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Found 41 results

  1. I am fairly new to WOW and have spent a fair bit of reading and watching Youtube vids to learn the basics. One complaint I see quite often is the lack of team play in Randoms, especially from DD drivers. I dabble mainly in Cruisers and Battleships and would love to hear from DD Captains how they would want to be supported by either CAs or BBs. For those of you who played since the last decade this is all obvious of course but for newbies it is rather frustrating to be called out for not providing support when there is nobody telling us what is expected of us!
  2. There's been a rather alarming influx of players in the game who get from noob to high tier and learn absolutely nothing along the way. It's to the point that winning a game is becoming more of a prize for beating your head against a wall enough times than the norm for many players. I myself am so frustrated that I've got more chat bans than a conservative on twitter. I'm hoping there are still enough players left who give a crapabout their game and want to see it be fun and enjoyable again. I'd like to offer to help new players who are just learning and old players who need to learn new game mechanics. I primarily play battleships, and will be happy to help anyone who feels stuck or who wants to improve. I have a bit of experience in cruisers and destroyers as well, but I'm hoping there will be more qualified players to assist in those areas, along with the new carrier gameplay when it hits the live servers. Ideally I'd like to do this in-game, because i feel hands on experience is the best way to learn, but if you've been playing for a bit and just need a few tips or general help, I'm happy to answer. To be clear, i don't want this to be just another passive help thread with outdated videos being posted. I really want this to help people, to answer their specific questions and to provide real, hands on help. Also, please don't shoot down each others answers. What works for someone may not necessarily work for someone else, and I'd like everyone to share what they've learned that makes them successful in-game.
  3. 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 0.7.4.1, 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.
  4. LittleWhiteMouse

