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I hit the supercruiser jackpot!
black_hull4 posted a topic in General Game DiscussionNormally I don't get ships in Early Access, but I saw a review on HMS Queen Mary & thought I'd go for it. I also wanted to one-up the resident teaboo in my Discord server. So I used some Community Tokens to buy enough British Tokens to buy HMS I-keep-forgetting-this-thing-has-torpedoes. I love her already, and so far I haven't even hit anything with the torps. And then Wargaming gave me a shocker: a doubloon supercontainer! That put me past 4125 dubs, enough to get the OTHER battlecruiser I had on my wishlist: MN Dunkerque. Not only did that happen on the same day I got Queen Mary, but it was my 2nd supercontainer out of my last 3 Try Your Luck rolls. The other was coal, now closing in on Lutjens. Sadly I didn't win either the supercontainer or coal bids, so I won't finish my coal grind this week. Can't wait till Raptor Rescue comes into rotation! ♦
Black Friday 2021 - Cadena secuencial Dunkerque
otitorres posted a topic in Discusión GeneralHola. Me gustaria saber cuantos doblones otorgan las misiones que combate especiales por ser propietario de ambas versiones de barco. Si es para todos los barcos la misma cantidad o varia dependiendo del barco, para poder evaluar si voy a comprar la cadena de misiones secuenciales del Dunkerque El total de la cadena seria de 5187 doblones y en el caso de que hubiera querido comprar 3 contenedores BF Premium 2021 igual hubiera gastado 3750 doblones, pero como ya tengo el Dunkerque recuperaria doblones (o no) dependiendo de lo que otorgue la misión. Por las cuentas que saco, si quisiera comprar al menos 3 contenedores Black Friday Premium 2021, conviene sacarlos a traves de la compra de la cadena secuencial (3188 contra 3750 doblones) (PD: Prestar atención que hay 2 tipos de contenedores distintos el BF 2021 que da 0.37% de probabilidad de barco, y el BF Premium 2021 que da un 12% de probabilidad de sacar un barco) Secuencial Normal 1 BF 2021 99 10 CAMO 99 1 CONT 99 1 VIAJES LEJ 199 1 M CRED 199 2 BF 2021 199 20 CAMO 299 1 BFP 2021 299 1250 10K CARBON 299 2 VIAJES LEJANOS 399 10 DIAS PREM 399 2 BFP 2021 599 2500 Subtotal 3188 3750 DUNKERQUE B 1999 ? Total 5187 ?
Premium Ship Review: Dunkerque
LittleWhiteMouse posted a topic in General Game DiscussionPlease be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Other articles in this series: Ships for Doubloons: Atlanta, Texas, Tachibana, Atago, Ishizuchi, Diana, Aurora,Murmansk, Molotov, Mikhail Kutuzov, Emden, Tirpitz, Campbeltown, Warspite, Blyskawica Limited Release Ships: Fujin, Kamikaze, Katori, Yubari, Gremyashchy, Krasny Krym, Imperator Nikolai I, Anshan, Lo Yang, Smith, Sims, Marblehead, Indianapolis, Arizona, Saipan, Scharnhorst, Dunkerque Gift & Reward Ships: Albany, Arkansas, Flint, Iwaki, Mikasa, Arpeggio of Blue Steel Ships: Kongo, Kirishima, Haruna, Myoko Condensed Reading: Mouse's Quick Summary of Premium Ships Without further ado: The Tier 6 French Battleship Dunkerque "Battlecruiser 2: Revenge of the Battlecruiser" Quick Summary: A lightly armed and armoured battlecruiser with eight 330mm guns mounted between two quadruple turrets on the bow. The ship is fast, her reloads are quick and her muzzle velocity is excellent. Cost: Undisclosed at the time of writing this article. Patch & Date Written: 2016.07.30 & 2016.08.12, Patch 0.5.9 to 0.5.9.1 Closest in-Game Contemporary: Molotov Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Despite the superficial similarities to the Izumo, the Dunkerque has much more in common with the play style of the Soviet premium cruiser, Molotov. Both are fast, fragile vessels with more speed than agility. Yet they both rely on engaging enemies at range with hard hitting alpha strikes from high-muzzle velocity weapons. Both are unable to conceal themselves. They are gunship support vessels, relying on clever use of speed and turning to keep themselves safe from reprisals. PROs: All of her guns are mounted on the bow, making it easy to maximize firepower. Fast turret rotation of 5' degrees per second. Good rate of fire with a 28 second reload. Excellent muzzle velocity on shells of 870 & 885m/s between AP & HE. Good HE performance with 4800 alpha strike and 35% chance of starting a fire. Excellent range of 18.2km which can be extended with a float plane. Secondaries have a 5.0km range Fast with a top speed of 29.5 knots. CONs: All of her guns are mounted on the bow. She is unable to fire to the rear. Turrets are very vulnerable at close ranges. Losing one halves her firepower. Ship ripple fires 4 guns at a time. Lowest alpha strike and Armour Piercing DPM of any of the tier 6 Battleships. Very weak belt armour and citadel protection of only 225mm. Small secondary gun battery compliment with highly restricted arcs. Poor overall AA defense. Sluggish handling, with a large turning circle of 730m. Very large surface detection range of 16.4 km. The first of the French Navy warships has arrived in the form of the Dunkerque. This all-bow mounted gun design will be something we see repeated in the Richelieu-class and may become something the French ships are known for. Once more into the breach. Today Lert and I will be looking at the first French warship to join World of Warships -- the Dunkerque. She's an odd ship, a true Battlecruiser in my opinion and she needs to be played as such to get the most out of her. I had a lot of success with her right out of the gates though speaking with other contributors, this wasn't something that was universal. This prompted a long discussion about her merits and flaws and I'm happy to share them with you today. Lert will be joining me, providing a voice of moderation to my more emotionally enthusiastic descriptors. You can find his contribution in the separated (and ostracized!) Lerboxes. Take it away, grumpy-kitty-man! The Lertbox Once again LWM has graciously allowed me some space in her review to post my own thoughts about an upcoming premium ship. This time a ship that I had some trouble getting my head around, but which after a dozen battles or so finally started to 'click'. It's the first French ship in the game, and it offers a unique and unprecedented playstyle. But then, it wouldn't be properly French if it didn't have some quirks to set it apart, would it. For this review I will be comparing her to Fuso, New Mexico and Warspite. Options There are no surprises with the Dunkerque. If you were hoping for some unique French flavour to be found in her consumables or modules, I didn't find any present here. The only option she has unique to Battleships at tier 6 is the option of swapping out her Spotting Aircraft for a Catapult Fighter, but that's hardly enough to get excited about. She does not get access to the Artillery Plotting Room 1 Modification. That remains American only.Her Damage Control party conforms to the standard we've seen so far for German and Russo-Soviet Battleships. This provides a 15s immunity window and a 120s / 80s reset timer. Similarly, her Repair Party is also standard, restoring up to 14% of her maximum base HP per charge. Consumables: Three slots Damage Control Party Repair Party Your choice of a Spotting Aircraft or Catapult Fighter. Module Upgrades: Four slots, standard options. Premium Camouflage: Tier 6+ standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: 330mm in 2x4 turrets mounted in an A-B superfiring configuration. Secondary Battery: 130mm in 2x2 turrets in wing mounts, and 3x4 turrets on the stern. The most defining feature of the Dunkerque is the layout of her primary battery. She has only two turrets but they sport four guns each. At 330mm, these are the smallest caliber weapons found on a Battleship at tier 6. You could be forgiven for expecting them to have a bunch of excellent traits to justify her matchmaking weight. The Bad News Let's get the bad news out of the way. The Dunkerque is not going to be wracking up big damage totals as quickly as her peers. She's an eight-gun Battleship with a lot of short comings in terms of firepower. The Dunkerque is competing head to head with twelve-gun, Super-Dreadnoughts like the New Mexico-class, Fuso-class and the Arizona. The Bayern and Warspite may also only have eight guns, but their shell caliber is much larger at 380mm. While the Dunkerque has an accelerated reload to help prop up her DPM, this isn't any faster than the Fuso's. At 28s per volley, she doesn't really gain any ground n the DPM race. The Dunkerque's armour piercing DPM weighs in at a theoretical maximum of 166,300hp, while the twelve gun Dreadnoughts all top well over 215,000hp. Even the Jutland veterans manage over 175,000hp with their eight guns. To put this into perspective, the tier 5 Kongo with a 30s reload manages 163,200hp. The Really Bad News On paper, her secondary compliment looks like it can take up some of the slack from her primaries. With a total of sixteen 130mm rifles mounted in some impressive looking turrets, they have an excellent range for their tier of 5km. However, the angles at which they can fire are horrid. All of the quad-mounts are facing the stern and will only engage enemies once they clear well past 40' off the bow of the Dunkerque. This is hardly ideal with her primaries all mounted forward. It's best to forget any pretense of her secondaries helping at all. This leaves only a pair of 130mm rifles off each side (each in a dual mount) that will attack enemies coming from the front. The Really, REALLY Bad News I was hoping to see the Dunkerque's 330mm turrets modeled with their historical compartmentalization when it came to taking damage. Without going into too much detail, the big quad-mounts were divided into two pairs of guns so that a single hit to the turret wouldn't deprive their ship of half their firepower. If modeled correctly in World of Warships, while the ship would have two turrets, it would take four separate critical strikes to knock out all of her guns. Except it isn't present here. I heard rumours to the effect that the game engine couldn't handle half of the turret being knocked out at a time. I don't know the truth of this rumour but it sounds feasible enough. Hopefully this could be remedied in the future, the same way AA mounts couldn't be mounted on turrets previously. As it stands, the Dunkerque's 330mm turrets can and will be knocked out wholesale by single hits. Though effectively immune to 203mm batteries head on up to (and including) point blank range, even the 283mm rifles off of the Scharnhorst are capable of catastrophically damaging the Dunkerque's turrets. As you'll want to be facing bow on to enemies to minimize her profile, your gun mounts often take the brunt of the punishment. Don't be surprised if you lose a turret. Don't be surprised if you lose both turrets if you end up in close-range encounters with enemy Battleships. The main batteries of the Dunkerque are not compartmentalized. Critical hits will temporarily damage or destroy the entire turret, not two guns at a time. Why Can't I Quit You? Yet for all of these faults (and some minor ones besides), the Dunkerque's gun batteries perform very well. The first thing you'll notice is that she has rather fast turret traverse. At 5' per second, she'll complete a 180' rotation in 36 seconds -- except that she never really has to complete a 180' rotation. With all of her guns mounted on the bow, adjusting fire takes mere moments. Tracking targets or acquiring a