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Found 61 results

  1. captain_fearless

    What’s up with Yudachi?

    Why is Yudachi condsidered a bad ship? She’s got smoke and torp reload at the same time and 12km Torps. She’s been pulled from the premium shop too, never knew she was that unbearable.
  2. Kyaru_

    Z23 (Nimi) the best

    took me too long to make this have fun watching :D
  3. I put together a ship review video for the new Anshan which contains my thoughts on the ship and some gameplay footage. I am curious to know how many people ended up buying the premium destroyer and if they enjoy it. Let me know what you all think! The Taste Channel https://www.youtube.com/channel/UCJJaSofrJHMcK-yp5ldHT-w/featured Anshan Ship Review
  4. Admiral_Mudkip

    Destroyer v. Destroyer naval battle

    Mark Felton's narrative of the Battle of Ushant (a.k.a. Battle of Brittany) fought off the coast of Brittany during the D-Day invasion of June 1944. Two destroyers that are already in WOWS, HMCS Haida and ORP Blyskawica, participated in this small naval battle.
  5. Warmonger2600

    Torpedoes and BOTS, old story, but why?

    I know it's probably been said a hundred (or a thousand) times before. But why will bots turn into friendly torpedoes? They "actively" avoid enemy torps, yet when I launch mine well out of their path, they turns into mine. I can post the replay, but why, everyone knows. If they have the ability to avoid enemy why can't they just treat ALL torps as enemy torpedoes and avoid them???
  6. The following is a review of HMS Gallant, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of July 19th, 2017. Are you excited? I'm excited! More Royal Navy ships! Whoo! Quick Summary: A small, agile destroyer with an uninspiring main battery. She has a heavy torpedo armament with the ability to launch each fish individually, but she's held back by poor launch angles. Cost: Bundles started at $21.99 USD with a port slot. Patch and Date Written: June 8th, 2017 to July 18th, 2017, Patch 0.6.6 to Closest in-Game Contemporary Gaede, Tier VI German Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique As much as I would like to compare these to the Polish Grom-class, Gallant shares a lot in common with Ernst Gaede, the tier VI German Destroyer, especially when the German ship is armed with its (admittedly awful) 128mm guns. Am I foreshadowing bit? PROs Gallant has an 8% chance per shell to start fires and the highest Fires per Minute chance of any Tier VI DD. Powerful torpedo armament doing 15,433 damage per hit, with 8.0km range and 61 knot top speed. Torpedoes may be dropped individually in the same manner of Royal Navy cruisers. Tiny turning circle of 540m with excellent rudder shift time of 3.0s. Second best surface detection range at her tier of 6.8km. Small target -- less than 100m long. CONs Small hit point pool of 12,000hp. Weak main battery armament of four 120mm guns and low DPM. Short 10.2km range and clumsy firing angles on #4 turret. Worse shell ballistics than the American 127mm/38s with even more "float". Horrible fire angles on her torpedoes with a maximum forward fire angle of 68º off the bow. High learning curve with making optimal use of her torpedoes. An absolute laughable lack of any credible AA power. HMS Gallant surprised me when she was announced to be coming to World of Warships. As fighting vessels go, she was in the thick of the action in the early part of the war but she didn't participate in any major surface engagements as far as I could tell. It made me wonder why we were seeing Gallant represent the G-class destroyers in World of Warships when there were examples such as Glowworm which saw surface action against capital ships to draw from. Everything began making sense when the Dunkirk Scenario was unveiled. She's not the first British premium destroyer released in the game (that honour goes to HMS Campbeltown at tier III), nor is she first British-built destroyer in the game (that distinction goes to ORP Blyskawica). What she does provide, however, is a glimpse of what the British destroyer line may end up being in the future. It remains to be seen how many of the features on HMS Gallant will become standard to the British destroyers. Sharkbait_416 of the World of Warships wiki team has volunteered to join me in this review. He'll be providing a look into HMS Gallant's history and his impressions of the ship. Take it away! The Sharktank HMS Gallant, hull pennant H59, was a G-Class destroyer of the Royal Navy, launched on August 26, 1935. With the outbreak of WWII in 1939, Gallant began operating in the North Sea, primarily tasked with escort and patrol duties. Throughout the course of these duties, Gallant participated in rescue operations which saved the crews of multiple stricken ships, such as SS British Councillor, SS Santos, and HMS Princess Victoria. On May 25, 1940, Gallant was detached from North Sea operations to partake in Operation Dynamo, the evacuation of Allied forces from Dunkirk. On May 26, Gallant arrived in the channel. On May 27, Gallant and HMS Vivacious were notified that ORP Blyskawica was tasked to meet them. The Admiralty wanted the three ships to enter the port of La Panne to evacuate RAF personnel. However, Blyskawica was unable to locate the two British ships. The next day, Gallant embarked troops and transported them to Dover. Gallant made a second trip to Dunkirk on May 29, embarking more troops. Prior to arriving at Dover, Gallant was attacked by Luftwaffe dive-bombers. Despite suffering slight damage, Gallant managed to return to Dover under her own power. In total, Gallant rescued 1,466 personnel from the beaches of Dunkirk. In June 1940, Gallant assisted in the search for Scharnhorst and Gneisenau but was unable to locate the two German ships. In July, Gallant was tasked for duty in the Mediterranean, where she joined Allied forces to assist in operations in the West Mediterranean Sea. On October 20, 1940, Gallant used depth charges to assist in sinking the Italian submarine Lafolè. On November 27, Gallant fought in the Battle of Cape Spartivento as a part of Force B. While supporting convoy operations in the Straits of Sicily off Pantellaria, Gallant hit a mine on January 10, 1941. The force of the explosion tore the bow from the ship, killing 65 crewmen and injuring 15. The remainder of the ship was towed stern-first to Malta. Gallant began undergoing repairs, continuing into 1942. On April 5, 1942, a bombing raid resulted in a near miss that severely damaged Gallant. Due to extensive damage, Gallant was declared a constructive total loss. Gallant was used as a blockship in St. Paul’s Bay and scrapped in 1953. Rerences: http://uboat.net/allies/warships/ship/4391.html & http://www.naval-history.net/xGM-Chrono-10DD-25G-HMS_Gallant.htm Picture courtesy of Wikipedia. Options Gallant uses the same Smoke Generator consumable as the Japanese and Soviet Destroyers. This differs from Campbeltown, the other British premium, whose Smoke Generator echoes that found on American Destroyers. On the USN DDs. the emission time is longer and so is the duration of each individual cloud. This isn't the case on HMS Gallant. So, everything is standard here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard cruiser upgrades Premium Camouflage: Type 10, tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Remember to equip as many premium consumables as you can reliably afford on a per-match basis. The module options you'll be using are the standard fare for destroyers. In your first slot, take Magazine Modification 1. Seriously, don't take take Main Armaments Modification 1 unless you're going into Ranked and taking Juliet Charlie signals -- you're more likely to have your entire destroyer blown out from underneath you before you permanently lose one of your weapon mounts to direct damage. This way you can mitigate some of those detonations. In your second slot, Aiming Systems Modification 1 is the way to go. Note, if you're playing the Dunkirk Scenario, you want to take AA Guns Modification 2 for the extra range. It's useless otherwise, but you WILL NEED IT in the scenario if you're trying for 5 stars. Don't skimp out on this. In your third slot, take Damage Control Modification 1. The other two are terrible (not that DCM1 is much better). And finally, in your fourth slot, take Propulsion System Modification 1. If you have access to Super Upgrades, there's only one really worth considering and that's Engine Boost Modification 1. This would replace your Damage Control Modification 1 upgrade in your third slot. Firepower Primary Battery: Four 120mm rifles in an A-B-X-Y superfiring configuration. Torpedo Armament: Eight tubes in 2x4 launchers rear mounted down the centerline of the ship. Gallant's gunnery is pretty close to terrible. They may have decent gun handling and a nice krupp rating on her AP shells, but almost everything else is awful. Her 120mm guns are the smallest caliber at her tier and an armament we would expect on tier IV destroyers, not VI. Understandably, on a per-shell basis, they have some of the worst alpha strike qualities, besting only German 128mm HE shells. With her four guns, this makes her volleys rather anemic. But there's worse to come: The ballistic arcs on her 120mm/45 guns are worse than the American 127mm/38s. While Gallant has better muzzle velocity than Farragut's weapons, the shells are lighter and lose speed more quickly. At ranges greater than 5.0km, Farragut's 127mm/38s have better shell flight times over distance. Gallant's shells take 8.62s to hit targets at 10km compared to Farragut's 8.31s with HE shells. Gallant's range normally caps out at 10.2km, so this slow shell time to distance cannot be seen in full measure without Advanced Fire Training. With it, you'll see shell flight times of approximately 1 second per km traveled at ranges in excess of 10km. This makes Gallant's guns utterly ill-suited to engaging anything short of a slow turning Battleship or Carrier at range. You can largely forget about making use of AP except at stupidly close ranges where you'd be better of dumping fish into them instead. To engage enemy destroyers, she needs to be close -- ideally no more than 7km to 8km at most before the lead times greatly inhibit accuracy. And more often than not, she will not want to engage enemy destroyers in the first place. Gallant has two saving graces where her guns are concerned. She has a decent (but not great) rate of fire. With a 5.0 second reload, she can put out twelve rounds per gun. So while she may not be able to compete with any of her peers on a per-volley basis, she can out-muscle Japanese destroyers in a protracted gunnery duel through sheer volume of fire. On paper, she should also be able to compete with Ernst Gaede, the German tier VI, however in practice this often proves to be a fool's errand. Gaede's guns have better ballistic arcs and, more importantly, a lot more health. The second saving grace is more memorable. Gallant has a very high chance to set fires per shell. At 8% per hit, when coupled with her four guns and rate of fire, Gallant becomes the best potential fire starter at tier VI. While this will not help her against enemy destroyers, it does speak to a specialization which favours making the lives of enemy Battleships quite miserable. Overall, Gallant is only a better overall gun platform than Fubuki and Hatsuharu which is pretty poor marks. She edges out Shinonome too, but only just. She needs to force a slug fest to out perform the IJN premium. The reliable 6-gun alpha strikes are quite valuable as they can often decide a duel against a mid to low health enemy destroyer, forcing them to back off even if they have a DPM advantage. It's Gallant's ability to set fires which really redeems these guns. Without it, her main battery would be utterly lamentable. The worst part is that Gallant's guns feel very comfortable to use -- so much so that you might grossly over estimate how well they perform. They turn decently. Their rate of fire is nice. They cause lots of fires. This got me into a lot of trouble when it came to dueling with other destroyers. I'd feel I had the advantage only to see just how uneven a contest it actually was when I got myself butchered. Do not make this mistake. Gallant's guns aren't good. They're not terrible, but they can cause you more problems than they'll solve. Gallant largely redeems the poor qualities of her guns with her torpedo armament. They aren't without their (oh-so minor) faults. For a torpedo specialist, her range of 8.0km is decent but not enough to make captains of the Japanese destroyers sit up and take notice. Their 1.3km detection range gives opponents nearly eight seconds to react which is alright, but not great. The same could be said of their 61 knot top speed which is perfectly adequate but, again, nothing special or worth celebrating. But here's where things get exciting: Gallant has the same launch options as British cruisers. To be clear, the two fire options for Gallant are a narrow spread or to fire off her torpedoes individually. She does not have the wide-spread option found on other destroyers. It's this single fire option which is so desirable. This greatly increases the flexibility of Gallant's torpedo armament, whether this be dropping more complex patterns for opponents to dodge or holding fish in reserve when a target may think themselves safe from harm. On paper, the advantages of Gallant's single fire torpedoes are many. In practice? Many of these advantages are locked behind an admittedly difficult set of player skills, acquired only from experience and the lessons learned from lots of mistakes. Veterans of British cruisers will have a leg up on the competition here. Gallant's torpedoes are individually hard hitting at 15,433 damage and with eight tubes, Gallant's potential damage for a full launch exceeds all ships with the exception of Shinonome and Fubuki which launch nine. Even so, Gallant's torpedoes hit harder individually than Shinonome, so she's not far behind these Japanese torpedo specialists. The are a couple of serious flaws with her torpedoes. They have a punitively long reload of 96s for one, even for a quad launcher. This is common to launchers with more tubes, and Gallant loses out so significantly to the other torpedo-specialists with shorter reloads on their triple launchers with Shinonome having only a 73s reload while Fubuki and Hatsuharu make due with 76s. The second drawback are the awful firing arcs of Gallant's launchers. They only have a 55º launch arc with a rearward bias. The furthest forward they can target is nearly 70º which is appalling and can really hurt Gallant in close quarter brawls or when navigating through islands. This limited fire sector also means she can't use her torpedoes defensively very well, as she has to present her broadside to dump them into the water. So for all of their good hitting power, Gallant cannot launch her fish often and when she can, you may find yourself fighting the fire arcs of her launchers in order to do so. Summary: Her torpedoes are powerful. Single fire torpedoes are awesome, but it's going to take some practice to make them work. The limited fire arcs of her torpedoes can be immensely frustrating. The only thing saving Gallant's guns from being a complete write off is their good rate of fire and high fire chance. Manoeuvrability Top Speed: 36.0knotsTurning Radius: 540mRudder Shift: 3.0s Maximum Turn Rate: 8.6º per second. Gallant is rather average for a tier VI destroyer when it comes to her top speed, though all of the destroyers with the exception of the Gnevny-class (including Anshan) slot in and around 35.5 to 36.5 knots. What she does have is great handling, however. She answers her rudder very quickly and can throw herself about in the water like no one's business. She's only held back by he modest top speed. She keeps over 30 knots in a turn, though just barely, and this limits her maximum rate of turn to 8.6º per second. DurabilityHit Points: 12,000Maximum Protection: 16mm Gallant's 12,000 hit points sits on the low side of average at her tier. She has more hit points than Farragut or Hatsuharu but less than the Gnenvy-class and Fubuki-class ships which make up more than half the destroyer population at tier VI. Gallant is tiny as far as ship length goes, but sadly she's also rather tall. This combines to make her a comfortable target to shoot at, unfortunately. Gallant does not have the DPM or accuracy over range to afford trading fire with other gunships. This is a risky venture even when she's top tier against tier V gunships like Podvoisky, Nicholas and Okhotnik. Only do so from a position of extreme advantage if you have to at all. Concealment & Camouflage Base Surface Detection Range: 6.84km Air Detection Range: 3.36 km Minimum Surface Detection Range: 5.97km Main Battery Firing Range: 10.18km Surface Detection Rank within Tier: 2nd Surface Detection Rank within Matchmaking: 16th of 34. Gallant has a decent