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Found 64 results

  1. TheEpicGamer285

    Is Konig Albert any good?

    So I just recently got Konig Albert and I don't know what commander skills to fit it with. And also, any tips for the ship?
  2. Hello there! Welcome to a post where I decide to stop doing single ADLAs on ships and instead try my best at guessing what a tech-tree line might look like. Here's my proposal for how we can create a battlecruiser and supercruiser line for the German Navy without too many changes. The biggest change would be the shifting of the Gneisenau to the Battlecruiser line with the Ersatz Yorck taking its place in the battleship line. German Kriegsmarine Tier BB BC CB 1 2 3 Nassau 4 Kaiser Moltke 5 Konig Derfflinger 6 Bayern Mackensen Deutschland 7 Ersatz Yorck Gneisenau P-class 8 Bismarck O41 Improved design Zenker 1928 CB design 9 Friedrich Der Große KW50 O-class 10 Großer Kurfürst O42 Improved design KW45 Supercruisers Flavour German Supercruisers have several defining features that should make them stand out: Bigger guns (compared to other supercruisers) Below average speed Large displacements Below average protection (compared to other supercruisers) Torpedoes They use the standard supercruiser dispersion formula & hitpoint formula (except for Deutschland). Tech-Tree Supercruisers Deutschland class Heavy Cruiser (T6) Survivability Displacement: 10,600t standard; 15,180t full (29,700hp standard; 38,500hp full) Armour: 80-50mm belt, 60mm bulkheads, 18+45-30mm deck, 45mm anti-torpedo bulkhead, 150-85mm turrets Weaponry Main Battery: 2x3 283mm/52 SK C/28 guns Reload: 20s (3) AP Shell: 300kg @910m/s (7600 damage) HE Shell: 300kg @910m/s (3200 damage, 20% fire) Traverse: 6 degrees per second (30s per 180 degrees) Secondary Battery: 8x1 150mm/55 SK C/28 guns / 3x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.3kg @875m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x4 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 3x2 105mm/65 SK C/33 guns (20dmg = 67dps @6km 90% acc), 8x1 40mm/56 Flak 28 guns (36dmg = 124dps @3.5km 90% acc), 6x4 20mm/65 C/38 cannons (42dmg = 145dps @2km 85% acc), 9x2 20mm/65 C/38 cannons (27dmg = 93dps @2km 85% acc) Mobility Speed: 28kts - 56,800hp Size: 186m long, 21.3m wide, 7.4m deep Consumables Standard Supercruiser Damage Control Standard Repair Party 2 Seaplanes Notes Deutschland as-built is A hull Includes 500mm torps as stock Admiral Scheer is B hull P-class class Heavy Cruiser (T7) Survivability Displacement: 22,145t standard; 25,689t full (43,750hp standard; 48,800hp full) Armour: 120-40mm belt, 60mm bulkheads, 20+100-70mm deck, 30mm anti-torpedo bulkhead, 170-80mm turrets Weaponry Main Battery: 2x3 283mm/54.5 SK C/34 guns Reload: 17s (3.5) AP Shell: 330kg @890m/s (7600 damage) HE Shell: 315kg @890m/s (3200 damage, 20% fire) Traverse: 6 degrees per second (30s per 180 degrees) Secondary Battery: 2x2 150mm/55 SK C/28 guns / 4x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.3kg @875m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x4 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 4x2 105mm/65 SK C/33 guns (26dmg = 90dps @6km 90% acc), 4x2 37mm SK C/30 guns (7dmg = 24dps @3.5km 90% acc), 10x2 20mm/65 C/38 cannons (30dmg = 103dps @2km 85% acc) Mobility Speed: 33kts - 163,000hp Size: 230m long, 26m wide, 7.2m deep Consumables Standard Supercruiser Damage Control Standard Repair Party 2 Seaplanes Notes Upgrades from 283mm/52 SK C/28 to 283mm/54.5 SK C/34 guns Requires AA refit Zenker's 1928 class Supercruiser (T8) Survivability Displacement: 23,450t standard; 28,200t full (45,600hp standard; 52,350hp full) Armour: 150mm belt, 80mm extended belt, 60mm bulkheads, 25+80mm deck, 30mm anti-torpedo bulkhead, 250-80mm turrets Weaponry Main Battery: 4x2 305mm/55 SK C/34 guns Reload: 24s (2.5) AP Shell: 415kg @890m/s (8600 damage) HE Shell: 405kg @890m/s (3500 damage, 23% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 3x3 150mm/55 SK C/28 guns / 2x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.3kg @875m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x3 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 2x2 105mm/65 SK C/33 guns (13dmg = 45dps @6km 90% acc), 4x2 37mm SK C/30 guns (7dmg = 24dps @3.5km 90% acc), 10x2 20mm/65 C/38 cannons (30dmg = 103dps @2km 85% acc) Mobility Speed: 34kts - 160,000hp Size: 216m long, 25m wide, 7.8m deep Consumables Standard Supercruiser Damage Control Standard Repair Party 2 Seaplanes Notes Admiral Zenker’s 1928 Battlecruiser design Improved design with additional armour Requires AA refit O class class Supercruiser (T9) Survivability Displacement: 29,364t standard; 35,968t full (54,000hp standard; 63,350hp full) Armour: 190mm belt, 110-80mm bulkheads, 50+80-20mm deck, 45mm anti-torpedo bulkhead, 210-50mm turrets Weaponry Main Battery: 3x2 380mm/52 SK C/34 guns Reload: 26s (2.3) AP Shell: 800kg @820m/s (11600 damage) HE Shell: 800kg @820m/s (4400 damage, 34% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 3x2 150mm/55 SK C/28 guns / 4x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.3kg @875m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x3 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 4x2 105mm/65 SK C/33 guns (26dmg = 90dps @6km 90% acc), 4x2 37mm SK C/30 guns (7dmg = 24dps @3.5km 90% acc), 10x2 20mm/65 C/38 cannons (30dmg = 103dps @2km 85% acc) Mobility Speed: 35kts - 176,000hp Size: 256m long, 30m wide, 8.02m deep Consumables Standard Supercruiser Damage Control Standard Repair Party 4 Seaplanes Notes Requires AA refit KW45 class class Supercruiser (T10) Survivability Displacement: 45,000t standard; t full (76,150hp standard; hp full) Armour: 200mm belt, 115mm deck, 30mm anti-torpedo bulkhead, 220-50mm turrets Weaponry Main Battery: 4x2 380mm/52 SK C/34 guns Reload: 26s (2.3) AP Shell: 800kg @820m/s (11600 damage) HE Shell: 800kg @820m/s (4400 damage, 34% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 4x3 150mm/60 SK C/25 guns / 4x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.5kg @960m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x4 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 4x2 105mm/65 SK C/33 guns (26dmg = 90dps @6km 90% acc), 4x2 37mm SK C/30 