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Found 44 results

  1. Before anyone dismisses this as the usual DMG saturation... I provided the replay... You been advised (in other words, I am excluding DMG saturation in this case)... I'll keep it short without leaving out any value details... I am in a Kami in a tier 7 match, towards the end of the match... I torp a BB... I die... Boring so far I know... That is the summery of the battle... The details are as follows... Launch a full Kami salvo at the tier 7 BB (the new green Luigi Pasta BBs)... They all land.... He is still alive... How is that possible ??? I've watch the replay like 5 times already and the torps were spread out to not trigger DMG saturation.. Kami torps hit like a Russian horse... Sink any BB in its tier range usually, within 5 shots... This left me baffled, so I look at the Replay... In any other tier 7 BB, its a DEV strike... My theory ??? Power creep... Force by the "population and popularity" statistic variable explanation, from the RU Summit of 2019. How would you make BB popular with this variable ???A plausable explination would be By taking away the fear of the common threats they will face... Making torps DMG hit like pillow fists rather then an explosive ordnance. This is detrimental to the current DD (especially torp DDs). It reduces them to "PT Boats" then actual Destroyers... Here is the evidence collected... I even went to the training room to test my theory (or my frustration depending on your POV)on tier 7 BBs. Test subject of my theory... The Match in question. Time stamp on the replay The 7 min to 6:20 mark of the match. 20210312_215242_PJSD025-True-Kamikaze_50_Gold_harbor.wowsreplay (No longer works due to the patch change). BTW The next patch is ready for advance DL RIGHT NOW! GL and HF
  2. Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The Mighty. Quick Summary: A modified Iowa-class Battleship with reinforced forward and rear citadel protection, a radar consumable and tremendous credit earning potential. Cost: 750,000 free experience. This works out to 30,000 doubloons for conversion, or approximately €100 ($110 USD). Patch & Date Written: 0.5.15, December 6th, 2016 Closest in-Game Contemporary Iowa, Tier 9 American BattleshipDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I don't think anyone is surprised here. The differences between the Iowa and the Missouri are minor and well advertised. The Missouri loses the aircraft of the Iowa and gains radar instead. There's slight differences to their AA load out. Most telling, the Missouri has reinforced citadel armour along the transverse bulkheads, making her better at bow-tanking while avoiding citadel damage at this angle. PROs: Reinforced forward bulkheads, providing better forward protection than the Iowa. Versatile guns with tremendous AP hitting power for their tier. Guns can specialize for either the best medium range battleship accuracy in the game or for the best battleship DPM at her tier. Excellent range of 23.4km which can be increased to 27.1km with a module. Very good anti-aircraft firepower, especially at medium range. For a Battleship her size, she's very fast at 33.0 knots. Has the same Radar as the Tier 9 Baltimore-class Cruiser. Choice of two camouflage patterns. Earns 100% bonus experience. Earns 50% more credits than a tier 8 Premium, 100% more than a tech-tree ship. Available for "free" just by playing the game. CONs: Extremely vulnerable citadel that sits high over the water. Bow is easily overmatched by the 460mm rifles of the Yamato. Poor torpedo defense with only a 25% reduction from hits. Large base dispersion values coupled with a low muzzle velocity on her AP rounds. Without the accuracy module, the Missouri is one of the least accurate ships in the game. Wide 920m turning circle and 19.4s rudder shift time. The amount of free experience required to unlock her is prohibitively high and will nominally require clever use of premium time, consumables or simply spending money to acquire her. The Missouri doesn't correct a lot of the problems found on the Iowa-class. In fact, for those accustomed to the Iowa, she will seem familiar -- perhaps painfully so. The Missouri is the twelfth premium Battleship to be added to World of Warships (not including the Arpeggio Kongo-class sisters) and she certainly tops all of the others for the attention she's grabbing. The promotion of a certain action-hero aside, the Missouri is an important historical vessel. Wargaming has paid a nod to both their Hollywood endorsement and the Mighty Mo's 15 minutes of fame with fun details visible on her decks in port. But perhaps most importantly to players of World of Warships, the Missouri represents a departure from premium ships that have come before it. This is a premium tier 9 ship with accelerated economic boons. She earns 50% more experience and credits than tier 8 premiums. It's this latter ability that made me raise an eyebrow. A lack of credit earning has long been the bottleneck in progression in World of Warships and the Missouri steps all over this. If you have her, earning a couple million credits in the span of an hour's worth of casual game play is laughably simple. Players with this ship will be at a marked advantage over those who don't when it comes to acquiring new vessels or simply financing premium consumables or high tier content. In fact, the Missouri could be an utter potato boat and she'd be worth looking at if only for these economic gains. But let's take a closer look at what Wargaming has cooked up for us and see if she's worth the astronomical sum of 750,000 free experience. NoZouforYou puts together a nice summary of the ship. OptionsThere's two big points to mention in regards to the Missouri's options. The first, during testing we had two camouflage patterns to play with. These both did the same thing, providing a bonus 100% to experience gains as opposed to the 50% normally provided by premium ship camouflage between tiers 6 and 8. This is on par with premium camouflage purchased for tech tree ships at tiers 9+, though, so it's good to see the Missouri keeping pace. Note that the Missouri's credit earning potential isn't baked into her premium camouflage, but rather the ship itself. The camouflage also doesn't provide any reduction to repair costs. So your choice between the two is purely cosmetic. Or you could use some other camouflage in your reserves if you prefer. It won't hurt your credit earning. In addition, the Missouri has access to Radar. This has a 9.45km range with a 35 second active period. This is identical to the radar found on the tier 9 USN Cruiser, Baltimore. She does not have the option for any kind of aircraft. Consumables: Damage Control Party Repair Party Radar Module Upgrades: Six slots, standard USN Battleship options. Premium Camouflage: There are two versions of the Missouri's camouflage. Both provide a 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. The two colour schemes for the Missouri. One nearly matches the colour scheme of the premium camouflage of the Iowa. Firepower Primary Battery: Nine 406mm rifles in 3x3 turrets in an A-B-X configuration. B is stationed in a super firing position over top of A. These have a stock range of 23.4km. Secondary Battery: Twenty 127mm dual purpose rifles in 10x2 turrets along the sides of the ship. The American 406mm 50-calibers Mk7 rifles are interesting. They combine some of the hardest hitting shells at their tier with some of the worst gun dispersion. Yet, thanks to the combination of modules the American ships can take, the Missouri can potentially be the most accurate Battleship in the game at ranges around 12km, and on par with the IJN Battleships at about 18km but at the cost of her rate of fire. It's that 6th module slot which unlocks at tier 9 which is the culprit for this. Every other nation in the game gets a 7% dispersion reduction module for their 2nd slot (found at tier 5+) with Aiming Systems Modification 1. The American Battleships instead have a range boosting module. It's only with the 6th slot where the USN can reduce their dispersion. Artillery Plotting Room Modification 2 provides an 11% reduction to dispersion. However this comes at a price. The other module competing for everyone's attention in the 6th slot is Main Battery Modification 3 which provides a rate of fire increase. This forces USN players to choose between DPM and Accuracy. Player preference will largely dictate which setup they prefer. If a player chooses to accelerate her reload then the Missouri, like the Iowa, will have the best DPM of any of the tier 9 Battleships with her AP shells. At 13,500hp per citadel hit, these can quickly doom anyone rash enough to make themselves a target. I personally believe that the accelerated reload is the way to go though there's a firm argument to be made in favour of accuracy. There are two primary downsides to these guns. The first has been touched upon already. Their dispersion, unless properly mitigated, can be downright trollish. This is combined by a rather slow muzzle velocity for her shells of 762m/s with her AP rounds. They thankfully retain energy well due to their heavy mass but this still leads to a longer lead time than with the IJN guns, for example. The only other 'bad' point worth mentioning is that due to the overmatch mechanics, anything with 32mm of bow armour can tank the Missouri's guns and remains largely immune to her AP shells so long as they keep their prow pointed towards her. This includes all tier 8+ Battleships which can make for long, drawn out stalemates. The secondary gun batteries of the Missouri are regrettably forgettable. While deadly enough to a low health destroyer that strays within range, the Missouri doesn't put out the same fearsome volume of fire of the German or Japanese Battleships. While it's possible to specialize into their performance, this usually happens as a happy coincidence rather than a deliberate act, with skills such as Basic and Advanced Fire Training being taken primarily to boost her AA power rather than with an aim to increase her secondary potency. Summary: Versatile guns that can be specialized for either high DPM or high accuracy. Excellent range. Very hard hitting AP shell with excellent alpha strike potential. Struggles somewhat against angled enemy Battleships due to overmatch mechanics. Secondaries are adequate but weaker than her contemporaries With a range that can exceed 27km, the Missouri often finds herself engaging enemies from one extreme of the map to another. Without an accuracy modification, doing any damage at these distances is chancy at best. Like all Battleships, she really starts coming into her own at medium to close range, however her fragility makes getting this near to the enemy extremely risky. Sometimes the rewards are worth it. Maneuverability Top Speed: 33.0 knotsTurning Radius: 920mRudder Shift: 19.4s The Missouri has some very long legs. It's a shame she so seldom gets to flex them in the current high-tier meta. At 33 knots, the Missouri and Iowa are the fastest Battleships in the game, bar none. This should, in theory, allow her to dictate the range of any engagement with other Battleships while also allowing her to redeploy as needed. However, this straight line speed comes at a cost. Her handling is downright horrific with a 920m turning circle and a sluggish rudder shift to boot. So while you can navigate from point A to B with alacrity, you're not going to want to do so under fire as it will expose your Missouri to enemy artillery and torpedoes. Dodging the latter, never mind the former will be an extreme challenge. DurabilityHit Points: 78,300Maximum Protection: Up to 368mm + 38mm external citadel protection, 432mm turret faces, 439mm conning tower. Min Bow & Deck Armour: 32mm (immunity to 420mm rifles)Torpedo Damage Reduction: 25% The Missouri is much lauded for its improved forward protection with the reinforcements made to her transverse bulkheads. This beefs up her citadel protection to 368mm + 19mm at best or 297mm + 19mm at worst, depending on how high or low these forward penetration shells strike. The only ship that will severely be testing these forward bulkheads is the Yamato unless you over angle your Missouri. While this looks great on paper, it pays to look at the Missouri (and the Iowa-class overall) objectively where her durability is concerned. For people hoping that the Missouri would correct the errors in the Iowa citadel placement, don't hold your breath. It's still enormous. It's still extends well above the water line. She bow tanks decently, and that's about it. The buffs to her transverse bulkheads aside, the Missouri isn't the fixed Iowa-class some have been praying for. The German Battleships created a new standard for what "good" armour protection is back when they were introduced in the third quarter of this year. I hate to parrot my Iowa-review, but the Missouri doesn't have good protection. Her citadel is placed far too high in the water for that. If an enemy ship catches her broadside, you will take citadel damage -- it's almost a matter of course. Combined onto this, she has weak torpedo defenses with a paltry 1/4 reduction of torpedo strikes She also still has that enormous hole in her citadel protection directly to the rear, just beneath her #3 turret. In order to stay safe, the Missouri needs to bow tank -- keep all of her enemies directly in front of her. In this way, she can bounce an enormous level of punishment, forcing enemies to instead pick on her superstructure or switch over to high explosive fire in order to stack any reasonable form of damage. This isn't a trait unique to the Missouri or the Iowa-class as a whole. The Friedrich der Große is just as good at it, if not better with her improved deck armour around the turrets which can make even Battleship caliber HE explode for no damage. So what does this buff to the Missouri's transverse forward bulkhead mean, exactly? Well, it means it's a little harder for a Yamato to citadel you through the bow. It might occasionally come into play if you over angle and another battleship tries to bulls-eye your citadel from the front. I couldn't test this out in a training room to see for certain so pay close attention to this if you pick her up. Bow-tanking. It's not pretty. It's not historical. But it is effective. Concealment & Camouflage Surface Detection Range: 16.2km Air Detection Range: 14.2 km Minimum Surface Detection Range: 12.16km Concealment Penalty while Firing: +12.2km (vs 27.1km gun range) For a tier 9 Battleship, the Missouri has good concealment, particularly if she specializes into keeping herself undetectable by enemies. This allows her to finally make use of her speed and redeploy without nearly as much fear of having her citadel blown out the moment she's not presenting her bow towards her opponents. This all goes away the moment you fire her guns though, but that's to be expected with any Battleship. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 151 / 318 / 104 One of the most significant differences between the Missouri and the Iowa is her AA power. The Iowa has nineteen quad 40mm Bofors mounts while the Mighty Mo has twenty. The Iowa bests her with small caliber guns with thirty two dual-20mm Oerlikon mounts (for a total of 60 guns) to the twenty-nine single mounts found on the Missouri. It's these Oerlikon mounts which makes the difference giving the Iowa a 75dps advantage over the Mighty Mo up close. In practical terms? No CV player is going to want to get close to the Missouri when there are softer targets available, especially lower tiered carriers. Still, she shouldn't venture alone when there's an enterprising CV present. Midway and Hakuryu are more than capable of overwhelming even the formidable guns of the Missouri and ruining her day, especially with her general lack of agility to facilitate dodging a point blank drop. Nope.jpg. Try again, Hiryu. Overall Impressions Skill Floor:Simple/ Casual / Challenging / Difficult Skill Ceiling:Low/ Moderate / High / Extreme How patient are you? Patience and planning largely defines success in the Iowa-class and the Missouri is no different. Reckless aggression will get you sunk in a hurry. Being overly cautious may preserve your ship but it won't win you any battles as your guns keep idle for fear of reprisals. This is a challenging ship to do well in, largely because of her fragility and how the bow-tanking and passive meta found in high tier game play will make finding those juicy targets so much more difficult. When top tier, you carry the heavy burden of needing to punch at your weight class and do a lion's share of the damage, but the Missouri's fragility to being caught broadside makes finding those opportunities difficult. Much of what I said in my Iowa review holds true to the Missouri. She's not terribly forgiving. If you catch the enemy in a bad position, you will look like a total rockstar, farming enormous amounts of damage. But if you just opt to trade fire with wary opponents, your results will be very lackluster. The truly excellent Iowa players look for and create these opportunities to shine while the mediocre wait for those one off games which hand them great results. Mouse's Summary: Excellent guns. Her protection almost seems good enough until it isn't. Which is often. Turns like a pregnant Yak in a mud wallow. Very respectable AA power. Pees on the high-tier economy and laughs at everyone who struggles to afford their tier 10 boats like they were filthy peasants. I spent a lot of time in Co-Op with the Missouri trying to isolate her credit earning potential. I suppose I owe the few not-bot team mates a sincere apology for my lack of performance in said matches. The only way to reliably get a measure of just how much the Missouri earned compared to other premiums involved getting myself killed without doing anything of consequence. A half dozen matches in the Missouri and the same done in the Tirpitz, Atago and Mikhail Kutuzov helped pin down the value of the Missouri's credit income. I can say with confidence: She earns approximately 50% more credits than a tier 8 premium ship. This is before any expenses, of course. For repair costs, the Missouri will set you back 60,000 credits. Compare this to the Iowa with premium camouflage, which spends 96,000 credits to fix the ship and earns only half of what the Missouri does. In the days leading up to the Missouri's release, there's been a lot of talk about equivalents to the Missouri's earning potential. This naturally comes at a consequence of the very high cost of the Missouri. 750,000 free experience is nothing to sneeze at. If you weren't already sitting on a significant pile of free experience before the price was leaked, you weren't likely to see this as an affordable sum -- not without some herculean grinding tolerances. While ships like the Montana and Iowa can match the Missouri for experience gains, they cannot touch her where credit earning is concerned. Tier 8 premiums are comparable to her earnings but even they fall short. In terms of time spent to rewards earned, the Missouri will outpace the tier 8 premiums. You'll need to play 3 games in your Atago to equate 2 in the Missouri for income earned. For those players who feel perpetually strapped for credits, I cannot stress how liberating this ship will be for them once they own it. Bad games in Random Battles will net you 200,000 to 300,000 credits. Good games can score upwards of a million. Even Co-Op becomes economically feasible for grinding credits with the Missouri and a premium account. So long as you can earn a minimum of 250 to 300 base experience, you will make money (not much at that low experience, but a fair chunk at 500xp games or higher). Once you peel back all of this money talk, the Missouri is an Iowa-class at the end of the day. She can bow tank. She can spank enemies with her 406mm rifles just as well as the Wisconsin ever could. But the buff to her forward armour didn't solve the vulnerability problems inherent with the class. The Iowa-class has always been reasonably strong when bow tanking -- that's not where the problem was. It's that enormous, high-water citadel that causes so many issues for the ship and that's not corrected in the Missouri. If you were hoping for an improved Iowa, I'm sorry to disappoint, the Missouri is only an incremental improvement in that regard and not the big step forward some of us were hoping for. Link to the Q&A Regarding the Missouri from this Thread: http://forum.worldofwarships.com/index.php?/topic/106264-premium-ship-review-uss-missouri/page__st__80__pid__2604109#entry2604109 Cool stuff like this only happens when someone royally screws up. Would I Recommend? So let's talk about cost. The Missouri will set you back 750,000 free experience. This will make her largely inaccessible for non-veteran players in World of Warships and reflects a rather unique way of selling a premium ship. Theoretically, any player of World of Warships could earn her for free given enough time. Realistically and practically speaking, most players are going to end up spending some form of real-world money to facilitate acquiring this ship. There's some pretty ingenious suggestions out there, such as combining signal flags and premium camouflage onto an Anshan or tier 9+ tech tree ship with premium camouflage for maximum free-experience gains. For someone to pay for enough doubloons for the equivalent, the EU server has a bundle of 30,500 doubloons (500 more than needed) for €100 -- which is about $110 USD. Of course, said bundle isn't (currently) available on the NA server which means on this side of the pond, a player will be shelling out about $130 USD. For different players, this represents an obstacle of varying difficulty. Some will be able to throw that kind of quid at the ship without a second thought while others will see it as insurmountable. Few ships create such a change in the game experience as the Missouri, if only from trivializing credit earning. Let me be clear, it's not like the amount of credits she earns cannot be obtained by other means. She simply makes it easier and laughably so. Time is money, after all, and those with the Missouri will have time to spare. ForRandom Battle Grinding: I would absolutely recommend her for grinding. She is, hands down, the best USN training ship and credit earning ship in the game -- a fact that is unlikely to be challenged anytime soon. The only ship that comes close to her totals is the German Prinz Eugen for Captain Training, but the German ship doesn't come close to her credit earning potential. So if you want to earn bank and accelerate training up your Captains, the Missouri is a must have. For Competitive Gaming: Is the Iowa-class competitive? You'd be a fool to take her instead of the Friedrich der Große, IMO. But this whole question is sort of moot with there being a distinctive lack of tier 9 competitive game play. If it ever comes up? No, don't use your Missouri. Use the Friedrich instead. For Collectors: What's wrong with you? Yes, it's the Missouri. For Fun Factor: I don't like the current high-tier meta in Random Battles of World of Warships. So the Missouri wasn't fun for me. I prefer my action up close and personal and that's difficult to achieve in high tier games on the North American server. Most Battleships seem terrified of getting anywhere near the cap circles. Engagement ranges are usually up in the 18km vicinity. It's passive, dull and heart breaking. It involves waiting for one side to make a mistake and punishing those that try and make a move. Outfitting your Mighty Mo I'm totally cutting corners here and repeating what I said for the Iowa. When you're equipping your Missouri, there are two primary roles to consider. The first is whether or not you intend to fully specialize her as an AA-Ship or not. This is hardly an optimal build, but if you hate Carriers with a vengeance, it has its merits. If you decide against this, you can instead choose one of two gunship builds which focus on either accuracy or firepower. Recommended Modules If you are selecting an AA build, you want the following choices to best optimize your firepower. This will provide extra range and extra DPS off of your AA guns. In addition, this build also adds to your agility, reducing your rudder shift time. For your first slot, take Main Armaments Modification 1. Even if you're specializing for anti-aircraft firepower, you're still a Battleship and increasing your main battery survival should be near paramount. If you really hate detonations, you can alternatively take Magazine Modification 1. This will make the chances of it happening absolutely miniscule. For your second slot, take AA Guns Modifaction 2 to increase your AA range by 20% if you want to be a flak-boat. Otherwise, you should be taking Artillery Plotting Room Modification 1. This will boost your secondary range and accuracy by 5% and your main battery range by 16% which is huge. For your third slot, AA Guns Modification 3 is your next choice for an AA-ship. This will add an additional 25% to your AA power. If you're choosing to be a gunship, now you have the choice. If you want to go for rate of fire, take Main Battery Modification 3. If you want to go for accuracy, take Artillery Plotting Room Modification 2. All of the choices in the fourth slot are pretty terrible. At least Damage Control System Modification 1 will add 2% to your torpedo damage reduction, so take that one. You're again faced with a choice here for the fifth slot and each have their own merits. If you want to improve your rudder shift time, take Steering Gears Modification 2. If you would prefer to reduce the amount of damage you take from fires that are left to burn for their full duration, then Damage Control System Modification 2 is your best choice. And lastly, for your sixth slot, between the two options, Concealment Modification 1 is the better option for all builds. Recommended Consumables When it comes to premium consumables, it's easy just to splurge with the Missouri because of how many credits she tends to earn. The only players that need really concern themselves with their inherent costs would be those without a premium account looking to focus primarily on Co-Op. However, there are some that are just worth taking from a game play perspective. The premium version of both the Damage Control Party and Repair Party are both very important for mitigating damage in a Battleship. This reduces their reset timer considerably and it can (and will) save your ship on numerous occasions. Of less importance is taking a premium version of the Radar consumable. This will reduce the reset timer from three minutes down to two. I find the Radar on the Missouri to be highly situational. I went for a premium version, but to be honest, I seldom use it. Recommended Captain Skills Again, depending on whether or not you want to specialize as an anti-aircraft vessel or not will affect your Captain Skill choices. Optimally, you'll want to build towards specializing her for concealment and firepower, not for anti-aircraft duties. From tier 1, Basic Fire Training is your best choice. Basics of Survivability is a nice follow up after you've unlocked your 16th skill point. From tier 2, Expert Marksman is best. At tier 3 you've got a choice. Superintendent is nice for the extra charge of your Repair Party, but is only really worthwhile if you regularly find yourself going through all four charges that you have with the premium version of the consumable. Alternatively, Vigilance can assist with spotting torpedoes early which is of more importance on the Missouri without access to a float plane. Lastly, High Alert is handy for reducing the strain on your already taxed Damage Control Party. At tier 4 this is where you will differ between AA and gunship builds. For both builds, take Advanced Fire Training first. AA builds should follow up with Manual Targeting for AA Armament to make CV lives miserable. Lastly at tier 5, Concealment Expert is very handy for the Missouri. It gives her the opportunity to finally use her long legs and redeploy as needs be -- or simply fade from a gunfight she doesn't want to participate in anymore. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  3. Can literally be about anything, dockyards, events, new ships, etc, etc.
  4. immaBaconboi