concealment rating. Properly specialized with a 10pt Captain and with her Premium Camouflage, Gallant will get her surface detection range down to just a hair beneath 6.0km. The only ship at her tier that bests her here is Hatsuharu with a 5.8km surface detection range. This is good news for an under-gunned destroyer that struggles to trade blows with any of her contemporaries. Perhaps most impressive is her small aerial detection range which is better than any of the other destroyers at her tier. As a tier VI destroyer, Gallant sits in that unfortunate 'sweet spot' shared with tier VII destroyers where their concealment seems decent until measured up against the ships she faces. She's larger than most of the tier V destroyers she faces, and while she's much more stealthy than tier VII DDs, she finds herself out done by tier VIII gunships like Lo Yang, Benson and Akizuki -- all of which can make her life miserable in short order. It's a rare game where she'll ever be the stealthiest thing out on the water. Gallant is really built for this short-ranged attack. Her torpedoes give her a 2.0km stealth firing window which is enough room to comfortably manoeuvre. Sadly, this does fall within the range of radar equipped ships that begin appearing at tier VII. Skirting too close to the edge of her launch window also puts her dangerously close to the 5.58km range of Hydroacoustic Search on tier VIII German Cruisers It pays to take a moment to study team rosters and identify problem ships lest you trip over them at inopportune moments. Anti-Aircraft Defense AA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 No. That small cloud of smoke is about to get really crowded with air dropped torpedoes in a moment. Pageantry and Gallantry Thanks to the Dunkirk scenario, there are going to be another build to consider for HMS Gallant, optimizing for achieving 5 stars in the scenario. For now, let me cover the basics for Random and Ranked Battles. As ever, we start with a core build of 10 skill points. Begin with Priority Target to increase your situational awareness when you no longer have concealment. Next, take the destroyer standby, Last Stand to give you passable engine power and rudder shift when these modules get damaged. You have a choice at the next tier. Torpedo Armament Expertise should be taken if you want to emphasize your torpedo rate of fire. Alternatively, take Demolition Expert to supplement your already excellent fire starting qualities on your guns. Do not double up on these at this stage. Finally, take Concealment Expert to get your surface detection down to 5.97km with camouflage installed. Here are the next skills to consider: Tier 1, Preventative Maintenance. For those who hate Priority Target, this can be taken as an alternative. This reduces the likelihood of critical damage occurring to any of your modules (except the Magazine). Tier 2, Jack of All Trades. This is handy for those players that like dropping smoke for their allies. Tier 2, Expert Marksman. This will increase your gun rotation rate from 10º per second up to 12.5º. Tier 2, Smoke Screen Expert. Are you a bro that drops smoke for your big friends in Ranked? Be an even bigger bro with bigger smoke! Tier 2, Adrenaline Rush. This is a long running favourite of many players. It increases your rate of fire of guns and torpedoes as you take damage. At 50% health, this shaves off almost 10s from your torpedo reload and increases your rate of fire from 12.0rpm to 13.2rpm. Always handy. Tier 3, Survivability Expert. This will increase Gallant's hit points from 12,000 to 14,100hp. Note that this won't give you advantage enough to reliably outgun other gunships that are at the same health you are, but it does provide more of a buffer. This can be especially handy in Ranked Battles. Tier 3, Basic Fire Training. Bump up that rate of fire from 12rpm to 13.2rpm. Don't worry about what it does to your AA power. It's not relevant in these game modes. Tier 3, Vigilance. Spot those torpedoes early for your big friends. Tier 4, Inertial Fuse for HE Shells. You can bump up her effective HE penetration from 19mm up to 25mm with this skill. This is enough to stack direct damage against any capital ship you face in Ranked Battles, provided you don't hit the armoured belt, as opposed to being stuck trying to hit the superstructure. Tier 4, Advanced Fire Training. I would recommend against taking this one, but it does have it's uses. This bumps up your maximum range from 10.2km up to 12.2km. Keep in mind your shell flight time is almost 1s per kilometer at those ranges. Tier 4, Radio Location. Like high tier IJN Destroyers, sometimes it's nice to know where the things you don't want to face in a gunfight are likely to be. I personally would recommend the following builds: Random Battles: Core skills (Demolition Expert and Torpedo Armament Expertise both for a total of 13pts). Then take Inertial Fuse for HE Shells and Adrenaline Rush. Ranked Battles: Core skills (Torpedo Armament Expertise or Demolition Expert, not both to start). Then take Survivability Expert. Spend the last six points where you will based on your play style. For cap control, take Basic Fire Training and Adrenaline Rush. For support, lean closer to Vigilance and Smoke Screen Expert. Finally we come to the scenarios. For Dunkirk, you want to emphasize your AA power (silly, I know, but you'll need it). Your core skills look like this: Take Preventative Maintenance first. No surface ships will be targeting you with their main batteries. Next, take Last Stand. The artillery will knock out your engines and steering gears on occasion. After that, take Basic Fire Training to buff your AA power. Then take Advanced Fire Training to buff your AA range up to a "massive" 1.44km. This build is pretty useless for outside of the scenario, but what are you going to do? This "AA Build" only works because of the funny low-health values of planes in this specific scenario, so don't hold any illusions this has any worth outside of it. Some other useful skills include: Tier 2, Jack of All Trades, to help bring your smoke generator off cool down faster. Tier 2, Smoke Screen Expert, to give your allied ships more cover when you drop your smoke. Tier 3, Vigilance, to spot those torpedoes sooner. That's it. This is such a specialized build, I really doubt anyone will have the spare Captain to do it, but maybe you have more doubloons available than sense? When in doubt, you can always suicide-torp battleships at close range. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Gallant is very much like IJN Destroyers where she requires just a little more understanding of destroyer game play to make her perform. She isn't utterly dependent upon her torpedoes for doing damage, but without a good grasp of how best to optimize them, inexperienced players will find this ship frustrating. The good news is that her guns are quite comfortable to play with. The bad news is that her guns will get her into more trouble than not which is a formula for disappointing many consumers. Skill Ceiling: Low / Moderate / High / Extreme Gallant will challenge players to really master aiming their torpedoes manually without the use of the leading marker. This is a new skill for some players to learn and it will only improve their overall game play. This bumps up her carry potential somewhat in the hands of a true expert. Her guns are also quite serviceable in the right circumstances, but knowing when to fight and when to cut your losses is something that comes only with experience (or spider sense). The Sharktank HMS Gallant can be a thorn in the side of the enemy team throughout a match if played properly. My overall impression is that she is very good at one thing—launching torpedoes from concealment. Her single-fire torpedo launchers enable her to achieve more hits than the wide-spread setting. This is exceptionally useful in launching torpedoes at ships that are bow-on, such as those charging a smoke screen. However, this may also result in missing all torpedoes if they are improperly aimed. Gallant benefits from excellent maneuverability and a tight turning circle, which enables her to weave and dodge incoming fire if spotted. Much like the British cruisers, Gallant is most effective when maintaining her concealment, whether it be in a smoke-screen or skirting her detection range. Her mediocre HP pool and poor gun performance mean that direct engagements with cruisers and other destroyers are not recommended unless in self-defense. Her abysmal anti-aircraft armament rating means that an enemy carrier may freely fly squadrons of planes over the Gallant, keeping her spotted. To have a great battle, it is imperative to pick-and-choose engagements wisely. Because of this, Gallant truly excels when she has a commander that is specialized with Concealment Expert. This provides Gallant with a 2-kilometer stealth-firing window for torpedoes, and ample range for maneuvering and repositioning while avoiding detection. Gallant’s playstyle is very appealing, but it is important that players have a solid understanding of spotting and detection mechanics in-order to utilize Gallant to her maximum potential. She is not the type of ship that can outgun an enemy destroyer in the beginning of the game after charging into the objective. Instead, patience and smart tactics will result in players being rewarded with opportunities to take advantage of Gallant’s primary strength, her torpedo armament. In summary, I feel that Gallant is a strong torpedo boat, but suffers from being situational, especially in matches with aircraft carriers. It requires a patient and vigilant captain who takes note of the positions where enemy ships were last spotted to predict their movements. These predictions are essential in maintaining concealment and succeeding in carrying out ambush style attacks on enemy ships, a tactic that Gallant excels at. Mouse's Summary: Gallant plays closer to an IJN DD than a Soviet or USN Destroyer Single fire torpedoes are nice .. but only if you can aim. They'll be a detriment otherwise. Her guns feel more comfortable to use than her torpedoes, but her torpedoes are more powerful than her guns. Like IJN Destroyers, she becomes more deadly the longer she can survive into the match. If you die early, you're not getting the most out of this ship. Stay alive. Then she'll shine. HMS Gallant is a pretty uninspiring premium. Her gimmick resides solely in her ability to drop single-fire torpedoes. Should the future British Destroyer line have this ability too, short of them having some flaw (like no HE shells), Gallant isn't going to age well. Her guns are okay, but she doesn't have enough of them and they don't hit hard enough. Her torpedoes are really good, but they didn't blow me away. Specializing a ship around their torpedo armament really makes their performance flirt with feast or famine -- either you have jaw dropping, amazing games or you strike out and muddle through with a pittance of rewards. It frustrated me to no end that her guns are comfortable to use and (generally) suck while her torpedoes are not comfortable to use and (generally) rock. If only I could bring the latter to bear more often without finding myself beached or making myself a bigger target for guns / torpedoes / airplanes. If only the former wouldn't let me down when I find myself going toe to toe with anything more shooty than a Fubuki. For all of the average components that make up HMS Gallant, she's not without her charms. The sum of her parts creates a versatile ship that, while vulnerable to enemy destroyer gunships (and aircraft -- but all destroyers suffer equally there), can still manage to be a thorn in the side of the enemy fleet. Success with this ship hinges on how well a player can make her torpedoes perform. And she's got most of the right tools for facilitating that. She's not slow. She's pretty stealthy. She handles like a dream. She's got enough guns to defend herself. In theory, Gallant should work for most players. I wasn't inspired, however. Gallant didn't romance me the same way some other premiums have -- even the lackluster ones. Is that a flaw of the ship? I think so. I couldn't get excited for this ship. Time will tell if I'm proven wrong and the community embraces this one as one of their own. Would I Recommend? PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Mouse: The big question is how will she do in the Dunkirk scenario? Well, she combines elements of both freely available destroyers. Gallant has the fast gunnery of Anthony and the Smoke Generator of Cyclone, so she'll do alright against the Schnellboots but she'll really struggle to shoot down aircraft unless you've built her with AA pew pews in mind. In regular PVE play, treat her like an IJN Destroyer and you'll do alright. Sharkbait_416: Yes; I would recommend Gallant for PVE battles. At Tier VI, Gallant has minimal service costs. She maintains a fair margin of profitability in well-played PVE battles, but premium consumables should be avoided to maximize income. Gallant fares well against bots due to her concealment. She can provide support to teammates, such as a smoke screen, while also engaging enemy ships with her single-firing torpedo launchers. However, her main battery guns are of a small caliber and suffer from long shell flight times, which makes hitting small and agile targets, such as PT boats, difficult. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: It all comes down to how well you think you can perform with your torpedoes. Personally, I would give Gallant a pass here. While she's perfectly adequate when top tier, she's really going to struggle when bottom tier in the same manner as Fubuki and Shinonome. If that's your cup of tea or you can stomach being the (severe) underdog, then go nuts, my friend. Sharkbait_416: Yes; I highly recommend Gallant for random battle grinding. She truly shines with a 10-point commander that is specialized with Concealment Expert. With this skill, Gallant has a 2-kilometer stealth-firing window for her torpedoes. Those who are familiar with single-firing torpedo launchers may be able to hit a target with every torpedo in the salvo. Good concealment and high-damage potential equate to a ship which is highly rewarding for those grinding for XP and rewards. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Is Gallant better than the other tier VI destroyers for Ranked Battles? She's not better than Anshan or Shinonome, but I would say she's better than Gaede or Farragut in this environment. I'll give her a green-light here, but you'd be much better off with Shinonome or Anshan if you can your hands on them. Sharkbait_416: No; although Gallant is very powerful due to her torpedoes, she is easily countered by aircraft. Additionally, she is not very competitive in a fair fight with other destroyers of the same-tier, due to a smaller pool of hit points and poor gun performance. As much as I like her, Gallant is situational in competitive gaming scenarios. Generally, I would advise players to choose another ship for competitive gaming unless they are extremely competent in maintaining concealment, dodging incoming gunfire, and avoiding overextension on the map. Still, an aircraft carrier can easily ruin Gallant’s match by keeping her spotted with squadrons of aircraft. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Mouse: Eh. HMS Gallant has some story to her, but my initial reaction when I heard this ship was coming was "why not Glowworm?". I suppose if you want to own a little piece of Dunkirk memorabilia then snag her up. Sharkbait_416: Yes; Gallant served the Royal Navy honorably. Throughout the course of her service history, she saved the lives of nearly 1,500 personnel and sailors. Though she may not have the fame of other ships in the Royal Navy, Gallant served in numerous operations and escorted multiple convoys before being mined in the Mediterranean Sea. With her addition to the game coinciding with the Dunkirk Scenario, players can recreate her heroic actions in saving over 1,466 personnel from the beaches of Dunkirk in May 1940. For Fun Factor: Bottom line: Is the ship fun to play? Mouse: Nope, I did not enjoy my time with Gallant. Her torpedoes are frustrating to use. Her guns aren't. Her guns suck though and her torpedoes don't. How to frustrate Mouse 101. Sharkbait_416: Yes; Gallant is very fun to play. As mentioned above, a captain specialized with Concealment Expert provides Gallant with a 2-kilometer stealth firing window for her torpedoes. Her single-fire launchers allow for the possibility of hitting every torpedo in a salvo. Gallant does best in battles with a high number of battleships and no aircraft carriers. In such games, Gallant can inflict serious casualties on the enemy team. It’s very satisfying to watch a single-file line of 8 torpedoes swim toward a battleship, knowing the unsuspecting battleship is in for a world of hurt! What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  7. black_hull4

