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Found 91 results

  1. SuperRodge52

    Guilio Cesare

    Will Guilio Cesare ever be back for sale?
  2. 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.
  3. The following is a review of Haida, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 28th, 2018. I'm so happy, I'm crying. Quick Summary: A stealthy British gunship destroyer with a weird Smoke Generator and a single torpedo launcher. Cost: The equivalent of 5,600 doubloons. Patch & Date Written: 0.7.5.1 , June 20th, 2018 to June 28th, 2018. PROS Surprisingly tough for a tier VII destroyer with 15,700 hit points and large areas of 19mm armour. Enormous alpha strike on her HE shells and excellent HE DPM. Powerful torpedoes that hit for 16,767 damage and travel at 62kts. She can single-fire her torpedoes. Incredibly stealthy. Able to drop its surface detection down to 5.7km. Equipped with a British destroyer Hydroacoustic Search with a 3 minute (!) active time. Uses a Commonwealth Smoke Generator with a 90s emission time, allowing her to continue moving while staying hidden. The power (and comfort) of this ship spikes considerably with access to the Special Upgrades, Hydroacoustic Search Modification 1 and Smoke Generator Modification 1. CONS Poor gun firing arcs on A and Y turret. Horrible shell flight time and very high ballistic arcs at range. Struggles to do damage against larger targets with poor penetration on AP & HE shells and poor fire chance. Only armed with a single quadruple torpedo launcher with a long reload. Not especially agile with a modest top speed of 36.5 knots and a 630m turning radius. Her Hydroacoustic Search is very short ranged, scarcely operating beyond the auto-detection radius. Her Smoke Generator is selfish and difficult to use to protect allies. As a Commonwealth ship, Haida has limited use as a commander trainer. Good day and welcome to the Canadian Corner. I'm Mouse and this is my grouchy editor from across the pond, Lert, eh. HMCS Haida is finally here. Finally, Canadians will stop complaining on Reddit, eh? Well maybe. Haida and the Tribal-class took a while getting through development. It's not like there isn't a small bit of controversy regarding how well this ship performs. My fellow Canadian, iChase, quite rightly pointed out that she's not going to be a ship for everyone, y'know? Who was the hoser that thought up a gunship with bad guns, eh? And it's not like she's got a lot of torpedoes to fall back on. Anyway, let's get this review started. It's gonna be a long one cause there's lots to go over and I have to pretend I'm not fangirling all over the place. Before we go any further, make sure you look up several reviews before opening your wallets for this one, okay? Like hold your horses, eh? Okay, that's my intro. Good day. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme This isn't a ship for new players. Haida struggles to deal reliable damage with either her guns or her torpedoes. Her ballistic arcs, poor penetration and horrible fire chance makes standing off at a distance and trying to deal damage challenging at best and horribly frustrating at worst. Her single torpedo launcher compounds this difficulty. This is a ship that belongs on the front lines where mistakes get punished absurdly quickly. Her only saving grace is her excellent concealment. Veterans will love this boat. She's uniquely designed to bully control points and extend vision for her team. This ship is a catalyst, facilitating wins by dominating caps and shutting down enemy destroyers. She rewards an aggressive play style that espouses knife-fights at point-blank ranges while harassing larger enemies. - 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. Haida's Firepower is a story of contrasts. Her guns are temperamental but their HE is incredibly hard hitting. She has only a single torpedo launcher but she has the ability to single fire them and deliver monstrous damage per hit. For sheer raw potential, though, she cannot escape being one of the most difficult ships to use on the attack at tier VII. She gets a rating. Haida has a high number of hit points combined with some minor armour improvements. She earns a rating. Her agility and anti-aircraft firepower are nothing to get too excited over, deserving the same evaluation. It's in Vision Control (Refrigerator) where Haida dominates. Even giving her a rating doesn't do her justice. This isn't a torpedo-boat that skulks, frightened of being discovered. Haida uses her concealment and detection abilities to hunt down those who want to remain hidden and punish those who think themselves safe. Hinterland Who's Who: Haida-Players In this short documentary series, we will be exploring four of the different types of Haida-players. They are easily identified by their distinct behaviors and performance, how they react to threats and the level of contribution they provide to their teams. Being able to recognize one of these Haida players and their potential impacts on the game will go a long way towards improving your experience. Click the image for a Youtube playlist of timeless Canadiana! Options Haida's gimmick is focused upon her two consumables. Haida makes use of the new Royal Navy destroyer Hydroacoustic Search consumable while borrowing a modified version of Perth's "creeping" Smoke Generator. In addition, Haida has access to two different premium camouflage patterns. Consumables Haida's Damage Control Party and Engine Boost consumables are normal for a tier VII destroyer. Haida's Smoke Generator is a modified version of that found on Perth and Huanghe -- two cruisers from the Commonwealth and Pan Asian tech trees respectively. Each cloud only lasts a mere 10 seconds but the generator continues making smoke for 90 seconds. With this, Haida can continue moving at speed (up to 12.5 knots) and remain hidden, covered by a continually deploying smoke cloud. Unlike the cruisers which also use this version of the consumable, Haida's reset timer is 120s / 80s between uses -- half the time of Perth's or Huanghe's. Her Hydroacoustic Search is that of the upcoming Royal Navy destroyer line. It's incredibly short ranged, detecting torpedoes at a mere 2.13km and ships at 3.12km. However, it's duration is 50% longer than that of standard cruiser-versions lasting 180 seconds. Upgrades In your first slot, you have a choice. Magazine Modification 1 will help mitigate some of the Fun and Engaging mechanics in World of Warships if you're adverse to that kind of thing. As a destroyer, you will detonate suddenly and often. If you like to gamble, then take Main Armaments Modification 1 instead. In your second slot, take Hydroacoustic Search Modification 1. This is one of the special upgrades and it will extend her Hydroacoustic Search's active time from 180s to 216s which is insane. You could use Propulsion System Modification 1, but that's for quitters. If you don't have the special upgrade, get one ASAP. In your third slot, take Smoke Generator Modification 1. This is another Special Upgrade. It increases the action time of your Smoke Generator from 90s to 117s. If you don't have access to one, you can use Aiming System Modification 1 like a poor person until you get enough sense of self worth to chase your dreams. Spend your coal on Special Upgrades! Unlike other destroyers, Haida doesn't spend very much time stationary, so the value of Propulsion Modification 2 is slightly reduced. To this end, it's really up to you on whether to take this or to reach for Steering Gears Modification 2 instead. They're both good. Camouflage Haida comes with Type 10 Camouflage. Players may also acquire Haida: Maple Leaf camouflage as an aesthetic swap. Both types provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Haida's optional Maple Leaf camouflage. This is camouflage is simply cosmetic and provides the same bonuses as her default camouflage. Haida joins Texas and Oktyabrskaya Revolutsiya with awesome, over-the-top patriotic camo. Hinterland Who's Who: Haida Beaver Haida-Beaver is a passive, inexperienced destroyer player. Timid, her concealment & consumables are used as a security blanket and solely to keep her safe. Haida-Beaver sits within the sanctum of her pond (built from hydro and smoke) and hides from any and all threats. She might venture out and do a little bit of damage, but it's all done at range. This is about as exciting as Molson Canadian beer. You can expect to see her on the second line or off at the extremes of the map border, well away from predators. She'll only venture as close as needed to drop torpedoes or fire her guns and then quickly scurry away. Her success will be limited, like a border humping Shimakaze. Firepower Main Battery: Six 120mm/45 rifles in 3x2 turrets in an A-B-Y superfiring configuration. Secondary Battery: Two 102mm/45 rifles in 1x2 turrets mounted where X-turret from the main battery would be located. Torpedoes: Four torpedo tubes in 1x4 launchers mounted amidships. Balancing the Tribal-class destroyers for World of Warships was never going to be easy. The 120mm/45 guns aren't exactly known for their incredible striking power, rate of fire or their excellent ballistic qualities. Similarly, being limited to a single torpedo launcher greatly hinders Haida's damage potential. She has the worst weapon arrangement of any of the tier VII destroyers. These are not easy weapons to use and played improperly, some will struggle to see reasonable damage output. The Guns The single biggest disappointment I have with Haida's weapon systems are her uninspiring AP shells. For small caliber guns, AP shells are important against larger and more heavily armoured targets that are capable of shrugging off their HE damage entirely. Poor energy retention saps the penetration power of Haida's AP over distance, creating a very limited window at which this ammunition can be used effectively. Even slight angling by larger targets will foil their damage attempts. Among the tier VII destroyers, Haida's 120mm AP shells have the worst penetration values outside of 9km, being overtaken by the 128mm German AP. This issue of penetration is compounded by the low damage Haida's AP shells do when compared to her HE. There's only 200 hit points difference between them -- when factoring in for 0.33x multiplier of a penetrating hit, this disparity drops down to just 66 hit points. Given the unreliability of AP shells between overpenetrating hits and ricochets, Haida's AP is only worth firing if one of two conditions are met: Her HE shells must be completely incapable of damaging a given target, or... Her AP shells must be capable of delivering citadel damage. In all other cases, firing HE is superior given the bonus chance of starting fires and the resulting module damage that can occur from the blast of HE shells. This is owing not only to the deficiencies of Haida's AP shells, but the strengths of her HE. Whatever lamentations I have about Haida's AP shells are largely corrected with her HE. These munitions are not without their issues, but I'm of the opinion that their strengths far outweigh their deficiencies. Haida's core strength lies in the striking power of her HE shells. Her HE shells are listed with a maximum damage of 1,900 per hit, the same as Soviet 130mm rifles. Accounting for penetration damage, each of her hits will strike for 627hp, giving her a broadside alpha strike of up to 3,762 damage per volley. This is the second largest alpha strike at her tier, just behind Blyskawica's own 3,927hp if she hits with all seven of her guns. Haida has a faster reload than her Polish-twin, though, and she unleashes the highest damage per minute of any of the tier VII destroyers, outstripping even the B-Hull Mahan's five, rapid-fire 127mm/38s. She's fully capable of out-trading any of her contemporaries and can even make higher tiered lolitbotes balk at the power of her bite. DPM of the destroyer-caliber tier VII gunships. Haida has got it where it counts but it's one Hell of a close race. I must emphasize that this is limited to soft targets, however. The small caliber of Haida's HE shells leads to penetration issues. Stock, she may only directly damage areas of 19mm or less, which thankfully accounts for all destroyers and the superstructures of larger ships within her Matchmaking. This also includes most cruisers at tier VII or less, though thicker hull plating begins to appear around tier VI for some of the heavy cruisers. By tier VIII+ only British light cruisers remain vulnerable. For battleships, the range of targets is considerably smaller, with only tier V battleships having extremities she can punish. Taking Inertial Fuse for HE Shells broadens the number of targets she can damage, but it by no means is a cure all. The skill increases her penetration to be able to damage areas of 25mm or less. This provides no benefit for engaging enemy destroyers whatsoever. It adds a handful of cruisers to her list of available targets and all of the tier VI and VII battleships as well. However, Haida can not directly damage the extremities of battleships nor the hulls of American and German heavy cruisers at tier VIII or higher. Against these targets, she's limited to dealing direct damage to superstructures and these areas saturate quickly. Haida must switch to her torpedoes or AP shells to hurt these more heavily armoured behemoths. She's not likely to hurt them with fire. She's a poor fire starter. Her fire chance will fluctuate based on skill choice with as low as 4% per shell and as high as 8% with a combination of Demolition Expert and the two fire-chance increasing signals. This pales behind the 7% to 11% on ships like Blyskawica and Gadjah Mada. Destroyers already struggle to stack fires effectively and Haida is unlikely to tax an opponent's Damage Control Party with the blazes she sets. This makes Inertial Fuse for HE Shells more valuable in my opinion -- better to play to her strengths rather than attempt to prop up a weakness. Haida's strength resides in delivering these meaty hits with her HE shells, bringing all six guns to bear and chewing on their hides. Fires per Minute of Tier VII Destroyers before mitigation from the target is applied. "Upgraded" includes the use of Basic Fire Training, Demolition Expert and both fire boosting signals. Haida is never going to be considered a "good" fire starter. You can invest heavily into increasing her chances to set blazes if you wish, but you're unlikely to make more than a single fire stick per minute on an enemy battleship. Note the extreme difference between Haida's fire starting and Gadjah Mada's. They both use the same 120mm/45 guns but Haida uses a modified HE shell with increased damage at the cost of reduced fire chance. This will turn a lot of players away. The Tribal-class destroyers do not have particularly good firing arcs, which necessitates presenting more of a broadside to engage with all three of her turrets. The strengths and flexibility of the ship's gun coverage was supposed to reside in their B and X turrets. With X-turret removed to make room for a 102mm dual-purpose secondary, this leaves all of the heavy lifting on B's shoulders. Thankfully, they're a broad set of shoulders. Not only does B-turret boast great fire angles , but it can also rotate 360º, giving faster coverage from left to right while Haida is sailing evasive on the retreat. This is good news given the modest 10º/s rotation rate of her weapons. In most engagements, Haida will be able to easily bring four of her guns to bear, but you have to give up a lot of side to fire her Y-turret and that's necessary to really capitalize on this ship's strengths. Of course, stacking said damage presents more of a challenge than it should. Other than her fire arcs, Haida has poor shell ballistics. Up to 7km ranges, they're comparable to American 127mm/38s. I'm aware this isn't a flattering comparison given the flaws of American destroyer-caliber guns. Unfortunately, things get worse after that. British 120mm/45s have worse shell flight times than the Yanks. Seriously. These aren't weapons you'll want to stack Advanced Fire Training on. The shell flight time over distance is just too punitive to land hits against anything further out than 9km. So let's recap: The fire arcs on her main battery are not great. Her shell ballistics for HE and AP are terrible. She has bad AP penetration. The small caliber of her HE shells makes her HE penetration bad too. Her HE shells have a terrible fire chance. Her HE shells hit like a truck, however. Haida can out trade just about any destroyer she comes across, provided you can land the hits. Success with Haida as a gunship thus resides in emphasizing the accuracy and frequency of her HE hits against vulnerable targets and switching over to AP only when citadel opportunities arise. In both of these cases, this clearly involves getting in close -- dangerously so. These are knife-fighting ranges and Haida's artillery would seem to point that she should specialize towards hunting and engaging enemy destroyers, with cruisers and battleships as targets of opportunity. This premise is largely reinforced by her torpedo armament. The Fish Haida only has a single torpedo launcher. You can forget any pretense of playing this destroyer as a torpedo-boat for obvious reasons. While having a quadruple launcher is nice, it also comes with the downside of a downright painful 96 second reload. These two traits combined with a mediocre range of 8km may make her torpedoes seem like a complete write-off but they're not without some very strong merits. When compared to work-in-progress Royal Navy destroyer torpedoes, Haida's fish look amazing being comparable in performance to those off the tier X Daring-class in all aspects but range. Haida's torpedoes individually hit almost as hard as Shiratusyu's and Akatsuki's torpedoes. At 16,767 damage per hit and a 282% base flooding chance, Haida can devour large chunks of the enemy hit points with just a couple of strikes. This sits just behind the 17,233 damage and 287% flooding chance of the IJN fish. Haida is fully capable of one-shotting many of the destroyers she faces with a single torpedo. Haida's torpedoes have a 62 knot speed. They close the distance quickly and are on par with the IJN torpedoes at her tier. Haida's torpedoes are an improvement on the Japanese fish, though, with 200m less detectability and 1.2s less reaction time at 8.4s. Haida may single fire her torpedoes. Admittedly this is very difficult to exploit to its fullest. The potential on paper is devastating. In theory, it should allow you to guarantee more hits per launch when precisely aimed. Similarly, it opens the possibility of stacking flood effects to tax and overwhelm the Damage Control Party of enemy vessels provided you can space the time between hits. Finally, it can be used to bait ships into believing you're out of torpedoes when they dodge the first torpedo only to be caught out when they manoeuvre by the other three. However, these techniques are locked behind a very high skill wall barring the incompetence of your opponents. Make no mistake, while there is a lot of potency in Haida's single torpedo mount, it's not easy to use. I didn't forget about Haida's secondary. The British 102mm/45 is a great mid-tier backup weapon. Its high rate of fire is wonderful and it has a better fire chance that Haida's primary battery. There's the added bonus having great fields of fire, so it's very easy to bring it in on a fight. There are two problems with it, though. The first, it's linked to Haida's AA guns. Enabling one enables the other and with a long reach, this can give Haida's position away prematurely which can get you killed. Second, Haida's secondary is very short ranged -- a mere 4.0km. You're going to have to get in stupidly close to make this work for you, or you're going to have to give up on more advantageous skills and upgrades. In playtesting, I did manage to sink two ships with Haida's stock-secondary, so it's not useless. Like all of Haida's weapon systems, it's simply awkward to use. Summary Trying to deal damage at range will yield poor results. Haida is a knife-fighter. Get her in close. If you haven't yet learned how to stack damage with single-fire torpedoes, now is the time. She has a secondary. Sometimes it will kill stuff. Make sure to brag about it when you do. Evaluation: What it would have needed to be : On the whole, Haida's weapon systems are the worst at tier VII. It's not by much. Sims and Minsk are similarly lacking. Hinterland Who's Who: Haida Moose Dangerous when crossed, the Haida-Moose is one that plays the role of a forward scout. Her Smoke Generator and Hydroacoustic Search are used defensively but she places herself up on the front lines to make sure her team has vision for as much time as possible. She prefers to keep enemies at arm's reach. If startled, Haida-moose may charge unexpectedly and can be devastating in these limited encounters. However, she's skittish and is just as likely to flee. Her suicidal bull charges are just as dangerous to Haida-Moose herself as the vehicle their opponents are driving. Haida-Moose will win more often, but no more so than any other destroyer. Haida-Moose's contributions to her team are unpredictable and caution should be exercised whenever you encounter one. Defense Hit Points: 15,700hp Minimum Extremities & Deck Armour: 16mm bow and rear quarter and 19mm stern, sides & deck. It's hella weird. See below. Normally for destroyers, the only thing worth talking about is their relative hit point total to one another. Haida comes out alright here. She ranks third overall for hit points among the tier VII DDs which is pretty impressive, what with Z-39 and Leberecht Maass to compete against. Clearly, Haida has been eating too much poutine. The healthy slug of hit points Haida boasts further improves her ability to out-trade enemy destroyers with her high HE DPM. But there's a further oddity with her armour layout. Large areas of Haida's hull and her entire deck are 19mm thick. This can provide some limited amount of defense against small caliber (114mm or less) HE shells, particularly those fired from battleship secondaries. Finally, the vulnerability of her main battery is worth mentioning. Without Main Armaments Modification 1 or Preventative Maintenance, you can expect Haida's main battery guns to be knocked out frequently. Like Blyskawica, her guns mounts are not fully enclosed turrets. Her gun shields are a mere 6mm thick with open backs. It is not uncommon for high explosive shells to disable one or multiple turrets in an engagement. For a destroyer who is reliant upon winning DPM races at close quarters, this can be crippling. Choose your skills and upgrades with this in mind. Hit point totals of tier VII destroyers. For a gunship, Haida is very well setup to bully other tier VII ships. It's only the Germans that outweigh her in this regard, but she easily caps them in damage per minute totals when firing HE shells. Angling will be key for besting their high AP shell damage. Make sure you take Survivability Expert to further boost your hit point totals. Evaluation: What it would have needed to be : Haida's already close here, but to top German DDs she's going to need much thicker armour, a bloated hit point pool or access to a Repair Party. Agility Top Speed: 36.5kts Turning Radius: 630m Rudder Shift Time: 3.8s Maximum Rate of Turn: 7.5º/s There's a whole lot of "meh" here. Haida's top speed is alright. It's not great, though -- not in a tier populated by the likes of the Leningrad-class (43 knots), Blyskawica (39 knots) and Sims (38.5 knots). Haida is more reliant upon her concealment rather than her flat out speed to control engagement distances. In a running battle, she's at a disadvantage. She's also pretty lackluster with her turning radius. At 630m, you're going to need some advance warning when enemy fish are on their way. You're also going to need a bit of distance from enemy cruisers and battleships in order to dodge effectively. Keep this in mind. Her overall rate of turn is on the low side. Haida's not going to win any prizes for agility. She's comparable to Leberecht Maass in overall agility which isn't a very flattering. Evaluation: What it would have needed to be : Yeah, this isn't going to happen. It's only thanks to Shiratsuyu and Z-39 that she comes away with a rating at all. Hinterland Who's Who: Haida Wolverine Small and scrappy, Haida-Wolverine challenges cap-circle dominance and is eager to fight with other destroyers. Though a solitary hunter, she's a team player and she uses her consumables to get the upper hand when contesting caps and to ensure the enemy never gets the drop on her friends. Haida-Wolverine is looking for a close-range brawl and she's going to use her concealment value to get it. At this tier, you can expect to see her smoke being used more aggressively rather than just an escape tool. Spotting her in a cap circle won't cause her to immediately flee and you're going to have to dig her out with planes, radar or focused fire. Expect some clever use of her consumables and good coordination with team mates. Haida will win a lot more once you're comfortably at this level. Anti-Aircraft Defense AA Battery Calibers: 102mm / 40mm / 20mm AA Umbrella Ranges: 5.0km / 2.5km / 2.0km AA DPS per Aura: 9.4 / 13 / 36.6 I wish I could just say that Haida's anti-aircraft firepower sucks and be done with it, but there's one more point to cover. Disabling Haida's AA firepower to keep her from being prematurely spotted by aircraft also disables her secondary. Not cool. Haida's AA defense is pretty shoddy, but she's in good company at tier VII. Evaluation: What it would have needed to be : Not a whole lot. Tier VII AA power is pretty shoddy and no one really pays it much mind anyway. Just showing up with a specialized AA build alone would make her better than most of her contemporaries, but that's true for any of the DDs. Moving on. Refrigerator Base Surface Detection Range (stock/min): 6.49km / 5.67km Air Detection Range (stock/min): 3.90km / 3.51km Detection Range when Firing from Smoke: 2.31km Main Battery Firing Range: 12.3km Detection Consumables: Smoke Generator / Hydroacoustic Search Haida has the best surface detection of any of the tier VII destroyers. It's not even a close contest. Her surface detection is so low, it almost appears that she has the Concealment Modification 1 upgrade built in (we'll see what happens with HMS Cossack!). It's only when Haida is compared to ships at this higher tier that her surface detection appears almost normal. In fact, out of all of the ships she may encounter, Haida ranks 12th out of some 50 rival destroyers for best concealment. Those that out-spot her are primarily IJN destroyers. Few of these destroyers present any kind of threat to Haida. Generally speaking, Haida can outfight anything that out-spots her and she can outspot anything that could be considered a threat, giving her the opportunity to control the engagement. Ten Best Upgraded Concealment Values Between Tiers 5 & 9 5.37km - Kagero (8), Asashio (8) & Harekaze (8) 5.41km - Fujin (5), Kamikaze R (5), Kamikaze (5), Minekaze (5), Mutsuki (5) 5.44km - Yugumo (9) 5.66km - Okhotnik (5) & Chung Mu (9) 5.67km - Haida (7) 5.80km - Benson (8), Loyang (8), Hsienyang (8), Fletcher (9), Black (9) 5.81km - Nicholas (5), Hatsuharu (6), Shiratsuyu (7) 5.94km - Akizuki (8), Z-46 (9) 5.97km - Jianwei (5), Gallant (6) 6.08km - Ognevoi (8) Smoke Generator As good as her surface detection is there will be times where she has to reach for her Smoke Generator. And here's where Haida gets weird. For a destroyer, Haida is unique, deploying the same "creeping smoke" as HMAS Perth or Huanghe. This consumable constantly deploys smoke for one minute and thirty seconds (or up to one minute and forty-seven seconds with the Smoke Generator Modification 1 special upgrade). However, each smoke cloud disappears in ten seconds (nine and a half with the special upgrade). This allows Haida to remain mobile. In order to stay hidden, Haida must maintain a speed of 12.5 knots or less. Haida moves at between 9.0 and 10.4 knots at 1/4 speed, with the latter value being from a combination of a Sierra Mike signal and her Engine Boost consumable. You can flutter the engines up to 1/2 power for brief intervals to get a little more thrust, just be careful not to exceed the 12.5 knots. Combined with her Hydroacoustic Search, while moving in smoke, Haida trivializes the dangers of incoming torpedoes. Haida's smoke is very selfish. She lacks on team play as she cannot effectively cover allies with her consumable without a high degree of coordination. This isn't something I would expect most friendly players encountered in Random or Ranked Battles to know how to do, especially in the heat of combat. Poor understanding of Haida's consumable will only get her allies killed that presumptuously attempt to rely on it in a moment of crisis. It is possible for Haida to provide cover. There are three ways to do it: The ship needs to synch their speed with Haida and sail in close proximity. Haida needs to call out her speed and announce any course corrections. This is best done in division over voice coms. Haida sails in front of a larger ship that needs cover while both ships move at high speed. Haida herself will not be concealed in smoke -- constantly outrunning it, but the friendly ship will be. Both ships park their butt in what amounts to a single puff of continually reissued smoke. Mind those incoming torpedoes. Haida's mobility with her smoke is very welcome in situations where the battle progresses and you need to redeploy. Haida can accelerate out of her smoke and bring it with her, allowing her to setup in a second location and continue making aggressive plays. The catch is that even when she's not spotted, Haida broadcasts her position. The palls of moving smoke are hard to miss. You cannot count on taking anyone but the most distracted players unawares this way. Speaking of awareness... Hydroacoustic Search Haida is the first ship to be released with what appears to be the new Royal Navy destroyer Hydroacoustic Search consumable. Haida was the test-bed for this new consumable and it's proven to be quite powerful. At first blush, it doesn't look like it, though. The range appears too short to be used offensively and like her Smoke Generator, Haida's Hydroacoustic Search appears very selfish, being only able to spot torpedoes in her immediate vicinity. However, the duration of this consumable more than makes up for any lack of range, providing Haida (and her team) with increased situational awareness. This facilitates Haida's presence up on the front lines. The longer she can remain there confidently, the more her team benefits. Her torpedo detection may seem small, but it provides Haida with all of the time she needs to manoeuvre. The 2.13km range can be modified with Vigilance if a player desires, bringing her torpedo detection range up to 2.66km. For a destroyer, none of these values present much in the way of concern. Short of point blank drops (aerial or otherwise), Haida should have no problems avoiding torpedoes in any given situation so long as her Hydroacoustic Search is running. If she's upgraded with Hydracoustic Search Modification 1, the run time of her consumable is three minutes and forty-six seconds which is an enormous window of relative immunity to torpedo attack. However, there's one more way of putting Haida's Hydroacoustic Search to use -- and that's on the attack. While her Hydroacoustic Search picks up enemy vessels just 1.12km beyond standard auto-detection range, this buffer is more than enough for Haida to abuse. Whether its creeping up on enemies hiding in their own smoke or slipping into range with her own, Haida is stealthy enough to pull it off. What's more, her guns have a tiny stealth bloom in smoke of 2.31km, giving Haida 800m of stealth-firing window to begin hammering targets without being seen in return. For a destroyer with such a high DPM, this is often all that's needed to doom an enemy DD (or a low health cruiser). With the long duration of Haida's Hydroacoustic Search, these attacks don't need to be rushed. You can take your time ensuring you get the proper setup, outlasting enemy Surveillance Radar or even German destroyer Hydroacoustic Search, letting you take them unawares. Crappy Weapons, God Tier Concealment Haida's excellent Vision Control largely explains why her weapon systems are of poor quality. Were her guns or torpedoes any better, she'd be overpowered. Seriously. Summary: Her Smoke Generator is selfish, but it's at least very flexible. Her Hydroacoustic Search's duration is its best feature. It's amazingly comfortable. Haida is stealthy as all get out.. She has no right being this sneaky, especially when firing her guns from smoke. Evaluation: What would have to happen to DOWNGRADE to : The only way Haida is giving up her crown here would be if another destroyer was added with similar concealment levels with American-style smoke and either Surveillance Radar or a cruiser's Hydroacoustic Search. They'd have to downtier Loyang. Hinterland Who's Who: Haida Cobra-Chicken Psychotically aggressive with seemingly little to no sense of self-preservation. Haida Cobra-Chicken will wreck you and poop on your corpse. Unlike the reckless bull-charge of Haida-Moose, Haida Cobra-Chicken's hatred for you is calculated despite appearances. You can think you're safe, hiding in smoke or behind cover, but she'll come and get you. She'll come and get you and you won't see her coming until she's hissing in your face. She doesn't care if you're a destroyer or HMS Belfast. God help you if she migrates into the cap you're contesting. The existence of any enemies on her territory is met with extreme aggression until they're dead or driven off. Haida Cobra-Chicken will abuse her concealment to make seemingly reckless plays to pick off enemies at point blank ranges. She'll knife fight not only with destroyers but cruisers and battleships when opportunities arise. Most of her kills will happen inside of 4km ranges and you'd never expect this level of aggression from something so derpy looking. Enemy radar and hydro is only a temporary deterrent and, like an aggressively swung umbrella, it can only keep enemies safe for so long. Her consumables are used to close the distance unseen, abusing vision to bring hot, poutine-flavoured death to people who dismissed her out of hand. She'll then make her escape to go back to nesting upon her cap circle until the next fool trespasses on what's rightfully hers. The test environment for Haida was about as nightmarish as it gets. All of her balance testing was done amidst the release of the American cruiser line. It was not uncommon for between one third to half of the enemy team having access to Surveillance Radar. If Haida could thrive in that environment, she can make it anywhere. A DeWolf in Sheep's Clothing Haida is a skill-hungry ship. You're going to feel starved for skill points, with so many viable and competitive choices, you're going to feel stretched thin. I played several different builds over the course of play testing and it's the one below that I found worked best for me. Start with Priority Target. This lets you know when it's time to get out of Dodge. Next take the no-brainer, Last Stand at tier two. At tier 3, take Survivabiliy Expert to increase your hit point total. This saved me more times than I care to admit. And then move up to tier 4 to take Concealment Expert. Cuz, duh. From here, it comes down to improving the quality and quantity of her HE direct damage. Basic Fire Training comes first. Haida primarily picks on destroyers and this will help ensure her dominance. Inertial Fuse for HE Shells will facilitate doing direct damage to cruisers and battleships. And finally Adrenaline Rush will further increase her DPM. There are lots of other viable skills, but they are, in my opinion, less worth while than the ones selected. Still, I highlighted skills that are reasonable substitutions. Here's why they didn't make my cut: I value information more than I do a better RNGesus roll. So Preventative Maintenance is less valuable to me than Priority Target. Haida can't out turn her turrets, so Expert Marksman is more for comfort than a necessity. Smoke Screen Expert can be a viable choice if you plan to division often with Haida. This will help your allies cuddle in your smoke screen. Haida doesn't set fires well. Demolition Expert can help pad her up to Sims-levels of fire starting, but it's bit of a waste. Vigilance is a good skill if you intend to division often. It also has some value in competitive for team play. Radio Location isn't really necessary if you focus on dominating capture points. Eventually they'll have to come to you. Besides, Haida isn't quite fast enough to put this to the best use. ... and finally... If you have access to the special upgrades for smoke and hydro, then Superintendent isn't necessary. Most games will end by the time you've used 3 charges. Still, for those marathon, nail-biter games, this could be nice to have. So get those special upgrades. Spend that coal! Final Evaluation I have been horribly stressed while following the development of Haida. It was really hard not to let bias take over my wants and wishes for Haida. I'm Canadian. Haida is my ship. It's likely the only Canadian vessel I'm ever going to see in World of Warships. I wanted her to be good. Worse, I recognized that I wanted her to be perceived as a good ship. I was excited about her. I wanted others to be excited along with me, even if I understood this was foolish and damaging to any review I might do. More than anything else, I feared Haida would end up bland and uninteresting. I could stomach her underperforming. If she was fun to play, I could forgive a lot. As someone who writes reviews, this is incredibly dangerous and I hope I've been successful in reigning this in. If you feel yourself cautious about this ship based on this review, then I've been successful. If you're overcome by hype, please, please, please, stop reading this and go find another review of Haida before your money explodes recklessly out of your wallet and into Wargaming's coffers. Haida that we've been given is a destroyer-hunter. She specializes in close-range knife fights where her high damage output overwhelms her opponents in short order. Contrary to American destroyers, she doesn't do this grace of excellent gun handling, phenomenal fire arcs and fast-firing weapons. Instead she relies on stealth to get in close, mitigating the weaknesses of her poor arcs and shell flight times to deliver several high damage hits before her opponent can react. If a fight opens up at range, she can still maintain a DPM advantage over select lolibotes, but her superiority falls away quickly. It's ill advised to attempt to pursue all but the most badly damaged vessels. Her ideal engagement distances are within 7km and she can be absolutely devastating at closer ranges. I cannot stress this enough: Haida's ideal engagement range is at distances that would be suicide to any other vessel. What is most remarkable about her is that she not only pulls it off, she excels in this environment.With her tiny surface detection, her access to a weird creeping Smoke Generator and an even weirder Hydroacoustic Search, she is well suited to not only closing into these ranges and engaging the enemies, but doing so without giving herself away. These close-range engagements are key to her success and not just with enemy destroyers. The closer you are, the easier it is to land hits, not only with her guns but with torpedoes too. Though Haida is limited to just a single torpedo-launcher, her individual fish are incredibly hard hitting. Haida deals nearly as much damage with her four torpedoes as Sims does with eight. Haida lacks the overwhelming alpha strike normally associated with close-range torpedo attacks, however. You can't count on being able to land Devastating Strike on capital ships. There's little chance of her ever nuking anything but a lower-tier battleship down from full health short of a lucky detonation. Thus attempts at these suicide rushes will, at best, cripple a target and leave you open to reprisals. This does work devastatingly well against cruisers, however, provided you can survive the gamut of Hydroacoustic Search and Surveillance Radar pickets that will be trying to sniff you out. Haida is a weird destroyer, borrowing elements from Kidd, Loyang and Perth with just enough Fujin in there to make you blink. I have found Haida to be a wonderful fit for me and I played the absolute Hell out of her during testing with over 150 games in her final iteration. But therein, I must stress caution. I remember my first dozen games played and it was a steep learning curve. Haida and I fought one another until things clicked and I didn't like her during this learning period. For some of the other testers I've spoken to, this kind of connection never happened. Enjoyment in Haida remained elusive for them and it could happen to you too. Your own mileage can (and will inevitably) vary. Would I Recommend? I suspect Haida will be a source of frustration for many players. This will come from three distinct areas. Players that want to like her but can't make her work for them. I sympathize, really. She's not an easy destroyer to play. I suspect there will be a number of people that pick her up, hit the wall and relegate this ship to a port queen. Players that end up with a Haida on their team that doesn't push. For a ship with so many tools available to facilitate contesting capture points and spotting, few things will be as more infuriating as seeing a Haida that plays passively and hides in the back in their own smoke. Players that end up with a well-played Haida on the enemy team. This is the only thing that's going to be worse than a bad Haida on your team is a good one on the enemy team. While the skill floor is high on Haida, in the right hands she's an absolute monster. She's well set up to bait radar, survive and then double back and do all sorts of mean things to your team. Without coordination and/or aggression, putting her down is difficult. It's not going to be fun watching your destroyers melt to preventable losses like sitting in their own smoke. It pays to keep Haida's strengths in mind -- she is not an easy destroyer to play. Please don't take just my word for it. Check out some of the other reviews on HMCS Haida before taking the plunge. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Haida doesn't have the raw alpha strike needed to contend with charging bots in Co-Op. You can make her work, but you'd be much better suited with Leningrad, Sims, Blyskawica, Z-39 or any of the tech tree ships. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. In the chaos of Random Battles, Haida shines. She'll earn you lots of credits and experience. There are two downsides to keep in mind, though. There's no Commonwealth tech tree and there's never likely to be any Commonwealth tech tree. Haida has very little utility as a trainer until you max her commander to 19 skill points and farm elite commander XP which can then be distributed elsewhere as needed. She's not easy to use. While a given players' mileage will vary, Haida can seem very lackluster to those unwilling or unable to play aggressively. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. Haida is well suited to Ranked Battles where destroyer duels and selfish plays are heavily rewarded. She will struggle towards the end-game of matches, however, when there are just larger ships left. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Haida is a ship steeped in history having seen a lot of combat in WW2 and Korea. In addition, she's a museum ship. She's the last of the surviving Tribal-class destroyers and the first Tribal-class and first Canadian vessel added to World of Warships. For Fun Factor: Bottom line: Is the ship fun to play? Yes. I love this ship. 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 I owe a lot of thanks yous for this one. Chobittsu went above and beyond helping provide artwork for this review. Many of my Canadian readers stepped forward with suggestions and support, eagerly anticipating this review. Finally, Pigeon_of_War at Wargaming has been working tirelessly behind the scenes to help make HMCS Haida a reality. He has been wonderful for listening attentively to feedback from the North American community regarding including Haida in World of Warships. On a more personal note, he's been very attentive at addressing my concerns about this ship during its development. I can't thank him enough. And that's it! I'm done! Haida's published and Hell-month is over. I've been working non-stop since mid-May on reviews. Thunderer, Kronshtadt, Monaghan, Salem, Massachusetts and now Haida -- six weeks straight of reviews with little more than a couple days off. I can finally breathe and enjoy summer. I dunno when the next review will be -- probably not for a fortnight. If you're looking for me, I'll be pool side, soaking up some summer sun before the Canadian snows come again on Tuesday. Thank you all for reading. If you enjoy my work, please consider supporting me on Patreon. P.S. There's no codes or clues in this review! Spare your eyes! Appendix A list of sites, programs and people I rely upon to create my reviews.