new one is a breeze. And let's emphasize this. All of her guns are on the bow. Short of wiggling your tush at the enemy, you can always fire all eight guns at a target. This is something the other Battleships can't boast -- not without risking exposing themselves to return fire and getting spanked. The Dunkerque can point her snout right at the enemy and confidently unload all eight barrels with every reload cycle. My feeling is that while she may not have the same theoretical DPM as her competition, it's far easier to maximize the DPM of the Dunkerque than say the Fuso, Arizona or New Mexico. And it gets better. Her shell grouping is downright fantastic. Unlike recent German Battleships, the Dunkerque's dispersion is very kind. On paper, she has the same linear value as the German warships, however the concentration of all four guns in close proximity combined with what appears to be a very favourable sigma variable means that her shells seem to stick together in flight and land in tight clusters. You can (and should) equip Aiming Systems Modification 1 to further capitalize on this great accuracy. With very little flight time from her high velocity shells, you can try taking pot shots at even elusive targets like dodging cruisers and slippery little destroyers with surprising levels of success. At 9,700 damage per AP shell, this is punchy enough to really thoroughly gut a target that you hit. While it pales compared to the 380mm of the Bayern or Warspite, it's less than 1000hp behind the New Mexico and Arizona. This is enough to make a cruiser suffer a significant emotional event when you disembowel him with a single hit. With her accuracy, it's rare that it's lone shells that strike the target in this manner. With some good aim, you will readily print yourself some Devastating Strike medals. Against heavily armoured or angled targets, you can reach for her fantastic HE shells. With 35% per shell to start a fire, the Dunkerque's HE volleys are something to be respected, especially with their 28s reload. Stacking fires is childishly easy and you can force higher tiered Battleships to turn away when sufficiently scalded. The Lertbox Artillery: Dunkerque has eight 330mm rifles, in two quadruple turrets mounted up front. While historically these turrets were subdivided into two groups of two barrels per turret separated by a thick armored bulkhead, in-game this is not the case. These turrets behave as two quad-barrel turrets, and getting one turret knocked out means you lose half your firepower. Further bad news comes in the form of having the lowest theoretical DPM in class and tier, significantly behind Warspite even. Finally, their dispersion is nothing to write home about either. Fortunately that's where the bad news ends. Dunkerque turrets have the best traverse time in class and tier, and the guns reload the quickest of the four battleships in this comparison. Also, because of the way the guns are mounted, the shells leave the ship in a nice tight cluster which negates a part of her bad dispersion. Finally, despite all the major caliber guns being up front, this French fighting lady has remarkably generous 'over the shoulder' shooting angles. Still her low alpha damage and low DPM means Dunkerque loses this category. New Mexico comes third, with a powerful set of 14" /50 guns, but the range and dispersion let her down. Warspite comes second in this category with the power of a heavy 15" and very accurate punch, but the sheer range and volume-of-fire of Fuso gives the fighting Geisha the win here. Dunkerque: 1 pt Warspite: 3 pts New Mexico: 2 pts Fuso: 4 pts Secondary firepower: On paper Dunkerques secondary battery is not bad with a total of sixteen 130mm guns, but the way they're mounted mostly in the rear gets in the way; the arcs are just horrible and superstructure often gets in the way, precluding the secondary turrets from acquiring targets. Plus, the use of quad turrets means that a single hit to a secondary turret can seriously cut into your backup firepower. Warspite shares the same 5km base secondary range that Dunkerque has, but boasts a more intelligent layout of her eight 102mm and eight 152mm guns. New Mexico has the familiar mid-tier american 127mm guns divided into anti-surface and dual-purpose guns, but they only reach out to 4km base. Fuso brings to bare an impressive set of eight 127mm guns and a further fourteen 152mm cannons. She wins this category, despite these guns only having a range of 4km. Dunkerque: 1 pt Warspite: 3 pts New Mexico: 2 pts Fuso: 4 pts Summary: Great gun handling with a fast turret rotation and good range. Easy to maximize firepower and keep all eight barrels singing. Only modest alpha strike potential from AP. HE is decent. Lowest potential DPM. Guns are very accurate with excellent shell grouping. The potential of her secondaries are limited by poor gun arcs. Losing a gun halves her firepower. Ill suited to brawling other Battleships. The Dunkerque can make a very dangerous opponent for destroyers that get too close. While her secondary armament is light and poorly arranged, her main battery is very easy to bring to bear. With good HE shells, excellent accuracy and tight shell grouping, enterprising destroyers can find themselves taking several penetrating hits at a time. This poor Minekaze made this discovery to her cost as did the Kiev the Dunkerque sank moments before with the same trick. ManeuverabilityTop Speed: 29.5 knotsTurning Radius: 730mRudder Shift: 14.0s The Lertbox And this is where the good news begins. Dunkerque is the most mobile and agile out of these four ships. Despite having the second largest turing circle, her high top speed and par rudder shift means she feels very agile, and can flex across the map far better than the other ships. And now the bricks: Warspite is second despite a relatively pedestrian top speed, but the best turning circle of the four and par rudder shift. Fuso comes third with a fair-to-middling top speed, but it's her turning circle that lets her down, combined with the fact that Dunkerque will easily race past. New Mexico is last, at this tier a 21 knot top speed just doesn't cut it anymore. Dunkerque: 4 pts Warspite: 3 pts New Mexico: 1 pt Fuso: 2 pts The Dunkerque has a really good top speed. And it will get you killed on occasion. At 29.5 knots, she's the fastest of the tier 6 Battleships. This isn't by a small margin either with a 4.5 knot advantage over her closest competitor. This exceeds all of the 7 Battleships as well with the exception of the Scharnhorst against which she can claim near parity. It's important to keep the engagement range up in the Dunkerque when there are enemy Battleships present. The flip side to this is that you do want to get closer to cruisers and the occasional destroyer to ensure their demise. It's very tempting in the Dunkerque to find yourself a good gunnery position and then cut the engines. Bow onto the enemy, with your finger on the rudder for little adjustments, you can easily seesaw back and forth at 1/4 to 1/2 ahead and then alternate with reverse to throw off the aim of your opponents. Players of the North Carolina will recognize this maneuver. With all of your firepower mounted on your forward decks, it's easy to see the merits of not moving if you don't have to. Smart opponents will punish you for this though. As a Battlecruiser, her speed is supposed to be her armour and there will be times you will need to open up the throttle. While her straight-line speed is excellent, her handling is best described as poor. With a similar turning radius and rudder shift to the Fuso, she doesn't corner well or quickly. The one consolation is that she will not out turn the traverse of her guns. Still, when engaging enemies at the limits of her range, even this poor agility can throw off the desperate return-fire of your opponents. The Dunkerque pursues a fleeing Cleveland-class cruiser through the narrows of the Two-Brothers archipelago at nearly 30 knots. DurabilityHit Points: 52,600Citadel Protection: Up to 225mm.Bow & Deck Armour: Minimum of 25mm each.Torpedo Damage Reduction: 27% The Lertbox Here again Dunkerque shows herself to be a ship of extremes. She is by far the softest of the four ships on trial here, possessing the lowest hit-points, the thinnest armor and the second worst torpedo belt. But it's worse than that. While on paper her armor should be better than that of Kongo at tier 5, in practice it feels a lot worse. Dunkerque can't tank hits to save her life. Kongo's armor is troll. Dunkerque's armor is paper. Anything more than 20 degrees off a bow-on position, and Dunkerque's armor starts falling apart versus 14" AP, with 15" AP and bigger just being able to sail clean through the tin foil and into the gooey bits inside. New Mexico is the other extreme. Tough, tanky, hard to take down. She is followed by Warspite which retains her troll armor and good hit-point pool, despite her healing potion having been nerfed before. Fuso takes up third place. Despite being the healthiest of the four ships, she has the second thinnest armor and a lot of holes in it you can exploit when she's angled to your fire. Dunkerque: 1 pt Warspite: 3 pts New Mexico: 4 pts Fuso: 2 pts So ... 225mm of belt armour. That about summarizes the fragility of the Dunkerque. Think of the Dunkerque like a tier 6 Kongo and you get a better appreciation of how much damage she'll take from various sources. You can bounce battleship shells off her belt with some angling and the 25mm of bow armour is proof against most 356mm rounds thrown at you. The landscape of tier 6 battles is changing, however. 380mm will soon be the new normal, found on the Bayern as well as the Warspite. Like the 410mm guns found at tier 7, these can and will overmatch the 25mm sections of your bow and deck and result in penetrating hits, regardless of the angle. It's worth speaking again about the vulnerability of her turrets. The casemates have a maximum of 225mm of armour, which makes them rather vulnerable to Battleship caliber shells. Thankfully, the front face is rather small -- little taller than the gun barrels themselves and the roofs of the turrets are sloped. However, torpedo strikes hitting the bow or midships can also knock them out as the blast damages the barbettes or ammunition magazine. She has poor torpedo mitigation so be very conscious of this. Sitting stationary, bow onto the enemy is just asking to get plastered by these large caliber shells or long range torpedoes. This is where the speed of the Dunkerque becomes key and you'll need to keep the distance open to give yourself time enough to shift and dodge incoming fire -- or at least minimize the damage it will do. Concealment & Camouflage16.9km Surface Detection, 12.0km Air Detection You're not hiding this ship. Battleships generally have poor concealment. However, there's poor concealment and then there's poor concealment. In her matchmaking spread (from tier 5 through to tier 8) only two Battleships have a larger surface detection range, and that's the Fuso & Nagato. The Colorado comes close at 16.7km. Why is her poor concealment a big deal? The Dunkerque will usually be one of the first ships spotted. Short of having a Fuso beside you, you can count on being the first target lit on your team. This means that every gun on the enemy team will be pointing at you from the onset and you need to take defensive measures immediately until more of your team engages and fire disperses among your