    New Ship Ideas

    What new ship idea do you plan on having, could be anything you want
  5. SuperUnicumInBed

    Ship nicknames

    Hello fellow captains, In my most recent guide, I discussed about making another "guide" on nicknames for ships like "Furry Taco" (Furutaka) "Taco Banana" (Tachibana) "Lertbote" (Friesland) etc. I'm in the process of gathering data for the new "guide" and interested in wondering if any of you have a list of nicknames of ships. Feel free to post the list you have below.
  6. I mistakenly bought a Thunder by mistake. I thought I was applying a coupon but instead I was confirming a purchase. As a result I did not apply a coupon and I lost some steel. I have not used the ship so I am hoping you can roll back this purchase.
  7. After thousands (no kidding) of daily containers I finally got a ship. And what a ship!! Tier VI Erich Loewenhardt In all fairness to WG, I am not a fan of CV's but, since the rework, I have actually played them. I still encourage no subs...
  8. LittleWhiteMouse

    Premium Ship Review: HMAS Perth

    Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: The Facilitating Squid. Quick Summary: A shorter ranged, sneakier Leander-class Cruiser with HE shells and a weird smoke generator consumable. Patch & Date Written: 0.5.13.1, November 2nd & 3rd, 2016 Closest in-Game Contemporary: Leander,Tier 6 British Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The HMAS Perth was a modified version of the Leander-class cruiser. The primary difference was an improved propulsion system. In game, this is easy to see with the different funnel layout with the Perth having two to the Leander's one. Here's a quick summary on how the two ships vary: Hull: The Perth has an improved armour scheme but less overall hit points. Weapons: Perth has access to HE shells. While she has AP, her fuse timers and arming thresholds are nowhere near as forgiving as those found on British cruisers. Her ricochet angles are less generous. The Perth is also shorter ranged. AA Guns: Perth has a mid-war AA armament and lacks 40mm Bofors or Vickers pom-poms. She's quite vulnerable to aircraft attack. Agility: Perth has slightly faster rudder handling. Stealth: Perth is marginally stealthier with a 200m surface detection range advantage over the Leander. Fun Stuff: Perth's smoke generator is unique. PROs: Though she's based on a British cruiser, she has access to HE shells. She has a powerful torpedo armament, capable of doing nearly 62,000 damage per salvo. Torpedoes may fire individually. The Perth is wonderfully agile with a small turning circle of 640m and decent rudder shift time of 7.6s. Very wiggly. She has good concealment, starting with a 9.8km surface detection range with her camouflage. The Perth uses the British spotter aircraft consumable. This lasts for a full three minutes per charge as opposed to just 100s. Her Smoke Generator is active for 90s, generating smoke the entire time. This allows her to lay more smoke clouds than any other ship currently in the game. While the individual clouds don't last very long, this thing poops out smoke for days and allows her to remain mobile while staying concealed. CONs: She cannot be used to train British Captains. The HMAS Perth is the first of the Commonwealth ships which count as a separate nation. She's very squishy, with a small hit point total and insufficient armour to provide any kind of protection from large caliber (203mm+) shells from heavy cruisers or battleships, which can overmatch her bows and deck plating with their AP shells. The Perth does not have access to the special British AP shells. She uses normal fuses and detonators, making her AP perform more akin to standard cruiser guns. These are the same weapons as found on the HMS Belfast. Her HE performance is modest at best with only a 9% chance to start a fire per shell. Short ranged main battery at 12.8km. This makes engaging certain ship types exceedingly dangerous especially at close range. She is incapable of firing her main battery from concealment in open water, even when fully upgraded for stealth. She must make use of her consumables or terrain to be able to attack without being spotted. Her turret rotation speed is on the slow side at 7' per second. The Perth has a poor AA compliment and does not get access to Defensive Fire. Welcome to another Premium Ship Review -- the ever evolving series where the format subtly shifts and guest authors abound. Once again, Lert and NoZoupForYou join me in looking at this newest helping from the dry-docks of the Wargaming devs, the HMAS Perth. Lert will be providing his views in a versus series while Zoup summarizes the Pros and Cons above. Both gentleman offer their recommendations below too so you know you've got a more diverse set of opinions when basing your own decisions on whether to make your purchase. On with the show! The Lertbox Hello and welcome to yet another Lertbox portion in a LittleWhiteMouse review. I've long since given up trying to figure out why she keeps letting me do this, but here we are. Today we'll be talking about the HMAS Perth, a modified British Leander class light cruiser, sailing under the Australian flag. In this game, she's a premium ship for the newly introduced Commonwealth nationality. I will be writing a few short opinion pieces about how Perth compares to Cleveland, Molotov, Nurnberg and Belfast, which I believe to be a decent cross-section of direct competitors. Mouse has already written about how she compares to Leander herself. The Perth shares much in common with the Leander-class, at least superficially. But the manner in which you use her guns and smoke will largely define this new premium vessel. Options, Upgrades & Consumables The Perth doesn't have a lot of options, but she does have an interesting consumable. Her Smoke Generator is unique. It has an enormous up-time, continuing to create new smoke clouds for an astounding 90s. To put this in perspective, this is three times longer than the previous front runner, the American tier 10 Gearing-class Destroyer (30s) and four and a half times longer than standard destroyer smoke generators (20s). The downside to this smoke is that it each cloud she creates only lasts for a mere 10 seconds. This precludes anyone else from trying to park in her smoke while still allowing the Perth to use her consumable offensively. She can do this by cutting her speed down to 1/4 and walking slowly, generating new smoke as she moves. In this manner, she remains unseen for up to 100s which is consistent with most smoke screens. Thus the Perth has a very unique manner in which her consumable is used, allowing her to keep partially mobile. Very fun. In addition, she has access to the British Spotter Aircraft consumable. For any other nation, the normal duration for this consumable is 100s. The Perth's spotter aircraft lasts for 180s -- a full three minutes, just like those of the UK tech tree. Note that between her spotter aircraft (which allows her to fire from concealment in open water) and her smoke generator, the Perth can cycle offensive actions against enemy ships without being spotted. Proper management of these consumables is key to keep out of harm's way. Consumables: Damage Control Party Hydroacoustic Search Spotter Aircraft or Catapult Fighter Smoke Generator Module Upgrades: Four slots, standard cruiser options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Eight 152mm rifles in 4x2 turrets mounted in an A-B-X-Y superfiring configuration. Primary Battery Fields of Fire (AB & XY): Front: 294', 290' Rear: 294', 288' Secondary Battery: Eight 102mm rifles in 4x2 turrets amidships by the rear funnel. Torpedoes: Eight tubes in 2x4 launchers, one to each side. The Perth is armed with the same 152mm rifles -- and more importantly, the same ammunition as the HMS Belfast. While her gun handling is identical to that of the Leander with a 7' turret rotation speed, it's this difference in ammunition that's quite telling. The Perth does not have access to the "improved" armour piercing shells of the Royal Navy. She has a standard fuse-time, ricochet angles and detonator threshold rather than the more sensitive, deep-biting and fast-exploding shells found on the British Cruisers. You will see a lot of over-penetrations against lightly armoured targets with your AP shells in the Perth and ricochets when they strike at oblique angles. You're forced to make dynamic ammunition choices in the Perth depending on your targets. Like the Belfast, the Perth's HE shells are considered modest at best. While they're superior to the HE shells found on the 150mm rifles of the Nurnberg, they're far and away inferior to the six-inch shells found on the American Cleveland, Japanese Mogami, or the Soviet Budyonny, Shchors, Chapayev & Mikhail Kutuzov cruisers. The real downside to these shells is their low chance of setting fires for a cruiser-caliber shell at 9% per hit. Combined with a smaller number of rifles, the Perth isn't an ideal firebug. DPM values for tier 6 cruisers. The Perth isn't last! But she doesn't have the alpha strike capabilities of the other low-DPM cruisers. Where the Perth's main armament really hurts is their range. She comes with a 12.8km maximum reach which is downright punitive at tier 6. This creates a lot of problems for the ship and greatly reduces her survival chances when facing large capital ships. She has a reliance on two of her consumables to safely engage dangerous opponents: her Smoke Generator and her Spotter Aircraft. With her spotter, her range increases to a more manageable 15.36km. This will allow her to stealth-fire at targets from open water from ranges starting at 14.4km and as low as 13.4km with a 15pt Captain using Concealment Expert. But it's her smoke from which most of her damage can be safely inflicted. It does require a player to keep an eye on its active period and plan an extraction vector before the smoke wears off. Using these two properly can largely mitigate her range deficiency, but each can be countered and leave the Perth dead in the water. While her guns are on the lower scale of muzzle velocities, their short range ensures she's not penalized by very long lead times. Like the Belfast, her AP shells can penetrate up to 118mm of armour at 10km so pick your ammunition types accordingly based on what you're facing. Like the Leander, whatever perceived disparities of the Perth's main battery are propped up by her torpedo armament. The Perth has the same upgraded armament of the Leander with two quadruple launchers off each side, mounted just behind the rear funnel. Like British cruisers, the Perth may fire in a salvo or launch her torpedoes individually. With an 8.0km range and 61 knot top speed, these are wonderfully hard hitting fish at over 15,000 damage per. The only downside to them is their range is a little lacking. Making use of her torpedoes necessitates getting in "danger close" to the enemy. This increases the skill threshold needed to do well in the Perth, maybe beyond the level at which many players will be comfortable. The Perth sits inside a cap circle in the early minutes of a match, smoke deployed and steaming ahead at 1/4 speed. Her guns are hammering the approaching Red Team, lobbing high explosive shells onto the bows of Battleships and cruisers. The Perth can often find herself as a front runner -- taking position of caps and strategic locations to put early pressure on the enemy. Just make sure you have an escape plan in mind before engaging. Your smoke will only last so long. Rivals: vs Cleveland Cleveland boasts more hit-points, a higher RPM, better DPM, more range, a better armor scheme and a better hidden citadel. On the surface, Perth is really the underdog here, and that's how you should approach this theoretical duel. You're not entirely without options, though. Your float plane gives you a nice boost to your range, your smoke is very tactical and can give you an edge and your torpedoes force the Cleveland to stay at range. Both ships boast a similar top speed and agility but Cleveland has four additional guns with roughly the same ROF, and a better fire chance on her HE shells. You're not going to win a direct gunnery duel, but you can use your smoke to conceal yourself, while having your floatplane up to keep eyes on the Cleveland. If she starts getting too close, dissuade her with torpedoes, all the while keeping your fire up. A duel between a Cleveland and a Perth is not an easy fight for the Commonwealth ship, nor is it a foregone conclusion in the Cleveland's favor. Maneuverability Top Speed: 32.5 knotsTurning Radius: 640mRudder Shift: 7.6s She handles like a dream. Once you drop Steering Gears Modification 2 onto the Perth, her rudder shift time drops down to 6.1s. This gives her a destroyer-quality handling making her feel very responsive. She definitely a light cruiser when it comes to her agility -- nice and wiggly. It's easy to reverse course and throw off the aim of ships that are expecting you to move predictably. She also dances to torpedo beats like a champ. Speed wise, it's a bit more mixed. While not terrible, there's nothing impressive about her 32.5 knot top speed. However, unlike other cruisers, I found myself quite often sailing at 1/4 engine power to take full advantage of her smoke generators. Out in the open water, though, her 32.5 knot speed is nice but she's running up against fleet footed ships such as the Scharnhorst-class. While you can be more reactionary with her great handling, don't let yourself get run down by aggressive opponents. Rivals: vs Molotov Molotov has more powerful guns, higher range and a higher top speed, but is decidedly less agile and has a slightly weaker armor profile than Perth. Also, the Russian's torpedoes are short range self-defense ones, not even on the same level as the Australian's exploding fish. Plus, the Molotov does not get smoke, and is visible from much further. Approaching a Molotov requires patience and luck. Your AP will wreck a Molotov from the side, but be aware that she'll do the same to you if given half a chance. Fortunately, Molotov's 180mm AP is not quite big enough to overmatch your bow armor, so neither ship can lolpen the other. I am tempted to say 'Approach the Molotov', but with the Russian ship's far superior speed this is easier said than done. The best way to engage a Molotov is to approach using stealth, then use your torpedoes to funnel him into showing you his broadside, and smacking home a salvo or two of AP. Use your smoke to disengage the now wounded Russian or finish him off in a slugging match. While he has the bigger guns, you have the better agility and both ships have similar DPM so a slugging match tends to go to whoever manages to wound the other first. And as far as that is concerned, Perth holds some pretty strong aces with its concealment, torpedoes and smoke. DurabilityHit Points: 27,100 Citadel Protection: Up to 100mmBow & Deck Armour: Minimum of 13mm (immunity up to 180mm AP shells) There's no way really to sugar coat this: The Perth is really lacking in survability and protection. She's on the low side for her hit point totals for a tier 6 cruiser -- she sits just above the Nurnberg in second last place. But it's really her armour values which let her down. The Perth has 13mm of bow and deck armour. This is sufficient to protect her from Light Cruiser caliber AP fire. Shells up to (and including) 180mm will bounce when she angles but anything larger will easily overmatch her. While she does boast an impressive 100mm belt armour, it's a significant challenge to find ways to put this to work for you. Expect to take frequent module damage and to lose weapon mounts. In short: don't expect the armour of the Perth to hold up under fire. Her citadel, while on the smallish side, has a section that sticks up just over the water's surface which runs from beneath her first funnel to the aft superstructure. While this would be difficult to hammer at close ranges, shells with a slight arc (such as those from a Battleship shooting at 12km out) will easily slam home. This vulnerability becomes especially pronounced due to the short range of the Perth's weapon systems. Like the USS Atlanta, she has to get very close to deal damage -- close enough to be inside the optimal firing ranges of Battleship and Heavy Cruiser caliber guns. It's imperative, therefore, to make good use of her concealment values in conjunction with her consumables and agility to avoid damage. The Perth plays a dangerous game with a New York-class Battleship. Using the island, she approached within 4.0km of the American and crept out using smoke at 1/4 speed to unleash a point blank assault using high explosive shells and individually launched torpedoes. The fish of the Perth can deliver monstrous alpha-strikes, ideal for putting down unwary ships that get too close. Concealment & Camouflage Surface Detection Range: 10.1km Air Detection Range: 6.9km Minimum Surface Detection Range: 8.62km Concealment Penalty while Firing: +4.56km (vs 12.8km gun range) I'm of two minds about the Perth's concealment rating. It's so good, yet at the same time, it's not quite good enough. Right out of the box, the Perth has a 9.8km surface detection range with her premium camouflage. I rubbed my hands with glee when I saw this value and prepared myself to write a "Perth is overpowered" review (that changed when I saw her weapon ranges). The Perth is forever doomed to have a stealth rating that's on the cusp of excellence. She's sneaky enough to navigate from point A to B without being spotted, but she's not sneaky enough to engage enemy targets with her weapon systems without giving her position away. Perhaps I shouldn't be too critical. Ships like the Molotov would give up their left propeller shaft for this kind of stealth, but this lack of range really hurts the Perth and makes her challenging to play -- at least until you factor in her consumables. The gimmick of the Perth is her smoke generator, which is the complete opposite of the one found on the Belfast. The Belfast suffers from performance issues when it comes to her smoke, being able to (at best) create two clouds before her generators give up the ghost. These clouds will last for 103s, so it gives this higher tier British cruiser plenty of time to park her butt and pew pew to her heart's content. However, they're not going to provide significant cover for friendlies, nor are they going to be of much use in trying to escape. The Perth, by contrast, can create a maximum thirty-one clouds of smoke when moving at full speed with a signal flag to improve her engine performance. Individually, these clouds only last for 10s which makes them useless for parking inside. The Perth must keep moving while laying down smoke. So too must any friendly ship looking to take advantage of this. The values work out to the following: Forward Speeds 10 clouds @ 1/4 speed (8.1 knots). Maximum of 2 clouds active -- usually just 1. 18 clouds @ 1/2 speed (16.3 knots). Maximum of 3 clouds active -- usually just 2. 30 clouds @ 3/4 speed (24.3 knots). Maximum of 4 clouds active -- usually just 3. 30 clouds @ 4/4 speed (32.6 knots). Maximum of 4 clouds active -- usually just 3. 