  4. Capt_Ahab1776

    Got the JB

    Just recently got the Jean Bart with coal out of the Armory. Very pleasantly surprised. First ship with all forward facing guns. Just my opinion it's design has a advantage over the other forward facing BB's with the fact there is just two turrets. stacked, so can face directly ahead or slightly angled on bow and still give a "broadside" without having to show broadside. Longer range than anticipated. Just hadn't really researched main battery range. Fairly nimble, reload booster, speed booster. A well designed battlecruiser in my opinion. Smaller calibre rifles is the only reason I say that. A nice compliment of 2ndaries. Overall, I give it a thumbs up. If anybody was thinking of getting it. Speaking personally, I don't think you will regret it.
  5. The_first_harbinger

    Premium Ship Proposal: Tier IX KMS Z40

    Premium German tier IX destroyer Z40 Spähkreuzer 1939 class reconnaissance cruiser/large destroyer The following is a in-depth exploration of a laid-down, but never completed project of the Kriegsmarine's Plan Z. Featuring peculiar artillery, handsome AA defense, an option to mount unique consumables and improved protection. On deutschekriegsmarine.de, in an entry about the spähkreuzer project, these large destroyers were described as the following: "The considerations of the contents of the Z-Plan also included naval warfare with the heavy units of the Kriegsmarine. For the battleships to be deployed, adequate backup by support units was deemed necessary.On the one hand this involved the aircraft carriers, which were to provide protection against enemy air forces, on the other hand, ships such as destroyers, which were able to act against attacking submarines or lighter surface units thanks to their high speed and maneuverability.The shortcoming of the existing destroyers at the time of development of Z-Plan destroyer was their overtly short operational range. Their supply of fuel oil did not permit the continuous combat with the battleships into the Atlantic. The escort destroyers would have had to resort to tanker support or oiling by the battleships relatively often." The text explained the development of the project, that 1 of such vessels were laid down, with 5 more planned or ordered. Yet, after allied air raids in 1942 destroyed the design documents, the project was halted and canceled. This proposal would be very light on graphics and history, please bear with me. Let's talk performance. I believe that this ship would fit the game well as a tier IX destroyer. There are 3 designs for the Spähkreuzer project: 1938, 1939, and 1940. I choose the 1938 and 1939 design proposals as 2 different hulls variants available to the ship, for it gives the ship a very unique niche that sets her apart from all existing destroyers in the game, more on that later. She's a chubby gurl. With some substantially sized dakka. Tonnage: 5700 tonnes (!) (for Spähkreuzer 1938) And with WoWs' ship hit points formula, this will give her 29000 HP. With survivability expert, her total hit points can reach an astonishing 32600. This makes her the healthiest of all destroyers in world of warships, but she is a large ship, and will likely take battleship full AP pen, so she still needs to be very worried about what she can fight, and what she cannot. Armor: This is where things gets very controversial. According to deutschekriegsmarine.de, our chubby gurl have very fitting protection for the "Kreuzer" in her name. Main deck: 20-25 mm Upper deck: 12-15 mm Belt: 50 mm Inner longitudinal bulkhead (turtleback): 12 mm Conning Towers: 15-30 mm Sorry for the lack of visualization via 3D models, because there's honestly nothing currently in the game that have a remotely similar armor scheme, the closest I could think on top of my head is the tier V German cruiser Königsberg. If the main 50mm belt extends from the waterline to the upper deck, this will mean that our chubby gurl have a very substantial lead over every other destroyer in the field of survivability, shattering cruiser and below caliber high explosive, and auto bouncing battleship AP shells. But unlike the other destroyer with a suit of troll armor, our Spähkreuzer does not have an impervious deck, and long range battleship penetrating AP is still a very real threat. Her turtleback is too fragile to have any substantial meaning in game, especially in the context of citadel-less destroyers, but I could see this translate into enhanced engine and rudder survivability, allowing captains to consider other commander skills that would've went to last stand on other destroyers. Main Armament: 3x2 150 mm L/48 with a A-XY set up. This is the same dual 150mm turret that we see on the Z-23 and Z-37 that we know and....probably loved. Or hated. It's already a very atypical destroyer weapon. Reload time 7.5s 180° Turn Time 22.5s HE Alpha 2200 Fire Chance 12% HE Penetration 24mm AP Alpha 3700 Initial Velocity 875 m/s Instead of the sheer DPM machine like the Jutland and the Kitakaze, Z40 relies on heavy alpha, consumables and survivability to fight against enemy destroyers. Large guns also means that she cannot benefit from AFT and BFT commander skills, what you see is what you get, which is part of the reason why the ship has such a tremendous hit point pool. To win trades against enemy destroyers as well as dealing damage in general, Z40 captains should also make use of her devastating AP shells whenever possible, which is not an easy feat for such an unwieldy gun for a destroyer. Auxillary Armament & Torpedoes: FUN AND ENGAGING GAMEPLAY WARNING Remember how I mentioned there would be 2 different hulls with two different armaments suites for this ship? First let's talk about the boring and more traditional armament suite 2x2 105mm L/65 DP 4x2 37mm SK C/30 2x4 20mm Flak C/38 2x5 533mm G7 Wolfsbarsch Maximum Damage 14,400 Torpedo Speed 67 knot Torpedo Range 9.99 km
  6. First off i'll say trust me when I say I know how she plays: As of writing this I've played 270 battles in her. So now we know that we're getting Semi-AP with the upcoming Italian Cruiser line it should be a open and shut case that the Roma be changed to match this new shell type specifically as the original reason going around the forums when she was being added as for why she wont get her SAP is because they have no plans to ever add it. Yet here we are with it being added. The reason it's a needed change is a two-fold answer: 1: Every ship armed with the Cannone da 381/50 Ansaldo M1934 guns (Roma, Littorio, and Vittorio Veneto) never fired nor carried a single round of High-Explosive rounds for their 15' guns. HE shells were designed and tested for them, but their fuses were deemed too sensitive and so the HE shells never saw production past testing. The fact that Roma was given HE to begin with did cause a bit of a slight controversy but it was quelled only because of the reason that SAP just wasn't going to be added. Yet now it is. So there's no reason a change to reflect this shouldn't be considered. 2: Currently Roma is severely lacking across the board when compared to her competitors at her tier (and even some a tier lower if we're honest). She doesn't fit any role that feels like her own or actually works in the meta; The idea I can tell what WG intended with her was a close range stealthy (by BB standards) brawler, Problem is. that doesn't work given her stats. Her armor is too weak and citadel too exposed to get in close, which makes you feel you need to hang back, but your guns are too inaccurate to land any hits at anything past 12km, let alone 6-10 (where she'll still struggle to barely land 4 if you're lucky.) So it paradoxically makes you feel forced to get closer to do any damage but you know you cant get closer because of your armor layout and that everything will focus you down. And so as it stands she doesn't have anything that makes her unique or anything that's her own, there's a ship that performs better than her in every category out there, and she's not a jack of all trades either, she's sadly just infuriatingly below average across the board. She's desperately in need of something to make her feel unique and perform at a similar level to her peers. Honestly most of the issues I have always experienced when playing her that have kept me from loving her in game as much as I do historically, has to do with her guns. Which is rather ironic since historically they were one of her biggest strengths. And the fix to give her SAP not only makes sense historically, but practically, since no one uses her HE, and it would perform much better and allow her to have something to adequately fight back at her tier and be on a level playing field with her equal tier opponents rather than feeling like a tier 7.5 like she does now.
  7. The only real change to the Gremyashchy since I first reviewed her was the inclusion of camouflage for premium ships. And she looks rather dashing her in her off-white scheme. Quick Summary: A Soviet Gnevny-class destroyer with improved agility, concealment , torpedoes and HE rounds. Patch & Date Written: 0.5.16.0 - December 25th, 2016 Cost: Originally only sold individually or as a part of a pre-order bundle in Spring of 2015. During Christmas of 2016, many players reported acquiring them through the "Santa's Secret Stash" promotion. Closest in-Game Contemporary Anshan, Tier 6 Premium Pan-Asian DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I got quite upset, once upon a time, when various players reported that the Anshan was effectively a tier 6 Gremyashchy. I made it a personal mission to dispel this illusion, perhaps a little too vehemently. The two ships do share a lot of similarities, but the Anshan is a far cry from the second coming of the Gremyashchy. While superficially similar, the Asian destroyer doesn't have the same agility, high explosive shells or stealth capabilities of the pre-order vessel. PROs Good muzzle velocity and flat shell trajectory with her 130mm rifles with an impressive 11.9km range. Excellent AP performance with a high alpha strike of 2,500 per shell. Quite capable of stacking citadels upon cruisers that leave their broadside exposed at medium to close ranges. Better HE performance than any contemporary Soviet Destroyers, with 1,900 alpha strike and a base 9% to start fires with each hit. This makes her one of the best fire starting Destroyers in the game. Very good torpedoes with an 8km range and 14,400 maximum damage. Tiny turning circle of 510m and short rudder shift time of 2.7s Excellent concealment values while firing, giving her a 1.0km stealth firing window even without premium camouflage or Captain Skills. CONs Very low armour values of 10mm along nearly the whole length of her hull. British 152mm AP shells will easily overmatch this preventing her from being able to angle against it. Horrible gun traverse, with a 5° per second turret rotation (36s for 180°). The ship easily out turns them. Poor fire angles on her #3 turret. Torpedoes are slow at 55 knots. Large surface detection range for a tier 5 destroyer at 7.0km base. The sun sets on 2016. I'm very curious to see how much the game will change in 2017 and what effect it will have on the various premium ships I've looked at over the last year. Nothing has really changed on the Gremyashchy since I first reviewed her. However, the game has changed around her over the last year. Soviet and British cruisers have joined the ranks. So too have German Battleships and another handful of Japanese Destroyers. The module system got tweaked and Captain Skills were overhauled. Finally, and perhaps most significantly, Matchmaker changes pit the Gremyashchy more and more against what could be considered more fair opposition for this relic of the past. To be certain, the Gremyashchy is a fossil. Like the Warspite, she's a snapshot of World of Warships from an earlier time, representing norms that no longer exist. She used to be a middle-road destroyer with worse gunnery and brawling ability to the USN Nicholas and significantly worse torpedoes to the IJN Minekaze. She couldn't hold a candle to these two rival destroyers in their chosen areas of excellence and this made her seem a bit of a poor choice overall -- so much so that many players passed up the chance to purchase her when she was available. I cannot stress this enough: The Gremyashchy was often overlooked in favour of the Yubari and Sims at the time. Those that saw her merits loved her, but she was so often dismissed. With the typical attrition of the player base over time, the Gremyashchy has become an increasingly rare sight until recently. While it remains possible to earn a Gremyashchy through a Super Container, the 2016 Christmas Promotion, "Santa's Secret Stash" has yielded a significant number of these ships to the player base. This is by no means guaranteed, of course. The more premium ships a player owned already, the more likely they were to draw this ship as the loot containers seemed loathe to duplicate vessels already owned. While some seemed to acquire her with ease, others have gone through a long frustration of receiving anything but. To this end, I thought it prudent to revisit the Gremyashchy and express what all the fuss is about. Options The Gremyashchy is very predictable when it comes to her options. All of her consumables and module slots are standard for her nationality. There's nothing out of the ordinary here. 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. Firepower Primary Battery: Four 130mm rifles in four turrets in an A-B-X-Y superfiring configuration Torpedo Armament: Six 533mm torpedoes in 2x3 dorsal launchers. Let's start with Torpedoes. Like the Molotov, the Gremyashchy is armed with a weapon system of a comparable Soviet ship several tiers higher than it. While the Molotov gets the same guns as the tier 9 Dmitri Donskoi, the Gremyashchy gets a similar torpedo armament of the tier 8 Tashkent. If this raises a few alarm bells; it should. The Tashkent's torpedoes are terrible for a tier 8 ship. All joking aside, the Gremyashchy has torpedoes that now compete very closely to its tier 5 counterparts, but this wasn't always the case. To best understand the Gremyashchy's weapon systems and why they're considered so overpowered, you have to look at her competition when she was first introduced. Her only contemporaries at the time were the Minekaze and Nicholas, but these ships were very different at the time of their inception. Let's start by comparing their torpedo armaments from the Closed-Beta era. Values were pulled from World of Warships Closed Beta, around Patch 0.3.1.3 While it's perhaps common knowledge that the Minekaze was a better torpedo ship when compared to the Gremyashchy, it's important to appreciate just how much better the Minekaze was. While both ships had comparable hitting power with individual torpedoes, the Minekaze fired her torpedoes 50% faster than the Gremyashchy. Her fish moved at higher speeds regardless of which armament she elected to use. With her 1.1km surface detection range advantage over the Gremyashchy, she could get closer to her prey to help guarantee hits or sit way back and never risk detection with her 10km torpedoes. The Nicholas' torpedoes were designed for close quarters brawling. Let's look at how things have changed. Note the drop in reaction times. Tier 4 and 5 is always a kick in the teeth for novice Battleship Captains that don't appreciate that you need to dodge torpedoes long before they're spotted. The Minekaze has fallen a long way since Closed Beta. While she retains a blistering rate of fire, that's about all she can now claim. When we look at the Gremyashchy, she appeared to only be a modest torpedo boat in Closed Beta. However, it would be hard to argue that she's not one of the most attractive torpedo platforms at tier 5 currently, with only the Kamikaze, Mutsuki and T-22 being comparable or better. It should be noted that her torpedo armament does not stand head and shoulders over her competition, but that it merely remains competitive. She has the slowest torpedoes at tier 5 and one of the largest surface detection ranges. This requires her to launch torpedoes from further out, making it more likely for her to miss from minor course adjustments of her prey. The Gremyashchy doesn't have better torpedoes than any of her tier 5 counterparts. However, she is no longer outdone by them to any significant degree like she was when she was introduced. Now let's take a look at her Guns. Main BatteryThere are only a couple of downsides to the Gremyashchy's guns. The first is the most obvious: She has horrible gun traverse rates. Needing 36s to complete a 180° rotation, this can feel downright punitive until Captain Skills or modules are used to accelerate it. Still, even with all of the boosts available, the Gremyashchy can and will out turn her guns with even the smallest adjustments of her rudder. This will often get novice Gremyashchy players in trouble as they'll abstain from conducting any maneuvers at all while under fire, leading to predictable deaths from enemy gun and torpedo fire. The second setback is a minor one. Her #3 rifle has her fire angles impaired by a pair of 12.7mm machine gun mounts. This can only rotate forward to 53° while her #4 can reach as far forward as 30°. These drawbacks aside, it's hard to see the Gremyashchy's main battery as being anything but superior to her contemporaries at tier 5. In fact, it's not until you stack her against tier 7 ships that her performance begins to wane. Like her torpedoes, this again wasn't always the case. The Nicholas used to be a much better close-range gunnery platform to the Gremyashchy, back before the changes to AP and HE shells around 0.3.1 and through to 0.3.1.3. This saw AP and HE switch places in terms of primacy where destroyer shooting was concerned and the Nicholas never really recovered. After 0.3.1.3 in Closed Beta, the Gremyashchy began standing on par with the Nicholas or exceeding her and she's never really looked back since. Currently at tier 5, the Gremyashchy has the best AP shell, the second best HE shell behind only the premium Kamikaze-class Destroyers. Yet she's the best fire starter at her tier. On top of this, she has the excellent ballistic arcs found on the IJN ships yet without the range limitations. The Gremyashchy has a 1km reach advantage over the Nicholas and T-22 and only falls behind them in terms of rate of fire. It gets worse when you compare her to the lead of her class. She dodged the 0.5.2 nerf that shaved 300hp off of Soviet HE shells and dropped their fire chance from 9%,which the Gremyashchy retains, to 7% (this was later buffed back up to 8%). On top of this, she doesn't suffer the 2.0km additional surface detection range "tax" added to all Soviet 130mm Destroyer caliber guns. This allows her to stealth fire from the surface while stock at a range of 10.9km or greater. Once combined with Captain Skills and camouflage, this stealth-window gets absolutely insane. Summary Perhaps now you can start to see the issue with the Gremyashchy. She has not only an excellent main armament but she also has an excellent torpedo armament. No other destroyer at her tier mixes these two systems to the same effect. She doesn't meet any serious challengers to this kind of balanced mix of main battery & torpedo armament until the tier 7 Destroyers and she can almost keep up with those! Best overall gun performance at her tier. Highly competitive torpedo armament. Capable of using both weapon systems from concealment while stock. The only real downside is her sluggish turret traverse. Arguably the equivalent of a modest tier 7 destroyer in terms of firepower. The Gremyashchy's guns are horribly overpowered with ridiculous stealth characteristics. However, don't overlook her torpedoes. They are phenomenal in their own right. While leaning on only a single weapon system will still net you great games, using the right combinations of AP, HE and Torpedoes will allow you to utterly dominate in a given match. Maneuverability Top Speed: 37.0 knots Turning Radius: 510m Rudder Shift Time: 2.7s If you were hoping to see some form of moderation appear here, you're out of luck. Back in patch 0.3.1, the Gremyashchy had her turning circle kicked down from 630m to its current 510m. This was countered by a 6.0s rudder shift time, but clearly that didn't stick. So now she enjoys the best of both worlds and it's not like every other destroyer can say the same. She has the tightest turning circle at her tier and a very competitive rudder shift time. It should be noted that this agility comes with the price of being quite apt at out turning her turret traverse. While this may be frustrating, remember short of lining up a kill shot, it's always preferable to focus on evasion over doing damage in a destroyer. She's not the fastest destroyer (that honour goes to the Minekaze at 39.0 knots) but her own top speed is competitive enough to keep pace with everything she might face. Durability Hit Points: 13,100 Maximum Protection: 13mm Min Bow & Deck Armour: 10mm It probably comes as no surprise that the Gremyashchy is lightly armoured. What may surprise some of my readers is that she's more lightly armoured than most other destroyers at her tier -- and this can be a real problem thanks to the inclusion of the Royal Navy cruisers. It takes a minimum of 11mm of armour to be able to bounce the 152mm AP shells that the British cruisers fire. Though the Gremyashchy has these values along her deck and turret faces (as do all destroyers), she does not have them along her hull. This makes it impossible for her to angle against incoming AP fire from British warships and attempt some lucky ricochets -- something that all of the other destroyers can. This may seem like a small weakness, but it's worth keeping in mind. Concealment & Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.6km Minimum Surface Detection Range: 6.1km Concealment Penalty while Firing: +3.9km (vs 11.9km gun range) This is the last piece of the puzzle which describes exactly why Wargaming will not sell the Gremyashchy anymore. She doesn't suffer from the same concealment penalties that have afflicted Soviet and German Destroyers. The original concealment penalty calculation when firing guns is 0.03 times the shell diameter. Soviet Destroyers add an additional 2.0km to this range and German Destroyers add 3.5km. Not so the Gremyashchy. The result is that while stock, she has a 1.0km stealth firing window (1.2km with her camouflage) when using her main battery. When Captain Skills are thrown into the mix, this can allow the Gremyashchy to sit just beyond 10km of an enemy and pour fire into her without risking detection. Keep in mind, at these ranges she can potentially citadel a light cruiser with her AP rounds or accurately place HE shells on each separate section of a Battleship to maximize fires. This is also close enough to continue pelting an enemy destroyer with a reasonable chance of landing shells on target even when they evade. Short of Wargaming overhauling the stealth-firing mechanics for the game as a whole (such as changing the stealth firing penalty to shell diameter * 0.04 or higher) , the Gremyashchy will always be overpowered in this regard. A mid-tier CV's worst nightmare: An alert Gremyashchy within gun range. Anti-Aircraft DefenseAA Battery Calibers: 76mm / 37mm / 12.7mmAA Umbrella Ranges: 3.0km / 3.2km / 1.2kmAA DPS per Aura: 4 / 23 / 17 For a mid-tier Destroyer, the Gremyashchy's anti-aircraft firepower is rather decent. It's not great by any means. I wouldn't trust it to shoot down anything before it made its attack run, but it may bruise any planes sent to linger around her in order to keep her spotted. Most of the time, though, you're best to just leave this turned off. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme The potential for this ship is enormous. Like many destroyers, she's not quite user-friendly enough that just anyone will be able to take her out and score big each and every time. Without an appreciation for stealth mechanics, without respecting ammunition choices and proper consumable management, the Gremyashchy will fail to deliver. The tools are all there, don't get me wrong, but a novice can still easily mishandle this little monster. But in terms of raw carry potential? The sky's the limit. If you see one of these ships on the enemy team, take any opportunity to delete it as of paramount importance. In the right hands, there are some ships on your team that do not stand a chance -- full stop. Slow "brick" Battleships are meat on the table. Light Cruisers without long-range detection consumables like Radar or Aircraft are horribly vulnerable. A Gremmy player that knows how to ride the knife edge of detection, that keeps map awareness up and juggles shell management like a boss will give any team a very, very bad day. Pray you can detonate the fiend. Mouse's Summary: What weaknesses? Seriously... Good guns, good torps, good stealth, good concealment, good agility... Need I go on? Let's hope that any changes to stealth firing in the future also affect the Gremyashchy, or she's only going to get worse. In her current state, she belongs at tier 7. Studying the Gremyashchy is fascinating. In writing this review, I spent a lot of time looking up her original stats from back in Closed Beta. This is no easy feat. Wargaming no longer appears to host the Patch Notes from those times on the North American or European Servers and a lot of changes were undocumented. It was only through reviews and replays that I could get a clear image of what she was compared to what she is now. A lot of the information was piecemeal. It was difficult enough to find what I wanted for the Gremyashchy and down right impossible to also find Minekaze and Nicholas data from the same patch. Changes were rampant back between patches 3.1 to 3.1.3 with a see-saw of gunnery statistics as the primacy of AP was diminished and HE became dominant. It has to be said that the Gremyashchy came out of Closed Beta in a very healthy state. This isn't something all Premiums can boast (I'm looking at you, Atlanta). But it wasn't just the changes to Closed Beta that put the Gremyashchy on top. It's been the continued refinement (some might describe it as an erosion) of the balance at tier 5. The 3.5km surface detection penalty while firing on German Destroyers looks downright punitive in the current meta. It makes the 2.0km surface detection penalty on the Soviet Destroyers look downright manageable. The Minekaze is a hollow shell of her former self. And if rumours are to be believed, the Kamikaze-class will no longer be made available for purchase in the future. It's clear the environment at tier 5 is becoming all the more forgiving for the Gremmy as serious competition is being shackled by more moderated stats. I seriously considered measuring the Gremmy not against the tier 5s but against the tier 7 destroyers. It was shocking to see just how close she came to the likes of the Leningrad. While she's lacking on DPM, as she is presently, I do think she could slot in at tier 7 provided stealth gunnery does not change in the future -- yes, I think she's that powerful. It would be a tough sell which is why I wussed out and decided to instead focus on her Closed Beta statistics. Cross drop? No problem. The Gremmy's agility makes dodging fish look easy. Would I Recommend? Like the Imperator Nikolai I, there's only two ways presently to acquire the Gremyashchy. The first is to find her in a Super Container earned through the daily experience grind. The more Premium ships you own, the more likely you are to finally get one, so that's pretty cool. I can only imagine how awesome it would feel to get her this way ... and how frustrating it must be if you've pinned your hopes on this. The other option is with the Christmas 2016 sale where players could buy different sized loot containers. I wish there was some actual data on the odds of earning a rare ship through this promotion. There are a lot of anecdotal experiences that can be found on Reddit or the official forums. It seems that similar to Super Containers above, the more Premium Ships a player owns, the more likely they are to acquire a Gremyashchy. But this is by no means certain. Anyone hoping to beat the odds should be careful with their coin. Getting the Gremyashchy, while it seems to be possible, may not be likely. For Random Battle Grinding The Gremyashchy is a PUB stomping monster. She's a perfect choice for someone looking to help train their Soviet Captains, to earn a few extra credits or simply to farm awards like Kraken Unleashed. I cannot recommend her enough for this. For Competitive Gaming If you have the option of using the Gremyashchy in some form of competitive arena, then she's an excellent choice. For Collectors Meh? For many of us in the West, the Gremyashchy has more value as a rare-ship in this game than for her historical achievements. She is one of the few Soviet Warships that saw surface action in WWII, engaging German Destroyers. For Fun Factor She's one of my most played ships for a reason. I just wish I didn't feel so dirty afterwards... How to Equip your Gremyashchy There should be no real surprises here. Recommended Modules As a tier 5 ship, there's only three module slots to contend with. For your first slot, take Magazine Modification 1 to reduce buzz-killing, horrendous kablooies. You have a choice for your second slot between Aiming Systems Modifaction 1 and Main Battery Modification 2. Which you take largely depends on the Concealment rating of your Gremmy. If you specialize her through your Captain Skills for range and stealth, the former will be more valuable as you will not need to maneuver your ship as often. Without them, then the latter is the better choice. This will keep your guns on target longer and offsets any loss to your DPM as a result. Guess what? The third slot modules are still terrible. Take whichever one you like. Recommended Consumables As a destroyer, I strongly recommend taking a premium version of your Smoke Generator. This will add an extra charge, but more importantly, it will also reduce the reset timer to 80s from 120s. It's up to you if you want to use premium versions of the other two consumables. I personally use a premium Damage Control Party, but most games it's largely superfluous. Those few times it has come in handy, it's more to bail out my own stupidity than any necessity predicated by ship performance. Recommended Captain Skills The big choice with the Gremyashchy is whether to push for Concealment bonuses right away or to linger in the lower tiered skills for more quality of life improvements. Here's how it breaks down. At the first tier, Basic Fire Training is your best choice. This bumps up her rate of fire to 13.2rpm. There's no surprise that as a destroyer, you'll want Last Stand first and foremost. However, you'll also (desperately) want Expert Marksman. And lastly, Torpedo Armament Expertise is also highly coveted to reduce that reload timer, but consider this a tertiary skill. At tier 3, Superintendent is still the best choice, if only for the extra charge on your Smoke Generator. At tier 4, there are two skills worth considering. Advanced Fire Training may seem like the obvious choice. This will increase your range up to 14.3km and boost your stealth firing window from 1.2km (with camouflage) to 3.6km. However, with discipline, you can just as easily manage without it and take Demolition Expert instead to increase your fire chance to 12% per shell. If you didn't double up on tier 4 skills, then Concealment Expert is the best choice at tier 5. Without Advanced Fire Training, this increases your stealth firing window with torpedoes AND guns to 1.9km. With Advanced Fire Training, your gun window opens up to 4.3km which is stupidly overpowered. