Jump to content

Search the Community

Showing results for tags 'commonwealth'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Community Volunteer Programs
  • Feedback and Support
    • Game Support and Bug Reporting
    • Player Feature and Gameplay Suggestions
    • Game Guides and Tutorials
  • General WoWs Discussion
    • General Game Discussion
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Twitter


Website URL


Instagram


YouTube


Twitch


Skype


Location


Interests

Found 14 results

  1. LittleWhiteMouse

    Premium Ship Review - Mysore

    The following is a review of Mysore, the tier VI British Commonwealth cruiser. This ship was provided to me by Wargaming for review purposes at no cost to myself. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.1. Please be aware that her performance may change in the future. Mysore is a curious ship. She competes directly with not only HMAS Perth, the other tier VI British Commonwealth light cruiser but also Huanghe, the Pan Asian tier VI light cruiser. All three ships are of British design and incorporate, to varying degrees, elements of the British tech tree light cruiser game play while adding on a Crawling Smoke Generator. Mysore keeps to the "AP only" element of British gunnery, for example, while Perth and Huanghe more closely match the British energy retention. Throughout this review, I'll be touching base back to how Mysore matches up against these other two premiums while using Leander, the tier VI British tech-tree light cruiser as a baseline measurement. Quick Summary: A slow-firing, nine-gun armed British light cruiser with excellent handling and agility and a Crawling Smoke Generator. She has no torpedoes or HE shells, using only modified AP rounds. PROS Improved auto-ricochet angles on her AP rounds AP shells have shortened fuses with improved sensitivity to limit over-penetrations Excellent acceleration and agility Stealthy Has a Repair Party Has a Crawling Smoke Generator CONS Short range Slow reload on her main battery, greatly reducing her DPM No access to HE shells or torpedoes Struggles to damage severely angled targets Short fuses makes it difficult to land hits on internal citadel spaces No access to Defensive AA Fire. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Mysore looks new-player friendly on the surface -- sneak around, park in smoke, apply pew-pews. Her fragility and short-range make this risky though. It's not the firing in smoke that presents any kind of challenge; it's surviving in between those smoke clouds which is difficult. There are other challenges too, but they're relatively minor compared to managing her consumable use properly. It's her low damage output which limits her performance in the hands of an expert, however. Her inability to deal large alpha strikes or even output damage reliably holds back her carry potential. Options Consumables Mysore's Damage Control Party is standard for a cruiser with a 5 second active period, a 60 second reset timer and unlimited charges. She has a standard Repair Party. It heals back up to 14% of her starting health over 28 seconds. It queues up 10% of citadel damage, 50% of shell, bomb, rocket or torpedo penetration damage and 100% of everything else. Her Hydroacoustic Search is also standard for a tier VI cruiser. Active for 100 seconds and with a 120 second reset timer, it comes with three charges to start. It detects ships at 4km and torpedoes at 3km. Finally, she uses a Crawling Smoke Generator. It belches out smoke continuously for 90 seconds with each cloud only lasting 10 seconds. It starts with three charges and has a 160 second reset timer. Upgrades Start with Main Armaments Modification 1. The special upgrade Hydroacoustic Search Modification 1 is the best choice in slot two if you can afford it. It costs 17,000 from the Armory. If you cannot afford that, default to Engine Room Protection. Also for 17,000 (and best in slot) is the Smoke Generator Modification 1 special upgrade. If you can't afford that, default to Aiming System Modification 1. And finally, take Steering Gears Modification 1 in slot four. Captain Skills For testing, this was the build I settled upon for Mysore. I started with Last Stand. Though ships can still crawl when their engines are knocked out and still turn (kinda) with their rudders damaged, this gives a bit more speed and agility which is life for a cruiser under fire. Priority Target is too good of a skill to pass up at tier 2 and was my go-to choice there. I grabbed Superintendent at tier 3 as my first pick for more smokes and heals. And finally Concealment Expert just makes the most sense at tier 4. That doesn't leave a whole lot of viable skills beyond that for Mysore to take. Adrenaline Rush is easily the most advantageous, but after that, the pickings get pretty slim. I eventually settled upon skills that would help Mysore play keep-away, namely Radio Location and Outnumbered. Camouflage Mysore has access to Type 10 Camouflage providing the usual tier VI bonuses of: A 3% reduction in surface detection ranges. A 4% increase to the dispersion of enemy gunfire. A 10% reduction to post-battle service costs. A 50% increase to experience earned.  Mysore's simple, uniform colour scheme is kinda nice. She comes with the default blue, but you can unlock the tan-colour by completing the "Naval Aviation" collection. Firepower Main Battery: Nine 152mm/50 guns in 3x3 turrets in an A-B-X superfiring configuration. Secondary Battery: Eight 102mm/45 guns in 4x2 turrets, with two turrets per side, mounted behind the rear funnel facing forward and back. Only having one ammunition type sure simplifies this data dump. Mysore pays dearly for her access to her consumables. Her firepower is downright terrible, owing to the staying power of this ship. Between her Repair Party and her Crawling Smoke Generator, Mysore has a good survivability toolkit -- better than Leander, Perth or Huanghe. Thus, Wargaming has paired her with bad damage output, probably figuring that given she'll be around longer (on average), her numbers over time will win out. Given that I prefer glass-cannons to cast-iron squirt-guns, you can guess why this disappoints me. The problem here is three-fold. Mysore does not have access to HE shells. Mysore does not have access to torpedoes. Mysore's reloads more slowly than my 2021 update schedule. A lack of any one of these isn't damning in of itself (though it does bear investigating). But having all three shoves Mysore into the doldrums of damage-output. Let's look at why. A More-Different Perth The lack of HE shells on Mysore immediately sets her apart from Huanghe & Perth. Like Leander, short of (somehow) managing to pepper targets with her secondary batteries, Mysore cannot start fires. She cannot take advantage of skills like Inertial Fuse for HE Shells, Pyrotechnician or Heavy HE and SAP Shells. Mysore is restricted to firing AP shells, slightly modified versions to those tossed out by Leander herself. These behave like normal 152mm AP shells with the following differences: They have improved auto-ricochet angles. Mysore's AP shells do not check for ricochet until they strike at an angle of 60º to the perpendicular as opposed to the nominal 45º. The do not auto-ricochet until they strike at an angle of 75º as opposed to the nominal 60º. Thus Mysore's AP shells are much less likely to ricochet off an angled target, making them more viable against enemies that aren't offering up their flat broadside. Note that this does not come with increased penetration values. These shells have the same normalization as other 152mm armed guns (8.5º) and must contend with the increased relative armour thickness the same was any other AP round. Thus, Mysore's shells may be less likely to ricochet, they may still shatter if the sloped plate of steel has a relative thickness too great for her to punch into. Furthermore, it is still possible to ricochet these shells by angling aggressively against incoming fire from Mysore. They have improved fuse sensitivity. Mysore's AP shells arm upon impact with thinner steel than other 152mm rounds. Normally, a 152mm AP shells needs to strike steel 25mm thick (relative thickness due to angling counts). Without this, the shells will not arm and you will only see overpenetrations. For Mysore, her fuses are much more sensitive and need only 12mm to activate. Thus penetrating hits are more likely. They have shortened fuse timers. On top of their increased sensitivity, Mysore's AP shells explode more quickly when the fuse is armed. This again reduces the chances of the shells overpenetrating. In this case, they are more likely to blow immediately after entering a ship. In Mysore's case, her fuse timers are a mere 0.005s -- translating into a maximum distance crossed at muzzle velocity of 4.4m. Had she normal fuse timers, this would have translated to as much as 21.8m (though keep in mind, no shell will arrive inside a ship travelling anywhere close to muzzle-velocity; air friction and punching through steel slows them down appreciably). The reduced fuse timer is bit of a double edged sword, however. While it does mean that Mysore's shells are more likely to deliver penetrating hits, they cannot punch deep into a ship to strike buried citadels. Thus against ships with fully internalized citadels or with anti-torpedo protection, it's entirely possible that Mysore is patently incapable of landing citadel hits. Mysore's shells have a bit more punch than Leander's, grace of increased damage, shell mass and muzzle velocity, though this comes at the expense of less Krupp. So Mysore's AP shells are good, but they're not so great that they replace HE (or SAP) shells entirely. To this end, it's Huanghe and Perth that take the lead here when it comes to gunnery and I'm inclined to give it overall to the Pan Asian ship simply because she can make best use of both ammunition types with her high-velocity Soviet AP shells that make her a little more capable of landing citadel hits at range. Mysore comes dead last, of course. Mysore's not too far behind Huanghe in terms of penetration values over distance. While she is capable of landing citadel hits against soft-skinned cruisers that have their machine spaces abutting against the exterior of the hull (such as the Omaha-class for example), her ability to do so against other cruisers largely falls away after 10km. This isn't a problem unique to her but she feels it more with AP being her only ammunition choice. No Country For No-Fish Cruisers Why are torpedoes good? Well, three reasons. They can be used to aid in gunnery. No, really. When in doubt about the direction or velocity of a given target, switch over to your torpedo launchers and take a look at the lead indicator. This can tell you if a bow-on ship is reversing or not. It can also show you when a ship is slowing down, speeding up or changing direction. This is easily the most minor bonus having torpedoes provides, but it's handy and Mysore misses out. Obviously, they can be used to deal big alpha strikes. Individual torpedoes easily deal damage equivalent to a battleship-calibre citadel hit (or greater!). Land multiple fish at once and print those Devastating Strike medals. Mysore obviously doesn't get this and what's more, she's largely left without an ability to rack up damage quickly save for against specific cruisers and a few aircraft carriers that have their citadels abutting against the exterior of their hulls. It takes her time to chew through an opponent's hit point pool and she's generally incapable of dealing singular knockout blows. Torpedoes are a deterrent. You have to be stupid-confident (or just stupid) to close with an enemy ship with loaded torpedoes. Closing with an enemy ship that has torpedoes is always a gamble and this can be enough to deter people from trying to sniff out your ship in smoke, for example. Similarly, torpedoes can be