31 clouds @ 4/4 speed + signal (34.1 knots). Maximum of 4 clouds active -- usually just 3. The Perth herself cannot make more than 1/4 speed and remain hidden within her smoke. Any ships wishing to enjoy concealment with her have to be right up on her stern. Being more than a ship length back will mean that they may end up being detected intermittently as one cloud dissipates around them as each new cloud is laid down. It's possible for the Perth to provide smoke cover for larger ships by matching their speed as best she can and dropping smoke immediately in front while following their path. This will preclude her from taking advantage of her smoke herself if this requires her to move over 12.5 knots, but it's a tactic worth keeping in mind. Still, I would not expect most of her allies to appreciate the nuances of her smoke and I can foresee the Perth's smoke generator causing friendlies some grief as they try to take advantage of it only to have it disappear around them. Players of the Perth will need to communicate directly, "Make 1/4 speed and follow me close while I lay smoke" to ensure that their team gets the most out of their consumables. I must say I was disappointed to see that her premium camouflage was of the standard type found on tier 6+ ships. While I am hoping that this will be changed before release (and fed such information back to Wargaming), I am not holding my breath. The HMAS Perth counts as a Commonwealth ship and not a British ship, she's useless as a Captain Trainer. To this end, I would have preferred to see some additional effect found on the Perth's camouflage, such as the Anshan's bonus free-experience modifier or even a Captain Training bonus such as the one found on the German Prinz Eugen. Moving at full speed while deploying smoke, the Perth is able to provide concealment for this Gneisenau as she opens fire without the German Battleship having to slow down. Unlike destroyers, she can maintain this level of concealment for over a minute and a half. This can be up to four and a half times longer than normal smoke. This is much easier for a Battleship to remain within than trying to stop suddenly to take advantage of a cloud dropped in her path. With this setup, the Perth can still provide vision for the Gneisenau against enemy Battleships at range without worrying about being seen herself so long as she keeps her guns silent, while protecting her allied BB from return fire. Rivals: vs Nurnberg The German tier 6 cruiser is a DPM monster firing very fast shells with a very flat arc. She has a vicious set of torpedoes reaching only two km less than Perth's. In a straight-up duel, she'll pummel Perth and take home the win. She's about as fast as the Commonwealth ship too, and not that much less agile. Plus, she has a far better range on her guns. The only benefits you have is better concealment, longer range torpedoes, smoke and better agility. So how to fight a Nurnberg in a Perth? Use destroyer tactics. Use concealment. Use islands. Ambush her with your torpedoes. Use your hydroacoustic search to warn you of return torpedo fire. Harass her when she's distracted, then pop smoke sneak off into stealth when she turns her guns on you. Use your longer range torpedoes to funnel her, try to force her to make a mistake. Anti-Aircraft DefenseAA Battery Calibers: 102mm, 20mm, 12.7mmAA Umbrella Ranges: 5.0km, 2.0km, 1.2kmAA DPS per Aura: 38 / 7 / 11 Access to Defensive Fire: Not available. There's not a lot of good news here, but let's start with what's available. The Perth has the same dual-purpose 102mm rifles found on the other mid-to-high tier British cruisers. These have some rather nice teeth, being both long ranged (5.0km) and doing a fair amount of DPS per mount (9.5dps). These lack some of the hitting power found on other dual-purpose turrets, such as the American 127mm (15.17dps) or the German 128mm (12.36dps), but they'll do -- especially for a mid tier ship. Where the Perth is let down is the lack of decent medium-caliber AA guns to back this up. Most of the British cruisers will follow up on these 102mm rifles with 40mm Bofors which are a splendid anti-aircraft weapon. But the Perth does not get access to this or even the Vickers 2pdr pom-poms. So while the Perth can deal a good initial slap to enemy aircraft as they wander into range, her umbrella doesn't appreciably increase in damage the closer you get. Overall, this leaves her dangerously vulnerable to enemy aircraft -- particularly dive bombers. She's nimble enough to make attacks by torpedo planes difficult but there's little defense against well aimed dive bombers, especially from ships like the Saipan. Seeing eight Skyraiders angling against you is truly a frightening prospect in the Perth. Keep a wary eye to the skies. You don't have access to Defensive Fire to break up attacks. You're not likely to have a Float Plane Fighter to assist you. If you're caught out by yourself, you deserve what's coming. Rivals: The Belfast Notice how I didn't say 'versus' here, because a Perth versus a Belfast would not be a fair fight. However, many people will compare the two, as both are 'British' premiums, and both are light cruisers. Besides, they're only one tier apart. So on the surface of it they should be comparable, right? Here it's the consumables that define each ship's playstyle and role. Both are 'support ships', yes. But where Belfast is an exemplary destroyer hunter, Perth is less so. She doesn't have radar, limiting her use in that role. Her short gun range is balanced out by the long duration on her scout plane and her hydroacoustic is useful, but she simply doesn't have the tools to counter smoke that Belfast has. Where Belfast is more a ship that pushes aggressively in front of her team and spearheads the advance, Perth is best served escorting larger ships and lending her fire to theirs, giving concealment where necessary. The Perth's worst nightmare: Skyraider Dive Bombers from the USS Saipan. Struck by three bombs, she burns from bow to stern. The Perth has very little in the way of AA defense and enemy carriers should take full advantage of this. Overall Impressions Skill Floor: Simple/ Casual / Challenging / Difficult Skill Ceiling: Low/ Moderate / High / Extreme The HMAS Perth reminds me oh-so much of a French auto-loader from World of Tanks. For those not familiar, these vehicles have, instead of a steady rate of fire, an ammunition drum that allows them to dispense an enormous amount of damage in short order. They then have to suffer through a very long reload timer as the magazine gets replaced. During this time period, they are defenseless. Many players die in this interim, managing only to dispense the 4 to 6 rounds in their first drum before burning up in a greasy fireball. The Perth has a similar affliction. I'm convinced any player will be able to make decent use of her up to and including the duration of her active smoke generator. What will separate the successful players from the non-successful will be how they play the Perth during this cool down period when they have no smoke and the enemies want them dead. If they have over extended and didn't plan an extraction path, they'll be stuck with the 10,000 to 30,000 damage they managed while their smoke was up and then get sent back to port. Maybe they'll get a flag capture in. Maybe they'll take out an enemy destroyer or get lucky with their first drop of torpedoes. But it won't be consistent. For those that plan ahead, the sky becomes the limit. This is the real trick with this vessel. She has a rather high skill ceiling. She can be used to support friendlies so long as you're daring and sociable. Her torpedoes give her the chance to do some frightening damage against enemy capital ships and she's a very real threat to enemy destroyers. As the teams thin out, the Perth becomes more viable, especially if she's still got her consumables handy. Her stealth rating provides all sorts of advantages, allowing her to ninja caps and support friendlies without being spotted in return. Her smoke can allow her to dictate who gets seen and when. Finally there are her ammunition choices. Earning Witherer medals isn't beyond the scope of the Perth with clever use and combinations of her single-fire torpedoes and high explosive shells. The Lertbox Perth is an escort ship. Not a ship to fight others in a straight gun fight in. She doesn't have the super AP that Leander gets, she doesn't have the radar and volume of fire that Belfast gets, she doesn't have the raw DPM that Nurnberg gets or the alpha smash and speed that Molotov gets. What she does have are solid but unremarkable guns, solid but unremarkable speed, solid but unremarkable torpedoes and a very interesting smoke screen. If you're okay with letting other people have the limelight and supporting your team from the shadows, there are worse alternatives than Perth. But she's not a good ship for glory-hounds, and her carrying potential is limited. She's not a bad ship, just not a very remarkable one with big shiny features. Mouse's Summary: The Perth is a squid. She squirts all of the ink. She's a challenging ship to use to influence the game. While she can remain hidden, her offensive power is a bit lacking outside of her beautiful torpedoes barring recklessness on the part of the enemy. As a support ship, she can selflessly use her smoke to cover larger ships without them having to slow down for well over a minute. Coordinating with team mates is key. This can be quite powerful when used correctly but may be outside the scope of pick up matches in Random Battle games. The Perth is super squishy against anything outside of enemy destroyers and some light cruisers. You're not going to win duels if you trade blows. Let's get to the meat of the matter: The Perth is going to be a difficult ship to love -- which is weird, because I liked the Leander when I played her. While delighted to see the British Commonwealth represented in the game (and hoping this means the HMAS Australia and HMCS Haida are on the horizon) I am very frustrated to see that British Captains cannot be trained on this vessel. I held my breath and hoped to see some further motivator applied to her camouflage to make the Perth an immediate must-have such as bonus credit earning or experience gains -- you know, something to buff her appeal. There wasn't anything during testing. When I asked my contacts at Wargaming, they didn't believe that there would be any immediate alternative camouflages when she was released. So take that into consideration. Game play in the Perth didn't enamour me early on either. On the surface, the Perth doesn't have a lot of teeth. She only has the eight guns and that mediocre AP and HE fire from the Belfast. Well, maybe that's not fair: I do love her torpedoes. While they don't have the range or hitting power of the IJN, they are something nice and I really missed having those when I played the Belfast. Success in the Perth comes down to proper management of your consumables. Assuming you're using premium consumables (and you'll want to use premium consumables), you've got 1 minute and 40 seconds of concealment from smoke with a 2 minutes and 40 seconds of down time while it resets. Use this time to open up the range and then activate your spotter aircraft. This will provide you with 3 minutes to continue dropping shots on target. Wiggle your tush to dodge any return fire if you can't get out to stealth range. Once this cools off, you'll be once again ready to use smoke for another minute and 40 seconds worth of killing. Your plane will be back online in 4 minutes. So you'll want to yo-yo between medium-close to medium-long range to take advantage of your consumables and keep your weapon systems active while avoiding reprisals. It's kind of a fun dance to do when you're doing it right. But misstep and everything goes to poop. The Perth isn't like the HMS Belfast where you're absolutely dominant against one particular class. She's not as good of a destroyer hunter, though she is capable enough in the right hands. She's certainly got sufficient DPM to put the hurt on any underage ship that lets her within 7km. But like the Belfast, the Perth really begins to struggle when facing other light cruisers or heavier ships. Then it becomes absolutely necessary to properly cycle smoke, especially if you can't get off an ambush with your fish. Where she really shines is when you can coordinate with one of your team mates, preferably in another cruiser and let them make use of your smoke while you do the same. A simple message like, "My smoke's ready. Slow to 1/4 and keep within 0.5km of my stern," is usually enough to allow another player to take full advantage. Teamwork is OP in World of Warships after all. So what's all this mean? Is the Perth a bad ship? Well, no. She can perform. She can support. You're just going to have to work harder at it than say, the Molotov or Belfast. She's not going to be an easy ship to recommend though. One of the neat side effects of the Perth's smoke is that it ships begin sailing in close formation to take advantage of it. This ends up looking really cool. Here, the Perth leads a Fiji-class cruiser as they engage enemy Battleships without being spotted in return. Would I Recommend? The Perth is a difficult ship to recommend because it's pretty unforgiving. I maintain that anyone should be able to do some damage, maybe even sink a ship on occasion in her so long as they use their smoke consumable properly. She's going to frustrate a lot of opponents who don't anticipate her continuing to move when her smoke is laid down instead of puffing a couple of clouds and parking stationary within it. How players manage the transition between smoke clouds with largely determine their success rate. Those who like the Leander will probably enjoy the different take on the same class that is the Perth. I had a great time testing this ship. ForRandom Battle Grinding: Mouse: Eh, no. First and foremost, the Perth cannot be used as a trainer short of her own dedicated Captain. There are no other Commonwealth ships. In addition, she's premium consumable-hungry. I can't stress enough the importance of taking at least two, maybe even all four slots as premium versions, so this will eat into her credit earning potential. So for credit earning and captain training, she gets two strikes.When it comes to earning experience or completing missions, my feelings are mixed. My damage totals usually sat between 40,000 and 90,000 in the Perth. I only managed a single 2000+ base experience game, with most sitting between 1,100 and 1,300 on a win. This often wasn't enough to top the team roster on the results screen. To be fair, I did win far more than I lost. Still, I would pass on her specifically for those interested in finding a ship to grind for experience, training, credits, signals or mission rewards. Lert: No. There are other ships out there with better characteristics for grinding. She can't train British captains, her credit earning potential is on par with other tier 6 ships and she doesn't earn more XP than them either. Zoup: For me, I can't imagine myself using this ship too often in battles. In many ways, its quite similar to the Atlanta. Sadly, its not a lower tiered version of the Atlanta because it lacks the fire-starting capabilities of the Atlanta, along with the rate of fire. I enjoy the Atlanta despite its shortcomings and lack of range. The lack of range for the Perth hinders it significantly, in my opinion and at Tier 6, the Molotov offers a much better premium option than the Perth. For Competitive Gaming: Mouse: Let me be honest: there are better ships for this. She doesn't have great hitting power short of taking advantage of the bumbling incompetence of your enemies. And while the Perth can be used as a support vessel, it's of a very limited fashion. She'll be forever vulnerable to dive bombers and she's super squishy. Her smoke, while amazing, kind of makes her a one-trick pony. You have to risk a lot to get the Perth to perform and any competitive team will punish you for the slightest misstep.Lert: I would say no. Her mediocre speed, low gun range and lack of primary firepower hold her back in a way that a decent set of torpedoes and interesting smoke can't really balance out. Zoup: I could possibly see the Perth being used in competitive gaming as a high risk high reward ship for capturing points. It's torpedoes have the range to provide denial of swaths of sea and if DDs wander to close, it will give them a bad day. The problem is once its spotted, if any large ships focus fire, the Perth won't last long. Highly skilled players will likely make use of the Perth in ranked, but I doubt it will be a go-to ship. For Collectors: Mouse: Hells yeah. Commonwealth represent! Lert: It's the first Commonwealth ship in the game, and worth nabbing for that reason alone. Time wil tell what other Commonwealth ships will eventually make it into the game. She's also a storied ship, having fought at Java Sea and survived, only to be torpedoed and sunk at Sunda Strait. Zoup: I think the ship is collectable. It's the first Aussie ship in the game and has a very noted history to it. With that, it meets the criteria for a collector ship. There is a market for it. More so than some of the previous premiums, like the Lo Yang. Though popular, I doubt the Lo Yang was purchased for its service history. So yes, I think the Perth will be collected. For Fun Factor: Mouse: I really had a lot of fun in this ship. I think it was because it prompted some of my team mates to work in close support with one another to make use of her wonky smoke. But that stayed with me. There was also the fun of using torpedoes and fires to really put the hurt on enemies. Yeah, it was a blast. Of course, I do like the Atlanta, so take this recommendation with a grain of salt. If you enjoyed the Leander? The Perth will suit you. If you didn't? Best to steer clear. Lert: Maybe? She's a support ship, not a glory-hound. She does a thankless job, and is adequate at it. If this is something that appeals to you, then yes. Perth won't let you down. Zoup: Meh. It's not great, but it's not bad. It can be fun, but it's not always fun. It's nice having a lot of smoke, and you can shred ships that get too close. However, it works both ways, and ships will shred you as well. Like I mentioned earlier, this is a risk and reward ship. You have to be deliberate. If you are playing too deliberate, you aren't having as much fun as you could be. The Leander with the Perth off her rear port quarter. These two ships share many similar characteristics but the differences in their ammunition is the most telling. They work very well in support of one another, shortening the window in which they have no cover from smoke. Outfitting your Perth Recommended Modules The Perth has four module upgrade slots. Given her poor AA values, there's not much point in trying to prop it up. This leaves a single, optimal build for the Perth. For your first slot, Main Armaments Modification 1 is your best choice. From experience, I can say that she loses weapon mounts frequently. I had my torpedo tubes destroyed several times and my guns temporarily knocked out regularly. Alternatively, if you're horrified by the possibility of being detonated, Magazine Modification 1 will help you considerably. I was not detonated in my test games with the Perth but you never know... For the second slot, Aiming Systems Modification 1 provides its usual benefits. This is less useful on a cruiser than a Battleship, however. A good alternative is Main Battery Modification 2. This accelerates her turret rotation by almost a full degree per second at the cost of her reload speed. As the Perth will be throwing herself about often in order to dodge fire, this can help keep guns on target. For your third slot, as ever, Damage Control System Modification 1 is the only really vaguely decent one. Hint-hint, Wargaming. For the fourth slot, take Steering Gears Modification 2. This will improve your rudder shift time from 7.6s down to 6.1s. As the Perth is rarely (if ever) stationary, this depreciates the value of Propulsion Modification 2 so I would avoid it. Recommended ConsumablesThe Perth can be a very premium-consumable hungry vessel. The merits of taking a premium Damage Control Party are pretty self evident. You don't have a lot of hit points to spare and even a single fire can eat away at far too much of that precious health (especially if there are dive bombers hunting you). Taking a premium version of her Smoke Generator is also a pretty obvious move. This increases the charges from 2 to 3. More importantly, this reduces the reset timer from 4 minutes down to 2 minutes and 40 seconds, which is huge.Of the other two consumables, it's a little more open ended. To keep the Perth's guns singing at range, it may be worthwhile upgrading her Spotter Aircraft to reduce the reset timer from a punitive 6 minutes down to 4. This will allow you to easily use it three times within a match as opposed to just twice. On most other ships I couldn't recommend this with a straight face, but on the Perth? It's quite valuable. I would avoid taking a Float Plane Fighter of any description. You'll need the extra range well over the small boost to AA defense the fighter might provide. Lastly, there's Hydroacoustic Search. This is a very situational consumable so you can probably afford just the standard version if you find your credit costs are running high. The premium version reduces the reset timer from 3 minutes down to 2 minutes. Recommended Captain Skills The choices for the Perth's Captain Skills are fairly straightforward. As she's the only ship within her own nationality (go, Commonwealth!), you don't have to worry about these skills pairing up nicely for an alternate vessel. From the first tier, it's actually difficult to recommend Basic Fire Training because of her poor AA values. Still, this does provide a little bit of help and it's certainly the strongest choice at this tier. This will provide a boost to her secondaries too and the Perth does end up in sub 5km fights often enough. From the second tier, both Expert Marksman and Last Stand have a lot of value. The latter is obvious enough -- your engine and steering gears are almost as vulnerable in the Perth as they would be in a destroyer. The former provides a 10% boost to your turret rotation speed, changing a 180' rotation from 25.7s down to 23.4s. This really helps given how much you'll be throwing the ship about. If you've taken Main Battery Modification 2, this will combine to reduce her turret rotation to 20.6s for a 180' turn or 8.74' per second. From tier three, grab Superintendent right away. This provides an extra charge of your Smoke Generator. Note that you should keep an eye on your play style before taking this skill. If you're using the premium consumable already and not running out on your matches, then there's no point on taking this. Alternatively, Vigilance is a great skill for helping spot torpedoes early. At tier four, Demolition Expert is wonderful. This will increase your chances to start fires from 9% to 12% per shell. Beauty! And finally, at tier 5, Concealment Expert is the most valuable. This will reduce your surface detection range from 9.8km down to 8.6km. Keep in mind this will not allow you to stealth fire either your torpedoes or your main battery from open water. Alternatively, Jack of All Trades is interesting because it reduces the reset timer on your Smoke Generator, from 2 minutes and 40s with premium to 2 minutes and 16 seconds. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide A special thank you to NikoPower for providing access to the Perth, PigeonofWar for answering my questions and to Lert and Zoup for their contributions to the article. Also, a big thanks for the support offered by KJar, Argh_My_Liver, EroSun, MagisterAurelius and "Large Handsome Dog" (you know who you are). They helped keep me sane while trucking through the writing process. Lastly, a very special thanks to AfroSquirrel for that one game we ended up together in testing that was super fun to play.
  9. This is really funny I was playing in public test and decided to select a random container for fun and got a super container. I opened it and I got a PREMIUM SHIP This has never happened to me, and I was even more suprised with what ship it gave me the tier 9, Nuestrashimy my my my, what a lucky drop, I basically pissed my pants in excitement and laughter. From what I heard, she was a steel ship and a very rare ship in game. Only seen one twice in battle I believe, and now I got one except she’s on my public test account, so my question is, do premium ships you earn on a public test transfer to your other regular account, cause that would be fun
  10. LittleWhiteMouse