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  8. The following is a review of Azuma, the tier IX Premium Japanese Super Cruiser kindly provided to me by Wargaming. Please be aware that though this represents the release version of the ship, her statistics may change in the future. To the best of my knowledge, these stats are accurate as of patch 0.8.2. If you have any questions regarding any changes to this ship after subsequent patches, please feel free to contact me. Okay, this is getting ridiculous. I really don't know what to call these things. I'm defaulting to "Super-Type A" cruiser for Azuma because that's what my sources said the Japanese called her, but I reiterate that we really could use a catch-all term to describe these kinds of ships in World of Warships. Between Stalingrad, Alaska, Kronshtadt, Graf Spee and now Azuma and now with Yoshino on the horizon, we've got enough of these ships that they could use a name. PROS Large health pool of 58,350hp. Excellent range of 19.1km on her main battery guns. Good alpha strike and penetration for a cruiser. Increased penetration on her secondaries. Good long-range anti-aircraft firepower. Decent top speed of 34 knots. Extra charge of her Repair Party consumable with a faster reset timer. CONS Octagonal citadel which sits high over the water. Relatively thin armoured belt for a large cruiser. Large target and vulnerable to HE shells and AP overmatch with few sections thicker than 25mm. Takes increased damage over time effect damage like a battleship. Most of her continuous AA DPS is located in 1.9km range small caliber guns. Enormous 920m turning radius and poor rudder shift time. Large surface detection range. Overview Skill Floor: Simple / CASUAL/ Challenging / Difficult Skill Ceiling: Low / MODERATE / High / Extreme Azuma's pretty new-player friendly. This is largely owing to her range and speed which allows her to camp the back, dump HE shells at a distance and generally frustrate their own team by being a non-entity. But hey, at least this is easy to do. Skilled players can bring Azuma closer and do a bit of tanking, but not much. While her guns are perfectly capable of pressuring the enemy, she doesn't have an extensive toolkit to facilitate carries, nor the damage output to make them balk. Using and abusing her belt armour and anti-torpedo voids allows for some trollish moments, but these are exceptions rather than the rule. Skill will only take you so far. – 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. The "fair" evaluation belies the power of Azuma's guns. They're just not as good as those found on Alaska or Kronshtadt. While she has a lot of hit points and great heals, her citadel vulnerability holds her back on Defense. Similarly, she has great speed but her turning radius is so large as to push her into "bad" territory in regards to her agility. Her AA power is alright but she's too large to earn anything other than a "bad" value in Vision Control. Options Oh goodie, a tier IX cruiser. There's going to be a lot to talk about when we get to her upgrades. Consumables Azuma's Damage Control Party is standard for a cruiser with a 5s active period and a 90s / 60s reset timer. This has unlimited charges. In your second slot, the default choice is Defensive AA Fire. As per usual, this doubles the firepower from her 100mm AA guns (both sustained DPS and damage from flak bursts) for 40s and starts with two charges base. This has a 120s / 80s reset timer. Alternatively, you can swap out Defensive AA Fire for Hydroacoustic Search in slot two. This has two charges base and a 100s active period. This extends her torpedo detection to 3.5km and ship acquisition to 5.0km. This has a 180s / 120s reset timer. In slot three, she has a Spotter Aircraft. This increases her range by 20% for 100s. For Azuma this gives her a reach of 22.9km / 26.6km depending on upgrades used. She has three charges base and this has a 360s / 240s reset timer. Finally, she has a Repair Party in slot four. This heals back up to 14% of her health over 28 seconds, queuing 50% of penetration damage, 33% of citadel damage and 100% from all other damage types. She starts with an extra charge base for three total. In addition this has a much faster reset timer with a 60s / 40s cool down. Upgrades There's a lot of choices to be made with Azuma's upgrades however they're not too complicated when you break them down: Your first choice is whether to emphasize main battery performance or anti-aircraft firepower. If you select main battery firepower, choose if you want to do this through firing at range or emphasizing her rate of fire. In terms of survivability, choose if you want to reduce damage over time effects or attempt to dodge fire by improving her rudder shift time. You can mix and match if you so choose, but it's generally optimal to pick a specialization and go full hog down that route. The best performance build will stress DPM and concealment over AA power and dodging. There's also one stupid choice: see if you can spot it. In your first slot, Main Armaments Modification 1 is preferred for most builds. You can take Spotter Aircraft Modification 1 if you really want to stress her range advantages. Special Upgrades are best in your second slot. Take either Defensive AA Fire Modification 1 or Hydroacoustic Search Modification 1 for whichever consumable you prefer. If you can't afford the special upgrades, default to Damage Control Modification 1. Unless you're specializing for AA firepower, Aiming Systems Modification 1 is your best choice. For the latter, take AA Guns Modification 1. If you're only intending to use Azuma in Co-Op, then man up and take Secondary Guns Modification 1. Totally worth it. Now we start to get into defensive choices. If you want to focus on agility, take Steering Gears Modification 2 & 3 in slots 4 and 5. Otherwise take Damage Control Modification 2 and Concealment Expert. Finally, slot 6 lets you punctuate your specialization. Main Battery Modification 3 emphasizes DPM. Gun Fire Control System Modification 2 boosts her range. AA Guns Modification 2 improves her AA firepower. Camouflage Azuma comes with Type 10 - Azuma camouflage. This provides the usual 3% bonus concealment from surface targets, 4% increase to enemy gunnery dispersion, 20% reduction to post-battle service costs and100% bonus to experience gains. Default camo is grey and more-darker grey. You can unlock the green and grey camouflage through completing the "Uniform Items" of the Isoroku Yamamoto collection. You can tell this is a pre-8.2 screenshot from the gun screens on her forward AA nests. Those are her old 40mm guns and did not make it to the live version. Firepower Main Battery: Nine 310mm guns in 3x3 turrets in an A-B-X superfiring configuration. Secondary Battery: Sixteen 100mm/65 guns in 8x2 turrets. For a large cruiser, Azuma's firepower is odd. Every other large cruiser I've played, AP shells are the default. They're the shell I wanted to use. When playing Alaska, Kronshtadt and Stalingrad, I hunted for targets that would let me capitalize on their AP performance. And here's where Azuma differed. I defaulted to using HE when sailing her -- rather, I felt like Azuma's guns encouraged me to default to her HE shells. I told myself that my reasons for doing so were elementary. Azuma does not have the god-tier ballistics and penetration values of the Soviet large cruisers which lets them easily citadel battleships at most engagement ranges. Similarly, she lacks the improved auto-bounce angles found on Alaska which helps reduce the number of AP shell ricochets. Finally, Azuma has improved HE damage (as do most Japanese ships). However, these feel like excuses rather than justified defense at my myopic ammunition preference. Putting Azuma's main battery firepower under the microscope shows that, true to her Large Cruiser pedigree, dynamic ammunition choice is not only encouraged but also necessary to enjoy success. She's reliant upon AP and HE, no matter how comfortable the latter will make her feel. Azuma has comparable DPM output with her HE to Dmitri Donskoi but with better HE penetration (and worse accuracy). I'm keeping this graph simple -- so no bonuses have been accounted for. The only weirdness you need know is that when Saint Louis activates her Main Battery Reload Booster, she has comparable DPM to Buffalo over 60s. This assumes the improbabilities of 100% hit rate and no fire resistance on enemy ships. Actual fire output of these ships is much lower, with fire resistance at tier X cutting the fire chance effectively in half. Tack on the accuracy issues with Azuma and she's not taxing anyone's Damage Control Party by herself without a lot of luck. Again, I am not confusing things further by including Saint Louis' Main Battery Reload Booster. Mega-Zao she is not Azuma's HE shells hit like trucks. However, for a cruiser she's not particularly good at starting fires nor is her damage per minute inspiring. The best that could be said about Azuma's HE shells is that when you're not firing AP, you're not hemorrhaging as much lost damage output as you might in other large cruisers. At least, she doesn't have the inherent weakness of her contemporaries where they struggle to deal significant damage per volley against destroyers. However, this is all assuming you can land hits regularly. While Azuma's HE shells are safe, her AP shells decidedly are not. She lacks the god-tier penetration values from Kronshtadt's high velocity railguns. She doesn't have Alaska's oh-so forgiving improved autobounce angles either. Unless Azuma can line up shots on perfect broadsides, it's all too common to see her AP shells ricochet or shatter against targets. This is 180 shells fired at 15km at a stationary Fuso without camouflage. Azuma and Alaska were both equipped with the Aiming System Mod 1 dispersion mod. Contrary to what's advertised, Azuma's guns performed more accurately for me than their datamined stats indicated they should. Alaska's and Azuma's horizontal dispersion should be close to comparable. Borrowed from my Alaska review to save time. These are the approximate penetration values of the large cruisers compared to the best-performing 203mm armed heavy cruiser at tier IX, USS Buffalo. Azuma's penetration is comparable to Alaska's, being slightly better over range but not by enough to get excited over. Go Fly a Kite Azuma's fragility keeps her from safely fighting on the front lines (see the Defense section below). She's largely relegated to firing from the second line, keeping her distance from her opponents in order to protect her vulnerable citadel. This works to the further detriment of her AP shells, eating away at their penetration value with increased distance. Thankfully, she's well setup for this role. Not only does she have excellent reach, she has a good top speed and her gun fire arcs are perfect for kiting opponents. Azuma has some excellent fire angles for kiting. Her turret traverse isn't so great. She starts with 5º per second, but once you add on Main Battery Modification 3, she starts being able to out turn her turrets. Taking Expert Marksman to combat this is recommended. Bolted-on Duckies I don't like wasting a lot of time talking about cruiser secondaries. It's so rare they do anything of value. However, Azuma's secondaries bug me a lot because they could have been amazing. She uses the same 100mm/65 caliber guns found on the Japanese gunship destroyers Akizuki, Kitakaze and Harugumo. These have the same ridiculous 20rpm rate of fire and more importantly, they also have their increased 25mm penetration. While I giggled for joy at the prospect of a fully secondary specialized cruiser (including taking Inertial Fuse for HE Shells to be able to blast stupid battleships) there are two flaws with this: Brawling with Azuma tends to end messily with your ship exploding in a horrendous, greasy kablooie. Azuma's secondaries only have a 5km base range. This just isn't enough reach in high tier matches to be effective. We'd really want to see a 6km to 7km base range, minimum. Without reach and with Azuma's exposed citadel, there just aren't many opportunities to make use of what could have been a very fun addition to this ship. Outside of co-op, it's just not a viable choice. Summary Azuma's guns aren't bad. They're more accurate than I thought they'd be. They have great range. Her HE shells do a nice chunk of damage. Her AP shells and her fire chance aren't terrible but they are disappointing, especially when compared to previous outings with Alaska and Kronshtadt. Kite, kite and kite some more. Look for opportunities to use AP, but you're probably going to be stuck with HE. You're not going to get to use her secondaries often, which is a shame. Evaluation: What it would have needed to be : Azuma needs to be able to compete with Alaska and Kronshtadt on equal footing. Kronshtadt has DPM and penetration advantage. Alaska has her improved autobounce angles and similar accuracy to Azuma. Azuma's HE performance isn't quite good enough to keep pace with these two. Defense Hit Points: 58,350 Min Bow & Deck Armour: 25mm Maximum Citadel Protection: 25mm anti-torpedo bulge + 195mm transverse bulkhead. Torpedo Damage Reduction: 22% Azuma has less health than Alaska but with her extra charge of her fast-reloading Repair Party consumable, Azuma has more potential HP. This is nice and all, but I would take Alaska's citadel placement and belt armour over Azuma's extra potential health any day. Extra health only counts when you can avoid exploding suddenly (and often). It should be noted that Azuma, like other large cruisers, takes damage over time effects (fires, floods) like a battleship, resulting in more damage. Much ado has been made about Azuma's durability. For a cruiser, she's pretty tough. She has a thick belt. She has anti-torpedo bulges. She has a lot of hit points and even a mildly improved Repair Party. Unfortunately, Azuma isn't a regular cruiser -- she's one of those hybrid large / battle cruiser type deals like Alaska and Stalingrad. So let's put this into context: For a cruiser, Azuma's protection scheme is great. Any complaints about her not being good are just being nit-picky. Azuma is very durable when compared to Ibuki or Seattle or what have you. It's only with a narrow focus on other large-cruisers (and battlecruisers) that her level of durability falls apart. Let's start listing the fails... Her citadel is raised above water. It's easy to hit. She doesn't have much citadel protection. Azuma's citadel protection is limited to a 178mm belt covered by a 25mm anti-torpedo bulge. So not only is she easy to hit, there's not a lot of armour preventing shells from punching into her vitals. This is easily within the scope of AP penetration for some 203mm armed Heavy Cruisers. Her citadel is octagonal (sorta). This is arguably the worst geometric shape you could choose for a citadel (short of a stretched oval). It all but guarantees a relatively flat surface for shells to penetrate into no matter how she angles. So now angling isn't an effective countermeasure to mitigate citadel hits. Her external hull armour doesn't exceed 25mm. Small and medium caliber HE loves farming damage off Azuma. It's not like Azuma isn't without merit, though. She has an enormous chunk of hit points for a cruiser, which is nice. In addition, the 25mm armour over her belt counts as an anti-torpedo void and it eats HE shells for zero damage. In addition, AP shells which shatter or ricochet off her internal belt also count for zero damage even if they penetrate her outer 25mm bulge. This bulge isn't an especially large target, unfortunately. Furthermore, she has a turtleback that's 125mm thick which will cause a lot of internal ricochets. Her final durability bonus is her improved Repair Party. She begins with 3 charges instead of 2 like most cruisers, giving her a maximum of 5 with a premium version of the consumable coupled with Superintendent. To facilitate this further, her reset timer is cut in half, with a 60s / 40s cool down depending if you're using a premium version or not (use a premium version!). The extra charge generally gives Azuma more effective hit points than Alaska provided you use it perfectly. Azuma's waterline anti-torpedo bulge counts as spaced armour and will eat HE shells for no damage. Similarly, AP shells that punch through her there don't automatically cause penetration damage and must contend with her belt behind it. Unfortunately, you won't have more effective health than Alaska because Azuma eats citadel hits for breakfast. While she can recover from citadel hits like other cruisers (queuing up 33% of citadel damage done) that doesn't do you any good if you get deleted outright. Thus, as great as that extra potential HP is, it's more likely that because of these catastrophic hits, you either won't survive long enough to make use of all of the charges or you simply won't be able to recoup enough HP to make up the difference. So that's all pretty damning for a ship type people equate with a baby battleship. It's really much better to think of Azuma like a standard heavy cruiser. If you wouldn't try tanking it with Ibuki, you shouldn't try tanking it with Azuma. Given her size, large turning radius and lack of concealment (see below for that), this has the unfortunate effect of pushing Azuma back from the front lines to keep her safe. I'm reminded of Abruzzi. Evaluation: What it would have needed to be : It's telling just how exposed Azuma's citadel is that she doesn't automatically take a : rating here. She's close, though. Better external armour, something that would let her autobounce 380mm guns, for example, would help a lot. Agility Top Speed: 34.0 knots Port Turning Radius: 920m Rudder Shift Time: 13.9s Estimated 4/4 Engine Speed Rotation Rate: 4.6º/s Azuma's fast. Speed helps Azuma overcome some of her other manoeuvrability ills. To be clear, Azuma handles like a battleship, albeit a fast one. Her turning radius is appalling and she comes about about as quickly as a South Dakota-class battleship. Her rudder shift time is comparable too. For a ship with such a large, exposed citadel, even at her best, she exposes her broadside for far too long to ever be considered safe. In short, rely on Azuma's speed. It's arguably one of her best features. It allows her to dictate the engagement range against her opponents and flex where opportunities arise. If Azuma is far enough back, it also gives her better chances of dodging incoming fire. If you're beginning to notice a kiting theme, there's a reason... Evaluation: What it would have needed to be : It's that 920m turning radius which holds her back. Drop it down to even 820m and Azuma's easily one of the better cruisers at tier IX, agility wise. Anti-Aircraft Defense Long Range: 8 explosions at 1,470 damage each and 255dps from 5.8km to 1.9km Short Range: 519dps from 1.9km to 0.1km Right, it's theory-crafting time. I don't like doing this, but I don't have much choice in the matter. I only got to play Azuma's finalized AA armament on the 0.8.2 test server. I'm not terribly confident with my AA assessment here as the test server is the test server (with tier 10 carriers that couldn't drop torpedoes successfully on a stationary ship). The big difference was that Azuma shed her 40mm twins she had for much of the live-server testing, losing her medium caliber aura and replaced some of her triple 25mm guns with twins. So let me touch upon briefly what was and theory-craft what she has now. Azuma's current AA layout on top and the layout used during play testing on the bottom. Twin 100mm in red, twin 40mm in pink, enclosed 25mm triples in green, open-air 25mm triples in yellow, twin 25mm in blue. Maybe we'll see the old AA version on Yoshino. Azuma's AA DPS is ALMOST good. ALMOST. Her large caliber guns are great. They don't have the 6.9km reach to make them amazing, but they put out a huge chunk of sustained damage starting at 5.8km -- more damage than anything else at tier IX other than Neptune which is wonderful. Unfortunately, Azuma lacks any medium caliber AA guns, so her large caliber have to carry the weight as planes close. This gives her some of the worst mid-range AA DPS until her small caliber guns can pick up the slack. At close range, Azuma's damage output is again wonderful but it's a mistake to think that short-ranged DPS is going to do much in a given match unless your CV opponent is a complete tater-bot and likes to do flyovers without dropping ordnance for some reason. Maybe (MAYBE!) you might inconvenience them by shooting down aircraft that complete an attack run. Maybe. I wouldn't count on that ruining their day, though, unless you're facing a tier VIII CV that's already heavily taxed on aircraft recovery. Going back to Azuma's long range AA firepower, she throws out an average of 8 explosions with a meaty 1,470 damage per blast. These unfortunately have no impact on aircraft that are on their attack runs (with the exception of Hakuryu's torpedo bombers, because they're special -- maybe this got fixed in 0.8.2). This largely relegates them to being used to protect other ships rather than seeing to her own defense. The final take-away here should be that without Defensive AA Fire active, Azuma's only going to mildly inconvenience carriers. Lacking a catapult fighter, she will look like an inviting target, so expect regular attention. 404'd. Medium Caliber AA not found. Evaluation: What it would have needed to be : A lot. It would have to start with a catapult fighter and then we can talk options. Refrigerator Base Surface Detection: 15.12km Aerial Detection: 10.73km Minimum Surface Detection: 11.88km When Firing in Smoke: 11.73km When Firing in Open Water: 19.09km to 26.57km Azuma really drops the ball when it comes to Vision Control. Not only is she fat (without the ph), she lacks Surveillance Radar found on Alaska, Stalingrad and Kronshtadt. She's just not that helpful at projecting vision. Her dependence on Defensive AA Fire to keep her safe also makes taking Hydoacoustic Search a risk. Combine the deficiencies of her agility and defense and it's all too easy to relegate Azuma to a back-of-the-pack support sniper. The further back you park Azuma, the more likely you're going to have to depend on her HE shells to do all of the heavy lifting and the more boring she becomes. Evaluation: What it would have needed to be : She's going to need a lot of help here. Go West Azuma meshes very well with Japanese battleship commander skills. In particular, fire mitigation combined with Superintendent are optimal. This isn't the only option, of course. You can opt for more specialized builds, including anti-aircraft or, (if you're a complete nutter) a secondary build if you prefer co-op. Take the skills in green first and then double back with those in yellow. This will help mitigate damage over time effects for Azuma. Final Evaluation It feels kind of redundant to write one of these when it feels like the community has already largely condemned the darned thing before I publish. The amount of commiserations I received when people learned I was play testing Azuma just goes to show the kind of uphill battle Wargaming faces with trying to get people to spend money on this ship. Azuma isn't obviously powerful, thus she's been relegated to the mehbote pile, already dismissed. On the one hand, it's nice that my job is done for me: the player base is cautious and they're not going to throw money recklessly at Wargaming over the newest shiny on offer. On the other hand, it concerns me how many times I've heard the same inaccuracies about the ship repeated over and over. Azuma isn't a bad ship. Unfortunately, because she's not optimal, people will call her garbage (or whatever expletive substitute they prefer) and that's just not accurate. Azuma's flaw isn't that she's weak. Her flaw is that she's inconsistent, dependent on her citadel not blowing up and relying on fire damage from her HE spam to pad out her numbers. Some times things will go amazing. There will be those players who swear by her. Contrarily, there will be those who will damn her outright because of real or imagined flaws. For all my grumbling, Azuma's on my "forget" pile too. Once I'm done with this review, I'm not going to be playing her. She's not a ship I enjoyed outside of derping around co-op. You could argue this is owing to her power level. She's middling. While she does present a fun challenge to do well in, she's more work than she's worth, in my opinion. It was hard to feel that she presented me with the tools needed to outplay my opponents. Giving it my all didn't yield much improved results over just hoping nobody shot at me. That's not a formula for a fun time, in my opinion, but your own mileage may certainly vary. The most damning thing I could say about Azuma is this: I know I have a contrarian streak. When a ship gets bad-mouthed while still in development, I'm usually inspired try and find some limited element about their performance to champion. I came up empty on Azuma. Believe me, I looked hard too, driven by this inner snootiness to laud some useless factoid that could redeem her in my eyes. That way I could dangle it over the masses. You all might have damned her but I was going enjoy her as only the upper-crust of top-hat wearing, be-monocled World of Warships connoisseurs could. Except, I couldn't. I didn't like playing this boat. Instead of supping with the elitists where we all play eclectic premiums, I'm going to have to choke on some base experiences with the commoners and play Giulio Cesare like a bloody peasant. Screw you, Azuma. Would I Recommend? Azuma comes with a 1M free experience price tag, the same as Alaska. If you were to pay for it using the 1 doubloon for 25 free experience cost, you're looking at a price tag of $164.24 USD. I'm not of the opinion this is worth it (especially when there are tricks to farm up free experience at a reasonable rate), but to each their own. For PVE Battles? How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Azuma does very well in Co-op. You can even get away with that aforementioned secondary build and pad out your damage in close quarters (cuz bots are dumb). For Random Battle Grinding? This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Azuma works well enough for training Japanese battleship and cruiser commanders, with comparable skill overlaps. For Competitive Gaming? Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Taking any ship with an enormous, vulnerable citadel into competitive is a loser move. It's on par with stapling your upper lip to your computer desk and standing up suddenly -- it's so bad, it's painful to watch and people will beg you not to do it (and some sickos will encourage you to do it anyway). For Collectors? If you enjoy ship history or possessing rare ships, this section is for you. No. Azuma, though an interesting "what if" ship, it doesn't have the collector's appeal for me. For her Fun-Factor? Bottom line: Is the ship fun to play? No. If I'm going to sit in the back and spam HE at things (with the occasional AP shell to prove I'm not a complete scrub), I'll play Conqueror. At least she has a fun hotto doggu theme song. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! In Closing For my next review, I will be reviewing... well, this is where I would be saying something witty in light of it being April Fool's. I dunno, Thunderer Two? Famous and Historical Monarch? I don't have two brain cells to rub together at this point. I'm going to try and finish talking about the premium carriers. The next part, rocket aircraft, is due out this week and dive bombers should be the week after. Then I just need to talk about the ship's hulls and that will finish off Saipan, Graf Zeppelin, Enterprise and Kaga. After that I think I'm well overdue for a long vacation.
  9. TheHunter2_EAD

    HMS Ark Royal premium ship

    Every CV player want Ark Royal even me.(except for CV hater). The problem is what tier: VI or VIII. And since azur-lane part 2 is coming out let's have the Capt. & Camo as well. If going be tier VI the aircraft going be Attacker: Fulmar, Torpedo Bombers: Swordfish, & Carpet Bombers: Skua. If going be a tier VIII I don't know they make up something. I know everyone has seen this video let's have a since of humor and watch it again.