used offensively to prevent people from camping their own smoke cover or for pushing them away from a strong-point such as an island. Short of supporting fire, there's nothing to deter an enemy from charging Mysore when she's sitting in smoke. Especially coming at her bow-on, they can largely mitigate any damage she can do them as they charge in. Leander and Perth have the best torpedo armaments of the four (naturally). Huanghe sits well behind them, not only for having triple launchers instead of the quadruples boasted by the Leander-sisters, but because she cannot single-fire her torpedoes as they can and is stuck with only a narrow-band when launching. Mysore really feels her complete lack of torpedoes, particularly when enemy ships come sniffing her out in her crawling smoke. Heavy Cruiser Reload The lack of alpha-strike potential on Mysore gets even worse when you consider her poor damage output. Her 10.7 second reload is just downright painful and greatly hurts her damage output. You can't count on Mysore to be able to out-trade some destroyers, particularly in close-range knife fights where they might be able to land the occasional citadel hit. Just look at this shoddy DPM: Mysore's slow reload gives her less potential DPM than Huanghe, despite having 50% more guns than the Pan Asian cruiser! Granted, it's easier to damage with Mysore's AP shells than it is Huanghe's. Now down to brass-tacks. Mysore's AP DPM is so low that some of the better HE DPM at tier VI rivals her. HE has the benefit of being much easier to use and it stacks some tasty fires as well. The only drawback to HE is that it's very skill-hungry in order to optimize. And even then, for a tier VI cruiser, it doesn't optimize well. Odds and Never-Ends-Well Overall, Mysore does not put out damage quickly, but she does do so steadily provided she's picking the right target. To this end, close-range fights are invariably a disaster with all but the most fragile of targets. Instead she's best served by keeping at a distance and peppering shells annoyingly at exposed enemies. She can use her Crawling Smoke Generator to do so for long periods (largely) uninterrupted, and really, the strength of this shouldn't understated. With her smoke deployed, Mysore's gunnery switches over to easy-mode and she can cycle her guns with near impunity for nearly two minutes (fully buffed). It's what comes after that's more difficult. When her smoke is on cooldown, she's reliant on either firing from open water (bad idea) or using island cover to keep bombarding targets. Otherwise, she'll have to go dark and redeploy. Mysore's range is on the short side -- just 14km, so the islands she uses has to be close to the front. This same lack of reach makes firing from open water stupid-dangerous. While she is an agile little boat, the shell flight time for incoming battleship rounds is much too short to be able to dodge effectively and her thin extremity plate and exposed citadel makes every hit hurt a lot. As for the rest of it? Her traverse rate is mediocre. Her gun fire angles are trash. Her ballistics are kinda floaty (though admittedly better than Leander's) and her her AP penetration sucks. Overall, Perth takes the big win here. Perth has both ammunition types. Perth has good torpedoes. Perth's reload rate doesn't suck and she has eight guns. Mysore is sadly at the bottom of the pile. This imposes limits on how Mysore can be played. It's too dangerous for her to be up on the front lines or to try and rush down targets because she simply cannot kill most enemies with any kind of alacrity. While the other three cruisers are not front-line brawlers, they can manage it in a pinch. Mysore's fire arcs are pretty terrible (most Royal Navy ships have poor fire arcs). Her 7º/s gun rotation rate is pretty meh too. Summary It's all about the AP spam. Her low DPM and lack of torpedoes makes her struggle to kill anything quickly. Play keep away and just keep spitting out shells. VERDICT: Pretty uncomfortable, I'm not going to lie. She's the worst of the four. What's worse, Mysore's gunnery isn't fun which is pretty damning for a premium. Durability Hit Points: 30,600 Bow & stern/superstructure/upper-hull/deck: 16mm/10mm/19mm/19mm Maximum Citadel Protection: 114mm Torpedo Damage Reduction: None Mysore is easily the best-protected of the tier VI British light-cruisers. Objectively, Mysore is the most resilient of the four cruisers. She has Leander's ability to heal coupled with better citadel protection than any of the other ships. Her armour profile is overall better too. It doesn't hurt that she comes with more hit points than any of the other ships either. For a cruiser, for a light cruiser especially, Mysore weighs in well. Her 114mm belt armour is very respectable at her tier. Her citadel placement, while peeking just over the waterline, isn't so high that it's a ready flaw. Furthermore, she doesn't have any "camel hump" shell traps that afflicts so many British cruisers (infamously damning some of the British heavies). The stepped section of her belt leading up to the 51mm portion of her deck doesn't count as part of the machine spaces the way it does on Perth and Leander. While admittedly her citadel is larger than her three competitors, it's hard to argue that she's more vulnerable than Perth or Leander due to their wonky citadel geometry. Huanghe arguably has the best citadel layout but hers has the worst protection. All four ships have an easily overmatched "hole" directly overtop of the machine spaces where any shells coming in high can easily dip into the citadel and generate big damage. Unlike Leander, all of the premium ships conform to normal, tier VI light-cruiser armour layouts, with 16mm extremities and 19mm upper hull and deck armour. Leander only has 13mm on her bow and 16mm on her upper-hull and deck, leaving her vulnerable to overmatching through her butt and snout by 203mm AP shells to which the premiums are thankfully immune. As for heals, only Leander and Mysore have them which puts them well above the others in terms of survivability. Combine this with Mysore's Crawling Smoke Generator and Hydroacoustic Search and she is easily the most survivable of the four. Her consumables remove many opportunities to easily pick her off with either torpedoes, aircraft or shells making her very annoying to deal with. The elephant in the room is, of course, that heals don't amount for much if you lose all of your hit points quickly. Mysore's horrible gun arcs means that any target she's engaging with all three turrets can damage her back and quite easily. The nightmare scenario for this poor ship is knife fighting with any other vessel. Even some destroyers are capable of out-trading her provided they keep angled to foil her AP rounds. And if Mysore is trying to protect her own citadel, this disparity in damage output only increases further. Her defence is far from perfect. While she is a tough little ship for a light cruiser, she is still a light cruiser. Keep her to the second line. Your best defence is to keep from being spotted in the first place. Mysore's base hit point values are pretty modest, but the presence of her heals makes her far more resilient. When you include how often her Exhaust Smoke Generator keeps her from being an easy target, she fast becomes one of the longest-lasting cruisers at tier VI. Her opponents really need to prioritize bringing her down in those rare occurrences where she's exposed or she'll keep coming back. Of the four British light-cruisers (highlighted in red) she has the most effective health to play with. VERDICT: Great survivability, especially for a light cruiser. She's the best of the four here and beyond that, she's one of the best cruisers at her tier for survivability. Very respectable. Agility Top Speed: 31.6 knots Turning Radius: 610m Rudder Shift Time: 8.6s 4/4 Engine Speed Rate of Turn: 6.5º/s When evaluating a ship's agility, there's a checklist of factors I consider. I tend to favour a high-top speed over most other factors, especially when paired with a quick rate of turn. But there are other things to weigh my decisions, including turning radius, rudder shift time, energy preservation and acceleration. Mysore is weird in this regard. Top Speed: Let's start off with how slow she is. Mysore's top speed is slow for a cruiser. She's not in the thunder-chunker, waddle-bert zone of Graf Spee, but make no mistake, she is not quick. She is one of the slowest of the tier VI cruisers. Unlike the slugga-butt La Galissonniere, she does not have access to an Engine Boost consumable to help pad her numbers. Equipping the Sierra Mike signal is a very good idea to help cover this mistake. Similarly, the captain skill Outnumbered can help, but generally speaking, if the enemies are in that close, you're in a whole lot of trouble anyway. Turning Radius: Mysore has a nice, tight turning radius. She'd be best in category if it weren't for Huanghe. So this is great. Rudder Shift Time: Mysore's rudder shift time is a bit chunky. It's not terrible, mind you, but it's on the slow-end for a tier VI cruiser. However, with her lack of access to Propulsion Modification 1 means that you will always have Steering Gears Modification 1 installed instead. Granted, most other cruisers will too, so Mysore's not gaining a leg up here, but the raw value isn't as bad as it looks. Acceleration: Mysore has ridiculously-good acceleration. She reaches 30 knots in almost no time at all with a similar kind of rocket-butt acceleration Propulsion Modification 1 applies to the first get-up and go from a dead stop. This is all but identical to the same acceleration found on Royal Navy tech tree cruisers like Leander. Energy Preservation: Mysore does not have any special energy preservation. The Royal Navy tech tree ships are famous for bleeding little to no speed in a turn (they maintain upwards of 98% of their 4/4 speed setting while turning). Mysore is decidedly normal in this regard, keeping the usual 80% of her 4/4 engine speed while turning. Rate of Turn: Her lack of improved energy preservation means that her rate of turn is normal for cruiser with her speed and turning radius. Though she is slow for a tier VI cruiser, it's not by such a large margin that her tighter turning radius doesn't end up being the deciding factor here. Mysore's rate of turn is better than average, but far from the top competitors at her tier, behind the likes of Hangue, Perth, Leander and Trento. Altogether, Mysore is a very responsive cruiser with good handling but a slow top speed. She has much more in common with Huanghe than Perth or Leander in this regard. While none of these four ships could be considered fast, Mysore is definitely the slowest of them. On top of this, due to the improved energy retention on Perth and Leander, they can at least maintain their top speed for longer (on average) than Huanghe or Mysore. Mysore really struggles to control engagement distances, subject to its whims rather than being able to comfortably dictate to it. For a cruiser that really doesn't like being up-close in a brawl, this is bad news. While she has a lot going for her, it's this lack of speed which bothers me the most. VERDICT: Good overall handling but she's not perfect, not with that slow top speed. Anti-Aircraft Defence Flak Bursts: 2 explosions for 1,120 damage per blast at 3.5km to 5.8km. Long Ranged (up to 5.8km): 52.5dps at 90% accuracy (47.3dps) Medium Ranged (up to 3.5km): 161dps at 90% accuracy (144.9dps) Lemme open with this graph: These are sorted roughly by effective AA DPS using the formula [DPS x (range -1km)] to value longer-ranged defences more. Mysore looks pretty good sorted like this. Mysore almost has good anti-aircraft firepower. Almost. The catch is that it's hard to claim that any tier VI cruiser has "good" AA defences, especially when they're regularly forced to contend with tier VIII aircraft carriers. I'm