    Premium Ship PREVIEW: HMS Hood

    The following is a PREVIEW of the upcoming release of Hood, a ship Wargaming very kindly provided me. This is the second version of the ship seen during testing and her stats are current as of May 15th, 2017. However, the statistics and performance discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. Error 404: Detonation joke not found. Quick Summary: A large, very fast, if under armed battleship with curious AA mechanics.Cost: Undisclosed at this time.Patch and Date Written: 0.6.4 to 0.6.4.1. April 22nd, 2017 to May 15th, 2017. Closest in-Game Contemporary Kongo, tier 5 Japanese BattleshipDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Are you as surprises as I am that Warspite isn't listed here? Hood reminds me very much of some of the early days of playing Kongo, when she was one of only two tier 5 battleships. Hood, like Kongo, has speed but not the firepower. She has good protection when angled but she falls apart when she's caught out of position. When top tier, she's a great ship. When she's not, she feels lackluster -- more so than some other battleships. PROs Excellent fire angles on her main battery. Guns are very accurate at all ranges with tight horizontal and vertical dispersion and 1.8 sigma. Improved fuse timers and better auto-ricochet angles makes her well suited to damaging even evasive cruisers. Very fast with a top speed of 32.0 knots. Good rudder shift time of 13.4s. Deceptively agile for her size with a turning rate of over 4º per second. She's the first Battleship with a (albeit limited) Defensive Fire consumable. Possesses an improved version of the Repair Party consumable, queuing up to 60% of penetration damage received. CONs Hood is a very large target with an enormous citadel. Small main armament of eight 381mm rifles leading to poor penetration, alpha strike and DPM. Small and poorly positioned secondary gun battery with limited arcs of fire. Defensive Fire consumable only affects her Anti-Aircraft Rockets. Rocket AA mounts are incredibly fragile and small in number with only 200hp each and are easily knocked out by single HE hits. No Royal Navy Battleships to train Captains for (yet). Where did the last month go? Hood has had a long development cycle -- at least it's felt very long because of all of that testing I was doing. I haven't spent this much time, energy and focus on a single review since Saipan. The ship had two major iterations during the testing period and rather than release one for each, I've held off on publishing while I waited for the ship to finalize. Instead, I spent time trying to learn everything I could about the ship, including testing her shell dispersion patterns, acceleration rates and even the vulnerability of her citadel and magazines. Despite holding off as long as I have, Hood still isn't finalized. Changes may still be coming, but on the eve of her release, I am pulling the trigger to give you all a glimpse of the ship that was. I present the Mighty Hood. OptionsHMS Hood is the first Battleship to have access to the Defensive Fire consumable. This version of Defensive Fire is special, affecting only her short-ranged Anti-Aircraft Rocket mounts to a pronounced degree, lasts 60s and comes with three charges standard. In addition, Hood has a special Repair Party consumable. It may heal up to 60% of all penetration damage done by all sources instead of just 50%, similar to that of HMS Warspite. It still only recovers a maximum of 14% of Hood's HP over 28 seconds like normal battleships, unlike Warspite which recovers 16.8% per charge. Consumables: Damage Control Party Repair Party Defensive Fire Module Upgrades: Four slots, standard British Battleship options Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. During the Hunt the Bismarck campaign, two additional camouflage patterns will become available through completing Mission #6. The exact bonuses they provide were not disclosed by the time this was published. For upgrades, Hood should equip the following modules: In her first slot, take Main Armaments Modification 1. You're going to take a lot of hits in Hood and because of the aggressive angles you'll be taking, many of them will strike your forward turrets and barbettes. This will help keep your guns in action against such punishment. If you're planning on specializing her anti-aircraft armament, you should consider Auxiliary Armaments Modification 1 to increase the survivability of your rocket-mounts. In the second slot, you have two interesting choices. Optimally, taking Aiming Systems Modification 1 is best. This will tighten her shell groupings, especially at range, while simultaneously providing a slight increase to the range of her secondary gun batteries. Alternatively, you can seek to maximize her AA power by taking AA Guns Modification 2. This latter choice will not make her a threat to enemy aircraft carriers but it will provide some functionality with her Defensive Fire consumable but only if paired with Advanced Fire Training, so keep this in mind. In your third slot, Damage Control System Modification 1 is your best choice. This will increase her torpedo damage reduction from 16% to 18% And in your last slot, you have a choice of either Steering Gears Modification 2 or Damage Control System Modification 2. Take the latter if you're afraid of fire, though she's not any more flammable than other tier 7 Battleships. Firepower Primary Battery: Eight 381mm rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Fourteen 102mm rifles in 7x2 turrets with three down each side behind the funnels and the last mounted rearward on the center line. Let's start with the bad news: Hood doesn't have very good weapon systems. Her main battery lacks penetration and her secondaries are horribly placed. These elements really hold the ship back from being truly excellent. Hood has fewer secondary guns than Colorado and they're largely placed towards the rear half of the ship..This creates large blind spots forward preventing them from being brought to bear when on the attack until a target is 35º off her bow. More often than not you will only have one or two turrets firing at most. While they may pick up the occasional low-health kill, it would be a serious mistake to rely upon these weapons or the specialize into improving their performance. Hood's 381mm/42 MkII guns superficially resemble those off Warspite. In fact, looking at their stats in port, you would have a hard time finding much in the way of difference between the two ship's guns beyond range and rate of rotation. It's within her hidden stats, namely shell normalization, AP fuse timers and penetration that Hood steps further away from Warspite. Hood's penetration values are bad. To compensate for this, Wargaming made Hood better at avoiding ricochets and damaging lightly armoured targets. The exact changes are as follows: Hood shells auto-ricochet at 67.5º instead of 60º like Warspite. With the notable exception of Hood, all Battleship shells that do not overmatch the thickness of armour will auto-ricochet if they strike a shell angled less than 30º to the horizontal regardless of the relative penetration power of a given shell. This value is common in most warships in the game with a few notable exceptions -- the most common being the high tier American Heavy Cruisers. Hood's shells will not auto-ricochet unless they strike at an acute angle of less than 22.5º to the horizontal. This is designed to make Hood more likely to penetrate vessels taking an aggressive bow-on attack posture and to ensure she has fewer shells that careen off of funny angles of turret faces and the like. Note, that this does not provide any bonus value to penetration or normalization. An armour plate at the acute angle of 31º to the horizontal effectively doubles its relative thickness so while a shell might not ricochet from the angle of impact, it may still shatter against the relative thickness of the plate it encounters from a lack of penetration power. Hood has faster fuse-timers at 0.015s instead of Warspite's 0.033s. An AP shell's fuse arms by passing through a sufficiently thick piece of steel plate or striking a structural divide between ships sections. After a small delay, the shell detonates. For most ships with 330mm guns and larger, this fuse delay is set at 0.033s while those of a smaller caliber have 0.01s delay. The shortened delay timer makes it more likely that her shells will explode inside a target -- particularly narrower sections of a ship, such as the extremities battleships or the broadside of light cruisers at close range. However, the fuses still only arm when they strike thick enough metal so this doesn't guarantee that they will penetrate soft skinned ships like destroyers and French cruisers. Hood's fuses need to strike a plate 64mm thick (or a structural divide) in order to arm. Striking at the maximum angle, Hood would need to hit a minimum 25mm steel plate in order to arm in this manner, so it's still very possible to see over penetrations from a broad range of targets. Hood's accuracy is slightly worse than Warspite's with 1.8 sigma instead of 2.0 sigma. While Hood's shell grouping aren't as tight as those of Warspite, she's still a Royal Navy Battleship which brings an accuracy perk. These vessels have some of the tightest horizontal and vertical dispersion in among the current dreadnoughts. Due to the lower shell velocity of her 381mm guns, the overall dispersion area per shot is comparably less than that to any other nation. This does mean that you can drop some rather accurate shells on unsuspecting targets. Aim well and pick your targets right and Hood can still perform. Without a target lock, the shell dispersion patterns seen here are roughly double what would be seen when firing at enemy ships. There is approximately 350m between nav buoys. Shells are traveling from right to left. Hood has approximately 7% worse penetration than Warspite at all ranges. It's the drop in penetration power that's telling and largely dictates why her guns have sub-standard performance. She has less penetration power at 10km than Gneisenau has at 15km. Due to her lower shell velocity, her volleys come in at a higher angle than other battleships which further increases the relative thickness of plate against which it strikes. Thus even armour you might assume Hood possesses enough raw penetration to best can end up shattering her shells. At ranges greater than 12km, you can't expect Hood to reliably penetrate the belt armour of any enemy battleship you come across. Instead, aim a little higher and try and hammer the upper hull or superstructure. Looking back at port values, two statistics should stand out: range and gun rotation. On paper, Hood has the second lowest range of any of the tier 7 Battleships, though it pays to keep in mind that Colorado can boost her reach from 17.1km up to 19.9km with her Artillery Plotting Room 1 upgrade. Unfortunately for Hood, she doesn't have access to the same. Hood's 18.6km reach will often feel insufficient, especially when she gets up-tiered. Unlike Warspite, she doesn't have access to a Spotter Aircraft to temporarily boost her range, functionally giving her less maximum range than her tier 6 cousin. All of Hood's main battery drawbacks could be done away with if she was a good brawler. Her penetration woes would fall away. Range wouldn't be an issue. This would really exemplify the strengths of her improved auto-ricochet angles and the decreased shell fuse timer. In truth, she does have some qualities that would make her a good medium to short range brawler, such as her agility and protection scheme (see below for more on that). On top of this, her gun angles are excellent. Her #4 turret can engage enemies 30º off her bow and her #3 can do so with enemies at 31º. If only she had decent secondaries or working torpedo launchers to back them up. So while Hood has arguably the worst guns (both primary and secondary) at her tier, they're not without their merits. While their performance will not do players any favours, proper target selection and aim can go a long way towards mitigating their drawbacks. What about her gun Rotation? At the time of writing this, HMS Hood had a 3º per second main battery rotation speed -- 60s for 180º turn which is pretty terrible. Unconfirmed rumours had mentioned that Hood's turret rotation would be buffed up to 5º per second before release. I don't like to write my reviews based on rumours, especially not ones Wargaming themselves cannot confirm or deny. As it stands, with her original traverse rate, this is another drawback to her weapons, albeit a minor one. Her excellent firing arcs makes it very easy to mitigate this issue by locking the rear turrets in an 'over the shoulder' position and just apply small touches of rudder to unmask them before slipping back into a more aggressive, not-quite bow on stance to emphasize the strengths of her armour once more. Should Hood receive this turret rotation buff, this would give her some of the fastest turning turrets among Battleships in the game -- just behind the quick turning rates of Friedrich der Große and on par with the likes of Bismarck and Dunkerque. This will again bring up the question of brawling with Hood and ... while possible, it's still a very dangerous game to play, especially without good backup weaponry in the form of torpedoes or awesome secondaries. Still, it might be the play to make in select circumstances, but I wouldn't rely on it. Summary: The gimmicks of shortened fuses and improved auto-ricochet angles are nice and all, but they don't prop up what are ultimately the weakest guns at their tier. Hood is under-armed with low DPM, low penetration and low range. Her secondary's suck moose balls. Her accuracy is good, though, being as good as (or better) than some of the 2.0 sigma warships at her tier grace of the tighter British dispersion. Manoeuvrability Top Speed: 32.0 knotsTurning Radius: 910mRudder Shift: 13.4s Turn Rate: 4.08º per second HMS Hood's agility is a story of contrasts. She's very fast, but she takes a long time to get up to speed. She has an enormous turning circle, yet she can change her heading very quickly for a ship of her size. It's all too easy to dismiss Hood's handling as "bad" -- especially with her turning circle of 910m. This is the worst at her tier, and by a significant margin. While it's true that requires a lot of room to turn around, the rate at which she does turn is surprisingly fast for her size. Hood manages just shy of 4.1º per second in a turn grace of her high speed. This is well ahead of Nagato (3.7º per second) however it falls short of all of the other tier 7 battleships. This still puts her ahead of ships with smaller turning circles, like North Carolina and Arizona. So while Hood's ability to turn isn't "good", it's not terrible either. She'll surprise many opponents with how quickly she changes her heading or how aptly she can wiggle and dodge. Her rudder shift time can be dropped down to a mere 10.7s which only adds to her responsiveness. The only downside to this agility is that during play testing, she was out turning her turrets and by quite a bit. If Hood has a real shortfall it's in her acceleration. Compared to her closest contemporary, Gneisenau, she's slower in the turn (23.9 knots versus 24.1 knots) and she takes longer to accelerate to full speed from a dead stop (73s versus 65s). The difference between the two in manoeuvres is more telling -- Gneisenau recovers from deceleration faster, reaching her full speed again within 30s while Hood needs 35s. This can limit Hood's ability to dictate engagement ranges unless she sails in a straight line. Indeed, the strength of her high top speed -- as fast as or faster than any other Battleship she'll encounter short of the Iowa-class -- is predicated by sailing on a straight line course. Pray there are no torpedo armed destroyers able to draw a bead on her. If there's room to pull this off, she can effectively kite opponents that attempt to give chase. Even destroyers (particularly the slower IJN Destroyers) will struggle to keep pace with Hood when she has a mind of opening up the distance. This has the added benefit of pointing her badly positioned secondaries at whatever is pursuing her. On the attack, Hood can dominate slower Battleships and unwary cruisers, using her speed and handling to bow in, angle against incoming fire and close into her own optimal firing range while. Cruisers cannot comfortably outpace her without sailing in a straight line and Hood will punish them for moving predictably. In the latter stages of a match, Hood can really make all of the difference, with her high speed allowing her to power from one flank to the other and address the needs of her team mates. This even makes up for some of the disparity of her range. High speed should never be discounted -- it's an incredibly powerful asset. Finally, Hood's manoeuvrability combines with her excellent firing arcs of her guns and her fast rudder shift. It's quite easy to keep the ship heavily angled, touch the rudder to unmask turrets 3 and 4, fire and then touch the rudder back to return to a defensive stance. When she elects to take a brawling stance, her speed and handling doesn't let her down. Om nom nom, Atlanta. Hood has the speed to chase down many cruisers, especially if they don't turn tail and run flat out. DurabilityHit Points: 67,700Maximum Protection: 25mm + 305mm + 40mm Min Bow & Deck Armour: 25mmTorpedo Damage Reduction: 16% Hood's reputation for fragility precedes her, so it may be a bit of a tough sell for me to declare that she's rather well protected. There's some obvious points to get out of the way -- she's not German so her citadel can be penetrated. She's also tier 7 and not tier 8, so this hamstrings her with her tier mate's 25mm bow and stern armour which can be overmatched by 380mm guns or larger. But overall, she's not an especially fragile battleship. Hood's citadel protection over her machine spaces is comparable to Nagato's, but she rides much lower in the water. This fully immerses her citadel beneath the waterline, which is an immediate plus. The downside is that this also immerses most of her belt armour, leaving only a bacon-thin stripe over the water's surface. Without angling, the large slab sides of the ship are vulnerable to letting in AP penetrations from even cruiser-caliber guns, so be careful about giving up her flanks. Her armour scheme works best at medium to close ranges where she can turn in against incoming firepower. Like all ships with turtlebacks, Hood has to be especially wary of long range fire. Most of the citadel damage I've taken has come from long range shell strikes from distances greater than 15km. Giving up your flush broadside is also asking to have your machine spaces blown out. Her vulnerabilities lie primarily with her turrets and barbettes which aren't as well protected as her contemporaries, leaving them vulnerable to direct fire. It's quite common for these guns to get temporarily disabled, so Main Armaments Modification 1 is a sound investment. Preventative Maintenance on your ship's Commander wouldn't be remiss either. It's against high explosive fire that Hood is surprisingly adept. She shares the usual vulnerabilities of her superstructure to all gun calibers and her bows and stern can be easily damaged by 152mm guns or larger. However, like the German Battleships Scharnhorst and Gneisenau, amidships, her deck is too thick for even heavy cruiser HE shells to damage. Similarly, above her armoured belt, her plate never gets thin enough for high explosive to damage either, being immune to everything up to and including Battleship caliber HE shells. Hood is highly vulnerable to torpedoes, however. Her long keel presents an ideal target for broadside spreads. Her propensity to want to sail in straight lines to maximize speed can set her up for disaster, so keeping a wary eye on the minimap is necessary to avoid unwelcome surprises. Concealment & Camouflage Base Surface Detection Range: 16.2km Air Detection Range: 13.9 km Minimum Surface Detection Range: 13.5km Main Battery Range: 18.6km Hood is a large ship and she understandably has a rather large surface detection range. It's perhaps a surprise that it's not the worst at her tier. She sits comfortably in the middle -- outdone by 500m when compared to the commerce raiders Scharnhorst and Gneisenau but ahead of Colorado by the same margin and with nearly a full kilometer's advantage over Nagato. This happy middle ground evaporates when her aerial detection is concerned -- she has the largest surface detection by a large margin. You're not sneaking up on anything in Hood. Even if you specialize in concealment, you're still going to be sniffed out from the air at a range of 11.9km and from the surface at 13.5km. This can put a real hurt on her efforts to take up flanking positions, as she's more visible than most of the American and German Battleships (especially when they're higher tier and rigged for concealment) and she stands little chance of catching a cruiser off guard. What really hurts Hood's concealment is that without allies, she has to do her own spotting. She has no access to Hydro, Radar or some kind of catapult aircraft to give her early warning about another ship's approach through concealment or obstacles. So not only is a she a big ship, she's also a blind big ship. Destroyers can approach her confident that she won't spot them early and that her secondaries are ill placed to fend them off. This allows Hood to be out played by another ship that can control vision. Were it not for Hood's speed, she might be surrendering all initiative to the enemy because of this deficit. I ran lots (and lots, and lots) of tests of Hood's anti-aircraft ability, both against bots and against volunteers like Lert. The more heavily specialized she became, the more more brutal her AA power became under the Defensive Fire consumable. It's almost meme-worthy, but don't swallow the hype wholesale. Anti-Aircraft Defense AA Battery Calibers: 178mm / 102mm / 40mm / 12.7mmAA Umbrella Ranges: 1.5km / 5.0km / 2.5km / 1.2kmAA DPS per Aura: 50 / 56 / 69 / 8 Much ado will be made about HMS Hood's anti-aircraft defenses. Let's get this out of the way before we go any further: Hood is selfish. Whatever you feel about the final values of Hood's AA power, she isn't designed around fleet-defense. Her dual purpose, 102mm guns may have the reach but can only do so much to help to a beleaguered ally, even when fully upgraded. Instead, Hood's flak is meant to selfishly protect herself from enemy air attack. The only redeemable quality of Hood's anti-aircraft defenses comes solely from her two unique features -- her anti aircraft rockets and her Defensive Fire consumable. On the surface, her rockets are pretty lackluster too. She has five mounts, each adding 10dps to the collective whole which isn't spectacular. Worse, they have only a 1.5km range. Stock, they are utterly incapable of engaging enemy torpedo planes before they make their drop. At best, they can engage enemy dive bombers on their final attack run. Worse, her Defensive Fire consumable only affects these rocket mounts, meaning that the disruption effect provided by this consumable only touches planes that have slipped within this 1.5km window. Clearly, we're not off to a great start. Thankfully, it gets better. While Defensive Fire is limited to her rocket mounts it does have two buffs over the standard consumable. Instead of buffing her DPS by a factor of three for forty seconds, Hood's Defensive Fire lasts sixty seconds. And, the DPS of her rockets is buffed twenty-five times. Yes, you read that right: Twenty-five times. Without any other bonuses, Hood's rockets generate an average of 1,250 DPS for sixty seconds. To put this in perspective, Minotaur, the tier 10 British cruiser that's renowned for her anti-aircraft firepower, generates a total of 494 DPS stock. Anything that wanders into the rocket's aura is going to take heavy casualties, but this won't be enough to do more than maul most air groups. Most carriers will be able to stomach such losses if it means being able to drop ordnance. So while Hood might cause a few casualties, stock she's not going to scare anyone off. This changes if you choose to upgrade heavily into anti-aircraft defense. Taking the AA Guns Modification 2 upgrade in combination with Advanced Fire Training on your commander will nudge up your rocket's range to 2.2km. This range may not feel like much but it's significant. First, it gives your rockets more time to engage dive bombers. Second, this range will also catch torpedo planes -- sometimes before they drop but almost always after they drop. So while this will again make attacking Hood expensive, range boosts alone will not discourage carriers from engaging her. Boosting her DPS will. With the Captain Skills Basic Fire Training and Manual Fire Control for AA Guns, Hood's rocket DPS spikes up over 3,000dps. This is the equivalent of two Montana-class Battleships specialized for anti-aircraft firepower firing in tandem at the same target. In short, nothing survives inside of 2.2km. Attack plane squadrons melt like they hit a wall. Carrier players have no reaction time to recover aircraft that slip inside this barrier and the only answer is to either wait out the consumable or launch torpedoes at very long range. Torpedo planes will always be Hood's bane, though. While it is possible to annihilate a poorly managed torpedo bomber wave before they drop, usually they will get at least a few fish into the water. Hood's large size and huge turning circle does make dodging fish challenging (though not impossible with her good turning speed), so it's likely she will take at least some damage from a concerted attack. However, her AA defense does have an Achilles Heel. The weakness in her AA defense is the survivability of her rocket mounts. Though they count as a large-caliber weapon, they