  10. The following is a review of the American Destroyer USS Hill, kindly provided to me by Wargaming. To the best of my knowledge, this represents the release version of the ship. Be aware her statistics may change in the future. Of the two ships that are new (Benham was released too), Hill has the less remarkable debut. She takes her cue from Nicholas but don't misconstrue: the comparison of the two becomes askew when their differences are run through. With this in mind, let us cut into this review: (enough of the rhymes, whew!) PROS Armed with 5 rapid fire guns with good damage output. Good gun handling and fire arcs on most of her mounts. Heavy torpedo armament of nine torpedo tubes. Good top speed of 37.5 knots. Agile with a good 560m turning radius and a high rate of turn. CONS Only a modest hit point total for a gunship. Bad ballistics on her guns. Horrible forward fire angles on her middle turret. Torpedoes are painfully short ranged at 5.5km with limited arcs per launcher. Enormous surface detection range of 7.38km Overview Skill Floor: Simple / Casual/ CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme Hill is a typical mid-tier American destroyer. While she's easy enough to play when top tier, as soon as she steps out of the kiddy pool, she'll prove to be a challenge for novice players to wrestle. Her short range torpedoes, the poor ballistics of her guns, her enormous surface detection and modest hit point pool do not lend themselves well to the inexperienced. Veterans can make good use of her, though. Map knowledge can help mitigate her torpedo range and allow her to capitalize on island terrain. Her smoke is excellent and can be used and abused. Finally, her excellent agility makes her a potent knife fighter. – 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. Hill is reliant upon her guns to keep her firepower competitive. While they have great potential damage output, their ballistics really hold them back. Her torpedoes are too short ranged and too slow to be of much help. Hill's defense and agility have nothing wrong with them -- they just don't top the charts among the other tier V destroyers. Agility wise, she handles very well, but there are simply other destroyers at this tier which handle better. Anti-aircraft firepower remains a work in progress. Hill has a solid foundation here and should rank among the better tier V destroyers for AA power. What that will actually mean remains to be seen. We'll have to wait until the dust settles. Hill is visible from space. It's unfortunate. Her stealth sucks. Options Hill stands out in two areas. First, she lacks access to Defensive AA Fire. This isn't unusual in of itself, however the consumable is commonplace on upgraded American destroyers, so it's absence is worth noting. Second, Hill has access to two permanent camouflage patterns. Consumables The only consumable of note with Hill is the use of the American Smoke Generator with a longer emission time (30s vs 20s) and duration (115s vs 77s). Upgrades Upgrade wise, Hill is pretty standard. Start with Magazine Modification 1. If you don't mind detonations you can swap for Main Armaments Modification 1. Propulsion Modification 1 is the only consumable really worth considering in your second slot. Your third slot is a little weird with neither being especially good for a low tier destroyer. AA Guns Modification 1 gives your AA a bit more teeth against novice CV players. Alternatively, you can take Aiming Systems Modification 1 though this really is only useful for increasing your torpedo tube traverse. I've been playing tier VI+ destroyers for a while and I had forgotten how accustomed I was to the acceleration provided by Propulsion Modification 2. Hill, as a tier V destroyer, can't equip it and this has gotten me killed far too often. Ugh. So embarrassing. Camouflage Hill has access to two camouflage options, the standard Type 9 and the Master of the Water World. They are effectively cosmetic swaps of one another, providing the same bonuses. If Hill doesn't come with the second camouflage, it may be purchased for 2,000 doubloons. +50% experience gains -10% to post-battle costs. -3% to detectability by sea. +4% to enemy dispersion. The alternative palette swap for her base camouflage can be unlocked through completing the American Cruiser collection. I quite like the alternative palette. It reminds me of Easter. Firepower Main Battery: Five 127mm/38 guns in single turrets in an A-B-P-X-Y configuration with A-B and X-Y superfiring. P-turret is mounted between the two funnels (unfortunately). Torpedoes: Nine tubes in 3x3 launchers with a wing mount to each side and one mounted on the center line. American 127mm/38s, We Meet Again These are the staple of the American destroyer line from tier V+. They are characterized by the following: Dual Purpose. High rate of fire. Good gun traverse speeds. Low muzzle velocity and horrible ballistics. Poor fire chance per HE shell. As you climb in tiers, their rate of fire tends to improve and that's about it. It shouldn't be a surprise then that Hill's rate of fire isn't that impressive compared to some of the later offerings in the tech tree. Hill dispenses 12.5 rounds per minute (rpm) per gun, giving her a broadside of 62.5rpm before any upgrades. This is on the slow side, with most American destroyers with 127mm/38s spitting out a minimum of 15rpm per gun at tiers V and VI and jumping up to 18.18rpm by tier VII. She compensates for this deficit by mounting five guns, at least allowing her to keep pace with Nicholas at her own tier. The usual caveats with DPM charts apply. This only describes the potential damage output of these guns and it doesn't account for things like how easy it is to bring guns onto a target (traverse, fire angles), how easy it is to hit a target (dispersion, ballistics) or how easy it is to deal damage (penetration). But you're all smart enough to know that, right? This is sorted by HE shells for the simple reason that they get spat out more often. Gremyashchy has the most useful AP shells at this tier and is the most likely to do something effective with them. Hill just barely keeps ahead of Nicholas in terms of potential damage output but only if she can bring all of her guns to bear. Thankfully many of the low tier destroyers have gun angle issues, so it's a pretty close contest. To make the best use of Hill's guns, she generally has to get close. The ballistic arcs on the 127mm/38s is notoriously bad, making attacking ships at anything beyond stupidly-close ranges a challenge. The one benefit to this is that she's quite capable of lobbing shells over intervening terrain (or team mates) without issue, so she's quite apt at taking advantage of island cover. Still, when it comes to engaging enemy destroyers, she's going to need to grab them by their belt buckle which isn't always comfortable. For a ship reliant upon knife fighting to secure kills, at least her gun traverse is fast enough to keep up no matter how she wiggles or dodges (and she's good at the wiggles). On the whole, Hill's guns are pretty darned good, second only to Gremyashchy's guns for overall performance, but that's mostly owing to Gremyashchy's AP shells being so good. Hill's forward fire angles are pretty good except for her P-turret. This shouldn't really surprise anyone given that the darned thing is sandwiched between her two funnels. As a consequence, if Hill wants to top the DPM charts at tier V, she has to expose her full broadside in order to do it. She has much better fire angles to the rear which makes for better kiting performance. Keep this in mind when parking in smoke. It's better to turn away from your opponent and angle your butt towards them. Not only will you have an easier time bringing all five guns to bear, you can also prep for a quick getaway. Short Range Torpeedus I'm spotted here as I drop my torpedoes at this König. Anyone taking bets on if he attempted to dodge? Low tier American torpedoes suck. There. I've said it. They're short ranged, slow and they don't hit very hard. The one advantage they do have is that American destroyers have a lot of them. Hill doesn't quite pack as many, with only nine compared to Wickes, Clemson's and Nicholas' twelve launchers. One of the (additional) issues I had with Hill's torpedoes was the limited arcs. They can't aim at anything less than 50º off her bow and her center-line launcher can barely reach anything to her rear. Like with her P-turret on her guns, you've got to give up a lot of broadside to be able to put your swimmers into the water. Her fish are at least more versatile than low-tier Soviet torpedoes but that's not saying much. If you want to make use of Hill's fish, you're going to have to rely on close range ambushes or suicide-torping a target at point blank range. Just be aware that some of the higher tiered ships will have enough hit points to tank taking repeated hits and make you look like an idiot when your tubes are empty. You're not going to get much use out of them in higher tiered matches which makes her all the more reliant on her guns. Summary I dare say that Hill is almost under-armed. Bad fire angles keep her from being able to use all five her guns reliably. Her torpedoes are almost no help outside of top-tier matches. For a tier V boat, I guess that's good enough but this ship isn't winning any prizes. Evaluation: What it would have needed to be : Better fish or a higher rate of fire on her guns. It shouldn't be any surprise that Gremyashchy tops the charts here with the Kamikaze-sisters hot on her heels. Defense Hit Points: 12,100hp Minimum Bow & Deck Armour: 10mm Hill has two huge flaws. The biggest is definitely her surface detection. The second is her modest hit point total. For a gunship, Hill's hit points are kinda meh. While Survivability Expert is all but mandatory for destroyers, it's doubly so in Hill's case. She's too fat to hide and she's going to have to trade hit points in most encounters in order to deal damage (barring island humping and hiding in smoke). I mean, her hit point total isn't terrible, but it's uninspiring for a gunship, barely scraping together 12k to her name. 13,100 hp - Nicholas, Gremyashchy 12,700 hp - Podvoisky, Okhotnik 12,500 hp - Jianwei 12,100 hp - Hill 11,300 hp - Mutsuki, T-22 11,200 hp - Acasta 11,100 hp - Fujin, Kamikaze R, Kamikaze 10,900 hp - Minekaze A thousand extra hit points here could have easily changed Hill from a decent ship to an excellent one. Evaluation: What it would have needed to be : A thousand more hit points would do it. Agility Top Speed: 37.5 knots Turning Radius: 560m Rudder Shift Time: 3.1s 4/4 Engine Speed Rate of Turn: 8.6º/s One of the best things about Hill is that she has a low-tier lolibote's agility. She's got that smol lolibote wiggle in her tush with a rate of turn that's oh-so tight...! ♥ Azur Lane's Ark Royal was drawn by HM & Tomodachi and misappropriated for this review. Evaluation: What it would have needed to be : While Hill does have that smol-bote sway, most of the other tier V destroyers have it too. Minekaze is the princess of this tier when it comes to agility and Hill is way down the list. This just kinda illustrates the flaw in a ranking system. Hill may not be the best, or even the close to the best in this category, but she still boasts some amazing handling. To top Minekaze she'd need more speed while preserving all of her other characteristics. Anti-Aircraft Defense Long Ranged (5.8km-1.8km): 190 damage every 4.5 seconds and 1 explosion at 560 damage. Short Ranged (1.8km to 0.1km): 50 damage every 1.96 seconds. Look, AA defense and aircraft survivability is going to be all over the map between now (0.8.5.1) and the next few patches (0.8.7 at least). There's not much point in reviewing a ship's given AA power at the moment. Don't buy a ship based on its AA power for the foreseeable future. Ugh, six more weeks of volatility. To the tune of AC/DC's "Thunderstruck", in memory of destroyer game play from patches 0.8.0 to 0.8.4. The pendulum has swung hard in favour of AA power in 0.8.5. Hill's AA defense is very comfortable against tier IV CVs at the moment, but will it last? Evaluation: What it would have needed to be : Access to Defensive AA Fire. Of course this is all irrelevant anyway given how volatile AA power continues to be. Hill's in a good spot right now. We'll see if that continues. Refrigerator Base Surface Detection: 7.38km Air Detection Range: 2.85km Minimum Surface Detection Range: 6.44km Detection Range when Firing in Smoke: 2.75km Main Battery Firing Range: 11.35km (13.62km with Advanced Fire Training) Let's look at some numbers. I've listed all of the destroyers that Hill can face, ranking them by their upgraded surface detection. I've applied camouflage (3% surface detection reduction) and the Concealment Expert (10% surface detection reduction) to all of these ships and Concealment Modification 1 (a further 10% surface detection reduction) on Z-39 cuz she's hella balans. Now, it's important to keep in mind that the lower tiered destroyers -- specifically those at tiers IV and V (and even some VIs) might not be running with full concealment builds so take these numbers with a pinch of salt. Dangerous gunship opponents which are stealthier than Hill are highlighted in red. Those dangerous gunships she can out-spot are highlighted in green. When Hill is Top Tier (Tier IV & V opponents) 5.34km - Isokaze 5.41km - Minekaze, Mutsuki, Fujin, Kamikaze R, Kamikaze 5.50km - V-170 5.66km - Shenyang, Wakeful, Okhotnik 5.69km - T-22 5.81km - Nicholas 5.97km - Acasta, Jianwei 6.11km - Gremyashchy 6.13km - Clemson 6.44km - HILL 6.76km - Podvoisky Hill doesn't come out looking too good when she's top tier, but that's okay. She can effectively outgun most of her opponents here with only the American and Soviet destroyers being any real threat to her in a gun duel. Engaging torpedo destroyers successfully isn't too much of a problem here because the maps are so claustrophobic that you can abuse map borders and islands to cage them in. Still, Hill wins no prizes here. When Hill is "Mid" Tier (Tier V & VI opponents) One of the other possible matchmaking oddities for tier V is that they can end up just facing opponents one tier higher with nothing beneath them. This results in the following list of opponents: 5.41km - Minekaze, Mutsuki, Fujin, Kamikaze R, Kamikaze 5.66km - Okhotnik 5.69km - T-22 5.81km - Nicholas, Hatsuharu 5.97km - Acasta, Jianwei, Gallant 6.11km - Gremyashchy 6.13km - Fubuki, Shinonome, Gnevny, T-61, Fushun 6.29km - Monaghan, Anshan 6.44km - HILL 6.60km - Farragit. Ernst Gaede 6.76km - Podvoisky, Aigle There's a lot more dangerous opponents now, but Hill thankfully out-spots many of the new ones including the tier VI ships Aigle, Farragut and Gaede. Still, the Soviet and Pan Asian additions are worth minding. When Hill is Bottom Tier (Tier V, VI and VII opponents) Big surprise -- there's a lot of scary opponents two tiers higher. 5.41km - Minekaze, Mutsuki, Fujin, Kamikaze R, Kamikaze 5.66km - Okhotnik 5.67km - Haida 5.69km - T-22 5.81km - Nicholas, Hatsuharu, Shiratsuyu 5.97km - Acasta, Jianwei, Gallant 6.08km - Z-39 6.11km - Gremyashchy 6.13km - Fubuki, Shinonome, Gnevny, T-61, Fushun, Gadjah Mada 6.29km - Monaghan, Anshan, Jervis 6.44km - HILL , Akatsuki 6.60km - Farragut, Ernst Gaede, Sims, Leningrad 6.67km - Mahan 6.76km - Podvoisky, Aigle, Leberecht Maass, Blyskawica As you can clearly see, Hill's concealment doesn't do it any favours. Thankfully, her stealth is JUST good enough to keep her nose clean in higher tiered matches, though she barely has any reaction time between spotting some of those dangerous gunship opponents before being detected in turn. To be comfortable, I'd generally want a minimum of 250m worth of difference between the detection ranges of two ships to allow players time enough to make a decision whether to engage or begin retreating. This is not enough time to prevent being spotted in the first place (a 30 knot ship covers 250m in 3 seconds) but it can give you enough of a head start to make a decision. Hill is a big girl with all of the challenges that brings. This is, in my opinion, what really holds her back from being a "good" ship. She doesn't have the stealth to sneak up on much and her guns are reliant upon her closing the distance (to say nothing of her torpedoes). Worse, the extra range on her guns makes her visible from further out. This range is mostly useless given the horrible ballistics on her guns. This is probably her biggest weak point overall. Evaluation: What it would have needed to be : Hill's stealth rating is pretty terrible. It could be worse, but let's not go there. King of the Hill Hill accepts a standard American destroyer captain build and shouldn't give anyone any issues with skill compatibility. Your first 10 skill points should look like this: Start with Priority Target. Next take Last Stand. I really hope Wargaming does something about this skill. It's mandatory on all destroyers. Survivability Expert is next at tier 3. This will add another 1,750hp to your total which can give you the edge over the other low-tier gunships that haven't taken this. Concealment Expert rounds things off. As you double back through the line, take skills which emphasize her gunnery. Basic Fire Training is a great choice. Superintendent is nice too because it gives you another charge of smoke that you can use to camp out and spray down larger ships without being seen (just watch out for fish). Adrenaline Rush is always worth the points. Over the Hill To appreciate Hill you need to take a close look at Nicholas, the tier V American tech-tree destroyer. If you listen to the peanut-gallery, they'll tell you the two of them are very close. They're technically correct (the best kind of correct) despite the two ships having an enormous laundry-list of differences. While Hill and Nicholas share the same guns (127mm/38s) and torpedoes (Mark 11s) the soft-stats of the ships differ wildly. But don't you fret: this doesn't affect performance much. Let's get into the list: Where Hill is Better than Nicholas: + Hill has 5 guns to Nicholas' 4. + Hill has an 11.3km range to Nicholas' 10.9km. + Hill has better main battery firing angles than Nicholas. + Hill has better long-range AA firepower. + Hill has a top speed of 37.5kts to Nicholas' 37kts. + Hill has a 560m turning radius to Nicholas' 600m radius. + Hill turns at 8.6º/s, Nicholas turns at 7.9º/s. + Hill has premium economy, Nicholas does not. + Hill has TWO permanent camouflage options, Nicholas doesn't have access to any. Where Hill is Worse than Nicholas: - Hill has 12,100hp to Nicholas' 13,100hp. - Hill's hull armour is no thicker than 10mm, Nicholas has 13mm amidship decks and a 15mm hull. - Hill reloads in 4.7s, Nicholas in 4.0s. - Hill has three triple torpedo launchers, Nicholas has four. - Hill has worse torpedo fire angles than Nicholas. - Hill has worse short-range AA firepower. - Hill has has a larger surface detection of 7.38km to Nicholas' 6.66km - Hill has a larger aerial detection of 2.85km to Nicholas' 2.45km. - Hill is visible in smoke from 2.75km compared to Nicholas' 2.49km. - Nicholas can swap her Engine Boost for Defensive AA Fire. Now if you take a look at that list, you're probably going: "Hey, Mouse, those two ships aren't alike at all." Well, duh, no kidding. When you get into the nitty-gritty, it becomes a stretch to say that Hill shares much in common with Nicholas without a huge number of big ol' fat buts attached. This said, only a big ol' fat butt would try and lord over the differences like they really amounted to much. Boil it all down and the differences between the two comes to this: Nicholas is more survivable, being tougher and more stealthy. Hill is more agile. Overall, they're pretty damn close. They're both American destroyers sharing the same weapons, after all. Let's describe Hill on her own merits: Hill has good guns, good agility but terrible torpedoes and horrible concealment. Without a huge slug of hit points, it would be a stretch to call her "good". Her design is perfectly adequate when she's top tier, especially in the claustrophobic maps she finds herself in during those matches. She's especially effective at running down other destroyers with her rapid fire guns and using her agility to dodge attempts to torpedo her. However, Hill does not up-tier well at all. She's too fat. She's too fragile. She's too short ranged to hit hard enough to keep up with stronger opponents. This summation fits Nicholas to a T which is probably why the two destroyers are viewed so similarly. Of the two, I'd argue that Nicholas is the better boat, if only for the extra health and slightly better concealment. However, the reality is that Hill will perform better than Nicholas as a whole due her being a premium ship. You can put your tin foil hats away -- Hill's greatest strength is that she's likely to have a high skill-point captain commanding her. Nicholas, on the other hand, is hardly the darling of the American destroyer line and unlikely to have a commander exceeding 10 skill points at the helm. While there may be a few veterans about holding onto a Nicholas they've invested heavily into, she's overshadowed by Clemson and Farragut. Thus, Hill is likely to appear to be the better boat once stat-tracking gets some numbers to play with, even if Nicholas is objectively the better ship when you analyze her systems. So, yeah. Hill's alright -- I don't like her, but she's alright. She's a decent gunship destroyer when top-tier, for example. However, we have to pretend that Nicholas doesn't exist to reach that assessment. I'd much rather have one of the Kamikaze-sisters, Gremyashchy or Okhotnik if it came down to choosing a tier V premium and I'd still take Nicholas over Hill in a heartbeat. She doesn't really have a "point" compared to Nicholas other than simply offering more of the same in premium form. The huge stack of minor differences between her and her tech tree counterpart make her just different enough to be just that -- different for difference's sake. None of the tier V tech-tree destroyers are particularly fun to play, in my opinion, so take my saltiness over Hill with a pinch of ... well, even more salt. If you like Nicholas and want a mid-tier American trainer, then Hill is great news for you. Otherwise, Hill isn't worth playing, let alone paying for. Would I Recommend? There's a couple of ways of getting Hill. She was given away provided players completed a series of missions during patch 0.8.5. Alternatively you could just throw money at Wargaming if this was too much work. For PVE Battles? No. Gunship destroyers, especially ones with short ranged fish, aren't really a good choice for PVE battles. For Random Battle Grinding? No. There are better trainers and credit farmers out there for the US Destroyer line (Kidd comes to mind). For Competitive Gaming? Hells no. Take Nicholas instead if you're going to take a tier V American destroyer. There are much MUCH better choices at tier V for something like Ranked Sprint. For Collectors? No. Hill didn't exist in steel. The only real reason to want to collect her is that she had the potential of being free. For her Fun-Factor? No. I didn't enjoy playing Hill at all. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! And WG said that players don't care about cosmetics. HA. Art Credits The Mouse Paper-doll was designed and drawn by Chobittsu (and is super fun to play with). Ark Royal was drawn by HM & Tomodachi. In Closing I was originally going to glue this together with Benham and also talk about the loot boxes all in a single article. Well, that quickly bloated to a monstrosity that would make my Haida review look brief, so I've elected to cut it up. Benham will be the next ship reviewed and it should be out within the next week. For those who can't wait that long: Benham is good. She's fun, even, if you like torpedo destroyers. She reminds me vaguely Harekaze -- a good mix of gunnery and torpedoes. I'm not sure she's worth busting your butt over on the grind, but there it is. Thank you all for reading.