allies. The hail-mary shots from every Battleship will be heading your way early on in the match, so take care. Her large surface detection range also makes it easy for stealth-gunships -- those boats that can sit in open water and fire without being spotted, to pick out the Dunkerque. Short of clever use of terrain, you'll never be sneaking up on anyone. The Lertbox Warspite wins, New Mexico second, Dunkerque third, Fuso last. It's as simple as that. Dunkerque: 2 pts Warspite: 4 pts New Mexico: 3 pts Fuso: 1 pt Anti-Aircraft DefenseAA Battery Calibers: 130mm, 37mm, 13.2mmAA Umbrella Ranges: 5.2km, 3.0km, 1.2kmAA DPS per Aura: 54dps, 12dps, 40dps Time for some more bad news: The Dunkerque has rather poor anti-aircraft defense. As a Battleship scuttled in 1942, she never received the upgraded AA armaments that became commonplace later on. Think of her like the Arizona ... but worse, which is definitely saying something. She does have some good range with her 130mm dual-purpose secondaries and they're pretty punchy for their tier but her smaller caliber weapons really let her down in either DPS or range. You could attempt to bolster her poor numbers by heavily investing into anti-aircraft buffs -- most notably, Basic Fire Training, Advanced Fire Training & Manual Fire Control for AA Armament from your Captain skills. This would boost her 130mm DPS from 54dps to 130dps at 6.2km against targets that you manually select.. Still, even coming in the 650hp pulses every 5 seconds, the Dunkerque will not be likely to shoot down more than a plane or two before competent CV players complete their attack runs. This will murder any planes that loiter around her and is worth considering. You can also prop up her flagging AA power with the choice to use her Catapult Fighter instead of a Spotter Aircraft. I have found these to be very handy in helping relieve some pressure off my Dunkerque, but these aircraft never last long in the face of a concerted attack. Still, this is a pretty heavy investment to nudge her AA rating from "poor" to barely acceptable. Still, when working with other warships, you can surprise yourself by racking up a good number of air-kills this way. The Lertbox Dunkerque's AA is just a hair above 'terrible'. She has the lowest DPS at all ranges out of the four ships on trial here. Warspite's is better, but only just. Fuso manages to beat them both, by a very small margin, but the clear winner here is New Mexico. Not that this surprises anybody... Dunkerque: 1 pt Warspite: 2 pts New Mexico: 4 pts Fuso: 3 pts The Dunkerque burns after being struck by American dive bombers. She was unable to shoot down any of the attack planes as they made their approach, but she shoots down two before they escaped with the help of her Catapult Fighter. Overall Impressions Mouse' Summary: Interesting guns, both in gun layout and performance but hampered by low overall DPM. Prefers to engage at range and very vulnerable in a brawl. Poor armour protection. Losing a gun halves her firepower. Good speed, poor agility and impossible to hide. Meat on the table for enemy CV attacks. The Lertbox Adding up the numbers: Dunkerque amassed 10 points Warspite gathered 18 points New Mexico scrounged 16 points Fuso tallied 16 points So, Warspite is the best and Dunkerque is hopelessly outclassed? I'm sure LWM will consider half of that statement undeniable truth and to anyone trying to play Dunkerque like a typical battleship the second half would ring true as well. Dunkerque can work, in the hands of a skilled player who understands her intricacies and follies, and in certain situations. But in the hand of the average player, this French ship will fold and collapse like a house of cards. She also really doesn't hold her own against tier 7 and 8 battleships. Dunkerque is a showpony. Warspite, New Mexico and Fuso are workhorses. If you drive Dunkerque like she was made out of glass, you can make her work. 'Play her like Molotov' you'll hear people say. I'm more tempted to say 'play her like a tank destroyer in WoT'. Park her next to a rock to protect your flank, keep your bow pointed at the enemy and let the rest of your team go first - because if you get focused, you die, and quickly so. Present the smallest target, keep map features between you and any flanking enemy, and Dunkerque might even reward you with her unusual play style. Objectively, there's not a lot to like about the Dunkerque. She pays a very big price for having all of her firepower easily accessed upon her snout. Bad armour, bad handling, bad camouflage, bad anti-aircraft guns, bad secondaries ... bad, bad, bad. So why the heck do I love her? I think it's a simple case of the comfort level that comes with the ease of use of her guns. Unlike other Battleships, I never found myself fighting with her guns. They turn well (and they never have to turn much). And the shots go where you point them. There's little to none of this wonky fire where shells go flying everywhere, so it gets pretty easy to stack appreciable damage with her. And for that, I think I was willing to forgive a whole lot. When you compare her gun handling to other Battleships, it's hard to find one that has the same combination of good turret traverse with good accuracy and a good range and a non-punitive reload. Playing the Dunkerque was relaxing for me, like lying on the beach at Marseilles. Her carry potential really isn't there, let's be honest. She specializes in murdering cruisers and when those targets dry up, she's a little out of her element. Though she's classified as a Battleship, she's truly a Battlecruiser at heart. Her guns can out-range and out-muscle any cruiser she might face. And she's got the speed to out run the Battleships she can't outfight. It's a bit of a delight to see that this original design brief for a Battlecruiser is alive and well in the Dunkerque... even if it is a little underwhelming overall. If this style of play doesn't appeal, I would keep clear of her. Would I Recommend?Yeesh, this is going to be a tough one to recommend. For Random Battle Grinding: Mouse: Maybe? You'll get your money's worth here. Her accuracy and gun handling will make farming the damages (and thus the credits and experience) easy enough. At tier 6, you're not going to recoup tons of credits. Also, keep in mind that as a Battleship, you're likely going to be running with at least one premium consumable, so that's going to eat into your earnings. I found her a delight to play, but she doesn't have tremendous carry potential. So that in turn is going to hurt those looking to pad their win rates. She can do very well, but like the Molotov, you need to do well early with overwhelming ad strategically placed damage to effect a win. Lert: No. She requires a silken touch and a captain who pays constant attention. Plus, she gets her face pushed in by tier 7s and 8s. For Competitive Gaming: Mouse: No. I wouldn't recommend the Dunkerque for things like Team or Ranked Battles. She takes damage too easily and losing one turret to a single torpedo or volley of shells will really set your team back. There are much better ships at her tier. Lert: Oh hell no. For Collectors: Mouse: She's the first French ship in the game. That's novel enough for many to grab her. She didn't have an illustrious career, so that tarnishes her worth, but at least she's a historical vessel. Lert: Yeah, sure. Dunkerque offers something no other ship in the game offers so far. For Fun Factor: Mouse: I would pick her up for this alone. Her guns are a joy to use -- so much so that I am willing to forgive a whole lot of her flaws. I'll be putting a lot of play time into the Dunkerque. Lert: Maybe. She can be rewarding if you treat her right, but is very unforgiving of mistakes. In defense of the base, this badly damaged Dunkerque pursues and destroys an enemy Myoko-class cruiser. While the IJN warship is faster than the Dunkerque in a straight line, she made the mistake of turning to launch torpedoes which allowed the French ship to keep within close range and finish her with two salvos of her 330mm rifles. Outfitting your Dunkerque Recommended Modules There's thankfully few surprises here. It's an absolute necessity that you equip Main Armaments Modification 1. You need to do everything you can to prop up your main battery. If you lose even one, you're in very rough shape. Take Aiming Systems Modification 1 for your second slot. None of the others are worthwhile. For your third option, I take Damage Control System Modification 1. I keep hoping they'll make these choices more interesting for Battleships, but until they do, this module is the only one worthwhile. And for your fourth option, you have a choice. I would strongly recommend Damage Control System Modification 2 to reduce the amount of time a fire burns. You can opt to take Steering Gears Modification 2 to reduce her rudder shift time from 14.0s down to 11.2s. Recommended Consumables As a Battleship, taking a premium Damage Control Party is always a sound investment. This reduces her reset timer to 80s from 120s which can be the difference between life and death when fires and flooding begin stacking. You can expect a lot of pressure from aircraft attacks, especially when facing higher tiered CVs so proper use of this consumable to mitigate damage is imperative. There's less need to take a premium version of her Repair Party. I usually favour doing so with my Battleships for the shorter reset timer (80s from 120s). The extra charge is nice but often not needed. For your third slot, you have the choice on which to take. Both are rather good options. Her Catapult Fighter helps with her AA defense. They also have a long air-time which can help with spotting incoming torpedoes. Alternatively, her Spotter Aircraft plays to the strengths of her main battery and it's unlikely you will ever play a game without an opportunity for very long range shots. Recommended Captain Skills The Dunkerque uses a fairly standard set of Battleship skills for her tier. The first skill I would grab for the Dunkerque is Basics of Survivability. Your secondaries are poorly placed and your AA power is overall lacking to make Basic Fire Training a first choice, but it's decent enough for a follow-up. For your second skill, take Expert Marksman. This will reduce the time it takes your guns to rotate 180' from 36s down to 31.6s. At tier three, there's always the debate. Superintendent gives your Repair Party an extra charge. I would only take this if you're good at disengaging with the Dunkerque to give yourself time to use all of the charges. Vigilance is very handy for helping spot torpedoes, especially with her poor handling where every second counts. Lastly, High Alert is probably your best choice to give you a faster reload on your Damage Control Party. At tier 4, Advanced Fire Training should be considered the best choice. Your AA guns and secondaries will reach out to 6.2km (with Aiming Systems Mod 1). This can set you up to take Manual Fire Control for AA Armament and make her dual purpose 130s really put the hurt on attack craft and maybe bluff your way out of being picked on. This will preclude you from being able to take a tier 5 skill, however. At tier 5, Jack of All Trades is your best choice. This reduces the reset timer on all of your consumables which is helpful. Concealment Expert looks nice, but combined with camouflage this will only reduce your surface detection range to 14.1km which is better but not really amazing.