    Premium Ship Review: Asashio

    The following is a review of Asashio, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 15th, 2018. Abandon all hope, all ye of heavy displacement. Quick Summary: A stereotypical high-tier Japanese destroyer with specialized, 20km-range deep water torpedoes that make battleship players wet themselves with terror and unicum rage on the Forums and Reddit. Cost: Undisclosed at the time of publishing. Patch and Date Written: 0.7.3, April 9th to 15th, 2018 PROS: Powerful torpedo armament. Enormous damage potential per torpedo hit at 20,967hp per unmitigated strike. Highest flooding chance in the game at a base value of 436% per torpedo hit. Her fish are fast (67 knot), long ranged (20km) and stealthy (900m detection) Excellent gun fire angles. When rigged for concealment, she can get her surface detection down to 5.37km. Access to a Torpedo Reload Booster consumable without sacrificing her Smoke Generator (!). Easy to learn and she makes scoring big damage totals trival. CONS Smallish hit point pool of 15,100hp. Slow firing guns with a 7.1s reload time. Sluggish turret traverse at 6.9º/s (26.1s for 180º). Torpedoes can only engage battleships and aircraft carriers (!!) Laughable AA defense. Slow for a high tier destroyer with a top speed of 35.0 knots. Matchmaking significantly affects the ability to influence a match in a positive way. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Asashio is a paradox. She is, simultaneously, one of the easiest and the most difficult destroyers in the game to play. This is a destroyer where a novice can score huge damage totals. It's also a destroyer where veterans are challenged to use every trick in their arsenal to get a win. Unlike other "easy to learn, difficult to master" ships, Asashio doesn't present a high skill curve. She presents a wall. Asashio's over specialized torpedo armament is terrible -- effectively limiting your tool kit so much that you cannot effectively engage two-thirds of the enemy roster. While she easily farms damage and kills on battleships, influencing the overall outcome of a close match is near insurmountable without a hell of a lot of skill and game knowledge. Thus, there are two tiers to Asashio game play and some players simply are not skilled enough to make her work in these situations. - 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. Most of Asashio's ratings aren't up for debate. She is the at stealth at her tier, bar none. Nothing is sneakier though some do have competitive Vision Control. Her anti-aircraft firepower is so as to be laughable. While she rates in both agility and durability, she only just manages to eke out these evaluations. She's on the very low-end for both and the introduction of another agile or another tough ship would knock her down into the rating. Where the debate will reside, if anywhere, is how to categorize her offensive capabilities. No one would argue that among the tier VIII destroyers, she has the firepower against battleships. At the same time, her firepower against cruisers and destroyers is downright . I give her the evaluation as a result -- a middle-ground compromise though her in-game performance may fluctuate wildly based on target availability. Options Consumables: Asashio has four consumable slots. Her Damage Control Party is standard for a destroyer. In her second slot, she has a standard Japanese Smoke Generator. This has a 28 second emission time and each cloud lasts for 89 seconds. Asashio's Engine Boost is standard. And finally, she rounds out her consumables with a Torpedo Reload Booster. This reloads her torpedoes in 8 seconds like Kagero, Harekaze and Yugumo. Unlike many other IJN destroyers, you'll note that Asashio does not have to choose between this consumable and her Smoke Generator. Upgrades: Five slots, standard destroyer upgrades. In your first slot, take Magazine Modification 1. You're a destroyer. You explode violently often. Next up, take Propulsion Modification 1. Speed is life for a destroyer and this will help keep your engines in the game. or Aiming System Modification 1 is optimal, providing a small improvement to your dispersion and accelerating the rotation rate of your torpedo tubes. Alternatively, you can try to correct her sluggish turret traverse with Main Battery Modification 2 at the cost of her already abhorrent rate of fire. Propulsion Modification 2 is generally preferred in slot number four. This gives improved acceleration from a dead stop. Asashio will spend some time parked within her own smoke and the extra pep in her engines is welcome. This is a no-brainer for most. Concealment Modification 1 will help her reach her maximum level of concealment. Black becomes green. Blue becomes black. White turns to more-different white. Thanks, Yamamoto collection! Camouflage: Asashio comes with Type 10 Camouflage. This provides a 10% reduction to repair costs, a 50% bonus to your experience gains, a 3% reduction in surface detection and a 4% reduction in enemy accuracy. Similar to Atago, this camouflage starts off with a blue pattern, but you can change it to green if you've completed the Yamamoto Uniform collection. Firepower Main Battery: Six 127mm rifles in 3x2 turrets in an A-X-Y superfiring configuration. Torpedo Armament: Eight torpedoes in 2x4 launchers. Asashio has a singular designed purpose: to make the two principal warring factions on the World of Warships Reddit, the BBabies and the DD-Mafia, down-vote each other into oblivion. Wargaming knows that by doing this they can eliminate their two most vocal detractors, or at least keep them distracted long enough to finally get around to balancing Aircraft Carriers without interruption. TORPEDOES Asashio will slaughter your battleships without remorse and there's not much you can do to stop her. Asashio's tools of destruction are a pair of quadruple torpedo launchers mounted amidships. These have excellent fields of fire, a horribly long reload and they break often when you look at them funny. All of this is pretty standard fare for Japanese destroyers. What makes Asashio so special is that she effectively mounts the equivalent tier X, Shimakaze warheads two tiers lower. They are blisteringly fast, ridiculously long ranged and have enough striking power to end worlds. Wargaming has "balanced' this (ha!) by modifying them into a Deepwater variant -- because zero reaction time is what makes facing torpedoes fun and fair. This Deepwater thing has two components. First, it limits the number of targets that can be hit. Destroyers and Cruisers need not fear Asashio's torpedoes at all. She's utterly incapable of striking them. She is instead limited to damaging aircraft carriers and battleships. Given the logistical nightmare of encountering an aircraft carrier in the modern meta, Asashio therefor has a rather myopic fixation on nuking dreadnoughts. You can allay any fears you may have had about poor Asashio's success rate with landing hits, though. The second part of Deepwater torpedoes is their tiny surface detection. Asashio's fish are only spotted at a range of 0.9km. With the added nerf to aerial detection, her torpedoes can safely run their full track with little fear of being seen until it's too late. Short of preëmptive WASD hax, battleships do not have enough time to avoid Asashio's attacks if they wait until they're spotted which all but guarantees hits for well-aimed strikes. Even stacking anti-torpedo skills and modules does little to help. It's only those battleships with the Hydroacoustic Search consumable that have any hope of belatedly dodging Asashio's fish, and even then, Vigilance is almost a must. You have no real hope of trying to dodge Asashio's torpedoes in a battleship if you're only reacting the moment you spot them. Only those battleships with the Hydroacoustic Search consumable can afford complacency. Duke of York (tier 7), Bismarck (tier 8), Friedrich der Große (tier 9) and Großer Kurfürst (tier 10) are only ever safe while their consumable is active, however. The Two Layers of Stupid Asashio double-stacks the stupid with two scoops of insanity. Mindfuc ... er, "Vigorous Sexing of the Brain" the First: Asashio has a 20km range with her torpedoes. Alright, so Asashio has ridiculously long ranged fish. The implications of this are pretty horrifying when you stop to think a moment. With her 112s reload (which reduces down to 100.8 seconds with Torpedo Armament Expertise), Asashio is making her first cross-map launch before anyone has finished deploying. This means that in the opening minutes of a match, from the moment they are spotted, battleships must anticipate incoming torpedoes. Most battleships have scarcely moved beyond their starting location by this time and may only be taking their first speculative, long-range shots at their counterparts. There is unlikely to be any effective torpedo detection screen between them and this first salvo from Asashio, so battleships must begin evasive manoeuvres within the first two minutes of a match or risk taking torpedo hits. The travel time for Asashio's 67 knot torpedoes is less than two minutes to their maximum range. Battleships must make course adjustments with this 100 second reload timer in mind -- every minute and a half, change course and heading. The other element Asashio's ludicrous reach allows for is taking advantage of the Torpedo Acceleration skill without losing significant amounts of range. Asashio with Torpedo Acceleration now has 72 knot torpedoes at up to 16km, further reducing reaction times. This greatly increases their threat and this does very little to limit their practicality in long-range engagements. The only salve to all of this is that the gaps between torpedoes at very long ranges are huge. It is unlikely that more than a single torpedo will hit per launcher at ranges of 15km or more, even if they're perfectly aimed with a narrow spread. Asashio players that insist on trying for these Hail Mary shots will not prove very effective in the long run. But, of course, Wargaming thought of this, which leads us to... Vigorous Sexing of the Brain the Second: Asashio has access to the Torpedo Reload Booster consumable. If you thought there was any pretense of making this fair, Asashio can double-up on her torpedo drops every four to six minutes, allowing her to go Super-Saiyan and turn into a blonde-haired Shimakaze for a moment. Within 9 seconds, she can dump a full sixteen (!) torpedoes, dispensing a veritable "wall of skill" for battleships to face. At long-range, this increases the likelihood of landing multiple hits -- though usually no more than four on a single target. But that's not the real danger presented by this consumable. It's far more deadly when used to space out torpedo hits so that they land in between uses of the battleship's Damage Control Party. It's all but guaranteed that if one of Asashio's torpedo hits causes flooding that battleships will immediately patch this up. By waiting a mere 10 or so seconds to launch their second wave of torpedoes after the first, any follow-up hits are likely to stack the dreaded damage over time effect. And if you thought your anti-torpedo defenses on your Yamato-class battleship would keep you safe, I have news for you... Asashio Doesn't Care Whatever pretty little torpedo defense you think your battleship has, Asashio doesn't care. She's blessed with the highest flooding chance in the game. Even when facing targets with the best torpedo damage reduction and striking them directly on their anti-torpedo bulge, she is still likely to open them up to sea water and cause critical flooding. You know you're dealing with a monster when some of the best-protected ships in the game can't prevent flooding two-thirds of the time. This makes follow-up strikes much less of a gamble. Even a lone torpedo can doom a battleship to slowly hemorrhage up to 60% of their hit points. The inclusion of Torpeedo Reload Booster to Asashio's arsenal is that much more dangerous because of this fact. It's a damn good thing that her torpedoes don't override the damage mitigation provided by TDS as well or we'd have words. Asashio has the best flooding chance in the game currently. Even with maximized TDS, most battleships are very likely to take flooding critical hits. Even Kagero's torpedoes don't compare. Großer Kurfürst, Friedrich der Große, Lion, Iowa, Missouri, Kii, Nagato, Ashitaka, Dunkerque, Tirpitz, Bismarck, Monarch, Gneisenau, Scharnhorst, King George V, Duke of York, Mutsu, Warspite, Queen Elizabeth, North Carolina, Nelson, Bayern, Lyon, Hood, and Normandie have zero chance of preventing Asashio from flooding them. The absolute minimum torpedo defense system a battleship requires (before upgrades) to prevent flooding is a 28% reduction. Less than that and your TDS is trash. Torpedo Summary Asashio has some great torpedoes. They're so good in fact they outright negate most defenses battleships can take to mitigate them. Unless your battleship has a minimum of 28% base torpedo protection, Damage Control Modification 1 does nothing to increase your chances to mitigate flooding. Target Acquisition Modification 1 and Vigilance will not give enough warning to help avoid Asashio's torpedoes. Only Hydroacoustic Search does. Asashio's torpedoes are, by design, a hard counter to battleship play. It's too bad that's all they're good for. GUNS! To the detriment of many a team reliant upon Asashio doing more than farming damage off battleships, Asashio's guns will be a mere afterthought. Short of Akizuki, no other Japanese destroyer is as dependent upon her main battery armament for her success as Asashio. With her torpedoes so heavily specialized, proper management of her guns is absolutely critical for helping your team win. Ignoring or dismissing them will cost you many games. You cannot (and must not) ignore destroyers and cruisers in favour of making battleships poop themselves with rage. Like it or not, you're going to have to use your guns in Asashio if you want to succeed. For such a critical weapon system, they suck moose balls. Her gun armament is almost identical to that of a fully upgraded Kagero or an A-Hull Harekaze. The only difference is range where Asashio enjoys an extra 1.6km reach. While this does give her a larger surface detection bloom when she opens fire, the extra distance is quite welcome given the different targets you will have to attack with these guns. While they have excellent ballistic arcs and shell performance, they are utterly lacking in rate of fire and damage output. Their traverse rate is horribly sluggish. You cannot and will not enjoy firepower superiority over anything short of select lower-tier IJN destroyers, and then only if your guns are already facing in the right direction. Yet, you will be repeatedly asked (and expected) to take on the likes of Bensons, Fletchers and Khabarovsks in Asashio if you want to win. The nightmare scenario for Asashio is to find herself in end-game of a close match facing a hale and healthy cruiser or destroyer. To this end, aggressive plays with her guns are often a necessity early on in engagements where friendly ships can help secure a kill or drive off enemies. However, these attacks are not without their risks and attempting them at the wrong time against the wrong target will simply make you look foolish. Make use of smoke and every cheap tactic you can imagine. Join fights late to preserve your own hit points and take pride in whatever licks of damage you can get in. You don't want to have to do this on your own late in a game. Asashio's guns are utterly ill-suited for the heavy lifting that's asked of them, but they're all you've got so make the most of it. Asashio isn't outgunning any of her contemporaries without help. So this is the part where I'm supposed to tell you that disparity of the two weapon systems creates some semblance of fairness. I'm not gonna. The asymmetry of the power level between Asashio's guns and torpedoes does make an interesting case study on the subject. My own opinion is that Asashio is decidedly lopsided -- downright comically so. This is a ship whose success can largely be attributed to team Matchmaking. If there's a lot of battleships on the enemy team and not many destroyers, you'll have a great game and likely come out as MVP if you time and aim your fish correctly. When it's not, most players will fail their teams utterly and it's really not their fault. In this regard, Asashio is best compared to HMS Conqueror, the tier X Royal Navy battleship. Armed with twelve 419mm guns spamming nothing but HE shells, Conqueror often tops the team lists and gives the illusion of being an absolute rock-star. No enemy battleship can stand against Mega-Zao (thank you, Flamu, for that wonderful name). Similarly, no battleship stands any kind of chance against Asashio. Facing either of these monsters is not fun. However, they won't win