do not have the protection of large caliber guns. Hood's rocket AA mounts have the same hit point totals as small and medium caliber AA Guns -- a mere 200hp as opposed to t he 800hp of dual-purpose mounts. Using Auxillary Armaments Modification 1 will double this to 400hp, but this will only keep her safe from 130mm HE rounds -- nothing bigger. This makes them exceedingly vulnerable to cruiser fire and it''s very unlikely that her defenses will be intact once she's taken even a modest amount of high explosive damage. Each mount lost cuts her heavy-hitting AA power by one fifth so it doesn't take much to neutralize her anti-aircraft aura to a pittance. This makes a heavy investment into AA firepower seem foolish as it can be largely dismantled even from light damage from surface vessels. When an enemy carrier faces a Hood, the question will always be: "Is it worth engaging her?" The truest test will always be to see at what range Hood's batteries engage those aircraft. If her guns remain silent at 7km or even 6km, then she's probably a safe target for torpedo planes. Dive Bombers should stay away until Hood is on half health or less. Braving attack runs on a specialized and weary Hood will only empty out your hangar for very little gains. Personally, I found using a fully specialized AA Captain hilarious. The comments from carrier players when everything died before dropping their warheads was always so satisfying. Proper management of her anti-aircraft guns was key, including disabling her AA guns to lure planes in and shutting them off again after an attack run to accelerate the reset timer on her Defensive Fire. However, let's be clear: It's a heavy investment for what amounts to little gains in the majority of your battles. It hinges on:a.) Matchmaker placing you in a game with enemy carriers...b.) ...that are intent on trying to attack you with their planes...c.) ...before enemy surface ships destroy your AA rocket mounts. If this seems incredibly specific and unlikely, you're not mistaken. The skill points and modules are likely be better spent elsewhere. But there's no denying the joy of annihilating enemy aircraft. How to be MightyThere are two main Commander builds to consider for Hood. Anti-Aircraft Build, to maximize the defensive potential of Hood's hilarious AA mechanics. A conservative, defensive build to stress concealment and fire damage mitigation. The core skills you'll want for both Hood builds starts with Priority Target (1pt) followed by Adrenaline Rush (2pts) to help prop up her awful DPM totals. From here, the paths of the two builds diverge greatly. The anti-aircraft build requires the use of Basic Fire Training (3pts) and a rush to get Advanced Fire Training (4pts) as soon as possible. This last skill should be combined with the AA Guns Modification 2 upgrade to push the range of her rockets out to 2.2km. The next skill to grab is Manual Fire Control for AA Guns (4pts). It's highly recommend you take Superintendent (3pts) as a follow up to add another charge to your Defensive Fire consumable. This will give you a maximum of 5 charges. This will leave you with 2pts remaining to be placed where you prefer. Expert Marksman (2pts) or High Alert (2pts) are the best choices. The defensive build for Hood should look familiar to veterans of battleships and stresses reducing the reset timers of consumables while mitigating the risks of fire. After taking the first two skills listed above, grab Basics of Survivability (3pts), then Concealment Expert (4pts) to get your surface detection range down. Next, you have a choice. I would put points into Superintendent (3pts) for the extra charge of her Repair Party, High Alert (2pts) and Vigilance (3pts) with the final point going towards Preventative Maintenance (1pt). Alternatively, drop the last two skills for Fire Prevention (4pts) instead for those that really hate fires. It's possible to mix and match skills from both builds to create a hybrid. Advanced Fire Training is the key skill to make the anti-aircraft build work, provided it's combined with AA Guns Modification 2. You may not kill every plane this way, but at least you can make it expensive for CVs to engage you. "Hood has Defensive Fire? That would have been nice to know," said a Taiho Captain after this attack run. Hood's AA couldn't prevent the drop of all three stacked torpedo squadrons, but it could shoot most of them down, making attacks like this prohibitively expensive. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Hood is a battleship -- and a battleship with good durability and accurate guns which makes her rather forgiving on the surface. However, she's not idiot proof like the low tier German Battleships, nor will she do you any favours where dealing damage is concerned. One of the main complaints about her will forever be her guns which simply don't hit hard enough without compensations to the volume of fire. In the hands of an expert player, Hood will tick all of the same boxes that Dunkerque and Iowa do. She's a fast, flanking Battleship that can really cause a lot of headaches to the enemy. Hood is one of the best ships out there for denying a flank to enemy cruisers and dreadnoughts by being annoying and hard to kill. Her speed lets her control the engagement and delay even a hard push by tanking far more damage than anyone expects her capable. Her carrying potential is limited by her small main battery and awful secondaries. Mouse's Summary: Held back by her weapons. Hood really makes you work for every scrap of damage done. Her anti-aircraft armament is a fun gimmick. Not very practical, but a lot of fun. Hood is a lot tougher than her historical reputation would suggest. Never underestimate the value of her speed. I was (not-so secretly) hoping Hood was going to be a 30-knot, faster-firing version of HMS Warspite: Fast. Agile. Good DPM for her tier. Tough as nails if played right but uncompromising if mishandled and absolutely brutal in a close range fight if push comes to shove. That's not what Hood ended up being and admittedly, it took me a little while to get over my disappointment of not being able to replace my favourite ship with something better. It's almost like Wargaming didn't want to give a Royal Navy fangirl a(nother) super-overpowered British boat. Harumph. Now, those unrealistic expectations aside, I had a lot of fun play testing Hood. I put this ship through her paces. I mapped her shell fall patterns. I drag raced her against the other tier 7 Battleships to check her acceleration and put her through my usual tests to find her rotation speed. I even went head to head with iChase's Nagato in a trio of one-versus-one duels in the original build of Hood. We really hammered out the strengths and weaknesses of the ship in those engagements. It made a few lessons abundantly clear: Her speed is amazing. She's painfully blind with no aircraft or spotting consumable. Her guns may not hit hard, but they hit reliably and the damage she can do is not insignificant if you aim well. Brawling is largely a mistake unless it's to finish off a low health and vulnerable foe, then it can be amazingly decisive. She's also a lot tougher than she looks (though she'll still get her citadel blown out), and her anti-aircraft armament is hilarious. I want to be able to say clearly how I think Hood is going to perform in the community at large. I think people will really love her durability and handling. I do think that her gun performance is going to hold her back from topping those vaunted damage charts everyone hovers over as the yardstick for a successful boat... however, her survivability and speed might let her snatch up a few extra scraps of damage that might be otherwise denied to a Nagato or Colorado. I don't think anyone will be disappointed to see HMS Hood on their team -- in fact, they may prefer her there over the presence of a Colorado. I don't think she will displace the Scharnhorst-sisters as some of the best ships at their tier. Finally, Hood isn't overpowered. I do think she'll polarize players though. You'll love her quirks or you'll get turned off right away by her guns. So while I didn't get a better, faster Warspite, I did get to play something different and ultimately enjoyable. Would I Recommend? It's always fun phrasing recommendations for famous ships. It's understandable that a lot of people will have already made up their minds well in advance -- HMS Hood is just one of those iconic vessels that demands attention. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? As a Battleship, Hood is well suited to bullying bots and is a good choice for PVE Battles. She has an enormous hit point pool which keeps her low on the bot's priority list and her AA power and agility is more than sufficient to avoid hits from CV auto-drops. Her repair costs sit at 26,775 credits with 90 credits spent per shell fired. However, she won't make bank. A typical 400 base experience game will net about 50,000 credits after expenses without a premium account. Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. While I do feel that Warspite is the better Battleship trainer between the two, Hood isn't a bad ship. If you need only one Royal Navy Battleship trainer, I would recommend the former -- she'll be more cost effective. However, taken on her own merits, Hood is a good ship for grinding in Random Battles. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. It's hard to recommend Hood for competitive gaming. While she would enjoy relative immunity from enemy CV predations, she's just too blind and too under armed to be as strong a contender as Nagato, Scharnhorst or Gneisenau. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Do I seriously need to fill this section out? For Fun Factor:Bottom line: Is the ship fun to play? Yep. I enjoyed my time with her. Although, I admit that the "look out for Bismarck" jokes got pretty old after a while. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. I still want one.
  11. The original and best. Quick Summary: A Bismarck-class battleship that trades away Hydroacoustic Search and AA-power for deck mounted torpedoes. Cost: 12,500 doubloons Patch & Date Written: 0.6.4 to 0.6.12, April 19th, 2017 to October 27th, 2017 Closest in-Game Contemporary Bismarck, Tier 8 German Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique The differences between Bismarck and Tirpitz are distinct. While they share the same main and secondary gun battery performance, Tirpitz has access to two quad-torpedo launchers while Bismarck has Hydroacoustic Search. Bismarck has a tremendous advantage in AA power over her sister ship, while also enjoying marginal improvements in armour protection, speed, agility and aerial concealment. Finally, the position of two of their 105mm dual purpose secondaries differs slightly, with Tirpitz having better firing arcs. PROs: Excellent armour protection and nigh invulnerable to citadel hits from AP shells. Main battery has a fast, 26s reload and good gun handling characteristics with a traverse rate of 5º per second. High penetration HE shells, capable of besting 95mm of armour with a 34% fire chance per shell. Heavy secondary gun battery complement with excellent 7.5km base range and improved, 37mm penetration on her 150mm guns. Powerful torpedo armament, especially for a battleship. Fast at 30.5 knots. Awesome selection of premium camouflages for long-time veterans. CONs: Poor anti-torpedo defense. Inaccurate main battery guns with low DPM, poor HE shell damage and poor fire angles. 105mm secondaries cannot damage the hulls of tier VIII+ destroyers. Short 6km range on her torpedoes. Torpedo tubes are vulnerable and get disabled often. Weak AA power for a tier 8 Battleship and easily one-shot by AP Bomb armed carriers. Very large turning circle of 850m. Lacks Hydroacoustic Search found on high tier German Battleships It's been a long time since I last looked at Tirpitz. Heck, I've been working on this review for six months now. When patch 0.6.4 dropped and Tirpitz received a buff to its secondary gun range, I thought the timing was perfect to sit down and look at her again, especially as she seemed to be encroaching upon Bismarck's supremacy. Well, things got busy and the meta surrounding German Battleships took a huge shift. Enterprise's AP bombs were one such jolt. The Royal Navy Battleships shook things up again and it forced me to review what I had so far evaluated and elect to wait to see if things shifted further. Things appear stable now. The Hallowe'en 2017 event has introduced another (so awesome looking) camouflage pattern to Tirpitz, so I thought it best to get this one off my list while the getting was good. So here we go -- six months late but hopefully not a dollar short. My big concern is that the buffs from 0.6.4 have largely made Bismarck obsolete. Bismarck can boast a few advantages that she trades in exchange for Tirpitz's torpedoes -- the question is "did Wargaming go too far when they improved Tirpitz's secondaries?" Well, let's take a look. Lert will join me with his final thoughts on this venerable premium. The three camouflage patterns for Tirpitz. These have become available for players who have owned her for a long time and has greatly increased her value. The Tarnanstrich camouflage greatly increases the amount of free-experience Tirpitz can earn while Magnu-S provides a small (about 4,000) credit boost. Note that the Magnu-S Hallowe'en camouflage can only be seen if a player enables the filters in port. Options Tirpitz shows her age when it comes to her options. First, she does not have access to Hydroacoustic Search as other tier 8+ German Battleships do. Second, she has access to three different premium camouflages. Initially, she comes with the standard Type 10 camouflage. The second camouflage came grace of the Hunt the Graf Spee campaign over Christmas 2016 and into New Year's 2017. It has not been made available since. The third camouflage pattern became available Hallowe'en of 2017 and it's likely that this too will become a rare accessory. It remains to be seen if Wargaming will offer these options again in future events. Her consumables are standard, with her Damage Control Party having a 15s active period and a 120s/80s reset timer. Consumables: Damage Control Party Repair Party Spotter Aircraft or Float Plane Fighter Module Upgrades: Five slots, standard battleship options Premium Camouflage: There have been three Tirpitz camouflage types. When purchased, you receive the Tier 6+ Standard (Type 10). This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Veterans with Tirpitz may have access to Tarnanstrich - Tirpitz. This is the equivalent of the Type 11 camouflage found on Anshan. It provides 100% bonus free experience in addition to the Type 10 camouflage buffs. For Hallowe'en of 2017, the camouflage Magnu-S - Tirpitz became available. This provides the same bonuses as the Type 10 above but includes a 10% reduction to repair costs. (A special thanks to SoliDeoGloria for their help with this). These bonuses are identical to the premium camouflage you can purchase for Bismarck for 4,000 doubloons. Remember to equip as many premium consumables as you can readily afford. In order of priority these should be Damage Control Party, then Repair Party and finally her Spotter Aircraft or Float Plane Fighter. Of the two options provided, the Spotter Aircraft is (generally) more useful. This not only provides additional range (which is of limited use), but it also allows you to better triangulate the necessary range needed to bulls-eye ships hiding in smoke screens by homing in on the origin of their tracers. Her Float Plane Fighter isn't an awful choice, however, and with the right skill build, can be very useful in spotting approaching torpedoes and even detecting enemy destroyers. For upgrades, take the following: In your first slot, Main Armaments Modification 1 is essential. Your torpedo tubes will get knocked out often and your guns are going to take a lot of abuse too. In your second slot, you have a choice. Aiming Systems Modification 1 is optimal. This increases the performance of your main battery, but it comes at a cost -- the maximum range and accuracy of your secondary gun systems. If you want to use a full secondary build, take Secondary Guns Modification 2. In your third slot, take Damage Control System Modification 1. In your fourth slot, you have a choice. Damage Control System Modification 2 is optimal. Fire damage is more prevalent than ever. This module will save you 1,871hp per fire that's allowed to burn itself out (2.7% of your HP). Alternatively, you can take Steering Gears Modification 2 to assist with agility, but on its own, it will not improve manoeuvrability much without help. And finally, in your final slot, take Concealment Modification 1. Versus Bismarck There are a few difference between the two sister ships. Bismarck gets access to the Hydroacoustic Search consumable. Veterans of Bismarck may also have access to up to four different permanent camouflage patterns, though their bonuses are all identical to the permanent camouflage Bismarck can purchase. Firepower Primary Battery: Eight 380m rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 105mm rifles in 8x2 turrets, twelve 150mm rifles in 6x2 turrets. Torpedoes: Eight tubes in 2x4 launchers, one off each side behind the funnel. Torpedoes Tirpitz's torpedoes help make her the Best Brawling Battleship in World of Warships. This is a title she's held since her introduction in September of 2015 and she hasn't surrendered it to any contenders since. Tirpitz was the first battleship in World of Warships to be given a torpedo armament and it caused a lot of fuss back in the day. Since then, Mutsu, Kii and the Scharnhorst sisters have joined her, but this hasn't diminished her prestige. Tirpitz's torpedo armament is the heaviest among battleships. However, when the stats of her torpedoes are examined on paper, they seem hardly inspiring. With a range of a mere 6km and a hitting power that seems more akin to weapons found on tier V or VI vessels, they can appear deceptively lackluster. Tirpitz's torpedoes are a brawling weapon and in this regard, they can be viewed as the equivalent of dealing a citadel penetration with her main battery per individual torpedo strike. Being able to deliver up to four of these against any target (regardless of angle) is an enormous strength and makes Tirpitz an exceedingly dangerous opponent in close quarters. Even single hits can be near catastrophic with the threat of flooding stacking upon the fires lit by her secondaries. Their lack of range is their biggest weakness. It's so short that it's a rare game that a well played Tirpitz gets to use them at all. And I do stress this "well played" part. Pushing to brawling ranges too early will only isolate Tirpitz from her support and invites to get her focused down by enemy vessels. Many a novice Tirpitz player has brazenly charged ahead to try and make use of this trump card, only to frustrate themselves with getting sent back to port for their folly. There's a reason this ship has earned the moniker "Derpitz" -- this mistake is commonplace. Don't be one of those chowderheads that helps propagate this stereotype. Another flaw of Tirpitz's torpedo launchers is their fragility. They get damaged often -- disabled both temporarily and permanently. This stems from three inherent problems with her torpedo launchers. Their hit point total. Their lack of armour protection. The amount of fire Tirpitz takes. Tirpitz's torpedo launchers have a standard 1,200 hit points -- a value common to all torpedo launchers, as is their 25% chance of being temporarily disabled per damaging hit received. They are effectively unarmoured, making them exceedingly vulnerable to high explosive shells. Taking Main Armaments Modification 1 increases their hit points to 1,800 and reduces the chance of being critically damaged down to 20% per hit, which is better, but not great. It's only by stacking the captain skill, Preventative Maintenance, that you can get their critical hit chance down to a more manageable 14% per hit taken, but this won't save them from total destruction.The volume of fire Tirpitz takes in a typical match all but guarantees your torpedoes will be temporarily disabled at least once. It's heartbreaking to lose one of these mounts permanently. There are few things worse than finally securing a chance to use them in close quarters only to find them missing. The prevalence of Royal Navy battleship high explosive fire has only increased the likelihood of Tirpitz losing her torpedoes. If you find yourself coming under fire from a British battleship, you're very likely to have your torpedoes permanently stripped after receiving a volley or three. Provided Tirpitz can survive getting into a close quarters engagement (and with her torpedo armament intact), her torpedoes give her an excellent chance of clinching the win in any brawl, even against tier X battleships. Tirpitz's main battery penetration values courtesy of World of Warships Armada. Secondaries One of the most significant changes that came to Tirpitz has been the improvement of her secondary gun battery. Tirpitz now boasts one of the most fearsome secondary gun complements in the game, with phenomenal reach and volume of fire. No other ships in the game currently put out the same wall of fire as German Battleships can. The buff Tirpitz received increased her secondary gun battery range from 4.5km when she was initially released up to Bismarck's own 7.5km reach. Fully specialized, Tirpitz's guns may reach out to a range of 11.3km between modules, skills and consumables. This is insane. Like, seriously -- I get that Wargaming was trying to be consistent, but holy meatballs on a six inch sub, did she really need this buff!? The disruption effect of these secondaries is considerable -- it's like an aura of doom that gradually sucks the life out of enemy ships that stray too close to the German behemoth. Tirpitz is veritably surrounded by a dark cloud of death and destruction. The closer enemies get, the more deadly the storm of shell and fire, leaving opponent choking for air and desperate to get away. The better of the two guns are her twelve 150mm guns are mounted between six turrets. Four enjoy favourable forward firing angles. These guns have a slower rate of fire of eight rounds per minute stock (this can be increased to 9.36rpm between Basic Fire Training and the Mike Yankee Soxisix signal and bumped up further with Adrenaline Rush). However, they have a decent base fire chance of 8% per shell. More impressively, they have improved penetration values of 37mm (as opposed to 25mm as would be expected), allowing them to damage the extremities of any warship they should encounter. This makes it easy for Tirpitz to stack damage even against other high tier battleships at medium to close range encounters. Her sixteen 105mm guns form the backbone of her secondary armament and they have more mixed performance. They have an excellent rate of fire, being able to spit out a fearsome 17.91rpm per gun (increasing up to 20.95rpm with the skills and consumable mentioned before). Their fire chance is only modest at 5% but when coupled with their rate of fire, the chance to set blazes is better (pound for pound) than Tirpitz's 150mm guns provided you can land the hits. However, unlike the 150mm guns, Tirpitz's 105mm guns do not enjoy increased penetration values. This leaves them with a paltry 18mm of penetration which is utterly insufficient to damage the hulls of tier VIII+ destroyers. Short of landing shells upon a target vessel's superstructure in high tier matches, her 105mm secondaries are not going to be stacking direct damage. The solution may seem to be to reach for the skill Inertial Fuse for HE Shells to correct this, but this damages the fire chance of all of Tirpitz's weapon systems. Still, this would provide Tirpitz with the ability to ravage all destroyers and British cruisers within her matchmaking spread. One of the drawbacks of German HE shells, to which her secondaries are not immune, is their low damage per hit. Tirpitz will do no more than 561 damage per 150mm hit and a mere 396 damage at best per 105mm hit (compare this to the 726 damage from Warspite's 152mm HE and the 495 damage from her 102mm HE). It takes a long time for Tirpitz to stack damage with her secondaries. This damage will add up, but don't expect it to win matches by themselves. Like Tirpitz's torpedoes, rushing blindly forward to make use of these weapons will only get you killed. Support your team. Don't let yourself become isolated just because you want to subject your opponents to your poo-gas stink cloud of shelly-flamey doom. Overall, Tirpitz's secondaries are a powerful tool. They can provide an alarming level of supporting fire that can surprise and intimidate your opponents. However, they are not a wunderwaffe -- they will not win matches by themselves. It takes a significant investment to make them truly formidable, often at the cost of survival skills. Used correctly, her secondaries can help tip the balance in engagements and even in matches, but they are a support-weapon, not a primary weapon. Main Battery So, Tirpitz has great secondaries and powerful torpedoes -- but what about her main battery guns? I'm very tempted to say, 'What ABOUT her guns?' and leave it at that (what are you, greedy?), but they are worth examining. Tirpitz shares the same guns as Gneisenau and Bismarck. These are high velocity 380mm rifles that compete well with comparable 15" AP rifles found on any of the Royal Navy battleships. They have high shell velocity, and decent penetration power. They aren't without their problems, however. It may sound funny to say after reviewing her heavy torpedo and secondary batteries, but Tirpitz is under-armed. Let's start with her penetration power. While Tirpitz does enjoy better penetration than Monarch, all this means is that she doesn't have the worst