  11. Updated November 7th, 2018 Jean Bart is an upgraded Richelieu-class battleship with improved anti-aircraft firepower and equipped with the Main Battery Reload Booster consumable. Unassuming at first glance, she is overpowered in the right situation. Jean Bart annihilates opponents that make mistakes like few other warships can. When capitalizing on these situations, she is without equal. Jean Bart punches much harder than her smaller-caliber battleship guns would suggest. This ship was kindly provided to me by Wargaming. Please be aware that there are some differences to this ship as of the original publication date. To the best of my knowledge, these stats are accurate as of November 7th, 2018 and represent the release version of the ship. Jean Bart has been made available for 228,000 Coal in the Arsenal as well as being sold directly in the premium shop. PROS Main Battery Reload Booster gives her the ability to brutally punish ships that make mistakes within her line of fire, be it with repeated citadel hits or stacking fires. Entire battery is bow-mounted, making it easy to maximize her firepower on the attack. Heavy secondary gun battery with a fast rate of fire from her 100mm guns. Excellent anti-aircraft firepower -- some of the best found on battleships in the game. Good overall agility for a tier IX battleship. CONS Tiny hit point pool for a tier 9 battleship at 69,000hp. Exceedingly vulnerable to light cruiser-caliber HE spam. Armed with only eight 380mm guns with low damage output. Unable to overmatch the extremities of tier VIII+ German and American heavy cruisers. Majority of her secondaries are incapable of dealing direct damage to most targets. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Jean Bart is an easy battleship to play and quite forgiving. If her guns were of a larger caliber, I'd consider her skill floor to merely be 'Simple' As it is, players must have working knowledge of which ships her AP shells can overmatch and which they cannot which forces players to think ahead with their ammunition choices. As easy as Jean Bart is to slip on, she scales very well with player skill. Few battleships reward careful target selection and ammunition choice like Jean Bart. This is a ship where daring plays and proper consumable use make all the difference. Jean Bart feels very much overpowered in the right hands yet provide only a middling performance to the uninitiated. – 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. Musashi outperforms Jean Bart firepower wise, giving the French battleship a rating. Jean Bart has a low hit point total like HMS Lion but lacks her improved Repair Party consumable. She has a defense. Jean Bart has the agility and anti-aircraft firepower at her tier. Her concealment is only . Options Jean Bart doesn't offer much in the way of surprises. While there is room for some customization, she's fairly predictable. Her big gimmick is access to the Main Battery Reload Booster consumable. Consumables Jean Bart uses a standard French Damage Control Party. This has a 15s active time and a 120s / 80s reset timer. She has unlimited charges. Her Repair Party is also standard for a French battleship and begins with 3 charges. She heals back up to 14% of her health over 28s with a 120s / 80s reset timer. She queues up to 50% of penetration damage, 10% of citadel damage and 100% of any other damage type. Jean Bart comes with a Main Battery Reload Booster with 3 charges. This cuts down her main battery reload time by 50% for 20s with a 180s / 120s reset timer. Finally, she has access to the Engine Boost consumable with 2 charges. This increases her speed by 8% for 180s and it resets within 180s / 120s. Upgrades Jean Bart should begin by taking Main Armaments Modification 1 in her first slot. Optimally, take the special upgrade Engine Boost Modification 1 in her second slot. If you do not have access to one, then default to Damage Control System Modification 1. In your third slot, Jean Bart forces a choice on players. Optimally, you should increase the accuracy of your main battery with Aiming Systems Modification 1. However, that's totally boring. If you're feeling MANLY (and stupid), take Secondary Gun Modification 2 to boost your secondary range and show those lolibotes and inferior battleships who their daddy is.But maybe an Aircraft Carrier once touched you in a naughty place. Maybe you're super salty about that. If that's the case, you can always go for AA Guns Modification 2 to increase their range. This will make CV players hate you. And while other players may scoff that your build is sub-optimal, they'll all respect you deep down for making a CV player cry. Things get pretty boring from here on out. Damage Control Modification 2 is optimal in your fourth slot with the amount of HE that's thrown about. Steering Gears Modification 2 is a distant second place in terms of optimization, but if it makes you happy, who are we to judge? Take Concealment Modification 1 for your 5th slot. It's too good compared to the other option. And finally, take Main Battery Modification 3 for your final slot. Camouflage Jean Bart comes with Type 10 Camouflage. This predictably provides: 100% bonus experience gains 20% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 380mm/45 guns in 2x4 turrets in an A-B superfiring configuration. Secondary Battery: Nine 152mm guns in 3x3 turrets facing the rear and twenty-four 100mm guns in 12x2 turrets arranged in superfiring configurations with three facing forward and three facing rear on each side of the ship. Jean Bart has some of the firepower at her tier. For a battleship armed with only eight, bow-mounted 380mm guns and a small-caliber secondary battery, this is a bold claim. However, for much of Jean Bart's development cycle, she was disgustingly overpowered and there were very real concerns about her performance. Wargaming has scaled her firepower back, but I'm not sure they did it to the degree necessary to ensure balance at tier IX. As it stands now, Jean Bart has the ability to punish opponents like no other battleship in the game. Underestimate her at your peril. Jean Bart firing 180 shells, locked onto a stationary enemy Fuso without camouflage at 15km. She has the same horizontal dispersion pattern as German and Italian battleships. French 380mm guns are well known for their high shell velocity and energy retention. While this does assist in preserving penetration power over distance, this does have the side effect of causing many shells to overshoot or undershoot their target. Penetration values courtesy of the World of Warships AP calculator (link provided in the Appendix). Jean Bart (and Alsace) have the worst battleship penetration at tier IX. However, it would be a mistake to call her penetration "bad". She is capable of landing penetrating hits on enemy battleships at all but extreme ranges. Unassuming Armament Jean Bart's main battery uses the same 380mm guns found on the tier IX battleship Alsace and her tier VIII sister ships, Gascogne and Richelieu. These weapons are characterized by their admittedly large dispersion area, high shell velocity and energy retention, good penetration and middling damage. The precision of her shell fire has been tuned to be identical to Gascogne at 1.9 sigma making her gunnery feel comfortable and rewarding careful aim. While the high velocity of her shells and dispersion pattern does lead to the occasional wonky spread of shells, on the whole these weapons behave themselves better than the infamously temperamental weapons found on battleship Roma. 380mm guns already feel long in the tooth by tier VIII, to say nothing for tier IX. Unable to overmatch the bows of German and American heavy cruisers, their performance is often found wanting. Jean Bart compensates for this with having an accelerated reload of 26s. While this may seem impressive at a glance, it is the same reload timer found on the Bismarck-sisters a full tier lower and it's less than Monarch's 25s with nine rifles also at tier VIII. Still, Jean Bart's firepower is superior to these other ships grace simply of her gun arrangement. Having all of her weapons mounted on her bow facilitates their use which, combined with the higher precision of her guns, allows her to output more damage than any of these lower-tiered rivals. Still, she should not be able to compete with the likes of the Iowa-sisters, Lion or Alsace. And yet, she not only competes with them -- she puts them in their place. Jean Bart wins no prizes for her stock DPM values, but that's not where her strength lies. The Dreaded Box o' Gimmicks Wargaming has produced the horror or horrors in Jean Bart by giving her access to the consumable Main Battery Reload Booster. Originally dispensed to the French cruiser line, Jean Bart is the first (and probably not the last) battleship armed with it. Understand that this, more than any other trait, is what makes Jean Bart so formidable. When her consumable is properly managed, Jean Bart is game breaking. When it isn't, she's an up-tiered Richelieu with good AA power. The Main Battery Reload Booster is still new, so let's start with an explanation of how the version found on Jean Bart works. This should hold true for other ships, but in case it gets grandfathered in with nerfs, this will serve as a handy reference. While active, it doubles the speed at which Jean Bart reloads her main battery. It does not halve the time it takes for a shell to be reloaded. This is an important difference. Allow me to show what I mean: I've redone this damn chart nine ten eleven TWELVE FREAKIN' times. The most recent change to this consumable occurred with patch 0.7.10. While the booster is active every second spend reloading counts as two seconds. What the booster does not do is simply halve the reload time -- ie, turning the cycle time down to 13s for any shells being reloaded during the consumable's active period . There's no way to cheat the system and fire an extra shell at a fully halved reload by timing the consumable use carefully. The benefits of Jean Bart's consumable apply immediately and only for the duration that it's active. The benefits of her consumable stack with the gains made from the Main Battery Modification 3 upgrade and the Adrenaline Rush commander skill. The numbers here get truly frightening, with a Jean Bart at 50% health being able to cycle her guns as quickly as every 10s with her consumable active. For an enemy vessel caught within a turn, this is devastating as Jean Bart is capable of putting repeated volleys downrange before they can turn away or make it into cover. And it's here where this unassuming battleship becomes overpowered. Jean Bart's all-forward gun placement makes her arcs feel very comfortable -- at least until you have to start running. Be very careful of unmasking her B-turret when you do. This will open her up to taking some hard hits from over angling. Devastating Strikes & Burninations on Demand The all-forward gun arrangement on Jean Bart means that her guns are almost always going to be at the ready when a target of opportunity arises. Her Main Battery Reload Booster guarantees she'll have the right shells loaded. Moreover, her consumable makes it very likely she'll be able to take two bites of the apple before they're able to correct their mistake. It cannot be understated how disgustingly powerful this consumable is in the right hands. Jean Bart may not have the same raw damage output of her peers over time, but she has all of the tools, between gun arrangement, precision, penetration and reload time to make her guns far more devastating in the short term. This emphasizes a battleship's strengths -- overwhelming alpha strikes. Jean Bart is better equipped to deal them more often than any of her contemporaries. It goes beyond landing AP volleys on exposed broadsides. Jean Bart is just as capable of stacking fires with her HE shells in short order with the use of her consumable. If an enemy battleship blows their Damage Control Party, Jean Bart's fast rate of fire will deliver upwards of 24 shells inside of 33 seconds. Even with the modest (for a battleship) fire chance, Jean Bart can match the Royal Navy for infuriating stacks of blazes. Duly warned be ye, says I. Almost excellent - Except they totally suck Jean Bart's secondaries suck moose-balls. She boasts a similar secondary load out to her sister Gascogne but she has even more 100mm guns. This looks terribly impressive on paper. They have a good range. Her smaller caliber guns have a phenomenal rate of fire of 20rpm which more than pads their uninspiring 5% base fire chance. And, really, that's all their good for -- setting fires. They can only directly damage areas of 16mm of armour or less -- that's not even enough to contest the hull of tier VIII+ destroyers she faces. Taking Inertial Fuse for HE Shells will enable her to the penetrate up to 21mm but that's a damn heavy investment. You can go this manly route if you wish. It's hardly optimal, even if it is hilarious. Jean Bart's armour scheme does not hold up well in a brawl (see below) so this is a heavy gamble. Still, with her Main Battery Reload Booster, she can be a formidable opponent in close quarters if you like to live dangerously. Summary Main battery is unassuming. Secondaries suck unless you invest heavily into them. And opportunist par excellence, Jean Bart can capitalize upon opponent mistakes like no other battleship thanks to her reload consumable. Evaluation: What it would have needed to be : An increase in gun caliber would do it, even without the accompanying increase in shell damage. Jean Bart is contesting Musashi for the top spot. Her guns are that good. Defense Hit Points: 69,000hp Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 32mm torpedo bulge + 330mm belt + 50mm turtleback + 50mm citadel wall. Torpedo Damage Reduction: 32% Jean Bart holds the distinction of being the most vulnerable of the tier IX battleships. However, she doesn't rank last because of some crippling flaw. Her armour protection is sufficient. Her consumables aren't broken in any way. It's really just a deficit of hit points combined with a vulnerability to HE shells that puts her in last place. Jean Bart's hit point total are not those of a tier IX battleship. With healing scaling directly with a ship's base hit points and lacking the portable dry-dock of the Royal Navy, Jean Bart starts off the Durability-race with an immediate disadvantage, but she's not so far behind as to no longer be competitive. While she doesn't have deep reserves of health to absorb damage (or the healing potion to recover from it), her citadel protection scheme isn't lacking. She has decent anti-torpedo defense, for example, sitting at a modest, but respectable 32% damage reduction (and a far cry better than most of the other tier IX battleships, I might add). Her citadel placement is very-French. Her magazines and machine spaces sit just beneath the waterline, protected by a 50mm turtleback and a reverse-sloped belt. Combined, Jean Bart is all but immune to citadel hits at a distance. However, the steep grade of her turtleback lets her down at point blank ranges. Like Alsace, Gascogne, Richelieu and République, she is exceedingly vulnerable in a close-range brawl to broadside citadel shots from large caliber AP shells. On the whole, Jean Bart stands up well to AP fire and torpedo hits. Against high explosive fire, her defense scheme fails utterly though. Jean Bart's citadel protection is complicated, formed up of no less than four layers, two of which aren't pictured here. The first is her 32mm anti-torpedo bulge (not shown). Then shells strike her upper (330mm) or lower (250mm) belt, though the latter will usually necessitate plunging through water first, further reducing penetration. After that, her 50mm turtleback (not shown) gets in the way. Finally, there's her citadel wall which is between 30mm overt he machine spaces and up to 50mm over her magazines. Jean Bart doesn't sport the weakness of a thin citadel roof allowing for overmatching like some Royal Navy battleships, boasting 50mm on top of her 150mm deck protection. Note this last part differs from her sister, Richelieu which has 170mm of deck protection over her magazines but only a 40mm citadel deck. The entirety of Jean Bart is covered in deliciously squishy 32mm of armour that just loves to give up hit points. The only exceptions are her bridge, main battery and anti-torpedo bulges and that's hardly enough to guarantee a large number of shell-shatters. Jean Bart is exceedingly vulnerable to 150mm+ HE fire buffed with the Inertial Fuse for HE shells commander skill. German cruisers and battleships secondaries can exact a costly sum too This flaw isn't unique to Jean Bart, with American and British battleships sharing a similar fear of HE spam. However, when you factor in Jean Bart's lower hit point total and lack of a British mega-heal, this weakness becomes more pronounced. You're going to want to make American light cruisers die quickly. Make sure you have your Main Battery Reload Booster handy when an opportunity comes up to delete one of those mother truckers. One a side note, her 32mm armour also gets undone by 460mm AP shells from Musashi and Yamato. So there's that too. ] This is why light cruisers (and ducky destroyers) love Jean Bart. Anything that's teal is fair game for ships that can muster up 32.5mm of penetration or more with their HE shells. The brown section along her hull represents her anti-torpedo bulge which will absorb HE hits without taking damage. Finally, Jean Bart enjoys relative immunity to American AP bombs. They lack the penetration sufficient to punch through the multiple layers of armour protecting her citadel. Graf Zeppelin can land the occasional citadel hit but, by and large, she struggles in the same manner as American dive bombers. Jean Bart will still take a healthy amount of damage from these attacks -- overpenetrations will be rare, but at least she won't be deleted outright. Evaluation: What it would have needed to be : Jean Bart would need a truckload more hit points, a special Repair Party consumable or deck and upper hull armour sufficient to stave off HE attacks from light cruisers. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift: 16.0s Maximum Turn Rate: 4.1º/s Am I really going to talk about the manoevrability of the tier IX thunderchunkers again? Look, none of the tier IX battleships could ever be described as agile. The best that could be said is that some of them have the straight line speed when they care to exercise it. However, we all know that the current meta doesn't let battleships stretch their legs until later in the engagement. Thus those without aren't held back by any means and even Musashi's stately 27 knots is more than capable of keeping up with the pace of battle. Jean Bart isn't the fastest battleship at her tier. With her Engine Boost consumable operating, she can make 32.4kts which is still slower than the Iowa-class sisters. She can't boast the tighter turning radius or better rudder shift time of HMS Lion. What she can claim is to have a good rate of turn, keeping pace with Lion and Alsace. Where Jean Bart claims primacy (and I admit, this claim is tenuous), is the combination of all of her traits. She is not the fastest, but at least she's not the slowest either. She's at least faster than Lion which is arguably one of the frontrunners in this competition. She doesn't have the tightest turning radius, but it's only 20m behind that of the Lion and 40m better than her next closest competitor. Her rudder shift time isn't the fastest, but it's the second best at her tier. Jean Bart matches the best two battleships at her tier for rate of turn. ... and finally, she has the Engine Boost consumable. Engine Boost has always been the trump card of the French warships when it comes to contests of agility. With it, Jean Bart leaves Lion in her wake, not only figuratively but literally as well. She can come about faster. She can control engagement ranges more effectively. With Lion bested, Alsace is her only remaining competitor and Jean Bart's tighter turning radius and rudder shift time makes that a no-contest. Of course, besting Lion and Alsace doesn't make Jean Bart good in this category. In my opinion, none of the tier IX battleships are. But Jean Bart is at least the best of the sorry lot. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost alone would do it. When it's on cool down, she's no better than Lion. Anti-Aircraft Defense AA Battery Calibers: 152mm / 100mm / 57mm AA Umbrella Ranges: 5.0km / 4.5km AA DPS per Aura: 202.5 / 357 Raw DPS numbers (the graph on the left) can be deceiving. Range is an important factor with anti-aircraft defense and Jean Bart has this is in spades with all of her gun mounts. The graph on the right incorporates range into an equation to better evaluate the overall effectiveness of a ship's AA suite. This is calculated by taking the gun's range less 1km and multiplying it by DPS. While not an absolute measure by any means, it is indicative of the relative AA power of the ships in question. Jean Bart has god-tier anti-aircraft firepower. The only battleship in the game that tops her for effective AA cover is the personal rocket-powered umbrella of HMS Hood, and that's only when Her Majesty's ship is activating her Defensive AA Fire consumable. What makes Jean Bart's AA so effective is the combination of solid DPS numbers combined with her minimum of a 4.5km range. Fully upgraded, she's an absolute monster, outstripping even République and Montana for the potency of her flak. Like most battleships, most of her AA firepower is found in her medium caliber AA guns. Jean Bart's 57mm weapons don't stand up to HE any better than a 40mm Bofors nest, so she can be stripped of most of her threat to aircraft with the gentle caress from a Cockbote. Thus your AA power is inversely proportionate to the amount of HE fire you've taken. Given the current meta at high tiers, that's not going to be very high for very long. Evaluation: What would have to happen to DOWNGRADE to : A Cockbote serenade. Refrigerator Base Surface Detection Range: 16.38km Air Detection Range: 14.16km Minimum Surface Detection Range: 12.30km Detection Range when Firing from Smoke: 15.05km Main Battery Firing Range: 24.52km Jean Bart's concealment should be seen as "adequate" and nothing more. With the proper concealment build, she shares a surface detection rating with the Bismarck-sisters. She could certainly do worse. Few battleships reward concealment better than Jean Bart. As it is, even her middling concealment value risks making her overpowered. The most obvious use for her surface detection is to drop back into stealth when under fire. Jean Bart doesn't have the deep hit point reserves of other tier IX battleships, and having the ability to disengage at will is a useful trick. However, it's not this defensive ability that risks making Jean Bart an overpowered monster. It's her ability to use it offensively. No other battleship rewards an ambush play-style as much as Jean Bart. With her fast reload, good penetration and her Main Battery Reload Booster, having Jean Bart magically appear when you're at your most vulnerable is a nightmare scenario. This is where she scales so well with player skill -- those with the map knowledge and the willingness to push in order to set up ambushes get rewarded handsomely. Evaluation: What it would have needed to be : Losing a kilometer or two of surface detection off her base range would do it. How to Make Roma Look Inadequate There are three main builds that are effective for Jean Bart. The Baby Bunny Build is the ol' battleship standby. Go for survivability increase skills including Concealment Expert, Superintendent, Basics of Survivability and Fire Prevention. The Salty About CVs build makes Jean Bart the scourge of the skies. Grab anything that boosts your anti-aircraft batteries like Basic and Advanced Fire Training and Manual Fire Control for AA Guns. Finally, there's the dubiously effective (but exceedingly Manly) Secondary Build. You'll want all the fixings at tier 4 including Advanced Fire Training, Manual Fire Control for Secondary Armament and Inertial Fuse for HE Shells. You can choose between Expert Marksman and Adrenaline Rush at tier 2 depending on if you intend to brawl or not. Final Evaluation Jean Bart seems like such an unassuming design. Who would have thought that an upgraded, up-tiered Richelieu-class would be on my watch-list for one of the most over performing releases of this year? I don't doubt that like Musashi, she's going to fly beneath some players' radar. There will be those that simply do not appreciate the imbalance that Main Battery Reload Booster provides, even when shackled to such unassuming weapons as a mere eight 380mm rifles. To this end, I predict that Jean Bart will become the darling of those few that know how to time their shots and don't use it simply for a flat DPM increase. I do foresee Jean Bart causing issue with some of the more veteran players. Grace of her abilities, this is a ship that by her very design punishes people that try and flex. Lord knows I won't dare turn a ship broadside within 15km of her unless I know her consumable is on cool down. While I would like to think that her gunnery may correct some of the popularity of certain American light cruisers, her ballistics just aren't designed for that. In short, Jean Bart is just going to reinforce the passive meta, albeit without the same obvious ability as ships like Asashio. The final bit of upset Jean Bart may deliver is still far off in the future. She is the best anti-aircraft platform found among the current battleships. With the aircraft carrier rework still months away, it remains to be seen what kind of upset she can deliver to the future version of this game mode For now, keep an eye on this ship. She has comparable earning levels to Musashi and Kronshtadt, which is better than most tier VIII premiums (barring the use of Makoto Kobayashi camo). I still haven't been told how she's going to be made available (seriously). If it's for free experience or coal, you cannot go wrong with this ship. She's too good. Would I Recommend? Seeing as I don't know how she's being made available, take this section with a pinch of salt. She could very well be the next steel-ship to reward Ranked Battle players. She may only be available for free experience or coal. Wargaming has not directly sold any tier IX+ premiums yet, so it's doubtful she'll appear in the premium shop or for doubloons. We'll have to wait and see. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. While shooting down aircraft is hilarious in co-op, the propensity for enemy bots to charge bow in makes her 380mm guns feel inadequate. Go for a MANLY build or don't bother. It would be super cool if she could be used in Operation Hermes, though. I'm still poking Wargaming about that one. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. The chaos of Random Battles serves Jean Bart and her god-tier consumable well. She earns a healthy wage too, which doesn't hurt either. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Unlike in Randoms, it's less likely that your opponents are going to pull a stupid to make Jean Bart's Main Battery Reload Booster pay huge dividends. The more serious the competition, the less appealing she'll become. Plus Missouri has radar. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She looks gorgeous and she's got a fair bit of history to her. For Fun Factor: Bottom line: Is the ship fun to play? Very yes on toast. After the first time you obliterate some poor sap coming about, you'll never be able to let go. 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 If I have to do this again, I'm getting out the crayons. In Closing Updated for October 23rd, 2018. Jean Bart was finalized shortly before this article was originally published. Three days later, they announced she was going back into testing because of concerns she was over performing. Frustrating as this could have been, the changes have been simple to account for. Jean Bart still risks being overpowered, but the circumstances are far more specific now. She's still a highly competitive ship, but without the clear cut dominance she could demonstrate with alarming reliability in randoms. Wargaming has been mum on what's coming out next. With the Aircraft Carrier rework choking the airwaves, it's a bit of a toss up. Le Terrible was finalized almost two weeks ago however I have not had access to her in order to be able to finish my review, so she's on hold for the time being. I'm mostly done reviewing Prinz Eitel Friedrich too, so it's a race to see which one gets the greenlight first. Thank you all for reading! Appendix World of Warships AP Calculator (n.d.) https://mustanghx.github.io/ship_ap_calculator/
  12. The following is a review of HMS Exeter, the tier V Premium British Heavy Cruiser kindly provided to me by Wargaming. Please be aware that though this represents the release version of the ship, her statistics may change in the future. To the best of my knowledge, these stats are accurate as of patch 0.8.1. If you have any questions regarding any changes to this ship after subsequent patches, please feel free to contact me. The developers and I don't always see eye to eye. The balancing of Haida, for example, involved a lot of upset even if it had a happy ending. Before that, seeing Duke of York butchered and ground up into a pile of bland mediocrity was heart breaking -- particularly from her original state of such a choice cut of fun and unique game play. I was numb to the dismemberment of Prinz Eitel Friedrich where they sliced away everything that made her enjoyable; this kind of thing had just happened too often for me to be moved. But something snapped in me with this most recent, tasteless offering from Wargaming. I am in a rage regarding HMS Exeter and all of the wasted potential of this design. I couldn't scream loud enough that what they had was brilliant -- it was simply at the wrong tier. Exeter was finally the Royal Navy Light Cruiser (RNCL) captain-trainer we've been desperately waiting for since October of 2016. She had such fun crossover potential with Leander and Graf Spee, including making historical divisions. Such opinions and promise were discarded, however. Wargaming needed a moldering pile of mediocrity to offer up as a hand-out. Exeter was earmarked as that victim. Worse, they didn't warn me that this was the case. So not only did I expend a lot of energy trying to preserve what appeared to be an ideal vessel, my time was wasted because Wargaming was already locked in on a course long before balancing had even begun. They simply didn't elect to tell me and stonewalled suggestion after suggestion. As it turns out, I'm not sure they even got the balance right. But what should we expect for a project that was designed to be a failure (by my own metrics) before it began? The following review borrows heavily from the preview article I wrote for Exeter in early January in order to save time. I didn't get any warning on this one and I had to cut corners where possible to get this review out while it was still relevant. I had less than 12 hours notice she was finalized and released and the warning didn't even come from Wargaming. My apologies if some of the sass appears re-used. If you can't already tell: The bias is strong on this one. PROS Large effective hit point pool combined with access to a Repair Party. Heavily armed with six 203mm rifles. Powerful torpedoes for her tier with an 8km range, the ability to single fire them and hard hitting warheads. Excellent acceleration and rate of turn. Very stealthy with a surface detection as low as 9.6km when fully upgraded. CONS Her armour is very squishy with 13mm extremities. Terrible citadel protection and a high-water citadel to boot. Slow rate of fire with a 15 second reload leading to terrible sustained DPM. Poor fire arcs on her main battery guns. Torpedoes can only fire wide or individually (why is this a thing?) Turning radius is larger than advertised and her top speed is lacking. Overview Skill Floor: Simple / CASUAL/ Challenging / Difficult Skill Ceiling: Low / Moderate / High / EXTREME For the novice player, Exeter is okay. She's a little unforgiving with her squishy armour and her slow rate of fire. Even gunship destroyers can prove quite dangerous if not handled correctly. In the hands of an expert, however, the sky is the limit. Exeter has some of the best concealment, the best AA defense, the best agility and the best overall durability of any of the tier V cruisers. The only thing holding her back are her weak armour profile and low DPM, both of which can be mitigated. Oh yeah, Exeter is totally balanced. That 15s main battery reload will keep her in line. She has the best AA Firepower too currently but that's highly volatile at the moment and subject to change with the CV rework ongoing. – 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. Options Exeter has only one surprise. For anyone that has seen a preview of Exeter, she no longer has access to a Smoke Generator. It did not survive her test builds. Consumables Exeter’s Damage Control Party is standard for a cruiser. This has a 5 second active period and a 90s / 60s reset timer with unlimited charges. Like other British cruisers, Exeter has a Repair Party. The duration and healing rate are standard for this consumable, healing up to 14% of the ship’s hit points over 28 seconds. This comes with 2 charges base and a 120s / 80s reset timer. She queues up to 50% of penetration damage and 10% of citadel damage. Exeter’s Hydroacoustic Search mirrors other tier V cruisers with a 3km torpedo detection and 4km ship detection radius. This is active for 100s with a 180s / 120s reset timer and 2 charges base. Her Catapult Fighter launches 2 aircraft which are active for 60s. They orbit at 3km with a 135s / 90s reset timer. Exeter starts with two charges base. Upgrades The only option worth taking in the first slot is Main Armaments Modification 1. In your second slot you have a choice whether to add extra protection to your engines or rudder. Propulsion Modification 1 would be my first choice. If you're dead in the water, you're not going to survive long. Steering Gears Modification 2 isn't a terrible choice, though, but less optimal than the disaster the former helps mitigate. As ever, optimizing your guns is the best choice. Aiming Systems Modification 1 will see the biggest performance increase for Exeter. However, if you're salty about CVs, then AA Guns Modification 1 isn't a bad choice. The relative short ranges at which Exeter fires isn't punitive on gun dispersion anyway. Camouflage Exeter uses Type 9 – Exeter Camouflage. This provides the usual 50% bonus to experience gains, a 10% reduction to repair costs, a 3% concealment bonus and a 4% increase to enemy shell dispersion. Exeter has an alternate camouflage scheme in off-white and blue you can unlock by completing the second part of the "Naval Aviation" collection. The original is quite dark. Firepower Main Battery: Six 203mm/50 guns in 3×2 mounts in an A-B-X superfiring configuration. Secondary Battery: Eight 102mm/45 guns in 4×2 mounts with two turrets per side straddling the funnels in a forward-firing arrangement. Torpedo Tubes: Six tubes in 2×3 launchers rear facing straddling the foremost funnel Exeter has a modest set of weapon systems. They're not without their flaws. However, their drawbacks aren't enough to damn this ship, particularly when coupled with Exeter's strengths in agility and concealment. Lemme do a quick jpeg dump and we'll go over things in more detail. The first thing to know is that you're not winning any trading matches with Exeter. She has a small number of main battery guns and a long reload to boot. If Exeter cannot land citadel hits, her tier mates can tear her apart before her second heal becomes available. These are shell flight times and penetration estimations for Exeter's 203mm AP shells. The energy of Exeter's AP shells drops off quickly due to a high shell-drag coefficient which saps their speed. Still, while Exeter's AP penetration isn't high it's still more than enough to challenge the belt armour of any cruiser she might come across. She's fully capable of landing citadel hits against most cruisers up to her maximum range. Exeter's torpedoes are excellent for her tier. They do have a weird quirk where they can only launch wide / single as opposed the narrow / single of other Royal Navy cruisers and destroyers. ] Exeter's gun arcs leave a lot to be desired, especially when she's forced to kite. At least her guns rotate quickly. Her torpedo arcs are comfortable, though. Alright, so what did we learn? Exeter has low sustained damage output with her main battery guns. Her AP shells are serviceable. She's fully capable of landing citadel hits against just about any cruiser she comes across at any range provided she has their broadside. Her torpedoes are excellent but she can't fire them from stealth. I didn't mention her secondaries but that should tell you a lot. She has four barrels per side and they have a 4km range with a high rate of fire. They're not worth specializing into. That's all you need to know. The picture painted here is a ship that relies on alpha strike, ambushes and hit and run tactics to best her opponents.. Exeter is well set up to accomplish this largely owing to her agility and concealment -- two areas in which Exeter excels. Getting to within 10km of a cruiser enables her to land citadel hits reliably. Furthermore, her Repair Party makes taking such risks far more forgiving. Thus you have a ship that's fully capable of dictating engagement ranges and optimize the performance of her weapons. If things go pear shaped, she's likely to survive long enough to take a second bite of the apple or disengage as needed. Exeter doesn't have everything her own way, however. RNG can (and will) flub perfectly aimed shots on occasion. Exeter's 203mm AP do not enjoy any improved auto-ricochet bonuses, meaning angling against her is super-effective. Fouling up her first shot can spell disaster if your opponent responds to the threat of your sudden appearance. Furthermore, Exeter is only a modest fire starter, this again throttled by her low volume of shells. Against larger vessels, Exeter needs time to whittle them down -- time she may not have. Her triple torpedo launchers do not deal enough damage to allow her to a sink a full health battleship making suicide charges downright comedic. Facing destroyers, her long reload often means she only gets a single volley off at them before they disappear. This is rarely enough to finish off enterprising lolibotes operating in her vicinity. If you screw up an ambush, Exeter looks pretty foolish, especially if you over-commit. Thus, if you struggle to land citadel hits and you can't make use of her fish, Exeter's performance is a slow, steady burn. Use island cover to lob shells at approaching targets. Take what pot shots you can at exposed enemies and then retreat. Preserve her hit points and take little nibbles as they become available. Underestimate her at your peril, however. Her individual torpedoes are monstrous. Her AP shells are fully capable of catastrophically ending a cruiser that exposes themselves and her HE volleys can thoroughly gut a destroyer caught unawares. Evaluation: What it would have needed to be : Give her back her 12s reload and fix the fire aspects of her torpedoes to narrow / single. Alternatively, give her a Smoke Generator so she can park her butt and cycle her weapons with near impunity. Defense Hit Points: 29,400 Min Bow & Deck Armour: 13mm Maximum Citadel Protection: 13mm extremity / deck + 72mm transverse bulkhead Torpedo Damage Reduction: 4% [ Exeter's deck amidships has two layers. The top deck counts as superstructure with only 10mm worth of protection. It's the lower deck where the torpedoes reside that has 19mm of protection which carries through to the upper hull. The one nice thing about her light armour layout is that short of hits to her citadel, most battleship rounds will simply over-penetrate. Exeter is an overstuffed hit point piñata made of wet tissue paper. Her bane is high explosive shells of nearly every gun caliber she faces. Most Royal Navy battleships are capable of blowing out her citadel with HE shells and scattering her machine parts across the surface of the ocean in a sloppy mess of fire and regret. Even gunship destroyers are dangerous and can take her apart in short order if ignored. Be especially wary of taking damage to her steering gears and engines -- they'll get knocked out often. It's smart to invest in Last Stand for your commander. Said armour is ironically quite good at holding out against AP shellsm though. Most calibers of AP shells will fail to fuse if they don't strike Exeter's 19mm hull or belt armour, resulting in over-penetrations. Furthermore, her 13mm bow is fully capable of autobouncing up to and including 180mm AP. Of course being "quite good" does not mean "impervious to". Exeter can and will be suddenly deleted by battleship caliber AP shells from any angle. Similarly, 203mm AP shells are a nightmare, especially if they're coming off an American heavy cruiser as they too can overmatch her bows and foil most of her attempts to angle her belt against them. Her main battery guns are especially vulnerable and likely to break when tanking said hits. None of this is new for low-tier cruisers, though. Exeter does differ from the norm in three areas, however. Her citadel is a small(ish) target. She has a lot of hit points. She has access to a Repair Party consumable. Points one and two are simply "nice". It's the last piece which makes Exeter obscene. It catapults her from "meh" status to blatantly overpowered. None of the other cruisers at her tier have anything close to Exeter's longevity. Before I say anything nasty about it's inclusion, it's time to abruptly let this section be. Provided Exeter doesn't get herself outright deleted by any given attack, she's pretty darned resilient. You're unlikely to be able to draw on the full 19,757hp her Repair Party can conjure but an extra 5,000hp to 10,000hp is more than reasonable, easily making her the toughest tier V cruiser by effective hit point total. This (in my opinion), combined with her stealth, agility and the relative small target of her citadel makes her overpowered. Emerald, being a travesty against humanity, gets away with having a Repair Party without catching any flak for it. Evaluation: What would have to happen to DOWNGRADE to : Give Furutaka a Repair Party. Agility Top Speed: 32.0 knots Port Turning Radius: 650m (720m actual) Rudder Shift Time: 8.4s Estimated 4/4 Engine Speed Rotation Rate: 6.7º/s Exeter's agility stats sit upon a throne of lies. This isn't anything new. Royal Navy cruisers (and destroyers) are almost all terrible fibbers when it comes to their handling characteristics. This is owing to their improved engine power which says "screw you, physics!". Thus Exeter agility has all sorts of fun and infuriating quirks like dragster-style acceleration, ridiculous energy retention in a turn and the ability to make 180º turns more dramatically than Wargaming discussing their "we won't nerf premiums" policy. Exeter has almost identical manoeuvrability characteristics to Nürnberg, the tier VI German cruiser which has the same 32 knot top speed and a 720 meter (actual) turning radius. However, when you compare them side by side you get the following: Exeter accelerates ridiculously fast -- better than you would see with Propulsion Modification 1 that's available on tier VI+ ships. She reaches a speed of 10 knots inside of 5 seconds, 20 knots in 8 seconds and 30 knots in less than 12 seconds. Nürnberg with the upgrade hits these same 10 / 20 / 30 knot benchmarks in approximately 8 / 14 / 27 seconds respectively. Exeter preserves almost all of her speed in a turn. Normal cruisers turn a 80% of their 4/4 engine speed. Exeter turns at 98.8% of her 4/4 engine speed (31.6 knots). Nürnberg, by contrast, decelerates down to 25.5 knots in a sustained turn. Exeter thus maintains a top speed more often than other ships, especially while under manoeuvres. While she lacks the straight line speed of Furutaka or Emile Bertin, she can be effectively just as quick in combat situations while ducking and dodging. Maintaining higher speed in a turn increases the rate at which a ship comes about. Thus Nürnberg's modest 5.4º/s rotation rate is dwarfed by Exeter's own 6.7º/s. So Exeter's performance far exceeds what her in-port stats will tell you. She may not have the raw power of her contemporaries, but she's no slouch. Evaluation: What it would have needed to be : This should say a lot. There's a lot of agile cruisers at tier V. Fast ones too. Exeter handles beautifully with that improved engine power but there are times I miss the raw speed you can find on ships like Emile Bertin. Speed is life for fragile ships, after all. Anti-Aircraft Defense Long Range: 2 explosions at 560 damage and 52dps from 5.8km to 2.5km Medium Range: 2 explosions at 420 damage and 86dps from 2.5km to 0.9km Short Range: 22dps from 0.9km to 0.1km Catapult Squadron: 2 Aircraft Exeter doesn't have an extensive AA gun battery. Her dual purpose 102mm guns are in red, her 40mm pom-poms in yellow and her 12.7mm machine guns in blue. At least it's symmetrical. Remember how Exeter hates HE Shells? You can add "getting stripped of most of her AA-guns from a single hit" onto the list of reasons why. Let's start with the following disclaimer: Until the CV rework concludes, do not base and purchase decisions on a premium ship's anti-aircraft performance. All of the stats discussed here are still subject to change. Exeter is arguably the best anti-aircraft support-cruiser at tier V. While she lacks the raw sustained DPS totals, she has a combination of diverse AA assets which make her more of a threat than the sum of her parts. What I found quite effective was proper use of (and specializing into) Exeter's Catapult Fighter. This didn't form the backbone of my AA defense, but it spiked its effectiveness as readily as one would expect a Defensive AA Fire consumable to do at higher tiers. This is largely owing to the smaller air groups found at tiers IV and VI (especially the former). To this end, taking the captain skills Direction Center for Fighters and Superintendent is highly encouraged. The former increases the number of fighters to three and the latter provides an additional charge. Exeter completely shuts down tier IV dive bomber and torpedo bomber waves with her upgraded fighters -- it's really not fair. It's not like Exeter's regular AA values are lacking -- she simply doesn't have the OMG! hitting power you might expect from a "good" AA cruiser. Instead, Exeter makes do with modest DPS levels, a couple of flak bursts per AA aura and good range. All of these upgrade well with affordable options. AA Guns Modification 2 upgrade doubles the number of explosions she generates to up to four for her long and medium range auras -- nominally spawning 3. Finally, the more expensive (but arguably worthwhile) Manual Fire Control for AA Armament increases her sustained DPS values by a combined bonus of 50% to the reinforced sector. Altogether, Exeter punches far harder than your opponents might expect a tier V cruiser capable. She has the base toolkit needed to keep herself safe and make aircraft carriers cry if you've the inclination to use it. It should say something about low-tier AA that Exeter has enough flak to make tier IV aircraft carriers regret engaging her. Her DPS isn't enough to shoot something down on the first pass, but it will start taking the squadrons apart on the second. In addition, her long range flak bursts are particularly helpful when reinforcing an ally. Specializing heavily into her AA yields some nice results. Don't forget to deploy your catapult fighter to make those attack runs even more costly. Evaluation: IRRELEVANT Refrigerator Base Surface Detection: 10.98km Air Detection Range: 7.08km Minimum Surface Detection: 9.59km Detection Range When Firing in Smoke: 6.06km Detection Range when Firing in Open Water: 14.27km Exeter hides well. For a tier V cruiser, her concealment is pretty good. She has the same surface detection as USS Flint at tier VII. Most of the tier IV ships have the potential to be better, but they're unlikely to be harbouring a commander with Concealment Expert or any kind of camouflage unless they're a Death Pickle (Iwaki Alpha to those of you who don't remember a time before applicable camo). At her own tier, only Emerald is better. Huanghe, Leander and Perth all best her at tier VI. Belfast tops her at tier VII. Of course, Exeter lacks the Smoke Generator that these other ships I named enjoy. It's not like she couldn't use smoke if she has access to it. Her detection range in while in smoke is around 6.1km -- usable but by no means idiot proof. Of course, giving Exeter access to her own smoke as a tier V ship would have been lunacy. She's already powerful enough without it. Still, it is a shame to see that she doesn't mirror Royal Navy cruiser consumables in this regard. As for the rest, Exeter's Hydroacoustic Search is well received -- especially with on as many claustrophobic maps as she plays upon. Similarly, when she's top tier, there aren't very many destroyers that can stealth fire their torpedoes. Thus the charges of her consumable are seldom taxed and you can save it for actively hunting ships trying to hide in smoke, stripping them of their cover. Yep, on the whole Exeter does pretty well for herself in the ol' Refrigerator department. Evaluation: What it would have needed to be : Quite a bit. Emerald is more stealthy and has smoke. I'm not even sure convincing Wargaming to replace Emerald with something else would do it. I mean, the most likely candidate is the Arethusa-class and that's even sneakier. No Miracle for Dunkirk Sooooo... about that Royal Navy cruiser trainer we've all been hoping for. Yeah, you're going to have to stick with Cossack or like... I dunno, Vanguard or something for a little while longer. Exeter isn't quite the ideal ship for optimizing for Royal Navy light cruiser builds -- especially if you're training up one of the Dunkirk brothers and are hoping to maximize their benefits of their bonuses. Here's where you should put your first 10 points: Start with Priority Target. Grab Last Stand at the second tier. Follow this up with Superintendent at tier three. And finally grab Concealment Expert at tier four. From here there are a bunch of skills worth examining. My personal preferences led me to take Direction Center for Fighters, Adrenaline Rush, Expert Marksman, and Manual Fire Control for AA Armament. This is hardly optimal but it does make her more comfortable while also giving her AA firepower some nice teeth. Final Evaluation I championed for Exeter's addition to World of Warships all the way back on August 8th, 2017. I certainly wasn't the first, but that was the date that I took ownership of my own interest and began pushing hard for her inclusion. She came up repeatedly with my talks with Wargaming over the following months, including a more formal proposal when Pigeon_of_War asked for suggestions in March of 2018. Let me be clear: I'm not taking credit for Exeter being added to the game -- I merely stress how much I wanted this vessel to appear in World of Warships. I wasn't quite Haida-levels of rabid for Exeter, but it was close. When I made my suggestions, my earliest estimations was that she could show up at tier V, bare bones with nothing in the way of gimmicks. I later amended this to tier VI with the possibility of up-tiering her to VII if they wanted to give her the usual combination of British consumables. So when Exeter arrived, I should have been elated. Instead I felt nothing more than frustration. She was placed at tier V with every bell and whistle imaginable, immediately setting off alarm bells that she was going to need nerfs or re-tiering. I theory-crafted from what I saw of her in port stats and wrote about my worries -- especially for the statistics that I couldn't see, like her auto-bounce features and engine power. Play testing confirmed these fears with a big ol' exclamation mark. Sarcasm ensued: From patch 0.8.0 during her original test build on the live server. The fix Wargaming implemented was to reduce her main battery rate of fire from the historical 5rpm down to 4rpm and the pluck her Smoke Generator from her. This ignored the repeated requests and advice from the community and content creators to bump her up to tier VI. Wargaming's changes were supposed to bring her into line and make her an acceptable tier V premium cruiser. This DIDN'T bring her into line. She is not an acceptable tier V premium cruiser. Like the changes that smacked Prinz Eitel Friedrich or Duke of York upside the head, Wargaming's nerfs made these ships less comfortable to play. While they did address performance somewhat, in Exeter's case it was more of an annoyance that a direct hit to her power level. Waiting an extra three seconds for each reload is a nuisance but it's not going to stop Exeter from wrecking face -- certainly not when she's got every other advantage stacked in her favour. Exeter is at a minimum a tier VI ship being stuffed into a tier where she doesn't belong. This is comparable to sticking a tier X battleship at tier IX and nerfing the sigma and AA-power and thinking it won't over-perform. Oh wait, it did. So Exeter's here and she's strong but she's annoying because she doesn't live up to her potential. The ship I very much wanted to see is a bloated powerhouse. I feel scummy for playing her. I'm mad at myself for finding any enjoyment clubbing baby seals with Exeter. My only consolation is that she faces a real challenge when up-tiered. You know there's something wrong when I can look at tier VII opponents in a tier V cruiser and think highly of my chances. It would be a mistake to get too invested into Exeter. She's just going to get nerfed down the line. I mourn the ship that could have been -- the ship this self-admitted teaboo desperately wanted to see. Would I Recommend? There are two ways to acquire Exeter: Paying for her (duh) or unlocking her through the Exeter's Last Stand missions which ran from March 1st 2019 until March 29th, 2019. For PVE Battles? Yes. Bloody shame you can't play scenarios with her. She'd have to be tier VI for that. For Random Battle Grinding? Yes. The baby seals won't club themselves. For Competitive Gaming? Yes. Pay to win, baby! For Collectors? Yes. It's HMS Exeter. She fought in repeated surface actions against more powerful enemies. Her battle against Graf Spee alone makes her collectible. For her Fun-Factor? No. She makes me have a sad, but I'm biased here. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! From patch 0.8.1. Spot the differences. In Closing In the spirit of the Epic WGNA Forum Meme Thread, March 2019, I am going to preemptively head off any criticism (both constructive and not) with this jpeg. Yes, this even applies to you, super-helpful-person who has nothing but my best interests at heart. You're clearly a monster that deserves nothing but scorn and contempt for pointing out that small typo. This is the new standard for what the acceptable norm is when dealing with any kind of feedback: quoting anime and being a dink. ♥ Thank you all for reading!
