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  1. I had a thought and may be way off base here but adding "Line of Mines". The mines would be strung together and dropped by ship. The would have similar damage as CV Torps. Low Yield but painful and can cause flooding. Meant to protect areas ... Tactics- - Protecting the approach to a CV ... keeping DDs at a safer distance. - Protecting a Cap after capping. - Interrupt the progress of a pursuing ship. - steering a ship into a "kill zone" or Open Territory. Practically, You allow the ship commander to choose Depth Charges, Air Strike, or Mine Field. Cant imagine the animation would be challenging but I there wouldn't be many mechanics involved. To be fair, the mines would be absolute, they would damage both friendly and enemy. ... which would tactically make things interesting and fun. *The new line of Support CVs could even be included to have air craft drop a mine line. *Mine field would only be active for a set amount of time ... probably 1:30 seems fair. *Mine line would be 3 to 6 mine line depending on tier. Just a thought. Feel free to add ideas or push up to Devs.
  2. When the promotion is over, do players who got the ships get to keep them?
  3. The most popular Light Cruiser was the Cleveland Class and the most popular Heavy Cruiser was the Baltimore Class but they're the same ship except for the fact the light cruiser has more 6" guns while the heavy has fewer 8" guns. Why not just make them all one class or the other? Was it like the Nazis where they used 28cm guns because they couldn't produce enough 38cm guns like they wanted for them?
  4. Hi Folks, Here's my video review and first impressions of the new premium tier-VII German light cruiser, the München. The video is a tad long featuring gameplay covering her play style, in-port review of her specifications, guidance on the build (upgrades, skills, signals), and some final thoughts. There's an index in the video description in case you want to skip around to topics that better interest you. The TL;DR version of the review is that the München plays like a high-speed, well-concealed tier-VII Nürnberg with loftier shell ballistics. Those who enjoy the play style of the Obligatorily Exploding Nürnberg and know how to manage a squishy light cruiser should do well playing the München. Such players should be thrilled with her un-German-like speed (36kn base, 37.8kn with a SM signal) and concealment (9.4km with CE skill and camouflage), but will need to spend some time learning her un-German-like shell ballistics. München players will spend most of their time working targets from range either through kiting or terrain abuse (or both). Under the right conditions, she can be an excellent destroyer hunter-killer thanks to her high speed, good concealment, strong DPM, and German hydro. Note that like the Nürnberg, one lucky battleship AP salvo will immediately give a München player a huge Adrenaline Rush boost or simply end their game—such are the risks of playing squishy cruisers. Some have described the München as a "mini-Mainz". As a pathological KM cruiser main (feel free to look at my WoWs record), I consider that description misleading. Yes, both the München and Mainz are premium German light cruisers that fire 150mm shells, but beyond that, virtually all of their characteristics deviate significantly (HP, armor, DPM, shell ballistics, range, torpedo capacity, speed, concealment, AA, etc., etc.). Whether she's worth 35 USD (or more for bigger bundles) comes largely down to how much you like playing squishy long-range artillery light cruisers. So far I have quite enjoyed the München; I like most of her play characteristics, love her speed and concealment, and welcome the challenge of successfully managing a fragile ship. Given my aforementioned bias toward KM cruisers, it's OK to take some of my input with a grain of salt. I will say, however, if light cruiser action currently isn't your thing, the München is almost certainly not for you. Even if you skip the video and only consider my TL;DR version in this post, thanks for listening. Happy sailing!
  5. rafael_azuaje

    FLINT ! BUFF!!!!!!!!!!!!!!!!

    * recently the flint cruiser received a poor range buff from 11.1 to 11.9k I mean nothing! and with a penalty of reducing -1 second .. why does this happen? if Atlanta did receive a good buff from 11.1k to 13.3. and without any PENALTY. why hate flint ?? * The Atlanta Class cruisers had better hull and deck armor. Deck: 1 + 1⁄4 in (32 mm), and ok not to put 32mm but go up those 13mm which are very horrible for its tier, to 20mm, at most 25mm his armor is very flan even a gun destroyer can easily deal great damage to atlanta / flint. https://en.wikipedia.org/wiki/USS_Atlanta_(CL-51) https://en.wikipedia.org/wiki/USS_Flint_(CL-97)
  6. Hello there! Welcome to a post where I decide to stop doing single ADLAs on ships and instead try my best at guessing what a tech-tree line might look like. Here's my proposal for the Dutch Cruisers tech-tree line. Dutch Koninklijke Marine Cruisers Flavour Dutch Cruisers have several defining features that should make them stand out: Gunboats first and foremost Improved AP bounce angles (50-65 chance of bounce, 65+ autobounce) Above average gun range Improved long-range accuracy, reduced short-range accuracy Improved HE penetration (1/5 instead of 1/6 and 1/4 instead of 1/5 where applicable) Advanced turtleback armour Repair party from early tiers Hybrids at T8+ carrying small Torpedo Bomber seaplane squadrons The reasoning behind the improved AP and HE performance is rather simple. These ships don't have volume of shells, the HE shells themselves have low HE damage and poor fire chances, and they have low DPM figures, so a bit of help to make sure that when the shells land they actually do something was warranted in the writer's opinion. All ships in this line are in the bottom or near to it at each tier regarding AP DPM, HE DPM and fires set per minute. Tier CL CA Prem. 1 Van Kinsbergen Sloop 2 Holland 3 Vrede 4 Java De Ruyter 5 Celebes 6 Eendracht 7 Kijkduin 8 Brederode De Zeven Provincien (CL) 9 Willem van Oranje 10 Koningin Wilhelmina Tech-Tree Cruisers Van Kinsbergen class Sloop (T1) Designed as a gunnery training ship, she was well armed, well armored and very fast for her type. She