penetration at tier VIII. The performance of her AP shells is best considered "sufficient" and no more than that. She sits well behind Kii and Amagi and even further behind Alabama, Massachussetts and North Carolina. Her HE shells do have better penetration than normal, sharing Monarch's ability to best 95mm of armour. However, unlike the British, German HE damage is anemic. In fact, the damage off both her AP shells and HE shells isn't great for her tier. They have decent fire chances, but you'd be a fool to reach for HE in this ship with any regularity. Accuracy wise, the news isn't good. Tirpitz has the least accurate guns at her tier. They're hit with a one-two punch of German battleship dispersion levels (which are the worst in the game) and 1.8 sigma. This is further compounded by the wide spacing of her guns not only on the ship (Tirpitz is enormous) but within the turrets themselves. The last piece of the puzzle is that players so often make things worse by not installing Aiming Systems Modification 1 in order to instead boost their aforementioned secondaries. Expect some serious misbehaving where gunnery is concerned. Her biggest weakness, however, is that Tirpitz has only eight 380mm guns. Though she boasts a faster reload time, this really hurts her outgoing damage potential. This is compounded when she's forced to angle against long range fire. Her guns all suffer from a 290º fire angle which isn't terrible, but it's not great either (we'd want 300º fire angles for 'great'). While Tirpitz is largely immune to citadel hits, she's not immune to taking massive 20,000 spikes of damage when an enemy battleship catches too much of her side. This disparity in guns really hurts in bow-tanking situations. The British and American battleships can trade fire back with six guns, you're often only left with four. So Tirpitz's main battery is meh. Sure, it handles great. Sure, she's got a good rate of fire and decent range. Her AP shells are good enough, but she doesn't put enough shells downrange to compete with the other big ships at her tier (other than her sister). It's a good thing she's got her secondaries and torpedoes. But, don't let all of this negativity lull you cruiser and battleship-drivers into complacency. Tirpitz is still a battleship and she's still throwing 6.4 tonnes of death at you every twenty-six seconds. If only a third of that hits you, you're still going to have what the Chieftain describes as "a significant emotional event". Her guns are good enough. However, her overall firepower is phenomenal. Summary: Her main battery is weak. Her AP performance is okay but still miles behind the Japanese and American battleships. If that weren't enough, the gun dispersion will troll you often. This isn't a long range sniper by any stretch. Her secondaries are awesome, though they're not the be-all-end-all murder-machines they appear to be. You'll rarely get to use her torpedoes, but when you do, they will be game changers Versus Bismarck Tirpitz is better armed than Bismarck, having access to deck mounted torpedoes while Bismarck does not. In addition, Tirpitz has slightly better forward fire angles on two of her 105mm secondaries which are placed further out from the hull. The two sisters are otherwise identical here. Manoeuvrability Top Speed: 30.5 knotsTurning Radius: 850mRudder Shift: 16.0s Maximum Rotation Rate: 4.11º/s Tirpitz has speed to spare. She's not the fastest battleship at her tier (Bismarck holds that honour by a half knot), but she's pretty damn quick. A lot of apologies can be made for a ship with long legs. It facilitates much. It provides her with flexibility. It allows you to get out of (and into) trouble. It also can partially mitigate a bad turning radius as she'll come about faster than her turning circle might otherwise indicate. As far as her handling goes, it's not great. She has a long rudder shift time and an enormous turning circle. The only spot of good news is that she can throw the ship about at a respectable 4.1º/s despite these shortcomings. Adding Steering Gears Modification 2 can reduce her rudder shift time down to 12.8 seconds but this doesn't help her rate of turn significantly. In terms of manoeuvrability, Tirpitz will never be anything but average for a large battleship. She has more power than agility. Versus Bismarck Bismarck is half a knot faster than Tirpitz in a straight line. She's also slightly faster in a turn, keeping a speed of 23.4 knots when her rudder is hard over while Tirpitz lags behind at 23.0 knots. This increases Bismarck's rate of rotation to 4.2º/s. If there's one thing Tirpitz doesn't want for, it's speed. She's able to sprint at over 30 knots -- more than enough to keep up with the rest of the fleet and traverse the enormous high tier maps with haste. DurabilityHit Points: 69,300Maximum Protection: 315mm belt + 120mm turtleback + 45mm citadel wall Min Bow & Deck Armour: 32mmTorpedo Damage Reduction: 22% There's a lot to talk about here and not all of it good. There has been a significant meta shift for Tirpitz over the summer of 2017. Let's start with the really bad stuff. First of all, Tirpitz has awful torpedo protection for a high tier ship. The values at tier VIII vary from 19% up to 49% and Tirpitz definitely sits in the lower half. At least she's not the worst. Torpedoes will hit her for most of their listed damage and you can expect to take flooding criticals from most hits. She's a big target and she doesn't dodge well, so torpedoes (especially the air dropped kind) love you. Moving on... Tirpitz is horribly vulnerable to both American and German AP bombs dropped by Dive Bombers. Ironically in this game, the more armour you have on your decks, the more dangerous AP dive bombers become. Suffice to say, Tirpitz is "well protected" across her decks and the roof of her citadel. In practice this means she has enough armour to arm the fuses of any AP bombs that strike her and guarantee they won't overpenetrate. She can and will take multiple citadel hits from armour piercing bombs and it is not uncommon for her to be deleted outright from an attack wave of dive bombers from Enterprise or Graf Zeppelin, even from full health. Anytime Tirpitz faces Enterprise or Graf Zeppelin (or any future CV with AP bombs), take heed. These are your nemesis. Citadel hits are thankfully rare otherwise. While her excellent armour scheme works at cross-purposes with itself against AP bombs, it functions as designed against shell strikes. The armour design is very straight forward with a 315mm thick strip of external belt armour, an interior 45mm thick citadel wall and, between them, a 120mm angled plate to help divert or deflect incoming shells. Were these a simple sandwich of vertical plates, this would combine to a total thickness of 480mm -- proof enough against the penetration power of even the vaunted USN 406mm/45s at a range of 15km but the angle of the turtleback makes this even thicker. In practice, her opponents cannot land citadel hits against her at medium to close ranges. It's only from far out shots, with high penetration shells that she need worry and even then it's a rarity. Her short range protection gets even more impressive under close inspection. Not only can she prevent citadel penetrations, but the extended 60mm bow armour can allow her to ricochet even Yamato's 460mm AP shells aimed at her waterline (this won't hold up if she aims a little higher, though). A properly angled Tirpitz can survive a ridiculous amount of AP-shell punishment thrown at her. It doesn't hurt that Tirpitz has the highest hit point total at her tier which translates to a Repair Party consumable that heals a generous 9,702hp per charge. With much of the ship being covered by a minimum of 60mm of armour, Tirpitz enjoys significant protection against HE throwing vessels. Her amidship hull is all but immune to damage saturation from destroyer and cruiser thrown-HE shells (the notable exception being Graf Spee). However, this all falls apart when the Royal Navy battleships show up to ruin the fun. This has presented a rather pronounced shift in Tirpitz's meta. Where before the ship could build for secondary gun fire, manoeuvrability and concealment, commanders are now forced to seriously consider stocking up on survivability skills instead to mitigate fire damage. There is no solid protection against the Royal Navy high explosive shells for Tirpitz, short of finding cover or sinking the offending party. Tirpitz's Damage Control Party is often overtaxed in such encounters and skills like Fire Prevention, Basics of Survivability and High Alert as well as upgrades like Damage Control Modification 2 have increased significantly in value. The prevalence of Royal Navy Battleships is beginning to ebb somewhat, but survivability builds are still very much worth considering. The shift in meta has hurt Tirpitz's survivability in a few short months. She's still a very tough ship, but the good grades she previously earned have been marred with new developments. While she has always had to fear airstrikes, AP bombs present a new and very immediate threat to which she has no answer but to hope allies protect her. The prevalence of high explosive shells being thrown everywhere has made her great armour scheme less valuable. At least the RAF doesn't get to dump Tallboy bombs on you. There are more answers to counter Tirpitz than before. This doesn't make her durability rating poor. She's just not the be-all-end-all that she once was in this regard. Versus Bismarck Tirpitz outweighs Bismarck and enjoys a 100hp advantage over her sister ship. Bismarck has a thicker armoured belt, though, which reaches 320mm. This 5mm advantage also extends to her underwater belt protection which is 245mm versus 240mm on Tirpitz. Otherwise, the two sisters are very close in this regard. Broken in half by sustained Battleship and Cruiser fire, this cross section (though tragic) gives a beautiful interior view of the compartmentalization and different armour layers which makes the Tirpitz so tough to citadel. Concealment & Camouflage Base Surface Detection Range: 16.38km Air Detection Range: 14.79 km Minimum Surface Detection Range: 12.30km Surface Detection when Firing in Smoke: 15.05km Main Battery Range: 21.45km Surface Detection within Tier: 6th out of 9, behind Alabama & Alabama ST. Surface Detection within Matchmaking: 15th out of 33 The Bismarck-sisters used to be considered reasonably stealthy for a tier VIII battleship. The introduction of Royal Navy Monarch changed this definition, however, with a 1.8km advantage over the German leviathans. Still, Tirpitz's surface detection isn't terrible, it's just nothing to get excited about anymore. Still, it's pretty hilarious sneaking upon tier VII cruisers and magically appearing in front of them like a total creeper. Versus Bismarck The two sister ships have the exact same surface detection range. This extends to their detection range when firing their guns in smoke. Bismarck is marginally more stealthy overall, though, with an aerial detection range of 14.67km. This is really too close to matter very much, though, especially at the speeds aircraft fly. Anti-Aircraft DefenseAA Battery Calibers: 105mm / 37mm / 20mmAA Umbrella Ranges: 4.5km / 3.5km / 2.0kmAA DPS per Aura: 134 / 21 / 84 Float Plane Fighter DPS: 60 Tirpitz has the lowest AA power among Battleships of her tier. Not only does she have less overall average damage per second, but her large caliber guns are shorter ranged than those found on Amagi, Kii, North Carolina or Alabama. This puts a big ol' target overtop of Tirpitz for any enemy carrier looking to hoover up some big damage numbers. However, Tirpitz is not without redeeming qualities. The majority of her anti-aircraft strength is found within her dual purpose 105mm batteries and this provides a comparable long-range punch to the American Battleships and gives Tirpitz a bit of a saving grace. Properly specialized with anti-aircraft skills, her AA defense can be brought up to a respectable level with Basic and Advanced Fire Training and the inclusion of Manual Fire Control for AA Guns. This is a heavy investment to bring Tirpitz up from a ready victim of aircraft to make her a less appealing target, though. Unfortunately, it's unlikely that an enemy aircraft will recognize or appreciate the difference. The stakes have only gotten higher for Tirpitz with the advent of armour piercing bombs. The proliferation of these weapons has made playing German Battleships more challenging. When one of these carriers is on the enemy team list, it's imperative (more so!) that Tirpitz hug the AA umbrella of friendly vessels judiciously, preferably with a cruiser armed with Defensive Fire to scatter the bomb drop. Even a 5.0km gap between vessels can spell the end, allowing for opportunistic strikes to end the German juggernaut in ridiculously short order. If I didn't impress it upon you earlier, I will say it again: ships like Enterprise and Graf Zeppelin are fully capable of destroying a full health Tirpitz with a single sortie of their bomber complement and there's no amount of manoeuvre that will save you. You do not have the AA power to fend off these attacks and you're one of the few targets they can do this to. You are a hunted ship from the moment the game begins, so seek the cover of your allies at all times. Yeah. Tirpitz's AA power is pretty bad. This is the reason every single aircraft will divert onto you if they see you're unsupported. Versus Bismarck Here's where the big difference really counts. Bismarck doesn't have especially good anti-aircraft firepower, but it's a damn sight better than Tirpitz. This can be enough to make Bismarck look like a less inviting target if a carrier needs to choose between them, which is really all that matters when push comes to shove. How to Made in German Insert mustachioed crazy-person picture here There are two primary builds for Tirpitz -- survivability and a manual-secondary build. You could consider this the difference between specializing for defense versus specializing for offense. For the Survivability Build your first ten skill points should be the following: Start with Priority Target. Take Adrenaline Rush for your next skill. If you're going to be taking damage, you may as well capitalize upon it. Next grab Superintendent for the extra heal. Cap it off with Fire Prevention to reduce the chance of being set ablaze and the number of fires that can be burning at one time. For your next nine points, spend them on Concealment Expert, Basics of Survivability and Expert Marksman. You have a little flexibility with this build. You can take High Alert as your last skill if you struggle on managing your Damage Control Party. This build is ideally backed with flags like India Delta (+20% Repair Party healing), India Yankee (-20% to Fire duration) and November Foxtrot (-5% to consumable reload time). For the Secondary Build, your first ten skill points looks like this: Begin with Priority Target. Take Adrenaline Rush for your next skill. Improve that secondary reload time! Up next is Basic Fire Training to increase their rate of fire further still. This has the added bonus of giving your AA power a little more teeth. Take Advanced Fire Training as your next skill to throw that range out to your maximum reach. For your next nine points, Manual Fire Control for Secondary Armament should be your first priority. After that, it's up to you which skills to choose. The highest value skills for Tirpitz are (in no particular order), Fire Prevention, Expert Marksman, Concealment Expert, Vigilance, and Superintendent. Special mention deserves to be placed towards Manual Fire Control for AA Guns. You can try and put it in there to give Tirpitz's AA power a little more teeth. Her dual purpose 105mm guns do put out an excellent bit of firepower (albeit at 4.5km range). This will make her a thorny prospect for some of the lower tier carriers, but it will not save you when something of equal tier or higher decides it wants your hit points. Worse, even with this upgrade, it's unlikely to dissuade enemy CVs from trying their luck anyway and you're not going to wipe out the attack craft wave so you will still end up taking damage. Still, you can at least make attacks on your vulnerable BB more costly for the carriers, but don't kid yourself in thinking this will be a tremendous help. I never thought I would say this but air dropped torpedoes aren't Tirpitz's most pressing concern these days. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult If ever Tirpitz could have been called a premium battleship for beginners, that time has long passed. There are more threats to manage now and the use of consumables and positioning is of ever more importance. Granted, she is German and that does provide some training wheels for the novice, but she's not a simple ship to use... if she ever was. Skill Ceiling: Low / Moderate / High / Extreme Knowing every trick in the book will take you far with Tirpitz. She rewards angling, proper ammunition choices, abusing concealment, micromanaging consumables and min-maxing commander skills. However, she has no answer for aircraft from same tier or higher carriers (even Kaga and Saipan are considerable threats). Similarly, torpedo armed destroyers will dominate you. In this regard, no amount of skill will allow you to carry further beyond bringing a division mate to be your permanent flak battery and sonar buoy. The Lertbox Is she worth your money? The venerable Tirpitz. Is she still relevant? There is no denying that meta shifts and power creep have not been kind to her. Despite recent-ish buffs to her secondary range she still struggles around the middle of the pack in winrate and damage per game. I still have a soft spot for her though and believe she still has a place in this game. She's still the Queen of the Brawl with a very nasty poison dagger and destroyers should still fear her secondary battery. Where she falls apart though is in long range gunnery. Unfortunately with the introduction of the British BB line this is where the meta has been shifting; raining literal fire from afar. With only eight 15" barrels with mediocre accuracy she can't compete in a pure burning contest at long range. Other than that though, I believe Tirpitz still has a place in this game. She still excels in the brawl, she's still tough as nails. Even though she's not the queen of the tier 8 battleships anymore, she's still comfortable to drive. Mouse's Summary: Tirpitz is still the brawling heavyweight champion in the game. Her main battery guns wouldn't be terrible if they were more accurate or if she had more of them. Alas she doesn't. She's not incapable of doing large amounts of damage -- she just has to work at it more if you're only using her main battery guns. Once you supplement them with her secondaries and torpedoes, the sky's the limit. The only problem there is that opportunities to use the latter two weapon systems to their full effect aren't guaranteed and you run the risk of getting yourself wrecked if you try and do so before it's time. She's horribly vulnerable against aircraft and AP armed Dive Bombers make her wet herself and not in the sexy way. While it's arguably more intelligent to rig her for survivability, it's more fun to build her to use secondaries. I am glad I didn't finish this review when I started back in the Spring of 2017. I had originally wanted to talk about her after patch 0.6.0 -- to bring her up to date with the Captain skill change. However, it was when I received word that Tirpitz would be getting the same secondary gun range as Bismarck in patch 0.6.4 that pushed Tirpitz closer towards the top of my priority pile. 'What the heck is the point of Bismarck, then!?' I said to myself, groaning as yet another premium ship became arguably more powerful than her tech-tree counterpart. But I got busy -- first with Kaga, then Hood, then every other premium WG released over the summer. Tirpitz, and a hot-headed grump-fest about how she was superior to Bismarck, sat by the wayside. Then Enterprise showed up. Say what you will about this American carrier in World of Warships -- it announced a change in the meta that would be directed towards reigning in the dominance of battleships and the German battleships specifically. Tirpitz suffered especially with her poor AA rating. Wargaming followed this up by introducing Graf Zeppelin and the Royal Navy battleship line which seemed tailor made to neuter the German battleship strengths.. What made Tirpitz and Bismarck oh-so butt-kickingly powerful was punched in the throat. Their armour either mattered-for-not or it worked actively against them. So, powerful as Tirpitz is, she now faces one hard counter and a whole battleship line of soft counters. The meta has really shaken up around this premium battleship. Granted, she doesn't face this every game -- or even in most of her games. This has attacked some of the comfort level that used to exist when playing Tirpitz. In some games she can still be powerfully dominant. At other times, she's cowering on the second line until the bad airplanes and fire breathing dragons are properly neutralized. Now, I personally love this ship. It was one of the model kits that my father and I built together when I was little. Seeing her in World of Warships always touches on that small element of nostalgia for me. These rose tinted glasses are very dangerous to be wearing when trying to conduct an objective review. If I seem excessively negative about Tirpitz in this review, understand that I'm making sure I underline and stress her flaws. Tirpitz is still a great and powerful premium ship. Age may have tarnished her luster somewhat, but the buffs in 0.6.4 ensured she's able to stay not only relevant but highly competitive in the marketplace, even with AP Bombs and HE shells flying every which way. Tirpitz didn't sink the Bismarck when she received her improvements in 0.6.4, but she supplements her sister ship nicely. Any player that owns this ship should feel confident that she's still got it where it counts. Versus Bismarck Tirpitz does not make Bismarck redundant. The major difference between the two ships is the swap of AA Power and Hydroacoustic Search to equip yourself with a set of deck mounted torpedoes. That's a pretty serious quality-of-life changes for the sake of being able to shove fish up someone's nose. While it's wonderful for Tirpitz to be able to pull this off and it can be absolutely game changing when it happens, it's a rare occurence. AA power, on the other hand, is put to use far more often. So too can Bismarck's Hydrouacoustic Search any time she's being pursued by torpedo-armed destroyers. The buffs Tirpitz received didn't make her replace Bismarck -- she supplements her sister ship as any good premium sister-ship should, with her own fun strengths and weaknesses. Though things were looking up in patch 0.6.4, it hasn't been all sunshine and rainbows for Tirpitz since. Would I Recommend? Tirpitz used to be an easy recommendation across all categories. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Lert: Yeah. She still puts out a lot of damage at brawling range and she can still bully bots. She'll be a solid and steady earner. Mouse: Yes. Tirpitz is probably the ultimate Co-Op premium battleship so I cannot recommend her enough here.. Big guns, big secondary range and torpedoes? Combine that with speed and good armour -- those poor little bots don't stand a chance. You can forgo all pretense of subtlety and simply charge in, confident that you have the close-range damage to sink at least a pair of ships before going down. Earning 500 base experience in Co-Op is a breeze. This sort of confidence will no doubt spill over into Scenarios should they become available at her tier. Tripitz has a 39,375 credit repair cost with ammunition usually weighing and around the 7,500 to 15,000 credits to resupply. Thus, even a modest game will be self sustaining (especially with a premium account). You may have to forgo premium consumables if you have a stock account though. For Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Lert: She'll still pull in the credits and the close quarters expert badges and she'll still train your german captains in comfort. She gets a recommendation of Yes here. Mouse: Yes. Though Tirpitz is harder to recommend as a Random Battle vessel, I would still say she's a good purchase overall. She no longer feels like the dominating presence she was before Enterprise and the Royal Navy battleships joined the game. Moreover, on the North American server at least, she is facing tier X battles more and more often, but this is a problem inherent to all tier VIII premiums at the moment. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Lert: No. There are other alternatives that better fit the meta. Mouse: No. Tirpitz is not the best choice for Ranked Battles. Her gunnery is too unreliable and her lack of anti-aircraft firepower can be a liability depending upon team composition. If this is your primary reason for wanting a premium ship, I would give her a pass here. She can compete, but there are better and more versatile choices. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Lert: It's Tirpitz, the ship that scared the pants off of wartime Britain without actually doing anything other than sipping martinis and swatting at RAF flies in a fjord. Plus, she's one of the most beautiful ships in the game. Very yes. Mouse: Yes. Tirpitz's history is less glamorous than her sister ship and full of what ifs, but she certainly gets the imagination going. Plus, Wargaming can't seem to stop making cool premium camouflages for her. For Fun Factor: Bottom line: Is the ship fun to play? Lert: Brawling is fun. Ships that are comfortable to drive are fun. A strong yes here. Mouse: Very yes. Tirpitz is the sort of ship where those memorable moments keep rolling in. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Good - Overpowered?
  12. Felipe_1982