  13. Hey guys, So I'm quite new to the game (about 150 battles I think), but I'm enjoying it quite a bit. Because of what it uniquely offers in terms of gameplay, I could see myself playing it (somewhat casually) for quite a few years. Well, I just got this 200% coupon, and I'm big on value, so I'd definitely like to put it to good use. I think my limit in spending would be about ~$60 Canadian, but I'd be willing to go higher if the value was there. Also for the record, I don't see myself spending a lot in the future (unless there are similar very high-value options), so I'd like to maximize my value with this purchase and just get the most out of it over time. Note, the coupon only lasts 5 days. Problem is, the game seems quite deep and I know/understand very little about it. I could really use some help/recommendations about how to put it to good use. I read a few other posts on the topic but am really not sure what to do. So far I'm considering the following: -I've heard really good things about the Scharnhorst, and it's even on the summer sale today. However it comes with random ship containers, which I've heard may not be so great? -I'm Canadian, so consider Canadian options (I think the Haida is the only one currently?) a little bit extra appealing to me. -Perhaps I should purchase doubloons straight up instead? Please help this desperate noob to make a smart purchase decision! Thanks guys!
  14. This index is meant to serve as a quick summary of the Premium Warships, both currently and previously available. This will be faster and easier for me to update when something new comes out than the time it takes to write a longer article. This guide is not meant to be comprehensive, but to give players a glance over of what each ship entails while providing easy to navigate links to more thorough reviews. Click the name of a ship in posts #2 and #3, you can find full reviews of any of the ships in question. Recent Changes (Last Updated March 8th, 2019) Last five reviews: Irian, Wichita, Charleston, Alaska, Exeter Catching up on a month's worth of work. Lots of cleaning house. Limited Release Warnings: Exeter is available from now until the end of March. For individual ship availability and reviews of all ships, please see posts #2 and #3. Post #2 contains all destroyers and cruisers, post #3 includes all battleships and aircraft carriers. Ships are listed by tier in ascending order. Legend & Notes Ship availability will be described with one of these colour-coded descriptions. Here's what they mean: Online Store - These are ships that you need to spend real-world money (or premium currency) to acquire. In the case of limited release ships, players can only buy this ship directly through the online store. Some of the more common premium ships may also be available for purchase through the in game tech tree for doubloons, but only if specifically listed. Reward Ship - Players can currently acquire this ship as a reward -- no money is needed to acquire this vessel. Details will always describe the source through which this ship may be obtained. This can be from bonus codes, contests, achievements, events and (in at least one case), through spending free experience. Ships from previous events that are no longer available will not have this designation. Not available - Ships is temporarily unavailable. It may become available again sometime in the future. Rare Collector's Item - Wargaming has removed the ship from sale and has released information detailing that this ship is unlikely to ever be available again in the future. Unless specifically stated otherwise otherwise, these ships are unavailable. Work in Progress - Ship is still under development by Wargaming and has not been released to the public. This includes ships that have been pulled from circulation for to re-balance them (only one example so far).LIMITED TIME! - Attached to Online Store, Reward Ship or Rare Collector's Item ships that will only be accessible for a limited window of opportunity. Where possible, the final day the ship will be available will be documented. If you want this ship, do not wait until the last minute and then blame it on me if there's a misunderstanding on the specifics on when a promotion ends. When the ship's name is a link, it will lead you to the full review of the given vessel. Pay close attention to the date of the review. Older reviews may contain information no longer relevant to the current meta Angry YouTuber Review This is a shorthand evaluation of how advantageous a given ship is within the meta. It's meant to be a little tongue-in-cheek and a gross oversimplification of the overall power level of a ship. This won't explain why or how a ship is evaluated as such -- merely that it is. A player can own an overpowered ship and still suck with it, or excel with what amounts to a garbage boat. Here's the breakdown: GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it!
  15. Now I know a lot of people who love the Fletcher as it is a great tier 9 DD and I even know some who would rather play the Fletcher over the Gearing. I love the Fletcher historically and my favorite naval story is the heroic action at Leyte Gulf by USS Johnston and USS Samuel B Roberts. I propose USS Johnston as a tier 10 USN Steel or Coal DD. Here are the Stats I would like to see Hp 19,000 - Slight increase from 17,100 Reload 2.8s buffed from 3.34s Range, Velocity, Dispersion - Same as Fletcher Speed 36.5 Knots Rudder shift 2.5s - Slight buff from 3s Surface detection 7.3km Turning circle - 550 M AA - Same as Standard Fletcher Torpedoes - Same as Standard Fletcher As you can see not a huge difference in stats from the Fletcher but where I would want the Johnson to accel is in utility. Consumables Main selling point: A damage con that last for 20 seconds as opposed to the standard 5 seconds of other destroyers. - This is due to her crews exceptional ability to repair her damaged guns and engine I personally feel it fits the ship. No Defensive AA: Johnston was not known for fighting aircraft and because of this I would not give the ship Defensive AA. Hydro: No American DD I'm aware of has access to Hydro and in exchange for Defensive AA Johnston would have Hydro. The historical reference would be Johnston's ability to avoid enemy crusier and destroyer torpedo attack. Short Duration smoke (30 seconds): Smoke and repair party with hydro could be a little too strong, due to this her smoke would only last 30 seconds. Repair Party: I want Johnston to have access to repair party to help her out with being a gunboat as at the battle of Leyte Gulf Johnston fired hundreds of shells at enemy cruisers. Conclusion: Johnston would play like the current Fletcher except you would keep your guns firing throughout the game instead of the standard gameplay of the fletcher which is more of a torpedo boat nowadays. I feel this would be a joy to play for lovers of the fletcher out there and would be usable in clan battles. This is just my idea and any suggestion are welcome. If the ship seems too powerful as is I was considering a torpedo reload nerf.
  16. Seriously, I've been waiting all year for the Haida to come on sale on Canada Day weekend - and nothing. No bundle, no discount, nothing. :( I'm very sad. I'm uninstalling right now! Lol, no. But seriously, it would have been nice if you had given a little thought to your Canadian neighbours. I mean, I'm very certain next weekend is going to feature a metric tonne of bundles and discounts on American stuff for Independence Day weekend, am I right? Little help pls Wargaming? :)
  17. 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/).
  18. T61 (WIP) vs Aigle (Release) - compared Greetings fellow forumites, in line with recent posts that have drawn heavily on available WOWS official wiki statistics, I present here a critical (but purely intended to be fun) comparison of basic vital statistics of these 2 new tier 6 premium dds. The conclusions I draw, are of course, entirely subjective, and conditional, as T61 is still in development, and we still have no release date. Obviously, these 2 beauties will be competing for our attention, one French, one German (really a Dutch design), one a nightmare for many of you to pronounce (I go with egg-le), the other very easy to pronounce if you can count up to 6. This survey is restricted to publically available statistics, many 'soft' stats are invisible to us, for example, the chance of engine failure, and the precise armour layout. For the same reason, I will not compare consumeables such as smoke (which of course, can and do carry and compensate many ships through their hard statistical weaknesses). Announcing T61 vs Aigle vs Survivability First off, let's take a look at the survivability of these ships, how much damage can they take, and how easily they can avoid taking damage. Damage potential Now let's take a look at the more exciting part of our comparison, damage potential. As we have seen in our survivability survey, concealment values are very important for stealth fire of torpedoes. Why the delay over the T61? Well of course, the sale of Aigle is one very good reason, to avoid having them both in the shop at the same time. Which is a better overall ship? These statistics cannot answer that question, but in random battles, well rounded vessels are easier to learn to play, while more specialized ships are much more reliant on positioning and favourable circumstances. Which would win a beauty contest, Aigle! Which would win a drag race? Aigle T61. Which do you prefer? How do they compare to tech tree ships?
  19. HMS Vanguard is the ghost of the Royal Navy battleship tech tree everyone wanted to see. Ostensibly, HMS Vanguard was designed to be a tier VIII version of HMS Warspite. However, Vanguard falls short of this aspiration. For a high-tier Royal Navy battleship, she's surprisingly not idiot-proof, with a vulnerable citadel that needs to be protected with angling and manoeuvres. What's most exciting: Her AP shells are wonderful. Wargaming has offered some concessions to both of the fans of the current Royal Navy battleship line. They included HMS Monarch's excellent high explosive shells to Vanguard's arsenal, ensuring that these two players can continue spamming HE without a guilty conscience while everyone else rolls their eyes. I want to thank Wargaming for providing me access to this ship. This is the release version of the vessel and all of the statistics discussed here are current as of November 15th, 2018. PROS Large hit point pool of 71,700hp. Main battery has a quick 25s reload and excellent gun handling. Has the same dispersion pattern as Warspite, Hood and Queen Elizabeth and boasts 2.0 sigma, making her one of the most precise battleships in the game. Excellent AP and HE performance for a 381mm shell, including good penetration and damage values, rewarding versatile ammunition choice. Very fast rudder shift time for a battleship of 9.7 seconds. Improved Repair Party, queuing and healing back more than standard and with fast reset timer. CONS Exposed, above-water citadel. Absolutely appalling firing angles on her main battery. Main battery is only eight 381mm rifles creating issues with overmatching and DPM. AA defense is for self defense only and is concentrated in 3.5km range, medium caliber mounts that are easily knocked out. Large turning radius of 850m and slow rate of turn exacerbates the issues with her fire angles. Overview The maximum rotation positions of X and Y turret (her rear guns). They are not new-player friendly. They're not even veteran-player friendly. Vanguard's terrible fire angles so utterly dominate her game play, I felt the tremendous compulsion to wear white-lace and beg her to be gentle. These fire angles screwed me over more times than I can count. Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Vanguard encourages players to sail with their broadsides exposed. With her above-water citadel, you can imagine how well she's going to go over with novice players. You know what? Never mind the novices. The veterans are going to find this frustrating too as it limits the amount of firepower she can dish out when trading. She's a battleship that reward cautious, opportunistic play -- which is review-speak for "hide in the back, shoot when you can and don't brawl". – 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. Vanguard has strengths and weaknesses across the board, giving her a rating in Offense, Agility, Anti-Air and Vision Control. It's only in Defense where she stands out with a rating. Her citadel is very vulnerable for a battleship, however she counters this with a the largest hit point pool at her tier and an amazing Repair Party consumable. Options Aside from Vanguard's Repair Party, there's nothing out of the ordinary to be found here. Consumables Vanguard's Damage Control Party is standard for a British battleship. She has unlimited charges. It has a 15 second action time and a 120s / 80s reset timer. Her Repair Party is improved. See the DEFENSE section below. There's a lot to go over. This starts with 3 charges base. Upgrades Optimization of Vanguard's upgrades will see the usual suspects rear their tired old heads. Start with Main Armaments Modification 1. Next take Damage Control Systems Modification 1. You've got a choice in your third slot. As ever, emphasizing gunnery is best so your first pick here should be Aiming Systems Modification 1. However, if you're salty about CVs, taking AA Guns Modification 2 is an okay choice. It's not great, but it's okay. Damage Control Modification 2 is arguably the best choice for most players in slot 4. You can elect to take Steering Gears Modification 2 to emphasize the strengths of her already quick rudder shift time. Be aware this is harder to make use of optimally even if it can yield higher results -- it's easier to tank damage than it is to dodge it, after all. Finally, take everyone's favourite no-brainer: Concealment Modification 1. Camouflage Vanguard comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 381mm guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 134mm guns in 8x2 turrets. These are superfiring with two forward facing and two rear facing per side. Secondaries Let's start with the small guns. You can largely forget that Vanguard has secondaries. These 134mm guns lack the range, reload time and volume of fire needed to present a credible threat to opponents. This is really unfortunate given their nice shell weight and fire chance. If they had the range or they had the rate of fire, maybe a secondary build would be fun to play around with. Lamentably, it's a mistake to invest anything in upgrading these weapons -- they simply can't do what you need them to. At best they might be able to start a fire on an enemy capital ship that strays too close. However, with Vanguard's high citadel, getting into a brawl is a death sentence, so stay out of secondary range. Main Battery Precision There's so much to like about Vanguard's main battery. First of, there's her precision. Vanguard is a blast from the past, sharing same horizontal dispersion value of the older British premium battleships, including Hood and Warspite. Inside of 12km, she overtakes even the vaunted Japanese battleship accuracy, making her much more adept at picking off close range targets like destroyers. Combined with her 2.0 sigma value, landing hits feels very comfortable, even at long ranges. Standard dispersion test for my reviews -- 180 shells fired at 15km locked onto a stationary target Fuso without camouflage. She was equipped with Aiming Systems Modification 1. Vanguard doesn't quite enjoy the same level of precision as Warspite owing to her faster shell velocity and energy preservation. This gives her a larger vertical dispersion area at all ranges. However, this does lead to improved shell lead times making gunnery easier. Note that Vanguard suffers from a lot of "downward drift" which adds a margin of error to these shell maps as I had to readjust aim with every volley fired. Thus the dispersion area maybe slightly smaller than shown. Shell Performance Vanguard's HE shells don't share the same performance anachronism as her dispersion. They're modern, almost (but not quite) matching HMS Monarch's HE, including her shell damage and penetration. Monarch's have a 1% higher chance to set blazes over Vanguard, though -- don't ask me why. Vanguard doesn't quite match up to the tech tree Royal Navy battleships for fire setting ability. This is good news to me -- it removes some of the brainless quality of HE spam. When you do reach over for her AP shells, you're rewarded with a welcome change from other Royal Navy battleship AP. Like Warspite before her, Vanguard has a longer fuse timer with her AP. This has a few effects. The downside is that she's more likely to overpenetrate soft targets, including broadside cruisers and battleship extremities. The upside is that it provides her AP with increased bite for reaching machine spaces and magazines buried deeper within the core of enemy warships -- especially those with spaced armour protecting their citadels. Vanguard is especially good at punishing broadside battleships at range. Approximate penetration values for Vanguard's AP shells. Vanguard's HE shells are fixed with 95mm of penetration -- not quite enough to punish the few exposed citadels found on high tier cruisers. Inertial Fuse for HE Shells will add a few more ships to the roster that her HE can punish, but it's not worth the points investment. Data pulled from World of Warships AP Calculator. Site linked in the appendix. Penetration wise, her AP shells are well setup, having comparable bite to Tirpitz and Bismarck. It pays to keep their caliber in mind, however. Her 381mm shells cannot overmatch the 27mm bows of American and German heavy cruisers. As good as Vanguard's AP shells are, spamming nothing but won't do you any more favours than if you used HE shells exclusively. Switch shells often in Vanguard and she'll reward you. Vanguard's fast 25 second reload facilitates swapping between ammunition while also padding her damage output when it comes time to cycle her guns. Damage output among the tier VIII battleships is very close. Vanguard keeps pace with her fast rate of fire, compensating for her smaller armament. As ever, take these numbers with a pinch of salt -- they do not represent the challenges of getting shells on target or penetrating when they get there. For whatever reason, Vanguard's HE shells only have a 34% base fire chance as opposed to Monarch's 35%. This creates an increased gap in their fire setting potential and makes Vanguard no better of a fire starter than American battleships. Still the increased damage she dispenses makes this more than worthwhile. Before any of you get yourself all hot and bothered about Monarch's fire setting, Cleveland (the gold-standard of tier VIII burnination) can spit out 9.97 fires per minute with the IFHE penalty and no other buffs. The same disclaimers apply for this chart as the others -- this is merely an indicator of performance and does not represent actual in game results. A myriad of factors will always conspire to mitigate a ship's ability to set fires including (but not limited to), target selection, opportunity, shell dispersion, fire resistance, etc. The Deal Breaker All of these strengths are present to pad for one massive weakness: Vanguard's appalling fire angles. Vanguard has a fast rate of fire, great HE shells, fast turret traverse and excellent precision because her fire angles are so bad. It's all meant to be compensation because Vanguard must present a near perfect broadside in order to fire all eight of her guns at a target. This leaves her incredibly vulnerable to reprisals. She is functionally incapable of autobouncing enemy shells while firing her full armament and instead she must rely on her armour thickness to repel shells. At anything but the longest of ranges, this is a fool's errand. Thus, Vanguard often has to sacrifice firepower in order to properly angle against her enemies. This is why her gun performance is so good: she's often forced to fight with only half of her weapons. Wargaming have done everything they can to make it easier to bring the other half to bear when possible. Her gun traverse is quick. Her reload is fast. She answers her rudder quickly too to help swing her butt out to unmask her guns. I'm not going to lie: These bad fire angles are enough to put me off this ship entirely, which is saying a lot given all of the wonderful perks her guns otherwise enjoy. Vanguard has the same (terrible) forward firing angles as the King George V-class battleships. However, her rearward firing angles are worse than the tier VII battleship. No matter how you choose to engage an enemy, when you use all eight of Vanguard's guns, you open yourself up to return-fire and potential citadel damage. Bad firing angles are one of my personal pet-peeves. I can stomach a lot of things, up to and including sluggish gun traverse, but not bad fire angles. This has greatly soured my opinion of this ship. Summary Secondaries are bad. Her main guns perform beautifully provided you can use all of them. Her fire angles will get you killed. Evaluation: What it would have needed to be : I almost gave her a rating here -- that's how bad her fire angles are. However, there's just too many perks glued onto her weapons to make that a fair assessment. She'd need a much faster rate of fire before I would consider bumping this up. Or, you know, completely redesign the ship to give her better fire angles. That would work too. Defense Hit Points: 71,700 Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 356mm Torpedo Damage Reduction: 25% Armour Protection The 356mm/343mm armour is replicated again around her rear magazine. Her turret faces are 343mm front, 228mm side, 178mm rear, and 152mm on top with 305mm barbettes. Let's start with the elephant in the room: Vanguard's citadel sits over the waterline. Much fuss will be made over this and rightly so. Only Roma shares this high-water vulnerability and the Italian ship is much better equipped to angle and bounce incoming fire. The net effect is that Vanguard is more likely to take citadel damage than other battleships when someone catches her side. This isn't to say that citadel damage is an exclusive weakness to Vanguard. However, it pays to keep her vulnerability in mind. Her aforementioned firing angles on her main battery guns exacerbates this problem. When Vanguard is firing all eight of her weapons, whatever she's shooting at has an easy target from which to farm damage. What makes Vanguard's fire angles such a liability compared to other battleships has to do with autobounce mechanics. Let's get technical for a moment to explain why. If AP shells cannot overmatch armour, there's an autobounce check. This occurs before any penetration attempts are made. The angle of the shell is compared to the angle of the surface it strikes. Normally, battleship AP shells that hit with an acute angle of 30º or less will auto-ricochet. This is why bow-tanking is so prevalent -- shells simply slide off the ship's bow and deck, unable to bite into the armour. No matter how much penetration a shell has, if it strikes at too shallow of an angle, your ship can avoid damage. Normally, battleship AP shells that hit with an angle of 45º or more cannot autoricochet. Any shells that strike between 45º and 90º to the hull will follow normal penetration mechanics. In between these two values, the auto-ricochet chance scales linearly. For Vanguard, when she fires her all eight guns forward at a 43º angle, any return fire from her target has only a 13% chance of suffering a ricochet. When she fires all eight guns to the rear at a 40º angle, this improves to a 33% chance. Most battleships are capable of firing all of their guns 35º off their bow, allowing them to ricochet shells automatically 2/3s of the time. The steeper they angle themselves, the better this defense. This mechanic is absolutely essential for keeping battleships safe from the monstrous levels of penetration found at higher tiers. Not only does it provide a better chance of automatically deflecting shells, it adds relative thickness to their armour belts. The steeper you angle, the greater the effective thickness. Vanguard's belt has between 503mm and 522mm worth of protection at 43º. However, if she could fire at 35º off her bow, this would increase to 598mm to 621mm. Data pulled from proships.ru (link in the Appendix). Values are approximate, usually with about 5% higher estimates than Wargaming's values published in their Armada series of videos. You can see by these values that at range, Vanguard makes an excellent bully when top tier -- with rare exceptions, she can unmask her X and Y turrets and fire, confident that her belt will be proof against return fire. This falls away when dueling with tier VIII+ opponents. With few exceptions, they all have the raw penetration needed to best her belt while she fires a broadside. Her citadel protection isn't all bad, though. First off, AP bombs can't citadel you. Hooray! Second, shots that land high that attempt to bi-pass her belt and drop down into her citadel have to contend with a 32mm citadel roof. Only Yamato and Musashi's 460mm guns can overmatch this, meaning that any other shell will skip off the top of her machine spaces for only penetration damage. Thus it's only shots fired directly at her waterline which can damage her citadel. The use of Priority Target is almost a must to alert you when enemies are looking your way to give you time to angle in and protect yourself. Vanguard needs time to stack damage -- to find those moments where she can sit broadside and make excellent use of her precision and rate of fire but don't push your luck when you're taking hits. There's one last little point of contention with Vanguard's protection scheme: With the entirety of her deck and extremities boasting no more than 32mm of armour, Vanguard is a juicy target for light cruisers. Expect to burn a lot if they catch you out in the open. Provided you can protect Vanguard's citadel (and that's a pretty big if), she has the largest effective hit point pool of any of the tier VIII battleships. With optimal use of her consumable, her theoretical maximum (less Survivability Expert) effectively doubles her hit point pool. In practice, you're never going to see that kind of number. Repair Party If Vanguard appears a little squishy, she all but makes up for it with her excellent Repair Party consumable. While she doesn't boast the same portable dry-dock found on HMS Lion, Nelson and Conqueror, she has the next best thing. Here's the bonuses she has baked in: Her Repair Party resets quickly. The reset timer on consumable is 90 seconds / 60 seconds for standard / premium. Compare this to the usual 120 seconds / 80 seconds of the normal Repair Party. She queues up 60% of penetration damage. This is admittedly standard for Royal Navy battleships, so Vanguard doesn't stand apart from the rest of the ships in her line. For most other battleships it's 50%. Vanguard queues up 33% of citadel damage. This is huge. While it would best to avoid taking citadel damage of any kind, Vanguard heals up more than the 10% of other battleships. Keep in mind, this also applies to torpedo damage which is the most common form of citadel damage battleships receive. This is especially good in Vanguard's case given her poor anti-torpedo protection. She heals up to 16.8% of her hit points per charge. Normal Repair Party mechanics heal up only 14% over 28 seconds -- or 0.5% per second. Vanguard enjoys a 20% boost over this like Warspite, healing 0.6% per second over the same time period. With up to five charges at her disposal through the use of premium and skills, Vanguard's faster reset timer ensures that she's able to make full use of her health regeneration. Her enormous hit point pool also guarantees big returns as Repair Party scales with a ship's starting hit point total. Summary For all of Vanguard's potential vulnerability with her high citadel, she's well equipped to mitigate and manage said damage. When she's top tier, the vulnerability of her citadel drops down considerably, making her very powerful. Light cruisers are always going to be pain in the butt, though, and beware HE spam from battleships too. Vanguard isn't done yet with her tricks, though, as you'll see in the AGILITY section below. Evaluation: What it would have needed to be : Can a battleship with an exposed citadel even be considered ? It feels a bit of a stretch to me, but if you can keep her citadel protected, Vanguard is hella tough. That's a pretty big 'if' though when she's not top tier. She may lose her current rating when the North Carolina Repair Party buff goes through. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift Time: 9.7 seconds (!) 