Premium Ship Review: Dunkerque & Strasbourg
LittleWhiteMouse posted a topic in General Game DiscussionDunkerque overtaking Strasbourg. The following is a review of Dunkerque & Strasbourg, the tier VI & VII French battleships. They were both provided to me by Wargaming for review purposes at no cost to me. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.12. Please be aware that their performance may change in the future. I couldn't help myself. I saw an opportunity to not only review a new ship but to update an older one too. Maybe I'll make this a regular thing going into the future whenever Wargaming releases a comparable sister-ship -- review the new addition and touch base on an older one. It seems a bit ambitious to declare it as the new norm, but we'll see what happens. At any rate, this is a review of both Dunkerque-class battleships: Dunkerque at tier VI and her new sister-ship, Strasbourg at tier VII. The two ships are almost identical which raises concerns on balance. Strasbourg is Dunkerque in almost every metric that matters short of tiering and access to the Main Battery Reload Consumable. One can't help but ask the following questions: Is Dunkerque so good at tier VI that she can be effectively cloned and placed at tier VII with little issue? Just how influential are the small changes made between the two ships? Is Main Battery Reload Booster that powerful on a 330m armed platform? Is Strasbourg worth the grind or should you just stick with Dunkerque? Let's find some answers! Quick Summary: Fast, lightly armoured battlecruisers with all eight of it's quick-firing 330mm guns mounted in two quad-turrets on their bows. Strasbourg has access to the Main Battery Reload Booster consumable. PROS All forward gun arrangement simplifies maximizing firepower. Fast reload (26s Dunkerque, 25s Strasbourg) Good HE shell performance and fire setting. Comfortable gun handling. Long ranged with good ballistics over distance. Solid agility with a good top speed and rate of turn. Strasbourg Specific: Has access to the Main Battery Reload Booster consumable. CONS Unable to fire her main battery guns directly rearward (for some inexplicable reason!) Lightly armoured, highly vulnerable to AP overmatch and HE shells. Exposed, high-water citadel with thin belt armour. Terrible anti-aircraft firepower. Large surface detection range. Strasbourg Specific: Small hit point pool for a tier VII battleship. Summary of Differences If you're a crusty ol' veteran with playing Dunkerque, so experienced in Marine Nationale ways battlecruiser ways that you serenade baguettes, you don't need me to tell you what she's like. To expedite things for these players, here's a list of all of the differences between the two battleships, from the significant to the inane. These are listed Dunkerque vs Strasbourg: Tier: VI vs VII (duh) Economy: VI vs VII (higher tiered ships earn more credits and experience for the same actions) Fire Resistance Coefficient: 23.31% vs 29.97% Superstructure HP: 1,800 vs 1,700 Belt Armour: 225mm vs 283mm Rear Upper Athwartship: 198mm vs 210mm Turtleback: 40mm vs 50mm Turret Faces: 330mm vs 360mm Turret Backs: 335mm vs 352mm Turret Floor: 150mm vs 160mm Sigma: 1.7 vs 1.8 Main Battery Reload: 26s vs 25s Main Battery Range: 18.21km vs 19.1km A-Turret's Fire Arcs: 310º vs 294º Number of 37mm twin AA mounts: 5 (18dps) vs 4 (16dps) Flak Explosion Damage: 1,330 vs 1,400 Main Battery Reload Booster: no vs yes Tonnage: 35,500 vs 36,308 Permanent Camos: 4 vs 2 Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Difficult Both ships are wonderfully uncomplicated to use. The all-forward gun arrangement helps keep new-players safe, mitigating the need to expose the ship's broadside in order to maximize firepower. Their long range also helps keep new players safe. The ship's speed is also a blessing -- fast enough to get the ship where it needs to go but not being so fast that she can easily out-strip support as new players are wont to do. Were the ship easier to hide or if it had a better protection scheme, it might have warranted a "Simple" rating. There's a lot of strong carry potential with these ships. The combination of good speed and a relatively fast reload allows these ships to wreak all kinds of mayhem. Strasbourg's Main Battery Reload Booster is particularly delicious for punishing exposed enemies, be they a briefly lit lolibote or a high-tier battleship that needs to be burned. Unfortunately, they are painfully soft-skinned and very difficult to hide which are both strong limiting factors. The lack of overmatch potential on their 330mm guns is also a bit frustrating, though proper ammunition use can help mitigate this drawback. Options Both ships share similar customization principles. The marked difference between the two is in their consumables (naturally), but otherwise they can be built the same. Consumables Both ships have the same, standard Damage Control Party for French battleships. This has a 15 second active period, an 80 second reset timer and unlimited charges. Similarly, they share the same Repair Party which heals back up to 14% of the ship's starting hit points per charge. It queues 50% of all penetration damage, 10% of citadel damage and 100% of everything else. It has an 80 second reset timer. Their last shared consumables are the option between a Catapult Fighter and Spotter Aircraft. Dunkerque mounts these in her third slot and Strasbourg her fourth. The latter consumable increases their range by 20% for 100 seconds with a 240 second reset timer. Both ships begin with 4 charges. The former consumable starts with only three charges, deploying a pair of fighters which orbit the ship for 60 seconds. It has a 90 second reset timer. What sets Strasbourg apart is her access to Main Battery Reload Booster in her third slot. This reduces the reload time of her main battery guns by half for 20 seconds. She comes with four charges to start and it has an 180 second reset timer. Upgrades Both ships use the same build. In your first slot, Main Armaments Modification 1 is arguably optimal given the relative fragility of the Dunkerque-class's main weapons. Nothing sucks more than losing one of only two turrets! Otherwise, the two special upgrades, Spotter Aircraft Modification 1 and Damage Control Party Modification 1 may be used instead. They can be purchased for 17,000 from the Armory . Damage Control System Modification 1 is the only upgrade worth considering in slot 2. In slot three, Aiming System Modification 1 is optimal. But if you want, you can trade that out for faster turret traverse with Main Battery Modification 2 but this has much less benefit than decreasing the dispersion area. There are interesting choices for these ships in the fourth slot. Damage Control System Modification 2 is the most straight-forward and optimal, reducing fire and flooding damage. You can naturally opt to improve their handling by taking Steering Gears Modification 1 -- their high rate of turn and long range does lend them well to active dodging. However, given the disposition of these ships and their love of hugging islands, there's some worth in taking Propulsion Modification 1 for better acceleration from a dead stop. It's up to you based on your preferred style of play. When in doubt, though, default to Damage Control System Modification 2. Commander Skills Both ships can easily make use of the same commander. The ideal build differs somewhat from the default boring ol' battleship build in that Dunkerque and Strasbourg both benefit considerably from the Expert Loader skill. Making room for it can leave you with a skill point leftover which isn't as optimal as other builds. Oh well. Start with choosing between Priority Target and Incoming Fire Alert. I much prefer the former, but it's up to you. Grab the skills circled in green next to complete your 10pt build: Adrenaline Rush, Basics of Survivability and Fire Prevention. Next double-back and grab the skills in the red squares: Concealment Expert, Superintendent and Expert Loader. The skills in blue squares are nice to have but you may struggle to fit them in with the above recommendations. Mix and match to your tastes. Camouflage There are multiple camouflage options between the two ships. Dunkerque has Type 10, Fleur d'Acier (Steel Flower), Azur Lane and Mid-Autumn Festival camouflage patterns. Strasbourg has Type 10 and Winter Holiday camouflage patterns. All of the differences are cosmetic, providing the identical bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. As an older (and popular) ship, Dunkerque has had a large number of premium camouflage types -- which is hella fun. I really like her Azur Lane camo. It's nice and sharp with the red and white contrast. Strasbourg's camo options are much more subdued. I'm not a fan of her Holiday camo. Firepower Main Battery: Eight 330mm/52 guns in 2x4 turrets mounted on the bow in a A-B superfiring configuration. Secondary Battery: Twenty 130mm guns in 5x4 turrets with two turrets per side and one mounted on the centre line facing the stern. Lemme preface this by saying that I'm not going to talk about the secondaries off the Dunkerque-class. They're not worth specializing into at the moment with their limited fire arcs, to say nothing of how poorly these ships fare in a brawl. Onto the main event! Big Guns, Bad Habits & Bae Bote I admit I have a bit of a bias against smaller-caliber battleship guns at the mid-tiers. This stems from my early days in World of Warships, having fallen in love with the overmatch potential of Warspite's 381mm guns tier VI. Bae bote's artillery, while not idiot proof, certainly lent itself well to firing nothing but a homogeneous loadout of AP shells. With all of the heavy lifting those Royal Navy 15" guns could do, I still remember being disdainful of Dunkerque's paltry 330mm guns when I first reviewed her back in late summer of 2016. They had no overmatch potential so they were OBVIOUSLY garbage, right? I'm somewhat less naive than I was way back when. Only somewhat, mind you. I still have a bit of a blind spot with bae-bote and battleship caliber guns with large-swathes of overmatch potential. That's something these guns lack but that doesn't make them bad by any means. There's a lot of good things about the combat performance of these weapons. They have excellent ballistics over range. They have a fast reload. They're decent fire starters. They have good AP penetration. AP penetration values drawn from Wargaming's Armada 2 video on Dunkerque from August 2016. Dunkerque and Strasbourg have some very respectable AP penetration values for guns of their caliber. There are two drawbacks with these weapons to keep in mind: They have French (and Italian) gunnery dispersion. They lack overmatch potential with their AP rounds. There's not much to be said about the first flaw. French battleship dispersion is the worst in the game currently, being slightly worse than that of American, British and German battleships. This leads to wonky shell groupings from these guns, especially at the long ranges Strasbourg is so often forced to engage. Having both guns on the bow in quad mounts does make them feel a little more accurate, at least in terms of the initial outbound shell clusters. However, this is more of an illusion than a practical advantage. Still, they have average sigma values, so within their dispersion elipse (larger as it is) their shell fall is pretty standard, though the difference between the two ships in this regard is largely indistinguishable. The best