was capable of artillery support and convoy protection, serving honourably throughout the war. Survivability Displacement: 1,760t standard; 2,388t full (6,950hp standard; 7,800p full) Armour: 13mm belt, 20mm deck, 20mm conning tower Weaponry Main Battery: 4x1 120mm/50 Wilton-Fijenoord Mark 6 Reload: 6s (10) HE Shell: 24kg @900m/s (1700 damage, 8% fire) Traverse: 10 degrees per second (18s per 180 degrees) AA Battery: 1x2 40mm/56 Bofors, 2x2 20mm Oerlikon, 2x1 20mm Oerlikon, 2x2 12.7mm Mobility Speed: 25.5kts - 17,000hp Size: 103.2m long, 11.6m wide, 3.66m deep Consumables Standard Analysis It’s the quickest T1, has pretty good health and average guns. It’s good, not great, but it’s a T1 so you’ll probably play 3 games in this and forget about it. She has really good looks going for her. Holland class Protected Cruiser (T2) The last protected cruisers built for the Royal Dutch Navy. They carried a numerous main battery, and a good armour scheme, but they were held back by their low speed. Survivability Displacement: 3,970t standard; 4,500?t full (16,950hp standard; 17,950p full) Armour: 13mm gun shields, 57mm deck, 102mm conning tower Weaponry Main Battery: 10x1 120mm/40 Krupp No.3 Reload: 7.5s (8) AP Shell: 23.75kg @680m/s (1900 damage) HE Shell: 23.77kg @680m/s (1500 damage, 5% fire) Traverse: 8 degrees per second (22.5s per 180 degrees) Secondary Battery: 4x1 75mm/40 Krupp No.2 Reload: 7.5s (8) HE Shell: 5.8kg @680m/s (1100 damage, 4% fire) AA Battery: 8x1 12.7mm/90 machineguns, 3x1 7.9mm/80 machineguns Mobility Speed: 20kts - 10,000hp Size: 94.7m long, 14.8m wide, 5.41m deep Consumables Standard Notes A Hull: 8x1 120mm/40 Krupp No.3, 4x1 75mm/40 Krupp No.2 Analysis Possibly one of the weakest ships in the line tier-for-tier, the Holland class is hampered most of all by its low speed of 20kts, only beating out the Diana and tying with the Albany for slowest in the tier. Gun-wise, it has a decent amount of guns with a decent rate of fire, though the low muzzle velocity and poor shell performance means that you’re going to be going for quantity of shells instead of quality. Defensively, she has a low amount of hitpoints for the tier, but still better than the Novik, the Nino Bixio, the Albany and the Dresden, which coupled with a decent armour scheme means that she will be able to stay in the fight for a long enough while to put out some shots. A below average ship for the tier, luckily you won’t spend much time on her. Vrede class Light Cruiser (T3) A preliminary design for the Java Class, showing the key features of light cruisers from the First World War. She stood out due to her balance of armour, speed and weaponry. Survivability Displacement: 6,170t standard; 7,508t full (21,200hp standard; 23,750hp full) Armour: 65-50mm belt 75mm gunhouses 25mm deck 40mm turtleback 100mm conning tower 50mm bulkheads Weaponry Main Battery: 10x1 150mm/50 Bofors Mk 6 guns Reload: 12s AP Shell: 46.7kg @900m/s (3050 damage) HE Shell: 46kg @900m/s (2100 damage, 9% fire) Traverse: 7 degrees per second (25.7s per 180 degrees) AA Battery: 4x1 75mm/55 Bofors Mk 4 guns (8dmg = 28dps @3km 85% acc) Mobility Speed: 27kts - 60,000hp Size: 154m long, 15.2m wide, 5.5m deep Consumables Standard Damage Control Party Hydroacoustic Search Notes Preliminary design for the Java class cruisers. Taken from the Dutch National Archives. Analysis The Vrede is built to take a beating and dish it out. It’s got the 2nd highest hitpoint pool at the tier behind the pocket-battleship that is the St. Louis class, while still having a decent armour scheme to protect the citadel. This chunk of hitpoints and armour is also coupled with a very decent speed of 27kts which ties it with the Kolberg and puts it ahead of the Bogatyr and the St. Louis. As with many of the ships in the Dutch cruiser tree, it focuses a lot more heavily on the defensive side than on the offensive side, as it has only 6 guns to the broadside and a punishing reload time, though the guns individually are pretty great. Overall, it is going to be a tanky ship capable of disengaging, but it shouldn’t engage in DPM races. Java class Light Cruiser (T4) An improved light cruiser design, it featured an unusual arrangement of superfiring guns and aircraft handling capabilities. Her speed and armour scheme were typical of light cruisers from the First World War. Survivability Displacement: 6,670t standard; 8,208t full (22,150hp standard; 25,100hp full) Armour: 75-50mm belt 100mm gunhouses 25mm deck 50mm turtleback 125-100mm conning tower 60mm bulkheads Weaponry Main Battery: 10x1 150mm/50 Bofors Mk 6 guns Reload: 11s AP Shell: 46.7kg @900m/s (3050 damage) HE Shell: 46kg @900m/s (2100 damage, 9% fire) Traverse: 7.5 degrees per second (24s per 180 degrees) AA Battery: 6x1 40mm/56 Bofors (30dmg = 103dps @3.5km 90% acc), 6x1 20mm/70 Oerlikons (17dmg = 58dps @2km 85% acc) Mobility Speed: 30kts - 82,000hp Size: 155.3m long, 16m wide, 5.5m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Notes A Hull: 4x1 75mm/55 Bofors Mk 4 guns (8dmg = 28dps @3km 85% acc) 65,000hp engine Analysis The Java is a tanky cruiser, carrying the 2nd highest amount of hitpoints, the repair party consumable, a very decent armour belt and even a turtleback scheme to ensure that citadel hits are hard to come by. It is decently fast, with 30kts being average and it has a pretty good AA battery for its tier. Defensively then, the Java is very good, suited to taking a beating, the big issues with the Java are on the offensive side. The Java has a broadside of only 7 slow-firing guns, their HE shells are rather weak with a low fire chance though the AP shells are pretty good. The result of this is that the Java has the lowest DPM of any tier 4 cruiser beyond Yubari, and doesn’t have torpedoes as other ships do. The Java then has to take advantage of its tankiness to outlast enemy cruisers, and it has the advantage in range over most of them along with the capability of using a spotter aircraft to strike from even farther away. The Java might be a tough cruiser to get a handle on, but if you can dodge and shoot, it should serve you well as even the damage you take is repaired. Celebes class Light Cruiser (T5) An earlier design for the Eendracht class, it featured several improvements over previous cruisers, including a main battery mounted upon superfiring