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Found 12 results

  1. You guys can cry all you want about CV's... we're getting Ark Royal soon The biggest question is at what tier... T6 almost makes more sense than T8 for Ark Royal given what planes she carried (no Swordfish will = a major crapstorm) and her lighter hanger space compared to the other T8's (especially Kaga's almost 2.5 times sized wing).
  2. LittleWhiteMouse

    Premium Ship Review: HMS Nelson

    The following is a review of HMS Nelson, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of August 14th, 2017. The Walking Dead. Quick Summary: A slow Royal Navy battleship with all of her guns mounted forward on her bow. Her repair party consumable can allow her to come back from the dead twice over. Cost: 375,000 free experience. Patch and Date Written: 0.6.9. August 10th through 14th, 2017 Closest in-Game Contemporary Imperator NIkolai I, Tier IV Russian Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Whoa, no one panic! Nelson is not the second coming of the Nikolai. She simply shares a very similar gun layout and achieves a similar state of resilience (though admittedly through different means). They also share the affliction of having a very high citadel which means they both fold like a deck of cards if someone catches their side with battleship AP. Finally, like Nikolai, Nelson's big weak spot is her bow. While the Russian battleship really only has to worry about shells punching through the upper part of her snout, Nelson's entire bow can be easily overmatched by most of her contemporaries, but this is a common affliction to all tier VII Battleships. PROs Powerful Repair Party consumable, restoring up to 40% of the ship's hit points per charge. Good armour protection versus American AP Bombs. Good 1.9 sigma value which helps tighten up her dispersion. Flexible gun layout, able to switch fire from port to starboard very quickly. Short fuse timers on her AP shells, leading to less over penetrations. Ridiculous HE performance, with 101mm of penetration, high alpha strike and a 46% chance of starting fires per shell. CONs She feels blind with no consumables to aid with spotting (plane, radar, hydro) Citadel sits high over the waterline. Lackluster penetration values, comparable to HMS Warspite at tier VI. Slow turret traverse of 4.0º per second Anti-aircraft firepower is concentrated in short range (and excessively fragile) batteries. Nelson is slow with a maximum speed of 24 knots. Large surface detection range of 15.3km. HMS Nelson is the last of the so-called "Big Seven Battleships" to find their way into World of Warships. These were the battleships of the United States, Japan and Great Britain that were allowed to be armed with 16" guns under the Washington Naval Treaty after World War One to put an end to the naval arm's race. They consisted the Nagato-class, represented by Nagato and Mutsu, the Colorado-class of three ships, Colorado, Maryland and West Virginia and Nelson-class with Nelson and her sister ship, HMS Rodney. Of these seven vessels, the Nelson-class are certainly the standouts where design is concerned. There's no denying that their silhouette is very distinctive. When play-testing her, I received many comments about her looks (often derisive, but a few people had the right of it and called her 'awesome looking'). I can say that her play style is as distinctive as her appearance. Let's get into the hows and wherefores of their performance in game. Options Nelson has access to an improved version of the Repair Party consumable. This restores 1,188hp per second for 20 seconds, healing up to 40% of the ship's hit points per charge. However, this only comes with two charges as opposed to the usual three for battleships. Nelson queues damage in the similar manner as other Royal Navy battleships. She uses the same Damage Control Party of other Royal Navy Battleships (except Warspite) with a 15 second active period. Consumables: Damage Control Party Repair Party Module Upgrades: Four slots, standard Battleship options. Premium Camouflage: Type 10, tier VI+ standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For your upgrades, you'll be picking standard battleship options. In your first slot, take Main Armaments Modification 1. You're going to be tanking a lot with your bow and turrets, so your guns take a lot of abuse. In particular, her B turret gets disabled and destroyed frequently. In your second slot, Aiming Systems Modification 1 is your best choice. Nelson's horizontal dispersion is not as good as previous Royal Navy premium battleships, so the extra accuracy is sorely needed. Her anti-aircraft guns and secondaries are not worth upgrading. In your third slot, take Damage Control System Modification 1. This will boost your torpedo damage reduction up to 21%. And in your fourth slot, you have a choice. Steering Gears Modification 2 will reduce your rudder shift down to 11.9s. Alternatively, you can take Damage Control System Modification 2 to reduce fire and flooding damage if that's your preference. Special Upgrades The only special upgrade that has any sort of application on HMS Nelson is Damage Control Party Modification 1. When applied to HMS Nelson, this would increase the active period of her consumable from 15 seconds up to 21 seconds without affecting the reset timer. This competes with Main Armaments Modification 1 in HMS Nelson's first upgrade slot. Given the amount of abuse her main battery takes, this special upgrade isn't worth applying. Firepower Primary Battery: Nine 406mm rifles in 3x3 forward facing turrets in an A-B-C layout on the bow with B superfiring over A. Secondary Battery: Twelve 152mm rifles in 6x2 turrets and six 120mm rifles Nelson's approximate penetration values for her AP shells are 550mm at 5km, 450mm at 10km and 350mm at 15km. Like Dunkerque, Nelson is largely defined by the layout of her primary gun battery. She mounts all nine of her guns ahead of her superstructure. Veterans who have played Izumo and are concerned about her gun handling can rest easy -- Nelson's gunnery is very comfortable; more akin to the Soviet tier IV Battleship, Imperator Nikolai I than the tier IX Japanese vessel. Her A & B turrets have excellent fields of fire with a 300º and 322º firing arc respectively. C is more limited, but still easy to use. It can engage enemies 25º to 137º off its side for a total combined field of fire of 224º. In most engagements, you'll be primarily making use of A & B turret with C being used to take opportunistic shots where possible. Nelson's turret rotation may not be fast at 4º per second (45 seconds for a 180º rotation), but with these guns all being forward facing, it's very easy to shift fire left to right as needed. Overall, Nelson's gun placement makes gunnery enjoyable. Even firing over the shoulder isn't too difficult. Nelson's accuracy, however, is a bit of a mixed bag. Her shell groupings are rather tight with a 1.9 sigma value, however she does not have the vaunted Royal Navy battleship shell dispersion seen previously on HMS Warspite and HMS Hood. Her linear horizontal dispersion appears to be the same as USN Battleships. This is still better than French and German vessels, but it's hardly enviable. As a result, when firing Nelson's guns, you can be blessed by a string of really tight shell groupings and then suffer some really wonky strays. Nelson's AP shells aren't terribly inspiring but her HE shells are phenomenal. The latter does not replace the former, however. Nelson's AP shells have almost identical penetration over distance to HMS Warspite's 381mm guns, while having a shorter- fuse timer as seen on HMS Hood. This is perfectly adequate (and even ideal) for bullying any cruiser within her matchmaking spread, but it's a different story where battleships are concerned. Her 406mm gun caliber ensures she can overmatch the bows of any cruisers she encounters, as well as the bows of battleships at tiers VII and below. Unfortunately, her ability to land citadel hits against enemy battleships has largely fallen away by ranges of 12km except for the softest skinned targets such as Oktyabrskaya Revolutsiya. Landing reliable penetrations becomes questionable outside of 14km. These ranges drop further when Nelson is bottom tier or she's shooting at thick skinned dreadnoughts. Closing the distance isn't always the best option with HMS Nelson. While this does greatly enhance the penetration powers of her 406mm guns, the backup provided by her secondaries is less than inspiring. Nelson's secondary gun complement is divided between 120mm dual-purpose guns in single mounts and six, large twin-gunned 152mm turrets. They are better positioned than those on Dunkerque, but these guns are still poorly laid out to support an attack. The volume of fire they put out is also less than stellar. Her 152mm guns fire a mere five rounds per minute with their AP shells. Her 120mm fire twelve rounds per minute with HE and a great 8% fire chance per hit, but these are largely rear facing and cannot begin engaging an enemy until they're alongside Nelson. Nelson does not appear to use the same dispersion model as Warspite and Hood. Her 1.9 sigma value keeps her groupings tight, however. Nelson's main battery HE shells are something to behold. They boast 6,900 alpha strike per shell, 101mm of penetration, and a 46% fire chance. The list of ships that Nelson can citadel with her HE shells is long -- long enough that a player might be tempted to think that spamming HE shells is an optimal way to play this battleship. While each penetrating hit does land an impressive 2,277 damage, this number quickly falls away as areas become saturated. This leaves her impressive fire starting ability to take over damage dealing which can be hit or miss on focused targets that already have blazes set. Nelson's AP shells should be relied upon as the principle damage dealer for this vessel, with HE used as situational backup. Nelson's HE shells are best used opportunistically, such as when an enemy battleship angles in at a distance, or as a one-off to help support a friendly CV by knocking out masses of AA guns in a single volley. The enormous 39.2m blast area of her shells will cause extensive module damage against any target she strikes, even if they fail to penetrate. These shells have a larger and harder hitting explosion than anything short of the Yamato, Lion and Conqueror. This can leave a formidable AA armament in tatters. It may also force ships to reach for their Damage Control Party consumable to repair disabled engines and steering gears, leaving them vulnerable to follow-up fires. It can even set off the magazines of destroyers and cruisers with the concussive force alone. An Iowa-class battleship can be stripped of all (yes, all) of it's small and medium caliber AA gun mounts in as little as two to three volleys of Nelson's guns. Peppering a few preliminary HE shells around like this in the early stages of a