    Depth charges?

    So I was in the HMS Gallant, still had most of my hp left(green healthbar), on the winning team, and that's when the enemy Izmail shows up to charge me. Being in a DD I outmaneuver him and fire depth charges to detonate underneath & snap his keel. Now that submarines have gone live, you can use depth charges by pressing G. Or at least, that's what the game tells you. But...I pressed G...none of the K-guns fired. wth?! So I did no damage, he kills me for all my trouble. I do, however, get the It's Just a Flesh Wound award since I got torps away-all 8 hit after I died. So if it isn't G, what do you actually press to use depth charges?
  8. Sakura_Kaze


    Long story short last year I missed out on the chance to get vampire with the way life was going and I was wondering if she might be available for purchase again this halloween? It'd be really neat to be able to get her. Is there any chance of this happening again?
  9. The following is a review of Orkan, the tier VIII Polish destroyer serving in World of Warships under the Pan European flag. She has been provided to me by Wargaming for review purposes. This is the release version of the vessel, with all statistics discussed in this article current as of patch Please be aware that her statistics may change in the future. Quick Summary: An M-class destroyer superficially similar to Lightning from the British destroyer line. She has decent main batteries but a gutted torpedo armament and no smoke. She makes up for this lack with access to radar and heals. PROS Guns can rotate 360º with excellent forward fire angles. Good fire-starter with a high fire-chance per shell and decent rate of fire. Torpedoes are long ranged, very fast with a short reload timer. Very small turning circle radius. Access to Surveillance Radar & a limited Repair Party. CONS 120mm guns interact poorly with the Inertial Fuse for HE Shells skill, limiting their penetration. Awkward rearward firing angles. Single torpedo launcher with fluffy bunny kisses instead of actual torpedoes. Only a modest 35 knot top speed. Crappy AA firepower. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Orkan isn't easy to play. I cringe at the thought the various pitfalls the destroyer presents for novice players. She has no Smoke Generator, providing no 'get out of jail' card when detected early. Furthermore, while she can launch attacks undetected, her torpedoes aren't going to be particularly potent. And finally, destroyer hunting in cap circles is stupid-dangerous, even with Surveillance Radar. For experts, you need only look at Orkan's guns and consumable list to see the potential in this ship. She is a tough destroyer with Surveillance Radar. In a team-setting, this is ridiculously very powerful, even if, pound for pound, she's found wanting in other areas. Options Consumables Orkan's consumable load out is weird. With the coming changes to consumables in World of Warships, I'm going to future-proof myself and talk only about the premium versions. Do note that as of patch, there are still the non-premium versions available with 50% longer reset timers and one charge fewer. At least her Damage Control Party is what you would expect for a destroyer. This is active for 5 seconds with unlimited charges and a 40s reset timer. Next up, we have her Engine Boost. Again, this isn't unexpected and provides the usual 8% speed increase to Orkan over 120s with a 120s reset timer. She begins with three charges. Now we're getting interesting. Orkan has a Repair Party in her third slot. This heals up to 10% of her health over 10s. She starts with three charges and an 80s rest timer. Finally, Orkan has a Surveillance Radar consumable. Yes, really. This has a 7.5km ship detection range for 20 seconds. She starts with three charges and it has a 120s reset timer. Upgrades There's nothing too surprising here -- you're going to want to spend some Coal on Special Upgrades from the Armory if you can afford it. I do wish there was more competitive variety in Orkan's upgrade choices, but the meta is what it is. Main Armaments Modification 1 remains optimal in slot one. If you're particularly salty about detonations and you're hoarding your Juliet Charlie signals for game modes that matter, you can go for Magazine Modification 1 instead. In your second slot, take the Special Upgrade: Surveillance Radar Modification 1. This is the ultimate team-play upgrade extends her radar's uptime from 20s to 24s which really helps with making enemy lolibotes poop themselves in terror all the more thoroughly. If you can't do that or the idea of enemy destroyers soiling themselves disgusts you, take the Engine Boost Modification 1 Special Upgrade instead. Otherwise, default to Engine Room Protection. I'm sorry to say that Aiming System Modification 1 remains optimal in slot three. You can spring for Torpedo Tubes Modification 1 as an alternate if you want. This reduces the reaction time of enemy ships by approximately 0.3s (or 0.8s when combined with Torpedo Acceleration). Propulsion System Modification 1 is best in slot four, though Orkan will admittedly spend less time parked anywhere without her own smoke. Still, if you're humping islands, the extra get up and go is nice, especially with her rudder shift time being perfectly reasonable, even without Steering Gears Modification 1. Finally, to no one's surprise, Concealment System Modification 1 remains dominant in slot five. If you want to try and make her a super-wigglebutt, you could always spring for Steering Gears Modification 2, but she doesn't have the speed or rate of turn to make this feel especially worthwhile. Commander Skills The first ten skill points for Orkan are what you would expect for a destroyer. Depending on your preference, start with either Priority Target or, if you're capable of seeing through time, Preventative Maintenance. Next, take Last Stand at tier two. At tier three, Survivability Expert is key. You'll need the extra health. And finally, grab Concealment Expert. Optimal skills are listed in red circles. For the yellow diamond skills, pick one or the other. The generally useful skills are listed in green squares. Note that your mileage for individual skills will vary a lot. For example, Vigilance is nice to have but she is not on par with the potency of skills such as Torpedo Armament Expertise. For your next nine points, other than grabbing Superintendent, the rest of the skills should be as your prefer. During testing, I preferred Demolition Expert and Basic Fire Training to round out my build, but there are many combinations you can play with depending on your play style. Camouflage Orkan comes with Type 10 Camouflage providing the usual Tier IX bonuses. They are: 3% reduction in surface detection. 4% increase to the dispersion of enemy gunnery. 10% reduction in post-battle service costs 50% increase to experience points earned. Orkan's camouflage is more functional than pretty. Firepower Main Battery: Six 120mm/50 QF Mk XI guns in 3x2 turrets with an A-B-X layout. Secondary Battery: One 102mm/45 gun mounted forward and beneath X-turret. Torpedoes: Four torpedo tubes in a single launcher. Alright, harsh reality time. Orkan's weapon systems suck. Her 120mm/50 guns suck. Her torpedoes suck. Her secondary gun sucks. There, now that I've effectively scared off and/or annoyed those who can't be bothered to read a full review, allow me to go into detail about why this largely doesn't matter and how to get the most out of these weapon systems. Adoptive Abuse When it comes to HE penetration, 120mm guns are the red-headed stepchild of World of Warships. No other gun was damaged so thoroughly by the Inertial Fuse for HE Shells rework than these weapons. Her 25mm IFHE penetration value doesn't open offer a lot of targets -- a select number of cruiser extremities and a carrier hull section here or there. Thus the IFHE skill isn't worth investing into. Orkan, like other 120mm armed ships, has to manage with only 20mm worth of penetration. This is just barely enough to damage the hulls of destroyers and very-light cruisers along with the superstructures of other ships. Despite Orkan having some pretty solid theoretical HE DPM, realizing those numbers is another story. I'm keeping this super simple and not doubling up on the French boats with their burst potential through their Main Battery Reload Booster. Orkan's DPM looks pretty respectable -- just remember that her HE output is largely limited to picking off superstructures alone due to her crappy HE penetration. Fortunately, the ship itself is styled as a lolibote disciplinarian and she's well suited to paddling their butts. 20mm of penetration is more than enough to spank those lolibote cheeks raw. Her forward firing angles are gorgeous and are coupled with 360º turret rotations. It's easy keeping guns on target with an aggressive attack angle while knife fighting. Her modest range, while a drawback when fighting larger ships, is perfect for this leather & lace combat style against other destroyers, helping ensure she can go dark quickly once the enemy destroyer sinks or smokes up. It's worth mentioning the minor increase in alpha damage Orkan boasts over Lightning. Though the two ships share the same guns and the same shells, Orkan's AP and HE shells each deal 50 damage more than Lightning. To me, this really cements Orkan's role as a destroyer hunter -- it's just that little bit extra DPM that can clinch destroyer on destroyer engagements. Often in these fights, it's a matter of making the enemy ship flinch first and having even a minor advantage in damage output can make all of the difference. I would have liked a little faster gun rotation speed, but that's just me being greedy. Their 20º/s rotation rate is more than sufficient. These hilarious, one-sided encounters against destroyers are almost good enough to make you forget how poorly the guns fare against larger targets. Thankfully, they're good fire setters -- especially if you haven't compromised them by taking IFHE (don't). Once you factor in enemy fire resistances, she has good odds for being able to light three to four fires inside of 60 seconds against a high tier target (roughly one fire every 15 seconds). Using her guns this way to pressure an already taxed opponent is arguably the best way for Orkan to farm big damage totals. If you want direct damage, you'll have to focus on superstructures or switch over to AP shells when you have enough broadside to make the hits stick. There are problems with shooting up big targets, of course. I've already mentioned Orkan's HE penetration woes, but there's also her modest range. It's a little too short to bombard targets safely, leaving her no room to dodge. It's scarcely 250m greater than an optimized secondary armament on ships like Bismarck or Massachusetts. Advanced Fire Training can help but then that compromises her survivability when knife fighting (along with being expensive, skill point wise). Furthermore, while Orkan's forward gun angles are gorgeous, her rearward firing angles are lame, echoing the problems found on a lot of other British destroyers. Lastly, there's also her floaty ballistics to consider once the range exceeds 10km or more. Overall, Orkan's main battery firepower is heavily specialized and you can feel it. While wonderful for abusing other underage boats, it's awful against large ships. It forces your to pray to the Church of RNGeebus and there will be some encounters where using your guns at all will be a complete loser move. This isn't a ducky-bote or a Friesland where you can pop smoke and confidently spam. Orkan doesn't let you do that, so you have to take care when using her guns. [ Inertial Fuse for HE Shells really plays havoc with an individual destroyer's ability to set fire. Some destroyers are hit so badly by the change, they're unable to claw back their base fire setting ability even with all of the other bonuses applied. Simply put: If you see more green than yellow in this graphic, then IFHE might not be a good idea. Launching Lovey Lagomorphs Like Haida and Cossack, Orkan has only a single quadruple torpedo launcher. Though her rabbits are fast and they reload quickly, scoring hits with such a limited number of fish isn't as easy as it is with multiple tubes. Furthermore, without the ability to single fire bunnies (she has the normal wide/narrow spreads), landing multiple hits per salvo is harder still. This might not be so bad given just how fast these torpedoes travel. Stock, Orkan's bunnies reach their 12km max range in less than a minute, so it's possible to keep up a near perpetual spam of fish. This constant barrage can help tax Damage Control Parties of larger vessels which opens them up to further prey from Orkan's fire-setting guns. The problem lies with their striking power. Y'see, Orkan's torpedoes don't explode when they hit things. I mean, they do, but instead of big beefy explosions, they make squeaky toy sounds. Or they make those annoying cutesy-kissy noises while they pucker and slobber all over your hull. 10,000 damage hits are really a best case scenario. It's not uncommon to see sub-8,000 damage from these sea-hares when facing even modest anti-torpedo protection. You're going to need to spam a whole lot of fish to see the results you want. So Orkan may be able to fire her tubes often and their travel time is nice and quick, but the individual hits she does land don't do a whole lot. This might not be so bad if she had two launchers but she's only got the one. The Sick Joke And Orkan gave up her second torpedo launcher for this stupid thing: You're not likely to get much use out of this damn thing. Not only does it not have enough penetration to damage most targets it faces, it's range and fire angles will keep it out of the fight. If you actually manage to kill someone with her secondary, that's deserving of being on a highlight reel. Summary So yeah, Orkan's weapons suck if they're taken outside of their designed role -- namely spanking over-extending lolibotes. Great guns for knife fighting other destroyers, crappy at everything else short of praying to RNGeebus for some nice fires. Individually, her torpedoes suck, but you can make up for that somewhat by spamming them. Get on the flank and let your adorable bunnies gnaw their way into the hearts of your opponents. Her single secondary gun is a sick joke. Verdict: Poor marks, mostly due to her gun caliber of all things. She suffers from a lot of the same firepower problems as Cossack or Haida, but without powerful alpha from torpedoes to make up for it or smoke to make sustained gunnery easier. Durability Hit Points: 15,700hp Min Bow & Deck Armour: 19mm Most of what I have to say here has to do with Orkan's Repair Party. She's otherwise middling. Her armour scheme holds no surprises nor does she have any weird saturation mechanics like French destroyers. Her hit point total is pretty average, just a couple hundred shy of Lightning's own. With the addition of the Pan European destroyer tech tree, Repair Party consumables become an ever more common sight among destroyers. Orkan's own isn't terribly inspiring, being akin to that found on high-tier British destroyers rather than Pan European ones. The best that could be said about it is that it works fast, needing just 10 seconds to recover 10% of her health. Still, she has one and a lot of the competition doesn't. Ostensibly this should provide her with more endurance over the course of the match, but that's predicated on her not taking significantly more damage than the competition. Without a Smoke Generator, Orkan is often forced to spend hit points to accomplish what other destroyers manage through concealment. Spend them wisely. One quarter of the tier VIII destroyers now have a Repair Party. Verdict: Orkan's tough, but maybe not tough enough. Agility Top Speed: 35 knots Port Turning Radius: 590m Rudder Shift Time: 3.7s 4/4 Engine Speed Rotation Rate: 7.7º/s Orkan is pretty decent overall here. She has a small turning radius, a nice rudder shift time and a good rate of turn. If she was a little faster, she'd be excellent. At least she has access to an Engine Boost consumable to make up for her average top speed of 35kts. Still, for a destroyer lacking a Smoke Generator, she can't run and gun as effectively as the high-speed Soviet and French destroyers. Be stupid-careful when firing from open water. Keep those poor rearward gun fire angles in mind. Running down other Lolibotes may be difficult too, so make careful use of her Surveillance Radar when it comes time to scatter the roaches from their smoke cover. [ Despite being similar to Lightning, Orkan doesn't have the British-destroyer improved engine performance which largely limits her rate of turn to more normal levels. Verdict: Fairly decent except for her modest top speed. Anti-Aircraft Defense Flak Bursts: 2 for 1260 damage per blast. Long Ranged (up to 5.2km): 35dps at 100% accuracy Medium Ranged (up to 2.5km): 35dps at 100% accuracy Short Ranged (up to 2.0km): 70dps at 95% accuracy I remind you, you gave up a torpedo launcher for this. I'm not going to waste too much time here. Orkan doesn't have great anti-aircraft firepower. Her lack of a Smoke Generator means she also loses out on one of the few semi-reliable damage mitigation tools available to destroyers when bothered by airplanes. She's an easy target, incapable of reliably protecting herself from carriers. Verdict: Gimme back my second torpedo launcher. Refrigerator Base/Minimum Surface Detection: 7.52km / 5.91km Base/Minimum Air Detection Range: 3.25km / 2.63km Detection Range When Firing in Smoke: 2.69km sea / 2.4km air Main Battery Firing Range: 11.61km Let's review: Of her baseline features, the most remarkable element about her is her firepower and that's a mixed bag. While her main battery appear capable, she's held back by artificial in-game constraints which limits her HE performance to either bullying soft targets or setting fires to bigger ones. Her nice gun handling and fire arcs are contrasted with a disappointing range and poor HE penetration. Her torpedoes are similarly mixed in terms of performance mostly owing to her half-sized armament. Once you look at her agility, durability and AA power, it's all middling were it not for her Repair Party propping up her hit point pool. And there's the rub. Orkan's consumables define the ship. Her concealment values are, once again, nothing to get excited about. Her surface and aerial detection ranges sit on the disappointing side of "meh". It's enough to just-barely ambush lower-tiered destroyers and out-spot some of the larger Soviet, French and German gunships of higher tiers, but there's a long list of ships that are more stealthy. Orkan isn't like Haida or Cossack where she boasts ready concealment advantages over most other destroyers she faces, facilitating ambushes and disengagements. So it's left to her consumables to make or break Orkan as a ship. Without a Smoke Generator, the training wheels on this destroyer are ripped off. So forget about the prospect of easy gunnery. And let's not forget that she's only spitting out half the torpedoes of other Pan European destroyers, so that's not helping matters. Thankfully, she has Surveillance Radar. I hope I don't have to spend too long convincing anyone that this consumable on a destroyer is a real game changer. Orkan transforms from a middling gunship to a dangerous destroyer-hunter -- her radar consumable literally defining the role of the ship. Used properly, Orkan is well suited to upsetting the play of enemy destroyers (and some light cruisers besides), especially in a coordinated division. This is Orkan's primary selling feature, in my opinion -- the ability to scatter the roaches hiding in their own smoke. The relatively short duration of her radar does not guarantee kills, however. Using Surveillance Radar Modification 1 is highly recommended. Verdict: The whole ship is saved by her radar consumable. Final Evaluation Orkan is a Surveillance Radar delivery system, let's be honest here. This ship lives and dies by this gimmick. To be fair, it's a pretty good gimmick -- enough to turn some heads and probably prompt some impulse purchases just on the basis of the chaos this particular consumable promises to deliver. Hsienyang from the Pan Asian line may be able to do something similar, but when it comes to hunting enemy lolibotes, Orkan has the better guns, torpedoes and durability for it. Where Orkan shines is as a cap-bully. Push a cap, wait for it to be contested and then blow radar to make the enemy lolibote regret their life choices. Bonus points if you wait for them to blow smoke so you can take advantage of their screen to cover yourself while you blow them apart. This kind of game play is pretty fun -- I had a blast doing something similar in Haida, though that requires a lot more suicidal aggression which suits me much better. Still, it's all kinds of hilarious watching how people react when they're radar lit. Most panic. Some freeze. Some offer up their butts in submission to the spanking -- you can almost taste the rage-quit. I almost feel bad for these players. Between rockets and radar, it's hasn't been a good scene for destroyers over the last year. Orkan appearing on the team roster presents another very dangerous threat for destroyers to consider before pushing any cap. Any ship that forces people to change how they play is powerful in of itself. As powerful as Surveillance Radar is, Orkan doesn't hold much appeal for me. This is saying a lot from a self avowed teaboo. You'd think I'd be slobbering all over this M-class destroyer, especially when she paddles butts as well as she does. My reasoning is pretty simple, if not terribly fair: I love playing Haida and Atlanta -- two ships that largely fill the same roles as Orkan but (to me) are so much more fun to play. Again, I'm fully aware that these ships are a poor comparison for Orkan, but to me, they feel similar and I can't divorce myself from that sentiment. Orkan's not going to get a whole lot of play from me because I have (and love) those other ships. Is Orkan good? Well, Surveillance Radar on a destroyer is good. That's really all you need to know. Conclusion I hope you're all keeping safe. Please look out for one another.
  10. Gods_Eyes