guns (14dmg = 48dps @3.5km 90% acc), 10x2 20mm/65 C/38 cannons (30dmg = 103dps @2km 85% acc) Mobility Speed: 37kts - 300,000hp Size: 300m long, 33m wide, 9m deep Consumables Standard Supercruiser Damage Control Standard Repair Party 4 Seaplanes Notes Requires AA refit Battlecruisers Flavour German Battlecruisers have several defining features that should make them stand out: Faster than battleship line Smaller displacement and slightly worse protection than battleship line Smaller & fewer guns than battleship line Faster-firing guns than battleship line Torpedoes from T7+ Tech-Tree Battlecruisers Moltke class Battlecruiser (T4) Survivability Displacement: 22,979t standard; 25,400t full (37,900hp standard; 40,800hp full) Armour: 270-100mm belt, 200-100mm bulkheads, 50mm deck, 30mm anti-torpedo bulkhead, 230-60mm turrets Weaponry Main Battery: 5x2 283mm/50 SK C/08 guns Reload: 24s (2.5) AP Shell: 302kg @880m/s (7400 damage) HE Shell: 302kg @880m/s (3200 damage, 19% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 12x1 150mm/45 SK C/09 guns / 12x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 4x1 88mm/45 SK C/13 guns (4dmg = 13dps @4.6km 80% acc) Mobility Speed: 28kts - 85,000hp Size: 186m long, 29.4m wide, 9.2m deep Consumables Standard Damage Control Standard Repair Party Notes 25.5kts/52,000 hp engine as stock AA refit needed Derfflinger class Battlecruiser (T5) Survivability Displacement: 26,600t standard; 31,200t full (42,200hp standard; 47,650hp full) Armour: 300-100mm belt, 250-100mm bulkheads, 80mm deck, 45mm anti-torpedo bulkhead, 270-80mm turrets Weaponry Main Battery: 4x2 305mm/50 SK C/08 guns Reload: 24s (2.5) AP Shell: 415kg @850m/s (8400 damage) HE Shell: 405kg @855m/s (3500 damage, 23% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 14x1 150mm/45 SK C/09 guns / 8x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 8x1 88mm/45 SK C/13 guns (8dmg = 26dps @4.6km 80% acc) Mobility Speed: 28kts - 80,000hp Size: 210m long, 29m wide, 9.56m deep Consumables Standard Damage Control Standard Repair Party Notes 26.5kts/63,000 hp engine as stock AA refit needed Mackensen class Battlecruiser (T6) Survivability Displacement: 31,000t standard; 35,300t full (47,450hp standard; 52,550hp full) Armour: 300-100mm belt, 250-100mm bulkheads, 80mm deck, 45mm anti-torpedo bulkhead, 320-110mm turrets Weaponry Main Battery: 4x2 350mm/45 SK C/14 guns Reload: 24s (2.5) AP Shell: 600kg @815m/s (9850 damage) HE Shell: 600kg @815m/s (4000 damage, 27% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 14x1 150mm/45 SK C/09 guns / 12x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 8x1 88mm/45 SK C/13 guns (8dmg = 26dps @4.6km 80% acc) Mobility Speed: 28kts - 90,000hp Size: 223m long, 30.4m wide, 9.3m deep Consumables Standard Damage Control Standard Repair Party Notes Requires AA refit Gneisenau class Battlecruiser (T7) Just check what’s currently the T7 German BB O41 class Battlecruiser (T8) Survivability Displacement: 37,400t standard; 44,900t full (55,050hp standard; 63,950hp full) Armour: 300mm belt, 140-120mm bulkheads, 50+120-110mm deck, 45mm anti-torpedo bulkhead, 150-85mm turrets Weaponry Main Battery: 3x2 380mm/52 SK C/34 guns Reload: 24s (2.5) AP Shell: 800kg @820m/s (11600 damage) HE Shell: 800kg @820m/s (4400 damage, 34% fire) Traverse: 5 degrees per second (36s per 180 degrees) Secondary Battery: 3x2 150mm/55 SK C/28 guns / 4x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.3kg @875m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x3 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 4x2 105mm/65 SK C/33 guns (26dmg = 90dps @6km 80% acc), 4x2 37mm SK C/30 guns (7dmg = 24dps @3.5km 80% acc), 4x4 20mm/65 C/38 cannons (28dmg = 97dps @2km 75% acc), 4x1 20mm/65 C/38 cannons (10dmg = 34dps @2km 75% acc) Mobility Speed: 33.5kts - 220,000hp Size: 248m long, 33.5m wide, 9.9m deep Consumables Standard Damage Control Standard Repair Party 4 Seaplanes Speed Boost Notes O41 design Improved belt to 300mm 32kts/180,000hp engine as stock Requires AA refit KW50 class Battlecruiser (T9) Survivability Displacement: 50,000t standard; 57,000t full (70,000hp standard; 78,300hp full) Armour: 300mm belt, 115mm deck, 30mm anti-torpedo bulkhead, 220-50mm turrets Weaponry Main Battery: 4x2 380mm/52 SK C/34 guns Reload: 24s (2.5) AP Shell: 800kg @820m/s (11600 damage) HE Shell: 800kg @820m/s (4400 damage, 34% fire) Traverse: 5 degrees per second (36s per 180 degrees) Secondary Battery: 4x3 150mm/60 SK C/25 guns / 4x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.5kg @960m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x4 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 4x2 105mm/65 SK C/33 guns (26dmg = 90dps @6km 80% acc), 4x2 37mm SK C/30 guns (14dmg = 48dps @3.5km 80% acc), 10x2 20mm/65 C/38 cannons (30dmg = 103dps @2km 75% acc) Mobility Speed: 35kts - 300,000hp Size: 300m long, 36m wide, 9m deep Consumables Standard Damage Control Standard Repair Party 3 Seaplanes Speed Boost Notes Requires AA refit O42 class Battlecruiser (T10) Survivability Displacement: 57,700t standard; 67,700t full (79,150hp standard; 91,000hp full) Armour: 300mm belt, 150mm bulkheads, 50+150mm deck, 45mm anti-torpedo bulkhead, mm turrets Weaponry Main Battery: 4x2 406mm/52 SK C/34 guns Reload: 24s (2.5) AP Shell: 1030kg @810m/s (12700 damage) HE Shell: 1030kg @810m/s (4800 damage, 38% fire) Traverse: 5 degrees per second (36s per 180 degrees) Secondary Battery: 6x2 150mm/55 SK C/28 guns / 6x2 105mm/65 SK C/33 guns Reload: 7.5-10s (6-8) / 3.3-4s (15-18) HE Shell: 45.3kg @875m/s (1700 damage, 8% fire) / 15.1kg @900m/s (1200 damage, 5% fire) Torpedo Battery: 2x3 533mm torpedoes Model: G7a T1 Warhead: 280kg (13700 damage, 227% flooding) Speed: 64kts @6km AA Battery: 4x2 105mm/65 SK C/33 guns (26dmg = 90dps @6km 80% acc), 8x2 37mm SK C/30 guns (14dmg = 48dps @3.5km 80% acc), 6x4 20mm/65 C/38 cannons (42dmg = 145dps @2km 75% acc) Mobility Speed: 33.5kts - 250,000hp Size: 268m long, 36.5m wide, 11m deep Consumables Standard Damage Control Standard Repair Party 4 Seaplanes Speed Boost Notes O42 design Improved machinery to 33.5kts Researchable upgrade to 406mm guns from 380mm Added triple torpedoes on deck Tech-Tree Battleships Ersatz Yorck class Battleship (T7) Survivability Displacement: 33,500t standard; 38,000t full (50,400hp standard; 55,750hp full) Armour: 300-100mm belt, 250-100mm bulkheads, 80mm deck, 30mm anti-torpedo bulkhead, 300-150mm turrets Weaponry Main Battery: 4x2 380mm/45 SK C/13 guns Reload: 26s (2.3) AP Shell: 750kg @800m/s (10900 damage) HE Shell: 750kg @800m/s (4500 damage, 35% fire) Traverse: 5 degrees per second (36s per 180 degrees) Secondary Battery: 12x1 150mm/45 SK C/09 guns / 8x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 8x1 88mm/45 SK C/13 guns (8dmg = 26dps @4.6km 80% acc) Mobility Speed: 27.5kts - 90,000hp Size: 227.8m long, 30.4m wide, 9.3m deep Consumables Standard Damage Control Standard Repair Party Notes AA refit needed Premium Ships Von der Tann Battlecruiser (T3 Premium) Survivability Displacement: 19,370t standard; 21,300t full (33,600hp standard; 35,900hp full) Armour: 250-80mm belt, 180-100mm bulkheads, 50mm deck, 25mm anti-torpedo bulkhead, 230-60mm turrets Weaponry Main Battery: 4x2 283mm/45 SK C/07 guns Reload: 24s (2.5) AP Shell: 302kg @855m/s (7200 damage) HE Shell: 302kg @855m/s (3200 damage, 19% fire) Traverse: 3.5 degrees per second (51.4s per 180 degrees) Secondary Battery: 10x1 150mm/45 SK C/09 guns / 16x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 4x1 88mm/45 SK C/13 guns (4dmg = 13dps @4.6km 80% acc) Mobility Speed: 24.8kts - 42,000hp Size: 171.7m long, 26.6m wide, 9.17m deep Consumables Standard Damage Control Standard Repair Party Speed Boost Seydlitz Battlecruiser (T5 Premium) Survivability Displacement: 24,988t standard; 28,550t full (40,300hp standard; 44,500hp full) Armour: 300-100mm belt, 220-100mm bulkheads, 50mm deck, 45mm anti-torpedo bulkhead, 250-70mm turrets Weaponry Main Battery: 5x2 283mm/50 SK C/09 guns Reload: 22s (2.72) AP Shell: 302kg @880m/s (7400 damage) HE Shell: 302kg @880m/s (3200 damage, 19% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 12x1 150mm/45 SK C/09 guns / 12x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 2x1 88mm/45 SK C/13 guns (2dmg = 7dps @4.6km 80% acc) Mobility Speed: 26.5kts - 63,000hp Size: 200.6m long, 28.5m wide, 9.29m deep Consumables Standard Damage Control Standard Repair Party Speed Boost L20e α Battleship (T8 Premium) Survivability Displacement: 44,500t standard; 49,500t full (63,450hp standard; 69,400hp full) Armour: 350-100mm belt, 300-140mm bulkheads, 100mm deck, 45mm anti-torpedo bulkhead, 350-150mm turrets Weaponry Main Battery: 4x2 420mm/45 SK C/09 guns Reload: 28s (2.2) AP Shell: 1000kg @800m/s (12450 damage) HE Shell: 1000kg @880m/s (5000 damage, 42% fire) Traverse: 4 degrees per second (45s per 180 degrees) Secondary Battery: 12x1 150mm/45 SK C/09 guns / 8x1 88mm/45 SK C/13 guns Reload: 8.57s (7) / 4s (15) HE Shell: 45.3kg @835m/s (1800 damage, 10% fire) / 9kg @890m/s (1000 damage, 4% fire) AA Battery: 8x1 88mm/45 SK C/13 guns (8dmg = 26dps @4.6km 80% acc) Mobility Speed: 26kts - 100,000hp Size: 238m long, 33.5m wide, 9m deep Consumables Standard Damage Control Standard Repair Party Notes Needs AA refit
  3. Warspawned

    Konigsberg Tips

    So....I've been hesitating to take out my Konigsberg because it just seems to fly a "KILL ME" flag to anyone that sees it. It gets significantly up-tiered, and enemy shells slice thru her like hot knives meeting butter. I love her guns, and the traverse on them...kicking left to right as you maneuver is pretty fun, but I'm wanting to know basic captain skills and general tactics to make her more survivable and lethal. Currently I'm running an 8pt Captain with PM, EM, AR, and SE. I figured for those last skills they're kinda helpful letting me reload guns/torps faster and giving me a better window to take advantage of that. I'll have my Captain to 10 points shortly. At the moment I've switched from aggressive mode and trying to stay back, taking advantage of a red's distraction while they're firing at my front-line ships. I just can't seem to succeed any kind of close in firefight. How do you win with her? I love the ship (I really enjoy my FurryTaco as well!), but just needing some basic pointers to succeed in randoms. What Cpt skills at 10 points, and does one just vulch at the edges of the battle? Haven't seen the torps being much use yet, lol! Thanks and <S!>! ~War~
  4. LittleWhiteMouse

    Premium Ship Review - ZF-6

    The following is a review of ZF-6, the tier IX German destroyers. This ship was kindly provided to me by Wargaming for review purposes; I did not have to grind or pay to have access to her. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.3. Please be aware that her performance may change in the future. It's dockyard time again! How many of these have we done now? My brain fuzzes over when I try to count. After the Puerto Rico disaster, all of the subsequent dockyard events blur together. Add in the Cossack, Benham and Graf Spee grinds of yesteryear and it's too easy to confuse the two. Anyway, if you want ZF-6, short of outright paying for her, you're going to have to fork over some hard earned cash on top of the grind. This is the first destroyer on offer from the dockyard and it's a German destroyer too. I say this merely to point out that German destroyers in World of Warships do not have the best of reputations. There's a deserved stigma associated with German lolibotes (and the new 150mm armed tech-tree line is not helping). So is ZF-6 worth it? Let's look under the hood. Quick Summary: A small(ish) destroyer with a decent guns and fast, but short-ranged fish. She has access to a weird set of consumables including Main Battery Reload Booster. PROS Excellent AP shells, with good DPM and auto-ricochet angles. Improved penetration on her HE shells. Good fire angles on her guns, making it easy to maximize damage output. Wicked-fast & hard hitting torpedoes. Good surface and aerial detection ranges for a tier IX destroyer. Has access to Defensive AA Fire and Main Battery Reload Booster. Did you hear about her Main Battery Reload Booster? It's pretty important. CONS Small hit point pool for a tier IX destroyer. Anemic HE DPM and fire setting characteristics. Her torpedoes are short-ranged. Not very fast or agile. Shackled with a German Smoke Generator with its short cloud duration. No access to Hydroacoustic Search. (!) Don't worry about these flaws though, guys. She has a Main Battery Reload Booster. Did I fail to mention that she has a Main Battery Reload Booster? Yeah, I dunno what the big deal is either. I'd rather have hydro. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme ZF-6 isn't a ship I would recommend to novice players. Her play style is just going to get them killed. Her torpedoes are too short ranged. She's not fast. Her smoke's duration is very short. She's not very agile. And she's just stealthy enough to let you push in too deep where your friends can't help you. Add on her ammunition demands, her consumable demands and just how much better she performs if you know how to best make use of islands and smoke? Yeah, there's a pretty steep learning curve here. She's effectively a Fletcher with extra-steps. But for all of these same reasons, ZF-6 is a destroyer that will grow with you. Her concealment in particular is fun to use and abuse. The question, though, is if it's worth all of the extra effort to get the same numbers you might on another boat. Options It's easy to get lost in ZF-6 having "ALL OF THE CONSUMABLES!" only to fail to notice what's she's missing: She does not have Hydroacoustic Search as most other German destroyers do. Consumables Her Damage Control Party is standard for a destroyer. It has unlimited charges, a 40 second reset timer and a 5 second active period. Her Smoke Generator is also standard for a tier IX German destroyer, which is to say that it sucks. The duration of each individual cloud is only 73 seconds as opposed to the usual 93 seconds of tier IX Japanese and Soviet destroyers (or the 127 seconds of the Americans). So that's awful. Otherwise it's normal enough, starting with three charges, a 20 second emission time and 160 second reset timer. Her Engine Boost is totally normal: three charges to start, 8% boost to her speed, 120 second active period and a 120 second reset timer. We're going to skip slot four to talk about slot five's Defensive AA Fire. It increases continuous damage by 50% and quadruples flak explosion damage for 40 seconds. It starts with three charges and has an 80 second reset timer. and finally, let's backtrack to slot four... ZF-6 has access to a Main Battery Reload Booster. This is meant to be her main selling feature and is identical to that of the tier IX French destroyer, Mogador. It starts with four charges and cuts the reload time of her main battery guns by 50% for 15 seconds. It has a 100 second reset timer. Upgrades The short range of ZF-6's torpedoes precludes her from being a good torpedo boat, unfortunately. I mean, you can do it. But you're probably one of those nutters who enjoyed AL Yukikaze, you sick momo. Start with Main Armaments Modification 1 in slot one. You can use Magazine Modification 1 if you really hate surprises, though. The Special Upgrade, Engine Boost Modification 1 is best in slot two if you can afford it. It wi ll set you back 17,000  from the Armory. If that's not available to you, default to Engine Room Protection. For slot three, you've got a choice. None of them are bad ones, so pick the one you like best. Aiming Systems Modification 1 is easily going to the most popular so you can just turn your brain off and default to this, confident that it will help (a little) with long-range pew-pews. Torpedo Tube Modification 1 is kinda fun, in that it accelerates ZF-6's already stupid-fast torpedoes up to plaid (78.5 knots, WHOO! ♪). If you just want a quality of life boost, then Main Battery Modification 2 is fine for that extra turret traverse speed. Propulsion System Modification 1 is your best choice in slot four, giving you more acceleration from a dead stop which is helpful when island camping or hiding in smoke. To no one's surprise, Concealment System Modification 1 is still optimal in slot five. Double-yawn. ZF-6 isn't agile enough to make Steering Gears Modification 1 and 2 worthwhile for slots 4 and 5, btw. Cap this gunship's performance off with Main Battery Modification 3. Commander Skills This was the loser-build that I ended up playing with while testing ZF-6. It worked alright, but it's sloppy. I'm pretty lax with my commander builds as of late knowing there's a reset coming. It's hard to fuss over optimization knowing that some key changes are in the works.. Camouflage ZF-6 comes with two camouflage options, Type 10 Camouflage and War Paint - ZF-6. If you complete the dockyard event, you get both with the ship. They are cosmetic swap , providing identical bonuses common for tier IX premiums: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. You can unlock ZF-6's alternate palette for her Type 10 Camouflage by completing the first section of the "German Navy" collection. Crates for this can be purchased for 1,000 in the Armory. ZF-6's War Paint camouflage gets less fancy when you bring it into battle. Firepower Main Battery: Five 128mm guns in four turrets with a twin turret mount on the bow and three single mounts in an A-P-X-Y superfiring configuration. Torpedoes: Eight torpedo tubes in 2x4 launchers with one mounted between the funnels ahead of P-turret and the other behind the rear funnel. The Penultimate German 128mm Gun? If you buy into the hype, ZF-6 has the "best" German 128mm gun in the game right now. Compared to those found on the tech-tree destroyers, ZF-6's guns have a higher muzzle velocity and better auto-ricochet angles on her AP shells all for the cost of a slight dip in shell damage. If you're married to the idea that German destroyers should be throwing AP shells whenever possible, then yes, ZF-6's guns are the best of the 128mm bunch. I am not convinced, however -- mostly because German destroyer AP rounds are not the universal shell that we're so easily led to believe. Let's start with overpenetrations. Overpenetrations take the pop and pizzazz out of AP. Their punchy appeal is predicated upon performing properly when presented with paper-thin panelling upon most perimeter parts of the panoply of presently proffered peers. In other words: the shells won't pop if the steel won't stop. [Lert: If the fuse don't start, your damage's a fart.] This limits the functionality of AP shells when they