match can go a long way towards helping your CV allies out, especially before closing into more effective AP shell range. Just don't forget to prioritize nailing those cruisers with AP when you see them. Between gun handling, AP and HE performance, Nelson's firepower is incredibly forgiving. A novice player could, in theory, spam HE constantly and still amass some pretty respectable damage totals provided they survived long enough. They would definitely lose out to a Nelson commander who varied their ammunition choices, however. Rivals: Battlecruiser HMS Hood HMS Nelson is the second tier VII premium British battleship in the game, with HMS Hood preceding her by a few months. The two ships are so very different in design and game play as to be almost laughable. Nelson is a slow, enduring and relentless. Hood is fast, flexible and fragile. Nelson is victimized by aircraft and Hood is a nightmare target for enemy carriers. Both struggle when facing tier IX ships. It's HMS Nelson's gunnery which sets her ahead of HMS Hood, in my opinion. Nelson deals damage reliably -- something the British flagship cannot claim, even with its (much) improved accuracy. With the coming of the rest of the Royal Navy line, I wonder if we'll see HMS Hood get some minor tweaks and buffs to bring her into line with the rest of the British ships. Only time will tell. Manoeuvrability Top Speed: 24.0knotsTurning Radius: 750mRudder Shift: 14.9s Maximum Turn Rate: 3.71º/s Nelson is slow. 24.0 knots is almost acceptable. Almost. Nelson is a full knot slower than Nagato which is already a ship that struggles somewhat with agility. This limits Nelson's flexibility and her survivability. She cannot control engagement distances. She cannot escape by outrunning her opponents or the reach of their guns. These problems compound when she faces tier VIII and tier IX opponents where not only are most ships faster than her, the map sizes make her low speed especially punitive. It's only when Nelson is top tier that her low top speed is less of a liability as she faces more of the standard-type American battleships and the distances she needs to cover are further reduced by the smaller maps. Now don't get me wrong -- this isn't Arizona-slow. And while she does have a three knot advantage over Colorado, she does not get Colorado's special speed preservation in a turn. Like most battleships, Nelson bleeds off 25% of her velocity when she's under manoeuvres, slowing down to 18.0 knots with her rudder hard over. If you're applying WASD hax as you should, you'll often see your speed struggling to get over 20 knots and this can feel like a real crawl when you're trying to get into position or you're trying to get away. Nelson is a pig in a turn. Nelson's only saving grace is that she rotates 0.1º/s faster than a Nagato, which isn't saying much. The good news is that she's incapable of out turning her turrets, even with their slow rate of rotation. The bad news is that while she may answer her rudder quickly, the effect of her rudder just isn't substantial enough to throw the ship about. This makes her very vulnerable to torpedo and aircraft attacks. DurabilityHit Points: 59,400Citadel Protection: 32mm anti-torpedo bulge + 356mm belt. Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 19% Armour layout of Nelson's belt, turrets and citadel. The only additional protection is a 32mm outer hull and upper deck not shown. At first glance, Nelson has horrible durability for facing off against enemy battleships. She has a citadel that sits so high over the water line, you would think she was a copy-paste job of the old Iowa and Montana-class battleships. What's worse, she's tier VII so her enormous bow is only 25mm thick. It gets overmatched by all AP shells larger than 356mm which includes the guns of all tier VII+ battleships with the exception of Scharnhorst. While she does boast some decent armour values, with up to 356mm of belt armour and a 305mm transverse bulkhead on her citadel, they are both heavily overtaxed trying to protect her vitals. The sad reality is that it's this 305mm bow plate which is HMS Nelson's achilles heel. Even with perfect angling (approximately 25º to 26º) bow on to the enemy, this plate just cannot stand up to any guns that can overmatch her bows. Bayern, HMS Hood and Queen Elizabeth need to get close to citadel her through the bow like this. They can only do so at ranges of 12.0km or less. Warspite and Mutsu can pull it off at at 13.0km. Things jump up considerably from there. Colorado can do so reliably from 18.0km. Everything else can do so at ranges in excess of 20km. When under fire from enemy super dreadnoughts, angle as best you can, know your ranges and hold your breath. In short: She eats citadels for days and then begs for a second helping when facing enemy battleships with 380mm guns or larger. Things don't get much better in regards to soaking up torpedoes. HMS Nelson has terrible torpedo protection with only a 19% reduction that can be boosted to a mere 21% with Damage Control System Modification 1. While this is better than that of HMS Hood, at least HMS Hood begins her turns faster. I lost this ship more often to torpedoes than any other damage source. Sometimes it was my own dumb fault. In others, the lack of damage mitigation simply overwhelmed the modest hit point pool of this battleship. Finally, there's the issue of her turrets. I have not been able to isolate why it happens so frequently, but HMS Nelson has her main battery guns disabled very often. B-turret seems especially susceptible. This is strange given the thick armour of her turret faces (406mm) and her barbettes (356mm). My guess is that shells are striking her barbettes or catching the softer sides of the turrets and prompting the critical damage rolls. Whatever the reason, you can expect to have one of your guns temporarily disabled at least once in a match. Yet for all of the deficiencies and even her modest hit point total, Nelson is quite easily capable of being the toughest ship afloat at her tier. This is all thanks to her Repair Party consumable. Unlike most battleships that recover up to 14% of their maximum hit points over 28 seconds, Nelson recovers up to 40% over 20 seconds. Yes, you read that right. This works out to 23,760 hit points that Nelson can heal with each charge of her Repair Party consumable. Nelson will, time and again, appear to be on her last legs only to spring back, hale and healthy and itching for a fight. Adding a India Delta increases this value up to 48% (or 28,512hp) per charge. With Superintendent, this provided HMS Nelson with a theoretical maximum damage total of 173,448 hit points needed before she sinks, provided her consumable is used optimally. I cannot stress this enough. Warspite, a ship known to be a tough little monster, would call receiving 80,000 damage before sinking a good match. This works out roughly 1.5 times her starting health. For Nelson, that number sits around 150,000 damage -- in excess of 2.5x her health pool. You can delay the enemy team simply grace of being a damage sponge they cannot sink quickly. This makes Nelson an absolute beast when it comes to facing enemy cruisers. She can soak the bombardment and the resulting fires for days and deny them any progress with a touch of a button. The only thing that keeps this from being disgustingly overpowered is the aforementioned tendency for Nelson to eat citadel hits. Her Repair Party consumable only queues 10% of citadel damage into the healing pool, while 60% of normal penetrations and 100% of flooding, fire, ramming and over penetrations make it into the queue. Her consumable also shares the long reset timer of other battleships. Large alpha strikes or masses of sustained damage can (and will) sink this ship in between cooldowns. Finally, she only gets two base charges of her Repair Party as opposed to the usual three. Overall, Nelson is incredibly resilient to fire damage because of this consumable. She simply laughs it off and heals all of the damage back, undoing the burn stacked by cruisers, destroyers and dive bombers without issue. This makes this vessel particularly well suited to farming up Fireproof and Dreadnought awards. Nelson is a zombie. If you do not put her down properly, she will keep coming back from the dead. Head shots, in the form of citadel hits or mass torpedo strikes, are the only way to ensure she goes down for good. Concealment & Camouflage Base Surface Detection Range: 15.30km Air Detection Range: 12.36km Minimum Surface Detection Range: 12.76km Main Battery Firing Range: 18.21km Min Surface Detection Rank within Tier: 2nd out of 7 Min Surface Detection Rank within Matchmaking: 19th out of 37 Wargaming has hyped that the Royal Navy battleships at tiers VII+ will have great surface detection stats. That's not present here. Within her own tier, when all of the ships are rigged for stealth, she sits 500m behind King George V and ahead of the Scharnhorst-sisters by 300m or so. In a cross-section of all of the battleships she may face, she's decidedly average, sitting right in the middle of the pack. Regardless if she's top tier or bottom, there are potentially battleships that she'll spot first and others that will be more stealthy. Concealment for a slow warship helps keep them alive. When Nelson silences her guns, her surface detection range goes down to 12.8km with a full stealth build. This can allow her to sneak up on unsuspecting targets until she gets within a more optimal firing range or angle. Sadly, she does not have the speed to really allow her to take advantage of this. Short of one-time ambushes or picking on distracted enemies, it will be very difficult to sneak up upon wary targets. It should be noted that Nelson is a terrible ship for doing her own spotting. She's effectively blind without any consumables to help her in detecting enemy ships, aircraft and torpedoes. Skills like Vigilance become increasingly important for her as a result, especially when it comes to navigating around islands or through channels. Nelson's concealment is alright. It's not a real telling strength, but it's not a liability either until she's uptiered. Anti-Aircraft Defense AA Battery Calibers: 120mm / 40mm / 20mmAA Umbrella Ranges: 4.5km / 2.5km / 2.0kmAA DPS per Aura: 36 / 119 / 126 (133 in 0.6.10) Do not let the big DPS numbers fool you. Nelson's anti-aircraft firepower isn't as healthy as it looks. It boils down to two issues. Nelson's AA firepower lacks range. Nelson's AA firepower is concentrated in a small number of fragile mount-clusters. Nelson doesn't boast the best range with her anti-aircraft firepower. The 4.5km reach on her dual-purpose mounts is disappointing but would workable if they did more damage. Unfortunately, the majority of her strength is located in her small and medium caliber mounts. Nelson's 40mm pom-poms only reach out to a range of 2.5km and her 20mm guns reach out to 2.0km. This largely limits her anti-aircraft firepower