    The only issue with CVs:

    This is World of Warships. Not World of Airplanes. Am I playing as a pilot, or a boat captain? Specifically all spotting ability needs to be removed from airplanes, including attack planes and torpedo bombers. Everything. Zero spotting ability. Allow me to explain: I just played a tier 6 match with two carriers working together. The first located and perma spotted the destroyers sitting BEHIND friendly AA cruisers(no issue here right). The second came in with rockets and killed the destroyers. If two carriers are banned from divisions, they should currently be banned from having 2 in a match together. Their ability to spot and work together with focus fire is unparalleled. However, this highlights the most important balance issue with CV. They can spot with planes. The ship itself is a tall ship, and should have super buffed spotting ability. Give the CV itself the ability to see concealed destroyers 8km away, but the planes need to have ZERO ability to spot at all. This would balance the game play to put it on par with a battleship. To draw a parallel: A Montana can shoot anywhere on the map. I devastating strike derpy players in the first 2 minutes of matches, easy. Despite having similar ability to strike anywhere on the map, The Montana Cannot Spot 25km Away. So let's take a step back. Saying the planes shouldn't be able to spot anything would be MUCH more balanced than the current iteration of carriers, but it's not perfect. So what would be? Here's some ideas: 1) Create "no spotting" zones within (about) 2km of all islands, where destroyers cannot be spotted by carriers whatsoever. 2) Penalize missed drops. If the Hakurya wants to drop some of his torpedos on an island to save planes, those planes should instantly explode when neither of their torpedos hit an enemy target. I hate that I have to game the system and drop bombers to stay relevant as a CV driver. It works around AA in a cheating way. ~ I love playing carrier. Recently regrinding the IJN destroyer line for research bureau, and it has become extremely apparent how big of a balance issue carriers have right now. Destroyers (ESPECIALLY AT THE LOWER TIERS) are irrelevant against Good carrier players. Yes, I can still use my destroyer in a relevant way occasionally, but that is ONLY against carrier players that have no idea how to play. As it stands, the carrier is a radar boat with 40km radar. 12km radar itself should be removed from the game, so tell me, how balanced do you think 40km radar is??
  11. LittleWhiteMouse

    Premium Ship Review: Z-39

    The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews. For a list of my other reviews, please visit this thread. Destroyers and Cruisers are linked on post #2. Battleships and Aircraft Carriers are on post #3.
  12. I'm about to obtain my first destroyer with a repair party, the Jutland, with an eye toward ultimately obtaining the Daring. I have always used Survivability Expert for my DD commanders, but now I'm wondering if Superintendent wouldn't be a better choice given the added hydro, smoke, and repair party? Given my other desired commander skills, I won't have enough points for both. Destroyers heal for 10% per repair party (12% with the India Delta). Using the Daring as an example, without SI she has 20,800 hit points with a 2080 HP per heal (2496 HP with India Delta). She gets 2 heals stock (or soon will be stock when all consumables become premium) and 3 heals with SI. Without SE, but with SI she has 27,040 effective hit points (EHP) (28,288 EHP with India Delta). With SE she has 24,300 HP. My question is does the DD repair party scale with SE, or is the size of the repair party based on the stock HP of the DD? Continuing the Daring example, if the repair party is based on the stock HP of the ship, it is a choice between 28,460 EHP (29,292 EHP with India Delta) with SE but without SI vs 27,040 EHP (28,288 EHP with India Delta) without SE and with SI. If it scales with SE, that makes it a choice between 29,160 EHP (30,132 EHP with India Delta) with SE but without SI vs 27,040 EHP (28,288 EHP with India Delta) without SE and with SI. I would probably take SI in the first case given the extra smoke and hydro charge, but the second case is a harder sell with over 30k EFP available to keep Daring in the fight. Thanks as always for your help in answering my question!
  13. Admiral_Mudkip

    Defining "Frigate" from "Destroyer"

    Are the definitions of "frigate" and "destroyer" laid out in this video correct?
  14. MitoUchiha

    Shimakaze Torpedo Options

    Since I've owned Shimakaze, my go to torpedo option has always been the Type93 mod.3 12km torpedoes. However, the new update has allowed for builds that make every torpedo, including deep water torpedoes, to be seen from 1.8km to 2.25 km. This has made me consider instead running the 20km Type93 torpedoes with Torpedo Acceleration and Torpedo Tubes Modification 1 to create 16km 70 knot torpedoes. Any thoughts would be appreciated.
  15. Greetings, fellow captain! As we have already known, aircraft carrier (CV) could easily destroy or at least heavily damage destroyer (DD) both in the old RTS gameplay and the new reworked action gameplay. DD players often complain that they cannot survive if there are CV in the match because of constant harassment and frequent spotting of which the latter leads to them being focused by multiple enemy ships. Therefore, I would like to share some tips for DD on how to survive in a match with CV. First of all, do not rush alone into capture area since the beginning of the match! In a match with CV, capping is always a side objective. As a DD, you will be spawned in front of the other ship types unless if there are submarines (SS) in the match too. As a frontliner, throw away your intention of capping too early. Do not move from your spawn point until at least an allied cruiser is within 2 km from you. Ask a cruiser or battleship with decent AA to sail with you. At the beginning, turn your AA off by pressing the default P button in order to avoid early detection by a hostile squadron. If a group of ships are air-detected, the enemy CV will always aim to attack those detected ships first. You might be eventually detected by those planes but that may be after they have dropped their ordinance on other bigger ships. Turn your AA on when you are detected by hostile planes but pay attention to the distance between your DD and those planes. When they are outside of your air detectability range, immediately turn your AA off again. If you are a confident enough that you can survive from CV harassment while capping alone, then feel free to ditch the option above. This tactic is only valid if you have smoke. If you are using a DD that does not have smoke such as the tech tree French and Pan-Euro DDs, use the first tactic explained in the second paragraph. At the beginning of the match, turn your AA off. Without using a speed boost, straight away go to the capture zone. This tactic still needs an allied ship to support you from behind. Just hope that you will not be detected and attacked by enemy CV on your way into the capture zone. If you see a plane squadron incoming towards you before you reach the cap zone, you have two options. The first option is to use your speed boost to go back to the nearest allied ship for AA support. The second alternative is to slow down to ¼ speed and then pop your smoke. By doing this, CV will not be able to detect you because you have been hiding yourself in the smoke first. If you are lucky enough that you are able to safely arrive at your desired capture zone because the enemy CV is spotting other area, then stay in the capture zone unless if there are another hindrances such as the presence of one or multiple enemy radar ships nearby. Always keep your AA turned off during this time. An empty zone being capped attracts attention from enemies especially the CV. If enemy rocket attackers (RA) come towards you, just keep turning off your AA until you are plane-detected. When you are detected by planes, pop your smoke and hide inside it. It is a common practice by enemy CV to summon fighters on top of your smoke thus you must turn your AA on to shoot those fighters down. Even if you have crap AA with range of 2.5 km or less, they will be taken down eventually. Your AA tracer will not give your exact location away because from CV’s perspective, they are seen to be spawned randomly from the smoke. Let’s do some math and take Kagero hull B against Kaga’s fighters with SE commander skill for example. As a Kagero hiding in 89 seconds smoke, you would take approximately 44.3 seconds to shoot all those Kaga’s fighter planes down. This is a very long time because you do not have long range AA guns thus you cannot produce AA flak clouds to shoot those planes faster. Therefore, kindly ask your friendly CV to summon fighters for you by pressing F6 button or using the command wheel. When two opposing fighters coverage overlap, they will tag each other thus despawning the hostile fighters. Please be considerate towards your team CV because an attack squadron can only spawn one patrol fighter squadron once every 70 seconds. If your team CV has used patrol fighters summoned by RA at another area for example, then s/he needs to wait for 10 seconds after the previous patrol fighters have expended their 60 seconds duration or use TB/DB to fly towards you for faster usage of another set of patrol fighters. Alternatively, ask an allied ship to come towards you so that their AA will take down those hostile summon fighters faster. While hiding in smoke to avoid detection by enemy planes, do not fire your main guns when a hostile squadron is within 5 km from your DD unless if an enemy ship is rushing towards you. Doing so will reveal your position in the smoke thus enemy CV can easily blind-attack you using rockets or bombs. It is however okay to fire your torpedoes though because after update 0.8.0, planes can no longer spot them. When you are in the smoke, you need allied ship or plane to spot enemy planes for you. Your AA gun will not operate if there is no enemy plane being spotted within your AA range. Pay attention to the type of plane used by enemy CV to hunt you. If they are using torpedo bombers (TB), be prepared to move or make any proper maneuver. A good CV player will randomly drop torpedoes into the smoke from various entry points. It might be easy to avoid two torpedoes per attack such as tech tree IJN CVs’. CVs that can drop multiple torpedoes per run are your main problem such as Saipan, Kaga and Midway. If they do drop torpedoes from multiple directions into your smoke, please make any necessary movement to avoid being torped. What if you are a DD that does not have smoke or your smokes have ran out and there is no allied ships nearby for AA support? Well, you will be attacked by enemy CV for sure but there are a few ways to mitigate the damage taken. If the enemy CV is using rocket attackers, maneuver your ship as much as you can while turning your AA off so that they have difficulty aiming you. Against Enterprise and all tech tree USN CV using HVAR rockets, do not show your broadside! Always bow in to the incoming rockets or move away from them. If the enemy CV uses dive bombers, always play with your rudder and use speed boost. Do not move in straight line! By moving in a straight line, enemy CV will easily line up their aim parallel to your ship and can easily dev strike you especially Midway and Lexington with 6 deadly HE bombs per attack. If you actively maneuver your DD, you might catch only one bomb or none but only your rudder may be knocked out. After CV rework, CV torpedoes are designed in a way that ships with good or decent maneuverability will be able to dodge them. If enemy CV tries to attack you using torpedo bombers, turn away from them without decelerating. If the aerial torpedoes speed is 50 - 57.75 knots, slow down so that they will swim past you then continue to speed up so that you will not be hit during the cross-torp attempt by enemy CV. For slow aerial torpedoes of 35 – 42 knots, you should accelerate while actively turning to the port or starboard because slow aerial torpedoes typically have short running distance especially those of UK CV. If you are using a DD with more than 700 m turning radius, base maximum speed of slower than 36 knots and/or more than 4 seconds of rudder shift time, turning into incoming aerial torpedoes is really not the best option. Due to large turning circle radius and long rudder shift, you will decelerate more when you turn at the fastest speed possible thus making you an easy target for fast aerial torpedoes. Therefore, use your speed boost and turn away from them. If you are using a DD with long range AA guns and having three layers of AA auras or raw continuous AA damage exceeding 200, it might be worth to go full AA spec especially if she does not have smoke screen. Typically, gunboat DDs have good AA that they might wreak havoc on enemy planes when they are fully AA-specced. Defensive Fire Anti-Aircraft (DFAA) consumable strengthens your AA defense even more when you are able to equip it. Let us take USSR Grozovoi for example. She has three AA auras overlapping each other with the default AA stats as shown in the following figure. Now let us do some math to estimate her effective AA damage. Approximately, Grozovoi with all her AA ranges overlapping each other would have 211.3 average continuous AA damage. For full AA spec, one must have the following build on her and any DD that they want to have full AA spec on. With the build suggested above, a fully AA-specced Grozovoi will have the following AA values. Raw continuous AA damage = 350.745 continuous AA dps Grozovoi’s AA is significantly increased when she is fully AA-specced. However, be mindful that she also has DFAA that increases the continuous AA dps by 1.5 times and AA flak explosion damage by 4 times. With Auxiliary Armament Modification 2, 2 more additional AA flak clouds will be produced when DFAA is being used. With the build shown above, she can spawn up to 3 flak clouds that can deal up to 2333 AA damage per cloud and 5 flak clouds with 9332 AA damage per cloud during DFAA usage. Any planes that fail to dodge all her AA flaks will instantly be taken down without a chance to drop their payloads at all. With the usage of premium DFAA and Superintendent skill, Grozovoi has 5 of them with 40 seconds per usage and 80 seconds of cooldown between usages. For a faster DFAA reload, press P to turn the AA off then press it again to enable the reload to start earlier. It is also worth noting that during DFAA usage, her continuous AA damage is increased to approximately 420.9 dps. The AA build shown above is doable to any DD having long range AA guns. It is viable for high tiers American DD, Japanese gunboat DD and Grozovoi branch of Russian DD starting from Udaloi hull B. It is highly recommended for DD that has DFAA in a separate slots. Some example are Friesland, European DD starting from Ӧland (stats not final) and Marceau (stats not final). Most of these ships do not have smoke but they are compensated with DFAA for self-defense. For ships having smoke such as American DD, you need to smoke up first when you see incoming planes 6 km from you then use your DFAA and priority AA sector accordingly to increase the instantaneous AA damage. Also, please do not take Auxiliary Armament Modification 1 because AA mounts are more difficult to be destroyed after CV rework. For US DD starting from Farragut to Benson, it is not worth using the final researchable hull just to be able to equip DFAA because you will lose one gun turret that may reduce your surface combat capability. As a DD player, you must never get within CV’s secondary guns range especially Kaga’s & Graf Zeppelin’s. Graf Zeppelin has a total of 28 secondary guns with minimum base reload of 3.35 seconds and minimum range of 6.25 km. Even without Inertia Fuse High Explosive skill (IFHE), her 8 turrets of dual 150 mm secondary guns can penetrate up to 37 mm armor. It means that they have no problem damaging DD at all. A properly secondary-built Graf Zeppelin with IFHE skill, Advanced Firing Training (AFT) skill, Mike Yankee Soxisix signal and Secondary Battery Modification 1 upgrade has roughly 9.45 km secondary firing range with 49 mm armor penetration capability and 3.18 seconds reload. Any unfortunate DD that gets caught within Graf Zeppelin’s secondaries range will melt in less than a minute! If you accidentally get within her secondary range, quickly get away from it. If your escape route is blocked by island, smoke up and hope that enemy Graf Zeppelin is dumb enough to rush up to you. You have an assured detectability range of 2 km inside a smoke. Do not worry about being hydroed by Graf Zep because after the CV rework, she no longer has Hydroacoustic Search due to being too overpowered in the past. Wait until the final moment then torp her at point blank range to ensure maximum devastating strike! Simultaneously, ask the help of a nearby teammates to shoot the rushing Graf Zep. Even though Kaga’s secondaries are not ridiculously long-ranged like that of Graf Zep, they hit hard on DD too! As a tier 8 CV, Kaga has base 4.5 km secondary range. However, she has 26 secondary guns with 20 of them having 203 mm caliber and 3300 maximum damage per HE shell. The 33 mm armor penetration capability of her 203 mm secondary guns is deadly on DD as well. Therefore, do not ever get within her secondary range too. If you want to stealth torp any CV, do it outside of their secondary guns range unless if it is Saipan. Saipan is the only CV that is not equipped with secondary guns at all thus feel free to rush her, provided that you can survive from her tier 10 tanky planes. The graph below shows the secondary guns range of all CV grouped by tiers. Some matches probably last too long that only CV and unspotted DDs are the only ones that survived until the last minutes. If you are a DD and your team’s CV is still alive, please stick to the CV until the end of the match! Even if you are a cruiser or a battleship, please go back to the allied CV for AA support because CV has the best AA suite ever that can effectively fend off against hostile planes. If your team is lagging behind on points, ask your allied CV to kill any remaining survivor in the enemy team. You can even ask the allied CV to go to capture points to cap with you! If you are leading in points, do not deliberately throw by sailing alone then being killed by enemy CV! This is the end of my survival guide for DD in a match with CV. Just pick any tactic that suits your playstyle and the capability of your DD. Please be reminded that if an enemy CV player really wants you to die really bad, they will focus their attacks on you the entire match until you are dead or give up and throw. It may be fine though because enemy CV will not focus on the other teammates that might win you the match because provided that your teammates are not bots, they can focus on killing enemy ships. If you are eventually killed by enemy CV, do not rage at your teammates especially allied CV for not providing AA support. Simply carry on, exit to port and play another ship or just call it a day. Kindly share your own survival tips in the comment section below.
  16. I am seriously thinking about ditching the Last Stand captain skill on my Lightening, which I reset recently to ask this very question. It seems a truism that everyone MUST choose Last Stand as their second captain skill on a DD, but whereas that may have once been true, I am not so sure now. After the introduction of the rapid fire HE spam storm cruisers and now the SAP cruisers, once spotted, it doesn't really matter if I can move a little inside my smoke screen or while kiting away -- like a snail. I am obliterated by the firestorm that keeps coming at me, so I have not used Last Stand to save my DD in a very long while. On the other hand, having Radio Location (along with Concealment Expert) at least lets me know where the nearest enemy ship is, and especially when they round a corner of an island (it will suddenly change to point backwards or something, I guess Radio does not go through islands, but radar, sound, etc. does.) right behind me or to my flank. I would like to have both Radio Location and CE on my destroyer Lightening, which has been nerfed down pretty bad during the last year with nearly every cruiser carrying radar now. Radio Location helps me to avoid them and keep my distance, while CE seems to help in the End Game and also when I am hiding from planes at the beginning. The best defense seems to be not to be caught out in the open at all to begin with. I would like other's opinions about this before I finish filling out my captain skills on Lightening. Do players really believe Last Stand is vital or is it less useful now at the upper tiers? Thanks to anyone who can give me some advice on this!
  17. In this World of Warships replay, I earn the Die Hard achievement with an Akatsuki ! I also provide a little history of the class, some build advice, and offer some tactical advice playing Destroyers, especially when up-tiered. The Die Hard is earned at the 6:00 min mark Enjoy this fun match of us playing T7's in a mainly T9 match...
  18. Just curious to see what ships have really stuck with players over time, and new favorites as well. For me > Yoshino Helena SMOL Bayern Shima Honorable mentions aki,kiti,gumo I expected the Grozovoi to be the end- all be-all ship for me but I think it literally outperforms my current abilities... plus consumables all out of order :,)
  19. LittleWhiteMouse