    Thunderer!

    Following advices taken (here) i got my first "real" coal ship: Thunderer Unfortunately, by now i have about 30% wins on it. Trying to play in the back as people told it is a ship to snipe and not a ship to engage in fights.
  13. LittleWhiteMouse

    Premium Ship Review: Kaga

    The following is a review of Kaga, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 1st, 2017.The awkward teenager. Quick Summary: An enormous carrier with specialized dive bomber and torpedo bomber squadron attack modes. Her fighters are not up to snuff.Cost: $43.99 USD including a port slot.Patch and Date Written: May 17th to May 30th, 2017. Patch 0.6.5 to 0.6.5.1. Closest in-Game Contemporary Hiryu, Tier VII Japanese Aircraft CarrierDegree of Similarity:Clone / Sister-Ship / Related Class / Similar Role / Unique Kaga is only superficially similar to a stock Hiryu. At least then Kaga shares Hiryu's fighters, torpedo planes and dive bombers. However, all of Kaga's strike aircraft have unique ordnance, strike patterns and squadron sizes. The physical ship itself shares very little with the other carriers, with her hull based on that of a battleship. PROs Large hit point pool. Well protected citadel, including anti-torpedo bulges. Specialized large dive bomber squadrons with super-accurate drops. Specialized, large torpedo plane squadrons with a special drop pattern. Enormous carrier capacity of 85 planes. Excellent (and optimized) Flight Control Group of 2-2-1, allowing her to use and abuse two torpedo squadrons at the same time. CONs Huge target with large, soft areas that are easy for any HE shell to penetrate. Her impressive looking secondary compliment is more for show. Fighter groups are only tier VI, making them the underdog in almost any match-up. Poor damage potential from her aerial bombs. Her larger flight groups lead to longer reload times for her strike aircraft. Only modest AA power. She turns as like a one legged cow. She's about as fast too. Very easy to spot. Enormous aerial detection range and a large surface detection range too. Kaga is a beast and she looks the part. This carrier is absolutely enormous and she looks armed to the teeth with huge aircraft squadrons cluttering her decks and massive, heavy-cruiser sized defensive batteries. Tack on all of the history behind the vessel and what's not to love? In World of Warships, she's a very interesting aircraft carrier and worth taking a closer look, even if you're not a fan of the ship type. OptionsKaga has the option of using two different Flight Control groups, divided between 1-1-3 squadrons and 2-2-1 squadrons between fighters, torpedo planes and dive bombers respectively. For the first Flight Control group, the hangar capacity is divided between 11 fighters, 21 torpedo planes and 53 dive bombers. The second splits the hangar capacity with 28 fighters, 43 torpedo planes and 14 dive bombers. Consumables:Damage Control Party Module Upgrades: Four slots, standard aircraft carrier upgrades. Premium Camouflage: Tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For upgrades, I would select the following: In your first slot, take Air Groups Modification 1. Your secondaries and AA guns aren't good enough to be worth hurting your fighters any further. In your second slot, you have a choice. Flight Control Modification 1 is probably considered optimal. Kaga's larger strike air groups have almost a 30s reload time between waves and this will reduce them down by about four seconds. Alternatively, you can try and make your fighters a credible threat by using Air Groups Modiifcation 2. Understand that if you go this route, it's an uphill battle. Your fighters alone aren't likely to win you air supremacy that wasn't already gift wrapped for you by your opponent selecting a Strike-Ranger. In your third slot, take Damage Control System Modification 1. This will get your anti-torpedo protection up to 24% which is quite nice for a carrier. And in your final slot, take Damage Control System Modification 2. You will come under attack and you will suffer fires and floods. It's possible this last module will be the difference between surviving or not. Besides, nothing can really help Kaga pretend to be nimble, so don't kid yourself that the other mods will do you any service. Air Groups Aircraft Types: Mitsubishi A6M2 fighter, Nakajima B5N2 torpedo plane, Aichi D3A1 dive bomber Flight Control Groups: One fighter, one torpedo plane and three dive bombers (1-1-3) or two fighter, two torpedo plane, one dive bomber (2-2-1) Base Squadron Sizes: Four fighters, Six Torpedo Planes, Six Dive Bombers Hangar Capacity: 85 Like Saipan before her, Kaga has some unique features where her air groups are concerned. Fighters Kaga uses tier VI A6M2 "Zero" fighters. These are the exact same fighters you first unlock on the tier VI Ryujo and use again with the stock tier VII Hiryu. They even come in the same squadron size of four fighters which can be upgraded to five if you take the Air Supremacy skill. With mirrored matchmaking between carriers, these fighters have an immediate disadvantage over most other fighters you will encounter. Proper use of the strafe mechanics is key to doing the most damage possible. This will buy your strike aircraft time to do their job. You'll hemorrhage fighters quickly in most cases and eat through even Kaga's substantial reserves. So long as this is used to make strikes to the betterment of your team, the losses are acceptable. It can be worthwhile to freely offer up your fighters to lock down those of your enemy to give your bombers a clear attack run -- with Kaga, this is often all that's needed. More than any other carrier, Kaga benefits from the skill, Dogfighting Expert. It's rare that she will ever face same-tier fighter squadrons, and this provides a ready boost to their (in)efficiency. While this won't give her close to parity in performance with A6M5s or Hellcats (never mind Corsairs), it will give them a bit more attack power to help draw out fights. A6M2 Zeroes hound a Ranger's TBF Avengers. Dive Bombers There are several odd points about Kaga's dive bombers. Superficially, they share the same baseline stats as Ryujo's tier VI D3A1s. This includes hit point total and speed, but the similarities end there. Kaga organizes her dive bombers in squadrons of six planes instead of the usual four found on standard IJN Carriers. Their turn around time in the hangar is 31 seconds up from 19 seconds for Hiryu's dive bombers. In addition, they use a different armament. Kaga's D3A1s are armed with the Type 99 N6 Mod 1 bomb. Compared to those found on Hiryu, they have less armour penetration, a smaller blast-size, reduced fire chance and, most crucial of all, they do less damage. All of these drawbacks are compensated by having an dispersion radius nearly half that of normal IJN dive bomber squadrons and could be closely compared to that from Saipan's. Unlike the American premium, Kaga can tighten this further with a manual drop, landing nearly all of her bombs with pin point accuracy. Properly aimed, you can guarantee all of her bombs will strike a target. This is very necessary as her bombs only do 858 damage per hit (or less on saturated targets). An upgraded squadron with seven planes is only going to put out a maximum of 6006 damage with their strikes which is a far cry from the destroyer-busting salvos from Saipan. With a manual drop, it's unlikely that more than a single fire will be lit as they will all cluster on a single section and most ships will laugh off this kind of damage. It's only through the use of multiple dive bomber squadrons that Kaga can stack any substantial amount of damage and it's not easy going. Moreover, it's often not worth the effort of trying to land these pinpoint strikes and this, in turn, diminishes the value of the 1-1-3 control group. I've found that it's not really necessary to manually drop Kaga's dive bombers. I will spend little more time with them than to align their approach vector along the long-axis of the ship and let them auto drop. This will not result in as many hits overall, but it is more likely to spread fires across multiple sections of the ship. This in turn taxes the Damage Control Party of my target and sets up follow up attacks with torpedo planes quite nicely Overall, Kaga's dive bombers are interesting but they're not the weapon of choice for maximizing damage with this vessel and they largely play a secondary or follow up role. Blast radius of the dive-bombers from tier VII carriers with a reference-Mahan for scale. Kaga is the least likely to detonate targets she strikes with bombs as hits must be grouped quite precisely over top of the magazines to set them off. Other carriers need only land them within the same postal code to have a chance at damaging a whole number of modules. Torpedo Planes Once more, Kaga borrows from Ryujo with the B5N2 torpedo plane. In this case this isn't acting at a disadvantage to Hiryu as both carriers use this aircraft. Immediately players will notice that Kaga's squadron size for her torpedo planes is enormous, comparable to the six-plane squadrons of USN carriers. Their reload time is 29 seconds compared to 21 seconds for Hiryu's squadron of four, but is far in advance of Ranger's 41 seconds. This even compares well to Saipan's 22 second rearmament with her Skyraiders. Taken in isolation, Kaga can turn around more torpedo bombers faster than any of the other tier VII carriers. The large squadron size also comes with the option with the 2-2-1 load-out to operate two squadrons simultaneously (with 31 reserve bombers!), opening up all sorts of brutal meta play. Kaga's torpedoes travel at 48 knots compared to the 35 knots of Hiryu's torpedoes with only a minor sacrifice of 400m worth of range, bringing their reach down to a 3km. This all comes without sacrificing damage which is obscene. Kaga's torpedo drop takes a unique pattern. Rather than dropping line abreast, the formation of six planes drops in two lines, one in front of the other. Each line has three fish. The torpedoes released closest to the target are spread further apart. The second line is more tightly packed -- akin to the initial spacing of USN aerial dropped torpedoes. Casualties taken from Kaga's torpedo planes removes aircraft from this second line first, diminishing the tighter cluster. Like all IJN torpedo aircraft, their torpedoes take a convergent path on a manual drop. The net of this drop is quite different from the usual pattern players are used to evading. By playing with the range of the attack and overlapping salvos, different combinations can be used depending on the target. The wide spread of advanced torpedoes can be ignored in favour of focusing on emphasizing the narrow spread that drops behind. These drops at near point blank range can see players panic to avoid the wide-spread fish only to expose themselves to the cluster coming in behind. The variations are many, especially when doubled up with a second squadron for a cross drop, bullet-hell nightmare that will make for some great YouTube montages. Kaga's torpedo planes allow her to assassinate most surface vessels outright through either a combination of overwhelming damage or a mix of direct assault and damage over time effects. She can afford to attack targets that other carriers might not brave grace of her deep plane reserves. Approximate size of manual torpedo drop spreads at minimum arming range for Ranger (left) and Kaga (right). Both carriers have comparable widths at this range, but Kaga's will converge the further her torpedoes run while Ranger's will diverge over distance. Reference-Mahan used for scale. Load Outs Given the ridiculous strengths of Kaga's torpedo bombers, her 2-2-1 build is optimal. A single torpedo hit against most targets will do more damage than an entire squadron of dive bombers. This build also gives her more fighters to work with to help unstick her attack planes from enemy bandits. The carrier-snipe potential from this build is very real and anyone facing a Kaga should be wary of misplacing Kaga's torpedo plane squadrons lest they find themselves ambushed. So while air superiority is difficult for this carrier to achieve, she can wrest it away by going for the source of enemy aircraft with alarming ease. Firepower Secondary Battery: Ten 200mm guns in single casemate mounts, sixteen 127mm 8x2 turrets. On paper, Kaga appears to carry more firepower than the mid tier IJN Heavy Cruisers. It would be a mistake to expect too much out of these weapons. First of all, they are divided into port and port and starboard batteries, giving her a maximum broadside of five 200mm guns and eight 127mm guns. Second, their fire angles preclude all of the guns from engaging a target in her forward aspect until they're 45º off her bow (or 30º off her stern). Third, their range is limited to 4.5km. And finally, Kaga is an aircraft carrier. She's not built to trade fire with surface ships. While it may be tempting to toss a secondary-specialized Captain in her, it's your funeral. Short of a low health, Soviet destroyer being stupid enough to stray into gun range, your secondaries aren't going to get a whole lot of exercise. Attempts to do so often end hilariously and with a sad trombone sound effect. Manoeuvrability Top Speed: 28.0 knotsTurning Radius: 1080mRudder Shift: 14.4s Maximum Turn Rate: 2.69º per second. Kaga doesn't do anything particularly fast. Her top speed isn't impressive and this leaves her dangerously vulnerable if one flank collapses. When it comes to agility, whole generations live and die before she can manage to turn herself 90º, never mind coming full about. DurabilityHit Points: 51,000Maximum Protection: 19mm + 76mm + 152mm Min Bow & Deck Armour: 19mm extremities, 21mm flight deckTorpedo Damage Reduction: 22% Kaga has an enormous hit point pool for a tier VII carrier, which she deserves given the size of her. Being built on a battleship hull, her layers of protection around her citadel are quite formidable. Her citadel itself has 76mm of protection and is almost entirely submerged. At medium to close ranges, one must also punch through 152mm armoured belt and 19mm anti-torpedo bulges. While this won't turn away battleship shells, it does provide a reasonable obstacle for cruisers and destroyers, giving Kaga some survivability in such encounters, so long as they're kept brief. The downside is that all of this armour around her citadel is made largely irrelevant when it comes to high explosive attacks. Kaga is enormous and most of that upper structure right to her deck is easily penetrated by any high explosive shells she's likely to face. It's almost impossible to miss her once you start shooting and her tall silhouette makes a tempting target. Her torpedo damage reduction isn't great, but at least she has some. Not every carrier can boast that. This can save her from flooding damage and frustrate would-be carrier snipers. Secondary batteries exchange between Kaga and Dunkerque. Don't try this at home. Concealment & Camouflage Base Surface Detection Range: 12.6km Air Detection Range: 13.6 km Minimum Surface Detection Range: 10.3km Minimum Aerial Detection Range: 11.4km Kaga makes Großer Kurfurst look like a modest design. This ship be huge. Specifically, Kaga is very tall. Her flight deck is almost at the same height as the top of Yamato's rangefinders. Yeah. She's that big. This comes with some understandable complications. Aside from just being easier to hit, she's also very easy to spot. Kaga has a larger aerial detection range than she does a surface detection range. Stray float planes and wandering enemy fighters are likely to uncover her at inopportune times. This makes taking an aggressive position filled with more risk than it might in a Hiryu or Saipan, for example, especially given her less than exemplary speed and agility. Once Kaga is detected by surface vessels, disengaging is all but impossible. She doesn't have the speed or stealth to open up the distance and, short of sinking her pursuers, she can only hope to make use of island cover to make her escape. Anti-Aircraft Defense AA Battery Calibers: 127mm / 25mmAA Umbrella Ranges: 5.0km / 3.1kmAA DPS per Aura: 81 / 70 Kaga's anti-aircraft armament isn't up to the task of keeping her safe. To be fair, it's only slightly behind that of Hiryu, but even being up to par with that CV wouldn't be anything worth bragging about. Kaga's fighter cover is really necessary to keep her safe from enemy attack, taxing her already over burdened (and up tiered) fighters even more. This makes Air Groups Modification 2 look even more appealing to provide her fighters with improved endurance to continue to harass and shoot down approaching attack planes. Given her large aerial detection range, you can expect to be sniffed out early and for many opponents to try their luck at taking you out with a snipe. Worse, her large aerial detection range far exceeds even the maximum upgraded range of her AA batteries, necessitating the use of fighters to search for and clear out spotters to keep enemy surface ships from trying their luck with a long ranged pot shot or two. How to Increase your Joy The commander skills needed to optimize Kaga aren't anything special. Her AA power and secondaries aren't really worth spending skill points into to try and emphasize. This leaves us with a focus of skills to improve her aircraft performance and rearmament times -- skills that mesh well with most of the other IJN carriers, making Kaga a decent training ship once the minimums have been selected. As usual, we'll be racing to select a top tier skill first before doubling back. To this end, we'll be selecting one skill from each tier for our first 10pts spent. Start with Aircraft Servicing Expert -- Kaga's reload timer with her strike aircraft is quite long compared to other IJN Carriers. Follow this up with Torpedo Acceleration at the next tier. This will drop your effective range of your torpedo planes to 2.4km but it will increase the speed of your torpedoes to 53 knots which is hilarious. Next, take Torpedo Armaments Expertise. Finally, take Air Supremacy. Now we can double back through the lines. For your 11th point, take Dogfighting Expert. Few carriers benefit from this skill as enormously as Kaga does with her tier VI fighters. With that, your fighter squadrons are now a credible threat to a stock Hiryu and a mismanaged Saipan. From this point, you can take skills to taste. I would strongly recommend taking Concealment Expert with your next 4 skill points -- Kaga gets spotted often and this can really help mitigate that. If you choose to live dangerously (or decide that being spotted is a forgone conclusion), you can elect to take Basic and Advanced Fire Training to prop up her modest levels of flak and pretend that her secondaries are a serious threat -- which they aren't. Skills like Expert Rear Gunner and High Alert are great follow up choices for the more serious minded. She's hyooj. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Carrier game play is largely unforgiving as a rule. That said, Kaga is about as suitable for a new player as any aircraft carrier is likely to be outside of tier IV. She's very auto-drop friendly and she can land a large number of bomb and torpedo hits, even if you don't know how to manually aim. In the hands of an expert, Kaga is easy-mode on a whole new level. I dread seeing the damage totals this thing will spit out when the veterans get a hold of her. She offers so much control of damage-over-time effects and high alpha strikes. The biggest hurdle will be proper management of her under-performing fighters while ensuring that her own strike craft deliver their payloads quickly and efficiently. Mouse's Summary: How did this get past testing in this form? The 2-2-1 load out is disgusting. The only real challenge with her is managing her under-strength fighter squadrons. The rest is easy mode. I'm sorry, Ranger. I am so sorry. Kaga is very powerful. Maybe too powerful. I get how Wargaming might considered her balanced. Her fighters, even when fully specialized, will never be match for her contemporaries. Kaga's strike squadrons take a long time to reload. Her dive bombers don't hit especially hard and, when manual dropped, aren't likely to set more than a single fire. She is awkward and she is slow to respond. She is clumsy. She's easily spotted even when she thinks she's being subtle and sneaky. And, of course, Kaga has really big guns that will only get her into trouble if she tries to flaunt them. I am getting high school flashbacks. This all goes towards making her 2-2-1 build acceptable at a cursory glance, which it really shouldn't be. I am not expecting the population at large to dominate with Kaga. Her performance is locked behind a skill wall. However, I do think attention needs to be justly placed on her potential. Facing off against a competently captained Kaga will be a nightmare. I had some serious open-Beta Midway flashbacks during my play-test sessions. It felt cruel how easy it was to stack floods, set up cross drops and largely abuse surface ships. I cringe to think why Wargaming decided this game play was unacceptable for Midway, yet perfectly cromulent for Kaga, especially when under performing ships like Ranger go without. Yet, Kaga won't paint any potatoes purple. She doesn't come with training wheels. Waste time setting up attacks and your team will melt around you. Botch a carrier snipe and you'll pay for it. Choose the wrong target and your planes will evaporate before placing their drop. Mishandle your fighters against a Saipan or HIryu and you'll be on your back foot from the word go. Kaga is easily a contender for the best carrier at her tier. She's hands down better than Ranger. On the attack, she's better than Saipan or Hiryu, but she's weaker than both defensively in terms of her fighters and also the vulnerability of the carrier herself. Is she overpowered? She definitely has facets -- or rather, one facet, that smacks of such. Would I Recommend? I should preface this with the following: Kaga isn't likely to convert any new carrier players to the fold. If you haven't enjoyed playing carriers before, I don't think she'll win you over. While the attack patterns of her dive bombers and torpedo planes are interesting, they are not some miracle fix to the disparate game play between carriers and surface vessels. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Kaga can carry a PVE-match. Her damage output with the proper build is ridiculous. Snipe the enemy Kaga then farm damage at will. Her repair costs are just shy of a 34,000 credits while she'll gross between 75,000 to 100,000 easily on a decent match. For Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. I could easily recommend Kaga to grind up through Random Battles, with the one provision that she only makes a suitable trainer for commanders with at least 10pts invested in aircraft carrier skills. Without these, she really struggles against anything short of a Strike Ranger. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. In competitive environments, a well commanded Kaga is a potential nightmare for the enemy team and a strong contender for one of the best carriers at her tier. In the hands of an expert, she can delete enemy ships at will. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Kaga has an extensive history, including her famous end at the Battle of Midway. For World of Warships players, she also represents the first IJN carrier premium, which is something in of itself. She's also the second carrier premium ever. For Fun Factor:Bottom line: Is the ship fun to play? I generally dislike carrier game play so it was hard for me to enjoy my time with Kaga. Take that with the necessary pinch of salt. I didn't find anything particularly compelling about playing her. 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.
  14. So, I just started playing World of Warships, and I started experiencing some weird things showing up. There are brightly colored objects blocking my view when I turn my guns to the right and left. The only way to bypass these colored objects, is by looking through binoculars. It doesn't happen at the beginning of the game, but rather mid-game. it appears and blocks my view of other ships, and consequently, I get demolished and have to try again. I will try and take a video of it tonight.
  15. Friday bundle (source: Asia)
  16. The_Potato_Smasher

    Hercule Mogador Strikes Again!