to self defense actions only and she cannot provide fleet support, even when specialized with AA Guns Modification 2 and Advanced Fire Training. The small firepower total from her 102mm guns ensures that Manual Fire Control for AA Guns just isn't worthwhile. But it gets worse. Her anti-aircraft defense is easily knocked out by even small amounts of HE fire. Nelson only has six of the octuple pom-pom mounts. Losing one reduces her medium range AA firepower by 19.8dps, and four of these guns are mounted in pairs along the long axis of the ship, making them easy prey for bombs and HE spam. Things don't get any better with her 20mm Oerlikons. She has thirty five scattered across the surface of the ship (with two more being added in 0.6.10). However, they are packed closely together in large groups which reduces their survivability. For example, ten of these reside in a tight cluster on her bow in front of A-turret. Any HE salvos will usually knock out these small caliber mounts in handfuls, quickly decimating Nelson's AA effectiveness. The only real ray of sunshine is that Nelson has fairly decent protection against American AP Bombs. Tests have shown that only a rare drop with all bombs hitting will cause anywhere close to 10,000 damage. More often than not this sat at a considerably lower total. Preliminary tests with Graf Zeppelin's AP bombs were much more damning, however, but these are still in the development phase and very much a work in progress. In summary: Nelson has pretty good raw AA values, but this is only useful for self defense and it will not hold up over the course of a battle. Taking even minor HE damage can quickly gut the potency of her flak. While the ship is pristine, she'll put up a good fight against aircraft, but their short range means that the enemy will still drop their ordnance. With luck, you'll simply make it expensive for them to do so. Dive Bombers do not present Nelson with that much of a threat, even if they're armed with AP Bombs. She's able to heal back any resulting damage with ease. Torpedo bombers are another matter, however. Nelson's anti-aircraft firepower isn't up to the task of keeping her safe. Nevermind the Manoeuvres HMS Nelson is a little weird when it comes to choosing her skills: short of her core skills, she just doesn't care. Optimizing HMS Nelson really doesn't go beyond ensuring she has Superintendent and Concealment Expert. After that, do what you want. There are three general builds which will likely end up popular. Of these three, a Survivability Build is optimal. Next comes a general anti-aircraft build (minus Manual Fire Control for AA Guns which is all but useless for her). This second build will be pretty similar to low-tier (and very high tier) Royal Navy battleship builds. Finally, you can specialize towards spamming HE like a derp cause it's hilarious. The core for all three builds is as follows: At the first tier, Preventative Maintenance is the optimal choice, but only if your own situational awareness is elevated to such a degree that you can track threats when spotted. If not, then Priority Target should be your default choice. At tier two, take Adrenaline Rush. As you take damage, your DPM will increase. Note that with the huge jumps back and forth with Nelson's hit point pool, the gains from this skill vary considerably. Alternatively, you can take Expert Marksman for better gun handling, though Nelson isn't hurting here much. At tier three, take Superintendent. This will increase the number of charges of your Repair Party by one. And finally, at tier four, take Concealment Expert. You're a big ship, but you're not Fuso-Fat. This will help keep you alive and give you more time to use your Repair Party. You can place the next nine points where you wish. Survivability Build This is, in my opinion, the best way to build up Nelson. Reach for skills that will keep you in the fight longer and improve your damage output. High Alert, Basics of Survivability, Vigilance, and Fire Prevention are all great skills for this, so pick and choose your favourites. Make sure you take Preventative Maintenance too if you took Priority Target as your first skill. Your guns are going to get knocked out a lot. Anti-Aircraft Build Be aware that while Nelson has some pretty potent looking AA DPS numbers, her anti-aircraft firepower will only ever be for self-defense purposes and not fleet support. In addition, it's incredibly fragile and easily knocked out by even a small volume of HE fire. While the ship is pristine, she can be a thorny target for carriers but she's never going to be considered a "good" flak platform. If you wish to go this route, take Basic and Advanced Fire Taining for a total of 7pts. High Alert or Expert Marksman (or Adrenaline Rush if you opted for the other) are your best choices for the remaining two points. HE Spammer Now, for the player that wants to derp around with HE shells, let's talk about specific HE-boosting skills. DO NOT take Demolition Expert. The difference between 46% and 48% fire chance just isn't worth the investment. This is too expensive a skill for too little gain. Expert Loader might actually find some use, though, when you need to smarten up and reach for your AP shells. Now let's talk about Inertial Fuse for HE Shells. HMS Nelson is fully capable of damaging any ship within her matchmaking spread with HE without any need for taking this skill. This includes battleships and the armoured deck of carriers like Taiho. Her penetration is so high, she can citadel almost half of the cruisers in her matchmaking spread. Doing so provides a big boost to Nelson's damage totals, but this is a harder shot to land than with AP shells. Here's the list of cruisers HMS Nelson can citadel stock with HE: France: De Grasse, Charles Martel, St.Louis United Kingdom: Emerald, Leander Soviet Union: Kirov, Murmansk, Krasny Krym, Molotov, Shchors, Chapayev, Mikhail Kutuzov United States: Omaha, Marblehead, Pensacola, Atlanta, Flint, Indianapolis Japan: Furutaka, Aoba, Mogami, Ibuki Others: Perth. Taking Inertial Fuse for HE Shells only opens up small sections of battleships to penetration damage and none of them large enough to be worth it (with the exception of HMS Hood and Oktyabrskaya Revolutsiya which each have large sections of their upper hull that becomes vulnerable). It does nothing to help you with aircraft carriers or destroyers. Where it does come into use is against cruisers. Taking the skill adds the following ships that HMS Nelson can now citadel: France: La Galissonniere, Algerie, United Kingdom: Fiji, Belfast, Edinburgh, Neptune Soviet Union: Budyonny United States: Cleveland, New Orleans Japan: Myoko, ARP Myoko, ARP Ashigara, ARP Haguro, ARP Nachi, Eastern Dragon, Atago, ARP Takao You'll note the absence of German cruisers and the Italian premium, Duca d'Aosta. The spaced armour around their citadels prevents HE from penetrating their machine spaces (though the modules themselves can still be damaged by the shockwave). Note that all of the French ships listed above are also largely immune but they were included because of small sections directly beneath their turrets that will allow HE to citadel them. Landing citadel hits with HE is different than landing them with AP shells. HE shells detonate immediately upon contact with any surface. Thus, you need to bulls-eye the outer citadel wall to land these high-damage hits. On some of these vessels, the amount of surface area is painfully small -- sometimes only a sliver over the waterline. The only consolation is that HE shells don't concern themselves with angle at all. Whatever surface upon which they first make contact is the one affected by the attack, so you can do some rather rude things to select ships that might otherwise bounce AP shells. I must stress, however, that as fun as it may sound to citadel cruisers with HE shells no matter how they angle, Nelson can do this with AP shells most of the time anyway. AP shells also do more damage. As hilarious as it is to make Belfasts cry when you not only carve out most of their hit points with an HE volley but also blow apart their modules and set fires, your four skill points could be better spent elsewhere. You don't really need any special skills if you want to be an HE spammer in this ship. Feel free to toss your Belfast Captain in here if you want, though. Jack Dunkirk The Legendary Commander, Jack Dunkirk, makes a rather good Royal Navy Battleship captain. His Smoke Screen Expert bonus is wasted upon these Dreadnoughts, however, but the bonuses he provides to Jack of All Trades and Expert Marksman makes him very appealing for ships like Nelson. Remember, so long as the commander build includes the skills Superintendent and Concealment Expert, Nelson is largely forgiving. So, if Jack has skills specialized for one of your cruisers, he can still train in Nelson with only a small dip in expected performance. Boom, baby! Nelson using HE in the opening stages of a match, bombarding an enemy Scharnhorst at 17km. By her fourth salvo, Nelson had destroyed both of the Scharnhorst's torpedo tubes, set three fires and crippled her anti-aircraft battery. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Nelson is really going to punish novice players. They're going to make mistakes and Nelson is going to slap them around for it. Her armour needs a subtle touch to be angled properly. Spamming HE doesn't generate great damage numbers. Her AP will bounce a lot at long ranges. She's too slow and too big to easily extract herself from trouble situations or to position herself where she's needed most. Skill Ceiling: Low / Moderate / High / Extreme In the hands of an expert, Nelson becomes a different beast altogether. She just will not die. Proper management of her Repair Party will have her coming back from the dead twice over, ensuring that her team can have a near full-health battleship late in the game, even after tanking a ton of damage. Similarly, proper ammunition use can pay enormous dividends. Her carry potential is limited by her slow speed and lack of vision control, however. Mouse's Summary: She's like a zombie. Without a headshot to put her down for good, she keeps rising from the grave. Her HE shells are a hella fun to use, but it's a mistake to rely on them heavily. You'll kick yourself for every time you have HE loaded and some dumb cruiser or battleship suddenly offers up her broadside. She does not up-tier as well as Nagato, Gneisenau or Scharnhorst. This ship is so much fun. So I know the big question on everyone's mind: Can you spam nothing but HE shells and make this thing work? The answer is 'yes'. You won't do as much damage as you would if you fired AP shells, but it's entirely possible for you to just spit out walls of HE shells instead of anything else and rack up some decent damage and kill totals. The catch is always going to be that you could have done more damage if you fired AP instead. In close matches where the outcome is neck and