turrets, torpedo launchers and a more modern anti-air suite. Survivability Displacement: 7,800t standard; 9,850t full (24,300hp standard; 28,250hp full) Armour: 75-50mm belt 100-50mm turrets (100mm front, 50mm other) 25-20mm deck 50mm bulkheads Weaponry Main Battery: 4x2 150mm/50 Bofors Mk 11 guns Reload: 10s AP Shell: 46.7kg @900m/s (3050 damage) HE Shell: 46kg @900m/s (2100 damage, 9% fire) Traverse: 7.5 degrees per second (24s per 180 degrees) Torpedo Battery: 2x3 533mm torpedoes Model: 533mm Mk X*** Warhead: 300kg (14400 damage, 240% flooding) Speed: 57kts @8km Secondary Battery: 2x2 105mm/50 M32 Bofors Reload: 4s (15) HE Shell: 16kg @800m/s (1400 damage, 5% fire) AA Battery: 2x2 105mm/50 M32 Bofors (12dmg = 41dps @5km 75% acc), 6x2 40mm/56 Bofors (45dmg = 155dps @3.5km 80% acc), 5x2 12.7mm/62 machineguns (19dmg = 65dps @1.5km 80% acc) Mobility Speed: 32kts - 82,000hp Size: 178.3m long, 16.5m wide, 5.5m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Notes 65,000hp engine (28kts) Design: Preliminary Eendracht design (https://www.nationaalarchief.nl/onderzoeken/archief/4.MST/inventaris?inventarisnr=3309&activeTab=gahetnascan&afbeelding=NL-HaNA_4.MST_3309) modified by replacing the ends 4” guns with 6” guns and removing a single torpedo tube from each launcher. Analysis The Celebes once again is on the durable side of the cruisers at its tier, trailing only the two heavy cruisers at its tier in terms of hitpoints, but with an even better armour scheme. Its AA complement is also pretty good, with a weak long-range aura, the continuous damage is among the best of the cruisers at the tier. Gunnery-wise, the Celebes benefits from an improved turret arrangement which gives it a competitive DPM overall, with an above average AP and below average HE giving it middle-of-the-pack performance overall. Its torpedoes have decent range and damage, though the speed is low and with only a single triple launcher on each side, they’re more of an afterthought used in sticky close-range situations which you should actively avoid. Your consumables will also make sure you stay in the fight and that you’re able to adjust to different combat situations. Overall, a pretty good and powerful cruiser for its tier if you can manage to land good AP shells, you’ll be disappointed if you expect a firebug. Eendracht class Light Cruiser (T6) A well balanced and innovative light cruiser design capable of colonial duty. Some of its main characteristics were its dual-purpose main battery and modern armour scheme. Survivability Displacement: 8,350t standard; 10,800t full (25,350hp standard; 30,100hp full) Armour: 75-50mm belt 20mm upper belt 125-30mm turrets (125mm front, 50mm tops, 30mm sides, 65-75 twin/triple rears) 25-20mm deck 50-30mm bulkheads Weaponry Main Battery: 2x3 152mm/53 Bofors M1942, 2x2 152mm/53 Bofors M1942 Reload: 8s AP Shell: 45.8kg @900m/s (3000 damage) HE Shell: 45.8kg @900m/s (2100 damage, 9% fire) Traverse: 9 degrees per second (20s per 180 degrees) Torpedo Battery: 2x3 533mm torpedoes Model: 533mm Mk X*** Warhead: 300kg (14,400 damage, 240% flooding) Speed: 57kts @8km AA Battery: 2x3 152mm/53 M42 Bofors (dmg = dps @6.8km 95% acc), 2x2 152mm/53 M42 Bofors (dmg = dps @6.8km 95% acc), 6x2 40mm/56 Bofors (45dmg = 155dps @3.5km 90% acc), 4x2 12.7mm/62 machineguns (15dmg = 51dps @1.5km 85% acc) Mobility Speed: 32kts - 85,000hp Size: 185.7m long, 17.3m wide, 5.6m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Notes A Hull: ROF: 6 (10s) B Hull: Needs AA modernisation (remove machineguns for 20mm Oerlikons) Analysis The Eendracht is a fine cruiser, though it no longer stands out due to its staying power as the previous cruisers have, it has a very good main armament which will provide it with the DPM (3rd best at its tier) to punish enemies along with firing arcs which should enable you to keep a good defensive angle while putting out shells downrange. The torpedoes are the same as those in the previous tier, which are alright, though they should be counted as an opportunistic resource instead of something to be relied upon. Its speed is below average at only 32kts, but it is decently protected, as it has a good belt and good deck protection that should help you avoid citadel hits. On the AA front, as with all ships so far, it’s pretty good, with a long-range aura that doesn’t have the best continuous damage, but will be spawning flak bursts from long range and a very good mid-range aura. Don’t forget about your consumables, the spotter aircraft can let you rain fire on enemies without retaliation and the repair party can help you stick in the fight. Another solid, yet unspectacular ship in a line of solid ships. Kijkduin class Heavy Cruiser (T7) During the 1930s, the Royal Dutch Navy wanted to build a cruiser to be the flagship of the East Indies Cruiser division. This design featured weight-saving measures to ensure it could engage contemporary enemy cruisers while having a lower displacement and a bigger gun caliber than treaty-cruisers. Similar design to this, but with A & X turrets replaced by triples. Credit to Tzoli for the image. Survivability Displacement: 9,450t standard; 11,875t full (27,500hp standard; 32,150hp full) Armour: 120-75mm belt 120-50mm turrets (120mm front, 50mm other) 75mm barbettes 25mm upper 25mm extremities belt 30-25mm deck 60mm bulkheads 25mm torpedo bulkhead Weaponry Main Battery: 2x3 210mm/54.5 M1932, 1x2 210mm/54.5 M1932 Reload: 12s AP Shell: 127.43kg @935m/s (5000 damage) HE Shell: 127.43kg @940m/s (2850 damage, 14% fire) Traverse: 7.2 degrees per second (25s per 180 degrees) Drag Coef.: 0.295 Range: 17.2km Torpedo Battery: 2x3 533mm torpedoes Model: 533mm Mk X*** Warhead: 300kg (14400 damage, 240% flooding) Speed: 57kts @8km Secondary Battery: 2x2 105mm/50 M32 Bofors Reload: 4s (15) HE Shell: 16kg @800m/s (1400 damage, 5% fire) AA Battery: 2x2 105mm/50 M32 Bofors (12dmg = 41dps @5km 90% acc), 6x2 40mm/56 Bofors (45dmg = 155dps @3.5km 90% acc), 4x1 20mm/70 Oerlikons (8dmg = 28dps @2km 85% acc) Mobility Speed: 32kts - 85,000hp Size: 178.2m long, 19.4m wide, 6.2m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Notes Needs modernized AA suite Fantasy proposal from the 1930s Dekkers plan Mix between De Ruyter, York and Eendracht Historical design notes: Design is based on the Dekkers plan design requirements