    Premium Ship Review #128 - Hill

    The following is a review of the American Destroyer USS Hill, kindly provided to me by Wargaming. To the best of my knowledge, this represents the release version of the ship. Be aware her statistics may change in the future. Of the two ships that are new (Benham was released too), Hill has the less remarkable debut. She takes her cue from Nicholas but don't misconstrue: the comparison of the two becomes askew when their differences are run through. With this in mind, let us cut into this review: (enough of the rhymes, whew!) PROS Armed with 5 rapid fire guns with good damage output. Good gun handling and fire arcs on most of her mounts. Heavy torpedo armament of nine torpedo tubes. Good top speed of 37.5 knots. Agile with a good 560m turning radius and a high rate of turn. CONS Only a modest hit point total for a gunship. Bad ballistics on her guns. Horrible forward fire angles on her middle turret. Torpedoes are painfully short ranged at 5.5km with limited arcs per launcher. Enormous surface detection range of 7.38km Overview Skill Floor: Simple / Casual/ CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme Hill is a typical mid-tier American destroyer. While she's easy enough to play when top tier, as soon as she steps out of the kiddy pool, she'll prove to be a challenge for novice players to wrestle. Her short range torpedoes, the poor ballistics of her guns, her enormous surface detection and modest hit point pool do not lend themselves well to the inexperienced. Veterans can make good use of her, though. Map knowledge can help mitigate her torpedo range and allow her to capitalize on island terrain. Her smoke is excellent and can be used and abused. Finally, her excellent agility makes her a potent knife fighter. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Hill is reliant upon her guns to keep her firepower competitive. While they have great potential damage output, their ballistics really hold them back. Her torpedoes are too short ranged and too slow to be of much help. Hill's defense and agility have nothing wrong with them -- they just don't top the charts among the other tier V destroyers. Agility wise, she handles very well, but there are simply other destroyers at this tier which handle better. Anti-aircraft firepower remains a work in progress. Hill has a solid foundation here and should rank among the better tier V destroyers for AA power. What that will actually mean remains to be seen. We'll have to wait until the dust settles. Hill is visible from space. It's unfortunate. Her stealth sucks. Options Hill stands out in two areas. First, she lacks access to Defensive AA Fire. This isn't unusual in of itself, however the consumable is commonplace on upgraded American destroyers, so it's absence is worth noting. Second, Hill has access to two permanent camouflage patterns. Consumables The only consumable of note with Hill is the use of the American Smoke Generator with a longer emission time (30s vs 20s) and duration (115s vs 77s). Upgrades Upgrade wise, Hill is pretty standard. Start with Magazine Modification 1. If you don't mind detonations you can swap for Main Armaments Modification 1. Propulsion Modification 1 is the only consumable really worth considering in your second slot. Your third slot is a little weird with neither being especially good for a low tier destroyer. AA Guns Modification 1 gives your AA a bit more teeth against novice CV players. Alternatively, you can take Aiming Systems Modification 1 though this really is only useful for increasing your torpedo tube traverse. I've been playing tier VI+ destroyers for a while and I had forgotten how accustomed I was to the acceleration provided by Propulsion Modification 2. Hill, as a tier V destroyer, can't equip it and this has gotten me killed far too often. Ugh. So embarrassing. Camouflage Hill has access to two camouflage options, the standard Type 9 and the Master of the Water World. They are effectively cosmetic swaps of one another, providing the same bonuses. If Hill doesn't come with the second camouflage, it may be purchased for 2,000 doubloons. +50% experience gains -10% to post-battle costs. -3% to detectability by sea. +4% to enemy dispersion. The alternative palette swap for her base camouflage can be unlocked through completing the American Cruiser collection. I quite like the alternative palette. It reminds me of Easter. Firepower Main Battery: Five 127mm/38 guns in single turrets in an A-B-P-X-Y configuration with A-B and X-Y superfiring. P-turret is mounted between the two funnels (unfortunately). Torpedoes: Nine tubes in 3x3 launchers with a wing mount to each side and one mounted on the center line. American 127mm/38s, We Meet Again These are the staple of the American destroyer line from tier V+. They are characterized by the following: Dual Purpose. High rate of fire. Good gun traverse speeds. Low muzzle velocity and horrible ballistics. Poor fire chance per HE shell. As you climb in tiers, their rate of fire tends to improve and that's about it. It shouldn't be a surprise then that Hill's rate of fire isn't that impressive compared to some of the later offerings in the tech tree. Hill dispenses 12.5 rounds per minute (rpm) per gun, giving her a broadside of 62.5rpm before any upgrades. This is on the slow side, with most American destroyers with 127mm/38s spitting out a minimum of 15rpm per gun at tiers V and VI and jumping up to 18.18rpm by tier VII. She compensates for this deficit by mounting five guns, at least allowing her to keep pace with Nicholas at her own tier. The usual caveats with DPM charts apply. This only describes the potential damage output of these guns and it doesn't account for things like how easy it is to bring guns onto a target (traverse, fire angles), how easy it is to hit a target (dispersion, ballistics) or how easy it is to deal damage (penetration). But you're all smart enough to know that, right? This is sorted by HE shells for the simple reason that they get spat out more often. Gremyashchy has the most useful AP shells at this tier and is the most likely to do something effective with them. Hill just barely keeps ahead of Nicholas in terms of potential damage output but only if she can bring all of her guns to bear. Thankfully many of the low tier destroyers have gun angle issues, so it's a pretty close contest. To make the best use of Hill's guns, she generally has to get close. The ballistic arcs on the 127mm/38s is notoriously bad, making attacking ships at anything beyond stupidly-close ranges a challenge. The one benefit to this is that she's quite capable of lobbing shells over intervening terrain (or team mates) without issue, so she's quite apt at taking advantage of island cover. Still, when it comes to engaging enemy destroyers, she's going to need to grab them by their belt buckle which isn't always comfortable. For a ship reliant upon knife fighting to secure kills, at least her gun traverse is fast enough to keep up no matter how she wiggles or dodges (and she's good at the wiggles). On the whole, Hill's guns are pretty darned good, second only to Gremyashchy's guns for overall performance, but that's mostly owing to Gremyashchy's AP shells being so good. Hill's forward fire angles are pretty good except for her P-turret. This shouldn't really surprise anyone given that the darned thing is sandwiched between her two funnels. As a consequence, if Hill wants to top the DPM charts at tier V, she has to expose her full broadside in order to do it. She has much better fire angles to the rear which makes for better kiting performance. Keep this in mind when parking in smoke. It's better to turn away from your opponent and angle your butt towards them. Not only will you have an easier time bringing all five guns to bear, you can also prep for a quick getaway. Short Range Torpeedus I'm spotted here as I drop my torpedoes at this König. Anyone taking bets on if he attempted to dodge? Low tier American torpedoes suck. There. I've said it. They're short ranged, slow and they don't hit very hard. The one advantage they do have is that American destroyers have a lot of them. Hill doesn't quite pack as many, with only nine compared to Wickes, Clemson's and Nicholas' twelve launchers. One of the (additional) issues I had with Hill's torpedoes was the limited arcs. They can't aim at anything less than 50º off her bow and her center-line launcher can barely reach anything to her rear. Like with her P-turret on her guns, you've got to give up a lot of broadside to be able to put your swimmers into the water. Her fish are at least more versatile than low-tier Soviet torpedoes but that's not saying much. If you want to make use of Hill's fish, you're going to have to rely on close range ambushes or suicide-torping a target at point blank range. Just be aware that some of the higher tiered ships will have enough hit points to tank taking repeated hits and make you look like an idiot when your tubes are empty. You're not going to get much use out of them in higher tiered matches which makes her all the more reliant on her guns. Summary I dare say that Hill is almost under-armed. Bad fire angles keep her from being able to use all five her guns reliably. Her torpedoes are almost no help outside of top-tier matches. For a tier V boat, I guess that's good enough but this ship isn't winning any prizes. Evaluation: What it would have needed to be : Better fish or a higher rate of fire on her guns. It shouldn't be any surprise that Gremyashchy tops the charts here with the Kamikaze-sisters hot on her heels. Defense Hit Points: 12,100hp Minimum Bow & Deck Armour: 10mm Hill has two huge flaws. The biggest is definitely her surface detection. The second is her modest hit point total. For a gunship, Hill's hit points are kinda meh. While Survivability Expert is all but mandatory for destroyers, it's doubly so in Hill's case. She's too fat to hide and she's going to have to trade hit points in most encounters in order to deal damage (barring island humping and hiding in smoke). I mean, her hit point total isn't terrible, but it's uninspiring for a gunship, barely scraping together 12k to her name. 13,100 hp - Nicholas, Gremyashchy 12,700 hp - Podvoisky, Okhotnik 12,500 hp - Jianwei 12,100 hp - Hill 11,300 hp - Mutsuki, T-22 11,200 hp - Acasta 11,100 hp - Fujin, Kamikaze R, Kamikaze 10,900 hp - Minekaze A thousand extra hit points here could have easily changed Hill from a decent ship to an excellent one. Evaluation: What it would have needed to be : A thousand more hit points would do it. Agility Top Speed: 37.5 knots Turning Radius: 560m Rudder Shift Time: 3.1s 4/4 Engine Speed Rate of Turn: 8.6º/s One of the best things about Hill is that she has a low-tier lolibote's agility. She's got that smol lolibote wiggle in her tush with a rate of turn that's oh-so tight...! ♥ Azur Lane's Ark Royal was drawn by HM & Tomodachi and misappropriated for this review. Evaluation: What it would have needed to be : While Hill does have that smol-bote sway, most of the other tier V destroyers have it too. Minekaze is the princess of this tier when it comes to agility and Hill is way down the list. This just kinda illustrates the flaw in a ranking system. Hill may not be the best, or even the close to the best in this category, but she still boasts some amazing handling. To top Minekaze she'd need more speed while preserving all of her other characteristics. Anti-Aircraft Defense Long Ranged (5.8km-1.8km): 190 damage every 4.5 seconds and 1 explosion at 560 damage. Short Ranged (1.8km to 0.1km): 50 damage every 1.96 seconds. Look, AA defense and aircraft survivability is going to be all over the map between now ( and the next few patches (0.8.7 at least). There's not much point in reviewing a ship's given AA power at the moment. Don't buy a ship based on its AA power for the foreseeable future. Ugh, six more weeks of volatility. To the tune of AC/DC's "Thunderstruck", in memory of destroyer game play from patches 0.8.0 to 0.8.4. The pendulum has swung hard in favour of AA power in 0.8.5. Hill's AA defense is very comfortable against tier IV CVs at the moment, but will it last? Evaluation: What it would have needed to be : Access to Defensive AA Fire. Of course this is all irrelevant anyway given how volatile AA power continues to be. Hill's in a good spot right now. We'll see if that continues. Refrigerator Base Surface Detection: 7.38km Air Detection Range: 2.85km Minimum Surface Detection Range: 6.44km Detection Range when Firing in Smoke: 2.75km Main Battery Firing Range: 11.35km (13.62km with Advanced Fire Training) Let's look at some numbers. I've listed all of the destroyers that Hill can face, ranking them by their upgraded surface detection. I've applied camouflage (3% surface detection reduction) and the Concealment Expert (10% surface detection reduction) to all of these ships and Concealment Modification 1 (a further 10% surface detection reduction) on Z-39 cuz she's hella balans. Now, it's important to keep in mind that the lower tiered destroyers -- specifically those at tiers IV and V (and even some VIs) might not be running with full concealment builds so take these numbers with a pinch of salt. Dangerous gunship opponents which are stealthier than Hill are highlighted in red. Those dangerous gunships she can out-spot are highlighted in green. When Hill is Top Tier (Tier IV & V opponents) 5.34km - Isokaze 5.41km - Minekaze, Mutsuki, Fujin, Kamikaze R, Kamikaze 5.50km - V-170 5.66km - Shenyang, Wakeful, Okhotnik 5.69km - T-22 5.81km - Nicholas 5.97km - Acasta, Jianwei 6.11km - Gremyashchy 6.13km - Clemson 6.44km - HILL 6.76km - Podvoisky Hill doesn't come out looking too good when she's top tier, but that's okay. She can effectively outgun most of her opponents here with only the American and Soviet destroyers being any real threat to her in a gun duel. Engaging torpedo destroyers successfully isn't too much of a problem here because the maps are so claustrophobic that you can abuse map borders and islands to cage them in. Still, Hill wins no prizes here. When Hill is "Mid" Tier (Tier V & VI opponents) One of the other possible matchmaking oddities for tier V is that they can end up just facing opponents one tier higher with nothing beneath them. This results in the following list of opponents: 5.41km - Minekaze, Mutsuki, Fujin, Kamikaze R, Kamikaze 5.66km - Okhotnik 5.69km - T-22 5.81km - Nicholas, Hatsuharu 5.97km - Acasta, Jianwei, Gallant 6.11km - Gremyashchy 6.13km - Fubuki, Shinonome, Gnevny, T-61, Fushun 6.29km - Monaghan, Anshan 6.44km - HILL 6.60km - Farragit. Ernst Gaede 6.76km - Podvoisky, Aigle There's a lot more dangerous opponents now, but Hill thankfully out-spots many of the new ones including the tier VI ships Aigle, Farragut and Gaede. Still, the Soviet and Pan Asian additions are worth minding. When Hill is Bottom Tier (Tier V, VI and VII opponents) Big surprise -- there's a lot of scary opponents two tiers higher. 5.41km - Minekaze, Mutsuki, Fujin, Kamikaze R, Kamikaze 5.66km - Okhotnik 5.67km - Haida 5.69km - T-22 5.81km - Nicholas, Hatsuharu, Shiratsuyu 5.97km - Acasta, Jianwei, Gallant 6.08km - Z-39 6.11km - Gremyashchy 6.13km - Fubuki, Shinonome, Gnevny, T-61, Fushun, Gadjah Mada 6.29km - Monaghan, Anshan, Jervis 6.44km - HILL , Akatsuki 6.60km - Farragut, Ernst Gaede, Sims, Leningrad 6.67km - Mahan 6.76km - Podvoisky, Aigle, Leberecht Maass, Blyskawica As you can clearly see, Hill's concealment doesn't do it any favours. Thankfully, her stealth is JUST good enough to keep her nose clean in higher tiered matches, though she barely has any reaction time between spotting some of those dangerous gunship opponents before being detected in turn. To be comfortable, I'd generally want a minimum of 250m worth of difference between the detection ranges of two ships to allow players time enough to make a decision whether to engage or begin retreating. This is not enough time to prevent being spotted in the first place (a 30 knot ship covers 250m in 3 seconds) but it can give you enough of a head start to make a decision. Hill is a big girl with all of the challenges that brings. This is, in my opinion, what really holds her back from being a "good" ship. She doesn't have the stealth to sneak up on much and her guns are reliant upon her closing the distance (to say nothing of her torpedoes). Worse, the extra range on her guns makes her visible from further out. This range is mostly useless given the horrible ballistics on her guns. This is probably her biggest weak point overall. Evaluation: What it would have needed to be : Hill's stealth rating is pretty terrible. It could be worse, but let's not go there. King of the Hill Hill accepts a standard American destroyer captain build and shouldn't give anyone any issues with skill compatibility. Your first 10 skill points should look like this: Start with Priority Target. Next take Last Stand. I really hope Wargaming does something about this skill. It's mandatory on all destroyers. Survivability Expert is next at tier 3. This will add another 1,750hp to your total which can give you the edge over the other low-tier gunships that haven't taken this. Concealment Expert rounds things off. As you double back through the line, take skills which emphasize her gunnery. Basic Fire Training is a great choice. Superintendent is nice too because it gives you another charge of smoke that you can use to camp out and spray down larger ships without being seen (just watch out for fish). Adrenaline Rush is always worth the points. Over the Hill To appreciate Hill you need to take a close look at Nicholas, the tier V American tech-tree destroyer. If you listen to the peanut-gallery, they'll tell you the two of them are very close. They're technically correct (the best kind of correct) despite the two ships having an enormous laundry-list of differences. While Hill and Nicholas share the same guns (127mm/38s) and torpedoes (Mark 11s) the soft-stats of the ships differ wildly. But don't you fret: this doesn't affect performance much. Let's get into the list: Where Hill is Better than Nicholas: + Hill has 5 guns to Nicholas' 4. + Hill has an 11.3km range to Nicholas' 10.9km. + Hill has better main battery firing angles than Nicholas. + Hill has better long-range AA firepower. + Hill has a top speed of 37.5kts to Nicholas' 37kts. + Hill has a 560m turning radius to Nicholas' 600m radius. + Hill turns at 8.6º/s, Nicholas turns at 7.9º/s. + Hill has premium economy, Nicholas does not. + Hill has TWO permanent camouflage options, Nicholas doesn't have access to any. Where Hill is Worse than Nicholas: - Hill has 12,100hp to Nicholas' 13,100hp. - Hill's hull armour is no thicker than 10mm, Nicholas has 13mm amidship decks and a 15mm hull. - Hill reloads in 4.7s, Nicholas in 4.0s. - Hill has three triple torpedo launchers, Nicholas has four. - Hill has worse torpedo fire angles than Nicholas. - Hill has worse short-range AA firepower. - Hill has has a larger surface detection of 7.38km to Nicholas' 6.66km - Hill has a larger aerial detection of 2.85km to Nicholas' 2.45km. - Hill is visible in smoke from 2.75km compared to Nicholas' 2.49km. - Nicholas can swap her Engine Boost for Defensive AA Fire. Now if you take a look at that list, you're probably going: "Hey, Mouse, those two ships aren't alike at all." Well, duh, no kidding. When you get into the nitty-gritty, it becomes a stretch to say that Hill shares much in common