neck, the lost opportunities to land AP citadel hits may well end up costing you the game. The wiki-editors and I challenged one another to try playing some matches where we shot nothing but HE. Topping 120,000 damage was more difficult than a mix of AP and HE, but it was possible, especially with stacking fires. So, go ahead and spit out nothing but flaming death onto your opponents if you want, just be aware that your damage (and win rate) will take a small hit as a result. This ship seems to be designed to farm salt from the enemy. Between the fires she can set and the absolutely trollish heals, she'll make the enemy want to focus you down hard and fast (lewd!). It's absolutely mean what you can do with her HE shells. See that Scharnhorst / Gneisenau / Tirpitz that's trying to brawl your friends? It would be a shame if someone tore off their torpedo tubes, wouldn't it? Or how about that North Carolina that thinks itself immune to air attack from your tier VII Kaga division mate? It would be a shame if someone stripped them of all of their close and medium range AA power. This is the kind of nonsense that Nelson's HE allows you to do better than other battleships at her tier and it's a very fun shakeup of the usual game play. For all of these tricks and hilarity HE can offer, her AP is still just so much better. Why butcher a New Orleans' AA firepower when you can just blow their citadels out of the water instead? While it's fun to congratulate yourself for a 5-shell, 11,385 damage high explosive volley, this is still less than a single AP shell citadel hit (barring fires of course). There are right times to fire HE, do not get me wrong, but AP should really be the staple of your damage totals in this vessel. Nelson is a good ship, but she's not great. She's got three big flaws in my opinion: Her citadel is too high. She's blind. She's too slow. That high water citadel is going to be a deal breaker for some. When you're up against someone that really knows how to aim (or simply in a tier IX battleship), her weak spots are all but impossible to protect. This all but negates the awesomeness of her Repair Party consumable. And speaking of negating her Repair Party, torpedoes have a habit of doing this too. She has no tricks to help her spot these warheads or their source before it's already too late -- destroyers can pester you with impunity. Given the island humping meta that's so essential to master, Nelson really feels the pinch when she can't send up a plane to take a quick peek on what's going on around the corner. Finally, she is slow. And, I think the worst thing about Nelson's slow speed is that she's not slow enough that many players will see it for the flaw that it is. Nelson will get caught out on occasion and it will cost you games -- not a lot of them, but enough to impact her overall performance. Her big gimmick, though, is damage management. I put an India Delta signal on my Nelson and I took no small amount of pleasure announcing in all chat, "Watch my hp," as my poor, battered dreadnought jumped from 1/3rd of her hit points remaining back up to a hale and healthy 5/6th remaining. The outrage was delicious. I even made a Belfast player complain Nelson was OP when I denied him a kill by healing up from 1,200hp to almost 30,000. Pulling this off requires careful management of your concealment and positioning, disengaging from the thick of the fighting to lick your wounds and then returning to the fray as fast as your slow speed will allow. If it weren't for those three aforementioned flaws, Nelson would be overpowered as all get out. As it is, she's an excellent competitor for any veteran player and she will challenge you to find balance between ammunition choices, fighting at the head of the pack and withdrawing to conduct repairs. Rivals: Battleship USS Missouri HMS Nelson is the second premium vessel to be made available for free experience. The first was USS Missouri, the tier IX American battleship. Missouri's price tag weighs in at a hefty 750,000 free experience -- double that of HMS Nelson. So the question becomes: if you had to choose one, which one would you get? Obviously, if a player prefers one nation's game play over another, that will bias them in favour of a given vessel, but in terms of raw utility, it's hard to argue against the American juggernaut. Missouri has an enormous credit-earning coefficient baked into the ship. She trivializes the earning of credits, with even a poor game netting players in excess of 200,000 to 300,000 credits. Players that own Missouri have posted battle results screens showing them earning over 1.5M credits in a single match. No other premium vessel in the game is as profitable. HMS Nelson simply cannot compete with her on that level. Would I Recommend? Nelson can only be acquired (so I'm told) by spending 375,000 free experience. At a 1 doubloon to 25xp conversion rate, this works out to a cost of $63.25 USD for this ship if you had to buy the 15,000 doubloons necessary at full price. Weigh this against the cost of Scharnhorst, another tier VII premium battleship which weighs in at $42.99 including the port slot (which you'll have to pay extra for with Nelson). PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Battleships almost always do well in Co-Op battles. Nelson does alright, though be aware that things can get a bit tight on coin if you run with premium consumables and you don't have a premium account. We haven't seen any tier VII scenarios yet, so it's difficult to say if she'll meet their requirements well or not. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. If you're not going to get USS Missouri, then hells to the yeah. If nothing else, Nelson will print Fireproof and Dreadnought medals like you will not believe. She's not a bad Arsonist and Witherer farmer either if you want to derp around with HE shells. She's a great trainer for your Belfast Captains in this regard (even if there are going to be some wasted skills here and there). She also works well for training your RN Battleship commanders given that she accepts most builds with a shrug of her shoulders. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Nelson will rock people's socks in Ranked Battles. A fire slinging, super-healing, bow-tanking battleship? Unless she's put down quickly, she's just going to keep coming back and driving the enemy team nuts. When she's not on your team, you're going to hate it when your team mates waste ineffective firepower on her. She gets my vote. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I would have preferred HMS Rodney -- Nelson's sister ship has a much more storied history. While HMS Nelson served throughout WWII, her exploits mostly involved catching 4 torpedoes and 3 naval mines through the course of her career. She saw little to no surface action, being too slow to catch the Scharnhorst-sisters and too far away to participate in engaging Bismarck. For Fun Factor: Bottom line: Is the ship fun to play? Depending on your play style and your tolerance for derp, Nelson is either going to be the most fun you can have in a battleship with your pants on or a lackluster mehbote that does nothing for you. I have a high stupid-tolerance, so I say yes. 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.
  3. Why Hood is so uncompetitive So I've written about this multiple times before... but then again nothing has changed so I guess this is still something I can rant about. So maybe it's just me but recently I've been finding the Hood INFURIATING!!!!! I can't do damage to a thing on the battlefield, DD's are small and the dispersion of a BB prevents any battleship from landing more than 1-3 shells. Of course, there are exceptions to everything. But we all know that battleships are counters to cruisers and other battleships, and Hood is utterly abysmal at dealing any kind of damage to these ships. Now I'm not saying that it's impossible to do damage in Hood but it requires weakly armoured, broadside targets or ships like King George V covered in 25mm of armour. However Hood struggles when up tiered, the 15" guns of the Hood, in particular, have the punching power of Queen Elizabeth. Hood doesn't hold a candlestick to the Gneisenau and Nagato out pens Hood at all ranges by an absolute minimum of 91.144mm. The guns of Hood are just so terrible, Hood over pens cruisers most of the time. And unless there's an NC, Nelson, or Vanguard within 12km giving a perfect broadside there's almost no way to citadel an enemy battleship (of course there are exceptions to this but most of the time what I said remains true). WG has taken the turrets off of the T6 Queen Elizabeth sprayed them with WD40 and called it a day. In reality, the turrets were an improved version of the Queen Elizabeth class. Being able to fire further with more accuracy and being able to penetrate more armour than the older mk1 turrets (This is, of course, referring to 1920's era. When the QE and Warspite were modernized their effective firing range was greater than the Hood's, however that didn't change the amount of armour that the guns could pen.) I am asking WG to just improve the penetration of these guns, everything else about Hood is fine. As you can see the only T7 battleship that cannot out pen the Hood at most ranges is the Lyon, but the Lyon also has 16 guns so throw enough ____t at the wall some of it's going to stick. In fact, according to WG the KGV with its 14" guns can out pen the Hood at ALL ranges. 15" guns of Gneisenau can out pen Hood at all ranges with ease and Nagato just runs away with the lead with ease. Hood's pen is SO bad that even the KONGO and NEW YORK both T5 can out pen the Hood at ALL ranges. I mean the 14" guns of New York and Kongo in real life would never pen as much as a 15" gun. The difference between these ships is unbelievable. And I understand that Kongo is an extremely strong T5 but when a T7 battleship loses to a T5 in what a Battleship is supposed to do you might have a problem. Please WG! Hood really does need a penetration buff. This is pathetic I want my battleship to be able to actually fight battleships not watch my shells shatter against the broadside of a ship. And for you people who said that she is a battlecruiser, I will say this: whilst being designed to hunt down a sink enemy cruisers the Hood had more armour than a QE class battleship. 12" of belt armour and 51mm over the center of the ship. Hood was called a battlecruiser but in reality, she was the very first fast battleship. And it really says something when your only ship that can counter the Bismarck is a 20y old ship. The British really didn't have a counter for Bismarck, the KGV was under gunned in comparison with only 14" guns. Hood really is a fast battleship, having more armour than the QE, Nelson and Alaska class and weighing almost as much as the Bismarck at 48,800 tons. So please WG just buff the penetration of the guns to be at least more than the Kongo and New York. Thanks.