engage soft targets. Knowing what thickness of steel is necessary to prime the fuses is key. And while angled targets do provide thicker absolute values of steel, one must keep the auto-ricochet values in mind. This creates a rather complicated series of angles where AP = very yes and others where AP = very no. All German 128mm AP shells need 21mm worth of steel in order to arm correctly, so the flat broadsides of a 19mm, tier VIII+ destroyer hull simply doesn't have enough steel present to make the shells go boom. And while good ol' Pythagoras will tell you that 19mm becomes 21mm at about 26º from the perpendicular, the complication of normalization rears its ugly head and you won't see the shells arm until 36º from the perpendicular (though this is always somewhat less to allow for the vertical angle). Against tier VII destroyers with 16mm worth of armour, you're looking at 49º from the perpendicular -- well into ricochet territory for normal 128mm AP shells. We get something that looks like this: AP penetration results for approximate engagement angles against a 19mm armoured target with German 128mm guns. A very special thanks to @mofton for showing me similar graphics earlier! ♥ Against 16mm, the margins get even worse, with normal 128mm AP shells having to contend with ricochets and ZF-6's shells losing 5º on their full penetration arc. I think it's safe to say that ZF-6's AP shells are not the best choice when fighting destroyers. Spamming HE will have you losing many DPM races, even with your vaunted Main Battery Reload Booster. Given her smaller hit point pool and lack of a Hydroacoustic Search consumable, knife fights with other destroyers is an uncomfortable. She can pull it off using her Main Battery Reload Booster as a crutch, but that's definitely outside of her comfort zone. She just doesn't have the health or the overwhelming DPM with her HE shells to be able to out-muscle same-tier (or higher-tier) destroyers. You're essentially hoping your opposite number will flinch when your consumable is active. It doesn't last long enough to decide contests. ZF-6 being a crappy lolibote hunter does not make her guns bad or even sub-par compared to other German 128mm weapons, however. Against battleships and tier VIII+ cruisers, it's a non-issue. Be the best angry smoke cloud you can be and spam that AP to your heart's content. This is where ZF-6's gunnery excels and it's super satisfying to watch hit point pools of cruisers and battleships melt when you can cycle her guns with impunity. Good AP DPM and crappy HE DPM. Pretty standard fare for a German destroyers. Do keep in mind that her lower HE DPM is compensated for by increased HE penetration. While this won't help you against other destroyers, it will increase her overall damage output against larger ships. ZF-6's AP penetration is ... well, it's not great. If you're pelting AP rounds and big-stuff, you want to do so no further than 10km or so to ensure your shells don't shatter against the 25mm/27mm/30mm/32mm of structural plate on your target. Outside of 10km, Pythagoras will tell you that your penetration values get kinda dicey and are likely to shatter. Big surprise, ZF-6's base FPM is terrible. Her Main Battery Reload Booster fixes this briefly. All the more reason to lean onto her AP shells when you can. ZF-6 has some very comfy fire arcs. Her turret traverse rate is kinda slow for a destroyer though, especially if you slap Main Battery Modification 3 on it. It starts at 10º/s but MBM3 will drop it down to 8.7º/s. This isn't enough to make her out turn her turrets, but it's less than ideal. Torpeedus I had a lot of good things I wanted to say about ZF-6's torpedoes. But I can't get past their terrible range. Whatever their strengths, that lack of reach undermines any effectiveness they have. Yes, they're very (VERY!) fast. Yes, they hit hard for a German torpedo, which is great! It's nice to see some German fish with some teeth! Their reload time is normal, so there's no extra penalty incurred for being special. But that range. Oh, that RANGE. Outside of using them to sweep smoke clouds, it was a pain in the butt to make use of ZF-6's torpedoes on the regular. After my play test games, I concluded there were really only two opportunities to make good use of them in the average game. The first, as I mentioned before, is to use them to rake through smoke clouds. This typically happens in the early portions of match in those invariable duels against other lolibotes as you contest cap circles. ZF-6's torpedoes are so fast that it's easy for an opponent to misjudge just how much room they have to manoeuvre. While they don't provide much in the way of reduced reaction time, it's that they move so quickly that your opponents may misjudge and mistime their dodges. I had a lot of success picking off destroyers in smoke -- in fact, this was the number one source of damage with my fish, which is kinda sad but kinda hilarious. The second opportunity comes in the end game, when there's a lot more room to manoeuvre and a lot less Surveillance Radar and Hydroacoustic Search being thrown about, where ZF-6 can take advantage of its low surface detection to finally bring its fish into range of juicier targets. Of course, this latter scenario is generally predicated upon carriers being distracted elsewhere or absent from the match entirely. If there are attentive aircraft present, you can generally forget ZF-6 has torpedoes outside of a suicide charge. The same goes for Surveillance Radar equipped cruisers. If they're still in the game and operating anywhere near your side of the map, then forget this ship has torpedoes. Just don't do it. VERDICT: Good AP shells and a good gunnery consumable. It's like spamming shells with a more-different duckybote. Her torpedoes are too short ranged to get used on the regular. Durability Hit Points: 17,000 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm ZF-6 has almost the same amount of health as a Fletcher-class destroyer. I am now going to tell you that this is a bad thing. If you don't have heals or a monster-pile of hit points, your destroyer's durability is sub-optimal. The trickle down effect here is that unless your gunship destroyer severely out-muscles