with Nicholas without a huge number of big ol' fat buts attached. This said, only a big ol' fat butt would try and lord over the differences like they really amounted to much. Boil it all down and the differences between the two comes to this: Nicholas is more survivable, being tougher and more stealthy. Hill is more agile. Overall, they're pretty damn close. They're both American destroyers sharing the same weapons, after all. Let's describe Hill on her own merits: Hill has good guns, good agility but terrible torpedoes and horrible concealment. Without a huge slug of hit points, it would be a stretch to call her "good". Her design is perfectly adequate when she's top tier, especially in the claustrophobic maps she finds herself in during those matches. She's especially effective at running down other destroyers with her rapid fire guns and using her agility to dodge attempts to torpedo her. However, Hill does not up-tier well at all. She's too fat. She's too fragile. She's too short ranged to hit hard enough to keep up with stronger opponents. This summation fits Nicholas to a T which is probably why the two destroyers are viewed so similarly. Of the two, I'd argue that Nicholas is the better boat, if only for the extra health and slightly better concealment. However, the reality is that Hill will perform better than Nicholas as a whole due her being a premium ship. You can put your tin foil hats away -- Hill's greatest strength is that she's likely to have a high skill-point captain commanding her. Nicholas, on the other hand, is hardly the darling of the American destroyer line and unlikely to have a commander exceeding 10 skill points at the helm. While there may be a few veterans about holding onto a Nicholas they've invested heavily into, she's overshadowed by Clemson and Farragut. Thus, Hill is likely to appear to be the better boat once stat-tracking gets some numbers to play with, even if Nicholas is objectively the better ship when you analyze her systems. So, yeah. Hill's alright -- I don't like her, but she's alright. She's a decent gunship destroyer when top-tier, for example. However, we have to pretend that Nicholas doesn't exist to reach that assessment. I'd much rather have one of the Kamikaze-sisters, Gremyashchy or Okhotnik if it came down to choosing a tier V premium and I'd still take Nicholas over Hill in a heartbeat. She doesn't really have a "point" compared to Nicholas other than simply offering more of the same in premium form. The huge stack of minor differences between her and her tech tree counterpart make her just different enough to be just that -- different for difference's sake. None of the tier V tech-tree destroyers are particularly fun to play, in my opinion, so take my saltiness over Hill with a pinch of ... well, even more salt. If you like Nicholas and want a mid-tier American trainer, then Hill is great news for you. Otherwise, Hill isn't worth playing, let alone paying for. Would I Recommend? There's a couple of ways of getting Hill. She was given away provided players completed a series of missions during patch 0.8.5. Alternatively you could just throw money at Wargaming if this was too much work. For PVE Battles? No. Gunship destroyers, especially ones with short ranged fish, aren't really a good choice for PVE battles. For Random Battle Grinding? No. There are better trainers and credit farmers out there for the US Destroyer line (Kidd comes to mind). For Competitive Gaming? Hells no. Take Nicholas instead if you're going to take a tier V American destroyer. There are much MUCH better choices at tier V for something like Ranked Sprint. For Collectors? No. Hill didn't exist in steel. The only real reason to want to collect her is that she had the potential of being free. For her Fun-Factor? No. I didn't enjoy playing Hill at all. What’s the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it! And WG said that players don't care about cosmetics. HA. Art Credits The Mouse Paper-doll was designed and drawn by Chobittsu (and is super fun to play with). Ark Royal was drawn by HM & Tomodachi. In Closing I was originally going to glue this together with Benham and also talk about the loot boxes all in a single article. Well, that quickly bloated to a monstrosity that would make my Haida review look brief, so I've elected to cut it up. Benham will be the next ship reviewed and it should be out within the next week. For those who can't wait that long: Benham is good. She's fun, even, if you like torpedo destroyers. She reminds me vaguely Harekaze -- a good mix of gunnery and torpedoes. I'm not sure she's worth busting your butt over on the grind, but there it is. Thank you all for reading.
  20. This is going to be a bit of a historical write-up on ZG-3 “Hermes”, her background, her service and a few pictures for those that prefer something for the eye. Why that ex-Greek destroyer? Because she is in her form a unique ship. Germany only operated one destroyer in the Mediterranean Sea (and a good number of torpedoboats, although the line between DD and TB for the Germans was purely a question of what staff was on board, hence why the then ex-Italian Soldati-class were considered TBs), and it was one of the few Greek ships to fall into Axis hands. During her career she was without doubt the largest Kriegsmarine-operated warship in the Mediterranean, and one of the most active destroyers that Germany had during the entire war. Being only one and being deployed in a theatre that in the mainstream-view on history kind of ignored, she has been dropped under the table. An unfortunate fate, especially given her short but still busy life. Background The Greek Navy at the outbreak of WW2 was a mostly outdated Navy, which starting with the destroyers was to be modernized. Borrowing design elements from the British H-class destroyers, yet carrying German main weaponry and Dutch fire control equipment, she was the nameship of the most powerful class of Greek destroyers. The standard displacement was 1,350t which would go up 1,890t when fully loaded, and her 34,000shp machinery would permit a speed of up to 36kn. Four German 128mm (identical to those found on German destroyers), two quadruple 533mm torpedo launchers of British origin supplemented the armament, with four 37mm guns in single mounts and ASW being the final touch. Entering service on February 15th 1939 under the name Vasilevs Georgios I., she was damaged at her aft two years later by German dive bombers, and while being in a floating drydock to get repaired the entire drydock was sunk on April 20th 1941. Following the surrender of Greece the sunken ship, contrary to the German-Italian agreement which said that all captured ships would become Italian property, was integrated into the Kriegsmarine. Many repairs being necessary she was raised and repaired by workers of the Germania-yard. Those repairs, often being improvised in their nature, led to a few changes in her characteristics. The displacement rose to 1,414t standard and 2,088t full, which alongside the problems arising from previous bomb damage to the aft resulted in a lowered maximum speed of 32kn. The torpedo armament was modified to fit German torpedoes, whereas the artillery due to the German origin required no changes. Four 20mm guns were added for additional anti-air defense and throughout her service the older 37mm cannons, which proved unsatisfactory, were replaced by guns of the same caliber taken from Uboats. What was liked was her seakeeping, she was noted to be very smooth in her movements and having excellent turning capabilities, although when sailing against the waves she would take on a lot of water. She was recommissioned under the designation ZG-3 (which is short for Zerstörer Griechenland 3, Greek destroyer 3, with the 3 indicating that she was the third captured destroyer under the German flag) on March 3rd 1942. Under the German flag While the ship was commissioned in March, it took until June before she was deemed ready for combat. Although to spoil that part, there is no indication that she ever fired her main guns in anger. Interestingly enough she was at first called into service only as ZG-3, and only on August 22nd 1942 was she officially given the name Hermes. Considering how the Kriegsmarine stopped naming their destroyers with the outbreak of the war, this is a very unique event and definitely worth a mention. Hermes was deployed as a vessel for various tasks, or as the German saying goes as a “girl for everything”, and until the end of April 1943 she would be deployed over 50 times, escorting in total 74 merchant ships, eight troop transports and eleven other crafts such as netlayers and repair ships. Despite being alone in terms of nationality she was rarely alone on the water, during most of her trips she was accompanied by Italian destroyers, torpedoboats and occasionally by subchasers. Her only chance to see surface action was when Italian cruisers and destroyers were prepared for an expected movement of British reinforcements targeting Egypt. However, her order for assisting the Italians was recalled shortly before the operation began. Not facing surface ships did not exclude her from engaging submarines during her voyages, which happened twice during Hermes’ career. On November 16th 1942 Hermes spotted the Greek submarine Triton, and the assisting subchaser UJ2102 moved in for the kill. A similar fate struck HMS Splendid on April 21st 1943, although this time Hermes operated alone and had to sink the British submarine by herself. A more positive experience was granted to the German Uboats U-83 and U-97, who due to damage and the consequential inability to dive required assistance. Hermes escorted both of them back to port, former on August 18th 1942, latter on August 5th of the same year. As it was the case for many smaller German ships, Hermes would also be used for mine warfare. No less than three mine operations marked her career. Having plenty of experience escorting troop transports, she would eventually be used as a transport herself to quickly deliver troops and ordnance to Tunis. During her second run on April 30th 1943 air attacks first sank the accompanying Italian destroyer and then turned their attention to the now alone ship. Near misses resulted in the loss of lubrication pumps, and her engines were forced to full stop as the shafts ground against the hose without grease in between. Surviving the attack, a tugboat pulled her towards her destination Tunis where work was started to restore the combat readiness. However, the collapsing front at Tunis meant that survival would not be possible and she would be blown up by her own crew at the harbor entrance as a blockship. This marked the end of ZG-3 Hermes, during her 431 day long career as the only German destroyer on the Mediterranean she would be outside of a port for 124 days. Not much is known about her conduct and the impressions she left on those that had the pleasure of meeting her, but it is said that the crews of the merchants held a high opinion on Hermes and her crew for the dedication they showed even if the escorting would go without notable events. Her service, while not being as remarkable as that of the legends such as Johnston or Hatsuzuki, demonstrated how monotone yet crucial the role of a destroyer can be. A role that in Germany was rarely granted to destroyers. Picture section Blueprint-like drawings of Hermes in decent quality are difficult to find. This is the best one I could dig up, although it is not showing the added 20mm weaponry and is likely showing her in her pre-captured shape. A front view from her deck towards the superstructure. Interesting to note are the aerial recognition stripes on her deck (or called candy cane camo) which are typical features of Italian ships. Given how Hermes spent most of her time alongside Italian ships, wearing their recognition marks to avoid getting bombed by Allied forces a la Leberecht Maass was a reasonable thing to do. Hermes during her trials in 1942. Note the empty AA platform, although around the rear superstructure you can see a 20mm gun. While only displaying a relatively small portion of the ship, this shot shows the typical German 128mm mounts and the 20mm gun mounted at the tip of her bow. Various pictures of Hermes. She is wearing a similar camouflage to the Italian destroyers and torpedoboats. Afterword Playing this game just like most of you do, the question “Would she fit in-game?” deserves a quick answer. And the answer is yes. Her specs would fit perfectly at T5 if you kept the 32kn speed, T6 if you decided to let her run around with permanently overloaded engines. T-22’s sad state would be good enough of a justification to do a swift replace, or if WG wants to make Hermes a T5 premium (which would be better than T-22 in basically every way). Hope you enjoyed this short overview over Germany's only destroyer in the Mediterranean Sea, if you got questions, feel free to ask. Cheers~ References "Die deutschen Zerstörer 1935-1945" written by Gerhard Koop and Klaus-Peter Schmolke "Z-Vor! Internationale Entwicklung und Kriegseinsätze von Zerstörern und Torpedobooten 1940-1945", written by Harald Fock "Marine Arsenal Band 46 – Beute-Zerstörer und Torpedoboote der Kriegsmarine", written by Dr. Z. Freivogel
  21. Hello! I thought this would be an interesting question. If it was already asked already, feel free to close the thread. A big factor concerning the Second World War was the Marine Nationale. Aside from a few skirmishes and battles here and there, they were mostly a non-factor in the entire conflict, neither supporting the Allies or Axis in large offensives. Nevertheless, they could've been a big tipping point prior to the massive scuttling in Toulon due to their relatively big numbers and good technology. While we can conclude that a full-on Allied Marine Nationale would've helped end the war faster, at least on the high seas, what about a fully loyal Axis Marine Nationale? What I mean is a Marine Nationale that is fully committed to the Axis cause. While that would definitely not work from a historical and political perspective, I'm mostly looking at this from a military perspective, so that is ignoring politics overall. While I'm also aware that the French had naval assets in the Pacific as well, I recall that they were very limited, so they probably wouldn't have too much of an effect on the war there. That is why I'm focusing on the Atlantic and Mediterranean theaters since the French Navy was very big in those sectors. XX For this question, I was either thinking around the time of France's formal surrender, which led to the creation of the Vichy French regime. Ignoring De Gaulle and the French French movement, lets just say that they have no naval assets and the French navy is mostly 100% fine with formally helping the Axis. If the Marine Nationale joined the Axis with French personnel and material, how would've that affected the British Royal Navy in terms of planning and logistics, especially if the French were working alongside the German and Italian navies in their operations? How would've that affected American planning when the United States Navy inevitably join the war effort after Pearl Harbor since they did have units in the Atlantic? Could the Axis overpower the Allies in Europe with the Marine Nationale on their side? If the war is won by the Allies, what do you think would be the fate of the Marine Nationale? After all, the Axis navies post-war were dissolved and their more important units were split up among the winners...with some small exceptions (i.e. the Andrea Doria-class battleships staying with Italy).
  22. The only real change to the Gremyashchy since I first reviewed her was the inclusion of camouflage for premium ships. And she looks rather dashing her in her off-white scheme. Quick Summary: A Soviet Gnevny-class destroyer with improved agility, concealment , torpedoes and HE rounds. Patch & Date Written: - December 25th, 2016 Cost: Originally only sold individually or as a part of a pre-order bundle in Spring of 2015. During Christmas of 2016, many players reported acquiring them through the "Santa's Secret Stash" promotion. Closest in-Game Contemporary Anshan, Tier 6 Premium Pan-Asian DestroyerDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I got quite upset, once upon a time, when various players reported that the Anshan was effectively a tier 6 Gremyashchy. I made it a personal mission to dispel this illusion, perhaps a little too vehemently. The two ships do share a lot of similarities, but the Anshan is a far cry from the second coming of the Gremyashchy. While superficially similar, the Asian destroyer doesn't have the same agility, high explosive shells or stealth capabilities of the pre-order vessel. PROs Good muzzle velocity and flat shell trajectory with her 130mm rifles with an impressive 11.9km range. Excellent AP performance with a high alpha strike of 2,500 per shell. Quite capable of stacking citadels upon cruisers that leave their broadside exposed at medium to close ranges. Better HE performance than any contemporary Soviet Destroyers, with 1,900 alpha strike and a base 9% to start fires with each hit. This makes her one of the best fire starting Destroyers in the game. Very good torpedoes with an 8km range and 14,400 maximum damage. Tiny turning circle of 510m and short rudder shift time of 2.7s Excellent concealment values while firing, giving her a 1.0km stealth firing window even without premium camouflage or Captain Skills. CONs Very low armour values of 10mm along nearly the whole length of her hull. British 152mm AP shells will easily overmatch this preventing her from being able to angle against it. Horrible gun traverse, with a 5° per second turret rotation (36s for 180°). The ship easily out turns them. Poor fire angles on her #3 turret. Torpedoes are slow at 55 knots. Large surface detection range for a tier 5 destroyer at 7.0km base. The sun sets on 2016. I'm very curious to see how much the game will change in 2017 and what effect it will have on the various premium ships I've looked at over the last year. Nothing has really changed on the Gremyashchy since I first reviewed her. However, the game has changed around her over the last year. Soviet and British cruisers have joined the ranks. So too have German Battleships and another handful of Japanese Destroyers. The module system got tweaked and Captain Skills were overhauled. Finally, and perhaps most significantly, Matchmaker changes pit the Gremyashchy more and more against what could be considered more fair opposition for this relic of the past. To be certain, the Gremyashchy is a fossil. Like the Warspite, she's a snapshot of World of Warships from an earlier time, representing norms that no longer exist. She used to be a middle-road destroyer with worse gunnery and brawling ability to the USN Nicholas and significantly worse torpedoes to the IJN Minekaze. She couldn't hold a candle to these two rival destroyers in their chosen areas of excellence and this made her seem a bit of a poor choice overall -- so much so that many players passed up the chance to purchase her when she was available. I cannot stress this enough: The Gremyashchy was often overlooked in favour of the Yubari and Sims at the time. Those that saw her merits loved her, but she was so often dismissed. With the typical attrition of the player base over time, the Gremyashchy has become an increasingly rare sight