players in the game struggle to discern the difference between 0.2 sigma in standard game play, to say nothing of the 0.1 sigma difference between Strasbourg (1.8 sigma) and Dunkerque (1.7 sigma). Overall, the guns feel reasonable with their accuracy though they will troll you. Thankfully, their rate of fire helps alieviate the feeling of being cheated. One of the best fixes for bad dispersion is to reload often. When individual salvos don't feel like they matter as much, it's easier to forgive a few stray shells. Dunkerque's 26 second reload feels very comfortable -- more than making up for low individual shell damage. The extra second shaved off Strasbourg's guns is nicer still, though like her dispersion you might not feel the difference. Short reload times on battleships is a hella powerful advantage, even with the slightly lower alpha-strike from their hits. Battleship gunnery is incredibly opportunist, with citadel hit "money shots" making or breaking their play experience. Dunkerque's guns are more likely to be reloaded (or almost reloaded) when an opportunity presents itself. Strasbourg's are all but guaranteed. Like Jean Bart before her, Strasbourg's access to the Main Battery Reload Booster consumable is a game-changer. She will have her guns reloaded when it matters most, ensuring she can put shells downrange at vulnerable targets and best capitalize on the opportunities presented -- whether this be blowing out the citadel of a Christmas-Makarov or stacking fires back onto a Hizen that just blew its Damage Control Party. If Strasbourg's guns had better overmatch potential, they'd be downright oveprowered. The lack of overmatch potential is a problem shared by all battleship rounds between 283mm and 356mm in caliber. While the Dunkerque-class can overmatch 23mm of armour with their AP rounds, in practical terms, 19mm plate is the last effective armour value they can best at any angle. This makes most tier V, VI and VII cruisers vulnerable to being overmatched by these AP shells, but only the very-light cruisers at tiers VIII+. Like with dispersion, this is more of an issue for Strasbourg as a consequence of her higher tiering. It's only the extremities of tier V battleships that these AP rounds can overmatch and only then if the ships in question don't have dispersed armour schemes which gets a little more common at lower tiers. Against any other target, both Dunkerque and Strasbourg will want to reach for the HE rounds instead. To this end, I've found having the Expert Loader skill very handy if you can spare the single skill point for it. Outside of issues where they might ricochet from striking a plate they cannot overmatch at too steep an angle, Dunkerque and Strasbourg's AP shells perform well, with very respectable AP penetration values across all engagement ranges, with even better penetration than New Mexico's 356mm AP rounds. It's not quite high enough to contest higher-tiered battleship citadels at ranges of 15km or beyond, but it's good enough. Dunkerque may not appear to have impressive DPM, but she is more likely to be able to fire all of her guns than most other battleships -- especially while under fire herself. Her all-forward gun arrangement allows her to maximize her firepower while still maintaining a defensive nose-in aspect. Strasbourg is listed twice. The one with the asterix denotes her using her Main Battery Reload Booster for 20s. Strasbourg's faster rate of fire gives her comparable DPM placement to Dunkerque, tier-for-tier. However, her Main Battery Reload Booster takes things to a whole other level, allowing her to punish opponents when they give her an opportunistic shot. Both ships are decent fire starters. Strasbourg flirts with Royal Navy levels when she activates her consumable (again, denoted by an asterix). Gun Layout Dunkerque's A-turret fire arcs are gorgeous. Her B-turret are much less so. This makes her B-turret a good indicator for over-angling with Dunkerque when firing to the rear. So long as A-turret can engage but B-turret cannot, she's still in auto-ricochet territory -- you know, provided that the incoming AP shells don't simply overmatch her hull. The all-bow mounted gun arrangement of the Dunkerque-class is their most striking feature. In World of Warships, this has more advantages than drawbacks. Dunkerque was not the first battleship in the game with this layout. However she was the first battleship in the game to have all of her guns capable of firing directly forward. Thus she was the first battleship in the game that could "bow tank" while still maximizing her firepower. At the time of her release, it was easy to underestimate just how effective this was and how effective it remains in World of Warships. It is very easy to maximize firepower with Dunkerque and Strasbourg. Barring kiting situations, it is easier to bring all of their guns to bear than on any other battleship. This is further facilitated by their fast (for a battleship) traverse rate of 5º/s (36s for 180º). Even in situations where Dunkerque is being chased, her "over the shoulder" firing arcs are respectable with her A-turret being capable of hucking shells 25º off her stern, still maintaining a perfect auto-ricochet target with her belt. Obviously the drawback here is that she cannot engage enemies directly to her rear. What's more, this all-forward gun arrangement makes her slow to switch sides when firing backwards as her guns have to come all of the way around. Still, the all-forward gun arrangement greatly facilitates bringing all guns on targets for much of the battle. It's this ease of bringing guns on target -- all of their guns on target -- which makes these ships dangerous and it's one of their many strengths. Strasbourg doesn't have Dunkerque's delicious A-turret's fire arcs. Summary "Always ready" -- this defines the gunnery on Dunkerque and Strasbourg, and Strasbourg more than her sister. When facing off against these ships, their faster rate of fire, good fire arcs and gun handling is what makes them dangerous. As gunnery platforms, they're super comfy and fun to play. Their individual salvos may not hit as big as other ships; a consequence of both shell size and trollish dispersion, but they don't feel at a deficit in either regard. VERDICT: Their guns perform better than their smaller caliber would suggest. Beware Strasbourg's Main Battery Reload Booster -- used correctly, it can devastate vulnerable enemies. Durability Hit Points: 52,600 Bow & stern/superstructure/upper-hull/deck: 26mm / 16mm / 26mm / 26mm Dunkerque Maximum Citadel Protection: 26mm anti-torpedo bulge + 225mm belt + 40mm turtleback + 40mm/50mm citadel wall Strasbourg Maximum Citadel Protection: 26mm anti-torpedo bulge + 283mm belt + 50mm turtleback + 40mm/50mm citadel wall Torpedo Damage Reduction: 25% The durability fortunes of these two battlecruisers flips between their hit point totals and their armour profiles. While I would not call either ship blessed in either category, it's more that one or the other is "less-worse" in a given area than its sister ship. Overall, Strasbourg loses out wholesale to her sister, if only because she sits a full tier higher and contends with bigger threats. Health Pool Strasboug is the big loser here when it comes to comparing hit points. Dunkerque wins no prizes either, but as a tier VI vessel, she's she doesn't stand out in any negative or positive way. Strasbourg's woes come in two areas: She has a small (tier VI-sized) hit point pool. Her Repair Party is normal. The former kind of surprises me -- not that she has a small hit point pool, but that it's unchanged from Dunkerque's own despite the (slight) increase in tonnage. Best estimates should put Strasbourg's hit point total almost 1,000hp higher than Dunkerque. That's not enough to rescue her from the doldrums of tier VII health totals, but every scrap certainly helps and it would let her overtake Lyon at the very least. Moreover, the issue Strasbourg faces at tier VII comes from her plain-Jane Repair Party consumable. The glut of Royal Navy ships at tier VII along with Colorado makes Strasbourg's bare-bones Repair Party seem weak by comparison, especially on a ship with a hit point deficit. I suppose it's a blessing that she's not stuck with one fewer charges the way the Soviet ships and Florida are neutered, so that's something. Dunkerque's effective hit point pool is on the low side of average for a tier VI battleship. Now you can imagine what happens when you bring a "low side of average" effective health pool to a tier VII match-up. This is especially noteworthy as tier VII is where health regeneration gets super weird and powerful. Armour Profile When it comes to repelling HE shells, the two Dunkerque-sisters are functionally identical. While there exists some minor differences in their protection schemes, these are a non-issue when it comes to repelling HE shells. Dunkerque and Strasbourg are exceedingly soft-skinned and highly vulnerable to HE fire. Their near-homogeneous 26mm external plate makes them easy prey, not only for light cruisers but for 127mm+ armed destroyers. While the Inertial Fuse for HE Shells skill may be necessary, her opponents all have the potential to farm damage off the soft-skinned profiles of the Dunkerque-class battleships. Both battleships bleed a lot of hit points to small and medium caliber HE shells. Things don't get better when it comes to repelling AP rounds. Strasbourg attempts to correct some of the defence issues of her sister-ship with improved turret, belt and citadel protection profiles. Dunkerque is notoriously vulnerable to citadel hits, going so far as to have her machine spaces colour-coded through one of her camouflage patterns (thank you, Yuro, for pointing that out!). The thinness of her citadel protection means that with very few exceptions (Oklahoma, I'm looking at you), Dunkerque is vulnerable to battleship calibre AP shells at all ranges. This goes double for any AP rounds from guns of 380mm or larger as they are fully capable of overmatching her external armour plate and can land citadel hits at nearly any angle. Though Strasbourg's protection is improved, it's never so good that I would trust flashing her sides or snoot to incoming battleship rounds. Both Dunkerque-sisters take citadel hits frequently. They are both at risk of losing their turrets when they attempt to tank battleship fire. The best that could be said about Strasbourg is that she is largely immune to citadel hits from cruiser-calibre weapons, though again there are exceptions, especially at close range. Their armour profiles are almost identical but Strasbourg has the thicker belt, turtleback and turret faces. While the extra ~60mm of armour on Strasbourg's belt looks significant, the higher penetration gun she faces makes this improvement kinda moot. Summary These are ships that don't want to get hit -- like at all. Nearly every HE shell can hurt. Nearly every battleship-calibre AP round is a potential citadel hit. Having only two turrets makes the loss of one (even temporarily) a disaster. The best play with these ships is to not get hit in the first place; exercising their long range to make themselves a less appealing target. Anchoring one side against a piece of island cover is also a good practice, if only to mitigate flanking fire from enemy battleships from across the map. Limiting the angles of attack against these vessels is paramount to keeping them safe. They don't have a lot of armour. They don't have a lot of health. They don't have improved