4/4 Engine Speed Turning Rate: 4.1º/s The big thing to talk about here is Vanguard's rudder shift time. Now I've harped on rudder shift before -- it's a mean to an end, not an end of itself. Boasting that a ship has a great rudder shift time is like boasting that a ship has great range on its main battery guns -- it's nice to have but it's not a good indicator of a ship's performance. The same applies here. Vanguard answers her rudder quickly and her movements are much more precise as a result, but it would be a mistake to call this ship agile. Vanguard's rate of turn holds her back. 4.1º/s is painfully average for a high tier battleship. She sits well behind ships like the Richelieu-class sisters and the South Dakota-class sisters. This is caused by two things. One, her turning radius is big. Two, she doesn't have any baked in bonuses to help her preserve speed in the turn. The upside to her modest handling (and it's a stretch to call this a benefit) is that she can't out turn her turrets. She starts with a 5.0º/s rotation on her main battery guns and Expert Marksman only widens the gap, making adjusting her fire very comfortable if it weren't for those damned firing arcs. Vanguard's fast rudder shift time is almost good enough to allow her to fire her guns and angle back quickly enough to avoid reprisals. Almost. The simple fact of the matter, going from a 30º aspect to a 43º and back again takes too long. I never managed better than 15 seconds during trials. You might be able to pull this off against an inexperienced opponent but this is owing more to their mistakes rather than the merits of the ship itself. If you want to be able to fire all eight of Vanguard's guns while not getting your citadel blown out, you're going to have to play clever. Now just because Vanguard can't wiggle-wiggle-shoot doesn't preclude her from being able to dodge. This is something she's quite good at and where her rudder shift time makes her deliciously unpredictable. You'll still need range in order to pull this off, but you can pretend to begin unmasking your guns in order to bait shots and then double back on your course to bounce their shells. Similarly, the amount of bounce and twirl in her badonkadonk makes her a real nuisance for destroyers to land torpedoes. Vanguard is all about frustrating gunnery -- both yours and your opponents. Evaluation: What it would have needed to be : She's not a speed demon like the French botes nor wiggling like the SoDaks. She's also not a thunderbutt like Kii, so there's that. I was personally hoping to see her preserve a little more speed in the turn to get her rotation rate up -- that would have done it, but it didn't pan out during testing. Anti-Aircraft Defense AA Gun Calibers: 134mm / 40mm AA Umbrella Ranges: 5.2km / 3.5km AA DPS per Aura: 68 / 413.1 For personal defense, Vanguard's anti-aircraft firepower is excellent -- comparable to the American battleships. However, that's about as far as it extends. Vanguard lacks the weight of fire with her dual purpose guns to be a credible threat to aircraft further out. This precludes any claims of efficiency with Manual Fire Control for AA Guns -- too much of her flak is focused upon her 3.5km 40mm batteries. This adds a second weakness: her medium caliber weapons don't stand up to punishment very well. If you've taken even a light dusting of HE shells, odds are your anti-aircraft firepower is nowhere near as formidable as it once was. So, while you're pristine and perfect, you'll shred planes. It's worth investing in Advanced Fire Training to help boost this further, but that's about as far as improving her anti-aircraft firepower should go. Hey look, I made it through a section without mentioning her awful fire ang -- aw, damn it. Evaluation: What it would have needed to be : She's very close. Were it not for FOUR American battleships all having very similar AA firepower (and Kii besides), she might be able to muscle in and make her presence felt. As it is, she sits in their shadow. Refrigerator Base Surface Detection: 16.04km Air Detection Range: 13.7km Minimum Surface Detection Range: 12.04km Detection Range When Firing in Smoke: 14.73km Main Battery Firing Range: 20.0km There's not much to go over here. Vanguard's concealment is "sufficient unto the task" and nothing more. She sits in the middle of the pack for surface detection behind Monarch (14.6km), Roma (14.9km) and North Carolina (15.7km) and just ahead of the Alabama-twins (16.2km) and Bismarck-sisters (16.4km). Vision Control consumables are rare at this tier, being limited to Bismarck's Hydroacoustic Search and various spotter and float plane fighters found on select ships. Vanguard doesn't have access to any of them and she ends up feeling blind without them. Evaluation: What it would have needed to be : More stealth or a spotting consumable other than an aircraft. Alpha and Omega There's not much to say in regards to the skill choices for Vanguard. You can buff up her anti-aircraft firepower if you're super salty about CVs, but on the whole a generic battleship captain build emphasizing fire resistance would serve you better. Start with Priority Target. Take Adrenaline Rush as your second skill. Follow this up with Basics of Survivability at the third tier. For your 10th point-skill, choose between Concealment Expert and Fire Prevention with your 14th point-skill, take the alternative. With your remaining 5 points to spend, customize as you will. Advanced Fire Training will serve you well if you want a little more teeth to your AA guns -- especially when paired with AA Guns Modification 2 from your upgrades. For your remaining 1pt, take either Preventative Maintenance or Expert Loader. Alternatively, you can mix and match between Superintendent, Expert Marksman, Jack of All Trades and High Alert. Keep those tier 1 skills in mind as filler. Final Evaluation She has two main flaws and only two: Her citadel sits high over the water and her fire arcs suck. If you can mitigate these two weaknesses, this boat is amazing. She's been padded with all of the perks possible to compensate for these challenges. If you can't mitigate them, or you find it frustrating, Vanguard is a steaming pile of doo. "The second coming of Warspite" has such a nice ring to it. So many of us were hoping that the Royal Navy battleship line would have borrowed heavily from Warspite's game design -- namely her gun's precision, sluggish gun handling, good agility and improved heals. Instead we got a pack of flame throwers with cloaking devices and portable dry-docks. Complaining about what became of the Royal Navy battleships is so 2017, though. I had pinned my new hopes that Vanguard would be my baebote #2, echoing a lot of what made Warspite great. She almost got there which is pretty surprising. But let's not sugarcoat things -- Vanguard fell short of the mark. This isn't a tier VIII Warspite. So is Vanguard "good"? Well, yes. Yes, she is. However, there's a big ol' butt attached. She's good but she's also potentially frustrating as all get out. I've grumbled enough about her fire arcs. This is a personal pet peeve of mine, if you can't tell. This right here is what would relegated Vanguard to a port-queen for me. For others, her exposed citadel is going to be a big no-no. Why play a battleship that can get her machine spaces easily blown out when you could play something similar that doesn't have to put up with that nonsense? Her inability to overmatch select heavy cruisers will be a turn-off for others. It will keep her from being a contender in competitive play because of it. Finally, her longer AP fuse timer gives her an increased chance of overpenetrations. There's few things as heart breaking as lining up that perfect shot on a cruiser only to watch your shells sail clean through, inflicting minimal damage. One of the ways a premium ship can get in my bad books is by forcing a player to take extra steps to accomplish the same task as other vessels. Vanguard ticks this box. If Famous and HIstorical Monarch can do what Vanguard does and with less frustration, why bother picking up Vanguard? If the comparison to Monarch is bringing you pause, good. The two ships have very similar play styles with the tech tree ship being idiot-proof. I think this is perhaps the most damning thing that could be said about Vanguard: like Monarch, she's a little dull. Thankfully, Vanguard does borrow just enough from Warspite to spare her being called the second coming of the King George V that never was. I'm just not sure it's enough to redeem the ship in my eyes. Her perks are compelling, but it keeps coming back to those frustrating elements for me. I suppose that says it all right there. Know thyself. If those elements seem like turn-offs to you, then stay away. Otherwise, she'll do you no wrong. Would I Recommend? Vanguard acted as the gatekeeper to the initial offering of HMS Dreadnought. If you wanted the latter you had to also buy the former. Make sure you weigh the merits of both ships before pulling the trigger on a purchase like that. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Bots are dumb. Battleships vs bots is always a good fit. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. You are absolutely spoiled rotten for choice when it comes to Royal Navy premium battleships. Warspite, Hood, Nelson, Duke of York and Dreadnought are all on offer. Vanguard does have the advantage of being the highest tier, and thus potentially making the most bank, but you could do almost as well for yourself in most of the others. (I can't believe I'm recommending Duke of York as a reasonable alternative...) For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Get yourself Massachusetts or Alabama instead. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She's the last Royal Navy battleship ever -- built in steel and she's drop dead gorgeous. For Fun Factor: Bottom line: Is the ship fun to play? No. I didn't find her fun to play. However, that's because I'm a whiner when it comes to firing arcs. Maybe your own mileage will be different. What’s the Final Verdict? How would the ship rate on oh-so scientific, not-sarcastic at all, Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! In Conclusion It's only a week late. That's unfortunately going to be the status quo going forward as I perpetually play catch-up with releases. Since Dreadnought and Vanguard were ninja-announced last week, Bourgogne has been finalized. In addition Charleston was released without any warning, so there are three new reviews in the queue. What's more, the Black Friday ships, Massachusetts, Tirpitz, Atago and Asashio are on their way out. While Tirpitz and Massachusetts' reviews are still reasonably up to date, the changes to the latter two could warrant a revisit. Given the limited access I'm going to have with Bourgogne, I'll probably be prioritizing that one as my next review unless something else comes up. Thank you all for reading. Thank you very much to everyone that supports me on Patreon for helping me produce this content. Appendix Armour penetration data was pulled from two sites: http://proships.ru/stat/ships/ https://mustanghx.github.io/ship_ap_calculator/
  20. The following is a review of Giulio Cesare, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of October 20th, 2017. This was a triumph. (I'm making a note here: "Huge success".) It's hard to overstate my satisfaction. Quick Summary: Giulio Cesare feels like a traditional battlecruiser -- fast, hard hitting but with a poor protection scheme. She's incredibly agile for a ship of her size. Cost: $24.99 USD with a port slot. Patch and Date Written: 0.6.11.1 to 0.6.12.0, October 12th to October 19th, 2017 Closest in-Game Contemporary Kongo, tier V Japanese Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Kongo is about as close as you'll get to a ship with similar game play style to Giulio Cesare, but this is still a rather far cry from the Italian Battleship. Cesare is stealthy while Kongo is not. Cesare is agile while Kongo is not. Both ships excel at engaging enemy ships at medium distances, using their speed to dictate the range. Cesare exerts far more control than Kongo between her superior firepower, gun handling, agility and stealth. PROs Extended waterline belt armour helps bounce shells when properly angled. The inside of the prow has an 85mm armoured "beak" which makes citadel penetrations through the bow more difficult. Guns feel very accurate with a combination of a 1.9 sigma value and the turrets being mounted close together. HE shells have an excellent base fire chance of 35% and a rather large splash radius of 28m for damaging modules. Fast gun traverse of 5.0º/s Small, 640m turning circle, good rudder shift time of 13.0s and a fast top speed of 27.0kts, making her one of the most agile battleships currently in the game (yes, even more agile than Warspite). She's a small target, smaller than many light cruisers with an excellent surface detection range of 13.7km. CONs Exceedingly fragile with poor torpedo defense, low hit point total, a large exposed citadel and poor armour values overall. Secondaries are lackluster with a modest rate of fire and a combination of HE and AP shell fire. Poor anti-aircraft firepower and range. Feels blind without any form of spotter aircraft, float plane fighter or similar vision-assisting consumable. The Italian Battleships are here! Well, kinda. Giulio Cesare is an Italian battleship but for those who were hoping to be able to pin point what sort of flavour or gimmick they would have to differentiate themselves from the Germans, British, American and Japanese, you're going to be a bit disappointed. Giulio Cesare got the Dunkerque treatment in that there's nothing about her that points to some special flavour of the Regia Marina dreadnoughts. We shouldn't be too surprised given what's come before like with Hood and Tirpitz which were each poor indicators for the ship lines that came after. This doesn't preclude Giulio Cesare from being an interesting ship in its own right as you will see. I have to admit, even as a die-hard Royal Navy fangirl -- the Italian ships are simply gorgeous. Options Pretty run of the mill stuff here. Giulio Cesare has a standard battleship Damage Control Party with a 15s active period and a 120s / 80s reset timer depending on whether or not you go for a premium version. Her Repair Party is also standard for a battleship. Consumables: Damage Control Party Repair Party Premium Camouflage: Type 9/10. As of patch 0.6.12.0, type 9 and 10 camouflage patterns are identical. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Module Upgrades: Three slots, standard non-American battleship options. In your first slot, take Main Armaments Modification 1. In your second slot, take Aiming System Modification 1. If you really hate aircraft, you can take AA Guns Modification 2 instead. While this will help dissuade tier IV and V carriers, be advised this will not save you against tier VI+ carriers, even with a full anti-aircraft build. In your third slot, take Damage Control Systems Modification 1. Firepower Primary Battery: Ten 320mm rifles in an A-B-X-Y superfiring configuration. Secondary Battery: Twelve 120mm guns in 6x2 turrets and eight 100mm guns in 4x2 turrets I got so terribly excited when I saw the load-out of Giulio Cesare's secondaries on paper: a ten gun broadsides? That's almost German-good! Sure, this would be hamstrung somewhat by the 4.0km range, but I was gonna be happy and I was going to pew pew stuff in the face and be all, "Veni, vidi, vici!" on all of those gunship destroyers that think they're so great at tiers IV and V. Yeah, no. There are two little issues with my dreams of close-quarter conquests with a phalanx of secondary fire. Giulio Cesare's secondaries don't have quite the rate of fire I was hoping. Each gun fires 10rpm -- a whisker shy of the 12rpm I hope to see on secondaries at a minimum -- especially for low caliber weapons like 100mm guns. I mean, 10rpm isn't terrible but it's not ideal. Anyway, I could over look this in of itself... ...except that point number two is that her 120mm guns (which form the backbone of her secondary armament) fire AP shells. Blech. Now, don't get me wrong. In of itself, AP shells from secondaries can be good if they've got a lot of hitting power. But these ones don't. They have a maximum alpha strike of 2,000 damage per if they citadel and they're not going to do that often. It's like asking a cross-eyed Farragut to save your life from a rampaging Podvoisky and the fool loads AP instead of HE. As it turned out, getting that close with Giulio Cesare is generally a loser move anyway (see her protection scheme below), so having mediocre secondaries isn't that much of a loss. Still, it's a shame. I do love my low tier brawls. As it would fall out, I did find an elegant solution to that charging gunship-destroyer problem. Meet the problem solver. Giulio Cesare is one of the most comfortable gunnery experiences I've enjoyed in a battleship. It's kind of hard for me to believe she's stricken with German dispersion values. These are the worst in the game. Her guns feel far more accurate than what her dispersion value would suggest. This comes down to three factors: Her sigma value, the size of the ship and the number of guns she wields. Giulio Cesare boasts a sigma value of 1.9 which is a marginal improvement over the usual 1.8 value found on tier V battleships. The higher the sigma value, the more likely shells will land towards the center of the dispersion field. In practice this means there are fewer 'wonky' shots where shells fly every which way. They still occur, but more rarely than on other battleships like König or Iron Duke. The second factor is the proximity of Cesare's guns to one another. Cesare isn't a very large vessel -- she's shorter in length than many of the cruisers within her matchmaking spread. As a result, her guns are crammed closer together. This has the effect of reducing dispersion further This is part of why a ship like New Mexico feels more accurate than Fuso even though the latter has better dispersion values. Finally, Cesare has a ten-gun broadside. Had she only eight like Kongo, her dispersion wouldn't feel as generous. The sheer volume of fire does much to diffuse any perceptions of occasional inaccuracy grace that if you throw enough shells at a target, something's likely to hit. So despite the flaw of a large base dispersion value, you're seldom going to feel it. .Giulio Cesare's guns should be considered "good enough" in all other respects. She doesn't win out on DPM, alpha strike, penetration, or even fire chance (she's bested by Iron Duke, Oktyabrskaya Revolutsiya, New York, and Iron Duke again, respectively). However, she's a contender in each category without any serious weak spots. She has the second highest DPM for a battleship at her tier. Cesare's HE penetration value is artificially high. For a 320mm gun, we should expect her to be able to penetrate 52mm of armor. She can instead penetrate 55mm. This isn't an enormous difference, but it is a bonus. Cesare has a very high fire chance at 35% per hit. This contrasts with a more modest HE shell damage of 4,800 which is respectable but not great. Cesare's module blast radius is respectable for her tier at 28.35m even with her smaller caliber guns. Cesare is great at causing critical damage to enemy ships, including setting off magazines of light cruisers and destroyers. This just leaves Cesare's AP penetration to talk about. It's not terrible, but it's not great. Her shells have comparable penetration performance to Royal Navy 381mm guns found on Hood and Queen Elizabeth. This is perfectly serviceable at tier V and VI though it starts feeling a bit lackluster against some of the more heavily armoured American and German belt armour, especially at close to maximum range. Image courtesy of Wargaming's Armada video on Giulio Cesare. Cesare's penetration values lack the raw potential up close, though they preserve their power well over distance. Giulio Cesare is a battleship where you could be forgiven for spamming a single ammunition type and either one would yield good results. To be clear: Her AP shells are better than her HE shells, but the latter are no slouches. A player who elects to use just a single shell type won't perform as optimally as someone that's more dynamic with their ammunition choices. However, they will still do reasonably well. The only real weakness of Cesare's main battery armament (and I am really stretching things to call it a weakness) are her gun fire angles. They're not bad but they're not excellent. Her forward guns have a 288º fire angle. Her rear have a 290º fire angle. This means that to bring all eight guns on a target ahead, she needs to angle out to 35º -- this isn't auto-bounce territory (30º) so she needs to be careful lest she eat unwanted citadel hits. Towards the rear this is slightly worse at a 36º fire angle. Overall, Cesare has an excellent main battery armament that's not only easy to use but quite powerful. Summary: Good traverse rates and decent accuracy makes her guns very comfortable to use. Her per-shell damage may not be phenomenal, but the number of hits she can land more than makes up for this. Dynamic ammunition choice will yield the best results, but homogeneous fire of AP or HE can still score some impressive damage totals. Her secondaries are unfortunately lackluster despite the impressive number of weapon mounts. Giulio Cesare has got it where it counts. Manoeuvrability Top Speed: 27.0knotsTurning Radius: 640mRudder Shift: 13.0s Maximum Turn Rate: 4.9º/s Cesare is fast and Cesare is agile. Her twenty-seven knot top speed at tier V is excellent. She's not the fastest ship in her tier -- that honour goes to Kongo -- but she is much faster than all of her other contemporaries. What's more, she doesn't pay for this speed with horrible handling. In fact, Cesare is one of the most agile battleships in the game. While Warspite may boast a smaller turning circle, Cesare preserves more speed with her rudder hard over, allowing the ship to rotate faster and change direction more suddenly than every other battleship she faces. This gives her a maximum rate of turn of 4.9º/s compared to 4.7º/s of Warspite. As you can imagine, this makes Cesare great at dodging incoming shells and other forms of attack. Speed is life for Giulio Cesare. The value of being able to control engagement distances must not be underestimated. Cesare's speed wanes as you face higher tiered ships, however. While her twenty-seven knots feels blinding fast in the small, claustrophobic maps of tiers IV and V, when you're up-tiered, it doesn't quite measure up. The maps get significantly larger and you begin to face opposition that is as fleet footed (or faster) than you are. Still, like with Nagato, Cesare's 27 knot top speed is sufficient at tier VII though not especially quick. It pays to be a little more cautious because of it. One of the most satisfying elements of Cesare's speed and agility is that she is all but immune to torpedo attack form tier IV and V aircraft carriers, provided you keep your wits about you. Turning radius difference between Giulio Cesare (left) and Kongo (middle), and Warspite (right) using navigational buoys on the Ocean map as markers. One frame = approximately 3.0s. DurabilityHit Points: 45,500Maximum Citadel Protection: 250mm +24mm turtleback + 40mm Min Bow & Deck Armour: 19mm Torpedo Damage Reduction: 19% All of Cesare's speed comes at a price. She doesn't have a lot of hit points, for one. This in turn means that her Repair Party consumable isn't terribly impressive, healing back a maximum of 6,370hp per charge. For another, she's almost sufficiently protected, but there are significant problems with her armor scheme. First and foremost, there is no avoiding Cesare's most crippling flaw: Her citadel sits high over the waterline, stretching from in front of B turret to all of the way back behind X turret. Her citadel continues, submerged, beneath A and Y turrets. She doesn't have good armour protection around her citadel either -- not with how high it stands. The maximum citadel protection she receives is a bit of an illusion as her citadel sits so high that her turtleback will not always come into play -- nor will her thickest belt armour which is also submerged. Often, Cesare is forced to try and protect her machine spaces with as little as a 130mm upper belt armor and a 40mm citadel wall which doesn't stand up to punishment, even at very long ranges. If you give up this ship's side, you can expect to take citadel damage as a matter of course. Bow on, the story changes. While she has an extended belt armour which helps her face tank some shells, there's still a large section of 19mm worth of armor that can be overmatched directly head on. However, she is unlikely to take citadel hits from this angle as there's an interior 85mm armoured "beak" inside the bow to help deflect shells away from her magazines and barbettes. This wedge is a mixed blessing. While it does largely prevent citadel hits, it also upgrades many hits that would simply be overpenetrations into penetrating hits instead. So while it's unlikely for Cesare to take catastrophic hits when sailing directly bow onto an enemy, she'll still take large damaging hits as a matter of course. Cesare's extended belt armour covers her entire waterline to the rear, however, making her surprisingly tanky on the retreat. Just make sure you're aware of her worse gun fire angles when shooting over the shoulder so as to avoid giving up too much side when firing A and B turrets. Given these deficiencies in her armour scheme, it's best to take on a 15º to 20º angle towards enemies either on the attack or retreat to maximize the protection provided by your belt. Use her excellent agility to bait and dodge shells while unmasking your guns to return fire. Her agility should not be underestimated. Speed and camouflage will be your best defense in gunnery duels. Oh, and you can forget about Cesare having good protection against torpedoes. They hurt more than being stabbed twenty-three times. Concealment & Camouflage Base Surface Detection Range: 13.68km Air Detection Range: 9.42km Minimum Surface Detection Range: 11.41km Detection Range When Firing in Smoke: 10.86km Main Battery Firing Range: 16.37km Surface Detection Rank within Tier: Tied for first with Oktyabrskaya Revolutsiya Surface Detection Rank within Matchmaking: Tied for fourth with Oktyabrskaya Revolutsiya Giulio Cesare is incredibly stealthy for a battleship. When she's top tier, the only ships that have better potential concealment are rare premiums, Nikolai I and Arkansas Beta. When she's bottom tier, the closest tier VI ships are New Mexico and Warspite with Cesare enjoying a 400m advantage. The closest tier VII is King George V with Cesare enjoying a 700m advantage. Combining her great handling and top speed, Cesare can dictate engagement ranges when fighting other battleships, which is a good thing. She will be uptiered often and this measure of control makes such matches far more comfortable than they would be otherwise. Silencing her guns and turning tail will allow you to disengage from unfavourable encounters. This goes a long way towards increasing her survivability. This is especially important given how blind she is. Cesare suffers like many battleships do that lack float plane fighters or some gimmicky consumable like Hydroacoustic Search. When forced to do her own spotting, she's groping in the dark which makes spits of land all the more dangerous and dealing with enemy destroyers far more challenging. It's worth noting just how small Giulio Cesare is. Even Duca d'Aosta, a light cruiser, is longer than the new battleship. She has a comparable length to the short and squat (and very cute) USS Texas but with even better concealment values. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0kmAA DPS per Aura: 26 / 70 / 27 Planes are a problem for Giulio Cesare. For one thing, they have a nasty habit of negating Cesare's impressive surface detection range. For another, they like to drop explody things that make me have a sad. As mentioned previously, Cesare's agility will largely keep you safe from munitions from tier IV and V carriers so long as you keep a wary eye out. Cross drops from an expertly played Zuiho can still cause issues. Her anti-aircraft armament isn't terrible, but it's not good. At best you could say that she doesn't have the worst AA power among battleships of her tier. Her large caliber guns are hamstrung by a 4.0km aura. For much of the playtesting period, I used AA Guns Modification 2 to help compensate for this (mostly because Aiming Systems Mod 1 was not available to testers) and this provided her with enough teeth to shoot down two or three aircraft from same or lower tier carriers per attack run. When facing higher tiered planes, killing one plane was a victory. Killing two was a triumph. So keep an eye on the skies. You'll need to manoeuvre to avoid attack and that can leave you open to incoming fire. Be sure to evaluate threats appropriately. How to Train your Publius Crassus Your first ten skill points in Giulio Cesare are rather standard for a stealthy battleship. Start with Priority Target. For those players comfortable with their situational awareness, this can be swapped for Preventative Maintenance or Expert Loader. At the next tier, take Expert Marksman. You're going to be throwing Cesare about often in heavy manoeuvres. Her turrets can barely keep up with her maximum rotation rate and this will help get your guns back on target. Superintendent is your best purchase next to give you an extra charge of your Repair Party. And finally, take Concealment Expert at top tier to drop your surface detection range down to 11.4km. This will help you control fights, especially when you're bottom tier in the Matchmaker. The current meta will reward you best for taking survivability based skills after this. Fire Prevention (4) and Basics of Survivability (3), should all be considered high value skills. Fire damage is especially prevalent at lower tiers. For the remaining two points, Adrenaline Rush (2) is your best investment. If you're especially salty about aircraft and want to feel like a big fish in a small pond, you can build for AA-power with Advanced Fire Training (4) and Basic Fire Training (3) instead. Combined with AA Guns Modification 2, this will give you a rather healthy flak umbrella that will make tier IV and V carriers rather salty when they engage you. However, be advised this build is not only sub-optimal, it's all but useless when facing tier VI and VII carriers. Cool battleships don't look at exploding aircraft. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Giulio Cesare has one lesson to teach novice players -- don't show your sides. Beyond that, she's not a terribly complicated ships, with very forgiving attributes. She's agile enough to respond to belatedly addressed threats. Her AP and HE shells are both competitive even when the wrong ammunition choice for a task is selected. She's not so fast that you will easily outstrip your support. Skill Ceiling: Low / Moderate / High / Extreme Veterans will love her concealment value, agility and speed while celebrating the punishing hitting power of her guns. If she wasn't blind, she would be the perfect mid-tier battleship. She presents an interesting challenge on how best to maximize her armour and what few hit points she has. Mouse's Summary: 1.9 sigma, good muzzle velocity and her gun layout makes her feel more accurate than her dispersion stats would otherwise indicate. She does not stand up well to abuse. She's got enough armour to shrug off a few hits but under concerted fire, she's not going to last very long. Make sure the things that are shooting at you die painful deaths. Fast, agile, stealthy. She hates planes. She also hates torpedoes. Giulio Cesare had an interesting development cycle. Her first iteration was disgustingly overpowered with the ship enjoying the same horizontal dispersion value as Japanese Heavy Cruisers (!) with a 1.5 sigma value. The second iteration was the ship we see now but without the Aiming System Modification 1 upgrade which is what this review is based upon. As I write this, I haven't had a chance to play her with the accuracy increase and I'm very much looking forward to that. It's only going to make playing her more fun. Giulio Cesare is a battleship that rewards good gunnery and awareness skills -- so much so that I honestly believe she might be just a little overpowered but I'm on the fence. This ship is going to spit so much damage so regularly, that I anticipate she's going to end up near the top of the pile on the damage meters. The only thing that will hold her back is her survivability and that's not nearly as bad as some may be dreading. Overall, she's a very powerful ship in the right hands. What I found worked best was keeping engagement distances out to about 10km to 12km and holding it there. This let Cesare's guns land hits regularly while still giving her enough time to angle or avoid incoming fire. Against more serious threats like the Scharnhorst-class battleships, extending this range to 14km helped, as well as switching ammunition based on the opportunities provided. Cesare feels a bit idiot proof in that you can spam HE and get good numbers. I found myself leaning upon this ammunition a little more than perhaps I should have. As a consequence, this lead to more than a few detonations of enemy vessels -- a total of five out of forty-six games played. This number shouldn't be considered anomalous -- any battleship that spams HE at soft targets like cruisers and destroyers could get similar results provided they can land the hits in the vicinity of the ammunition lockers. Cesare was uniquely suited to this with not only her improved accuracy but also her speed which let me get her into positions to hammer these softer targets early on in a match. Much will be made of Cesare being a tier V battleship and suffering the ills of the current Matchmaking. This is a battleship that up-tiers very well -- at least provided there are no aircraft carriers present. In pure gunship fights, she has all of the tools necessary to contend with these larger vessels. I did not feel horribly disadvantaged facing a Colorado, Nagato or King George V. It was a challenge facing these ships, to be sure, but it wasn't a forgone conclusion like it might be had I been sailing a New York or König. When Cesare is top tier, it's really not very fair. There are only a few ships to give me pause in such match-ups. A well played Hosho, Kamikaze or Oktyabrskaya Revolutsiya might make me play a little more cautiously, but Cesare provides so many advantages it's hard not to feel confident when Matchmaker spat me out into such a game. Like the French cruiser, De Grasse, Giulio Cesare surprised me with how much fun she was to play. This is a ship I will be happily revisiting in my spare time when I can get her on my personal account. Would I Recommend? Well, I want her... PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Giulio Cesare is a real bully in PVE battles. Her operational costs are 11,500 to repair and typical ammunition costs amounting to this value again. This is an easy sum to recover in Co-Op. I highly recommend her for players that enjoy battering bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Giulio Cesare is a monster in Random Battles. She's got all of the tools needed to carry the day here. She's an easy recommendation for battleship lovers. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. I'm torn here and I think I would give her a pass. Giulio Cesare thrives in the chaos of a disorganized melee of Random or Co-Op battles. In the more structured (and often static) environment of a competitive arena, she may not fare as well where fire is often quite focused and manoeuvre plays second fiddle to hugging islands and concealment. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Giulio Cesare is one of the few battleships in WWII to have engaged in surface action against other battleships -- namely, HMS Warspite. For that reason alone (and her association with my favourite bae-bote), she gets a nod here, especially for those that like to recreate historical engagements in training rooms. For Fun Factor: Bottom line: Is the ship fun to play? Very yes. I had a lot of fun playing this ship. It reminded me of the good ol' days of playing Kongo back in Beta. 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.