as many games as their ridiculous damage totals indicate they should. Short of an early Devastating Strike or gutting several battleships at once, Asashio's influence is surprisingly limited. I cannot stress this enough, and it will be difficult for some players to reconcile -- Asashio's armaments are as controversial and heavy-handed as Royal Navy battleship HE. They will seem to contribute far more to team success than they actually do. For some players that are just looking to get some big damage numbers, Asashio will be a dream boat. For those where winning is more important, Asashio is a liability if Matchmaker is unkind. The more I played Asashio, the more I began to appreciate and value gun-kills over torpedo kills. I loved the challenge of contesting and battling over cap circles. My torpedoes farmed some easy damage, credits, experience and complete missions (often with trivial levels of difficulty), but the real battle was taking on and besting enemy destroyers and cruisers with her artillery. For high-end play in this ship, it's all about how and when to use her guns rather than maximizing her torpedoes which I find delightfully ironic. This isn't easy and this isn't for everyone. If you prefer, you can just mindlessly dump fish into battleships at the cost of objectives and winning. It's what everyone is expecting you to do. Summary Asashio's torpedoes are brainless easy-mode. Asashio's torpedoes will not win you games. You're going to have to use your guns if you want to win. Often a lot. And it's not always going to work out for you. Evaluation: What it would have needed to be : I was really on the fence with this one. I almost bumped her up from a rating, so it's not going to take much to upgrade. Faster firing guns alone would probably do it. If her torpedoes became even more versatile she'd be so broken it's not even funny. Defense Hit Points: 15,100hp Maximum Protection: 20mm gun turrets. Minimum Extremities & Deck Armour:19mm Red bars are not to numerical scale (just to feels scale). For those without feels: You're an inhuman monster. Evaluating destroyer durability is pretty straight-forward. At tier VIII, there's only one destroyer with a gimmick and that's USS Kidd with her Repair Party. All of the other destroyers conform to the norms found at tier VIII, with 19mm worth of armour covering the hull and deck and 13mm superstructures. Thus comparing them is simply a matter of looking at hit point totals and lining them up from best to worst. Kidd wins out with the third highest overall hit point pool and her mutant healing powers. Asashio doesn't come out well in this line up, truth be told. She's not as as Harekaze and she even beats out Loyang, but it would be a mistake to think that she's in a good place. She's just not strong enough to trade with enemy destroyers at her tier. All of those problems with her guns compound because she's just not tough. In order to have any chance of staying alive, it's imperative that you invest in Survivability Expert to give Asashio an additional 2,800hp. While you're likely to meet opponents who have the same skill, in those encounters where you bump into someone without, this can make all the difference. Evaluation: What it would have needed to be : Kidd's Repair Party or 5,000 more hit points. Asashio is nowhere close to being in this category. Agility Top Speed: 35.0 knots Turning Radius: 640m Rudder Shift Time: 3.6s Maximum Rate of Turn: 7.0º/s How to have not-terrible agility at tier VIII: Stand next to ducky. Bonus points if it's a static bot. This works well for tier VII battleships too, though they must stand next to Colorado. All jokes about Akizuki aside, Asashio's agility is not in a good place. Her 35 knot top speed is slow for a destroyer. Once outliers are removed, 35 knots is among the slowest top speed you'll find within her Matchmaking spread. She's not alone at this value, rubbing shoulders with the likes of Fubuki and Shinonome at tier VI, Mahan at tier VII, Kagero at tier VIII and Black at tier IX. Combined with her large(ish) turning radius of 640m and Asashio doesn't come about particularly quickly. She's no slug, but she's definitely no American DD. This package of traits is nothing new. Most IJN destroyers share the same combination of lackluster traits which makes them vulnerable to being run down by enemy gunships and it complicates avoiding aircraft. This is definitely one of Asashio's weaknesses, but it's not an exaggerated or crippling weakness to be sure. Evaluation: What it would have needed to be : Asashio is only because Akizuki is also a tier VIII destroyer. She's right on the cusp of being . To get her out of the doldrums, she would really need something special here, like an extra five knots of speed at the very least and more perks besides. Anti-Aircraft Defense AA Battery Calibers: 25mm AA Umbrella Ranges: 3.1km AA DPS per Aura: 10 Please note the sarcasm. Evaluation: What it would have needed to be : Not allowed. This is the fulcrum upon which all Asashio balance is based. Honest and for true. I mean it for realsies, guys. Refrigerator Surface Detection Range: 6.84 km Air Detection Range: 3.78 km Minimum Surface Detection Range: 5.37km Concealment when Firing in Smoke: 2.55km Asashio is not only the stealthiest destroyer at her tier, she's the stealthiest destroyer within her Matchmaking spread. While she is matched by Kagero and Harekaze for surface detection, Asashio squeaks out a smaller aerial detection on top of this. Now this is really splitting hairs, given that it's a paltry 60m, but still. For a destroyer that boasts upwards of a 14.63km stealth-launching window for her torpedoes, her surface detection range looks like complete overkill, but it's not. It's one of the few tools that gives Asashio any pretense of supporting her team, should her player be so inclined. Like IJN destroyers, Asashio has the stealth advantage and can usually spot enemy destroyers before being spotted in return. The safety window for doing this is tiny in some cases and always full of risk. Short of tripping over some of the biggest thunder-chunkers masquerading as fellow lolibotes (Khabarovsk, I am looking at you), there's often not time enough to turn away before being seen in return. Given Asashio's weakness to winning one versus one engagements, it's imperative to capitalize on these early encounters when there are still friendly guns around to provide backup. Don't be shy of sacrificing a few hit points to help ensure that an enemy lolibote gets wrecked. Don't be so quick to reach for your Smoke Generator either -- try to force the enemy to smoke up first and keep providing eyes for your team. As wonderful as Asashio's dominance of stealth is, she doesn't have everything her own way. She cannot scrape off enemy aircraft to save her life which can easily keep her perma-spotted. In addition lots (and lots) of radar / sonar equipped ships would love to trip over a vulnerable Asashio. Once they get on your butt, you're in for a rough time. Evaluation: What would have to happen to DOWNGRADE to : This is much closer than it looks, with Loyang being an easy contender for the best at her tier and Harekaze & Kagero sharing functionally the same concealment. While Asashio dominates in stealth, Loyang combines reasonable concealment with her totally-not-overtuned-in-the-slightest Hydroacoustic Search with its extended range. How to Help Control the Battleship Overpopulation Asashio makes a great trainer for higher tiered IJN destroyer commanders, though she may not be ideal for lower tiered ones. The following is the ideal build for Asashio. Feel free to follow along using ShipComrade's Captain Skill Calculator to try out various test builds. Start with Priority Target. This skill has lesser value in IJN destroyers (if you're seen, it's pretty safe to assume everyone is shooting at you), so I would value Preventative Maintenance with equal weight here. You're still a destroyer, so Last Stand has the highest value at tier 2. Next up, take Torpedo Armament Expertise. This will drop your reload time from 112 seconds to 100.8 seconds. For your 10th skill point, Concealment Expert shouldn't surprise anyone. And finally, double back to tier 3 and take Survivability Expert to boost up your hit points from 15,100 to 17,900. After this, it becomes a question of choosing between some high value skills between your six remaining skill points. At tier 2, Torpedo Acceleration is of the highest value, with Adrenaline Rush and Expert Marksman following in order. At tier 3, Basic Fire Training is of higher value than Superintendent. At tier 4, Radio Location is invaluable for influencing vision control. Between these six skills, distribute your six remaining points as you choose. During play testing, I used a 15 point commander that took Torpedo Acceleration. Development Version 1.0 She began life in late December of 2017. Her first iteration was little more than a Kagero-clone in terms of game play. The reactions to her announcement were... well, they were to be expected. Version 2.0 Fast forward to early February and we received a new version of Asashio. She acquired her now infamous Deepwater Torpedoes and her Torpedo Reload Booster no longer competed with her Smoke Generator. I had a lot of fun playing this version of Asashio. I admit, I gave her a big ol' thumbs-up during my first few times out in her and she kept right on delighting me. The honeymoon I was having with her was short-lived, however. A week later and I began having concerns that she was a little overtuned as it was far too easy to damage battleships, though I admit this view was narrowly focused. Not all the other testers were enjoying the same level of success. Version 3.0 Two weeks after version 2.0, we received the third and what would prove to be the final version of Asashio. She received a slight increase in the surface detection of her torpedoes. This change would not significantly affect her performance. This brought her gun handling and rate of fire to the same level as Kagero. This opened up the possibility of engaging lower tiered IJN destroyers in uneven gun fights. It was clear that Wargaming wanted a battleship hunting monster and that was the ship Asashio was to become. My views would mellow out over time, however... Final Evaluation Mouse's Summary: Asashio won't break the game. When you look at her analytically, she's not a very competitive destroyer all told. The current battleship-heavy meta empowers her. She's only as good as the persistence of that environment. Asashio, by her very design, will polarize opinions. She is very good at being simultaneously a battleship assassin and a punching bag for cruisers and gunship destroyers. This is a ship built upon the principle of no counter-play, exaggerating the old paper-rock-scissors design of 2015. Dreadnoughts that are alone and/or exposed or those that are sailing predictably at long-range are going to get punished and punished hard. One on one, they also stand no chance. Similarly, there is very little Asashio can do to an enemy gunship destroyer or cruiser that wants her booty when she's caught without support. She is, in all aspects, a comical exaggeration of the IJN destroyer stereotype, for good and for ill. I do not see her being much different from a less versatile version of an old-timey Shiratsuyu or a similarly myopic Kamikaze-sisters that's all about the battleship damages. Really, boiled down to the sum of her parts, Asashio is a trashbote that is poorly equipped to play objectives, but at least she'll wreck something. This makes evaluating her fun. Let's use the Angry Youtuber scale for this. I know, I know, I'm getting this review format slightly out-of-order, but indulge me: 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 On the one hand, you've got the obvious Battleship perspective: To Battleship Players: Asashio is the end of all things. Game balance and fun as we know it is doomed. Uninstall now. The good times are over. Despite Asashio's predation techniques already being present in the Pan Asian destroyer line, this time it's super-cereal because it's now in the hands of an IJN destroyer that couldn't fight their way out of a wet shoe-box. At the other extreme, we have the perspective of someone who abhors the current BB-heavy meta: The Return to Eden. This is the destroyer those BBabies deserve. Now you can punish those BBabies for having the nerve, nay the audacity to dare enjoying that ship type and game play. They're about to Get Balanced™ in the most extreme way possible. It's doubly delicious that it's coming from an IJN destroyer, whose tech-tree line has suffered the ignominy of being nerfed over and over and over again while battleships have only ever received buffs! Don't fact check that last part! For anyone else, she's just another IJN destroyer but with gimped torpedoes. Asashio is about as terrifying as a cute little bunny. Most ships in the game can counter her easily with a simple count of three (counting to five is right out). Still, you've got to give her mad props for flying about and decapitating BBabies. Asashio is not well designed. In the hands of the masses, I predict she will hoover up some ridiculous damage totals but her win rate is going to suck. She should mirror Shimakaze in many respects. Most players will enjoy her -- she'll do some nice damage but short of being in the hands of a unicum, her influence on the overall outcome will be dictated by what Matchmaker hands to her. It's a fallacy to think that she will greatly influence the meta. Battleships are already loathe to push if they even smell a destroyer ahead of them. Few take the time to differentiate the threat between ship classes, treating all destroyers as if they had the ability to catastrophically end them suddenly. Similarly, assuming that Asashio will unnecessarily punish any battleship that does have the audacity to push is also fallacy. ALL destroyers (and all cruisers and other battleships) will always focus on the closest battleship. It's already chronic on how many players will focus on the ease of stacking damage against battleships over more critical (and perhaps closer) targets. Asashio does not change this. What Asashio does do is exaggerate these bad habits. I grant you: she's not well designed. But at least she does this because she has to rather than by the fault of the player. Would I Recommend? Asashio absolutely trivializes a lot of requirements for missions and campaigns. She's also going to be a great ship for people that are trying to unlock achievement badges for destroyers and Japanese ships. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No, I wouldn't. The mirrored team building in Co-Op means it's possible for you to end up in matches with only a single target for your torpedoes. This makes it hard for her to earn XP and Credits. Similarly, if there was ever a Scenario which didn't have a plethora of enemy battleships to target, Asashio would suck hard and not in the sexy way. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Very yes on toast. This is where she belongs and she'll reward you well. Devastating Strike, Witherer, High Caliber and LIquidator medals will come easy. You may struggle to achieve Confederate medals however, unless Matchmaker REALLY likes you. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Please don't bring this on my team in Ranked. I'll forgive you if somehow the meta is something other than destroyers this season. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes, Asashio is a storied vessel with not only an extensive service record, but a sad and honourable end. For Fun Factor: Bottom line: Is the ship fun to play? I enjoy this ship a lot, though I do so with some mild pangs of guilt. They're only mild, though, so I wouldn't call the affliction serious enough to stem any recommendation. In Closing I had a lot of fun putting this one together. I've hoped you enjoyed reading it. This is one ship where I would love to look over Wargaming's shoulder an analyze the meta-data as it comes in after it gets a general release. There have been all sorts of predictions on how she will perform and what influence she will have on the game. Being able to see which side of the debate is vindicated by official stats would be interesting. My thanks go out to my Patrons on Patreon. Dozens of hours of work were put into the review you just read including time spent play testing, writing and doing graphics. Working around my schedule to get these out on time is difficult and the financial support provided by my patrons facilitates this. Every dollar helps. So thank you all -- not just those who donate, but those who read and enjoy these reviews. It means a lot to me. Appendix A list of sites, programs and people I rely upon to create my reviews. For the complete list of my other reviews, please go here:
  5. Korn_Bread