  4. HMS Vanguard is the ghost of the Royal Navy battleship tech tree everyone wanted to see. Ostensibly, HMS Vanguard was designed to be a tier VIII version of HMS Warspite. However, Vanguard falls short of this aspiration. For a high-tier Royal Navy battleship, she's surprisingly not idiot-proof, with a vulnerable citadel that needs to be protected with angling and manoeuvres. What's most exciting: Her AP shells are wonderful. Wargaming has offered some concessions to both of the fans of the current Royal Navy battleship line. They included HMS Monarch's excellent high explosive shells to Vanguard's arsenal, ensuring that these two players can continue spamming HE without a guilty conscience while everyone else rolls their eyes. I want to thank Wargaming for providing me access to this ship. This is the release version of the vessel and all of the statistics discussed here are current as of November 15th, 2018. PROS Large hit point pool of 71,700hp. Main battery has a quick 25s reload and excellent gun handling. Has the same dispersion pattern as Warspite, Hood and Queen Elizabeth and boasts 2.0 sigma, making her one of the most precise battleships in the game. Excellent AP and HE performance for a 381mm shell, including good penetration and damage values, rewarding versatile ammunition choice. Very fast rudder shift time for a battleship of 9.7 seconds. Improved Repair Party, queuing and healing back more than standard and with fast reset timer. CONS Exposed, above-water citadel. Absolutely appalling firing angles on her main battery. Main battery is only eight 381mm rifles creating issues with overmatching and DPM. AA defense is for self defense only and is concentrated in 3.5km range, medium caliber mounts that are easily knocked out. Large turning radius of 850m and slow rate of turn exacerbates the issues with her fire angles. Overview The maximum rotation positions of X and Y turret (her rear guns). They are not new-player friendly. They're not even veteran-player friendly. Vanguard's terrible fire angles so utterly dominate her game play, I felt the tremendous compulsion to wear white-lace and beg her to be gentle. These fire angles screwed me over more times than I can count. Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Vanguard encourages players to sail with their broadsides exposed. With her above-water citadel, you can imagine how well she's going to go over with novice players. You know what? Never mind the novices. The veterans are going to find this frustrating too as it limits the amount of firepower she can dish out when trading. She's a battleship that reward cautious, opportunistic play -- which is review-speak for "hide in the back, shoot when you can and don't brawl". – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Vanguard has strengths and weaknesses across the board, giving her a rating in Offense, Agility, Anti-Air and Vision Control. It's only in Defense where she stands out with a rating. Her citadel is very vulnerable for a battleship, however she counters this with a the largest hit point pool at her tier and an amazing Repair Party consumable. Options Aside from Vanguard's Repair Party, there's nothing out of the ordinary to be found here. Consumables Vanguard's Damage Control Party is standard for a British battleship. She has unlimited charges. It has a 15 second action time and a 120s / 80s reset timer. Her Repair Party is improved. See the DEFENSE section below. There's a lot to go over. This starts with 3 charges base. Upgrades Optimization of Vanguard's upgrades will see the usual suspects rear their tired old heads. Start with Main Armaments Modification 1. Next take Damage Control Systems Modification 1. You've got a choice in your third slot. As ever, emphasizing gunnery is best so your first pick here should be Aiming Systems Modification 1. However, if you're salty about CVs, taking AA Guns Modification 2 is an okay choice. It's not great, but it's okay. Damage Control Modification 2 is arguably the best choice for most players in slot 4. You can elect to take Steering Gears Modification 2 to emphasize the strengths of her already quick rudder shift time. Be aware this is harder to make use of optimally even if it can yield higher results -- it's easier to tank damage than it is to dodge it, after all. Finally, take everyone's favourite no-brainer: Concealment Modification 1. Camouflage Vanguard comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 381mm guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 134mm guns in 8x2 turrets. These are superfiring with two forward facing and two rear facing per side. Secondaries Let's start with the small guns. You can largely forget that Vanguard has secondaries. These 134mm guns lack the range, reload time and volume of fire needed to present a credible threat to opponents. This is really unfortunate given their nice shell weight and fire chance. If they had the range or they had the rate of fire, maybe a secondary build would be fun to play around with. Lamentably, it's a mistake to invest anything in upgrading these weapons -- they simply can't do what you need them to. At best they might be able to start a fire on an enemy capital ship that strays too close. However, with Vanguard's high citadel, getting into a brawl is a death sentence, so stay out of secondary range. Main Battery Precision There's so much to like about Vanguard's main battery. First of, there's her precision. Vanguard is a blast from the past, sharing same horizontal dispersion value of the older British premium battleships, including Hood and Warspite. Inside of 12km, she overtakes even the vaunted Japanese battleship accuracy, making her much more adept at picking off close range targets like destroyers. Combined with her 2.0 sigma value, landing hits feels very comfortable, even at long ranges. Standard dispersion test for my reviews -- 180 shells fired at 15km locked onto a stationary target Fuso without camouflage. She was equipped with Aiming Systems Modification 1. Vanguard doesn't quite enjoy the same level of precision as Warspite owing to her faster shell velocity and energy preservation. This gives her a larger vertical dispersion area at all ranges. However, this does lead to improved shell lead times making gunnery easier. Note that Vanguard suffers from a lot of "downward drift" which adds a margin of error to these shell maps as I had to readjust aim with every volley fired. Thus the dispersion area maybe slightly smaller than shown. Shell Performance Vanguard's HE shells don't share the same performance anachronism as her dispersion. They're modern, almost (but not quite) matching HMS Monarch's HE, including her shell damage and penetration. Monarch's have a 1% higher chance to set blazes over Vanguard, though -- don't ask me why. Vanguard doesn't quite match up to the tech tree Royal Navy battleships for fire setting ability. This is good news to me -- it removes some of the brainless quality of HE spam. When you do reach over for her AP shells, you're rewarded with a welcome change from other Royal Navy battleship AP. Like Warspite before her, Vanguard has a longer fuse timer with her AP. This has a few effects. The downside is that she's more likely to overpenetrate soft targets, including broadside cruisers and battleship extremities. The upside is that it provides her AP with increased bite for reaching machine spaces and magazines buried deeper within the core of enemy warships -- especially those with spaced armour protecting their citadels. Vanguard is especially good at punishing broadside battleships at range. Approximate penetration values for Vanguard's AP shells. Vanguard's HE shells are fixed with 95mm of penetration -- not quite enough to punish the few exposed citadels found on high tier cruisers. Inertial Fuse for HE Shells will add a few more ships to the roster that her HE can punish, but it's not worth the points investment. Data pulled from World of Warships AP Calculator. Site linked in the appendix. Penetration wise, her AP shells are well setup, having comparable bite to Tirpitz and Bismarck. It pays to keep their caliber in mind, however. Her 381mm shells cannot overmatch the 27mm bows of American and German heavy cruisers. As good as Vanguard's AP shells are, spamming nothing but won't do you any more favours than if you used HE shells exclusively. Switch shells often in Vanguard and she'll reward you. Vanguard's fast 25 second reload facilitates swapping between ammunition while also padding her damage output when it comes time to cycle her guns. Damage output among the tier VIII battleships is very close. Vanguard keeps pace with her fast rate of fire, compensating for her smaller armament. As ever, take these numbers with a pinch of salt -- they do not represent the challenges of getting shells on target or penetrating when they get there. For whatever reason, Vanguard's HE shells only have a 34% base fire chance as opposed to Monarch's 35%. This creates an increased gap in their fire setting potential and makes Vanguard no better of a fire starter than American battleships. Still the increased damage she dispenses makes this more than worthwhile. Before any of you get yourself all hot and bothered about Monarch's fire setting, Cleveland (the gold-standard of tier VIII burnination) can spit out 9.97 fires per minute with the IFHE penalty and no other buffs. The same disclaimers apply for this chart as the others -- this is merely an indicator of performance and does not represent actual in game results. A myriad of factors will always conspire to mitigate a ship's ability to set fires including (but not limited to), target selection, opportunity, shell dispersion, fire resistance, etc. The Deal Breaker All of these strengths are present to pad for one massive weakness: Vanguard's appalling fire angles. Vanguard has a fast rate of fire, great HE shells, fast turret traverse and excellent precision because her fire angles are so bad. It's all meant to be compensation because Vanguard must present a near perfect broadside in order to fire all eight of her guns at a target. This leaves her incredibly vulnerable to reprisals. She is functionally incapable of autobouncing enemy shells while firing her full armament and instead she must rely on her armour thickness to repel shells. At anything but the longest of ranges, this is a fool's errand. Thus, Vanguard often has to sacrifice firepower in order to properly angle against her enemies. This is why her gun performance is so good: she's often forced to fight with only half of her weapons. Wargaming have done everything they can to make it easier to bring the other half to bear when possible. Her gun traverse is quick. Her reload is fast. She answers her rudder quickly too to help swing her butt out to unmask her guns. I'm not going to lie: These bad fire angles are enough to put me off this ship entirely, which is saying a lot given all of the wonderful perks her guns otherwise enjoy. Vanguard has the same (terrible) forward firing angles as the King George V-class battleships. However, her rearward firing angles are worse than the tier VII battleship. No matter how you choose to engage an enemy, when you use all eight of Vanguard's guns, you open yourself up to return-fire and potential citadel damage. Bad firing angles are one of my personal pet-peeves. I can stomach a lot of things, up to and including sluggish gun traverse, but not bad fire angles. This has greatly soured my opinion of this ship. Summary Secondaries are bad. Her main guns perform beautifully provided you can use all of them. Her fire angles will get you killed. Evaluation: What it would have needed to