  21. Kunra_1

    USS Wisconsin (BB-64)

    I would love to see the Wisconsin in the game some how since it served all the way until 1991 and was commissioned back in 1943 on the second anniversary of the raid on pearl harbor. WisKy was involved in WW2, the Korean War (my grandfather served in the army), and the Gulf War/OP Desert Storm. She now rests in Norfolk Virginia at the Nauticus Museum where I've been able to visit her throughout my childhood. I'm actually taking my son there when we go up to visit family here soon for his first time since he was two. I love walking across her deck and imagining what it must have been like to feel thoughs 410mm go off. She is an absolutely beautiful ship and is very well maintained she looks brand new, that's crazy for how old she. When you visit her some of the vets that served on her are usually onboard and can tell you some of their stories. I would love to be able to command an actual ship that I've seen, been aboard in person in the game and I feel she deserves to be in WOWS for her honorable service and as an appreciation to our service Men and women, maybe some of the proceeds could go towards a number of local charities for military families in Virginia.
  22. Firstly, I would like to thank SGTBeltfed and AdmiralPiett for helping get information on this. Also I'm sorry if this post seems all over the place I've never done something like this before. (Not saying WG should add this i just thought it was a fun idea) Summary: a tenryuu class cruiser that has been refitted into a AA cruiser with 127mm guns and would be around tier 5 or 6. Main armament: the 140mm guns would be replaced by unshieled type 89 127mm guns and could be placed in a similar layout. For shell characteristics I could see it either being similar to gunboat shells where they dont really hit to hard and have a rainbow arc or the shells could be similar to IJN torp boats where the the shells would do a bit more damage when they do hit and have more flatter arcs the guns would have a bit of a slower reload like ijn dd guns. Anti air: for anti air there will be 4 triple 25mm and the 127mm guns could be used for AA too. Consumables: the ship would get defensive AA fire (maybe unlimited) and maybe smoke. Concealment: the ships concealment will either be the same as the tenryuu or slightly better. Speed and maneuverability: speed would be a bit better than the tenryuu (boiler would have been converted to oil ones) and maneuverability would be slightly less than the tenryuu. Health and armour: ships armour would still stay the same as the tenryuu (so fragile) and for health I would bring it but a bit to balance it being brought up 2 or 3 tiers. Gameplay: the ship would play more of a support role and would likely be close to other friendly ships due to improved AA and lack of armour. I can also see this ship having a pretty good destroyer hunter roll due to better concealment, fire rate and being able to keep up with them.
  23. West Virginia is a slow brick with the biggest, baddest guns you're likely to find this side of tier VI -- at least until the upcoming Russian battleship tech tree. I want to thank Wargaming for providing me access to this ship. This is the release version of the vessel and all of the statistics discussed here are current as of November 30th, 2018. Be aware that Prinz Eitel Friedrich's statistics discussed in this article are still a Work in Progress and are subject to change. PROS Armed with 406mm guns with excellent damage, penetration and overmatch ability. That's it. That's all she's got. No, I'm not making this up. That one "Pro" is the reason that decides if you want this ship or not. CONS Small hit point pool of 50,200hp. Highly vulnerable to HE spam. Very slow and no improved energy preservation while turning. Bad anti-aircraft defense. Large surface detection range of 16.4km base. Overview Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Standard-type battleships are some of the simplest ships to play in World of Warships. West Virginia 1941 (WV41) makes this even easier by all but eliminating complicated decision-making for novice players. She's too slow to flex once she's committed to an engagement. Her AP shells are so good that you don't need to consider changing ammo types. She's going to get her bows overmatched by most of the battleships you'll face so don't worry too much about manoeuvres. You're also a ready victim of aircraft attack, so why bother stressing about it? Yep, dirt simple. Of course if you want to try-hard WV41 will reward you for it. She's got enough belt armour and agility to tank effectively. Her gunnery is wonderful so picking the right targets pays off huge. While she is slow, if you fancy yourself a master strategist then knowing just how and where you need to go to have the most influence will make all the difference. – 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. Her main battery guns are the about her. Her handling and anti-aircraft firepower are just plain . Her defense and concealment are passable, earning a rating. Options The only thing of note with WV41's options are her two camouflage patterns. Consumables WV41's Damage Control Party is standard for an American battleship. This has unlimited charges, a 20 second active period and a 120s / 80s reset timer. Her Repair Party is also standard, healing back up to 14% of her health over 28 seconds. This has a 120s / 80s reset timer. Finally, she has a Spotter Aircraft. There's nothing unusual here, with a 100s active period and a 360s / 240s reset timer. It starts with 3 base charges. Upgrades We're looking at the usual suspects for mid-tier American battleships with the exception of any anti-aircraft modifications. Like Arizona, WV41 doesn't have the AA power worth upgrading. Start with Main Armaments Modification 1. Next, take Damage Control Modification 1. Fires are a big concern for USN Battleships. After that, it's Artillery Plotting Room Modification 1. This will get your main battery range up from 16.06km to 18.63km. For your last slot, Damage Control Modification 2 is optimal for helping mitigate Fire damage. However, if you prefer, you can take Steering Gears Modification 2 to help with her sluggish handling. It's not going to do much, but every bit helps. Camouflage By default, WV41 1941 comes with Type 10 Camouflage. Alternatively, you can purchase W. Virginia 1941 as a cosmetic swap for 3,000 doubloons. Both types have identical bonuses, providing: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. The big difference is how they sound. Yes, the W. Virginia 1941 camouflage has a custom horn! http://shipcomrade.com/wordpress/wp-content/uploads/2018/11/West_Virginia_shiphorn_2.wav WV41's default camouflage pattern can be swapped for an alternative palette for those who have completed the second-medals section of the American Cruisers Collection. This changes the blue disruption pattern to a pale grey. For 3,000 doubloons, you can unlock the W. Virginia 1941 camouflage in red and brown. While this has the same economic bonuses, you do get a cute horn to toot Firepower Main Battery: Eight 406mm/45s in 4x2 turrets in an A-B-X-Y superfiring configuration Secondary Battery: Eight 127mm/25s on the deck and and Ten 127mm/51 mounted in casemates. Right, West Viginia 1941's main battery guns are the only good thing about this ship. I'm going to avoid doing Wargaming's hype-job for them by gushing overmuch about how good these guns are. This said, WV41's guns are easily the best battleship-caliber weapons available at tier VI. They're so good you're going to pay for it in almost every other facet of this vessel. If what we go over here in her Firepower section doesn't wow you, then this isn't a ship worth paying for. The Unnecessary I don't want to waste too much time on WV41's secondaries. There's not much going for them. They have a 4km range. They reload in 4.5 seconds. She fires a maximum of four guns (not turrets -- guns) per side. There's no potential here. Obligatory, ugly stats-dump. One of these days, I'll figure out a way to make this look pretty. Sorry, Mutsu WV41 is armed with the same naval rifles as Colorado at tier VII -- and here they are shoe-horned in a full tier lower. She inherits these weapons in full, and not having to suffer with inferior ammunition choices. The few differences summarize to the following: Main Battery Range - Colorado has 2.77km more base reach with her main battery for 18.83km vs 16.06km (or 21.84km vs 18.63km with upgrades). Sigma - Colorado has 0.1 sigma more than WV41 for 1.90 versus 1.80. Standard dispersion test. 180 AP shells fired at 15km at a stationary Fuso without camouflage. Colorado and WV41 have identical dispersion areas -- the only difference is how often shells cluster towards the center of your aiming point (as determined by sigma). Warspite, equipped with Aiming Systems Modification 1 has been included as she represents the gold-standard of what precision looks like among battleships at this tier. Penetrate All the Things With WV41's precision and dispersion being considered "average", her guns need to make up some ground to make this vessel worthwhile. Where she does this is in her penetration power. This she has in spades. WV41 has the best AP penetration among tier VI battleships, hands-down. With more than 450mm worth of penetration at 18km, she has enough to penetrate broadside battleship belt armour of anything she might face. Furthermore, the large-caliber of her shells allows her to overmatch 27mm worth of hull plating. WV41 will punish any cruiser within her matchmaking spread while also being able to do the same to tier VI and VII battleships, regardless of angling. This just leaves tier VIII battleships able to bow-tank her. In answer to this, WV41 must reach for her HE shells. She has no special quirks with her HE shells, so use them only when needed. They have 67mm worth of penetration which is more than enough to bruise any opponents pulling off these shenanigans. Unlike other tier VI battleships, WV41 is far less reliant on HE shells than most, so having only mediocre shells here isn't a drawback. Provided you aim well and dispersion doesn't troll you, WV41's AP shells have more than enough penetration to handle almost any target you might face. Let's take a look at some of the raw stats: These are the top 5 battleships at tier VI for AP penetration as of patch 0.7.11. Penetration values are approximate and courtesy of proships.ru (link in the Appendix -- give them some love). Generally speaking, battleships at this tier are forced to choose between having good penetration or the ability to overmatch. WV41 is unique at tier VI for having both. Go figure, bigger shells hit harder. WV41 tops the charts on a per-shell damage basis at tier VI, with one of her hits dealing 18% to 20% more damage than a comparable 356mm shell. This number is important to keep in mind when you account for potential damage output. WV41's precision, penetration and overmatch mechanics make individual damaging hits more likely in many (but not all) situations compared to her peers. They're not God-Tier Good as WV41's guns are, they're far from perfect As any veteran Roma commander will tell you: There's such a thing as too much penetration. It's possible to blow clean through the machine spaces of some cruisers without causing a citadel hit. Thankfully, this is largely limited to point-blank range engagements against the lightest armoured cruisers. WV41 doesn't couple of her enormous penetration levels with high muzzle velocity. Where they're really lacking, in my opinion, is reach. I don't think it's too much of a spoiler to tell you this early that mounting such potential on a standard-type hull is going to cause issues and she struggles to keep up with the flow of battle. WV41's fire angles are only alright. You have to expose a fair bit of side to get her full salvos off. This isn't too bad when she's top-tier. However, when she's at the bottom of the pile, the enormous levels of penetration present makes a mockery of your belt at anything but near autobounce-angles. This problem with being bottom tier compounds with her range. Again, it's perfectly acceptable when she's top-tier, but the large maps she has to navigate when she's facing tier VIIs and tier VIIIs makes me wish she had closer to Colorado-levels of reach. Finally, the last fly in the ointment is this: She only has eight guns. You really need to maximize the opportunities provided by your high-penetration and overmatch potential to make your advantages count. If you're facing opponents that are constantly sailing broadside at medium-close ranges, you would have been better served with a larger battery of smaller-caliber weapons. WV41's theoretical damage output isn't bad at all for an eight-gun warship at tier VI. It's considerably better when you factor in the gimmicks that make dealing said damage easier -- namely her high penetration and her overmatch potential. WV41 has to rely on said advantages to differentiate herself from the twelve-gun heavy hitters which use volume of fire to make something stick. Most of these suffer from 1.60 sigma or less which makes any pretense of precision dubious. WV41's fire arcs are average and on the poor side of average at that, especially when kiting. Her gun handling benefits greatly from Expert Marksman if you have the skill points to spare. You don't need it, but you'll want it. Summary Her guns deliver heavy damage, but they're not flashy. Their big deal is that they penetrate all of the things. Her secondaries suck, but no one's surprised. Evaluation: What would have to happen to DOWNGRADE to : Worse sigma, a longer reload, slower gun traverse, etc. Defense Hit Points: 50,200 Min Bow & Deck Armour: 25mm Maximum Citadel Protection: 343mm belt + 45mm citadel wall Torpedo Damage Reduction: 22% I told you: You're going to pay a lot of concessions to have 406mm main battery guns on a tier VI ship. This is the first of many areas where WV41 only manages to be so-so. An Aside about HE Damage Mitigation At tier VI, Fuso here is the gold standard for HE resistance, ticking all five five boxes including a fully reinforced main deck and upper hull. This gives her the best chance of shattering and absorbing HE spam from most CLs, CAs and DDs. Note that on the whole, these bonuses only provide some small amount of protection. Cleveland is still going to melt your face off. Let's talk a minute about HE damage mitigation from cruisers and destroyers. In general, there are five components to look for when evaluating how well protected a battleship is against small and medium caliber HE. The idea is that a ship has either spaced-compartments to absorb the shot or she has heavier armour than normal in a given place. This reduces the surface area where HE shells can land a damaging hit. Extended Waterline Belts must be above the surface to have any value, reducing the amount of target area on the bow and stern. These are typically found on German and lower tiered battleships. Imperator Nikolai I stands out in this regard. An Anti-Torpedo Bulge can have some merit provided it extends upwards to cover parts of the hull that would otherwise be vulnerable. The Queen Elizabeth-class are a great example of this, with bulges that extend forward far enough to help protect part of their bow. Armoured Bridge help foil HE shells from otherwise damaging your super-squishy superstructure. They typically have armour as thick as (or thicker than) the ship's belt which is a no-no for all calibers of HE. Reinforced Hulls and Reinforced Decks come with three distinctions -- no mitigation, partial mitigation and full mitigation. No mitigation speaks for itself. The plating is no thicker than the extremities and cruisers will hoover up damage here for days. Partial is thick enough to repulse some small and medium caliber HE shells, typically those of destroyers. Full mitigation will repulse 152mm shells buffed with IFHE or even some heavy cruiser shells. Note that some ships will only have a small part of their main deck reinforced -- pay close attention to the amount of area covered. The Bismarck-class is a good example of this. The Colorado-class relies on raw armour thickness to repel AP shells. Not much of her plate has any appreciable angle which would further increase its relative thickness. So while her 343mm belt looks solid, you'd get more mileage out of the sloped belts of some of the later USN battleships like the South Dakota, North Carolina and Iowa-class battleships which have better protection for comparable thickness. Given her 25mm extremities and deck plating, WV41 is dangerously vulnerable to AP overmatch mechanics from 380mm guns or larger and most HE shells she'll face. Armour Protection WV41's protection scheme is alright if only just. She relies on raw armour thickness to carry the day and there are glaring holes in her defenses which are easy to exploit. Her 25mm extremities and deck are vulnerable to overmatch mechanics and HE spam. She has poor anti-torpedo defense and no spaced armour around her belt. Her internal citadel wall is only a third as thick as the other standard-types at her tier. Finally, she has one of the lowest health pools at tier VI, barely scraping together 50,000 hit points. There are two reasons WV41's durability is considered adequate and the first isn't exactly flattering. The protection schemes of a lot of the tier VI battleships are found wanting. The other two standard-types are the only ones that could claim to have decent anti-torpedo protection, for example. Vulnerability to overmatch mechanics and HE is a chronic problem at this tier, with only a few ships boasting sections of upper hull or deck greater than 25mm. The list of problems among tier VI super-dreadnoughts goes on, with citadel height, hit point disparity and module vulnerability all plaguing ships to various degrees. So at least WV41's in good company. WV41's second saving grace is that her belt and citadel armour is good enough. When top-tier and with a bit of range or angling, she can avoid the worst from incoming AP shells. The high penetration of her own guns means that her opponent's protection scheme matters much less. If it comes to outlasting tier VI and VII opponents, WV41's defense is sufficient unto the task, allowing you to trade fire effectively. It falls apart against tier VIIIs, though. With her low hit point total, WV41 is second-to-last for effective HP among her peers. This is yet another way WV41 pays for those awesome guns and the cost is getting pretty steep. According to the Devs, WV41 (like other USN Premiums) is NOT slated to get the proposed Repair Party Buff coming to the American battleship line. I predict they'll rescind this statement. Repair Party You can't talk about American battleships without talking about this consumable. The lead of WV41's class, Colorado, has an improved Repair Party that heals back 18.48% of her health over 28 seconds instead of 14%. The entirety line of researched American battleships is getting said buff if the Work in Progress changes go through. The premium battleships are not, WV41 included. In this way, WV41 is being "Mutsu'd". While the Japanese premium was gutted by her poor shells, WV41 really feels the lack of Colorado's regeneration. Her hit point pool feels even smaller without it, and it's already pretty small. To put it another way, I was genuinely shocked when Wargaming told me that WV41 was not currently slated to be getting her Repair Party buffed in 0.7.12. It feels out-of-place. If she does eventually get it, it will be a welcome addition. Summary: Her armour is "okay". Her hit point total is not. Her anti-torpedo protection is unsightly compared to the other standard-types. Overmatch and HE are your bane. Evaluation: What it would have needed to be : New Mexico's new Repair Party. Agility Top Speed: 21 knots Port Turning Radius: 670m Rudder Shift Time: 13.7 seconds 4/4 Engine Speed Turning Rate: 3.6º/s WV41 chasing Colorado in a turning radius test. You'll note how the gif "pops" as WV reaches the 9 o'clock position and skips to the 6 o'clock position while Colorado's circle is complete. She's that much slower than Colorado. This test confirmed WV41's port-stats as accurate. However, it did provide proof that Colorado doesn't turn as well as advertised. The lead-ship has a 710m turning radius, not 640m, so WV41 has a slight leg up there. Standard-type battleships are notoriously slow. WV41 somehow manages to be even slower. Yes, really. Wargaming has artificially boosted the engine power of some of the American battleships in a similar way to Royal Navy cruisers and destroyers. For normal battleships, they lose up to 25% of their maximum speed while under manoeuvres. Thus, a 30 knot battleship will drop down to about 22.5 knots in a sustained turn. New Mexico and Colorado both lose less speed in a turn than they should -- much less in Colorado's case; a mere 9%. Not so WV41. WV41 is entirely normal when it comes to manoeuvrability penalties, joining Arizona in this sorry-state. Thus WV41's 21.1 knot top speed falls down to 15.9 knots in a turn. Unless you're sailing in a perfectly straight line, this ship struggles to maintain 18 knots with any consistency. Unlike Arizona, WV41 has a larger turning radius of 670m instead of 640m. The combination of this slow speed and larger turning radius makes WV41 positively glacial when it comes to her rate of turn and arguably the worst-handling of any of the American battleships in the game. The gone ray of sunshine is that she can't out turn her turrets. So yay? So WV41 isn't getting anywhere fast. You can be fatalistic or proactive with this. The former is pretty brainless -- you're not fast enough to flex, so pick a path and accept whatever happens beyond your range as being outside of your control. Blame teams for your losses and decry WV41 as a trashbote because of it. The latter means work -- a lot of work. Develop your situational awareness. Keep a ready eye on the minimap and have a keen sense of predicting the flow of battle. Flex well in advance and give yourself time to intercept key threats. It's exhausting but you can work around this deficiency. The larger the map, the more work this is -- perhaps more work than it's worth. Summary Blame Lert for inspiring this image. Evaluation: What it would have needed to be : She's the worst of the worst here. It would take a lot to redeem her. She'd need a turning radius smaller than 640m or better energy preservation in a turn to overtake Arizona. That still wouldn't improve her standing. Anti-Aircraft Defense AA Gun Calibers: 127mm/ 76.2mm / 12.7mm AA Aura Ranges: 4.2km / 3.5km / 1.2km AA DPS per Aura: 58.4 / 11.2 / 30.4 There's more bad news here. WV41's AA power sucks. It's worse than Arizona's, it's that bad. Do I need to elaborate more than that? What's this nonsense? "Effective AA DPS"? On the eve of the Aircraft Carrier rework, stressing over current AA mechanics just isn't worth while. Be glad WV41 isn't being sold on the premise that she has good AA. That might end up not meaning much in a few short months. This chart shows the relative power level of given AA armaments based on not only the amount of damage their mounts put out but also how far they can reach to keep enemy planes under fire. Thus ships which concentrate their firepower into long-range will get a higher rating than one that focuses on medium or short. Evaluation: What it would have needed to be : Technically she deserves a "" at least going by the metric that she's not the worst or second worst at her tier. However, AA power at tier VI is almost across the board with only a few battleships that have enough to give any CV pause. I'm not pulling any punches here. Refrigerator Base Surface Detection: 16.42km Air Detection Range: 14.68km Minimum Surface Detection Range: 13.70km Detection Range when Firing in Smoke: 15.9km Main Battery Firing Range: 16.06km (18.63km with APRM1) While it cannot be accurately said that WV41 pays for the power of her guns with a lack of concealment, this definitely isn't one of her strong points. Her concealment is on the bad side of average, sitting just above Dunkerque and Mutsu by 500m, but well behind just about everything else. A full stealth build is highly recommended -- use and abuse what little ability to hide that she has. Evaluation: What it would have needed to be : Losing two or three kilometers off her surface detection range. Taking Me Home WV41's skill choices are stupidly easy. With no real anti-aircraft firepower worth upgrading and secondaries that may as well shoot spit balls instead of HE shells, that just leaves a survivability build as the only real option here. Start with Priority Target. If you prefer, you can take Preventative Maintenance instead, but it's not optimal. Adrenaline Rush is your second skill choice. Take Basics of Survivability next. Finally, to round out your 10th skill point, choose between Fire Prevention and Concealment Expert. You'll be taking both, so the order is up to you. You'll take the other one for your 14th point. At 17pts you should take Superintendent. Note, if WV41 had the buffed Repair Party the other USN Battleships will be getting, you'd take this before Basics of Survivability and the two skills would trade places in order of priority. Oh well. And finally, round things off with Expert Marksman. If you prefer, you can take Jack of All Trades or High Alert instead. Final Evaluation Unless a ship is particularly novel, I'm not a fan of having to put in extra work to get a ship to perform. West Virginia 1941 is one such vessel. Her guns truly are phenomenal at tier VI. The rest of her, though? Well, it's all poor-to-average at best. There's a trap in such an evaluation though -- just because something measures up 'okay' compared to what else is out there, it doesn't necessarily mean that it's 'okay' on the whole. WV41's concealment is a good example of this. For a tier VI battleship, it's decidedly average. In order to be functionally competitive based on everything else, it's woefully inadequate. The same could be said for her AA power and agility. A case could even be made that her durability is similarly lacking. Those awesome guns have cost her dear. Her firepower up-tiers well even if the rest of her does not. WV41's weaknesses are scarcely noticeable when she's facing tier V and VI ships. This is largely owing to map sizes being so much more comfortable to her 'stately' waddle and modest range. Top-tier, she's truly a monster and you can really feel that this is what she was balanced for. She's on the tipping edge of being too powerful to be a tier VI ship. She's a solid contender for Ranked Battles. If Wargaming were to buff her with Colorado's agility and New Mexico's upcoming Repair Party improvements, she'll give Warspite a run for her money as the best choice in this limited competitive scene. The Random Battles queue won't let you play as top-tier all the time, however, so you have to contend with how WV41 stacks up against higher-tiered opponents. Provided you can get in range with her guns and not get focused, she performs well. The challenge, which is darn well near insurmountable at times, is getting into firing position, keeping up with the flow of battle, and being able to disengage when things get too hot. WV41 compounds the problems facing the Colorado-class as a whole by exaggerating the weaknesses that defined the class. Colorado is slow. WV41 is slower. Colorado isn't very durable. WV41 is weaker still. Colorado isn't flexible. WV41 is even shorter ranged. If a situation makes Colorado struggle, then WV41 founders. I'm not going to tell you this is a good ship. It isn't. I will tell you that her guns are good -- excellent, even. They're unfortunately mounted on an interwar, standard-type hull. In my opinion, the ship's worth playing for her guns alone. However, I wouldn't go so far as to say that the experience of firing her guns is worth paying for. My opinion here will probably change if she gets some small improvements, like that Repair Party buff. Would I Recommend? It's maybe a little presumptuous of me to say, but this isn't the ship that anyone asked for. Almost universally, if someone wanted West Virginia to show up in World of Warships, they wanted to see her late-war rebuild. Her story is a compelling one. She is a phoenix that rose from the ashes of Pearl Harbor and went on to avenge not only herself, but the United States Navy too. On top of that, her late war build is so much more interesting in terms of game play. What-if debates have gone back and forth on what tier she would end up and with what gimmicks to make her competitive. I don't think we'll see West Virginia 1944 anytime soon, though. If Wargaming rushed, they could have her out sometime in 2019, but I just don't think she's high priority. After all, they have West Virginia 1941 to sell. West Virginia 1945's anti-aircraft armament. My body is ready. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes for Co-Op, no for Scenarios. WV41 excels in Co-Op. You can count on the bots to always come charging blindly at you which mitigates her weaknesses. In Scenarios, her speed and lack of AA power is a big liability. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. While she's a beast when top-tier, it's a roll of the dice to get that kind of favourable Matchmaking. If you could guarantee it? Absolutely, she's all kinds of fun when she's kicking in the teeth of her contemporaries. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. Oh look, guaranteed top-tier Matchmaking. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. No. I'm waiting for West Virginia 1944. For Fun Factor: Bottom line: Is the ship fun to play? Yes, surprisingly. I enjoyed playing WV41. I do love my standard-type battleships. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! In Conclusion My goodness, I managed to get a review out on time over the holidays! That's one at least. The next ship to be reviewed is Bourgogne, the tier X French Battleship. I wasn't going to prioritize her initially, but news of Wargaming giving players the opportunity to acquire Steel outside of Ranked and Clan Battles has bumped her up my list. Hopefully I'll have her review out by this time next week. Dreadnought and Charleston remain in my backlog. Prinz Eitel Friedrich looks very close to being released too, so stay tuned! Appendix Armour penetration data was pulled from: http://proships.ru/stat/ships/
  24. I'm just getting started with WOWS but have played WOT for a long time. I have a few questions about the Captains training, and assigning from a premium to a non-premium ship as I think there are some things that are different then tanks. I recently received the Warspite with a 10 skill captain. I know I'll have to train him to what ever non-premium ship I assign him to, and then can move back and forth between the two. But in WOT the premium and non-premium tanks sharing the crew have to also be the same class of tank. Heavy to Heavy, Light to Light etc. But all I can find about the Captains in Warships is that it has to be in the same nation. In other words, can I take the Warspite battleship captain and train him to a cruiser or any other kind of ship and still move him back and forth as long as it's withing the same nation? Or was I misinformed, and the Captain does have to be trained in the same nation and type of ship in order to switch between the two? And one more question. If I can share the warspite captain with a different class of ship if I decide to do so, what are some skills that are universal that you want all of your captains to have no matter what class of ship it is? And if anyone wants to list the the different skills they choose based on the class of ship I'd appreciate it. Thanks!
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