    Deplorable Potatoes

    Hello possible member! Thank you for showing interest in Deplorable Potatoes. We are a still relatively new clan that is about more than Warships. We are about family, an online family. We play all sorts of games together not just Warships, this is just the primary one. We don't look at stats, we don't require a tier 10...There are almost no requirements to join! What we do require is: Have a Microphone Be Social Be Respectful Be Active Having a microphone and being social is what makes clan play fun and enjoyable. What's the point of playing with people if you can't talk to each other? Being respectful is just a part of being a human being. To be in any clan you have to be active, however, life happens. Just let people know if you have to take a break. We currently have 25 members. If you're interested join our discord and talk to us!
  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 0.6.7.1 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. Cossack is a stealthy British gunship destroyer armed with eight 120mm/45 naval rifles and a single bank of four, high-tier torpedoes. She is defined by her good concealment values and awkward firing arcs. Cossack also has access to the Engine Boost consumable while maintaining improved British acceleration and energy preservation. Game play wise, Cossack is very similar to Lightning with an overlap in consumables and commander skill choices. Wargaming has set her price tag at 9,600 doubloons. This is the second Tribal-class destroyer introduced into World of Warships following the release of HMCS Haida earlier this year. She is less remarkable than her sister-ship but that's largely owing to the unforgiving environment in which she plays. Cossack contends with being up-tiered more often than her Canadian counterpart and higher tiered matches are far more radar intensive. Moreover, at tier VII Haida has a defined role -- she's a lolibote-molester. This role is generally lacking among the other tin-cans at tier VII which makes Haida stand out. Cossack doesn't share this same kind of defined specialty. She's more of a generalist scout or gunship -- roles that are replicated by other destroyers at her tier. Thus, Cossack is a workhorse, one gunship among many. She gets the job done in a tough environment which is worth noting, though she is not deserving of any acclaim in this regard. PROS Good DPM performance on her guns and excellent chance at starting fires. Powerful torpedoes for a gunship which may launched individually. Improved engine performance with increased acceleration and energy preservation in a turn while also having access to the Engine Boost consumable. Ridiculous rate of turn, throwing herself about at almost 9.0º/s! Good concealment with a surface detection as low as 5.48km. Access to a long-lasting British Hydroacoustic Search consumable. CONS Poor fire angles on all weapons. Terrible gun ballistics -- worse than American 127mm/38s. Limited to a single torpedo launcher. Her anti-aircraft firepower is effectively non-existent. Poor quality Smoke Generator consumable with short emission time and duration. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Cossack is not a forgiving ship to play. For a novice player, she has many strikes against her. She struggles to do damage, hamstrung with restrictive fire sectors on all of her weapons and poor performing guns. A deep skill build is necessary to allow her to do direct damage with her artillery against larger opponents and the range of targets she can engage is limited. Having a single torpedo launcher does her no favours either. She is at her best at what amounts to point-blank ranges. At high tiers this is a range where you will get killed in short order for making a mistake. Cossack has the speed, stealth and agility enough to make her attractive to a veteran but her engagement range, optimized for short-distances and limited attack power are a severe mark against her carry potential. Still, she has a diverse toolkit that will earn her some devoted supporters. – 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. Cossack's damage output and durability are best described as average. While she does have her strong points, a combination of drawbacks with her guns keeps Cossac from outperforming her peers. Her low hit point total similarly holds her back. She gets a rating in both categories. Her anti aircraft firepower is virtually non-existent and she earns a evaluation as a result. It's arguably worse than the IJN torpedo boats which is saying something. Where Cossack stands apart truly is her agility and stealth. She takes primacy from Lightning in terms of flexibility and speed. It's a closer contest for Vision Control, but she wins out against Loyang. She's the in both categories among tier VIII destroyers. Options Cossack's options are almost all standard for a British destroyer. Cossack like (new) British destroyers cannot make use of the Propulsion Modification 2 upgrade as she already has an improved version built in. Consumables Cossack's Damage Control Party is standard for a destroyer. It has unlimited charges, a 60s/40s reset timer and a 5s active period. Cossack uses a British destroyer Smoke Generator. This has 5 charges base and a 90s/70s reset timer (it's not just you, that number is stupid-weird). It emits smoke for 10s and each cloud lasts for 40s. Unlike other (new) British destroyers, Cossack has access to Engine Boost. This is a standard destroyer-version of the consumable providing an 8% speed increase with 2 charges base, an 180s/120s reset timer and a 120s active period. Cossack uses a British destroyer Hydroacoustic Search. This has 2 charges base, a 180s/120s reset timer and a 180s active period. It detects torpedoes and ships at a range of 3.00km. Upgrades Cossack should equip Magazine Modification 1 into its first upgrade slot. If you like to live dangerously, then Main Armaments Modification 1 is fine. In your second slot, the special upgrade, Hydroacoustic Search Modification 1 is optimal. If you do not have access to it, then the next upgrade you should reach for is the special upgrade Engine Boost Modification 1. If you're lacking that, then default to Propulsion Modification 1. Aiming System Modification 1 is optimal for slot 3. The only reasonable choice in your fourth slot is Steering Gears Modification 2. Similarly, the only reasonable choice in your fifth slot is Concealment Modification 1. Camouflage Cossack comes with Type 10 Camouflage. For 2,000 doubloons you may purchase Royal Navy - Cossack as a cosmetic swap. Both camouflages provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Cossack comes with Type 10 Camouflage in mottled grey. I personally think she looks prettier in Royal Navy - Cossack in green, black and grey, but that's only for players with deep pockets. Firepower Main Battery: Eight 120mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four torpedo tubes in a 1×4 launcher mounted amidships. The 120mm/45s that Cossack uses for her main batteries have a lot of problems at tier VIII. While perfectly serviceable at tier VII with ships like Jervis and Gadjah Mada, against the upgraded opposition faced at higher tiers they're nowhere near as competitive on a per-gun basis. This is largely owing to penetration issues due to gun caliber but there are other things to remark. They have a modest rate of fire, damage per shell and poor ballistics. The mountings on HMS Cossack are poorly situated with limited fire arcs and a lackluster traverse rate. Their only real strength is a high fire chance per shell. Her saving grace is that she has a lot of guns -- quantity has quality all of its own. However, the competition is fierce at tier VIII and even armed with eight rifles Cossack struggles finding the edge she needs. Destroyer AP shells are highly circumstantial in their utility. Most simply do not have the penetration or damage output to make them worth chancing the risk of a bounce using except in specific circumstances. Still, when a broadside is offered, switching to AP provides a much improved damage increase -- especially if your target is already burning from fires set. HMS Cossack's poor penetration values limit the range at which she can make these exchanges successfully, with her ability to citadel enemy cruisers falling off at 4km and her ability to reliably penetrate the extremities of battleships dropping off between 9km and 11km.1 Cossack's HE damage potential looks impressive, though it's important to cross reference it with her penetration values. The chart on the right shows the armour value the respective guns can best while the extremity armour on the bottom lists the prevalence of different armour types for the bow and stern. The number in brackets is the (current as of 0.7.9) number of ships with these armour values. There is a long list of targets she is incapable of damaging directly which will necessitate her making the attempt with AP shells instead. The arcs of fire on A and Y turret are terrible, contrasting the excellent arcs on B and X. On top of this, B-turret may rotate 360º which facilitates keeping it engaged even while Cossack manoeuvres. It's thus very easy to keep six guns on target most of the time but especially difficult to keep all eight firing. Bringing all eight guns to bear makes her an easy and predictable target due to the limited fields of fire on her foremost and rearmost turrets. Sacrificing a turret makes Cossack's gunnery no better than a tier VII destroyer. Cossack doesn't have the DPM advantage to be able to best contemporary gunship destroyers. The race is very close. Once you factor in the hit point totals and detection consumables, the margins get even smaller. Against anything higher tier, Cossack comes out the worse for it. This said, Cossack does have the muscle to bully anything smaller than herself short of HMCS Haida. She can play the role of a destroyer hunter provided she can ensure the detection, hit point and DPM advantage, but she has nowhere near the primacy in these categories at her tier. Against larger vessels, Cossack's guns are a mixed bag. Her ability to deal direct damage is compromised with her poor penetration values but she's an excellent fire starter. Note that this is largely owing to volume and accuracy of fire -- Cossack must be cycling all eight of her guns onto a target and landing with most of her hits to be a credible threat this way. Where Cossack truly excels is her potential to set fires. This is especially true of she eschews the use of IFHE in her commander skill build and elects to just focus on Demolition Expert instead. While this is unlikely to ever give a hale and healthy cruiser pause, it is very effective against battleships. Note, in practice these values are approximately halved when striking ships and represent only the raw fire starting potential. Thus, against a Montana, Cossack with a DE build could expect to set about 4 to 5 fires per minute. Be warned, though, the efficiency of focusing on fires leaves a lot to RNG. Cossack's performance will not be consistent. The final issue facing Cossack's gunnery is one of range and detection. She has adequate reach but she suffers from horrible ballistics. British 120mm/45 guns have worse shell arcs than American 127mm/38s. Cossack has similar gunnery challenges to Loyang, Hsienyang, Kidd and Benson without their fast rate of fire to facilitate aim correction. Cossack is greatly endangered by the prevalence of Surveillance Radar within her matchmaking tier where her short engagement range is more likely to bring her within reach of this consumable. Furthermore, her Smoke Generator does not allow for long bouts of gunnery within the safety of concealment. Cossack must contend with much of her gunnery being done while she is vulnerable to return fire if she cannot make use of island cover. Thus, Cossack must be opportunistic. Whatever ability she has to bully other destroyers falls away as she faces same or higher tiered opponents. Her guns can terrorize lower tiered vessels, including battleships but they lack the caliber needed when facing higher tiers. Throw in the usual challenges of radar in this matchmaking spread and a pattern emerges: The power and flexibility of Cossack's guns varies considerably upon the hand which she's dealt by Matchmaking. Cossack's torpedo launchers have much better rearward arcs than forward. Like her guns, Cossack is going to have to give up her full broadside to be able to fire her torpedoes at a target. Cossack's torpedoes are decent individually, but she has too few of them and bad firing arcs to boot. Cossack has HMS Daring's torpedoes but at tier VIII instead of tier X, which looks nice on paper but that single launcher holds her back. The saving grace of Cossack's torpedo armament is her ability to fire them one at a time. While getting good accuracy with single-launch torpedoes is locked behind a skill wall, once mastered it helps greatly with making up for the lack tubes. For a gunship, Cossack has better individual torpedoes than those found on the Soviet, American or German destroyers. However, like with her guns, she places a distant second to Akizuki, lacking both striking power and being unable to keep up with her damage output Furthermore, Cossack's individually more powerful torpedoes in no way makes up for having only one launcher. Like Cossack's guns, her torpedoes perform much better when she's top tier than bottom. Their 10km range is fairly standard (and an improvement on the 8km on Lightning's), however as Surveillance Radar becomes more and more prominent in higher tiers, this reach just doesn't provide the same level of safety. Ideally, a player should be able to combine Cossack's torpedoes with her excellent fire setting to stack damage over time effects on a given target. In practice, this is much easier said than done. Their limited arcs makes finding opportunities to use them difficult, especially in a pinch. When the stars align (or skill prevails), Cossack can doom an enemy vessel in short order by overtaxing their Damage Control Party between fires and floods and score herself an easy kill. However, these will be rare events rather than commonplace. As discussed, use of Cossack's gunnery and torpedoes are both steeped in challenges. One of the drawbacks of British torpedoes is their large detection range. While not quite on the same level as Japanese destroyer torpedoes, this does limit their effectiveness. Summary: The potency of her guns varies considerably based on the tier of the target she faces. Her gunnery performance is inconsistent. Her torpedoes are individually excellent but they're difficult to use, locked behind a higher skill wall. Cossack must present a lot of broadside to cycle her weapons which can make her unfortunately predictable. Evaluation: What it would have needed to be : Cossack never quite gets her act together to seriously contest the Japanese gunships for their primacy at this tier. Yeah, I'm as shocked as you are that Japan now dominates the destroyer firepower meta at tier VIII. I always thought it would have been the Soviets, but here we are. Defense Hit Points: 15,200hp Min Bow & Deck Armour: 19mm The Lolibote with a redundant name sure looks OP when you lay out the maximum effective hit point total of the tier VIII destroyers like this. However, making perfect use of all four charges of her Repair Party happens so seldom. Still, she's way tougher than Cossack. Cossack has nothing going for her in this category. She has a downright middling hit point total and no fun quirks to her armour profile. This is a destroyer where you will have to manage any gunfire trades carefully to preserve your health. Her DPM advantage is not so high that she can afford to simply slug away at an enemy lolibote and hope to come out the better. The Survivability Expert skill, which ups her to an even 18,000hp should be considered mandatory lest she fall behind the staying power of other gunships. Veterans who are familiar with the play style of Loyang and Benson will no doubt be able to relate to the need to properly spend their hit points when making gunship attacks. The difference between Cossack and these American-based gunships is her worse Smoke Generator performance which limits her ability to make escapes when things go pear shaped. Cause they will. Evaluation: What it would have needed to be : Cossack is in the bottom half of the vast tier VIII destroyer population. It's going to take a lot to move her up in rank -- namely another 5,000 hit points or a Repair Party consumable. Agility Top Speed: 36.0 knots Port Turning Radius: 610m Rudder Shift: 3.6s Maximum Turn Rate: 8.9º/s There's a lot to cover here. Let's hope I can put it in some semblance of good order without melting the brains of my readers. Your take away should be this: Cossack is far more agile than her in-port stats might otherwise indicate. She comes about quickly. She accelerates fast. She doesn't lose speed in a turn. Stay with me here, this graph isn't as scary as it looks. In purple, we have the sustained 4/4 speed of the tier VIII destroyers with their rudder hard over. This is how fast these destroyers can move while wiggling, dodging and coming about. In green is their nominal maximum speed -- for Cossack and Lightning, that's 36 knots. In blue, we have their engine boost speed. What makes Cossack so remarkable is that her maximum speed and turning speed pretty much overlap AND she access to an Engine Boost. This makes her a much harder target to hit, akin to a fast Soviet destroyer in terms of her forward momentum but with the added bonus that she can change her heading much more quickly. Cossack doesn't have the straight-line speed of some of her contemporaries. However, she's functionally faster than many of them. Like destroyers from the Royal Navy tech tree, Cossack preserves almost all of her speed while under manoeuvres. Most destroyers bleed off between 15% and 18% of their top speed while wiggling and dodging. Cossack loses less than 2%. In addition, Cossack comes about almost as nimbly as USS Sims -- one of the most agile mid-tier destroyers in the game, and at a higher sustained speed. For enemies trying to pick her off at range, Cossack presents the dual challenge of a ridiculously high top speed with an nimble target, giving the best traits of both American and Soviet lolibotes in a single package. It doesn't stop there. From a dead stop, Cossack accelerates as much as 25% faster than a similar destroyer equipped with Propulsion Modification 2. From a dead stop, Cossack is quick to get moving again, helping her avoid sudden threats like incoming torpedoes or being lit by Surveillance Radar. Cossack gets the best of both worlds when it comes to upgrades; she enjoys better acceleration than she would have receive with Propulsion Modification 2 and she gets the improved rudder shift time of Steering Gears Modification 2. Unlike other Royal Navy destroyers, Cossack gets all of this without sacrificing access to Engine Boost. Combined with a Sierra Mike signal, she can get her speed up to 40.8kts for these brief spells while keeping all of the aforementioned bonuses to her handling. While ships like Kiev and the upcoming Le Terrible can outpace her in a straight line, Cossack wins out in overall handling and flexibility in combat situations. She trivializes dodging incoming fire and dancing torpedo beats. Paper stats won't tell the whole story. If you looked at a combination of Cossack's top speed, turning radius and rudder shift time, she'd look deceptively mediocre. The engine power of the Royal Navy destroyers and their energy preservation means that they perform on an entirely different level from the other lolibotes, making Cossack far more nimble than her stats otherwise indicate. Her Engine Boost consumable adds even more flexibility than even Lightning can boast, making Cossack the most agile destroyer at her tier.[/caption] Summary Boosted acceleration. Little to no loss of speed in a turn. Cossack can rocket-butt with Engine Boost unlike other British DDs. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost consumable would be enough. This is a closely contested category at tier VIII with Lightning being hot on Cossack's heels with better rate of turn and a smaller turning radius. Anti-Aircraft Defense AA Battery Calibers: 40mm / 12.7mm AA Umbrella Ranges: 2.5km / 1.2km AA DPS per Aura: 12.9 / 4.2 Hahaha, no. Cossack has no large caliber AA guns to speak of. Even cursory HE damage is likely to strip her of all of her remaining defensive weapons. Enemy aircraft carriers should feel completely safe in having their planes loiter over Cossack and friendly carriers should abstain from dragging enemy aircraft near Cossack. She'll be of no help. ... except I did. Evaluation: What it would have needed to be : Cossack only barely ekes out the worst AA rating at tier VIII. Asashio is only marginally better with less DPS but more range. In theory, it wouldn't take much to nudge Cossack up the ladder, but don't ever assume this would make her evaluation passable here. Refrigerator Base Surface Detection Range: 6.97km Air Detection Range: 3.90km Minimum Surface Detection Range: 5.48km Detection Range when Firing from Smoke: 2.48km Main Battery Firing Range: 11.89km Detection Consumables: Smoke Generator / Hydroacoustic Search There's a whole lot of weirdness crammed into Cossack's refrigerator. She is currently the rated tier VIII destroyer in terms of stealth and detection, however this is a title she doesn't claim easily. There are three elements which define her concealment: her surface detection range, her Hydroacoustic Search and her Smoke Generator. Surface Detection Spotting distance delta (in meters) between HMS Cossack and the destroyers within her matchmaking spread when fully upgraded for concealment. This chart is restricted only to those destroyers within +/- 500m spread of Cossack's optimized stealth rating. Note that a distance of at least 200m is necessary to have a plausible chance of a reactionary advantage over an opponent and more is preferable. There are few destroyers that can challenge her concealment rating. Cossack is one of the stealthiest destroyers not only at her tier but also within her matchmaking spread. Only the Kagero-class sisters (Kagero, Asashio, Harekaze) have an improved stealth rating as low as 5.374km to Cossack's 5.476km. In open water with every other match-up, Cossack will detect enemies before she herself is seen. Generally speaking, when Cossack is top tier, she will dominate scouting. It's only when she faces tier IX opponents that things get harried, with detection ranges being close enough that Cossack is likely to trip over an enemy destroyer without enough time to react. Surveillance Radar, always the bane of destroyers (and gunship destroyers especially), is a very real and especially prevalent threat to Cossack's well being. When she's bottom tier, Cossack faces several ships with radar that meet or outstrip their surface detection range. There is very little counterplay she can exercise against ships armed with this consumable short of having advanced knowledge of their approximate location. Keep a wary eye on team rosters and behave accordingly. Hydroacoustic Search HMS Cossack comes with a Royal Navy Destroyer safety blanket -- her Hydroacoustic Search. In the radar-heavy environment in which she plays, this lacks the offensive utility found on HMCS Haida and it's largely reserved for simply sniffing out torpedoes. Still, it is possible for Cossack to unmask ships hiding within smoke screens while using her consumable, however she needs to get even closer than her Canadian counterpart to do it. This tactic is largely inadvisable given Cossack's difficulties in getting away once detected but it can be pulled off in a pinch, especially in late game scenarios where an enemy destroyer lacks support. Exploit that three minute duration -- she can outlast the longer ranged (and easier to use) consumables found on Loyang and German destroyers. Outside of these very specific instances, Cossack's Hydroacoustic Search is better used defensively -- giving her the time necessary to avoid incoming torpedo strikes. In most games, this will largely be its purpose. Vigilance is a helpful skill in this regard for team play purposes if you can afford it. Still, this consumable provides a degree of flexibility to the ship that expert players can exploit and to underestimate or dismiss it would be a mistake. Cossack belongs up on the front lines, projecting vision forward for her team and sniffing out early torpedo threats. Smoke Generator There's a big ol' "but" looming over Cossack's superior vision control. She may have great surface detection. She may have a very handy detection consumable that keeps her safe from torpedoes and can be used offensively in a pinch. Butt, her Smoke Generator stinks. Shackled to the same terrible smoke consumable as the British destroyers in the tech tree, Cossack is held back by its low emission and duration times. She doesn't make many smoke clouds for one. What smoke she does make doesn't last nearly long enough to be comfortable, undermining both Cossack's survivability and her ability to deal damage. When used offensively, Cossack can only park in smoke for 40 seconds at a time. With American battleships boasting up to 20s worth of immunity with their Damage Control Party, Cossack isn't going to seriously contest her opponent's ability to put out fires. This necessitates other tactics to get the most out of the potential damage output of her guns. Borrowing the smoke from another ship is one way such as in a division. She can also take a page from American cruiser and destroyer game play and use island cover to lob her shells at enemies that cannot see her but her lack of reach makes this difficult. Finally she can simply elect to fire from open water and risk trading her hit points. I would hardly call this ideal given her low hit point total. Defensively, her smoke is also found wanting. At top speed in a straight line, Cossack drops all of three (count 'em) smoke clouds. If you install the special upgrade, Smoke Generator Modification 1 you get one more puff. That's it -- hardly worth the coal investment. Cossack's consumable is not so much a smoke screen as a squid's ink-squirt. If Cossack has been firing her guns, she may not being able to create enough smoke to block line of sight to multiple opponents (which will make you wonder why you even bothered). Fortunately, if you cut your speed the moment you activate her consumable, Cossack will come to a stop inside the last cloud. Don't wait on the throttle though -- you need to be decelerating the moment you begin laying down your rings. At least Cossack's smoke reset timer isn't punitive. The delay between dissipating and the availability of her next charge can be as little as 20 seconds with the correct commander and signal combination. With up to seven charges available, Cossack simply needs to hold her fire for brief intervals before setting up for another round of shooting. Patience and careful planning can almost make up for all of her consumable's shortcomings. Closely Contested Cossack is an excellent scout. Few destroyers at tier VIII can sit as comfortably on the front lines, broadcasting back enemy positions for their team as Cossack can. In addition, her forward position helps protect her allies from long range torpedo salvos which become quite commonplace within her matchmaking. This isn't a safe place to be, however, and Cossack lacks reliable smoke from her toolkit to give her a sense of security. Cossack may be one of the stealthiest ships at her tier and one of the best destroyers for controlling vision for her team. However, this is very little room for error. Summary Great open water concealment. Hydroacoustic Search combined with her great acceleration and handling makes enemy torpedoes launched at range a non-threat. Her smoke smells like butts. At least she gets a lot of quick-reloading charges. Evaluation: What would have to happen to DOWNGRADE to : Top spot among the tier VIII destroyers is heavily contested. The Japanese torpedo ships have the best raw concealment values. Loyang has arguably the best combination of detection consumables though her surface detection is too big to take the crown. Cossack wins out on primacy despite the flaw of her Smoke Generator, but not without contention. Keeping Oskar from becoming a Sam Skills rated by their utility in descending order from purple, to blue, to green, to red. For the colourblind, they're also rated by hearts. Cossack's initial skill choices are fairly standard for a gunship. Start with Priority Target. Next take Last Stand at tier 2. Survivability Expert is optimal at tier 3. And finish off your 10th point with Concealment Expert. Basic Fire Training should be a must on anyone's list after that and Adrenaline Rush is also optimal. From there, spend your last four points as you will. Final Evaluation I'm not one to blame matchmaking. However, Cossack's fortunes are more firmly tied to matchmaking than many other ships I've played in recent memory. I think it's largely owing to how Cossack performs when she up-tiers. To be absolutely clear, Cossack is a beast when she's the top of the pile. There are very few opponents she cannot engage comfortably and it's only those vessels at her own tier which give her pause. However, Cossack doesn't feel anywhere near as comfortable when she has to go up against tier IX and X opponents. This isn't a problem unique to Cossack, but it is more pronounced in her case. Her guns have a very limited menu of appetizing targets when she faces same or higher tiered opponents. It's not that she can't deal damage when bottom tier, it's simply more of a challenge than for other destroyers. She reminds me very much of most tier V battleships, where they can feel like real powerhouses in those rare times that matchmaking favours them and victims otherwise. Your mileage in Cossack will vary based upon not only where your placed on the Matchmaking roster but what's on the enemy team. So long as she's facing enemy destroyers and cruisers with soft squishy bits she can pelt with her pew pews, you're going to have a great time regardless of her tier. If you suddenly find yourself facing down tier VIII+ American and German heavy cruisers, a heavy battleship lineup or Japanese ducky-destroyers, life's going to be a lot more difficult. Fortunately, Cossack still has a role when she can't be the big dog. When she's no longer able to deal direct damage easily, she excels at simply putting eyes on targets and pressuring cap circles. It's difficult to dislodge an RNDD that has setup shop around a given cap short of using concerted air power or a constant barrage of radiation from Surveillance Radar to drive them back. Cossack won't come out of said matches with much to show for it other than a win if everything goes right, unfortunately. I do like Cossack, but she doesn't inspire the same kind of awe her sister ship, Haida did for me. There's a lot to enjoy with this ship. Few feels as comfortable as she does when top tier and even in those uptiered matches, she can serve you well provided you meet the right opponents. However, in those games where there's nothing but hard targets, the pickings get mighty slim. I dunno why, but I'm a fan of Cossack's alternative camouflage. I wish it didn't cost 2,000 doubloons to make my ship look pretty, but oh well. Would I Recommend? Cossack was originally made available through the Royal Navy event which ran in the last quarter of 2018. Wargaming assigned her a cost of 50 Guineas with players able to earn up to 48 Guineas over three patches. It's not you -- the math doesn't add up. The assumption is that players will have to pay for the difference with a Guinea setting you back around $1 USD. Otherwise, players may acquire her for the equivalent cost of 9,600 doubloons + the price of a port slot. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Cossack does alright in Operation Dynamo, but her contribution is very one-sided with being largely limited to engaging the torpedo boats. Her AA power is virtually non-existent. Co-Op isn't kind to gunship destroyers, particularly those with only modest hit point pools and limited torpedo options. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes with a butt. Cossack doesn't play much differently than the other Royal Navy destroyers and her skill choices overlap nicely (especially with captains for Icarus, Jervis, Jutland and Daring). The only issue is that earnings get a might bit slim of matchmaking doesn't love you. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. There are better choices, namely Loyang and Akizuki. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. Now you too can own a memento of the ship that predicated the early invasion of Norway! Slap on a Hotel Yankee signal, board some enemies and cause an international incident! For Fun Factor: Bottom line: Is the ship fun to play? Yes. While I'd rather play Haida, that's my own Canadian bias speaking. Cossack is a fun ship though be warned, she is a tier VIII destroyer. That comes with all of the hangups that tier VIII destroyers face. 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 Is it over? I think it's over! Cossack (and Haida) have been on books since January of 2018 -- that's over nine months of work that has gone into reviewing her and her sister ship with too many different versions between them. As you can imagine, there was a lot of information to keep track of with her performance changing so regularly. While I'm happy the two ships aren't terrible, I'm very (very) glad to be able to stop worrying about Cossack for a while. I want to thank my readers and fans who helped keep me sane over these months and an especially well deserved thanks to my Patrons on Patreon who helped keep me fed. I won't have to dig her out again until there's another tier VIII destroyer to review for a comparative study. But that won't happen for another ... Aww, sh-- ...! Appendix (1) Penetration data courtesy of Proships.ru (https://www.proships.ru) and World of Warships AP Calculator (https://mustanghx.github.io/ship_ap_calculator/).
  8. Introduction Icarus's Wings A fresh contender in a strong tier for gunboat DDs Icarus is a big step-up from its predecessor, Acasta; the question is if it's a big *enough* step given how strong tier 6 is for DDs, especially gunboat DDs. Tier 6 is, in my opinion, the single best, most-crowded tier for destroyers. There's fantastic differentiation and a lot of strong boats. If you can't find a DD at tier 6 that fits your style, you're just not a DD player. Icarus is a much more versatile boat than her predecessor. You retain the same artillery configuration, with stats remaining basically the same, with exception of gaining .5km of basically useless range given the punitive shell arcs of her guns. However, your torps, while still slow, gain an extra 1k of range while maintaining Acasta's concealment, making stealth torpedo attacks more viable from unfavorable angles (with Acasta, you could only stealthtorp approaching ships unless you used islands to ambush.) You also get 2x5 torps instead of 2x4 while maintaining the singlefire capability, and they do much more damage. Don't get me wrong; Icarus is still first and foremost a fleet support/cap control DD. However, the torp upgrade gives her some much-needed damage-dealing capability and versatility. Her artillery is still limited, but she gets a hit point boost, plus she has hydro. Being able to put a 10-torp spread across a whole smoke cloud to flush out or kill red DDs, having a middle-of-pack hp pool and the nimbleness to dodge some fire, and hydro to give early warning of torps makes her a stronger cap contester than Acasta. Little things, but she feels much more comfortable and less out-classed. Part of that is also being middle or top tier more often, so YMMV, she just feels much more competitive. She still struggles from the same meh gun traverse and dpm of Acasta, but the improvements elsewhere help her with her primary role. And her stealth, while not an improvement over Acasta, is still fairly decent; she can outspot what can outshoot her, and use her quick-reloading defensive smoke to break contact when needed. Is she a keeper for me? No. And that's not necessarily because I don't like her; she felt far more comfortable than Acasta. Tier 6 is just such a stacked deck for DDs, including DDs that do many of the same things Icarus does well. Comparisons with the stacked deck of tier 6 DDs: The obvious comparison for Icarus IMO is Farragut, one of my favorite boats of all time. Farragut's only a hair below Icarus in HP, is very nimble, and puts out a fearsome DPM in a knife fight; she can't stealthtorp in all situations, but her torps hit hard and fast and she's adept at using them on ships approaching obliquely and then running before being sighted. Icarus will see her first, but Farragut is much faster, especially with speed boost. I've often said Farragut is, tier-for-tier, the best cap control boat in the game; Icarus is built for that niche, and may be just as effective, but it's a toss-up and although I'm fond of calling Farragut a swiss-army-knife DD, Icarus has an advantage in open-water torp operations, although Farragut's speed can get her out of trouble quicker. They're both adept at DD hunting in their own ways. I'll call it even. T-61 has slightly better hydro than Icarus, and quick-reload 8km torps, but her guns are a tad weaker; slightly faster ROF, slightly lower traverse, lower damage. She's a very versatile boat, and her advantage in hp and better hydro with only marginally worse concealment makes it also a toss-up as far as cap control, with T-61's longer-range torps making her a much better torpboat. Admittedly, T-61 is almost hilariously OP in the right hands just because she has no real weaknesses, so this may be an unfair comparison. Gaede has much higher visibility; Icarus can see her early enough to run, but a well-played Gaede can bully an Icarus in a 1v1. With support, Icarus can focus on spotting and win. Gallant is a nice alternative for those who place a larger emphasis on torpedo capability; she gives up 2 tubes compared to Icarus but gains 1km of range, and Icarus is a much stronger cap contester. And even with Icarus's improved torpedoes, she can't compete with Hatsuharu or Fubuki as a torp platform, although she can murder them in a gunfight. She's far more versatile than Gnevny or Fushun. PROS: *Single-fire torps. Great for island ambushes of ships coming around a corner, strait/gap control, or torping smoke clouds when you're pretty sure a red DD is in there due to flexibility of torp spread design (can drop them all in a row or spread them out as you see fit. And having a decent window to stealthtorp gives her some teeth in the mid-game or standard battles, expanding her role beyond her core competency of DD hunting, fleet support, and cap control. *Good acceleration and handling: RN DDs don't get speed boost, but they accelerate quick and hold speed in a turn. These aren't huge advantages, but they help you knife-fight other DDs and still avoid torps, and help get you out of trouble. *Decent stealth: Same stealth as Acasta; you'll get outspotted by some tier 8 DDs since they can equip the concealment mod, but you're at least in the neighborhood of everything in tier 6 and 7. You can outspot everything that outguns you. And your smoke is great for breaking contact and vision control even though it sucks for offensive use. *Hydro: Like Icarus's smoke, her hydro is mostly defensive; very limited range limits its use offensively, but when used properly gives you plenty of early warning of torps and allows you to be very aggressive in a knife fight, bearing in mind your average HP and the fact that you're still outgunned by USN DDs. CONS: *Meh guns: the improved AP ricochet angles RN ships get hasnt been a huge factor for me so far, and the low effective range (due to firing arcs), meh traverse, meh reload speed, and meh DPM means you need to be cautious in engaging other gunboats as even a win can be pyrrhic in lost hp. *No speed boost: She's nimble, and her quick-reload smoke can help break contact, but if you overextend you're not going to find it easy to get back out. She's not a deep-penetration DD and you're going to struggle if you try to break through to go for the CV kill. Fight for caps, play aggressive, but stay in support range and know your exit strategies because breaking contact is difficult, especially if you have red ships nearby at multiple angles and cant use smoke to break LOS with all of them. TL;DR: Icarus is an ok boat but it's a crowded pack. . For a less experienced player, I think she's a great choice for a t6 gunboat; Farragut's skill floor is a bit higher. She's a well rounded boat; she's got a bit more versatility than Acasta which makes her a far better boat for randoms, and as the first boat to have hydro in the line she fits better in the niche WG expects RN DDs to operate in. She seems like a balanced addition; not overpowered, not underpowered, but capable of performing according to the skill of her driver. If I didn't own T-61, I might keep Icarus for a Farragut alternative; but as I already have Farragut, T-61, and Gallant as keepers, Icarus doesn't add anything new to my port. Still a worthy addition to the game. Other British DD reviews: Acasta Doing Business (My other reviews - British BBs: Conqueror/Lion Monarch KGV Queen Elizabeth French BBs: Overall Line Review German DDs: Flottentorpedoboot My Waifu)
  9. Jdelgado20005

