERS. The last thing you want is overpens in a fight where every bit of damage counts. However, with CLs/CAs and BBs you'll have a little more luck in this department. On lightly armored cruisers you can easily get citadels when they go broadside. On BBs fire HE into the superstructure until you get a fire, then switch to AP and play like a Des Moines firing a metric butt-ton of AP into the superstructure (note: if they're dumb and repair a single fire, switch back to HE, set another fire, then proceed with AP). When firing at CVs HE spam = profit (< important). Above all else, remember your reload is long and your turret traverse is slower than your average potato + negative 30 years of WD40. Do not rely on your smoke. It's German. It won't be there long. Do not sit in it. Especially not broadside, that's a good way to get smoke torped. - Torpedoes - The Torpedoes actually aren't half bad for their tier, however, you'd do well to remember that they are still German torps. In fact, they're copy-pasted max Maass torps. That said, they're fast and reasonably long enough range for stealth torping. Keep in mind that damage output is mediocre at best and anemic at worst. If you get uptiered to T9 and fire torps at something like a Musashi, don't expect much of anything really. Fire your torps, but rely more heavily on your guns. - AA - The AA on this thing is actually pretty potent, however, this makes it kind of like the Akizuki of tier 7. Why is this? Well i'm glad you asked, it's the lack of Defensive AA Fire Consumable. But just like the Akizuki, an AA build on the Z-39 is still a pretty good meme even despite not having DF. Below there will be some recommended AA builds for those of you who are feeling spicy. - Captain Skill Builds - Gun/Torp Hybrid Builds: Meme AA Builds: - Conclusion - Thanks for reading my Z-39 guide for dummies! If you liked it let me know in the comments and I might start making this a regular thing. Feel free to discuss any ideas or issues. Let me know if there's anything I should fix!
  14. Name: "Z-39" Ship type: destroyer Class: Type 1936A (Mob)/Narvik Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the first installment of Naval Intelligence, I will be sharing with you my first review (and one of my first posts in the forum, fancy that); this review will be about no other, but the premium Tier VII German destroyer: Z-39. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius I will start off by sharing a bit of her past in this post. Z-39 was the last member of the Type 1936A (Mob)-class destroyers (also known as the Narvik-class by the Allies) that were ordered and built for Germany after the outbreak of World War II. Z-39 was built by the Germaniawerft, in Kiel, Germany. She was laid down in 1940, launched in December 2nd, 1941, and finally commissioned in August 1943. Z-39's service record under the Kriegsmarine flag is not exactly spectacular: she took part in sorties near Norway and the Baltic Sea. In 1944 she was damaged and was hit again while undergoing repairs, disrupting the process. She entered service once more in 1945 but nothing noteworthy occurred during that time. After the end of World War 2 in Europe, Z-39 was transferred to the United States Navy and was renamed DD-939. After extensive equipment trials, she was once again transferred, only this time to the French Navy, where she was cannibalized for parts in 1947 and was finally broken up in 1964. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Z-39 is powered by six Wagner oil-fired boilers that feed two Deschimag geared steam turbines, her power plant is rated at 70,000 shaft horsepower and produces 36 knots (66.6 kph, 41.4 mph). In the game, the destroyer can shift her rudder from one side to the other in 4.5 seconds stock and has a turning circle radius of 670 meters, her maneuverability is somewhat similar to Błyskawica's, and thus pales in comparison when compared to Sims', Gadjah Mada's or Mahan's. Her main armaments are one of the traits that set her apart from other nations' counterparts, considering she is armed with four 150 mm L/48 LDrh LC/38 guns, with two encased in a dual turret facing forward, and the other two on single mounts facing aft. This peculiar armament allows her to severely damage cruisers that are in close ranges and showing a broadside with her armor-piercing shells, while her high explosive shells are sufficient to set ships on fire and damage unarmored sections of a vessel; however, these guns will make gunfights with fast-firing destroyers more hazardous due to their rate of fire of 8 shots/min. (7.5 seconds) and a turret traverse of 8 deg/s that occasionally trails behind the desired aiming direction when executing hard or exceedingly aggressive maneuvers. Z-39 is also equipped with two 533 mm quadruple torpedo launchers that use the G7 "Steinbarsch" (rock bass) torpedo. This projectile travels at an adequate speed of 65 knots to a maximum range of 8.49 kilometers, its warhead is capable of dealing 14, 400 damage and can send any ship to the bottom or at least cripple them enough to finish the job with gunfire or assistance from other ships. The torpedo tubes are fully reloaded after a relatively small period of 90 seconds (1 minute, 30 seconds). The last specifications I will touch upon will be her anti-aircraft suite and her concealment since armor values for a destroyer do not vary that much; however, '39 is a big destroyer, and this makes her prone to activate fuzes on AP shells even when presenting herself horizontally to the enemy. The destroyer possesses an AA suite that is good enough to shoot down the