her opponents in terms of damage output, this really limits their ability to go heads up in a knife fight. Similarly, not having a whole lot of health limits how often (and how long) a given destroyer can take risks like hammering a larger ship from open water without the cover of islands or smoke to protect it. This is doubly dangerous for ships like ZF-6 that aren't especially fast or agile. A smaller hit point pool acts as a lens, magnifying a destroyer's problems in other areas. For example, remember those torpedo woes we talked about? Because of ZF-6's low hit point pool, creeping in close onto an enemy battleship to use her torpedoes is all the more dangerous because if she gets lit, she's not likely to last very long. The same goes with surprise knife-fights, getting spotted by aircraft, lit by Surveillance Radar and you name it. So, low hit points = bad. Welp, we're at the stage where the vaunted Fletcher-class has been so badly powercrept their hit point totals are considered "bad". VERDICT: Crap. Agility Top Speed: 35kts Turning Radius: 670m Rudder Shift Time: 3.9s 4/4 Engine Speed Rate of Turn: 6.7º/s at 29.3kts It's ZF-6's low top speed that gets her in trouble. She's one of the slowest destroyers at her tier and indeed, within her matchmaking spread. Only Shiratsuyu, Yudachi, Akizuki, Fen Yang, Jutland are slower. 35 knots is pretty much the baseline of most high-tier destroyers so not being able to exceed that largely dooms the ship to mediocre agility unless they have some gimmick to compensate. The British (including the aforementioned Jutland) manage this with improved energy retention and ridiculous acceleration. Others, like Mahan, have very tight turning circles, making them feel more agile than their slow speed would otherwise suggest. But not ZF-6. While her turning radius isn't terrible for a German destroyer, it's certainly not "good". Her rate of turn sits in the doldrums at her tier being among the worst present. The only reason ZF-6 doesn't look worse is that her turning radius is average. VERDICT: ZF-6 isn't Soviet rancid-mayonnaise-bad here, but her speed and agility are both pretty lame. Imagine having just enough speed to get into trouble but not having enough to get out. That's common for most destroyers, frankly, unless you can exceed 37 knots. Anti-Aircraft Defence Flak Bursts: 2 + 1 explosions for 1,540 damage per blast at 3.5km to 6km. Long Ranged (up to 6km): 52.5dps at 100% accuracy Medium Ranged (up to 4km): 70dps at 100% accuracy Short Ranged (up to 2.0km): 115.5dps at 95% accuracy (109.7dps) ZF-6 is advertised by Wargaming as having "powerful AA defenses". Yeah, no. Her AA power is good for a tier IX destroyer. That's factual. But "powerful?" Her sustained AA DPS is comparable to Fletcher. If you consider Fletcher's sustained AA DPS to be "powerful" then sure, ZF-6 is just a small step down. Personally, I consider Fletcher's sustained AA DPS to be "okay" and verging upon "slightly annoying to contend with if I'm playing my CV like an idiot". I only consider Östergötland and Friesland of having "powerful" examples of AA at this tier. ZF-6 can't shred planes the way Friesland does. ZF-6 will get dropped on and she cannot stave off repeated air attacks. Your best defences are not to be made a target in the first place. Use smoke, Just Dodge™ and hope for the best. The good news is that ZF-6's aerial detection is wonderfully small, so you have that going for you. Keep her AA off and they need to get in close in order to find you. Yes, ZF-6 can put some hurt on planes that loiter but it would be a mistake to think that she can prevent a strike, especially when tier X planes get involved. As with most destroyers, you're hoping for the CV player to be inexperienced or to make mistakes. Protecting yourself is kind of a pipe dream unless they're already running out of planes... or you're playing Co-Op. CVs in Co-Op are a bit of a joke. I have these sorted in my usual way, using the formula ( Sustained AA DPS x [ range - 1km] ). It's not perfect but it does give a sense of who has the better base AA DPS values. That's why Z-44's chunky DPS rates lower than Jutland's, for example -- Jutland will keep enemy aircraft under fire for longer, even if the raw damage her guns can put out is overall less when aircraft are in optimum range. VERDICT: Keep your AA off until you absolutely need it and Just Dodge™. Or go play co-op where enemy aircraft are XP piñatas cuz they don't dodge flak. Vision Control Base/Minimum Surface Detection: 7.42km / 5.83km Base/Minimum Air Detection Range: 3.2km / 2.59km Detection Range When Firing in Smoke: 2.79km Maximum Firing Range: From 11.86km to 13.76km I make a lot of lists. Here's a helpful one listing all of the destroyers within ZF-6's matchmaking, ranking them by how low they can potentially get their surface detection range. Her 25th position may look alright, but context matters (for those wondering, ties are 'broken' by tier first and then the order in which nations were released into the game with tech-tree ships having precedence over premiums and reward ships) . Tier VIII is a tough competition with ZF-6 being on par to most of her competitors (100m difference is nothing).. She out-performs most of the VIIs barring Haida and she's reasonably comfortable against most of the tier IXs and Xs. ZF-6's concealment is pretty damn good and, in my opinion, this saves this ship from ignominy. Her guns are decent. Between their auto-ricochet angles and Main Battery Reload Booster, they're more than alright. Her torpedoes are painfully short ranged. You can't really play with those when there's radar lurking about but towards end game? Sure, they're more than workable and their high-speed a nightmare for any surviving battleships. Her agility and speed are both disappointing. Her health is bad for a tier IX destroyer and her AA power is over-hyped. But with stealth, with good concealment, ZF-6 allows for some damn fun shenanigans, especially if you can survive until the latter half of a match. Oh, but if she only had Hydroacoustic Search, she could be the total package -- good early in the game as well as late. As it is, short of sniffing things out with her face, she has no special