    Cossack vs Haida

    Hi Everyone, I'm not too savvy on the actual technical specs on each ship, however i don't consider myself a "noob" at all. My question comes to what actually decides what tier a ship should be categorized by??? I own both Haida VII and Cossack VIII. So i bought the Cossack thinking it will be a nice upgrade from the Haida. I think I'm finally making the Cossack work for me but looking at the stats of each ship i realized that the stats of the Haida are better. I usually achieve 100K dmg with the Haida most of the time, and as for the Cossack boy is it an achievement when I do. I did upgrade commander skill for Turret Traverse speed on the Cossack bringing my Artillery up by 1. Stats for Haida: Suitability: 26 Artillery: 29 Torpedoes: 11 AA Defense: 22 Maneuverability: 85 Concealment: 96 Stats for Cossack Suitability: 27 Artillery: 28 (27 without commander skill) Torpedoes: 12 AA Defense: 11 Maneuverability: 84 Concealment: 97 If anyone could explain this .. well you da real MVP. Thanks all and may everyone have a GG!
  10. Started a game, fired on an opponent's Farragut in Nelson , multiple hits with absolutely no damaging effect , two salvos, roughly around the 3-5 minutes mark of the replay (17-15) WoWS_report.wgc 20181109_223459_PBSB517-Nelson_19_OC_prey.wowsreplay
  11. SteeLeviathan