aware this is a bit of an unfair comparison; weighing the merits of a given system against ships two tiers higher. I didn't weight Mysore's DPM against tier VIII cruisers, for example, nor her durability. Maybe this says something towards my frustration with surface ship interactions with aircraft in general? Be aware of the author's bias, peoples! Mysore's numbers are 'okay'. With all of her guns intact, she has enough DPS to knock down a plane or two, but she's not going to prevent drops, never mind provide adequate defence for ships around her. Generally speaking, what tends to make or break whether or not these ships can deter same-tier carriers is their access to Defensive AA Fire. And most of these ships have to choose between taking that or Hydroacoustic Search. The latter usually wins out from a pure utility standpoint which weakens AA power as a whole in a given match. This said, Huanghe, Perth and Mysore definitely have it easier time protecting themselves from bombers, but not because of their AA firepower. Their crawling smoke really gives them an edge in frustrating carrier drops so it would be inaccurate to label any of them as 'useless' when it comes to seeing to their own protection. Mysore and Huanghe especially are particularly good at chewing up aircraft that make the mistake to linger over their smoke screens, but that's a rookie mistake you can't count on a CV to make. It's disappointing that the best AA feature of Mysore comes from her smoke. But it is what it is. VERDICT: Mysore and Huanghe are definitely the better of the four (with Huanghe being way at the top) but tier VI AA firepower just isn't good on the whole. Vision Control Base/Minimum Surface Detection: 10.98km/9.59km Base/Minimum Air Detection Range: 6.44km/5.8km Detection Range When Firing in Smoke: 5.04km Maximum Firing Range: 14km What Mysore does well (and what all of the tier VI British-designed cruisers do well) is her vision control. This is a stealthy ship that easily gets her surface detection down below a sub-10km range (which is great). On top of that, she has Hydroacoustic Search which is always a plus for sniffing out fish and the occasional ship hiding in smoke. But moreover, it's her access to her Crawling Smoke Generator which is the feather in the cap of this ship's design. Of the different varieties of Smoke Generators in the game presently, Crawling Smoke Generators are one of the more powerful for individual ship play (they have less value in team-based, competitive modes). The moving nature of the rolling smoke screen allows Mysore to take it with her. It helps frustrate torpedo salvos intent on combing her out of her cover and similarly, it provides some protection against counter-battery fire from people trying to blind-snipe Mysore from smoke. Finally, it's a very effective from of AA defence. While said smoke can be used offensively (as Haida has want to do), Mysore does not belong up on the front lines due to her poor damage output and alpha-strike potential. This all combines to make it a lot more difficult to take out one of these ships using Crawling Smoke. Perth, for example, is notorious for her longevity because of this. Mysore inherits this but couples it with her improved durability and heals, giving her even greater staying power. Short of charging this ship in point-blank encounters or scoring a lucky broadside's worth of battleship-calibre citadel hits, Mysore is a difficult ship to put down quickly. If she had a little more range, she'd be downright overpowered even with her horrible DPM, simply because it's such a nuisance to put her down permanently. Her points of vulnerability here come from the usual suspects: Surveillance Radar - There's not much you can do about this short of doing your best to keep out of range. Generally speaking, you should be far enough back that only Soviet Surveillance Radar should pose any kind of threat. While you may be picked up from other sources, you can usually count on there being an island being in the way. However, in those circumstances where Mysore is caught flat footed by a radar-flash, she gets wrecked in a hurry. Keep an eye on those team rosters and watch your minimap. Aircraft - There's not much you can do here. If you're in danger, you can try hiding in smoke. Destroyers - These present a much greater threat to Mysore than they do to many other cruisers. This is largely owing to her low-damage output which is easily foiled by aggressive angling on the part of the destroyer in question. While having some friends nearby should (SHOULD!) discourage a lolibote from sniffing around, if Mysore is caught alone, she's in for a lot of trouble -- especially if the destroyer knows what they're doing. Smoke on Cool Down - And here is perhaps the greatest challenge to playing Mysore well. With as much as two and a half minutes in between smoke charges, figuring out how to engage the enemy without getting blown up is just something you have to figure out for yourself. Take a page from the old light-cruiser playbook; make an island your waifu and rain fire as your ballistic arcs and range will allow until your smoke allows you to get a little more adventurous. The temptation with Mysore is to be overly reliant upon her smoke. Want to shoot someone? Blow smoke! Aircraft overhead? Blow smoke! Get spotted by some under-aged boat? Blow smoke! Battleships looking at you funny? Blow smoke! Sometimes it's definitely the right call, but using her smoke preemptively will greatly reduce her efficacy. This isn't easy to get right and it's dirt-simple to get wrong. VERDICT: Excellent vision control, easily on par with Huanghe and Perth. Final Evaluation Mysore feels like a British light cruiser that's been sprinkled with British heavy cruiser flavour crystals. She espouses the same game play from that whole line. To refresh people's memories (or to educated those who have wisely kept away from them), the British heavy cruisers have poor damage output but improved survivability. The premise is simple enough; these ships survive longer, ergo they will have similar damage output to more fragile, harder-hitting cruisers -- at least on average. The combination of consumables on Mysore makes her VERY likely to survive a long time (provided she's played reasonably) so her damage output really sucks butt. Is she BALANS™? Probably. I suspect Mysore's numbers will end up being pretty decent once they've had some time out in the wilds for a few months. She can be really slippery so there's plenty of opportunity to make even her modest guns put out some hurt. Is she fun? Not in my opinion. Mysore's game play is excessively passive. What's worse, she only deals one particular type of damage -- AP chip-damage, specifically. She doesn't have HE. She's not farming fires. There are no big alpha strikes from fish. And she's not even likely to be landing citadel hits either. You're just going to see penetrations, saturated penetrations and the rare over-penetration with Mysore. If you play in PVE modes, MAYBE you'll see a few citadel hits at point blank ranges. Her need to play constant keep-away in PVP modes really limits the variety of her game play. There's still enough to do, I suppose, in between managing her smokes, reset-timer and making best use of islands. But that lack of variety (and quality) in damage output really bugs me. The bad news for Mysore is that Perth is a thing that exists. These two ships directly compete with one another and Perth is, hands down, the more interesting ship to play. I would have much preferred to see Wargaming shove Mysore in at tier VII and maybe stuck their hand into their bag of gimmicks to make her more interesting. Honestly, if they had just given her a British dry-dock heal and/or massaged her reload time to 8 seconds, she would have made a great tier VII cruiser. I don't understand why she ended up at tier VI. It doesn't make sense to me, business wise. But I can't see the full picture there. As it is? Mysore's a hard pass for me. Perth's the better bote. It's not that I think Mysore is awful, perse. She's just not fun. Heck, I'd rather play Huanghe and I didn't enjoy her the first time around. I think that says a lot right there.
  2. Any chance that WeeGee would make this happen?
  3. With Mysore being released and Vampire 2 just around the corner, it's not that much of a stretch (and some wishful thinking on my part) that we may get a commonwealth line soon. Since destroyers were the most numerous of ships used by commonwealth nations that are considered "warships" in wows, then we'll probably get a destroyer line first. What I wanted to do here was throw my own hat into the ring and share some of my own ideas on a commonwealth tech tree. I modelled the main line off of haida's playstyle, but changed a few things and added new flavors to them as to hopefully make them stand apart from haida and vampire. In terms of the torpedo focused split, I decided to combine elements from paolo, monaghan (of all things), and rolling smoke brawling. Now the biggest problem that I hear and see, and one that most proposals try to address is the question of "how will these not just be copy paste RN destroyers?" That's absolutely a fair criticism, but one I hope to address here. Now without further ado: Characteristics of the main line: Italian style SAP: this is the big deviation I have from other proposals. Unlike other destroyers, commonwealth DDs will be unique in the form of SAP shells akin to those of Paolo Emilio and other Italian ships. Now obviously they won't be exactly like those of Paolo, but this will reinforce their high alpha strike potential. The bigger question will be if it's right to cut out HE or AP. Mediocre DPM: while the guns will hit very hard with SAP, the overall damage per minute is worse than their British counterparts. Don't even think of getting into a gunfight with a Japanese gunship unless you can kill them in the first two salvos. Lack of torpedo power: while the torpedoes at higher tiers hit harder, the amount of fish put into the water at a time is lackluster at best. And while the lower tier destroyers put a decent amount of fish in the water, the alpha is anemic and speed is poor. These are not torpedo boats you are looking for No RN DD characteristics: aside from being royal navy designs and hulls, the main line of commonwealth destroyers won't have access to british acceleration, maneuverability, or a repair party. The only thing sticking with these ships that the Brits have is the unique long duration, short range hydro. Improved british hydroacoustic and rolling smoke: the unique smoke screen is a must, but the hydro however will have a similar action time as the british, but with a little bit of increased range (4km max) Burst surveillance radar (t8+, choice between it or hydro) another deviation here. With the option to swap this for hydroacoustic search starting at tier 8, this radar will have up to 7 charges, a maximum range of 10km, and a cooldown time of 30 seconds. Now you might think this radar is completely absurd, but the one huge drawback is the duration time of 5 seconds. The more astute among you may realise that this is exactly the same amount of time that radar has as a "grace period" before ships spotted by it render for all other teammates. This means that unless friendlies are amazing with circle minimap blindfire, the only one able to shoot that enemy will be you. Thus, this radar isn't more of an offensive tool, but one for information gathering. It isn't as wasteful to be as trigger happy with it, but it's a tradeoff between it and the hydro. Engagement control: commonwealth destroyers should live and die much harder than other destroyers based on their ability to control engagements. This is a fundamental to almost all destroyers, but especially these as they don't have the flat DPM to outright win gunfights with a lot of their