for an 8500t cruiser with a main battery of 3x2 8” guns, torpedoes and 2x2 105mm guns for secondaries, much like a York-class cruiser. Assuming that the same thing that happened to the De Ruyter and Eendracht design process happened to this design (as in, was decided that it was too weak and thus improved); I looked at a displacement about 10,000t as a treaty cruiser but following cues from the Eendracht class, the Dutch Navy would have tried to maximise power while minimizing cost and displacement. Hence instead of 4x2 8” guns, they would’ve likely gone with 2x3 (A & X turrets) & 1x2 (B turret) for the same number of guns but saving up displacement and reducing the length of the citadel, using the displacement saved to improve protection. Analysis Offensively speaking, the Kijkduin has a rather good main battery, from its arrangement to their individual performance and range. The Kijkduin’s 210mm guns have a very good muzzle velocity which means that long-range gunnery shouldn’t be too much of a challenge, and the AP shells will hurt if they manage to penetrate an enemy, however don’t rely too much on the HE shells as they’re not particularly good. The Kijkduin’s AP DPM is good for its tier, especially amongst the heavy cruisers, but it has a low HE DPM and a low capacity to set enemies on fire. It has the same torpedoes as the previous two tiers, and what was decent before, now is even more of a last-ditch weapon. The Kijkduin will excel at long ranges, not at the ranges where its torpedoes can harm his enemies. Defensively speaking, the Kijkduin still has a decent armour profile with appropriate thickness protecting its citadel at long ranges, however it doesn’t have the slab of hitpoints that previous tiers enjoyed, making appropriate use of angling and range crucial to last the battle. The presence of the repair party will ensure you can recover some hitpoints, but this will only help you if you’re in drawn-out engagements. The AA of the Kijkduin is good as expected, though other cruisers at its tier have a much better long-range aura and even better AA capabilities overall. Speed-wise, the Kijkduin is average, with 32kts being on the lower end of cruisers at its tier, but still workable enough to ensure that you can reposition. Brederode class Super Cruiser (T8) A heavy cruiser killer design, it carried enough armour to protect against heavy cruiser guns while carrying larger guns than contemporary heavy cruisers. Its high speed was meant to enable it to hunt down enemy cruisers and escape from enemy heavy units. Similar design to this but replacing the triple turrets for twins. Survivability Displacement: 16,609t standard; 18,748t full (41,250hp standard; 45,350hp full) Armour: 140mm inclined 72 degrees belt (4.8m tall) 27mm inclined 72 degrees upper belt (2.5m tall) 25mm turtleback & citadel top 140-50mm turrets (140mm front, 90mm incline, 70mm roof, 45mm sides) 45-15mm secondaries (45mm roof, 20mm front, 15mm sides) 105-30mm barbettes (105mm above deck, 85mm below deck, 30mm behind belt) 65mm deck 30mm torpedo bulkhead 110-30mm bulkheads 100mm conning tower 27mm extremities belt (50mm aft) Weaponry Main Battery: 3x2 240mm/54.5 M1940 Reload: 12.5s AP Shell: 192.16kg @915m/s (6050 damage) HE Shell: 192.16kg @915m/s (3250 damage, 17% fire) Drag Coef.: 0.29 Traverse: 7.2 degrees per second (25s per 180 degrees) Range: 18.2km Secondary Battery: 4x2 120mm/50 M42 Bofors Reload: 3s (20) HE Shell: 23.5kg @850m/s (1700 damage, 7% fire) AA Battery: 4x2 120mm/50 M42 Bofors (40dmg = 140dps @6km 95% acc), 8x2 40mm/56 Bofors (60dmg = 207dps @3.5km 90% acc), 6x2 20mm Oerlikon (21dmg = 72dps @2km 85% acc) Mobility Speed: 34kts - 155,000hp Size: 202.9m long, 22.7m wide, 6.75m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search / Defensive AA Fire 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Torpedo Bombers: Fokker T.VIII W/M Speed: 115kts (25kts boost) Durability: 2050 Payload: 1x 45cm VI Torpedo (5833 damage, 50% flood, 2.5km @41kts) Attack flight (Squad size): 2 (2) Squadron restoration time: 180 seconds Notes A Hull: AA: 4x2 120mm/50 M24 Bofors (20dmg = 70dps @6km 90% acc), 8x2 40mm/56 Bofors (60dmg = 207dps @3.5km 90% acc) Alternative shells: 187.36kg @920m/s (6000AP, 3250HE & 16%) Alternative HE shell: 151.4kg @970m/s (3250HE & 18%) Historical design notes: 16k ton design with double turrets, modified. Analysis The Brederode transitions into the super-cruiser part of the Dutch Cruiser tech-tree. It prioritizes armour over any other parameter and thus has a thick belt, deck and even torpedo protection. Combined with its best-in-tier hitpoint pool, the BrederodeIt should be considered as being the most durable cruiser at tier 8 and well capable of taking a beating, especially at short range thanks to its turtleback capable of bouncing shells up to 356mm in caliber, and its upper belt can bounce shells up to 385mm. Surprisingly enough, the Brederode’s AA is average, though it does have the best long-range aura at its tier. Offensively, the Brederode has the 3rd lowest AP DPM among cruisers at its tier, being better than the Cheshire and the Amalfi, but it does have the worst HE DPM and sets the lowest fires per minute of any cruiser. The guns themselves have fast shell velocities and little drag so they should have relatively short lead times and decent penetration at long range. It does however have the second longest range only behind the Kutuzov’s ridiculous 19.1km, and it can outrange it when using the Spotter Plane. Speed-wise, the Brederode is above average at 34kts and should have an easy time keeping at range or disengaging. If you master the long-range gunnery of the Brederode and angle properly, she’ll treat you to some great games. Willem van Oranje class Super Cruiser (T9) An improved heavy cruiser killer design, it was intended to protect the Dutch East Indies against aggression. It featured a very powerful main battery and protection which was superior to any contemporary cruisers. Survivability Displacement: 17,748t standard; 20,745t full (43,450hp standard; 49,200hp full) Armour: 175mm inclined 72 degrees belt (4.8m tall) 30mm upper inclined 72 degrees belt (2.5m tall) 27mm turtleback & citadel top 200-65mm turrets (200mm front, 130mm incline, 100mm roof, 65mm sides) 60-20mm secondaries (60mm roof, 30mm front, 