    French tier 10 destroyer

    So with the release of the le Terrible, it got me thinking of what possible the french destroyer line would be like and what the top ship would be. Since the Le Terrible is a tier 8 destroyer, I would think that Le Fantasque would be the equal tier, but then that brings up some questions of power. If tier 8 would that mean that the Mogador with its 4x2 guns would be tier 9 with the T47 being tier 10? The problem i see with the T47 is that it drops a whole lot of gun power by going from 4x2 139mm guns to 3x2 127mm. That lose of power is possibly made up by the aa buff and increase of 2 more torps but as i can tell right now, the french are fast gunboats, possibly. Maybe wargames wont use the larger gunboat line and go with the smaller destoyer line with the Le Hardi at tier 8, as another destoyer hybrid line with fast reloading torps instead of heavy firepower, or perhaps WG will go with the mogador at tier 9 and fudge another fantacy tier 10 ship that would have similar firepower to a khab or a harugamo and leave the t47 out of the tech tree or leave for, if they decide to add a second line to the french destroyers as torpboats, maybe. Who knows.
  12. 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: 0.5.16.0 - 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 0.3.1.3 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 0.3.1.3. This saw AP and HE switch places in terms of primacy where destroyer shooting was concerned and the Nicholas never really recovered. After 0.3.1.3 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
  13. Today I am going to showcase my experience in the Tier 8 Royal Navy Destroyer, the Lightning. Overall a decent ship, but my experience in it was "something different" compaired to other ships I have played.
  14. Submarines are now implemented in the Halloween mission in the public test. If they come out in random battles in a future update, will destroyers be armed with depth charges and squid launchers? Maybe sonar to actually detect subs other than just torps? Firing at submarines from battleship and cruiser guns kinda sounds ridiculous and overkill.
  15. I love my gunboat DDs. I'm an average at best cruiser player, and only good in some BBs, but my happy place is filled with names like Clemson, Farragut, Z-52, Akizuki/Haragumo, Vampire, Fletcher, etc. I enjoy hunting DDs, controlling caps, spotting and vision control, and such, and I find it's my best way to contribute to wins. I like playing fast and aggressive but still having to be thoughtful about movement and positioning. I'm an average player overall, but in a gunboat DD I can carry games that I am not capable of carrying in other ships. So when it became evident that the RN line would be optimized for the fleet DD role, I was excited. So far....the results are mixed, but I am optimistic for the rest of the line. I won't unlock Lightning until Wednesday as I've completed all the container missions and didn't unlock her, but I've gotten some time with Acasta, Icarus, and Jervis. (Valkyrie looks like it will play similarly to Vampire with a bit more torp flexibility and emphasis, so I'll try her and Wakeful after launch as well.) Here's my impressions of Acasta, with Icarus and Jervis coming later tonight or tomorrow and the rest coming soon (I probably wont have much time to play next weekend so it will be a bit of time before I cover Lightning, Jutland, and Daring.) 'The Acasta Doing Business - Mid-Tier Meh "A lot like T-22, except even more boring and ineffectual" It was evident even before playing them that a lot of the British DDs would have reasonably high skill floors and would be 'better than sum of its parts' boats given the 'fleet DD' niche. Acasta is clearly a step in that evolutionary line, but in her case, sh's likely a 'grindwall' boat that most players will be glad to get out of. Even as someone with realistic expectations and who enjoys that playstyle, I didn't enjoy her. Full disclosure: I played 2 games in her and then sidelined her after unlocking Icarus mission. So maybe others make her work better after some more time, but I have played enough Gallant and enough other gunboat DDs to know Acasta wasn't for me. She's just aggressively meh. She doesn't excel in anything, but neither does T-61 and that's one of my favorite boats; she's just not good enough at enough things to make her fun. Her guns are meh, with a slow traverse and low dpm output making her vulnerable to USN DDs, and aside from the flexibility of her singlefire torps, her torps aren't anything to write home about. You can't launch from stealth except in ambush or at an approaching target. When the cards fall right, you can still devstrike anything easily with 8 torps on the same vector, or easily design your own spreads to improve odds of getting at least one hit. I have used this skill to great effect with my Gallant, but with 6km torps (and 6km stealth even at full-stealth build) I struggled to do so with Acasta. Good players will get some fantastic results out of these torps on occasion when they use single-fire perfectly, but it's going to be rare-ish and you're going to have to work harder to get good torp results than other DDs. Her guns are also a weakness. Like USN DDs, RN DDs have high shell arcs that necessitate engagements at closer ranges than Russian or (to a lesser extent) German DDs. But USN DDs just spank this boat 1v1 in a gunfight. She isn't even competitive with Clemson for cap control, much less Nicholas or Farragut. Her nimbleness helps her avoid torps but you wont dodge much gunfire at that range, and her RN smoke is even shorter because tier 5. Plus, the hydro later tiers get isnt present here. I've played a lot of Farragut and Clemson and know every trick in the book to use torps when you can't *quite* stealthtorp in most conditions, but the singlefire capability doesnt make up for the fairly weak torpedoes here, and her guns just aren't good enough to deal damage when you can't pull off ambushes, unlike the USN boats. This is a boat in which even experienced gunboaters will struggle to do damage on a consistent basis. She's nimble and accelerates quickly, she can use singlefire torps to torp entire smokescreens to flush or kill red DDs or to devstrike a BB from ambush, and she can spot and help kill DDs, but she doesn't beat ANYTHING 1v1 in a stand-up fight except a badly played IJN torpboat, and even then she doesn't have hydro for the extra cushion so her nimbleness is key to not eating torps. I think very good players can make her work very well, and I wouldn't be surprised to see her do well in the t5 ranked season in the hands of a good player. But she's going to uptier even more poorly than most tier 5 boats. She'll never be a popular boat; for one, the most OP dd for its tier is Kamikaze at tier 5, and although tier 5 is a fairly weak tier for gunboat DDs anyway, Acasta is just not equipped to excel in randoms with her toolkit. PROS: *Single-fire torps. Great for island ambushes of ships coming around a corner, strait/gap control, or torping smoke clouds when you're pretty sure a red DD is in there due to flexibility of torp spread design (can drop them all in a row or spread them out as you see fit. *Good acceleration and handling: RN DDs don't get speed boost, but they accelerate quick and hold speed in a turn. These aren't huge advantages, but they help you knife-fight other DDs and still avoid torps, and help get you out of trouble. *Decent stealth: You'll outspot Clemson and Farragut (Nicholas noses you out), outspot Gaede and Maass, and all Russian DDs. You get outspotted by IJN DDs but not by too much. And your smoke is great for breaking contact and vision control even though it sucks for offensive use. CONS: *Meh guns: the improved AP ricochet angles RN ships get doesn't seem to help much (although small sample size as I didn't play too much of her) and the low effective range (due to firing arcs), meh traverse, meh reload speed, and meh DPM mean you get your [edited]kicked by any other gunboat 1v1 assuming equally skilled players. *Situational torps: I'm used to not being able to stealthtorp; as I said, I play Clemson and Farragut often. But these torps are slowish, meh damage, and your torp range is identical to your concealment. Use them to torp smoke clouds, but don't count on racking up BB kills when they're not dumb enough to come around the corner of an island predictably enough for you to launch your torps in a line right at him. *No speed boost + low hp = low survivability: She's nimble, and her quick-reload smoke can help break contact, but if you overextend you're not going to find it easy to get back out. Her stealth is ok but she can still be outspotted by several common DDs at that tier, and she can't just boost out of trouble, so she can find herself getting focused down and her smoke is really the only thing that can buy time to bail. And once she is getting focused, she doesn't have the HP pool to last long. You've got to play smart; lone wolf deep-penetration tactics are a death wish in Acasta. *Tier 5 matchmaking: I personally enjoy the challenge of being bottom tier in most boats. However, aside from her stealth advantage over many tier 6 and 7 DDs, this is a boat that gets murdered at bottom tier. I think she'll surprise people in tier 5 ranked, but this boat is going to be terribad in randoms because she'll be bottom tier 40-50% of the time and she just doesnt have the toolkit to be effective at all. This is literally the worst t5 DD to be in a tier 7 match with. When you're uptiered, you'll jhave to work hard and play out of your mind doing all the little things to get your xp and contribute meaningfully, because you can't effectively engage anything but isolated and wounded targets and you will get pushed off caps easily. TL;DR: she fits perfectly in the niche Wargaming wanted RN DDs to fill, but in this tier, that niche just doesn't work. She's right up there with T-22 as an incredibly boring boat, and even when you find ways to win and contribute, you won't feel like you've done all that much even though you worked hard all game to do what little you did. But don't worry, Icarus is an improvement and Jervis is a strong boat, so just keep grinding. It'll be over soon. (My other reviews - British BBs: Conqueror/Lion Monarch KGV Queen Elizabeth French BBs: Overall Line Review German DDs: Flottentorpedoboot My Waifu)
  16. Hey Captains! I have a Discord Server dedicated to gaming. Our main game is World Of Warships, but we do play multiple other games, along with trying new games. We are looking for others to join our Discord, and if there is enough interest, we will be creating a clan. Our main goal is to enjoy the game, and not take life too seriously. We are a very small group of gamers who enjoy playing together. I will provide a link to the Discord server. ( https://discord.gg/GseFfQ You may also contact me through the Discord, or reply this thread with any questions. Thank you all!
  17. Commissar_Carl

    HE penetration of 4.5 inch guns

    I am confused as to the HE penetration on the two high tier DDs, Daring and Jutland. If I recall correctly both Notser and Flamu have stated that without IFHE thier guns are incapable of penning other top tier destroyers or the superstructure of larger ships. My question is why? The 4.5 inch guns are in metric 114 mm. With the 1/6 caliber ruler for HE pen, 114/6=19mm of HE pen... which is the same as the plating of all the DD's in their tier and the superstructure of any BB or CA. More than this, with IFHE the guns get a extra 25 percent, so 19/4= 4.75, and added to 19 is 23.75. That shouldn't be enough to cross any armor thresholds, and should make IFHE worthless for these ships as opposed to compulsatory. The only 2 reasons I can think of that this would not be the case are that A) I actually do not understand how HE pen works, or B) Wg is using the technically more accurate caliber of 4.45 inches for the shell, making 113mm so it is barely not enough. However, they advertise it as being 114mm in the dev blog. So, thoughts?
  18. Imperialist_Loli