contemporaries. They must rely on their consumables and positioning to win engagements with other destroyers. Anti sub kings: if and when subs do come into the game, commonwealth destroyers should be the cream of the crop when it comes to hunting submarines. Many commonwealth nations (with Canada especially) specialized into anti submarine warfare duties. Australian ships repelled japanese submarines on the homefront, and Canadian escorts regularly sunk submarines and protected convoys during the battle of the Atlantic. Since subs are still work in progress, it's still up in the air how countering them will completely work (e.g: sub detection, depth charge damage, hydro effectiveness). Despite this, when they are released, it seems only natural that commonwealth destroyer should be some of, if not the best at countering this underwater threat. Main line (gunboats): Tier 1: Stormont Armament: 2x2 102mm guns Speed: 20.5 knots Consumables: Damage control Tier 2: Patriot Armament: 3x1 102mm guns, 2x2 533mm torpedo tubes Speed: 35 knots Consumables: Damage control, Creeping smoke Tier 3: Waterhen Armament: 4x1 102mm guns, 2x3 533mm torpedo tubes Speed: 34 knots Consumables: Damage control, creeping smoke Tier 4: Saguenay Armament: 4x1 120mm guns, 2x4 533mm torpedo tubes Speed: 31 knots Consumables: Damage control, Creeping smoke Tier 5: Stuart Armament: 5x1 120mm guns, 2x3 533mm torpedo tubes Speed: 34 knots Consumables: Damage control, Creeping smoke Tier 6: Rajput Armament: 4x1 120mm guns, 2x4 533mm torpedo tubes Speed: 36 knots Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier 7: Algonquin Armament: 4x1 120mm guns, 2x4 533mm torpedo tubes Speed: 32 knots Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier 8 (where the line splits): Athabascan Armament: 3x2 120mm guns, 1x4 533mm torpedo tubes Speed: 36 knots Consumables: Damage control, Creeping smoke, Hydroacoustic search/Burst radar Tier 9: Nizam Armament: 3x2 120mm guns, 1x5 torpedo tubes Speed: 36 knots Consumables: Damage control, Creeping smoke, Hydroacoustic search/Burst radar Tier 10: Vendetta Armament: 3x2 113mm guns, 1x5 533mm torpedo tubes Speed: 32 knots Consumables: Damage control, Creeping smoke, Hydroacoustic search/Burst radar Alternate torpedo line: But I'm not done yet! here's where I wanted to have a little fun. I decided to try my hand in a little idea I had for a torpedo focused split starting at tier 8. Now this is more of a fun bit of theorycrafting rather than a feasible split in my mind, but I still wanted to have some fun with the idea. the biggest difference from the gunboat line is, obviously, torpedoes over guns. This split will trade off gunpower (nerfing gun reload and DPM into the ground) for the ability to put more torpedoes into the water at once. Another big theme with this split would be access to a variety of consumable options. For example, the ability to swap creeping smoke for torpedo reload booster, hydro for DFAA, or even speed boost which is something that hasn't been seen on the main line. Tier 8: Jaan Van Riebeeck Armament: 4x1 120mm guns, 2x4 533mm torpedo tubes Speed: 36 knots Consumables: Damage control, Creeping smoke/Torpedo reload booster, Hydroacoustic search/Defensive AA Tier 9: Anzac Armament: 2x2 113mm guns, 2x5 533mm torpedo tubes Speed: 31 knots Consumables: Damage control, Creeping smoke/Torpedo reload booster, Hydroacoustic search/Defensive AA/Speed boost Tier 10: Voyager Armament: 3x2 113mm guns, 2x5 533mm torpedo tubes Speed: 33 knots Consumables: Damage control, Creeping smoke/Torpedo reload booster, Hydroacoustic search/Defensive AA/Speed boost Now I felt like the biggest challenge with this proposal was finding good ships for the mid tiers. The one I'm most unhappy about is Algonquin at tier 7 with only 4 guns and 8 torpedoes. The difficult part was finding ships that would display proper line progression. What I mean by this is, for example, placing Athabascan at tier 8 with it's shift to harder hitting guns, but only a single torpedo tube launcher. If I was then to put one of the Australian battle class destroyers at tier 9, the issue would be the loss of a turret and double the torpedo tubes of the previous ship in the line just wouldn't fit. That's why I decided to put an N class destroyer in that place instead. Even though it may be a bit underpowered, the single quintuple torpedo launcher and 3x2 gun layout fits with her place in the line. Other than this, I feel quite happy with this proposal as a whole. If you have a better idea for a part of this line or just want to give some feedback, that would be awesome.
  4. Why such a silent release of the Mysore? I would have not noticed it was for sale if I wasn't scrolling down the ships in the premium shop. Its a interesting ship, it doesn't look good on paper but, performs well in my opinion and experience.
  5. Italian BBs are due early in 2021, though two T9 BBs (Hizen then Marco Polo) back to back seems inconsistent with what WG has done in the past with the dockyard. Probably one of the Ducas will be the 1/2 or 2/3 dockyard consolation prize. The only alternative could be Vampire II with Mysore as the consolation prize, but that would be even more inconsistent because they likely would not sell her simultaneously with the event as they have done with post Puerto Rico dockyard ships. She would also be the first DD in the dockyard (although that would not be a bad thing) and the first T10 since the botched Puerto Rico rollout of the dockyard. Also there hasn't been any clue that we are getting a Commonwealth tech tree line for the Vampire to correspond with, though I'd love to see one. That leaves the Vampire as a resource/FXP or Research Bureau ship. She looks like a coal or FXP ship to my eye, but that is more rampant speculation.
  6. So to start this post off, I've been thinking about a Commonwealth line for a long while. It really interests me coming from both a national perspective (being a Canuk myself and all) and a historical one. Going from small collection of aging ships, to a powerful naval force to be reckoned with, the explosive growth of the Commonwealth navies during and after ww2 was truly astounding. Coupled with all the history many ships in their respective navies had, and the already fun gameplay from the current premiums in the line (Haida is one of my favorite DDs in the game), I feel that a Commonwealth line could definitely have it's place in the game. One of the biggest issues I see people cite when talking about a hypothetical line, is the worry that they'll just become clones of already existing British ships. This is probably one of the biggest arguments I see, and is absolutely a fair one. Ships of the Commonwealth of nations usually were modified or part of a class of British built ships, with some being on lend lease themselves from other nations. However, with that being said, we do have a complete tech tree of British ships, and historically speaking, there was a lot more variety of ship classes that served with Commonwealth nations that aren't in game yet, so I feel that there is enough variety to warrant the nation itself. Also a great Segway into the videos I wanted to share from @SappeREffecT Like I said, I was thinking about writing up about my ideal vision for a commonwealth line a while back, and started looking into other people's ideas of what the line should look like for reference. I then came across Sapper's vids after a search through YouTube, and I really liked the concept he had for a tech tree. I won't summarize the videos here because I highly recommend that you go and watch them, as he goes into quite a bit of depth in each one, but the general idea that Sapper had was to make each line as unique from the British in terms of ship classes and gameplay, as possible. Now I don't want people to think that I'm just advertising the video for him here, because my intention throughout this post is to try and encourage discussion about a Commonwealth tech tree, but Sapper as well as I, really wanted to create a thoughtful discussion around this topic, and I felt that his videos were really well done in terms of creating a unique and balanced line. So after talking with him as well, I got permission from him to share his videos in the North American forums to do just that. Again, these are not my videos, and Sapper has gratefully allowed me to share them on the forums. I felt like this was probably the best Commonwealth line proposal I've seen so far on then internet (as it solves quite well the issues that some have with the idea of a Commonwealth line), and the fact that Sapper really was hoping for feedback on his proposal gave me some motivation to create this post, as well as being stuck in a house all day. I just want to have the lines play well and have a historical basis if and when they eventually come out, so why not start by suggesting to WG what the ideal tech trees should look like. Below is a quick summary of the ships proposed for each line in the video. Destroyers: Tier II: Champlain (RAN/RCN) Firepower: 3x1 102mm Torpedoes: 2x2 533mm Speed: 31 kts Consumables: Damage control, Creeping smoke Tier III: Waterhen (RAN) Firepower: 4x1 102mm Torpedoes: 2x3 533mm Speed: 34 kts Consumables: Damage control, Creeping smoke Tier IV: Stuart (RAN) Firepower: 5x1 120mm Torpedoes: 2x3 533mm Speed: 34 kts Consumables: Damage control, Creeping smoke Tier V: Skeena (RCN) Firepower: 4x1 120mm Torpedoes: 2x4 533mm Speed: 36 kts Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier VI: Chaudiere (RCN) Firepower: 4x1 120mm Torpedoes: 2x4 533mm Speed: 36 kts Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier VII: Jan Van Riebeeck (SAN) Firepower: 4x1 120mm Torpedoes: 2x4 533mm Speed: 36 kts Consumables: Damage control, Creeping smoke, Hydroacoustic search, Defensive AA/Speed boost Tier VIII: Napier (RAN) Firepower: 3x2 120mm Torpedoes: 2x5 533mm Speed: 36 kts Consumables: Damage control, Creeping smoke/Surveillance radar, Hydroacoustic search, Defensive AA/Speed boost Tier IX: Battle (RAN) Firepower: 2x2 113mm Torpedoes: 2x5 533mm Speed: 36 kts Consumables: Damage control, Creeping smoke/Surveillance radar, Hydroacoustic search, Defensive AA/Speed boost Tier X: Vendetta (RAN) Firepower: 3x2 113mm Torpedoes: 2x5 533mm Speed: 36 kts Consumables: Damage control, Creeping smoke/Surveillance Radar, Hydroacoustic search, Defensive AA/Speed boost Cruisers: Tier I: Indus (RIN/RAN/RNZN) Firepower: 2x1 120mm Range: 9.5km Speed: 19 kts Consumables: Damage control Tier II: Pelorus (RAN) Firepower: 8x1 102mm Range: 11 km Speed: 22 kts Consumables: Damage control Tier III: Challenger (RAN) Firepower: 11x1 152mm Range: 12 km Speed: 24 kts Consumables: Damage control Tier IV: Chatham (RAN/RNZN) Firepower: 8x1 152mm Torpedoes: 2x1 533mm Range: 13 km Speed: 26 kts Consumables: Damage control, Hydroacoustic search Tier V: Dunedin (RNZN) Firepower: 6x1 152mm Torpedoes: 4x3 533mm Range: 14 km Speed: 29 kts Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier VI: Hobart (RAN/RNZN/RIN) Firepower: 4x2 152mm Torpedoes: 2x4 533mm Range: 15 km Speed: 33 kts Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier VII: Bellona (RNZN/PN) Firepower: 4x2 152mm Torpedoes: 2x3 533mm Range: 16km Speed: 33 kts Consumables: Damage control, Creeping smoke, Hydroacoustic search Tier VIII: Swiftsure (RCN) Firepower: 3x3 152mm Torpedoes: 2x3 533mm Range: 16.5 km Speed: 33 kts Consumables: Damage control, Creeping smoke/Surveillance radar, Hydroacoustic search Tier IX: Tiger (RAN/RCN/RNZN hypothetical ownership) Firepower: 3x3 152mm Torpedoes: 2x3 533mm Range: 16.5 km Speed: 34 kts Consumables: Damage control, Creeping smoke/Surveillance radar, Hydroacoustic search, Repair party Tier X: Bellerophon/11 24a design (Hypothetical ownership) Firepower: 4x3 152mm Torpedoes: 2x4 533mm Range: 17km Speed: 34 kts Consumables: Damage control, Creeping smoke/Surveillance radar, Hydroacoustic