    Hello there! So, I had a couple of pretty sweet games in the Mogador today. One of them was a 155k Damage victory, and the other was a 117k damage defeat. Thanks to that, the Mogador now holds my personal DD damage record. Here's the win Somehow getting my rear end carried by a Lightning. Just 250 damage short of my first Witherer medal ( shame ). But hey, I still got a Confederate Premium Time Moolah baby! And here's the loss. ( Or, when you just can't carry hard enough ) Like I said, when I can't carry hard enough... Comps to the Ostergotland captain for somehow evading the wrath of a Reload Booster Mogador at 5.5 kilometers. Not as much fire damage, but I did land a couple of torps ( Wait, I launched 55!? ) My first Million Credit Game Baby! ( I might have made 1.5 million if we had won that, lol ) So that's my impressive games for today. If you have any questions, comments or salt, do leave it down below. And compliments go out to all the captains who played in these games. Your performance was exceptional! ( And I'm sorry if it looks a bit sloppy. My editing skills are terrible ) -Shrayes Edit: For those of you who may or may not be wondering, here is my build at the moment. I run the second rudder upgrade in the 5th slot instead of concealment, so that I can juke better. I also run the Engine Boost upgrade for that sweet 252 second duration. Basic DD build, and then I go with Adrenaline Rush and BFT. I'm still saving up points for Demo Expert at the moment.
  17. 00barroso

    Next Coal Ship

    It was announced during the Kings of the Sea stream that the next coal ship would be a German BB; and that could be T9 Ludendorff or a 457mm BB that was rumored since T8 Odin will be available in the dockyard. But with the Soviet cruiser split Moskva will become a coal ship meaning that the next coal ship will be a Soviet Heavy cruiser not a German BB(unless they release T9 Ludendorff in 0.9.4) Since they seamed say it in a sarcastic manner T9 Siegfried could be the one... Could you clarify @Hapa_Fodder? Sorry for any error. English isn't my first language.
  18. DavyJonesLocker

    What ship would ______ Be?

    I'm Bored. Let's have fun! Match a celebrity, politician, or anyone with a ship, ship class, or nation.....GO Example: Gordon Ramsay would be the Smolensk due to his fiery personality and he is always shouting a you very close. or Betty White would be the Albany. It's older than dirt itself and the ship is legit white.
  19. Note: The information in this guide is current as of October 2020. It is not likely to go out of date quickly, but nevertheless I will aim to update it every three months or so. Many new players reach out in-game or on the forums to ask what are good premium ships to buy, which ones are strong and what premium ships to avoid. The purpose of this New Player Guide is to help navigate these issues to help you make the best decisions for yourself whilst being aware of all the key issues. Firstly, I want to reiterate that WoWS is entirely free to play, including at high tiers. You are under no obligation to spend money on this game to have fun and do well. Still, you may be interested in this video which goes into explaining the economics of WoWS and tips for making your credits go further as a free to play player. Furthermore, some players consider that - if you were going to spend money on the game - then purchasing 'premium time' is potentially a better investment as it will boost your credit and experience earning potential on whatever ship you are currently playing . That can be true, but eventually the premium time ends leaving you without a captain re-trainer, and you've possibly missed out on a fun experience using a premium ship. Still, its ultimately a question of what you personally value, and it can be discussed at length elsewhere. 1. What are premum ships Firstly, it is important to realise that having a premium ship doesnt mean you automatically win, or if you are in a tech-tree ship facing a premium ship it doesnt mean you automatically lose. In WoWS, premium ships can be stronger than tech tree equivalent ships, the same, weaker or just completely different to play. Learning how to improve playing the game will make you perform better than just buying a premium ship. See the post immediately below this one for some guides on how to improve your game play. Premium ships are bought directly from the Premium Shop, purchased in-game through the Armoury for doubloons (many are available for large amounts of coal, and a small number are available for very large quantities of free XP), are given away by WG through a major event (usually through a long grind), sometimes as a reward for playing a lot on the Public Test Server (usually a crate for a T6 or T7 ship, one per quarter), or potentially won as an extremely rare drop from a Supercontainer (in 14,000 battles this has happened to me exactly twice). Sometimes, premium ships may become available to rent (either as a pop-up or through an event) - you may wish to consider taking up an opportunity to give them a go. Note: WG rotates the premium ships that are available in the premium shop and in the arsenal, so not all ships are available all the time. If there is one you are particularly keen on, you will have to be quite patient as they tend to rotate slowly, or you could instead try another first and circle back if it still interests you. The WoWS Wiki has a list of all premium ships, including ones that are no longer available but you still may face in battle from time to time. 2. What are the key benefits of premium ships Premium ships have four main benefits: They generate additional credits (silver) per battle, enabling you to purchase new tech tree ships, equip modules, retrain your captain to 50%, or other in-game actions such as servicing your ship post battle (before you can play it again). They generate additional ship experience; however, you cannot transfer this experience to your current ship grind without using 'doubloons' (ie, additional purchases) to convert it to free XP They enable faster captain re-training by generating additional captain experience and - more importantly - allowing you to drop in any captain from that nation into that ship without a re-training penalty. For example, say you have just researched and bought (with silver) the American T3 cruiser St Louis. Normally, you would move your T2 Chester captain to your T3 St Louis, but until he 're-trains' on the T3 St Louis his skills (such as Priority Target or Adrenaline Rush) will not be active. At this point, you could move him from your St Louis to your T3 Premium Ship Charleston, and his skills would be immediately active. AND the experience earnt on the Charleston would help re-train him for the St Louis. You can also move your American Battleship captain from the T8 North Carolina to the T3 Charleston to help re-train him for the T9 Iowa - ie, its not limited to just cruisers. However, it is limited to each 'nation' - in this case, the United States. They potentially offer different play styles to the tech three ships - and thus can be more fun to play. For example, the tech tree T8 German cruiser Hipper has a faster reload, is stealthier and more agile but with no heal, and the Premium T8 German cruiser Prinz Eugen has a slower reload, slightly more armour, less stealthy, less agile but does have a heal - meaning you can take more risks in the premium ship but you sacrifice your firepower. 3. What are the key considerations when deciding upon a premium ship As a new player, this section is the most important to come to grips with given the huge number of premium ships that are available. Knowing what you are trying to achieve will really help narrow down the field to what the right premium ship is for you. Nation Captains can be dropped into any premium ship of the same nation. If you are currently focused on French ships, then typically you would be looking at purchasing a French premium ship. Obviously, priority can be harder to work out if you are pursing multiple nations at the same time. Type Typically captains are optimised for either DDs, CLs, CAs, BBs or CVs - if you are currently focused on a nation's cruiser line, it is logical and typically optimal to select a cruiser as a premium ship. Again, priority can be harder to work out if you are pursing multiple ship types at the same time. Tier Players will typically out-grow T4 ships and below quite quickly; however, purchasing a high-tier ship too soon means you'll get repeatedly punished and underperform if you havent gone back and really learnt the game mechanics first. In this game, a new player who is obviously out of their depth playing a premium T8 German battleship Tirpitz is actually a meme - known as the 'Derpitz'. Learn from their mistakes - learn to walk before running, there is no rush to get up to high tiers. Personally, I find mid tiers (T5-7) the most fun to play anyway. Tier 6 and Tier 7 ships (including premium ships) can be used in PVE 'Scenarios' (aka 'Operations'), which are generally an excellent way to generate credits and experience very quickly; however, these tiers can suffer a bit from matchmaking in PVP Random battles, as they may be bottom tier more often (particularly T6). Tier 8+ ships (including premium ships) can be used on most 'Campaigns' that can award additional bonuses, such as the premium T6 Japanese destroyer Shinonome, legendary captains Yamamoto (IJN), Halsey (USN), and Swirski (Pan-European). Difficulty Simply put, some premium ships are easier to play than others - particularly for new players. This can be hard to ascertain except through reading reviews of the ships. I have outlined some premium ships of each type below that are relatively easy for new players to grasp. Difficulty is not strictly limited to tier, or type, or nation, though generally battleships are the easiest to play. Cruisers can be deleted in a single salvo from a battleship, another cruiser at close range, or by a well-aimed spread of torpedoes from a destroyer (though this last point is true of all ship types, to be fair), Destroyers tend to be in exposed forward positions with a small hit point pool, making mistakes costly. Carriers tend to be 'different' to play. For understanding the different roles that ship types perform in this game, and how to counter them, you may be interested in my Ship Role Quick Reference Guide. Training Some premium ships are excellent for training captains of the equivalent tech-tree line because the optimal 'build' for the premium ship is the same as the tech tree ship. There are many examples of this, for instance premium German Battleships are excellent captain trainers. However, some 'unique' premium ships require captain skills that are materially different to the tech tree line. Thus, whilst they may be fun to play, they are not as optimised as captain trainers (all other things being equal). For example, the T8 American Battleship Massachusettes is a poor captain trainer, because it is best optimised as a secondary-specialised battleship, but the USN tech tree battleship line all have poor secondary guns. Players are then faced with training a unique Massachusettes captain to take advantage of the premium ship (which so happens to be great fun), or placing their tech-tree optimised captain into the premium ship and not get as much out of it. This choice is not faced by the premium T8 German Battleship Tirpitz, whose optimal skills also synergise neatly with the tech tree T8 German Battleship Bismarck and subsequent ships to T10. Earning potential High tier premium ships typically have additional earning capacity than low tier ships, in credits (silver), captain XP and ship XP (the latter of which can be converted to free XP with additional doubloons). Some premium ships will have particular bonuses (eg, the T6 Pan-Asian Destroyer Anshan has an additional 30% free-XP generation, the T8 German Cruiser Prinz Eugen can have an additional camoflage that generates an additional 10 per cent credits, the T8 Italian battleship Roma and the T8 Japanese battleship Kii can be purchased with a special/expensive additional camo that greatly increases credit earnings and are potentially the highest earners in the game (other than the Missouri)). Cost Low tier ships are cheaper in dollar terms than high tier ships. Destroyers at the same tier are (generally) cheaper than Cruisers, which are cheaper than Battleships, which are cheaper than Aircraft Carriers. Premium ships bought from the premium shop will come with a 'port slot' (worth 250 doubloons at normal prices - these can sometimes be bought for significant discounts during certain events through the year). Be smart when buying premium ships IMPORTANT: Some premium ships can be purchased, earnt or won through other means such as events or - in particular - the Armoury for coal. Coal can be earnt in-game for free (though it can take a while). Keep this in mind, particularly if you are tossing up between two ships and one of which is not available in the Armoury for coal. Free Premium Ships: See @mabeenot's Guide for acquiring free premium ships - not everything needs to be bought with hard currency in this game; you can earn a substantial collection of premium ships through effort. ALSO IMPORTANT: By default, players have two 'coupons' (one for doubloons, one for 'resources' like coal) allowing them a percentage discount for purchasing ships in the Armoury (see example in the spoiler below) - these typically reset after about 6 months. Furthermore, it *can* be cheaper to purchase doubloons (typically bundled with premium time) from the premium shop using money than just buying the ship directly from the premium shop - often the bundles will in effect give you some premium time for 'free'. This benefit is in addition to using discount coupons. 4. What is the best premium ship in the game? You'll be shocked to know that opinions vary. I think the Premium T5 Italian Battleship Guilo Cesare is probably the strongest premium ship in the game, tier for tier, as it is relatively easy for players to grasp and is much stronger than most of its competition. Unfortunately for you, it is also no longer for sale. WG pulls premium ships that it considers too strong from sale, including the T3 Konig Albert, T4 Imperator Nikolai, T5 Gremyashy, T5 Kamikaze & sisters, T7 Belfast, T8 Kutuzov, and T9 Missouri. What is more important than which premium ship is the best, is whether you have the 'right' premium ship for you, as a new player. 5. So, what is the best premium ship for a new player? Thank for your patience - you've made it this far. Based on the important considerations in Section 3 above, I have aimed for a range of solid, dependable, relatively easy to play premium ships of each type at multiple tier brackets (low/medium/high). These are my suggestions and considered opinion - but importantly it is up to you to make a decision as to which premium ship - if any - to buy for yourself. Importantly, before buying your premium ship, I strongly encourage you to do your research. You are welcome to look up their details on the WoWS Wiki, but I find @LittleWhiteMouse 's premium ship reviews as the gold standard in determining whether a ship is right for me. Low Tier Ships (1-4) - Cheap but effective Destroyers Cruisers Battleships Carriers T2 Tachibana (IJN) T3 Charleston (US) T3 Dreadnought (UK) N/A T3 Vampire (Cwlth) T4 Yubari (IJN) Mid Tier Ships (5-7) - Best Value Destroyers Cruisers Battleships Carriers T6 T-61 (Germany) T5 Exeter (UK) T5 Texas (US) T6 Ark Royal (UK) T6 Anshan (Pan-Asian) T6 De Grasse (France) T6 Arizona (US) T7 Sims (US) T6 Molotov (Soviet) T6 Warspite (UK) T7 Boise (US) T7 Scharnhorst (Germany) High Tier Ships (8-10) - More dollars than sense Destroyers Cruisers Battleships Carriers T8 Cossack (UK) T8 Atago (IJN) T8 Massachusettes (US) T8 Kaga (IJN) T8 Loyang (Pan-Asian) T8 Prinz Eugen (Germany) T8 Tirpitz (Germany) T8 Mainz (Germany) T9 Georgia (US) T8 Bayard (France) T9 Alaska (US) 6. Super-quick summary Best overall ships for 'value': Destroyers : T6 T-61 (Germany), Cruisers: T5 Exeter (UK), T6 De Grasse (France), Battleships: T7 Scharnhorst (Germany). Carriers: T6 Ark Royal (UK). To be clear, if you are unsure what is really best for you, all of these ships will perform strongly given their competition. However, it is still possible to fail in them if played poorly and - for example - if you dont enjoy playing destroyers, then the T-61 isnt going to magically make you have fun. Honourable mentions - particularly in relation to fun factor: T5 Okhotnik (Soviet), T6 Graf Spee (Germany), T7 Haida (Cwlth), T7 Atlanta (US), T7 Leningrad (Soviet), T9 Friesland (Pan-European). To be clear, these ships are all strong and they typically perform differently from their tech-tree equivalents; however, they can take a bit more experience to get the hang of. But they are fun to play. Ships you should get your hands on if a reasonable opportunity arises: T8 Enterprise (US) only if carriers are your thing, T9 Musashi (IJN), T9 Jean Bart (France), T9 Benham (USN), T10 Smolensk (Soviet). Plus all of the 'Removed from Sale' ships mentioned above. Note: Dont buy a bunch of crates at Christmas for a vanishingly small chance of getting them - they are not worth hundreds of dollars each. I hope this information helps. As always, I am interested in feedback on this guide - grateful for views from both experienced and new players as how best to improve it.
  20. HeavenlyWind_

    New Ribbon/Medal Idea

    There should honestly be a ribbon or medal for completely destroying a module, such as a turret or a torp tube. I know there's the incapacitation ribbons for temporarily disabling a module, but then there's the times where your turret or torp tube gets completely decommissioned and it can't be repaired or used for the rest of the match. There should be a separate ribbon/medal for that occasion. It would be cool and funny to know that you've just ruined someone's match lol
  21. HeavenlyWind_

    Lock-On Fix?

    There have been countless times where I've aimed at a ship and it locks on to the ship behind it. Then no matter how much I aim at my desired target, the lock-on sticks as long as the undesired ship, the one I'm locked onto somehow, is just about within frame. Happens a lot when I'm trying to torp too. Is there something that I'm missing in order to lock-on to my desired target every time or is the lock-on actually broken at times?
  22. Since the new set of resource/doubloon coupons are out, wondering what ships would be the best With coal I'm still stuck in the middle as if I should get the Thunderer or Georgia first. I already have Jean Bert and Smolensk For steel, is the flint a good enough ship to use or should I should wait to get more steel for a ship like the neustrashimy. I already have the Stalingrad as my first steel ship. Also what would be a good doubloon ship for 6500 that I can use the coupon on?
  23. HeavenlyWind_

    German T10 Premiums

    When are we gonna see some German T10 premiums? Seeing how they are the only main nation in the game without T10 premiums. German T10 prem H-class BB with 457mm guns? (or maybe even 480mm lol.) Lutzow?
  24. smolensk is broke as hell it can solo kill battleships from soo far away that range is crazy has a farther range than a GK with legendary on "legendary shortens the range cuz [edited] u thats why" Smolensk can fire over islands that are really high whilst siting directly next to them meaning no bb in game can retaliate ever, smolensk AA is god level if it is escorting a BB th AA field is way to strong to do much dmg. and i dont play cv much just noticing this stuff . soo and i know you peeps will say well good bye wont miss a player like you, but i dont hang out on forums complaining that my op ship isnt op enough like most forum warriors but [edited] it all i digress the nerf for smolensk needs to happen in november or im gone my money is gone and im never coming back so fire that one I.T. guy cuz u cant afford his [edited]nowadays. you guys wont listen to your players no matter what anyway we still have to play epicenter cuz u say it was hard to make so we gonna make u play the worst game mode ever conceived . so Thank you Wargaming for the good times [edited] russia and good night.
  25. 3 tier X ships showed up in my port. I've received normal rentals before but these say TEST SHIP and they say they're a COPY of the actual ship. Gearing, Zao and Conquerer. Good for clan battles and ranked battles only. I'm not in a clan yet and there are no tier X ranked battles atm. I read that you get rental ships for clan wars, so I assume that's what these are? But not sure why they say TEST and are only copies. So was wondering if they may be for something else? Looks like I won't be able to play them though if only clan and ranked. I do have some clan invites in port, so maybe that triggered the rental ships? If anyone can confirm this is how the normal clan rentals show up I'd appreciate it. Thanks!
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