    Vampire

    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?
  19. Since the start of the little RN ARC contest, I have received one (1, ONE, UNO) personal DD mission. I'm not sure why WoWS/WG would code it that way... one would "think" the thing would be to get a lot of players playing the ships so that, on the day they are taken back, people will grind their little hearts out to get 'em back. AFAIK or think I knew... when the tech tree kicks in, the special mission ships go away - is this correct? If it isn't then of course it would make complete sense to only issue one every 50 or hundred missions, right? I've received just the T5 splatsplat boat... what all have you guys received? tiafyc
  20. Just curious what everyone's experience has been so far. I'm grinding several tier 6 ships right now for lines I never played and nearly every game has 5 DDs per team.
  21. Khabarovsk Guide by Rannith About Me: I usually play Russian destroyer with the occasional Russian cruiser game from time to time. I have over 350 pvp battles, I average 1160 XP per game, with a destruction ratio of 1.6, and average about 53k damage in my X Khab. I have built this ship and her commander in many different ways and I would like to share with you guys what is working for me and what is not. Intro: Let us first understand that every pvp match is different. It is impossible to build a ship for every scenario you face in game. At some point in a game, you may need to do something that is outside the strength of the ship. Like capturing nodes in a battleship. It doesn't happen often but does happen. With that said, this guide is help the Khabarovsk in many scenarios do what she is designed to do as a destroyer, as well as having the offensive capabilities that is needed. Role: Generally the role of this ship is no different than any other destroyer. Your job is to spot the enemy force, capture nodes, and provide support by lighting fires, and using torps. Obviously she cannot stealth torp with 6km range. So they will need to be used in ambush situations. Her guns on the other hand, are very good. The size of this destroyer is very large and does not have the agility of other destroyers. The speed is there but the agility is not. She is one of the fastest destroyers in the game boasting superior armor for her class. For these reasons, many people ignore that she is a destroyer and build her up like a cruiser. They ignore concealment and go straight for damage and tanking the enemy rain with rudder shift upgrades, survivability perks, repair modules, and so on. From now on, I will refer this in the future as "Speed Tanking". You want to be able to at least compete at capturing nodes. Not neglecting your main role as a destroyer. She is a triangle. Why NOT to use Speed Tank: There are many reason why not to use this role and I will list them here. 1.) It hurts the team as a whole : When you are speed tanking and constantly firing your guns, you are typically not doing this while capturing nodes. If you are doing this while capturing, you will be very close to the enemy team and be an easy target. Most Khabs that speed tank stay outside the nodes neglecting them all together until they feel like they want to move in. This puts the trailing cruisers and battleships in a state of limbo about what to do next. This is when you can expect someone to start complaining. I have had people tear me up in chat without me saying a word all because I did not cap a node. Most people don't care you have bad concealment, they will see you as a destroyer that is not doing their job. On a side note... because of all this, my Karma rating drastically goes up and down. 2.) RNG as a weapon: Yes, your main method of dealing damage "lighting fires" is a random chance(RNG). I have had games where I hit 300 times with HE and only set 4 fires. Combine this with the fact that people use damage control mods, captain skills, repair modules and even signals to counter fire. It can often become frustrating just dealing damage to cruisers and battleships and leaves you wanting more. Yes, you can have games with 120-150k damage as a speed tank, but you can also have these kind of games without sacrificing your role. 3.) Not tanky enough: Many people believe that this is the hardest ship to hit in the game. While this is true to a certain extent, this is not %100 accurate. Do not forget that this is a very large destroyer and the closer you get to the enemy, becomes vastly easier for them to hit you. I would say the golden range for tanking gunfire is 12.5-13.5Km. At this range, many people will not even target you, giving you time to do your thing. If you find a ship other than a destroyer inside this range, you will be taking massive damage. Speed tanking gives you no room for error. You are constantly lit up on the map. Your position is constantly uploaded to the enemy. Because, you should be firing your guns most of the time. Even within the golden range, this is a Tier X match and many people are very good at the game and aim very well. Don't be surprised if one salvo takes half of your HP from 13km. 4.) Needs Signals: Typically, speed tank gunboats have a constant need for signals like Sierra Mike, Juliet Charlie, India Delta, India X-Ray, Victor Lima and so on. Below I will show you how to build the Khab and not have a dire need for any of these. Onward: Building the Khab: Now that I have told you what I don't recommend, let me share my secrets =] Commander Skills: 18 total (points) - (1) Priority Target: Protecting your HP should be a huge priority. This skill lets you see how many ships are targeting you, giving you a leg up on what to do next. This can mean life and death. - (1) Preventative Maintenance: We talked about roles and jobs a little bit. Think of this skill as a -%30 chance of your job becoming incapacitated. So this is huge. - (2) Last Stand: Humans are not perfect. Crap happens. You need this skill. - (3) Demolition Expert: More fire % means more damage = more stars = more creds etc. Use this skill to enhance what the Khab is good at. - (3) Vigilance: In tier X fights, torps are everywhere. Don't let one lucky torp ruin your match. As a large destroyer, this is a no brainer. - (4) Advanced Firing Training: As a Khab you don't have great torps. But the guns are very good. Help your Demolition Expert and superior guns by getting this skill. - (4) Concealment Expert: The Khab has very bad concealment and any help in this category is greatly needed. Consumables and Upgrades: - Smoke Generator: Use to hide yourself and rain down shells on the enemy team while undetected. Used to capture nodes and provide cover for allies. Used to hide yourself in bad situations like getting out-numbered or bombed from aircraft. - Main Armament Modification 1: You do not want to waste repair unless you are flooding or on fire. This upgrade helps make that happen. - Propulsion Modification 1: Protect your amazing speed by having an ace in your pocket. - Aiming System Modification 1: Take this upgrade for the -7% dispersion to help your shells and torp ambush accuracy. - Steering Gear Modification 2: Helps agility and evade gunfire since we cannot take Steering Mod 3 - Concealment System Modification 1: Absolutely must have upgrade. There is no getting around this. We need more concealment and it is right here. The +5% dispersion is nice and welcome on all destroyers. - Main Battery Modification 3: This is a no brainer. She is a gunboat. Usage: As you can see, what we have here is a very sneaky Khab, that is still able to dish out the pain. Having good concealment is huge. Not only will it protect you from the enemy but it will allow you to "go dark" more efficiently when you decide to stop shooting. This can also mean life and death. She is now much more capable of capturing nodes but still should be used in a support style role, following other destroyers when the opportunity allows. The kind of enjoyment you will get when you melt other destroyers will be awesome. It will almost be paralleled by the excitement you get when you rain down fire on your enemy from 10km away in smoke. She is a very dangerous destroyer now and with better concealment goes pretty much wherever she wants, allowing for a more successful torp ambush. And best of all...your teammates will not flame you. I hope you have enjoyed my guide on this awesome little ship! Take care, thanks for reading!
  22. Commissar_Carl

    360 degree turret rotation?

    With the new dev blog it was revealed that the x turret of Jervis, along with all the turrets of the lightning, Jutland, and Daring will be able to rotate 360 degrees. As far as balance goes I think this is great. But could these ships really do that? I know that in game the Haida (and I'd imagine Cossak) have 360 degree rotation on their B mounts, but Navweaps says that they have +160/-160 degrees of train. For that mount ( i think the mk XIX dual 120mm mount off the top of my head) was it able to rotate 360 but disabled fron firing in the deadzone, or could it just not rotate 360 degrees? Just want to see if anyone has answers on this.
  23. Hello! I thought this would be the appropriate place to show off my personal collection of relics and knick-knacks related to WW2 warships. I actually started this collection after getting into World of Warships, though I always loved naval combat from shows like Battle 360 or Dogfights. As we are all naval fans, I hope you guys enjoy some of these treasured mementos for ships long gone. If others have other naval treasures they would like to share, they can post it here as well. I'll update this thread with my own collection for the time being. If this topic is not appropriate, please contact me privately and I can work on shutting down this thread. Thanks!
  24. stardestroyer001

    The problem with Haida (and Cossack)

    I've been playing Haida since yesterday. She is definitely a difficult ship to play, let alone master. It is true that she is good at uprooting dumb DDs that sit in smoke, or overextend. She can even pull off AP shots on broadside cruisers at suicide range and get away with it. Torps are fast and deal great damage, I don't have any complaints about those. In some ways she is similar to Asashio: a hyperspecialized ship. Haida, like Asashio, is very good at killing one type of ship, but is nearly useless against other types. Haida's greatest issue is her health. If WG wants Haida's role to be a DD brawler, to pounce on DDs and kill them at close range, then she needs the stamina to do that. Quite often I found that as soon as I spotted a DD, I would be spotted in return, and a hail of gunfire would kill off half my health in the span of a few seconds. Haida's maneuverability (turn radius and acceleration) is poor, and thus it's difficult to evade well-aimed shots. Once Haida loses half her HP, she is unable to continue in her role as DD hunter. Her low ROF means that she is at a disadvantage when she is low health and facing a fast or high-health DD. Using the creeping smoke prevents sight of the enemy DD, and conversely if you choose to attack without smoke, you will probably lose on the DPM race. So you have to choose between max defense or max attack; there is no middle ground unless the enemy DD is dumb enough to sail in your extremely short hydro range. This is the problem with Haida. Once she takes a heavy blow, like a goose with a damaged wing, she is next to useless. Haida needs some form of extra survivability. More HP. Giving Haida more HP gives a larger buffer before she is neutralized. But, Haida already has a LOT of HP for a T7 DD, so I'm not sure how much more she would need. Limited heal. Giving Haida 1 (and only 1, not affected by SI or prem consumables) British heal to restore half her health would go a long way. Weak heal. Giving Haida a weak heal, say 20% for example, would improve her survivability. Haida is still vulnerable to being alpha striked, but she can continue in her role over the course of the battle. Improve Haida's maneuverability: better acceleration and turn radius. Improved concealment, so Haida doesn't get spotted on the approach to an enemy smoke. I'm not really a fan of this idea, but I'll mention it as a possibility. EDIT: Whoops, forgot about Cossack! I have only played against Cossack, but superficially it seems like they play similarly. Cossack also suffers from the HP problem. I faced one while playing my Gangut, played by none other than LWM. Blapped her for 16k damage from full health, leaving her with almost no health and was finished by my div mate shortly after. If Cossack is like Haida, she will need some kind of survivability buff too. These Tribal-class destroyers have thick hulls that encourage shells to score full pen damage.
  25. So I recently researched and purchased a T3 Tenryu cruiser and watched a couple of videos by Notser and UrPeaceKeeper. One of them (can't remember who), mentioned how this ship was like a DD with a citadel and that it could almost be played as a DD. So I decided to test this theory and upgraded the ship with the B Hull for 17, 700 HP and the Type 3 Mod 2 Gun Fire Control for a 12.4 km firing range. I added a Type 9 camo (because I had a lot of it) and took a 10 Pt Captain from reserve and placed him at the helm. I redistributed the skills for Priority Target, Expert Marksman, Demolition Expert and Concealment Expert. So my ship specs are: HP-17,700 Speed- 32 knots Firing Range - 12.4 Km Torps - 2x3 533 Mm w/7 Km range & 57 knots speed Turning Radius - 560 M 4 second Rudder Shift Detectability at Sea - 7.1 Km I've been running sea trials in Co-Op just to get the feel for running this ship out of detection range and if it was possible to stealth torp incoming enemy ships. Since most of the games have been with T2-T3 ships I haven't had to worry to much about detectability by air. Occasionally I did run into a T4 game with CVs and just changed my game play for Cruisers. It is possible to stealth torp as a DD, but you have to time the release of your torps at just the right moment to engage ships that will be crossing the torp range just before your fish get there. Most times I came into detectability range, but was already in a position to go back into stealth before fired upon. The style that I found the best was to play this ship as both DD and Cruiser in the same game. The fact that you have to expose much of you side to torp with this ship makes it hard to torp at close range, but I have been able to rush and torp a BB when its guns are pointed away from me and escape with only light damage from it's secondary guns. You will take damage playing DD style, but angling and maneuvering tactics can help mitigate how much. Not having smoke or engine boost makes it harder to play as a DD, but keeping out of range and running between islands can often hide you long enough to isolate that lone BB or CA to take them out. While it may not be expedient or even profitable to run the Tenryu this way, it is possible to do so and can be fun once you get the hang of it. I have played a 19 Random games with the ship and have found that most of the time CA style is more productive, but can shift to a DD style if the opportunity presents itself. Anyway, just thought I post my findings.
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