search, Repair party That's pretty much a technical summary of all the silver ships that Sapper had proposed in his video. I personally don't agree with all of the ships selected or left out of the line, but again, it solves a lot of the issues people might have with Commonwealth ships. One element Sapper only lightly touched on in his video though, was the idea of aircraft carriers. Honestly, I wasn't too excited since CVs really aren't that balanced right now, and we saw how well adding in a new line worked out with the German CVs. looking at it more and more though, I began to develop a vision myself of what the gameplay of the ships. So now I wanted to try and give my two cents on a Commonwealth CV line. Now I am well aware of how controversial carriers are, and like Sapper said in his video, it probably shouldn't be added anytime soon. However, contrary to popular belief, Commonwealth navies did operate aircraft carriers, though most were in operation mid-late war and during the cold war. To me, they represent the rapid development of Commonwealth navies during the second world war, and have quite a few unique aircraft that could be proposed for some of the carriers on this list. For a ship or an aircraft to have to make it onto my list, it had to be majority crewed by a Commonwealth nation, and/or the aircraft that were both in service with their respective nation and had to feasibly have been able to be carried by said ship (there may be an exception or two with the proposed tier 4). If there are better suggestions for either a ship or aircraft that I didn't include in this proposal, definitely let me know. For the CV gameplay itself, I wanted to settle on a "Boom and zoom" playstyle where it was a high risk, but high reward style of gameplay. I really had fun playing the pre bait-and-switch Graf zeppelin, and I wanted to try and recreate the gameplay of that ship within this line. The main idea is to have the aircraft be some of the fastest at their tier, dropping a low number of high alpha munitions. The biggest downsides of the carriers would be their nonexistent healthpool, tiny squads, small carrier plane reserves, and the CV's complete lack of self defense armament. The rockets have unusually low damage and fire chance compared to the bombs and torpedoes, the torpedoes are quite slow, and the bombers have a wide drop circle and long attack prep times, but they drop like Kaga's bombers do, with a high pitch up, and then a long, flat dive towards the target. On top of that, starting from tier 8, they'll have access to the new Air Dropped Smoke consumable, which will help the ships greatly in assisting their team while adding a new element to CV gameplay. This makes the line overall very good at striking large and lonely capital ships, but heavily punishes the CV player for misplays such as flying into a large group of ships, or remaining in a ships continuous AA bubble. Aircraft Carriers: Tier IV: Proposed C2 Transport conversion (Halifax or Alice Springs good names?) A proposed conversion of the type C2 class of United states cargo transports into escort carriers, these ships had the potential to serve in either the RCN or RAN. Like many of her contemporaries, she lacks speed, secondary armament, and hangar size. Speed: 16 kts Aircraft carried: 20, 4 reserve Attack aircraft: 4 per squad, 2 per attack: Bristol Bulldog (RAN), Armstrong Witworth Siskin (RCN) Torpedo aircraft: 6 per squad, 2 per attack: Westland Wapiti (RAN, RCN), Hawker Demon (RAN) Dive bomber aircraft: 6 per squad, 2 per attack: Westland Wapiti (RAN, RCN), Hawker Demon (RAN) Quick Summary: Out of all the carriers proposed on this list, this ship is probably the biggest stretch in the entire proposed tech tree. For the ship itself, I based it off the proposed American conversion of the C2 cargo ships. Many of the older carrier conversions were based on tankers or cargo ships, and quite a few were sold over to the British under the lend lease program (later named the ruler class by the British). These lend lease ships were sometimes transferred to British commonwealth nations (as with the next t6 choice). Aircraft Relevance: For the aircraft, I decided to add inter-war aircraft that were as relevant as I could find. I split her aircraft into either RAAF or RCAF proposals, depending on which nation this ship would have been leased to from Britain (either Australia or Canada). For fighters, I chose the Bristol Bulldog for the RAAF, and the Armstrong Siskin for the RCAF. In terms of dive bombers and torpedo bombers, I chose the Westland Wapiti which was operated by both the RCAF and RAF, and the Hawker Demon which was a prominent Aussie light bomber in the interwar period. I felt like each was the best option to fit said interwar time period. Relevance of the ship: Now I understand that this ship is a big stretch to add in, but it's one of the only few paper ship proposals and the only paper ship in this proposed line. Honestly, if anyone else has a better idea for a tier 4 commonwealth carrier, I'll gladly take it. This is just theory crafting at the end of the day. Tier VI: Nabob (RCN) The first ever aircraft carrier to be majority crewed by the Royal Canadian Navy, Nabob was a modified Bogue-class escort carrier supplied to the Royal navy under the lend-lease program. Apart rom the aircrew, the ship was entirely operated by the Royal Canadian Navy for the specific purpose of Anti Submarine Warfare. During Operation Goodwind, Nabob was torpedoed by the submarine U-354, but remained afloat and was able to limp back to Scapa Flow. Damaged beyond repair, she was run aground in the River Clyde and later scrapped. Speed: 18 kts Aircraft carried: 28, 10 reserve Attack aircraft: 6 per squad, 2 per attack: Vought F4-U Corsair, Curtiss Kittyhawk, Bristol Beaufighter Torpedo aircraft: 6 per squad, 3 per attack: Avro Anson, Bristol Beaufighter Dive Bomber aircraft: 6 per squad, 2 per attack: Avro Anson, Bristol Beaufighter Quick summary: This is where things get interesting for commonwealth carriers and their flavor starts to stand out. While Nabob is still slow with weak amour and secondaries, it's her aircraft that really make her shine. Unlike her predecessor's aircraft, the aircraft on Nabob are much faster than the rest at her tier, but lack health and effective munitions to deal with destroyers. While her rocket planes are fast, the weapons they carry are incredibly lackluster with bad alpha damage, penetration, and a larger ellipse than her competitors. This will start to become a common trend throughout the rest of the tree. Things shift for the better for her Bombers and Torpedo Bombers. While both have relatively low health when compared to their counterparts, the dive bombers have improved speed, alpha damage (though low fire chance), and accuracy. The torpedo bombers don't have the same speed yet, but the torpedoes they carry have relatively good punch and speed, compensating for the low number that they drop. Aircraft Relevance: Ok, so the selection of aircraft to choose at this tier was pretty broad, unlike tier 4. For attack aircraft, I chose both historically equipped ones such as the corsairs historically carried, and aircraft operated by the RCAF such as the Beaufighter and the Kittyhawk. Torpedo and dive bombers are where it gets interesting in terms of aircraft. The Avro Anson was technically not a carrier borne aircraft, but I feel that unless its a completely irrational aircraft, such as something like a B-17 or a Lancaster, it should be fine. The Anson was used in both maritime patrol and as a light bomber, so I feel it could work fine in game from a historical and functional point of view. The Bristol Beaufighter was also a good pick, since it was historically a generalist and could carry both bombs and torpedoes. The Beaufighter was also historically relevant, being used throughout the war and with many commonwealth nations, especially Canada and Australia. Relevance of the ship: Nabob, and her sister ship Puncher, were the first ever carriers to be operated by and commonwealth nation. They are a stark example of the rapid militarization of the commonwealth nations during world war 2. While it may be a stretch to place a modified Bogue class at tier 6, the historical significance of the ship and the aircraft proposed make up for it in my mind. Tier VIII: Vengeance (RAN) One of the 1942 light fleet carriers, later known as the Colossus-Class light fleet carriers, Vengeance was designed to be a fast escort carrier, sacrificing a larger aircraft complement in exchange for speed. Vengeance was assigned to task force 111, but was too late to see service in world war 2. She was, however, used as the venue for the Japanese surrender at Hong Kong. The ship was transferred to the RAN in June of 1951 and was commissioned into the RAN as a stopgap for HMAS Melbourne, which was running late. In game, she reflects a shift in commonwealth carriers from slow converted tankers with a large detection radius, to faster, stealthy, and relatively smaller escort carriers. However, she lacks any secondary armament whatsoever, and her AA suite isn't that impressive when compared to other carriers at her tier. Speed: 27 knots Aircraft carried: 34, 13 reserve Attack aircraft: 6 per squad, 2 per attack: Hawker tempest, Bristol Beaufighter, CAC Kangaroo (air dropped smoke, action time: 5 sec, duration: 40 sec, cannot conceal CV's) Torpedo aircraft: 9 per squad, 3 per attack: Vultee A35 Vengance, De Hallivand Mosquito, Bristol Beaufighter, CAC Woomera Dive Bomber aircraft: 6 per squad, 2 per attack: Vultee A35 Vengance, De Hallivand Mosquito, Bristol Beaufighter, CAC Woomera Quick (not really) Summary: Vengeance improves on where Nabob left off, both in terms of aircraft and the hull they launch from. Compared to many of her tier mates, she has improved speed, greatly improved detection (better than some battleships), and improved armor overall, though no armored flight deck like her British counterparts, so don't expect to survive constant shellfire like her contemporaries. She does have some big negatives however, as one large one is her complete lack of secondary armament. Historically, the Colossus-Class had no secondary armament whatsoever, and the ship should reflect that. And while the carrier will have access to the carrier borne fighter consumable, her AA suite is also unimpressive, with lackluster range (due to no large caliber AA such as DP guns) and lower DPS in the outer rings Finally, and one of the biggest drawbacks of the line, she has quite a low number of planes in reserve with a measly 13. This means that losing your already fragile planes can be much more punishing than losing planes in an American or Japanese carriers. This starts to give the high tier commonwealth carriers a unique playstyle of "playing with fire" where they can push closer to the front line to increase their aircraft turnaround time and attack efficiency when positioned right, but heavily punishes mispositioning and encounters with other enemies. Moving over to her aircraft, the biggest change from previous ships is that Vengeance's aircraft have access to air dropped smoke, and this is quite a gamechanger for a carrier. instead of a selfish playstyle mostly relegated to hounding larger lonely targets, this smoke adds a huge new teamplay element. If your cruiser is caught out, if your destroyer is yolo'ing, if your battleship is being focus fired or is overextended, a well timed smoke drop could be a lifesaver. It adds a huge new element in teamplay that carriers are so lacking in right now. The only thing that separates these smoke screens from any other smoke in the game is that they cannot conceal an aircraft carrier. This is to prevent stupid situations of the aircraft carrier being able to constantly hide themselves from the enemy team and play selfishly. With that out of the way and moving on