occasional spotter or catapult fighter but doesn't have enough stopping power to shoot down entire squadrons if an aircraft carrier decides to target you. When fully specialized in concealment, her air detection is equal to her stock AA medium-range aura of 3.5 kilometers. Now, Z-39 is a stealthy tier 7 destroyer thanks to her ability to equip Tier VIII upgrades in the fifth upgrade slot (this includes the concealment system modification that reduces her detectability radius by 10% and increases the maximum dispersion of incoming fire by 5%). Her base detection ranges are not great, however, she's spotted at 7.74 km on the surface and at 4.38 km on the air, but this can be reduced by using camouflage, training Concealment Expert on your commander, and purchasing the concealment upgrade reaching detection ranges of 6.1 and 3.5 kilometers respectively. Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Lovers of the German line and the 150 mm guns specifically will find themselves at home with this premium Tier VII destroyer, she is essentially a down-tiered Z-23 with all the bells and whistles that define her, such as a very large health pool for a destroyer of 19,600 hit points (100 more points than the B hull of her older sister). One can adopt a hybrid style, blending gunboat and torpedo-boat traits, also, the transition between torpedoes or gunnery as main damage factors is not uncomfortable; she can push when she's needed to do so, and she can also defend an area with a division or friendly destroyers exceptionally well with torpedoes. By the time of this review, I'm running Z-39 with a 10-point commander with a rather generic destroyer build: Priority Target, Last Stand, Superintendent, and Concealment Expert. Now, she can benefit from using skills like Adrenaline Rush, Preventive Maintenance, Jack of All Trades or Survivability Expert, so prioritize the usage of your skill points according to your playstyle or recommended builds proposed by the community. Note: Be careful of using Advanced and Basic Firing Training on this ship. Her main armaments exceed the gun caliber limit that is allowed by these two skills, which is 139 mm, making them only affect your AA guns. Consumables "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Where to begin when there are so many? Z-39 has access to your typical destroyer damage control party, German smoke, engine boost, and a hydroacoustic search consumable with a range of 4.4 km (unheard of amongst destroyers of Tier VII with the exception of Leberecht Maass). These consumables allow Z-39 to become a very adaptable and supportive vessel in combat, as stated before, her wide array of consumables and good combination of stealth, speed, and firepower allow her to perform any task one could ask for from a destroyer rather well; she needs her team's support in order to succeed and not succumb to focused fire. Keep this in mind when you see a Z-39 on your team. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag What better way to sink your opponents other than looking good while doing it? Z-39 is a looker when it comes to destroyers, her Atlantic bow adds a very nice touch to her profile and it combines really well with her bridge and her forward gun turret. It's almost as if you had a modern destroyer at the front and a slightly more old-fashioned design at the rear. This is a really nice combination in my book, and her premium camo only helps her case in my eyes. Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Z-39 is a very capable destroyer that can reach its full potential in a division or with very good coordination with your teammates. She is a worthy opponent in Random Battles, and in Co-op, she is rather entertaining (though I found myself craving for other players on the enemy team to show off the ship's looks and capabilities). This destroyer is also quite expensive to run (just look at all those consumables and tell me it wouldn't hurt to have to replenish them all with your hard-earned credits after a battle) but overall, she is a very rewarding experience to play, once you've come to terms with her limits and niches. Did I mention she is a premium destroyer? If you're out on the market for a German DD/CL trainer, Z-39 is a very good and solid choice (and only one in the immediate future, since T-61 sailed into the sunset, and has yet to return). So there we have it, my first (and hopefully not the last) review! Captains, did you like it? Do you have any suggestions or questions? Please, let me know. "Ad Astra per Aspera" Phantom out. References Whitley, M.J. 1988. Destroyers of World War Two: An International Encyclopedia. Naval Institute Press. Pages: 67-68. Recovered from: https://babel.hathitrust.org/cgi/pt?id=mdp.39015020687821;view=1up;seq=9 Wargaming.net. 2018. Z-39, website: http://wiki.wargaming.net/en/Ship:Z-39 Wargaming.net. 2018. Błyskawica, website: http://wiki.wargaming.net/en/Ship:Błyskawica Wargaming.net. 2018. Gadjah Mada, website: http://wiki.wargaming.net/en/Ship:Gadjah_Mada Wargaming.net. 2018. Mahan, website: http://wiki.wargaming.net/en/Ship:Mahan Wargaming.net. 2018. Leberecht Maass, website: http://wiki.wargaming.net/en/Ship:Leberecht_Maass Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes In-game images recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  15. - WE DESTROY - Yes you do... Man I love my German botes! *(FYI: Not my creation - just posting for appreciation to the art style) *(Update - also completed new forum avatar and signature. And I'm such a unskilled noob layman forgive me for being overly proud of myself)
  16. Premium Ship Review: Z-39