until recently. While it remains possible to earn a Gremyashchy through a Super Container, the 2016 Christmas Promotion, "Santa's Secret Stash" has yielded a significant number of these ships to the player base. This is by no means guaranteed, of course. The more premium ships a player owned already, the more likely they were to draw this ship as the loot containers seemed loathe to duplicate vessels already owned. While some seemed to acquire her with ease, others have gone through a long frustration of receiving anything but. To this end, I thought it prudent to revisit the Gremyashchy and express what all the fuss is about. Options The Gremyashchy is very predictable when it comes to her options. All of her consumables and module slots are standard for her nationality. There's nothing out of the ordinary here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Three slots, standard destroyer options.Premium Camouflage: Tier 2 to 5 Standard. This provides 30% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Four 130mm rifles in four turrets in an A-B-X-Y superfiring configuration Torpedo Armament: Six 533mm torpedoes in 2x3 dorsal launchers. Let's start with Torpedoes. Like the Molotov, the Gremyashchy is armed with a weapon system of a comparable Soviet ship several tiers higher than it. While the Molotov gets the same guns as the tier 9 Dmitri Donskoi, the Gremyashchy gets a similar torpedo armament of the tier 8 Tashkent. If this raises a few alarm bells; it should. The Tashkent's torpedoes are terrible for a tier 8 ship. All joking aside, the Gremyashchy has torpedoes that now compete very closely to its tier 5 counterparts, but this wasn't always the case. To best understand the Gremyashchy's weapon systems and why they're considered so overpowered, you have to look at her competition when she was first introduced. Her only contemporaries at the time were the Minekaze and Nicholas, but these ships were very different at the time of their inception. Let's start by comparing their torpedo armaments from the Closed-Beta era. Values were pulled from World of Warships Closed Beta, around Patch While it's perhaps common knowledge that the Minekaze was a better torpedo ship when compared to the Gremyashchy, it's important to appreciate just how much better the Minekaze was. While both ships had comparable hitting power with individual torpedoes, the Minekaze fired her torpedoes 50% faster than the Gremyashchy. Her fish moved at higher speeds regardless of which armament she elected to use. With her 1.1km surface detection range advantage over the Gremyashchy, she could get closer to her prey to help guarantee hits or sit way back and never risk detection with her 10km torpedoes. The Nicholas' torpedoes were designed for close quarters brawling. Let's look at how things have changed. Note the drop in reaction times. Tier 4 and 5 is always a kick in the teeth for novice Battleship Captains that don't appreciate that you need to dodge torpedoes long before they're spotted. The Minekaze has fallen a long way since Closed Beta. While she retains a blistering rate of fire, that's about all she can now claim. When we look at the Gremyashchy, she appeared to only be a modest torpedo boat in Closed Beta. However, it would be hard to argue that she's not one of the most attractive torpedo platforms at tier 5 currently, with only the Kamikaze, Mutsuki and T-22 being comparable or better. It should be noted that her torpedo armament does not stand head and shoulders over her competition, but that it merely remains competitive. She has the slowest torpedoes at tier 5 and one of the largest surface detection ranges. This requires her to launch torpedoes from further out, making it more likely for her to miss from minor course adjustments of her prey. The Gremyashchy doesn't have better torpedoes than any of her tier 5 counterparts. However, she is no longer outdone by them to any significant degree like she was when she was introduced. Now let's take a look at her Guns. Main BatteryThere are only a couple of downsides to the Gremyashchy's guns. The first is the most obvious: She has horrible gun traverse rates. Needing 36s to complete a 180° rotation, this can feel downright punitive until Captain Skills or modules are used to accelerate it. Still, even with all of the boosts available, the Gremyashchy can and will out turn her guns with even the smallest adjustments of her rudder. This will often get novice Gremyashchy players in trouble as they'll abstain from conducting any maneuvers at all while under fire, leading to predictable deaths from enemy gun and torpedo fire. The second setback is a minor one. Her #3 rifle has her fire angles impaired by a pair of 12.7mm machine gun mounts. This can only rotate forward to 53° while her #4 can reach as far forward as 30°. These drawbacks aside, it's hard to see the Gremyashchy's main battery as being anything but superior to her contemporaries at tier 5. In fact, it's not until you stack her against tier 7 ships that her performance begins to wane. Like her torpedoes, this again wasn't always the case. The Nicholas used to be a much better close-range gunnery platform to the Gremyashchy, back before the changes to AP and HE shells around 0.3.1 and through to This saw AP and HE switch places in terms of primacy where destroyer shooting was concerned and the Nicholas never really recovered. After in Closed Beta, the Gremyashchy began standing on par with the Nicholas or exceeding her and she's never really looked back since. Currently at tier 5, the Gremyashchy has the best AP shell, the second best HE shell behind only the premium Kamikaze-class Destroyers. Yet she's the best fire starter at her tier. On top of this, she has the excellent ballistic arcs found on the IJN ships yet without the range limitations. The Gremyashchy has a 1km reach advantage over the Nicholas and T-22 and only falls behind them in terms of rate of fire. It gets worse when you compare her to the lead of her class. She dodged the 0.5.2 nerf that shaved 300hp off of Soviet HE shells and dropped their fire chance from 9%,which the Gremyashchy retains, to 7% (this was later buffed back up to 8%). On top of this, she doesn't suffer the 2.0km additional surface detection range "tax" added to all Soviet 130mm Destroyer caliber guns. This allows her to stealth fire from the surface while stock at a range of 10.9km or greater. Once combined with Captain Skills and camouflage, this stealth-window gets absolutely insane. Summary Perhaps now you can start to see the issue with the Gremyashchy. She has not only an excellent main armament but she also has an excellent torpedo armament. No other destroyer at her tier mixes these two systems to the same effect. She doesn't meet any serious challengers to this kind of balanced mix of main battery & torpedo armament until the tier 7 Destroyers and she can almost keep up with those! Best overall gun performance at her tier. Highly competitive torpedo armament. Capable of using both weapon systems from concealment while stock. The only real downside is her sluggish turret traverse. Arguably the equivalent of a modest tier 7 destroyer in terms of firepower. The Gremyashchy's guns are horribly overpowered with ridiculous stealth characteristics. However, don't overlook her torpedoes. They are phenomenal in their own right. While leaning on only a single weapon system will still net you great games, using the right combinations of AP, HE and Torpedoes will allow you to utterly dominate in a given match. Maneuverability Top Speed: 37.0 knots Turning Radius: 510m Rudder Shift Time: 2.7s If you were hoping to see some form of moderation appear here, you're out of luck. Back in patch 0.3.1, the Gremyashchy had her turning circle kicked down from 630m to its current 510m. This was countered by a 6.0s rudder shift time, but clearly that didn't stick. So now she enjoys the best of both worlds and it's not like every other destroyer can say the same. She has the tightest turning circle at her tier and a very competitive rudder shift time. It should be noted that this agility comes with the price of being quite apt at out turning her turret traverse. While this may be frustrating, remember short of lining up a kill shot, it's always preferable to focus on evasion over doing damage in a destroyer. She's not the fastest destroyer (that honour goes to the Minekaze at 39.0 knots) but her own top speed is competitive enough to keep pace with everything she might face. Durability Hit Points: 13,100 Maximum Protection: 13mm Min Bow & Deck Armour: 10mm It probably comes as no surprise that the Gremyashchy is lightly armoured. What may surprise some of my readers is that she's more lightly armoured than most other destroyers at her tier -- and this can be a real problem thanks to the inclusion of the Royal Navy cruisers. It takes a minimum of 11mm of armour to be able to bounce the 152mm AP shells that the British cruisers fire. Though the Gremyashchy has these values along her deck and turret faces (as do all destroyers), she does not have them along her hull. This makes it impossible for her to angle against incoming AP fire from British warships and attempt some lucky ricochets -- something that all of the other destroyers can. This may seem like a small weakness, but it's worth keeping in mind. Concealment & Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.6km Minimum Surface Detection Range: 6.1km Concealment Penalty while Firing: +3.9km (vs 11.9km gun range) This is the last piece of the puzzle which describes exactly why Wargaming will not sell the Gremyashchy anymore. She doesn't suffer from the same concealment penalties that have afflicted Soviet and German Destroyers. The original concealment penalty calculation when firing guns is 0.03 times the shell diameter. Soviet Destroyers add an additional 2.0km to this range and German Destroyers add 3.5km. Not so the Gremyashchy. The result is that while stock, she has a 1.0km stealth firing window (1.2km with her camouflage) when using her main battery. When Captain Skills are thrown into the mix, this can allow the Gremyashchy to sit just beyond 10km of an enemy and pour fire into her without risking detection. Keep in mind, at these ranges she can potentially citadel a light cruiser with her AP rounds or accurately place HE shells on each separate section of a Battleship to maximize fires. This is also close enough to continue pelting an enemy destroyer with a reasonable chance of landing shells on target even when they evade. Short of Wargaming overhauling the stealth-firing mechanics for the game as a whole (such as changing the stealth firing penalty to shell diameter * 0.04 or higher) , the Gremyashchy will always be overpowered in this regard. A mid-tier CV's worst nightmare: An alert Gremyashchy within gun range. Anti-Aircraft DefenseAA Battery Calibers: 76mm / 37mm / 12.7mmAA Umbrella Ranges: 3.0km / 3.2km / 1.2kmAA DPS per Aura: 4 / 23 / 17 For a mid-tier Destroyer, the Gremyashchy's anti-aircraft firepower is rather decent. It's not great by any means. I wouldn't trust it to shoot down anything before it made its attack run, but it may bruise any planes sent to linger around her in order to keep her spotted. Most of the time, though, you're best to just leave this turned off. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme The potential for this ship is enormous. Like many destroyers, she's not quite user-friendly enough that just anyone will be able to take her out and score big each and every time. Without an appreciation for stealth mechanics, without respecting ammunition choices and proper consumable management, the Gremyashchy will fail to deliver. The tools are all there, don't get me wrong, but a novice can still easily mishandle this little monster. But in terms of raw carry potential? The sky's the limit. If you see one of these ships on the enemy team, take any opportunity to delete it as of paramount importance. In the right hands, there are some ships on your team that do not stand a chance -- full stop. Slow "brick" Battleships are meat on the table. Light Cruisers without long-range detection consumables like Radar or Aircraft are horribly vulnerable. A Gremmy player that knows how to ride the knife edge of detection, that keeps map awareness up and juggles shell management like a boss will give any team a very, very bad day. Pray you can detonate the fiend. Mouse's Summary: What weaknesses? Seriously... Good guns, good torps, good stealth, good concealment, good agility... Need I go on? Let's hope that any changes to stealth firing in the future also affect the Gremyashchy, or she's only going to get worse. In her current state, she belongs at tier 7. Studying the Gremyashchy is fascinating. In writing this review, I spent a lot of time looking up her original stats from back in Closed Beta. This is no easy feat. Wargaming no longer appears to host the Patch Notes from those times on the North American or European Servers and a lot of changes were undocumented. It was only through reviews and replays that I could get a clear image of what she was compared to what she is now. A lot of the information was piecemeal. It was difficult enough to find what I wanted for the Gremyashchy and down right impossible to also find Minekaze and Nicholas data from the same patch. Changes were rampant back between patches 3.1 to 3.1.3 with a see-saw of gunnery statistics as the primacy of AP was diminished and HE became dominant. It has to be said that the Gremyashchy came out of Closed Beta in a very healthy state. This isn't something all Premiums can boast (I'm looking at you, Atlanta). But it wasn't just the changes to Closed Beta that put the Gremyashchy on top. It's been the continued refinement (some might describe it as an erosion) of the balance at tier 5. The 3.5km surface detection penalty while firing on German Destroyers looks downright punitive in the current meta. It makes the 2.0km surface detection penalty on the Soviet Destroyers look downright manageable. The Minekaze is a hollow shell of her former self. And if rumours are to be believed, the Kamikaze-class will no longer be made available for purchase in the future. It's clear the environment at tier 5 is becoming all the more forgiving for the Gremmy as serious competition is being shackled by more moderated stats. I seriously considered measuring the Gremmy not against the tier 5s but against the tier 7 destroyers. It was shocking to see just how close she came to the likes of the Leningrad. While she's lacking on DPM, as she is presently, I do think she could slot in at tier 7 provided stealth gunnery does not change in the future -- yes, I think she's that powerful. It would be a tough sell which is why I wussed out and decided to instead focus on her Closed Beta statistics. Cross drop? No problem. The Gremmy's agility makes dodging fish look easy. Would I Recommend? Like the Imperator Nikolai I, there's only two ways presently to acquire the Gremyashchy. The first is to find her in a Super Container earned through the daily experience grind. The more Premium ships you own, the more likely you are to finally get one, so that's pretty cool. I can only imagine how awesome it would feel to get her this way ... and how frustrating it must be if you've pinned your hopes on this. The other option is with the Christmas 2016 sale where players could buy different sized loot containers. I wish there was some actual data on the odds of earning a rare ship through this promotion. There are a lot of anecdotal experiences that can be found on Reddit or the official forums. It seems that similar to Super Containers above, the more Premium Ships a player owns, the more likely they are to acquire a Gremyashchy. But this is by no means certain. Anyone hoping to beat the odds should be careful with their coin. Getting the Gremyashchy, while it seems to be possible, may not be likely. For Random Battle Grinding The Gremyashchy is a PUB stomping monster. She's a perfect choice for someone looking to help train their Soviet Captains, to earn a few extra credits or simply to farm awards like Kraken Unleashed. I cannot recommend her enough for this. For Competitive Gaming If you have the option of using the Gremyashchy in some form of competitive arena, then she's an excellent choice. For Collectors Meh? For many of us in the West, the Gremyashchy has more value as a rare-ship in this game than for her historical achievements. She is one of the few Soviet Warships that saw surface action in WWII, engaging German Destroyers. For Fun Factor She's one of my most played ships for a reason. I just wish I didn't feel so dirty afterwards... How to Equip your Gremyashchy There should be no real surprises here. Recommended Modules As a tier 5 ship, there's only three module slots to contend with. For your first slot, take Magazine Modification 1 to reduce buzz-killing, horrendous kablooies. You have a choice for your second slot between Aiming Systems Modifaction 1 and Main Battery Modification 2. Which you take largely depends on the Concealment rating of your Gremmy. If you specialize her through your Captain Skills for range and stealth, the former will be more valuable as you will not need to maneuver your ship as often. Without them, then the latter is the better choice. This will keep your guns on target longer and offsets any loss to your DPM as a result. Guess what? The third slot modules are still terrible. Take whichever one you like. Recommended Consumables As a destroyer, I strongly recommend taking a premium version of your Smoke Generator. This will add an extra charge, but more importantly, it will also reduce the reset timer to 80s from 120s. It's up to you if you want to use premium versions of the other two consumables. I personally use a premium Damage Control Party, but most games it's largely superfluous. Those few times it has come in handy, it's more to bail out my own stupidity than any necessity predicated by ship performance. Recommended Captain Skills The big choice with the Gremyashchy is whether to push for Concealment bonuses right away or to linger in the lower tiered skills for more quality of life improvements. Here's how it breaks down. At the first tier, Basic Fire Training is your best choice. This bumps up her rate of fire to 13.2rpm. There's no surprise that as a destroyer, you'll want Last Stand first and foremost. However, you'll also (desperately) want Expert Marksman. And lastly, Torpedo Armament Expertise is also highly coveted to reduce that reload timer, but consider this a tertiary skill. At tier 3, Superintendent is still the best choice, if only for the extra charge on your Smoke Generator. At tier 4, there are two skills worth considering. Advanced Fire Training may seem like the obvious choice. This will increase your range up to 14.3km and boost your stealth firing window from 1.2km (with camouflage) to 3.6km. However, with discipline, you can just as easily manage without it and take Demolition Expert instead to increase your fire chance to 12% per shell. If you didn't double up on tier 4 skills, then Concealment Expert is the best choice at tier 5. Without Advanced Fire Training, this increases your stealth firing window with torpedoes AND guns to 1.9km. With Advanced Fire Training, your gun window opens up to 4.3km which is stupidly overpowered. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  23. The_first_harbinger