to the planes themselves, the divide between speed and health becomes even more apparent than in the previous tier. Her torpedo bombers now sport the 3x3 squads common with tier 8 carriers but otherwise, her loadout is quite similar to Nabob. For the attack aircraft, the word "attack" really shouldn't apply, as their rockets are hands down the worst at their tier, with low penetration, bad alpha, and terrible fire chance. The only saving grace of her attack aircraft is their speed and air dropped smoke consumable. These should not be used to deal damage, but rather for dropping smoke screens for the team or scouting cruisers and battleships. Fortunately, her bombers and torpedo bombers manage to more than make up for her attack aircraft. Her torpedo bombers and dive bombers continue the trend of fast planes with high alpha damage, but weak health pools and small squadrons. Air dropped bombs deal high amounts of damage with a an ok chance of setting fires, but have a wide ellipse and low amount of bombs dropped to compensate. Her torpedoes are improved when compared to Nabob however, as while they are some of the slowest at their tier, their alpha damage is no joke. Aircraft Relevance: There were definitely a whole lot of options here. From aircraft that were homegrown ideas and those that were produced in Australia, to those that served in large numbers in the RAAF and those that were the most relevant to becoming carrier-borne aircraft. Since her historical aircraft were cold war jets and helicopters, most of the suggestions I put up were down to some theory crafting and Wargaming logic of changing history, but that's ok since this isn't a historically accurate game. Not being sarcastic at all. For Attack aircraft, the Tempest and Beaufighter were both mid to late war aircraft that were in service with the RAAF. Both are relatively well known and feasible in regards to armament and max speed. The CAC Kangaroo is a little bit different from the other two, since it didn't actually see service with the RAAF, but was a wholly designed and built Australian aircraft intended to serve in the air force, but the project was cancelled due to the rise of jet fighters. Torpedo Bombers and Bombers had a lot more options to choose from. Again the Beaufighter is always a good choice, but as another alternative option, the De Hallivand Mosquito was an incredibly effective carrier-borne fighter bomber and relatively famous as well. Two other options that were built and operated in Australia were the A35 Vengeance and the CAC Woomera. For the A35, the variant was a licensed built Australian version of the American Vultee A31 Vengeance and saw service in the RAN, though were reportedly ineffective in their roles. The CAC Woomera was developed in parallel to the CAC Kangaroo. Designed and prototyped in Australia, the fighter bomber was cancelled due to the rise of jet aircraft in the early 50s. Relevance of the ship: While Vengeance wasn't the first purpose built aircraft carrier to be operated by the Aussies, with that honor going to HMAS Sydney, She had some relevant history behind her during the end of ww2 and was the ship where Japan's surrender at Hong Kong was signed. After the lessons of WW2, Australia proposed a naval strategy involving a large task force consisting of multiple aircraft carriers. Melbourne was supposed to be one of said aircraft carriers placed into service, but work on her was delayed until 1955 and thus, Vengeance was rushed in as a stopgap in her place. While she only served for a few years, I chose her over her replacement and predecessor, HMAS Melbourne and HMAS Sydney respectively, mainly due to the natural progression she represents in the line, with the Colossus class aircraft carriers being the original designs behind the 1942 light fleet carriers. I felt like having a Majestic class carrier along with another at tier 10 would just be redundant. If there is a better choice for tier VIII that you think might be better, please let me know. Tier X: Project Habbaku... er... Bonaventure (RCN) The last aircraft carrier in service with the Royal Canadian navy, Bonaventure belonged to the powerful Majestic-Class of escort carriers, which were themselves a modified Colossus-Class (modifications included a mirror landing aid, angled flight deck, and a steam catapult). Initially laid down as HMS Powerful, Bonaventure was purchased and renamed by the Royal Canadian Navy in 1952 as a replacement for the current HMCS Magnificent. Remaining in service for 18 years until 1970, she led her own ASW Hunter-Killer group in the North Atlantic off of Canada's coast and participated in numerous NATO exercises during the early and later years of the cold war. In game, Bonaventure represents the pinnacle of the commonwealth aircraft carrier line, and lives and dies by it's style of play. While she carries over Vengeance's lack of secondary armament and AA firepower, her concealment and speed are greatly improved so as to make her one of the stealthiest and fastest carriers at T10. In regards to aircraft, their stats are quite extreme as well, being some of the fastest aircraft in the game with some of the hardest hitting ammunition, but with the lowest hitpoints and largest turning circle in the game. Speed: 30 knots Aircraft carried: 40, 16 reserve Attack aircraft: 6 per squad, 2 per attack: Hawker Sea Fury, De Hallivand Vampire (air dropped smoke, action time: 5 sec, duration: 60 sec, cannot conceal CV's) Torpedo aircraft: 9 per squad, 3 per attack: Bristol Beaufort, Fairchild Bolingbroke, Hawker Sea Fury (air dropped smoke, action time: 5 sec, duration: 50 sec, cannot conceal CV's) Dive Bomber aircraft: 9 per squad, 3 per attack: Bristol Beaufort, Fairchild Bolingbroke, Hawker Sea Fury (air dropped smoke, action time: 5 sec, duration: 50 sec, cannot conceal CV's) Quick Summary: Alright so we've finally got to the cream of the crop at tier 10 with Bonaventure. The aircraft she carries are extreme stats wise, with the fastest aircraft at tier 10 and some of the largest alpha damage on her bombs and torpedoes. The major downsides of these aircraft are their abysmal heathpools, small number of squadrons, lack of aircraft reserves and refresh times, and terrible turning radius. Because of these traits, her aircraft tactics are best described as "boom and zoom", blasting through AA in order to strike single ships efficiently. This doesn't mean that her aircraft can take on large groups of ships though, as their horrible hitpoints, tiny squads, and huge turning circles means that while attacking lone ships is quite effective, attacking overlapping AA bubbles is incredibly punishing as while you blast through one bubble, it's kind of "out of the frying pan and into the fire" when you drop one ship and slingshot into another's AA. Moving on to the aircraft first, her attack aircraft refine the playstyle of their predecessors, while amplifying their weaknesses. Being the fastest attack aircraft in the game, these aircraft are great for early game spotting on large enemy ships, but that's unfortunately where the good news stops. Despite being two tiers higher than Vengeance, the rockets Bonnie's fighters carry are arguably worse tier for tier with that same horrid alpha, same garbage pen, and the same low fire chance. Each aircraft does carry a larger amount than found on Vengeance, but these planes should not be dealing damage. Instead, their best use is their formerly mentioned scouting, and their improved air dropped smoke consumable, making the aircraft the best support squads in the game. Fortunately for her rocket planes, Bonnie's torpedo and dive bombers really come into their own here. Like the fighters, her bombers and torp bombers are the fastest at their. But while her the fighters weaponry is lackluster, the other two squads are far from that. Starting with the bombers, the munitions they drop are nothing to scoff at, with some of the best HE alpha at tier. The downsides of these weapons however, is their mediocre fire chance, low number of dropped bombs, and large drop ellipse so missed munitions are going to hurt more than on any other carrier. The torpedoes her TB's drop also have some of the best alpha at tier and you drop quite a few, but are much harder to aim properly due to their terrible speeds. Both squads do have access to the air dropped smoke however, which gives the ship even more teamplay potential than Vengeance. Finally for the ship itself, Bonnie can best be described as "don't be seen" where, while she has the best concealment out of all tier 10 carriers by a fair margin, when she does get spotted things don't go very well. Her complete lack of secondary armament and lackluster AA suite tied together with a mediocre HP pool means that she will die and she will die quickly. While you can definitely play closer to the action in Bonnie, always have an exit strategy, because if you're team falls apart on one flank, you only have a modest speed and good detect to fall back on. Aircraft Relevance: Disregarding any of the specialized aircraft and looking at the best aircraft to put in each squadron overall, I had to choose the hawker sea fury. This aircraft fits the role perfectly in regards to relevancy, historical significance, and playstyle wise. The sea fury was one of the last prop aircraft to serve with the Royal Canadian Navy, and was one of, if not the fastest single engine piston aircraft to ever be built. The RCN ordered a large batch of around 74 aircraft, which served on Bonnies historical predecessor Magnificent, and briefly on Bonnie herself if I'm correct. Personally, I had hoped to see the sea fury on Audacious at tier 10 instead of the wyverns we got, but even if this entire line is too outlandish, I still hope that either Magnificent or Bonnie could pop up as a premium some time purely because of the sea furies they operated. Now onto the other picks I had on my list, first off, and this pick might be controversial, but I chose the early jet aircraft the De Hallivand Vampire. Aeronautical enthusiasts might know this aircraft, but it's not as well known as something like the Me 262. The Vampire was one of the first jet aircraft to serve in the Royal Navy and the first jet aircraft to serve in the RCAF. Now we don't have any jet aircraft currently in the game, but as long as its stats aren't completely ludicrous, it shouldn't really make a difference than the regular piston aircraft found at tier 10. Onto torpedo and dive bombers. While I still believe the sea fury could work better in these roles, the two other aircraft I chose were the Bristol Beaufort and the Fairchild Bolingbroke. Both had relevant histories, with the Beaufort being a purpose built dive and torp bomber that served in limited numbers with the RCAF, but I feel like the better pick here would be the Fairchild Bolingbroke. The Bolingbroke's served as Canadian made maritime patrol and bombers, serving almost exclusively with the RCAF. Placing this plane on a carrier feels like a bit of a stretch since it was mainly a maritime patrol aircraft, but with a little bit of WG logic, it could probably work fine in game as a bomber. The main reason I chose this aircraft for its role was the history behind it, being a wholly made Canadian bomber that was crucial to maritime patrol of the Atlantic and pacific during ww2. Again though, I do feel like the sea fury would be a better pick overall. Relevance of the ship: For me, I decided the tier 10 had to be a majestic class and it was thus a choice between the Bonaventure and the Magnificent. I chose Bonnie over Maggie for a few reasons. The first and biggest reason, was that Bonaventure was a heavily modified Majestic class carrier, which themselves were a modified subclass of the Colossus class. I felt that it was important to make the tier 10 hull as different from the tier 8 as possible, while trying to stay with Sapper's vid which I based this line on. Another reason was that she was an obvious linear progression from the Vengeance, again being a modified Majestic class ship and thus having quite similar attributes to the tier 8. Finally, I picked her because of her historical relevance and service life. Being in service for 18 years and also the last aircraft carrier to be operated by Canada, she really represents the end of the explosive growth of the commonwealth navies during the second world war and later, the cold war. Going from small, scrappy handfuls of aging ships, to a large set of independent navies that are a force to be reckoned with, having a capital ship such as a carrier is more a testament to how large each countries respective navies got, and Bonnie really represents that the best. Concluding this rambling: And that pretty much concludes my ramblings on the forums. This took a long time to create and is probably the longest post I've ever made on the forums, so I hope I didn't make too many grammatical mistakes. Probably one of the biggest reason I wrote this entire essay, was because I hope that it'll bring interest to a Commonwealth tech tree. Again, I feel like they're long overdue, and now that we're getting Italian BB's, who knows. I really hope that WG might see some of the other proposals that have been posted throughout the years, and listen to the players ideas if and when they create a Commonwealth line. If there is any critique or feedback for anything discussed in this post, please let me or Sapper know. The best way to make a proposed Commonwealth tech tree good is through player feedback, which I worry WG hasn't entirely listened to these past few years. Stay safe out there during this terrible pandemic. We'll get through it!