be : I almost gave her a rating here -- that's how bad her fire angles are. However, there's just too many perks glued onto her weapons to make that a fair assessment. She'd need a much faster rate of fire before I would consider bumping this up. Or, you know, completely redesign the ship to give her better fire angles. That would work too. Defense Hit Points: 71,700 Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 356mm Torpedo Damage Reduction: 25% Armour Protection The 356mm/343mm armour is replicated again around her rear magazine. Her turret faces are 343mm front, 228mm side, 178mm rear, and 152mm on top with 305mm barbettes. Let's start with the elephant in the room: Vanguard's citadel sits over the waterline. Much fuss will be made over this and rightly so. Only Roma shares this high-water vulnerability and the Italian ship is much better equipped to angle and bounce incoming fire. The net effect is that Vanguard is more likely to take citadel damage than other battleships when someone catches her side. This isn't to say that citadel damage is an exclusive weakness to Vanguard. However, it pays to keep her vulnerability in mind. Her aforementioned firing angles on her main battery guns exacerbates this problem. When Vanguard is firing all eight of her weapons, whatever she's shooting at has an easy target from which to farm damage. What makes Vanguard's fire angles such a liability compared to other battleships has to do with autobounce mechanics. Let's get technical for a moment to explain why. If AP shells cannot overmatch armour, there's an autobounce check. This occurs before any penetration attempts are made. The angle of the shell is compared to the angle of the surface it strikes. Normally, battleship AP shells that hit with an acute angle of 30º or less will auto-ricochet. This is why bow-tanking is so prevalent -- shells simply slide off the ship's bow and deck, unable to bite into the armour. No matter how much penetration a shell has, if it strikes at too shallow of an angle, your ship can avoid damage. Normally, battleship AP shells that hit with an angle of 45º or more cannot autoricochet. Any shells that strike between 45º and 90º to the hull will follow normal penetration mechanics. In between these two values, the auto-ricochet chance scales linearly. For Vanguard, when she fires her all eight guns forward at a 43º angle, any return fire from her target has only a 13% chance of suffering a ricochet. When she fires all eight guns to the rear at a 40º angle, this improves to a 33% chance. Most battleships are capable of firing all of their guns 35º off their bow, allowing them to ricochet shells automatically 2/3s of the time. The steeper they angle themselves, the better this defense. This mechanic is absolutely essential for keeping battleships safe from the monstrous levels of penetration found at higher tiers. Not only does it provide a better chance of automatically deflecting shells, it adds relative thickness to their armour belts. The steeper you angle, the greater the effective thickness. Vanguard's belt has between 503mm and 522mm worth of protection at 43º. However, if she could fire at 35º off her bow, this would increase to 598mm to 621mm. Data pulled from proships.ru (link in the Appendix). Values are approximate, usually with about 5% higher estimates than Wargaming's values published in their Armada series of videos. You can see by these values that at range, Vanguard makes an excellent bully when top tier -- with rare exceptions, she can unmask her X and Y turrets and fire, confident that her belt will be proof against return fire. This falls away when dueling with tier VIII+ opponents. With few exceptions, they all have the raw penetration needed to best her belt while she fires a broadside. Her citadel protection isn't all bad, though. First off, AP bombs can't citadel you. Hooray! Second, shots that land high that attempt to bi-pass her belt and drop down into her citadel have to contend with a 32mm citadel roof. Only Yamato and Musashi's 460mm guns can overmatch this, meaning that any other shell will skip off the top of her machine spaces for only penetration damage. Thus it's only shots fired directly at her waterline which can damage her citadel. The use of Priority Target is almost a must to alert you when enemies are looking your way to give you time to angle in and protect yourself. Vanguard needs time to stack damage -- to find those moments where she can sit broadside and make excellent use of her precision and rate of fire but don't push your luck when you're taking hits. There's one last little point of contention with Vanguard's protection scheme: With the entirety of her deck and extremities boasting no more than 32mm of armour, Vanguard is a juicy target for light cruisers. Expect to burn a lot if they catch you out in the open. Provided you can protect Vanguard's citadel (and that's a pretty big if), she has the largest effective hit point pool of any of the tier VIII battleships. With optimal use of her consumable, her theoretical maximum (less Survivability Expert) effectively doubles her hit point pool. In practice, you're never going to see that kind of number. Repair Party If Vanguard appears a little squishy, she all but makes up for it with her excellent Repair Party consumable. While she doesn't boast the same portable dry-dock found on HMS Lion, Nelson and Conqueror, she has the next best thing. Here's the bonuses she has baked in: Her Repair Party resets quickly. The reset timer on consumable is 90 seconds / 60 seconds for standard / premium. Compare this to the usual 120 seconds / 80 seconds of the normal Repair Party. She queues up 60% of penetration damage. This is admittedly standard for Royal Navy battleships, so Vanguard doesn't stand apart from the rest of the ships in her line. For most other battleships it's 50%. Vanguard queues up 33% of citadel damage. This is huge. While it would best to avoid taking citadel damage of any kind, Vanguard heals up more than the 10% of other battleships. Keep in mind, this also applies to torpedo damage which is the most common form of citadel damage battleships receive. This is especially good in Vanguard's case given her poor anti-torpedo protection. She heals up to 16.8% of her hit points per charge. Normal Repair Party mechanics heal up only 14% over 28 seconds -- or 0.5% per second. Vanguard enjoys a 20% boost over this like Warspite, healing 0.6% per second over the same time period. With up to five charges at her disposal through the use of premium and skills, Vanguard's faster reset timer ensures that she's able to make full use of her health regeneration. Her enormous hit point pool also guarantees big returns as Repair Party scales with a ship's starting hit point total. Summary For all of Vanguard's potential vulnerability with her high citadel, she's well equipped to mitigate and manage said damage. When she's top tier, the vulnerability of her citadel drops down considerably, making her very powerful. Light cruisers are always going to be pain in the butt, though, and beware HE spam from battleships too. Vanguard isn't done yet with her tricks, though, as you'll see in the AGILITY section below. Evaluation: What it would have needed to be : Can a battleship with an exposed citadel even be considered ? It feels a bit of a stretch to me, but if you can keep her citadel protected, Vanguard is hella tough. That's a pretty big 'if' though when she's not top tier. She may lose her current rating when the North Carolina Repair Party buff goes through. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift Time: 9.7 seconds (!) 4/4 Engine Speed Turning Rate: 4.1º/s The big thing to talk about here is Vanguard's rudder shift time. Now I've harped on rudder shift before -- it's a mean to an end, not an end of itself. Boasting that a ship has a great rudder shift time is like boasting that a ship has great range on its main battery guns -- it's nice to have but it's not a good indicator of a ship's performance. The same applies here. Vanguard answers her rudder quickly and her movements are much more precise as a result, but it would be a mistake to call this ship agile. Vanguard's rate of turn holds her back. 4.1º/s is painfully average for a high tier battleship. She sits well behind ships like the Richelieu-class sisters and the South Dakota-class sisters. This is caused by two things. One, her turning radius is big. Two, she doesn't have any baked in bonuses to help her preserve speed in the turn. The upside to her modest handling (and it's a stretch to call this a benefit) is that she can't out turn her turrets. She starts with a 5.0º/s rotation on her main battery guns and Expert Marksman only widens the gap, making adjusting her fire very comfortable if it weren't for those damned firing arcs. Vanguard's fast rudder shift time is almost good enough to allow her to fire her guns and angle back quickly enough to avoid reprisals. Almost. The simple fact of the matter, going from a 30º aspect to a 43º and back again takes too long. I never managed better than 15 seconds during trials. You might be able to pull this off against an inexperienced opponent but this is owing more to their mistakes rather than the merits of the ship itself. If you want to be able to fire all eight of Vanguard's guns while not getting your citadel blown out, you're going to have to play clever. Now just because Vanguard can't wiggle-wiggle-shoot doesn't preclude her from being able to dodge. This is something she's quite good at and where her rudder shift time makes her deliciously unpredictable. You'll still need range in order to pull this off, but you can pretend to begin unmasking your guns in order to bait shots and then double back on your course to bounce their shells. Similarly, the amount of bounce and twirl in her badonkadonk makes her a real nuisance for destroyers to land torpedoes. Vanguard is all about frustrating gunnery -- both yours and your opponents. Evaluation: What it would have needed to be : She's not a speed demon like the French botes nor wiggling like the SoDaks. She's also not a thunderbutt like Kii, so there's that. I was personally hoping to see her preserve a little more speed in the turn to get her rotation rate up -- that would have done it, but it didn't pan out during testing. Anti-Aircraft Defense AA Gun Calibers: 134mm / 40mm AA Umbrella Ranges: 5.2km / 3.5km AA DPS per Aura: 68 / 413.1 For personal defense, Vanguard's anti-aircraft firepower is excellent -- comparable to the American battleships. However, that's about as far as it extends. Vanguard lacks the weight of fire with her dual purpose guns to be a credible threat to aircraft further out. This precludes any claims of efficiency with Manual Fire Control for AA Guns -- too much of her flak is focused upon her 3.5km 40mm batteries. This adds a second weakness: her medium caliber weapons don't stand up to punishment very well. If you've taken even a light dusting of HE shells, odds are your anti-aircraft firepower is nowhere near as formidable as it once was. So, while you're pristine and perfect, you'll shred planes. It's worth investing in Advanced Fire Training to help boost this further, but that's about as far as improving her anti-aircraft firepower should go. Hey look, I made it through a section without mentioning her awful fire ang -- aw, damn it. Evaluation: What it would have needed to be : She's very close. Were it not for FOUR American battleships all having very similar AA firepower (and Kii besides), she might be able to muscle in and make her presence felt. As it is, she sits in their shadow. Refrigerator Base Surface Detection: 16.04km