tools to help her suss out enemy lolibotes when smoke or island cover comes into play and that's a shame. Still, she is small enough to out-spot some of her competitors. To this end, knowing which ships you can comfortably spot while keeping hidden really ups her game. This game play is very reminiscent of that of Fletcher, so those with experience there should be reasonably comfortable with how ZF-6 performs in this regard. If you can afford the points for Radio Location, it will help immeasurably in this regard. Keep a close eye on those team lists. One thing to keep in mind here is that Fearless Brawler will soon be losing its associated concealment penalty and will become a must-have for any and all gunship destroyers that can afford it. Taking it now worsens ZF-6's maximum concealment from 5.83km to 6.12km which is a pretty sizable leap (dropping her to 44th place on the graphic above). That's a pretty hard compromise on one of her best features, so it's a bit of a hard sell at the moment. If ZF-6 had more health or more speed (the latter to help avoid incoming fire), open water firing would be easier to endorse. But as it stands, I'd hold off. VERDICT: Redemption. Final Evaluation "Fletcher with extra steps". That's how ZF-6 feels to me. And the comparison is horribly clumsy, I know. Fletcher doesn't have a Main Battery Reload Booster. She doesn't have improved AP performance, or high-penetration HE. Fletcher's torpedoes are long ranged. Fletcher doesn't scooch about like a dog dragging it's butt on the carpet either. ZF-6 has a lot going for her that Fletcher doesn't, however Fletcher feels more "whole" and "put together" than ZF-6. Her consumables feel like duct-tape keeping the concept from falling apart. I dunno, maybe it's just me. Is ZF-6 any good? Well, she's not awful. Playing against her, I'm certainly going to respect those torpedoes and her Main Battery Reload Booster if I'm in close. But she's not a destroyer I fear to face. Seeing a Kitakaze on the enemy team? Yeah, I sit up and take notice. The same goes for a Fletcher, Jutland or Mogador. I can't say the same for ZF-6. This isn't a ship I'd balk at, I'm happy taking a swipe at in my tier VII Haida, to give you an idea, while I wouldn't contest a duckybote. I think that says a lot right there. Mouse out.
  5. FairWindsFollowingSeas

    ZF-6: A Solid Dockyard DD

    Tier 9 Premium German Destroyer ZF-6 TL;DR: It's a solid destroyer definitely worth adding to your port, I wouldn't recommend whaling it. The cheapest way to get it is by purchasing a starter pack then grinding through the missions. Pros: - German HE shells have great penetration (32mm). - The AP shells have high alpha (2,950) and have improved ricochet angles. - Access to Main Battery Reload Booster consumable, which cuts your reload in half for 15 seconds (4 charges base). - Torpedoes have high alpha damage (18,400), and travel fast (75 knots). - Access to Defensive AA Fire consumable (3 charges base). - Competitive concealment (5.8 km surface & 2.6 km air detection with full concealment build). Cons: - 17,000 hit points at Tier 9 is significantly lower than the other German destroyers, average compared to destroyers of different nations. - German HE shells have anemic alpha (1,450). - Turret traverse is sluggish (18 seconds for 180 degrees). - Torpedoes only go 8 kilometers, limiting opportunities to fire from stealth. - AA defense is lackluster, even with Defensive AA Fire consumable active. - Standard German smokes don't last very long & only have 3 charges base. - 35 knots top speed is average. Overall, I really enjoy bringing this ship into battle, and if you are a destroyer player, you will find this DD to be rewarding to play. ZF-6 gives up hydro for the ability to slot Main Battery Reload Booster & Defensive AA Fire consumables. The full-build 5.8 km concealment is comfortable & workable, but not best in class. 17,000 hit points (20,150 with Survivability Expert) is average. The 5 x 128mm guns have sluggish rotation speed but a 4 second reload base (3.3 seconds with both MB&AAS captain skill & MBM3 ship module), and with the reload booster active that gets cut in half for 15 seconds. The torpedoes share the same stats as Le Fantasque/Mogador/Kleber's fish, and using them on the ZF-6 reminds me of playing F3 Yugumo/Shimakaze; carefully lining up strikes on capital ships. The French destroyers are extremely fast & can easily pull off yolo torps, whereas this German DD is not nearly as fast (35 knots). The Defensive AA Fire consumable is nice to have, but in all honesty, it doesn't do too much. You have to hope the squadron hits flak (3 bursts) because the continuous AA DPS isn't too great. The standard German smoke screens dissipate quickly (73 seconds) and only have 3 charges base; but if you've played the German tech-tree destroyers you are probably familiar with them. The engine boost is standard non-French +8%. Considering this ship has Main Battery Reload, I went with a gun-focused build. Here is my current module build on this ship: - Main Armaments Mod 1 - Engine Boost Mod 1 (if you don't have that Engine Room Protection works just as well) - Torp Tubes Mod 1 (brings the torpedo speed up to 79 knots) - Propulsion Mod 1 - Concealment Systems Mod 1 - Main Battery Mod 3 And my captain: Gunther Lütjens works best on this destroyer, with his in-game talents & improved Preventative Maintenance and Grease the Gears, however I am using my old Reinhard von Jütland commander with the improved Consumables Specialist skill (and hasn't had a home ship since the captain rework). The improved Consumable Specialist cuts Main Battery Reload & Defensive AA Fire consumables reload down by 12.5%. My last 3 points I will probably put into Superintendent, for the additional smoke/reload booster/defensive AA. I do use the torpedoes often, however they reload in 90 seconds base & I don't think the 9 second decrease in torpedo reload speed is worth the 3 points. I wrote this review of ZF-6 because I haven't seen many people reviewing it. All in all it is a solid destroyer and definitely worth adding to your port, although I wouldn't recommend whaling it unless you really need the coal/steel. - Fair winds and following seas!