20mm sides) 150-40mm barbettes (150mm above deck, 120mm below deck, 40mm behind belt) 75mm deck 30mm torpedo bulkhead 160-35mm bulkheads 120mm conning tower 27mm extremities belt (50mm aft) Weaponry Main Battery: 3x3 240mm/54.5 M1940 Reload: 15s AP Shell: 192.16kg @915m/s (6050 damage) HE Shell: 192.16kg @915m/s (3250 damage, 17% fire) Drag Coef.: 0.29 Traverse: 7.2 degrees per second (25s per 180 degrees) Range: 18.7km Secondary Battery: 4x2 120mm/50 M42 Bofors Reload: 3s (20) HE Shell: 23.5kg @850m/s (1700 damage, 7% fire) AA Battery: 4x2 120mm/50 M42 Bofors (40dmg = 140dps @6km 95% acc), 9x2 40mm/56 Bofors (67dmg = 231dps @3.5km 90% acc), 10x2 20mm Oerlikon (35dmg = 120dps @2km 85% acc), 2x1 20mm Oerlikon (5dmg = 17dps @2km 85% acc) Mobility Speed: 34kts - 160,000hp Size: 212.9m long, 25m wide, 6.75m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search / Defensive AA Fire 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Torpedo Bombers: Fokker T.VIII W/M Speed: 115kts (25kts boost) Durability: 2050 Payload: 1x 45cm VI Torpedo (5833 damage, 50% flood, 2.5km @41kts) Attack flight (Squad size): 2 (2) Squadron restoration time: 180 seconds Notes A Hull: AA: 4x2 120mm/50 M24 Bofors (20dmg = 70dps @6km 90% acc), 8x2 40mm/56 Bofors (60dmg = 207dps @3.5km 90% acc) Alternative shells: 187.36kg @920m/s (6000AP, 3250HE & 16%) Alternative HE shell: 151.4kg @970m/s (3250HE & 18%) Historical design notes: 16k ton design with triple turrets, modified. Analysis The Willem Van Oranje builds upon the Brederode with almost all its parameters being improved upon. It has even better armour protection and a larger hitpoint pool, it is still the best protected cruiser at its tier though it now has the 3rd highest hitpoint pool behind the Roon and the Riga. Its turtleback has been thickened and can now bounce up to 385mm shells, the upper belt can now bounce up to 429mm shells and in general will be a very tough cookie for those trying to reach her citadel. The AA is average, with a great long-range aura though, but it should still be usable and a great asset if you group up with other ships. The WvO sports the same guns as the preceding Brederode, but it mounts triple turrets instead of doubles while having a slightly slower reload. This results in the WvO having the 5th worst AP DPM, 6th worst HE DPM and 3rd worst fires per minute potential, so a marked improvement over the Brederode! Those long-range guns and the sub-par DPM means that you will have to make sure that you’re firing the right ammunition at the right target if you want to get good rewards, luckily, the good speed that it has means that it’s just that little bit easier to be in the right spot at the right time to take the right choice. Koningin Wilhelmina class Super Cruiser (T10) A flagship super cruiser design for the Dutch fleet. The ship featured excellent armour and firepower with good speed, emphasizing tactical flexibility and protection. The outbreak of war stopped the construction of these ships. Survivability Displacement: 27,988t standard; 31,396t full (52,050/63,100hp standard; 56,850/69,650hp full) Armour: 225mm inclined 72 degrees belt (4.8m tall) 40mm inclined 72 degrees upper belt (2.5m tall) 30mm turtleback & citadel top 300-100mm turrets (300mm front, 200mm incline, 150mm roof, 100mm sides) 150-50mm secondaries (150mm roof, 80mm front, 50mm sides) 250-40mm barbettes (250mm above deck, 200mm below deck, 40mm behind belt) 100mm deck 40mm torpedo bulkhead 200-40mm bulkheads 150mm conning tower 30mm extremities belt (60mm aft) Weaponry Main Battery: 3x3 283mm/54.5 M1940 Reload: 17.5s AP Shell: 315kg @900m/s (7600 damage) HE Shell: 315kg @900m/s (3850 damage, 21% fire) Drag Coef.: 0.284 Traverse: 7.2 degrees per second (25s per 180 degrees) Range: 20.4km Secondary Battery: 6x2 120mm/50 M42 Bofors Reload: 3s (20) HE Shell: 23.5kg @850m/s (1700 damage, 7% fire) AA Battery: 6x2 120mm/50 M42 Bofors (60dmg = 210dps @6km 95% acc), 3x2 57mm/60 Bofors M1950 (72dmg = 248dps @4km 90% acc), 4x1 40/70mm Bofors M48 (49dmg = 170dps @3.5km 95% acc), 12x2 20mm Oerlikon (42dmg = 145dps @2km 85% acc) Mobility Speed: 34kts - 180,000hp Size: 241.2m long, 29.4m wide, 7.8m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search / Defensive AA Fire 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Torpedo Bombers: Fokker T.VIII W/C Speed: 122kts (25kts boost) Durability: 2240 Payload: 1x 45cm VI Torpedo (5833 damage, 50% flood, 2.5km @41kts) Attack flight (Squad size): 2 (2) Squadron restoration time: 180 seconds Notes Original AA: 6x2 120mm/50 M24 Bofors (30dmg = 105dps @6km 90% acc), 7x2 40mm/56 Bofors (53dmg = 183dps @3.5km 90% acc), 8x1 20mm Oerlikon (20dmg = 69dps @2km 85% acc) Not sure if I should use the battlecruiser formula for HP or the normal cruiser formula. It is up for discussion as a balancing factor. Modernised Design 1047. Analysis The crowning jewel of the Dutch Cruiser Tech Tree, the Koningin Wilhelmina is a true super cruiser, designed to chase and destroy heavy cruisers while being fast and tough enough to disengage against battleships. The Koningin Wilhelmina is probably amongst the toughest cruisers at tier 10, with Puerto Rico contesting with it as for the toughest overall. The Koningin Wilhelmina continues the trend set by the previous Dutch cruisers and now features really strong armour, its combination of a thick inclined belt along with a turtleback will mean that its citadel is safe from all but the largest guns, along with a thick main deck, torpedo protection, an extended belt and an upper belt make it a daunting proposition to strike down. Furthermore, its large displacement also gives it a large hitpoint pool so as to be able to remain in the fight even after taking heavy fire. The Koningin Wilhelmina has also received a weapons upgrade compared to the previous tiers, mounting even larger guns and providing an even larger punch. While these guns will not be able to the armoured belts of battleships at long ranges, they will be utterly devastating to cruisers and might even be of use against destroyers thanks to their fast turret traverse. The guns have a good muzzle velocity so they should have comfortable gunnery at mid ranges, with a slight tendency to have poorer arcs at long ranges. Their only weakness is found in its lackluster DPM, being superior