Air Detection Range: 13.7km Minimum Surface Detection Range: 12.04km Detection Range When Firing in Smoke: 14.73km Main Battery Firing Range: 20.0km There's not much to go over here. Vanguard's concealment is "sufficient unto the task" and nothing more. She sits in the middle of the pack for surface detection behind Monarch (14.6km), Roma (14.9km) and North Carolina (15.7km) and just ahead of the Alabama-twins (16.2km) and Bismarck-sisters (16.4km). Vision Control consumables are rare at this tier, being limited to Bismarck's Hydroacoustic Search and various spotter and float plane fighters found on select ships. Vanguard doesn't have access to any of them and she ends up feeling blind without them. Evaluation: What it would have needed to be : More stealth or a spotting consumable other than an aircraft. Alpha and Omega There's not much to say in regards to the skill choices for Vanguard. You can buff up her anti-aircraft firepower if you're super salty about CVs, but on the whole a generic battleship captain build emphasizing fire resistance would serve you better. Start with Priority Target. Take Adrenaline Rush as your second skill. Follow this up with Basics of Survivability at the third tier. For your 10th point-skill, choose between Concealment Expert and Fire Prevention with your 14th point-skill, take the alternative. With your remaining 5 points to spend, customize as you will. Advanced Fire Training will serve you well if you want a little more teeth to your AA guns -- especially when paired with AA Guns Modification 2 from your upgrades. For your remaining 1pt, take either Preventative Maintenance or Expert Loader. Alternatively, you can mix and match between Superintendent, Expert Marksman, Jack of All Trades and High Alert. Keep those tier 1 skills in mind as filler. Final Evaluation She has two main flaws and only two: Her citadel sits high over the water and her fire arcs suck. If you can mitigate these two weaknesses, this boat is amazing. She's been padded with all of the perks possible to compensate for these challenges. If you can't mitigate them, or you find it frustrating, Vanguard is a steaming pile of doo. "The second coming of Warspite" has such a nice ring to it. So many of us were hoping that the Royal Navy battleship line would have borrowed heavily from Warspite's game design -- namely her gun's precision, sluggish gun handling, good agility and improved heals. Instead we got a pack of flame throwers with cloaking devices and portable dry-docks. Complaining about what became of the Royal Navy battleships is so 2017, though. I had pinned my new hopes that Vanguard would be my baebote #2, echoing a lot of what made Warspite great. She almost got there which is pretty surprising. But let's not sugarcoat things -- Vanguard fell short of the mark. This isn't a tier VIII Warspite. So is Vanguard "good"? Well, yes. Yes, she is. However, there's a big ol' butt attached. She's good but she's also potentially frustrating as all get out. I've grumbled enough about her fire arcs. This is a personal pet peeve of mine, if you can't tell. This right here is what would relegated Vanguard to a port-queen for me. For others, her exposed citadel is going to be a big no-no. Why play a battleship that can get her machine spaces easily blown out when you could play something similar that doesn't have to put up with that nonsense? Her inability to overmatch select heavy cruisers will be a turn-off for others. It will keep her from being a contender in competitive play because of it. Finally, her longer AP fuse timer gives her an increased chance of overpenetrations. There's few things as heart breaking as lining up that perfect shot on a cruiser only to watch your shells sail clean through, inflicting minimal damage. One of the ways a premium ship can get in my bad books is by forcing a player to take extra steps to accomplish the same task as other vessels. Vanguard ticks this box. If Famous and HIstorical Monarch can do what Vanguard does and with less frustration, why bother picking up Vanguard? If the comparison to Monarch is bringing you pause, good. The two ships have very similar play styles with the tech tree ship being idiot-proof. I think this is perhaps the most damning thing that could be said about Vanguard: like Monarch, she's a little dull. Thankfully, Vanguard does borrow just enough from Warspite to spare her being called the second coming of the King George V that never was. I'm just not sure it's enough to redeem the ship in my eyes. Her perks are compelling, but it keeps coming back to those frustrating elements for me. I suppose that says it all right there. Know thyself. If those elements seem like turn-offs to you, then stay away. Otherwise, she'll do you no wrong. Would I Recommend? Vanguard acted as the gatekeeper to the initial offering of HMS Dreadnought. If you wanted the latter you had to also buy the former. Make sure you weigh the merits of both ships before pulling the trigger on a purchase like that. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Bots are dumb. Battleships vs bots is always a good fit. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. You are absolutely spoiled rotten for choice when it comes to Royal Navy premium battleships. Warspite, Hood, Nelson, Duke of York and Dreadnought are all on offer. Vanguard does have the advantage of being the highest tier, and thus potentially making the most bank, but you could do almost as well for yourself in most of the others. (I can't believe I'm recommending Duke of York as a reasonable alternative...) For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Get yourself Massachusetts or Alabama instead. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She's the last Royal Navy battleship ever -- built in steel and she's drop dead gorgeous. For Fun Factor: Bottom line: Is the ship fun to play? No. I didn't find her fun to play. However, that's because I'm a whiner when it comes to firing arcs. Maybe your own mileage will be different. What’s the Final Verdict? How would the ship rate on oh-so scientific, not-sarcastic at all, Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! In Conclusion It's only a week late. That's unfortunately going to be the status quo going forward as I perpetually play catch-up with releases. Since Dreadnought and Vanguard were ninja-announced last week, Bourgogne has been finalized. In addition Charleston was released without any warning, so there are three new reviews in the queue. What's more, the Black Friday ships, Massachusetts, Tirpitz, Atago and Asashio are on their way out. While Tirpitz and Massachusetts' reviews are still reasonably up to date, the changes to the latter two could warrant a revisit. Given the limited access I'm going to have with Bourgogne, I'll probably be prioritizing that one as my next review unless something else comes up. Thank you all for reading. Thank you very much to everyone that supports me on Patreon for helping me produce this content. Appendix Armour penetration data was pulled from two sites: http://proships.ru/stat/ships/ https://mustanghx.github.io/ship_ap_calculator/
  5. Had this on the backburner for a while... what better time to finish than when new CVs are out! Enjoy or don't enjoy Other mehbote reviews: Myogi Monarch
  6. Good day my fellow Captains. Once again it is my pleasure to present to you another entry into my ONNI Recognition Manual. This time around I decided to feature the Tier VIII Premium Carrier, HMS Indomitable (92). Having done a BB and a CB for the first 2 entries I wanted to test my developing skills by having a go at drawing a CV. I have tweaked the format a bit further this time around as well. Compliments to everyones continued input I do believe this is the best looking work yet. And as always, further input is more than welcome. For those curious on the delay of this entry. I wont lie, my OCD flared up quite often in this course of this production. And got me hosed when I was making sections to be symmetrical like a numpty haha That, and I went out of my way to design a set of Sea Hornets to sit on her deck. Just didn't feel correct having a Carrier without Planes sitting on her deck. Besides, I find they give a much needed sense of scale. Adding to the perspective. As an aside, a fact that has been pointed out time and again to me when I had teased Indomitable prior; For those who enjoy Azur Lane, this is the closest ship you have to Lusty in WoWs. *Heavy sigh And as Prim calls her, 'busty lusty' due to the larger hangar space and air wing. Now! For a bit of fluff: -SUPPLEMENTAL- LAID DOWN: 10 NOVEMBER 1937 LAUNCHED: 26 MARCH 1940 SISTERS IN CLASS: ILLUSTRIOUS, FORMIDABLE, VICTORIOUS ORIGINAL AIRCRAFT COMPLEMENT: 22 HAWKER SEA HURRICANE MKIIC, 12 MARTLET MKII(F4F GRUMMAN WILDCAT), 16 FAIREY ALBACORE CREW COMPLEMENT: 1,392 DISTINGUISHING FEATURES: ASYMMETRICAL TEAR DROP PLAN SMOKESTACK AND ISLAND 2 PAIRS OF PILL BOX DUAL PURPOSE SECONDARY BATTERY MOUNTS ON EACH BOW AND QUARTER DESIGNED TO OPERATE 48 AIRCRAFT COMPARED TO HER SISTER SHIPS 36 HAS A RAISED FLIGHT DECK COMPARED TO HER SISTERS. FACILITATING AN ADDITIONAL HANGAR PLACED ABOVE THE ORIGINAL.
  7. hello, sailors I saw we got some free Florins with air supplies and with Daily missions but... ....Without buy any crates in the premium shop, is possible farm 2500 florins to get the bundle Nº3 only with missions inside game? Thx you guys
  8. So a chat in the Warships Discussion / aircraft carriers section of the forums appears to have revealed that the new British tree of aircraft carriers are not getting their one defining feature: armoured hangars. I know this is an arcade game, not a simulator. But this kind of guts the entire character of ships such as HMS Indomitable, Implacable and Audacious. They were built to primarily operate under the air umbrella of enemy land airfields as neither Germany or Italy had advanced carrier programs. These theatres of war also exposed all shipping to rapid raids from destroyers and light cruisers. So the 1930s pre-radar solution to this was to turn the entire hangar into a magazine. In the case of HMS Illustrious, it was surrounded by 4.5 in armour on the sides, and 4.5in armoured roller doors on the front and back. The top was capped by a 3in deck. Later ships cut this hangar side armour down to 2.5 and 1.5in in order to free up weight for an extra hangar deck. The point was to protect the volatile hangar (as so amply demonstrated by USS Bunker Hill and Franklin) from destroyer and light cruiser gunfire, as well as 250kg (and to a lesser extent 500kg) bombs. It was also to prevent damage to the rest of the ship spreading into the deadly hangar. All these scenarios were born out by their actual WW2 combat experience. In a World of Warships setting, this would cause destroyers and cruisers to have a harder time of sneaking behind the lines for a quick carrier kill, as would the 16x 4.5in guns that could shoot across the deck for full broadsides.(But, yes, it would also make these ships citadel pinatas to heavier shells) Even so, such resistance to lighter ships would give Illustrious, and to a lesser extend Indomitable and Implacable, something of an advantage in the 'World of Tanks on a Lake' maps, especially when combined with 'unlimited' air groups. I guess this could explain why Wargaming may have chosen not to armour the British carrier hangars, if these models supplied kindly by Mofton, tell the whole tale. But it makes me think ... I may as well play a carrier design that gets the benefit of the weight dedicated to its armour (USN, IJN, Germany) instead of one that only gets the negatives (lower speed, smaller size and hp pool etc).