    The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to 0.7.4.1, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - 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. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. 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 This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews. For a list of my other reviews, please visit this thread. Destroyers and Cruisers are linked on post #2. Battleships and Aircraft Carriers are on post #3.
  17. WG, this is not a rage post but please DO something! i did all night , fandoms and 20+ co ops, but with 5+ Russian ships on every team, I came close but cannot get a German kill as they are focused on, and hunted to the detriment of the matches! please, please do something. An operation, something we can get VMF ships in, and shoot at German/KM it is 3 am here, and I’m no closer to getting any of the 3! please jean
  18. Looking at the German ships that were constructed after WWI, all the armament of the ships turrets apart from the Emden, all had 3 gun turrets Königsberg class 1927 , Leipzig class1929 , Deutschland class 1931, and Scharnhorst class 1936. Then the Germans seemed to take a step backwards, instead of continuing onward with the 3 gun turrets, the next batch of ships the Germans constructed were armed with 2 gun turrets Admiral Hipper class 1937, and Bismarck class 1939, and this was to continue into Plan Z with the H39 class and so forth. So my question is why did they revert back to the 2 gun turrets?
  19. G. Kurfurst vs. Moskva

    Hey guys I am currently working down both the Russian cruiser and German BB line at the same time and almost have the tier 9 Friedrich unlocked and am halfway to the unlocking the tier 9, Dimitri, but want to concentrate on just one line so I can reach tier X faster. I spend equal time playing both BB's and CA's but am torn whether I should work to unlock the Moskva first or the Kurfurst. Any suggestions from people that have both? Which is more fun? Thanks!
  20. The new French line of BBs, atleast from what I've heard, are pretty good at mid to close ranges due to a large number of guns and secondaries. I just wanted to know how they compare to the original brawlers, the germans. What advantage does it have? Where does it lack?
  21. Konig Torpedo Protection

    Hey! Was just looking over the armor layout on my Tier V Konig, and I noticed a pretty weak 25mm torpedo bulge. In history it was 40mm... That hurts a tier V Battleship when facing the horde of Torpedo bombers and ship-launched torpedoes. Especially since it seems to me that the ship is designed to close with the enemy and engage in a brawl. Is there some reason this hasn't been corrected? Thanks! ~War~
  22. Konigsberg Tips

    So....I've been hesitating to take out my Konigsberg because it just seems to fly a "KILL ME" flag to anyone that sees it. It gets significantly up-tiered, and enemy shells slice thru her like hot knives meeting butter. I love her guns, and the traverse on them...kicking left to right as you maneuver is pretty fun, but I'm wanting to know basic captain skills and general tactics to make her more survivable and lethal. Currently I'm running an 8pt Captain with PM, EM, AR, and SE. I figured for those last skills they're kinda helpful letting me reload guns/torps faster and giving me a better window to take advantage of that. I'll have my Captain to 10 points shortly. At the moment I've switched from aggressive mode and trying to stay back, taking advantage of a red's distraction while they're firing at my front-line ships. I just can't seem to succeed any kind of close in firefight. How do you win with her? I love the ship (I really enjoy my FurryTaco as well!), but just needing some basic pointers to succeed in randoms. What Cpt skills at 10 points, and does one just vulch at the edges of the battle? Haven't seen the torps being much use yet, lol! Thanks and <S!>! ~War~
  23. Favorite BB Line

    With French battleships coming 'soon', I thought I'd ask what is your favorite line to play?
  24. WG is mentioning Flottentorpedoboot over last two months...When will T-61 be on sale?
  25. Hmm, whoopsie.

    So, ran across this article. Thoughts? https://www.msn.com/en-us/news/world/german-engineering-yields-new-warship-that-isnt-fit-for-sea/ar-AAuAMwV?li=BBnb7Kz
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