only to the Goliath and the Venezia in terms of AP, but being bottom of the barrel in HE DPM and fire setting potential. As with previous cruisers of this line, keeping a distance and switching to the right shell for each occasion will be crucial to getting the most out of her. Her AA capabilities will make her a thorny subject to attack, and her speed is excellent, allowing her to switch flanks and engagements as needed. Overall, a fitting culmination to a tree of durable cruisers that reward good positioning, smart shell choices and teamwork. Premium Cruisers De Ruyter class Light Cruiser (T4 Premium) Flagship of the Dutch East Indies squadron, this cruiser was built during times of shifting priorities for the Dutch people and thus featured a series of design compromises that limited its combat potential. It participated in the battle of Java Sea. Survivability Displacement: 6,442t standard; 7,548t full (21,700hp standard; 23,850hp full) Armour: 50-30mm belt (50mm between turrets, 30mm to ends) 100-30mm turrets (100mm front, 30mm other) 50mm barbattes 30mm deck 30mm bulkheads Weaponry Main Battery: 3x2 150mm/50 Bofors Mk 9, 1x1 150mm/50 Bofors Mk 10 guns Reload: 10.5s AP Shell: 46.7kg @900m/s (3050 damage) HE Shell: 46kg @900m/s (2100 damage, 9% fire) Traverse: 7.2 degrees per second (25s per 180 degrees) AA Battery: 5x2 40mm/56 Bofors (38dmg = 131dps @3.5km 90% acc), 4x2 12.7mm/90 machineguns (15dmg = 51dps @1.5km 85% acc) Mobility Speed: 32kts - 66,000hp Size: 170.8m long, 15.7m wide, 5.1m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search 2 Seaplanes (Catapult Fighter / Spotter Aircraft) Analysis The De Ruyter is a rather lightly armoured cruiser that features a very good set of consumables and pretty good anti-air firepower, though it doesn’t have a long-range aura. Its 32kts of speed is very decent, and its 7-gun broadside is extremely good. The big issue with the De Ruyter is that in order to use all of its guns it must show its broadside, but with a maximum plating of 50mm, that is a very dangerous proposition. Its sustained DPM is not very high unless it uses its full complement of guns, and that means opening yourself up to pain. The good news for this is that thanks to its 30mm extended belt, if you angle properly between volleys, you’re going to be able to bounce most of what’s coming at you. The De Ruyter is sure to reward those players that enjoy a very active playstyle where you dodge and weave through enemy shells while delivering your shells in return. It’s also a rather storied ship and was the fateful flagship of Admiral Karel Doorman at the battle of the Java Sea. De Zeven Provincien class Light Cruiser (T8 Premium) First capital ship class built by the Dutch Navy after the war. It was a light cruiser with strong anti-air capabilities that featured a fast-firing dual-purpose main battery but was otherwise lightly armoured. Survivability Displacement: 9,529t standard; 11,850t full (27,650hp standard; 32,100hp full) Armour: 75-50mm belt 100-50mm turrets (100mm front, 50mm other) 30-20mm deck 50mm bulkheads Weaponry Main Battery: 4x2 152mm/53 Bofors M1942 Reload: 4s AP Shell: 45.8kg @900m/s (3000 damage) HE Shell: 45.8kg @900m/s (2100 damage, 9% fire) Traverse: 12 degrees per second (15s per 180 degrees) AA Battery: 4x2 152mm/53 M42 Bofors (dmg = dps @6.8km 95% acc), 4x2 57mm/60 Bofors M1950 (96dmg = 331dps @4km 90% acc), 8x1 40mm/70 M58 Bofors (98dmg = 338dps @3.5km 95% acc) Mobility Speed: 32kts - 85,000hp Size: 187.3m long, 17.3m wide, 6.7m deep Consumables Standard Damage Control Party Standard Cruiser Repair Party Hydroacoustic Search Defensive AA fire Smoke Generator (1 charge) Notes A Hull: AA: 4x2 152mm/53 M42 Bofors (dmg = dps @6.8km 95% acc), 4x2 57mm/60 Bofors M1950 (96dmg = 331dps @5km 90% acc) Analysis The De Zeven Provincien might best be described as a Dutch Atlanta. It is not the toughest ship, nor the fastest, but it does carry a big punch! It has a weak 75mm armour belt and 30mm armoured deck, both of which aren’t very impressive though they will offer some protection if you angle properly or against overmatching projectiles. The De Zeven Provincien will have to rely on smart angling, dodging, weaving and island cover if it wishes to remain in battle for quite some time as it has the 2nd lowest amount of hitpoints at the tier (only below the Ochakov). It does have a cruiser repair party as all Dutch Cruisers do, but those bonus hitpoints only work if you can stay alive between charges so if you manage to use them to the fullest, you will have a decent chunk of hitpoints. You have a smoke generator to help you last a bit longer, though it’s a single charge and none of that American long-lasting smoke. The big draw for the De Zeven Provincien are the guns, and what guns they are! The De Zeven Provincien has a set of four double 6” DP gun turrets which fire at a blistering 15 rounds per minute, giving it unparalleled dpm at the tier. There is a downside to those guns, the shells have fairly floaty arcs, the AP penetration isn’t great and the HE shells don’t have great firesetting chances nor damage. On the plus side, they get improved autobounce angles and HE penetration, so they can still do work if you can manage to land them on enemies. Those same guns are also the long-range AA bubble, firing out to quite a long way out and putting out very powerful puffs of flak with only a small continuous damage component. The AA only gets better after that, as it has a medium range aura that reaches to 4km and has a continuous damage component that is massive, being around 3x better than the T10 Anti-Air DD Smalland. Essentially, the De Zeven Provincien relies on staying away from enemies, hiding and just spraying a bunch of shells at them, while murderizing any airplanes that come near it. If you manage to stay alive for a while, you will get good results, so careful positioning and game sense is required. Credit goes to Navypedia, ALVAMA, Tzoli, Shipbucket and the Dutch National Archives for the images used. As a final note: There are at least 2 different heavy cruiser designs that the Dutch Navy investigated during the 1930s which I'm aware of, however the archivist that has them is unable to get that data to me yet. If and when he does, I'll reevaluate if they can be slotted into the tech-tree.