  9. Durante un largo tiempo me he dedicado a recolectar información sobre ciertos buques construidos durante, entre, y después de las guerras mundiales y que podrían destacar como candidatos al juego que actualmente nos presenta WG. Traté de meterme en la cabeza de los desarrolladores deduciendo las ecuaciones a partir de las cuales se determina los puntos de vida de cada buque basándose en el deslazamiento de este, aunque como se darán cuenta algunos no concuerdan con los presentados en el juego. Algunas ramas también presentan problemas relacionados con la ubicación de sus buques en el tier adecuado, como es el caso de los destructores franceses e italianos, otros como los cruceros japoneses presentan problemas por la información poco clara respecto a sus desplazamientos en tonelaje, y para el caso de algunos portaaviones, sus valores de HP están calculados basándose en su desplazamiento estándar y no su desplazamiento a plena carga, como en el caso de Kaga. Algunos buques no están situados en el mismo tier en el archivo que en el juego, eso se debe a una diferencia de opiniones personal contra WG. También hay buques que no están dentro de las ramas pero se indican en las tablas o debajo de las ramas mismas, esto se debe a que su ubicación es difícil de decidir. Las ramas están ordenadas por colores y estas incluyen; portaaviones, conversiones a portaaviones, acorazados, cruceros de batalla, grandes cruceros, cruceros, cruceros antiaéreos y destructores. Los asteriscos representan navíos que fueron inventados por el equipo de desarrollo de WG. Las fechas indicadas entre paréntesis indican que el buque es un diseño que nunca se construyó o terminó su construcción y el año indica su fecha de diseño. No se incluyen barcos que pertenezcan a clases ya mencionadas en naciones mas grandes, un ejemplo claro sería el crucero argentino General Belgrano que ya está representado por la clase Brooklyn. Los cuadros de distinto color dentro de las tablas de HP representan tonelajes modificados por WG o por mí haciendo referencia a un incremento del tonelaje original debido a una modernización ficticia del buque. Los nombres de los buques dentro de las tablas de HP que están centrados no obedecen la ecuación principal para la clase, como es el caso de los grandes cruceros que no siguen la ecuación general de los cruceros y por eso tienen una ecuación propia. Lo mismo ocurre con algunas de las naves convertidas a portaaviones, que por su excesivo desplazamiento, tienen una ecuación diferente a la del resto de los portaaviones. Espero sus comentarios y sus críticas. Compartan si lo consideran oportuno o interesante. https://drive.google.com/open?id=1wckrRPErjwJ46erYOaJ1Cx3ycs8AClPx
  10. Today I am going to showcase my experience in the Tier 8 Royal Navy Destroyer, the Lightning. Overall a decent ship, but my experience in it was "something different" compaired to other ships I have played.
  11. I love my gunboat DDs. I'm an average at best cruiser player, and only good in some BBs, but my happy place is filled with names like Clemson, Farragut, Z-52, Akizuki/Haragumo, Vampire, Fletcher, etc. I enjoy hunting DDs, controlling caps, spotting and vision control, and such, and I find it's my best way to contribute to wins. I like playing fast and aggressive but still having to be thoughtful about movement and positioning. I'm an average player overall, but in a gunboat DD I can carry games that I am not capable of carrying in other ships. So when it became evident that the RN line would be optimized for the fleet DD role, I was excited. So far....the results are mixed, but I am optimistic for the rest of the line. I won't unlock Lightning until Wednesday as I've completed all the container missions and didn't unlock her, but I've gotten some time with Acasta, Icarus, and Jervis. (Valkyrie looks like it will play similarly to Vampire with a bit more torp flexibility and emphasis, so I'll try her and Wakeful after launch as well.) Here's my impressions of Acasta, with Icarus and Jervis coming later tonight or tomorrow and the rest coming soon (I probably wont have much time to play next weekend so it will be a bit of time before I cover Lightning, Jutland, and Daring.) 'The Acasta Doing Business - Mid-Tier Meh "A lot like T-22, except even more boring and ineffectual" It was evident even before playing them that a lot of the British DDs would have reasonably high skill floors and would be 'better than sum of its parts' boats given the 'fleet DD' niche. Acasta is clearly a step in that evolutionary line, but in her case, sh's likely a 'grindwall' boat that most players will be glad to get out of. Even as someone with realistic expectations and who enjoys that playstyle, I didn't enjoy her. Full disclosure: I played 2 games in her and then sidelined her after unlocking Icarus mission. So maybe others make her work better after some more time, but I have played enough Gallant and enough other gunboat DDs to know Acasta wasn't for me. She's just aggressively meh. She doesn't excel in anything, but neither does T-61 and that's one of my favorite boats; she's just not good enough at enough things to make her fun. Her guns are meh, with a slow traverse and low dpm output making her vulnerable to USN DDs, and aside from the flexibility of her singlefire torps, her torps aren't anything to write home about. You can't launch from stealth except in ambush or at an approaching target. When the cards fall right, you can still devstrike anything easily with 8 torps on the same vector, or easily design your own spreads to improve odds of getting at least one hit. I have used this skill to great effect with my Gallant, but with 6km torps (and 6km stealth even at full-stealth build) I struggled to do so with Acasta. Good players will get some fantastic results out of these torps on occasion when they use single-fire perfectly, but it's going to be rare-ish and you're going to have to work harder to get good torp results than other DDs. Her guns are also a weakness. Like USN DDs, RN DDs have high shell arcs that necessitate engagements at closer ranges than Russian or (to a lesser extent) German DDs. But USN DDs just spank this boat 1v1 in a gunfight. She isn't even competitive with Clemson for cap control, much less Nicholas or Farragut. Her nimbleness helps her avoid torps but you wont dodge much gunfire at that range, and her RN smoke is even shorter because tier 5. Plus, the hydro later tiers get isnt present here. I've played a lot of Farragut and Clemson and know every trick in the book to use torps when you can't *quite* stealthtorp in most conditions, but the singlefire capability doesnt make up for the fairly weak torpedoes here, and her guns just aren't good enough to deal damage when you can't pull off ambushes, unlike the USN boats. This is a boat in which even experienced gunboaters will struggle to do damage on a consistent basis. She's nimble and accelerates quickly, she can use singlefire torps to torp entire smokescreens to flush or kill red DDs or to devstrike a BB from ambush, and she can spot and help kill DDs, but she doesn't beat ANYTHING 1v1 in a stand-up fight except a badly played IJN torpboat, and even then she doesn't have hydro for the extra cushion so her nimbleness is key to not eating torps. I think very good players can make her work very well, and I wouldn't be surprised to see her do well in the t5 ranked season in the hands of a good player. But she's going to uptier even more poorly than most tier 5 boats. She'll never be a popular boat; for one, the most OP dd for its tier is Kamikaze at tier 5, and although tier 5 is a fairly weak tier for gunboat DDs anyway, Acasta is just not equipped to excel in randoms with her toolkit. PROS: *Single-fire torps. Great for island ambushes of ships coming around a corner, strait/gap control, or torping smoke clouds when you're pretty sure a red DD is in there due to flexibility of torp spread design (can drop them all in a row or spread them out as you see fit. *Good acceleration and handling: RN DDs don't get speed boost, but they accelerate quick and hold speed in a turn. These aren't huge advantages, but they help you knife-fight other DDs and still avoid torps, and help get you out of trouble. *Decent stealth: You'll outspot Clemson and Farragut (Nicholas noses you out), outspot Gaede and Maass, and all Russian DDs. You get outspotted by IJN DDs but not by too much. And your smoke is great for breaking contact and vision control even though it sucks for offensive use. CONS: *Meh guns: the improved AP ricochet angles RN ships get doesn't seem to help much (although small sample size as I didn't play too much of her) and the low effective range (due to firing arcs), meh traverse, meh reload speed, and meh DPM mean you get your [edited]kicked by any other gunboat 1v1 assuming equally skilled players. *Situational torps: I'm used to not being able to stealthtorp; as I said, I play Clemson and Farragut often. But these torps are slowish, meh damage, and your torp range is identical to your concealment. Use them to torp smoke clouds, but don't count on racking up BB kills when they're not dumb enough to come around the corner of an island predictably enough for you to launch your torps in a line right at him. *No speed boost + low hp = low survivability: She's nimble, and her quick-reload smoke can help break contact, but if you overextend you're not going to find it easy to get back out. Her stealth is ok but she can still be outspotted by several common DDs at that tier, and she can't just boost out of trouble, so she can find herself getting focused down and her smoke is really the only thing that can buy time to bail. And once she is getting focused, she doesn't have the HP pool to last long. You've got to play smart; lone wolf deep-penetration tactics are a death wish in Acasta. *Tier 5 matchmaking: I personally enjoy the challenge of being bottom tier in most boats. However, aside from her stealth advantage over many tier 6 and 7 DDs, this is a boat that gets murdered at bottom tier. I think she'll surprise people in tier 5 ranked, but this boat is going to be terribad in randoms because she'll be bottom tier 40-50% of the time and she just doesnt have the toolkit to be effective at all. This is literally the worst t5 DD to be in a tier 7 match with. When you're uptiered, you'll jhave to work hard and play out of your mind doing all the little things to get your xp and contribute meaningfully, because you can't effectively engage anything but isolated and wounded targets and you will get pushed off caps easily. TL;DR: she fits perfectly in the niche Wargaming wanted RN DDs to fill, but in this tier, that niche just doesn't work. She's right up there with T-22 as an incredibly boring boat, and even when you find ways to win and contribute, you won't feel like you've done all that much even though you worked hard all game to do what little you did. But don't worry, Icarus is an improvement and Jervis is a strong boat, so just keep grinding. It'll be over soon. (My other reviews - British BBs: Conqueror/Lion Monarch KGV Queen Elizabeth French BBs: Overall Line Review German DDs: Flottentorpedoboot My Waifu)
  12. SayWhatAgainMF

    Please help me Identify this ship

    Good day all, I have recently found a pile of old negative pictures from my great grand-father and after submitting them to the Historical Society of my hometown due to the significance of a lot of them, they came along a picture of a warship, unidentified. The location on the picture is on the St-Lawrence river in between Quebec City (across the river). The picture was taken from the southern shore (city of Lévis). So anyway, judging by the picture we can almost clearly see the British naval ensign at the stern. The picture was taken in August 1919 so right after the Great War. Judging by the smoke stacks and the number of portholes and turrets and the masts, it seems to me like it is the HMS Renown 1918 refit version. So the first picture is my great grand-father's one, the second picture is from Wikipedia so basically the Renown circa 1918, the third image is the Renown blueprints 1918 version and the last picture is the Sister ship HMS Repulse. I would like to know your opinion if you think I am wrong to suspect it is one of the two ships, HMS Renown or HMS Repulse and why. Of course I will most definitely end up looking at the city's Archive to try and find the port's logs from that era and have a definitive answer to give the historical society. In the meantime, your help would be most appreciated. The picture is compressed on the forum and is only 197kb so if you would like to see the original picture please leave me a message in private and I will send it to you. Thank you