  7. We need more Commonwealth ships like HMNZS Achilles which vs Graf Spee, HMAS Sydney (1912) that vs SMS Emden which was Australia's first naval fight and won, HMAS Yarra (U77) that vs Takao Atago Maya and 4 destroyers by herself, HMAS Canberra and her sister ship HMAS Australia which Canberra gave up her life for the Americans to escape from the Japanese fleet but the American ships shot and torpedoed her because they thought she was a damaged Japanese ship (which is why USS Canberra (CA-70) was made), And HMAS Melbourne (R21) which is an aircraft carrier which we could use as well. But there are a lot of ships that are under the Commonwealth and because of that we need the Commonwealth line to be added in for once because all the nation lines have been added and worked on but not the Commonwealth we only have 3 Commonwealth ships in the game which are HMAS Perth, HMAS Vampire, HMCS Haida
  8. With the Indian Celebration a couple of weekends ago and the request for Indian ships in WoWS, I was reminded that at one point the subcontinent was part of the Commonwealth (and still participates in the Commonwealth Games). I would like to propose a new Commonwealth Tech Tree that contains mostly real ships in all four of the classes from Australia, Canada, India, New Zealand, and Pakistan. Characteristics: It is already established that the Commonwealth tech tree ship characteristics already include the creeping smoke generator, as well as both HE and AP for their main guns. For additional characteristics, I think it is appropriate that they be given an anti-submarine specialization once subs become part of the regular matchmaking. This can be approximated by giving all ships Depth Charges and an improved anti-sub Hydroacoustic Search Consumable. Aircraft carriers would have access to a squadron that could drop depth charges on top of Subs that they encounter. Cruisers: These will be Light Cruisers with better than average concealment and lower than average HP. Tier 1 - (AUS) Warrego (Grimsby-class) A sloop that provided escort duties in WWII. Provided some defence during the bombing of Darwin in 1942. Slow at 16.5 knots, it has three 4-inch guns so it will probably fit the RoF at Tier I, not like many people stay around at that level anyways... Tier 2 - (AUS) Pioneer (Pelorus-class) Built in 1897, transferred to Australia and commissioned in 1913, saw more actual combat than any other Australian ship of WWI, capturing several German merchants and helping blockade German East Africa. A bit slow, but should be serviceable at this tier. Tier 3 - (CAN) Aurora (Arethusa-class) Involved in the Battle of Dogger Bank in WWI, she was transferred to Canada in 1920. Became the victim of budget cuts and her equipment was cannibalized for other Canadian ships through the 1920s. Her specialty could be only 2 main guns and a lot of secondaries. However, she may be undergunned for the tier and may also be confused with the Russian Cruiser of the same name. Perhaps the Sydney and Adelaide should both be moved down one Tier with something else (paper ship?) to replace at Tier V. Alternately, choose: (CAN) Niobe (Diadem-class) Commissioned in 1898, was transferred to Canada in 1910 as one of the first ships of the new RCN. Reassigned as a depot ship partway through WWI, she was damaged in the Halifax Explosion of 1917. She has a lot of guns, similar to St Louis. Tier 4 - (AUS) Sydney (Chatham-class) Commissioned in 1913, she defeated SMS Emden at the Battle of Cocos. Had Depth Charge chutes, so would be good for Anti-submarine warfare (ASW). Tier 5 - (AUS) Adelaide (Birmingham-class) Similar to Sydney but with an extra main gun. Might be a too-highly tiered, but WG can probably tweak the design to fit at this level. Tier 6 - (NZL) Achilles (Leander-class) The legend. Similar to Perth. (AUS - Premium) Canberra (County-Class) This would be the one Commonwealth Heavy Cruiser option, with characteristics similar to Devonshire/London but with crawling smoke. Or maybe can fit it at Tier VII if the smoke makes it that survivable. Tier 7 - (PAK) Babur (Dido-class) Originally HMS-Diadem which covered convoys and raided german shipping routes in WWII, transferred to Pakistan in 1956 and participated in the Indo-Pakistani wars of 1965 and 1971. This class would have a similar performance profile to the Atlanta/Flint cruisers, so should fit at this tier. It was small, so should have the best concealment at it's tier and small HP pool to match. There might be an option to add the variant that had 5 turrets instead of 4. Tier 8 - (CAN) Ontario (Swiftsure-class) Commissioned for the RCN in 1945, she was too late to see service in the WWII Pacific theatre and had a relatively uneventful career. It has the same guns a Fiji with one less turret, but more secondaries. Since it wouldn't be a clone, there is leeway to make it's specs that would fit at this tier. If the original main battery RoF is too slow, have the ability to research and mount the Neptune guns to increase RoF. Tier 9 - (IND) Mysore (Crown Colony-class) Acquired by India in 1957, she served as flagship of the Western Fleet and commanded the missile attack on Karachi Harbour during the 1971 Indo-Pakistani War. Granted this is an uptiered Fiji, but having access to both Slot 5 and 6 upgrades (possibility of improved concealment and RoF) should keep it competitive with other Tier IX CLs. If WG really wants to, maybe give it an option to upgrade the main battery and torpedos to Neptune guns/torps so it will be squishy offset by high DPM. Tier 10 - (???) Commonwealth (Minotaur-class?) May as well use the RN TX design here, but could make a complete new design (not like many of the TX ships were ever real anyways). But should still have both HE and AP, Crawling Smoke, and ASW options instead of radar. Destroyers: These will be similar to RN DDs, with crawling smoke, Depth Charges, and improved ASW Hydro. Tier 2 - (CAN) Patrician (M-class) WWI destroyer transferred to the Royal Canadian Navy in 1920. Tier 3 - (CAN) Vancouver (S-class) Acquired from RN in 1927, ended up used as a training ship. Tier 4 - (AUS) Stuart (Scott-class) A Flotilla Leader purchased from Britain in 1933, saw action throughout the Mediterranean and Pacific during WWII. Tier 5 - (CAN) Saguenay (River-class) Active in the Atlantic duing WWII, survived a torpedo hit and a ramming before eventually serving as a training ship until the end of the war. Tier 6 - (IND) Rajput (R-class) Originally HMS Rotherham and used in WWII, she was transferred to the Indian Navy in 1949 and saw active service in the 1971 Indo-Pakistani War. Tier 7 - (AUS) Norman (N-class) Commissioned for the RAN in 1941, she was active in the Indian and Pacific oceans and was involved in freeing Burma, the Madagascar campaign, and Battle for Okinawa. Tier 8 - (CAN) Athabaskan (Tribal-class) This ship was built to replace the original Athabaskan that was sunk in the English Channel while operating with her sister ship HMCS Haida. Note that the Guns are 4x2 102mm, differing it both from the Haida and Cossack. Tier 9 - (PAK) Khaibar (Battle-class) Originally HMS Cadiz, she was sold to the Pakistani Navy in 1956 and was sunk during the 1971 Indo-Pakistani war by Styx anti-shipping missiles from Indian Fast Attack Craft. Tier 10 - (AUS) Vendetta (Daring-class) Commissioned in 1958, she had a relatively quiet career except for providing naval gunfire support during the Vietnam War. Carriers: To differentiate these CVs from others in the game, they should have an ASW-aircraft option. Crawling smoke might be fun on this as well. Additionally, these could pioneer a Light Carrier concept: Being a CV with only 2 squadrons available instead of 3, with faster regeneration and captains can choose what squadron types they want on board (flexibility for the Captain, uncertainty for the opponent). Another option is to design them like regular CVs, but with smaller squadron sizes that regenerate faster. Or just have higher tier Aircraft available. Tier 4 - (CAN) Puncher (Ruler-class) Mostly a Bogue by any other name. A bit of a cheat, was run by the RN but crewed by Canadians. Tier 6 - (AUS) Vengeance (Colossus-class) WWII carrier that didn't see active service, she was loaned to the RAN from 1952 until 1955 then sold on to Brazil and renamed Mineas Gerais. Propeller aircraft included the Fairey Firefly and Hawker Sea Fury. Tier 8 - (CAN) Magnificent (Majestic-class) It was this ship or the HMCS Bonaventure, but this seems to fit better at its tier and the Bonnie only ever operated jet aircraft. Participated in transporting Peacekeeping forces to Port Said during the Suez Crisis in 1956. Aircraft are later generation Firefly and Sea Fury. Tier 10 - (IND) Viraat (Centaur-class) Originally the HMS-Hermes that participated in the Falklands Conflict. This is a real stretch as it operated early versions of jet aircraft and I don't know what type of aircraft complement WG would want to give it, but this could be the one carrier that gets jets (Sea Vixens and Buccaneers) and ASW prop-job Gannets. I'm not sure what else could fit at Tier X. Battleships: Not much choice here, as really there was ever only one class. Tier 5 - (NZL - Premium) New Zealand (Indefatigable-class) This Battlecruiser was paid for by the New Zealand government but spent most of it's time defending Britain During WWI. She participated in the battles of Heligoland Bight, Dogger Bank, and Jutland. Much more interesting history than her sister ship, HMAS Australia. Some might say this should be Tier IV, but Tier V is the breakpoint for a lot of directives and matches what WG did with the Viribus Unitis.
  9. So this season of CBs has shown me how low my captains are on my Perth-(13) and Huang he-(16). I feel like we need more premiums added to the line. I know the pan-Asia get them at lunar new year usually but we haven't gotten a decent high tier 8-10 ship for the common wealth so it should be time to add one that is obtainable for money preferable. What are everyone else thoughts on adding more premiums for those lines? Why havent the Wukong and Baije not been added to the armory? @Hapa_Fodder
  10. NOCAP_Kill_All