    Premium Ship Proposal: Tier IX KMS Z40

    Premium German tier IX destroyer Z40 Spähkreuzer 1939 class reconnaissance cruiser/large destroyer The following is a in-depth exploration of a laid-down, but never completed project of the Kriegsmarine's Plan Z. Featuring peculiar artillery, handsome AA defense, an option to mount unique consumables and improved protection. On deutschekriegsmarine.de, in an entry about the spähkreuzer project, these large destroyers were described as the following: "The considerations of the contents of the Z-Plan also included naval warfare with the heavy units of the Kriegsmarine. For the battleships to be deployed, adequate backup by support units was deemed necessary.On the one hand this involved the aircraft carriers, which were to provide protection against enemy air forces, on the other hand, ships such as destroyers, which were able to act against attacking submarines or lighter surface units thanks to their high speed and maneuverability.The shortcoming of the existing destroyers at the time of development of Z-Plan destroyer was their overtly short operational range. Their supply of fuel oil did not permit the continuous combat with the battleships into the Atlantic. The escort destroyers would have had to resort to tanker support or oiling by the battleships relatively often." The text explained the development of the project, that 1 of such vessels were laid down, with 5 more planned or ordered. Yet, after allied air raids in 1942 destroyed the design documents, the project was halted and canceled. This proposal would be very light on graphics and history, please bear with me. Let's talk performance. I believe that this ship would fit the game well as a tier IX destroyer. There are 3 designs for the Spähkreuzer project: 1938, 1939, and 1940. I choose the 1938 and 1939 design proposals as 2 different hulls variants available to the ship, for it gives the ship a very unique niche that sets her apart from all existing destroyers in the game, more on that later. She's a chubby gurl. With some substantially sized dakka. Tonnage: 5700 tonnes (!) (for Spähkreuzer 1938) And with WoWs' ship hit points formula, this will give her 29000 HP. With survivability expert, her total hit points can reach an astonishing 32600. This makes her the healthiest of all destroyers in world of warships, but she is a large ship, and will likely take battleship full AP pen, so she still needs to be very worried about what she can fight, and what she cannot. Armor: This is where things gets very controversial. According to deutschekriegsmarine.de, our chubby gurl have very fitting protection for the "Kreuzer" in her name. Main deck: 20-25 mm Upper deck: 12-15 mm Belt: 50 mm Inner longitudinal bulkhead (turtleback): 12 mm Conning Towers: 15-30 mm Sorry for the lack of visualization via 3D models, because there's honestly nothing currently in the game that have a remotely similar armor scheme, the closest I could think on top of my head is the tier V German cruiser Königsberg. If the main 50mm belt extends from the waterline to the upper deck, this will mean that our chubby gurl have a very substantial lead over every other destroyer in the field of survivability, shattering cruiser and below caliber high explosive, and auto bouncing battleship AP shells. But unlike the other destroyer with a suit of troll armor, our Spähkreuzer does not have an impervious deck, and long range battleship penetrating AP is still a very real threat. Her turtleback is too fragile to have any substantial meaning in game, especially in the context of citadel-less destroyers, but I could see this translate into enhanced engine and rudder survivability, allowing captains to consider other commander skills that would've went to last stand on other destroyers. Main Armament: 3x2 150 mm L/48 with a A-XY set up. This is the same dual 150mm turret that we see on the Z-23 and Z-37 that we know and....probably loved. Or hated. It's already a very atypical destroyer weapon. Reload time 7.5s 180° Turn Time 22.5s HE Alpha 2200 Fire Chance 12% HE Penetration 24mm AP Alpha 3700 Initial Velocity 875 m/s Instead of the sheer DPM machine like the Jutland and the Kitakaze, Z40 relies on heavy alpha, consumables and survivability to fight against enemy destroyers. Large guns also means that she cannot benefit from AFT and BFT commander skills, what you see is what you get, which is part of the reason why the ship has such a tremendous hit point pool. To win trades against enemy destroyers as well as dealing damage in general, Z40 captains should also make use of her devastating AP shells whenever possible, which is not an easy feat for such an unwieldy gun for a destroyer. Auxillary Armament & Torpedoes: FUN AND ENGAGING GAMEPLAY WARNING Remember how I mentioned there would be 2 different hulls with two different armaments suites for this ship? First let's talk about the boring and more traditional armament suite 2x2 105mm L/65 DP 4x2 37mm SK C/30 2x4 20mm Flak C/38 2x5 533mm G7 Wolfsbarsch Maximum Damage 14,400 Torpedo Speed 67 knot Torpedo Range 9.99 km
  24. rafael_azuaje

    Black Ideas! Camo & Torps

    I have the Black and your his camo is very simple Not have color scheme, if WG ADD colos as Balck & orange, the torps are suck very slow for T9, better opcion is the MARK 16 from Fletcher, the destroyer SAMSON t2 HAS TORPS TOP SPEED 49K AND IS T2. the black T9 top speed 43k very slower.