Repair Parties. VERDICT: Get hit, take cit. Agility Top Speed: 29.5kts Turning Radius: 730m Rudder Shift Time: 14s 4/4 Engine Speed Rate of Turn: 4.7º/s at 22kts (Dunkerque) or 22.2kts (Strasbourg). What a difference a tier makes. Strasbourg and Dunkerque both have excellent agility for a battleship. Not only do they have a respectable top speed -- nearly reaching 30 knots -- but unlike higher-tiered battleships, they are not shackled with a punitive turning circle radius. No matter how you look at it, both battleships handle beautifully. This combines with their very nice gun traverse rates to make keeping guns on target a very comfortable experience. The only real fault for these two battleships is that they flirt with but never quite achieve cruiser-levels of agility. This flaw mostly resides with their rudder shift time which, while not punitive, is definitely too sluggish to affect reasonable dodging metrics. Active dodging is really only ever possible at the extremes of their range. It's a bit of a tease that way, but by any other measuire, their agility is solid. Dunkerque is very fast for a tier VI battleship which helps translate to a good rate of turn despite her larger-than-average turning radius at that tier. If it weren't for ships like Warspite (bae! ♥) and Normandie, she'd be the clear winner. Once you start comparing Strasbourg and Dunkerque to tier VII battleships, it's no longer a contest. Strasbourg is THE most agile tier VII battleship, bar none. Lyon and Gneisenau provide some competition, but Strasbourg is the hands down winner. VERDICT: Some of the best mid-tier battleship agility you'll find out there. Both ships handle beautifully and are very comfortable to drive. Anti-Aircraft Defence Flak Bursts: 3 explosions for 1,330 damage per blast (Dunkerque) or 1,400 per blast (Strasbourg) at 3.5km to 6.0km. Long Ranged (up to 6.0km): 84dps at 75% accuracy Medium Ranged (up to 3.0km): 24.5dps (Dunkerque) or 21dps (Strasbourg) at 75% accuracy Short Ranged (up to 1.5km): 105dps at 70% accuracy I'm going to let the graphics do the talking here. Kay, so this looks like a hot mess and there's value in this chaos too. There are so many disparate AA range values at tier VI, it's hard to keep track. "Why so much negative space?" you might ask. Well, I scaled this to match the AA values of the tier VII battleships as both tier VI and VII battleships have to contend with tier VI and VIII aircraft carriers. The ships here are arranged in approximate level of effective personal defense, sorted by the formula [ AA DPS * ( range - 1km) ], thus putting more value on longer ranged damage output. None of the tier VI battleships could be said to have "good" or "effective" AA firepower, even against tier VI carriers. While Dunkerque sits in the middle of the pack here, she's in the bottom half of the incompetent. The best thing about her, really, are those 6km ranged guns which can help a friend out with overlapping fields of fire. Strasbourg has worse personal AA firepower than Nagato. It's only when battleships get to California or Florida levels of AA firepower that they can start looking towards their own defense. And it's not like these ships can prevent CVs from dropping on them -- oh no, they simply make it expensive (and then only if they haven't had most of their medium and small caliber guns shorn off by a spray of HE fire). Strasbourg stands little chance and is an easy mark for carriers. VERDICT: Hilariously bad on both counts. Vision Control Base/Minimum Surface Detection: 16.92km / 14.77km Base/Minimum Air Detection Range: 9.58km / 8.62km Detection Range When Firing in Smoke: 14.2km Dunkerque Maximum Firing Range: 18.21km to 21.85km Strasbourg Maximum Firing Range: 19.1km to 22.92km The stealth of these two battleships is crap. I don't know what really needs to be said beyond that. Their surface detection range is atrocious for a ship of their size and you can never truly get it under control. For Dunkerque, this is a more pronounced problem given the smaller maps she end up on at lower tiers. The only way you're surprising anyone in these ships is with long-range fire. While this may end a cruiser in short order, you're only going to annoy battleships unless their citadel protection is very (very!) soft skinned. In practical terms, everything will spot you first. Due to her fragility, this will so often relegate you to play defensively, hugging islands to protect a flank or deny vision lest you get crossfired from unseen enemy. VERDICT: Downright terrible. Final Evaluation Let's go back to those questions that started this review: Is Dunkerque so good at tier VI that she can be effectively cloned and placed at tier VII with little issue? Just how influential are the small changes made between the two ships? Is Main Battery Reload Booster that powerful on a 330m armed platform? Is Strasbourg worth the grind or should you just stick with Dunkerque? The answers to those questions are: Hells no. Largely irrelevant, though the extra second shaved off her reload and the extra armour is nice. I'm kinda miffed about her A-turret losing out on those firing angles, though. Yes. It's a disgustingly powerful consumable and it's what carries this ship at tier VII. Well, that depends. How much do you love Dunkerque? Dunkerque is a good tier VI battleship. This is largely owing to two factors: She has good guns and she has good agility. Dunkerque is fast enough to bring her firepower where it will do the most good and her guns are reliable enough to stack steady amounts of damage. Her fast reload makes her particularly good at picking on cruisers and stacking fires. Yes, her stealth sucks. Yes, her AA power sucks. Yes, defensively she's a bit of a joke. But those, like Tempest Keep, are merely a setback. Stealth and AA rarely define the battleship meta. Better armour would be nice, but it's not like Dunkerque is incapable of face-tanking a whole range of battleship opponents provided they're not armed with 380mm+ guns. Dunkerque is a whole bunch of "good enough" packaged behind comfortable gunnery. As one of the oldest premium battleships in the game Dunkerque doesn't have a gimmick to make her stand out anymore. Being French was her gimmick back in 2016. Since the release of the French battleship line, she lost not only that distinction but also the uniqueness of her all-forward gun arrangement. Players can simply unlock Richelieu from the tech tree if they want to have a taste of that game play, albeit two tiers higher. There's not a lot of 'wow-factor' baked into Dunkerque. She's good, don't get me wrong, but she's not amazing. She's not meta-defining or great. She wasn't a solid pick in tier VI Ranked Battles, sitting behind battleships that brought that oh-so covetted overmatch like Warspite and West Virginia and beyond consideration in team-based competitive (though admittedly everything played second fiddle to Admiral Graf Spee). Strasbourg will be rightly compared to Jean Bart and there is a reason Jean Bart isn't commonly available anymore (I'm still shocked she reappered for Black Friday, but whatevs, clearly WG likes money). If you love Dunkerque's game play, Strasbourg is so worth it, it's not even funny. I cannot stress enough how much the Main Battery Reload Booster consumable improves on what was already some damn fine gunnery. That's really the whole summation of Strasbourg. Yes, there's a bunch of other little changes here and there, but they feel so inconsequential compared to those twenty-seconds of fast-firing guns when her consumable is active. During development, Wargaming seemed oh-so careful not to repeat the misteps of Jean Bart's overpowered self. Strasbourg had her rate of fire nerfed from an initial 21 seconds (yes, really) to 24 seconds and then eventually down to 25 seconds with a slight sigma buff (from Dunkerque's 1.7 to the current 1.8). That should be enough to keep her in line, but I admit I enjoyed myself a lot playing Strasbourg. Such enjoyment on a test ship usually means that the ship is a little too strong. This speaks a lot to what battleship gameplay fundamentally boils down to: delivering big hits. The difference between good performance and bad in a match can so often be separated by a single Devastating Strike. Even if you lose, if you erased one ship outright, it's hard to call that a bad showing. Strasbourg's consumable makes it easier to do that and that's hella powerful. If I had to choose between the two, Strasbourg is (to me) the obvious choice. Dunkerque doesn't have anything novel going for her, in my opinion. Her best selling feature now is her tiering. Strasbourg at least has that gunnery gimmick; something a lot of players may not have access to in the future given the increased rarity of Jean Bart. Strasbourg is a GUDBOTE -- or more accurately, she's a MEHBOTE with a good consumable.
Dunkerque is a underrated ship
Koogus posted a topic in General Game DiscussionEven though we lost it was a incredibly fun a close match. kudos to the enemy team especially the one konig that almost rammed me and the Ismail and gneisenau that put good pressure on our team for most of the match. Games like these make me wonder why I dont see more dunkerque's in game. It's a incredibly fun and useable bb I find.
Do we want a Dunkerque buff?
Sir_Davos_Seaworth posted a topic in French BattleshipsWell, those of us that have love her..despite her faults... I'm gonna summon @Sventex since he has more games in her, and has posted videos on her. Now, she does many things well, and I have had some killer games in her. If you are top Tier, you can pass out the pain: BUT since I've gotten her, lots of other ships have been added to the game. The Mutsu, all the RN BBs, and now her French cousins... The meta has changed a ton to I think, so is it time for a wee buff? My thoughts, and ideas: Armor: Yeah, I know she is a battlecruiser, not a true BB. Great, but getting overmatched by all the red BBs suck. Yes, you can kite, use cover etc, but that only goes so far. Several people have brought up the fact that the Stasbourg had better side armor..which would help, but if you get get broadside to a red BB, you get what you get... What about her nose? They did it for the Moskva....this would reward captains that angle to the bigger gunned BBs, and not get citadeled right through yer nose... Another idea would be spaced armor like the CAs...that would help with all the HE damage. Yeah, I know more work...but that would help I think... AA: Of all the times I had a bad game in her, I think a CV has been behind it about 50% of the time. Everyone and their mom knows her AA sucks, and you get used as a punching bag for planes. Not fun. Fictional refit in the USA? Loose a couple secondary turrets for more AA guns? Maneuverability: She has good speed as is...but what about speed boost? It would help you get out of trouble if you bite off more than you can chew... (I do this a ton, LOL) Guns: Sometimes, you seem to be slinging citadels left and right, then next salvo goes haywire. Now, I know they are not gonna buff her sigma... BUT what about the reload booster that her big sister is gonna get? If that not, a ROF buff? Nothing crazy, but with the smaller guns and "special" sigma, maybe this is needed? Stealth: It sucks, LOL. Now, I know they go by the height of her mast, etc, but again, this could be a fictional refit, and you wouldn't get out spotted by...everything other than the Fuso... Now, I'm not saying do all this...she would be OP AF. But maybe one of these? Thoughts?