  7. The overmatch mechanic in the game is not something that new or even more seasoned players often think about or even know about when they are in game. It is the first 'check' that is made when you shoot at another ship (or they shoot at you) to determine whether or not your shells will penetrate. That's why it's actually good to know about and consider when positioning your ship for a head to head battle. Overmatch is the term that is used to describe the relative ratio of a shells caliber to the armor it will come into contact with. That ratio is 14.3:1. That means, if the shell is 14.3 or more times greater than the thickness of the armor, regardless of angle, it will penetrate. For low tier ships this is not too important to know about as the bow-in game play is not as relevant due to inexperience and armor tends to be so thin, most cruisers can overmatch other cruisers. At mid to high tiers, however, (tier 5+) players start to learn the advantages of being bow in from more experienced players on their team. This is also where there are far more distinct lines between ship armor thickness and gun caliber. Most cruisers after tier 5 have bow armor that exceeds 13mm, meaning that with few exceptions only battleships can overmatch their bows and not other cruisers as most cruisers between tier 5-7 are boasting 152mm guns; 13mm is overmatched by 186+mm guns. As you progress down the cruiser lines your bow armor will get thicker, usually from 13mm to 16mm and typically topping out at 25mm at tier 8. Battleships on the other hand, have bow armor at about 19mm at tier 5 and typically top out at 32mm at tier 8. Of course there are exceptions to this, such as the German BB's who tend to have this thickest bow armor with plating. The thickest is actually the tier 5 Konig with 150mm plating on its bow. Though there are areas of the bow with 19mm, the majority of the bow, specifically providing cover for the citadel, is 150mm. This means that a tier 5 battleship can actually bow tank every ship in the game under most scenarios. Further, due to the larger caliber of guns on battleships, and heavier armor overall, there is more of a propensity so go bow in against another battleship. This is where the overmatch mechanic is really worth understanding. The only 2 ships, per WarGaming's design, that are capable of overmatching the bow of (nearly) every ship are the Yamato and Mushashi with their 460mm guns; the largest guns in the game. Therefore, going bow in against them is ill advised. The only ships that are theoretically able to go bow in against them are the Kurfurst and the Frederick der Grosse as they have 60mm plating on their bows. Though there are places where the armor is only 32mm, the thickness that 460mm guns can overmatch, much like the Konig, this plating will prevent frontal citadels under most circumstances. Both cruisers and battleships are capable of bow tanking ships of the same type and tier. Knowing who can you go face to face with can be critical in certain battles, especially in competitive play. Once again, this is a particularly common tactic among battleships but cruisers can do it as well. For those that wish to know if you can be overmatched or overmatch a certain ship simply divide the ships gun caliber by 14.3. If your armor thickness is greater than that, you're good, if not, find another tactic. Similarly, you can multiply your armor thickness by 14.3 to find out the minimum caliber of gun required to overmatch your bow. Finally, if you don't know any of this info or just don't want to worry about doing the math, I've created a Google Sheet than can do the calculations for you or you can look up the ships by name. A disclaimer for this calculator though is I have not included clone ships, such as any of the ARP ships, which are clones of the Myoko and the Kongo. You can find the link below. If you have any trouble with it, find errors, or have some suggestions for improvement, please let me know. Bow In Calculator
  8. I am seeking opinions on a new captain/ship build archetype for cruisers that has emerged from the captain skill rework. For those of you who don't already know, there is a bit of a fad build going around for some cruisers that goes against traditional wisdom for how to run a ship in the game in the name of boosting reload rate and damage output. There are some people running this kind of build on almost every cruiser line, although much like the over-hype with Dead Eye and battleships, playing this new style can take a ship right out of its ability to affect wins and losses in the name of damage farming. For those of you who don't already know what I am talking about, this new archetype is known as "Anti-Concealment". The premise of Anti-Concealment is to always have the Top Grade Gunner skill engaged as long as any enemy ships are visible within the firing range of your main battery. To do this, you have to make your concealment bad. Really bad. Unfathomably bad. Holy crap, I can see that cruiser from orbit bad. This is done in three ways. 1) Take the skill "Heavy HE and SAP shells" as this not only provides a damage boost to the HE, it also provides a concealment penalty on any cruiser with guns above 149mm. 2) Do not take Concealment Expert. You want to be seen, and the four points will go elsewhere. 3) Do not take the concealment module in slot 5. There are 2-3 better options if you are running anti-concealment, including going double rudder shift, taking the module that provides extra consumable time for engine boost and main battery reload boost, or even the UU for Henri IV. Once these three things are in place, you are left with a cruiser that could not sneak up on Helen Keller, but can rain down large amounts of HE or SAP damage at very long range very quickly. I have already had some brain storming with some really good players about the pros and cons about this build, and concluded that with most cruiser lines in the big picture, it usually is not worth running this build. If you are a cruiser with radar, or any kind of smoke, your ability to affect cap presence is just too important to sacrifice in the name of damage farming, so American, Russian, British light, and Italian cruisers are a big no for this kind of build. Japanese cruisers are as stealthy as some destroyers, and with their low HP pool, it isn't worth sacrificing to this kind of build (Although Yoshino may be an exception). Germans and British heavies are almost interesting, except they have shorter gun range, and running this kind of build wastes their awesome hydro and ability to hunt destroyers with it, not to mention makes them even more vulnerable to Dead Eye in the current meta. This leaves only French cruisers, and they may be the champions of this unusual new build. They have long range, great speed, good turning, outstanding DPM, and really nave no cap presence to lose in the first place. They are the best cruisers at damage farming already, and this build may take them to another level. The question is: Is it worth going over the top for damage farming in French cruisers, or is it better to stay more traditional to maintain the ability to drop off concealment from time to time? What are your opinions? Do any of you like running anti-concealment?
  9. Seems like it was possible y was forgotten in their rework and mistakenly left out. It makes no sense that battleships, and destroyers would get this but not cruisers?
  10. Just a thought I play cruisers ,Battleships, Destroyers, dabbled in cvs. I been thinking cruisers do seem to need a little love with the new skill rework. Perhaps a skill that lets us break contact and go dark to get out of harms way when all hell breaks loose. I am thinking a capt skill for all cruisers altho some already have smoke for breaking contact with opposing forces. Now this skill will not let you use your main armaments and not as long lasting as dd smoke etc, literally for breaking contact only perhaps with a bonus dispertion nerf to ships shooting at you for it as well. perhaps a 3 or 4 point skill duration im not too sure maybe 30 secs? Thoughts? Still need something like the bos skill we use to have still thinking on that 1.
  11. SweetBabyRuth

    Russian Bias

    If wargaming wants to keep its Russian bias, the tech tree Russian ships need buffed ASAP! With the changes to the commander skill tree, and the game meta now being shifted to torp boats, A/J line BB sniping and FDRs, short range specialized ships that are can tank a lot of damage a straight up bad. The only viable ship from the Russian navy is well.... Slava, and maybe Slava, oh and Slava. Even Smolensk doesn't really make sense when everything is already outside of 19 kilometers. So WG, if you care so much about your Russian ships, then you probably should buff them, or else there will be no reason to play them... even on the RU servers.
  12. Soooo..... But when you look at cruisers, where the skill is useless... In order to get back to the builds I had before the rework, I'm required to have the last 2 points... but it takes 1.2 million exp to get the last 2 points. And now I'm seeing like this more and more. Who the heck okayed this "New and Improved" skill rework?