    Beautiful photo of HMCS Haida

    Heres a beautiful piece of art one of my family members made of the HMCS Haida in hamilton ontario. It was created by taking a photo of the museum ship and then heavily editing it via computer software. Just thought it would be cool to share edit: forgot to add the source. https://www.viewbug.com/contests/image-of-the-month-photo-contest-vol-36/80564000
  11. Seriously, I've been waiting all year for the Haida to come on sale on Canada Day weekend - and nothing. No bundle, no discount, nothing. :( I'm very sad. I'm uninstalling right now! Lol, no. But seriously, it would have been nice if you had given a little thought to your Canadian neighbours. I mean, I'm very certain next weekend is going to feature a metric tonne of bundles and discounts on American stuff for Independence Day weekend, am I right? Little help pls Wargaming? :)
  12. TheDgamesD

    Dasha Captains

    No Italian/Regia Marina Dasha? I'm not mad wargaming, just disappointed and sad. Especially since there's bound to be a line for them eventually, same (possibly) for the Commonwealth. Sure its only premium ships currently but that doesn't mean you couldn't've released one anyway, The Italian Navy is not only my favorite from WW2 from a historical standpoint, but also based on designs/looks. As such it deeply saddens me I wont have a Italian Dasha captain to use on them
  13. Banika

    Ensigns

    The in game ensigns for Pan Asian, Commonwealth and the up coming Pan American (I assume) are just symbols with no historic meaning. They are fine for organizing the incumbent ships in the tech tree and premium shop but do not fit on the ships when in play. Please consider updating the in game ships with the current naval ensign, on the rear of the ship, by replacing the likes of the commonwealth flag with the corresponding national ensign. For example, Australia would become , Canada and New Zealand . The same could be done for the others. While this would have no effect on game play it would be very respectful to those nations, and as every other ship in the game fly's a national ensign, even the single ship Polish navy (who coincidentally served with the Royal Navy as did commonwealth ships) it would only be fair.
  14. Today the Australian Government announced the new design for an ASW Escort Frigate for the Royal Australian Navy: the BAE Type 26 GCS has beaten out the FREMM and F100 designs for the contract. Cureently the class is planned to be 9 ships built as ASW specialised Escort ships will be built under with the lead ship to be named HMAS Hunter to be Commissioned in the Mid-2020s as the ANZACs retire. some oddities/fun facts: this "Frigate" is looking to displace 1000 tonnes more than our current Hobart Class Destroyers (as well as being Longer and a wider Beam and a longer range) and 5200 tonnes more than the ANZAC Frigates they will be replacing. Thoughts on the Type 26 beating out FREMM and F100 and the capabilities that each class brought to the table? Or on if ship classifications (Frigate vs Destroyer vs Cruiser) even matter anymore beyond semantics and politics?
×