Deconstructing Dunkerque Guide
Royeaux posted a topic in French BattleshipsEven since a certain reviewer posted his "Dunkerque - How To Deal With T8 MM" video, I've been itching to point out the flaws. The Dunkerque is one of Flamu's least played ships and least favorite ships, and it show by how he offers advice that can even be considered dangerous. So let's go through Flamu's lessons one by one and deconstruct his video. "So of course, it's low caliber guns, umm, the damage is lower as well. - This is no damage monster" The Dunkerque is tied with the Fuso in having the fastest firing Battleship guns at tier 6. The ship also sports so incredibly potent HE shells with tremendous muzzle velocity allowing long range targets to be hit with reliability (even broadside destroyers), and the all forward gun design and fast turret traverse ensures that the RPM will rarely be interrupted. The guns only have low damage when you ram the ship into an island and are unable to target any ships like Flamu does here. "A common mistake that many Dunkerque captains make is they think it is a Yamato, they think it is a North Carolina, they think it is a ship capable of parking nose-in duking it out. Now the Dunkerque can't even do this against tier 6s." "So your not going to be tanking anything in this thing" Not counting CVs, only 10% of ships in the tier 6 - 8 matchmaking have guns that can overmatch the bow armor on the Dunkerque, to say the ship can't bow tank is a gross miscalculation. Bow tanking is one of Dunkerque's greatest assets and Flamu here is needlessly throwing that asset away. In the replay provided below, you can see that in a Tier 8 match, out of the 5 enemy Battleships, only one had the guns large enough to overmatch my Dunkerque's bow. For Flamu to think that the ship can't even tank at tier 6 is beyond belief. Even against shells that can overmatch, going bow-on presents a far smaller profile that will ensure fewer shells will hit you, which is in essence providing protection. Other Battleships will have to show some broadside in order to utilize their full firepower against you, offering a larger target and exposing all of the fire hardpoints of their ship. Also cruisers and destroyers often will have their shells shatter against the bow at close range, which is still tanking. "You'll notice I was angled, trying to eat it [15" shells] on my broadside armor" Flamu's tactic here is dubious as he tries to present a larger target to his enemy (a Tirpitz in brawling range no less) and he ends up taking heavy damage for it. You want the shells to miss entirely so charging in against a top tier German Battleship and angling was an extremely poor tactical decision. Don't let the enemy play to their strengths, the Dunkerque has the speed to avoid these situations. "One of the key points of this is keeping on the move. - How do you play it? You keep on the move. You have to keep on the move" "One of my main lessons when playing the Dunkerque is never stop in the open. Being caught in the open and sitting still is a death sentence" This is one of the most questionable lessons that Flamu gives in his video. The Dunkerque is a very large target with a vulnerable broadside, moving forward when bottom tier is offering the enemy a juicy target. What you want to do in the Dunkerque is manage the enemy player's target priority. If your sitting at long range, and the enemy Battleship has numerous ships at closer range shooting at it, it's going to prioritize them over you because they are a greater threat and offer more dps to them. If your needlessly zipping around broadside at long-mid range, your going to present the enemy with a juicy DPS opportunity, and if you just charge in against tier 8 ships, your going to be outflanked and overpowered. The Dunkerque's speed and mobility is best used in the end game, when most other ships are dead. The Dunkerque is extremely dangerous against 90% of ships (in tier 6-8 MM) because they are incapable of overmatching her bow, which makes the ship one of the best carry Premium Battleships in the game and probably excellent practice for the Richelieu. "It's better to ram into an island at full speed" "Amusingly, one of the strengths of the ship, which is having all gun on the forward part of the ship, is actually a bit of a weakness." This sounds like intentional user error. "The secondaries have very awkward angles, you need to give far too much broadside to be able to efficiently use them. The secondaries in general are not recommendable" The Dunkerque has in effect, 2 Gearings strapped to the back of the ship with twelve 5" guns that can be used without the need to show any broadside. It has been the mistake of many DD captains to try and attack a Dunkerque from behind, thinking that is the blind spot. Note in my replay, that against the Loyang that attempted to attack me from behind, ended up sacrificing himself against my secondary guns in exchange for a single torpedo hit, my forward main battery was not needed. "If you have the lowest AP damage, umm the lowest AP alpha, all of these things also having the same reload as the other ships, really isn't that much fun." Flamu throughout his video complains about the Dunkerque AP shells several times, but he only ever uses those AP shells for 97% of the match. He never connects the dots that maybe he shouldn't use AP, and he never discusses the power of the Dunkerque's HE shells in the entire video and end up throwing away another of the ship's greatest assets with it's high fire %. Another problem with the Dunkerque's AP shell is that the tremendous muzzle velocity gives the shells the nasty habit of over-penetrating on fully broadside targets. Reliability in damage comes from the Dunkerque's HE shells, even against enemy cruisers. The AP shells require the enemy cruisers and even some battleships to angle in order for their armor to "catch" the AP shells, which means only using AP for select situations. "I do run concealment expert on this ship, and that ability to disengage is so-so important on this ship" Flamu yoloed right into the enemy and was never in a position for his concealment expert skill to help him disengage, so he effectively wasted 4 points on his captain. The Dunkerque strength comes from it's ability to maintain maximum RPM from it's main battery, which would be wasting another asset of the ship by trying to conceal this ship that can be spotted from the Andromeda Galaxy. (credit to Nozoupforyou for that analogy) By the 6:30 mark of his video, he's already 10km away from an enemy Battleship, concealment expert is worthless when yoloing. "The Scharnhorst, I play it very similarly" This is where the biggest error in his match, twice in his showcase battle, Flamu goes and brawls with 2 separate Tirpitz. One of which actually kills him after he tells his team "Don't die, and we win". I cannot stress enough that the Dunkerque is not a German Battleship, it does not brawl well with other German Battleships. Do not play to the enemies strengths. The Dunkerque high velocity shells enable it to effectively target ships at long range, so it becomes important when bottom tier to not charge at the top tier Battleships. This is how to play the Dunkerque in T8 MM. Flamu's advice is to always keep moving, that "being caught in the open and sitting still is a death sentence", but note how I do not stray far from my spawn point in the first 10 minutes of the match. I operate out in the open, but I keep a healthy distance away from the enemy to ensure I am never outflanked. Anyone whose played a RN BB knows that HE is best employed at mid-range, and that it's important to manage the distance between you and the enemy fleet. Even at bottom tier, I'm causing considerable damage by sitting back while also disrupting the enemies attempt to take the caps and setting fires. It's only at the halfway point, where the team if outnumbered 6:3 and the caps are in danger that I put the Dunkerque's speed to use. At this point, the enemy team no longer have any ships that can overmatch my bow, and thus the Dunkerque can play to it's own strengths and have unfair fights with the other ships, picking them off one by one and racking up the metals. That's my advice for T8 battles with the Dunkerque, wait it out, let the higher tier ships duke it out with each other until they've destroyed each other, then move in to wreak havoc. The Dunkerque is very strong against Destroyers and Cruisers at any tier, and will earn bonus points of sinking these higher tier ships, so you want to give yourself the best possible chance at taking them out. So don't go full potato and brawl with a bunch of Tirpitzs.
Armor Model Error Documentation and Buffs: Dunkerque Edition
Big_Spud posted a topic in General Game DiscussionA comprehensive suggestion for rebalancing my Donut, and fixing her armor model errors. WARNING: THIS IS LONG AND TEXT/IMAGE HEAVY Buckle in boys, this is going to be a long one. So the tier VI premium light battleship (or battlecruiser) Dunkerque has recently garnered a bit of attention in regards to the presumptive reload buff she is receiving according to recent Dev Blog updates. The Buff is as described below: Now, as a long time player of Dunkerque (Donut, Dunkek, etc...) I have to say that the fact that she is finally receiving some attention is most appreciated. To my knowledge, Dunkerque has never seen any direct buffs or nerfs throughout her two and a half year tenure in this game. Naturally, much has changed in the way of meta since August of 2016, which was when she was originally introduced. Overmatch has become prevalent with the introduction of several new premiums and battleship lines. IFHE has become extremely prevalent ( if not necessary ) among destroyers and light cruisers. Newer ships are faster, or more accurate, have more guns, better HP, overmatch, armor, etc… Even the fabled CV rework is about to hit live, combined with news of a change to the flooding mechanics ( flooding being split into two sectors which deal less HP than one current flooding. 30% forward speed decrease, 60% reverse speed decrease ). Simply put, the game has changed a lot just in general. Throughout all of this, Dunkerque has remained largely the same, and it is my opinion that she is among the ships which have suffered the most from powercreep. I consider this to be quite unfortunate. I was for a time, one of the staunchest defenders of Dunkerque at her release, and for quite some time after her. Her speed used to be quite unique, as well as her bow-mounted main battery of extremely high velocity and penetration 330 mm /52 Mle 1932 rifles in two quadruple turrets. This layout resulted in occasional good groupings, and the speed of her shells made it relatively to hit enemy cruisers and battleships from near the maximum edge of her 18.2 km range ( 21.8 with a spotting plane ). Her flexibility and relatively quick reload allowed her to exert influence across a greater than usual area of the map, especially when compared to slower vessels like New Mexico. This helped make up for her relative lack of strength in other areas, and there are many areas in which Dunkerque was deficient, even back in 2016. We’ll get into those in a second. To add a bit of credence to my love for this ship ( and reinforce the fact that I’m not a random baBBie complaining because “Beeg ship no crush small ship!” ), here are my current standings in her. Not the best on the server, but I’ve certainly managed to do quite well. Being top 5 in Dunkerque is something I’m a little proud of. Unfortunately, I have stopped playing her in the past few months. To put it quite simply: she’s simply not fun in her current state, nor up to task for dealing with the current meta. Now, I said earlier that I would go into the various strengths and weaknesses of Dunkerque. Hopefully what I identify here will help my case for some of the buffs I will be proposing later. Pros: -Speed. Despite the amount of time that has passed, Dunkerque is still among the fastest of the battleships at her tier. At 29.5 knots without speedflags, she is tied with Normandie, and 1.5 knots faster than the Prinz Eitel Friedrich. Her advantage over the other premium and non premium battleships ranges from between 3 to 8.5 knots. This speed is valuable at a tier where most others are operating in the 23-25 knot range ( some as low as 21 ), no question about that. -Penetration and Velocity. Dunkerque's relative low caliber of 330 mm is deceiving. Her performance against vertical plate is among the best at her tier, being matched by New Mexico's 14”/50 and surpassed completely only with the introduction of West Virginia and her 16” AP Mark 5 shell. As we can see from the sweep, penetration and velocity are among the factors which do not trouble Dunkerque. She can penetrate the belt of most same tier battleships out to nearly her maximum range. The velocity still lets you snipe cruisers with ease, but in this aspect she suffers from Roma Syndrome: you will see a lot of overpenetrations. -Rate of