  13. In this rework, it was known that Siegfried was one of the ships that got hit the most on her performance. Not only losing Fire mitigation skills but also the famed secondaries build, leaving her with only her absurd accuracy to still be relevant. But now that I enter, I find out all cruisers' secondaries range was raised. Just in case, I demounted the Aiming System Mod1 (+5% to secondaries range) and the ship had no captain. 4.3 km for T5 (4.0 km previously) 5.0 km for T6 (4.5 km previously) 5.6 km for T7 (5.0 km previously) 6.6 km for T8 (5.0 km previously) 7.0 km for T9 (5.0 km previously) 7.3 km for T10 (5.0 km previously) There are some exceptions, as Agir and Siegfried have 8.3 km base range, same as Kurfurst (Agir had 5.3 km stock, Siegfried had 7.6km) and 10.0 km with a full secondaries build now. And Graf Spee have 5.6 km base range, same as Bayern. Was this intended? Or was it mentioned anywhere? Because I only remember WG mentioning Battleship secondaries when modifying their range. PD: digging around and comparing, those are the same range as the BBs of the respective tier. Let´s see if this was intended or (most likely) a bug, but that doesn't explain the exceptions
  14. 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.
  15. It's the last day of the long 4th of July weekend. All weekend, I have noticed that capital ships and oftens destroyers as well are sitting about 2 squares on the mini map behind the caps. I think this occured in about 8 out of 10 games this weekend. In one game a Vecenzia sailed to towrads the middle of that game with 3 caps in one giant circle. He was told to "get back"! . I noticed later he was complaining that no one was spotting. Ten out of 12 ships were in the outer ring or behind it. My theory is dds have been hammered so much by rocket planes and radar that they are adapting and staying away from caps. However, I also think 80% of all players are now playing for the last 5 minutes. Who can fault them. Their stats are better and 50% of the time that might be able to take one crucial action that they couldn't do if they were did. I've watched Unicum streamers say, I'm looking to kill that guy that gets out of range from his support. Is the new Meta - Only Fools Rush In? I'm I only now noticing this or was this a holiday weekend effect?
  16. There are a few reasons why the US cruisers had no torps: Torpedos were very dangerous when hit. All those torpedos on deck, and in the magazine below, were an explosion waiting to happen and it was considered an unnecessary hazard. They weren't used very often by cruisers and rarely to any great effect. For WoWS cruisers that carry torpedos, "TORPEDO TUBES DESTROYED", could easily be a massive detonation that breaks the ship in half. I'm not suggesting that ships should blow up more easily (which would be historically accurate) but the American cruisers should blow up less frequently because of the reduced risk of torp warhead explosion. This valid rationale would help mitigate the poor armor on USN cruisers. Also, the American cruisers have a higher freeboard, they sit high out of the water. This wasn't sloppy design. It made for more room. More room means greater comfort for the crew. A more comfortable crew should have quicker reload, damage control times and anything that requires humans to react.
  17. Swizzle757

    Graf Spee main gun range

    I do think that the Graf Spee should have greater main battery range, and that it's secondaries have also been "nerfed" from what they could do in real life. However, I do realize that "game balance" is important. So, here's a thought about a change to that ship: Right now, it can only carry a Fighter. What about letting it carry a Spotter as well? Thanks for the upcoming discussion!
  18. I'm rather confused why we got another Steel battleship when you can only use one per team. I feel that another Steel cruiser would have been far more in demand. With that in mind, my suggestion is a Goliath variant. Options for this variant could be: Radar(The Goliath is the only heavy line to not mirror the radar of the light line). An additional heal and/or separation between the AA and hydro consumable. I know the Goliath was tested and several versions ended nerfed as being too powerful but perhaps a steel version could fit the bill to justify that bit of power-creep. I don't expect most people to be behind a Steel version of the Goliath, but there has to be support for more steel cruisers. Feel free to add your suggestions here.
  19. Hello, I got Mikoyan, Bagration and Ochakov on the beggining of last week, i was able to do the 7 winning missions to get soviet tokens. (7x15, 7x30 and 7x30) Those missions arent available every week on 0.9.4? Shouldnt it be available again?
  20. So i just researched the moskva and i was wondering if i should wait to buy it, to maybe get it for free since its researched, or buy it now. I haven't found any news on this regarding the new tech tree changes for the RU Cruiser split
  21. Seeing the ASW Tab now present in game I started to wonder about what effect Subs will have in battle for my game play as a predominantly Cruiser captain..In some ways it sounds fun to depth charge a sub and another line of thinking tells me oh great so another role I have to play as a Cruiser captain while trying not to get deleted by a battleship....Just wondering how others Captains felt about this subject...
  22. As many players of American Cruisers know, and those who like to shoot at them, Atlanta sucks now. Many players who are in the game now never even saw the days where Atlanta was at the very least decent. Now because of the added lines in the tech tree as well as what is now considered sub-par statistics, the Atlanta is nearly unplayable on its own. I used to love this ship. It was fun and unique to play. It eventually moved to a spot where smart players could dominate, and bad players would be punished. Now everyone who takes this ship into battle is punished. We now have many ships that play (and are inspired by) Atlanta, but due to how the power creep works, are much better even at their respective tiers. Belfast Smolensk Colbert Worcester The Tier VIII and above Japanese gun DD's Even Boise All of this ships have some added quality to them that make them better than Atlanta. Whether it's range, smoke, heal or something else.
  23. When is the new update releasing, and is it removing Moskva yet, or waiting for 9.5?
  24. iamtheintrepidmouse

    Irian vs. Mainz -- Which to buy?

    So what's the difference between these two premium ships? Both look like Tier VIII CL shooty boats with torps. Both in the shop are around $45 (at the time of this writing). Which one would you buy and why?
  25. Welcome to my latest tech tree proposal! It's one for my favourite angry Dutch cat guy @Lert! This article will touch on both the tech-tree regular ships and premium ships. For each ship, I provide the layout of how the ship's weaponry is distributed, its technical specifications and with the same formulas I used for the ADLA articles, their in-game values. Finally, I provide a small piece of analysis of what I think about the ship and how it'd fit with its tiermates. Essentially, each of the ships gets a mini-ADLA with all the information you might be looking for to compare it to its tiermates that are already in-game. Let's hope we see these ships in the virtual seas soon! Also, surprisingly enough, the entire tree has a distinct identity and logical progression. Read Full Article... Let me know what you think of this! I've almost finished writing the Italian Battleship tech-tree line so I can incorporate your suggestions for it! All feedback and comments are welcome! HERE COME THE FLYING DUTCHMEN!!!! PS: The only ship that is 100% created out of thin air is the Tier 7, which is a WG-esque development of some discussions had in Parliament in the 1930s of how a Dutch Heavy Cruiser might've been. I took those requirements and went with a design process off of it, resulting in what you see today. I have a naval historian contact that has Dutch Navy designs for 2 heavy cruisers from the 1930s, but he hasn't been able to find them amongst his collection. When he does, I'll be able to substitute the T7 for a more historical ship possibly, else, they could become a premium. All other ships have actual design data, construction parameters or actually served.