Fire. Dunkerque has a 28 ( proposed 26 ) second reload. It’s not fantastic, but it’s better than most of the ships in tier VI. Some ships like New Mexico and Arizona truly suffer from some terribly ungodly long reloads, so I'm counting my blessings where I can find them. And… I’m going to be honest here, the list of objective strengths ends there. Her concealment is bad, although not worst in tier ( thanks Fuso ). Her maneuverability is bad, but not worst in tier. Her AA and secondaries are bad, but again, not worst in tier. What is objectively the worst in tier however, is her armor. Here we go into the- Cons: -Armor/Protection. Immediately, Dunkerque falls flat on her face. She is simply coated in 25 mm plating all over her hull. She has no distributed armor scheme, meaning that she is the most vulnerable of all ships at her tier to overmatch and IFHE. Dunkerque fundamentally lacks the ability to act as a good tank, or really a tank at all. Should she come upon the likes of a Queen Elizabeth, Warspite, Bayern, Mutsu, or West Virginia ( to say nothing of tier VII/VIII ), she is largely defenseless. Hits by those guns along her hull will always result in penetrations or overpenetrations for guaranteed damage. The same is true when being struck by 4-6” IFHE equipped light cruisers, or 7-8” armed heavy cruisers. Dunkerque's problems with protection don’t end here though. In addition to the poor extremity/hull plating, her belt and bulkheads are quite simply put, the worst in tier. Her belt is 225 mm with a 40 mm sloped deck and a 40-50 mm flat citadel bulkhead. This is incapable of protecting her citadel from battleship caliber shells at most ranges, and makes her particularly vulnerable at closer ranges. The forward citadel bulkhead is a flat 228 mm. Simply put, this cannot stop any shell which overmatches the 25 mm bow, at any range. We have already identified the ships just in tier VI which can and do accomplish this task. In addition to this fact, her turrets are vulnerable. Far from being poorly armored, the problem with Dunkerque's turrets are that they are stacked atop one another, and very wide. By the nature of her playstyle, these turrets take a lot of shells, and one or both are often destroyed. Each lost turret represents a net -50% decrease in firepower. Dunkerque has no special heal or any other advantage to make up for these extreme and pronounced vulnerabilities. My first con section is already three times the length of the entirety of the pros. -Torpedo Defense. To put it frankly, Dunkerque's torpedo damage reduction value is an insult. Coming in at a little over 7 meters in depth, the little battleship had what was universally considered to be one of the best torpedo defense systems ever put on a ship. The Richelieu had a narrower version of this design, and ingame receives a respectable ( albeit still rather low ) 35%. Dunkerque gets [edited] 25%. Why. With her armament and armor peculiarities heavily influencing her playstyle, she is incredibly vulnerable to torpedo attack. This low of a value is simply inexcusable from both a historical and gameplay perspective, and hurts her massively. -Main Battery/Offensive Power. On paper, Dunkerque's guns seem quite good. I’ve already detailed the great strength of her belt penetration and the advantages afforded by her high velocity. These strengths are more than ruined by their weaknesses. First and foremost, Dunkerque has 1.7 sigma. This in itself isn’t a death knell, but then the rest of the picture comes in. She has only eight guns. She can’t overmatch same tier battleship hulls. Her reload, although short, does not make up for the loss of four barrels when compared to the infinitely stronger Fuso, which shares the same rate of fire. Then comes her horrific vertical dispersion, and then the fact that she overpenetrates anything that’s not a battleship belt or unfortunately angled cruiser ( Roma Syndrome ). To say that Dunkerque's main battery performance is frustrating, would be a massive understatement. No part of it compliments the other enough to overcome the weaknesses inherent to the caliber and dispersion characteristics at this tier. Her 130 mm /45 secondary battery is also poor, although not quite terrible. The shells have a high individual fire chance and good damage, however they fall short on penetration with 21 mm base. The mounts are also positioned awkwardly, making them hard to use reliably. Although the quadruple turrets are well armored, the twins mounted forward are not. It is not worth speccing into these by any means. -Anti-Aircraft. Dunkerque's anti-aircraft firepower has been poor since release. Although the 3 x 4 and 2 x 2 130 mm mountings have decent range, they fall flat with their low damage numbers ( no information as of yet on how they perform with the CV rework ), throwing up a measly 54 DPS at 5.0 km. Mid range is essentially non-existent, five twin 37 mm guns yield 12 DPS at 3.0 km. Short range is very short, with 8 x 4 13.2 mm mountings yielding a combined 40 DPS at 1.4 km. Simply put, Dunkerque can add being incapable of defending herself effectively from aircraft to her long list of downsides, even with a full AA spec. -Detection. Although by no means the worst in tier, 16.4 with camo ( 14.1 with CE + camo ) is not great for a ship of her particular playstyle and vulnerability. She gets spotted early, and targeted by everyone for easy damage, with no real recourse to prevent such a thing from occurring. I could go even more in depth, but I think this identified most of the key issues which plague Dunkerque, and why I personally believe that she requires more help than just a 2 second reload buff. Recommended Improvements (not necessarily all at once, just general suggestions): -add 27 mm plating amidships over the side and weather deck. Already being plagued with the worst horizontal armor protection in her tier bracket, Dunkerque absolutely requires an improvement to her tanking capability. Increasing the protection amidships versus 381 mm guns essentially achieves the same results as the identical change made to some tier VIII cruisers. It allows her to mitigate some of the otherwise unavoidable damage from overmatch. Leaving the bow and stern sections 25 mm allows for damage to still be dealt, but requires a bit more thinking than simply “point and click for 10,000 damage”. -improve torpedo damage reduction to 35%. By her nature, Dunkerque spends a large part of any given battle with her bow towards the enemy, moving back and forth with the battle. This is largely a necessity forced by her poor armor, in addition to her armament layout precluding effective stern-kiting. This makes her extremely vulnerable to flanking attacks by destroyers, from which she has no real escape. Increasing torpedo damage reduction not only more correctly represents the strength of the real system, but also helps decrease her extreme vulnerability to all forms of damage. -increase sigma value from 1.7 to 1.9. To help offset her low barrel count and lack of overmatch ( combined with a propensity for overpenetrations and her huge vertical dispersion ), better hitting ability would help compliment her high velocity gunnery, allowing her to more reliably punish enemies who make mistakes, especially battleships. Sigma values are largely overrated, but they still do have an impact. -improve anti-air defense with the addition of the originally designed light AA complement of five 37 mm ACAD automatic mounts. Because of Dunkerque's more static reverse-advance playstyle, she makes an extremely enticing target to aircraft. Often she is simply unable to maneuver in time to avoid torpedoes, or attempt to evade dive bombers. This problem will only worsen with the carrier rework. This buff also has a degree of historical relevance. Dunkerque was originally supposed to be equipped not with the twin semi-automatic 37 mm Mle 1933 mountings, but with five of the twin automatic 37 mm Mle 1936 ACAD mountings. This little guy. Image taken from John Jordan & Robert Dumas’ “French Battleships: 1922-1956”. These mounts are already present ingame, four of them being mounted upon the heavy cruisers Algerie, Charles Martel, and the battleship Gascogne. The mounting has a base range of 3.5 km, and generates 12 DPS. Dunkerque was to be equipped with five such mountings, yielding 60 DPS ingame. This is quite literally a five fold increase over the current 12 DPS at 3.0 km. Given that the close and long range values are still quite low in damage or range, this won’t make her a floating AA castle. What it will do however, is provide her with some increase measure of self-defense. An AA spec might be viable with such a buff. -decrease base detection to 15 kilometers. This is self explanatory. As a light battleship meant to be flexing back and forth with the cruisers, a large base detection range makes her extremely vulnerable to being spotted early, and farmed for damage. A decrease of ~1 kilometer should help this slightly, and give her just a little bit more tactical flexibility. And thus ends my section on balance. Eleven god-damn pages of stuff that I shouldn’t have had to write, but did anyways out of love for Dunkerque. I want to see her be viable, fun, and rewarding of skill. WG’s proposed buff of -2s off the reload does not solve any of the fundamental issues present on her, so these are my suggestions. Please recall that I do not advocate for all of them being applied simultaneously, but I do feel that most of them could be without pushing the ship into being overpowered. Simply put: no matter what buffs I recommend, she will always be vulnerable to overmatch and IFHE spam. She will always have lackluster secondaries, and poor maneuverability. Her turrets will always be at risk of simply being destroyed, and she will always lack the ability to overmatch same tier battleships. Now, onto the more interesting part. ARMOR MODEL INACCURACIES, WOOHOO Ironically enough, while WG has seen fit to make Dunkerque suffering to play, they have actually overmodeled some sections of armor thickness. The errors are as follows: Armor deck is too thick. WG has modeled it as a uniform surface of 130 mm thickness. According to all known sources, Dunkerque has a main armor deck ( Pont Principal ) with two varying thicknesses over the machinery and magazines: 115 mm and 125 mm respectively. Machinery: Magazines: Images taken from John Jordan & Robert Dumas’ “French Battleships: 1922-1956”. Here’s how it looks ingame: Here’s how it should look: Fore and Aft Transverse Bulkheads are too thick. Paradoxically, WG decided to use the armor thicknesses from Dunkerque's uparmored sister ship, Strasbourg, when modeling her forward and aft transverse armored bulkheads. Ingame these are modeled as 228 mm and 198 mm respectively. Sources indicate that the fore bulkhead should instead be 210 mm, the aft bulkhead 180 mm. Fore: Aft: Images taken from John Jordan & Robert Dumas’ “French Battleships: 1922-1956”. Here’s how they look ingame: Ingame Fore: Ingame Aft: Here’s how they should look: Actual Fore: Actual Aft: Yes, I am in fact arguing for historical armor nerfs in the very same post where I call for buffs. Deal with it. Aaaaaaaaaaaand that’s all folks. As if it wasn’t long enough already. Stares at 21 page length in Word. I appreciate those of you who read through this and take the time to comment. Please for the love of god, DON’T QUOTE THE ENTIRE THING. I’ll be hovering over the comments area like an overly enthusiastic grade school soccer coach does his team, so feel free to ask any questions, discuss, whatever. Hopefully someone important will at least read this. Edit: No, I don't know why the Forum decided to center literally the entire thing. I can't undo it either. Edit 2: Whatever, it sort of fixed itself.
Video - Dunkirk Movies list
Tpaktop2_1 posted a topic in Off-TopicWith Operation Dynamo coming back to Operations in WoWS with update 0.7.9, I got a movie that I had not seen that was inspired by the Dunkirk evacuation that I would like to pass on to all. My wife and I watched last night "Their Finest" movie. I got to say I was not bored by it. This movie got me to understand more how the movies of that time was to bolster the English moral during that trying time of history with England. Their Finest (2017) A former secretary, newly appointed as a scriptwriter for propaganda films, joins the cast and crew of a major production. During the London Blitz of World War II, Catrin Cole is recruited by the British Ministry of Information to write scripts for propaganda films that the public will actually watch without scoffing. In the line of her new duties, Cole investigates the story of two young women who supposedly piloted a boat in the Dunkirk Evacuation. Although it proved a complete misapprehension, the story becomes the basis for a fictional film with some possible appeal. Which reminds me of these other Dunkirk films Mrs. Miniver (1942) Dunkirk (1958) So if you got free time and you want to binge watch the Dunkirk movies, here you go for ideas.