  6. LittleWhiteMouse

    Premium Ship Review: Pommern

    The following is a review of Pommern, the tier IX premium German battleship. Wargaming very kindly provided me access to her at no cost to myself. To the best of my knowledge, the statistics discussed here are current as of patch 0.9.10. Please be aware that her performance may change in the future. 2020 has been one Hell of a year, and not in a good way. There was so much craziness going on, it's easy to miss that 2020 was the year that German premiums got good. Mainz, München, Lowenhardt, Agir and Siegfried -- they're all damn respectable premiums. Even Odin and Z-35 aren't terrible. To cap everything off, in late summer Wargaming released Pommern. On paper, she looks kinda blah. A slow-firing, 380mm armed version of Friedrich der Große? Screw off. This ship has no place being decent. Yet to hear the hype surrounding this ship, she's not only decent but well liked. So what the Hell happened? Well, gentle reader, let's take a look... Pommern = Chungus-Tirpitz. Damn it, that's a much better name. Quick Summary: A Friedrich der Große-class battleship with twelve, inaccurate 380mm guns. She also has two quad torpedo launchers and the Hydroacoustic Search consumable. PROS German citadel protection, effectively making her immune to AP shell citadel hits except under extreme circumstances. Excellent armour profile for shrugging off HE hits with an ice-breaker bow, thick upper hull and amidship deck armour plates. Heavy broadside of twelve guns. Heavy, long-ranged secondary gun battery with improved HE penetration values. She has torpedoes (!) She has access to Hydroacoustic Search. CONS Absolutely appalling gun fire angles. Long 33 second reload. 380mm AP shells cannot overmatch 27mm hull sections found so commonly within her matchmaking. 1.5 sigma dispersion on her main battery. 105mm secondaries have only 26mm of penetration, limiting their effectiveness against heavy cruisers and battleships. Horrible handling. Anti-aircraft defence is too short ranged. Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme German battleships are very new-player friendly. They are ostensibly immune to citadel hits. They have good armour protection for shrugging off HE shells. Their gunnery has been improved too, so it's not like you're dealing with the worst dispersion in the game anymore. Secondaries are fun and easy to use, automatically hoovering up damage. Aside from being packed in at a high tier, Pommern is a very easy ship to see success in. The only downsides for new players is that she forces them to sail broadside to unmask all of her guns which can lead to her getting chunked by return fire. While these aren't likely to ever be citadel hits, that doesn't really matter when every salvo lands multiple penetrations. For experts, Pommern provides all of the usual German battleship brawling benefits with the added plus of the combination of torpedoes and her Hydroacoustic Search. She can play more boldly than Tirpitz can, for example. She has more raw durability than Odin does too, so it pays to play aggressive when the timing is right. Brawl and jousting kills are the best kills and this is the ship to do it in. However, only a skilled player can pull these off with any reliability outside of PVE modes. Options Pommern is pretty bog-standard for a German battleship, showing up with Hydroacoustic Search and baiting players to spec secondaries instead of their main battery. Consumables Pommern's Damage Control Party is standard for a German battleship. It comes with unlimited charges. It's active for 15 seconds. It has an 80s reset timer. Her Repair Party is also standard, healing up to 14% of her health over 28 seconds per charge. It queues up 10% of citadel damage, 50% of penetration damage and 100% of everything else. It comes with four charges and an 80s reset timer. Finally, she has a Hydroacoustic Search consumable common to tier IX and X German battleships. Pommern starts with three charges which are active for 120s each and a 120s reset timer. It detects torpedoes up to 4km away and ships up to 6km away. Upgrades & Captain Skills Look, there are two ways you can build Pommern -- optimally or the correct way. Optimally involves building to buff your main battery firepower while simultaneously building for fire mitigation. This will give you the most consistent performance out of Pommern. Hey, look! It's this graphic again! Thankfully, you're not a snivelling, simp-wimplodite that caves to peer pressure. You know that the best experiences in World of Warships come from out-brawling your opponents. Build your ship towards going ham with secondaries, Hydroacoustic Search upgrades and improved rudder shift time. Chicks dig brawlers. I should know. Make the right choice. Note that I didn't flag IFHE here. Camouflage Pommern has access to two camouflage options. They provide identical bonuses standard for tier IX premiums: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. It needs to be said: Pommern's default camouflage is bloody gorgeous. The alternate palette isn't bad either. Finally there's the "Iron Cross" camouflage pattern which was earned through completing missions tied to the release of the German Aircraft Carriers. Firepower Main Battery: Twelve 380mm guns in 4x3 turrets in an A-B-X-Y super-firing configuration Secondary Battery: Eight 150mm guns in 4x2 turrets and sixteen 105mm guns in 8x2 turrets divided evenly down the two sides. Torpedoes: Eight tubes in 2x4 launchers with one mounted on each side between the funnels. Pommern is no Thunderer. In terms of firepower, the two ships are diametrically opposed. Thunderer has massive, quick-firing and super-accurate guns with decent fire angles but horrible gun handling. Pommern has relatively small-calibre guns, she's slow-reloading, she has good traverse but is stuck with horrible fire angles. Pommern subscribes to the whole 'toss enough poop at the wall' philosophy where accuracy is concerned. Conversely, you can brawl with Pommern and brawl well. Thunderer just sort of whimpers and dies in those situations. That's enough of my soon-to-be-retired meme-boat. Let's talk more about Pommern. With many guns comes much DPM. Pommern doesn't quite keep pace with Alsace, the other twelve 380mm-gun armed battleship at this tier. Alsace has a better AP shell and slightly faster reload. Pommern's HE DPM is pretty German -- which is to say crappy. Her one advantage is her 1/4 HE penetration (95mm) which means that while her individual salvos don't do as much potential damage, she's more likely to hurt hard-targets like German and Soviet battleships. Approximate AP penetration values drawn from wowsft.com. Pommern's AP penetration isn't great, but that's largely owing to 380mm guns being rather small caliber for her tier. Belt armour and citadel protection gets ridiculously thick within her matchmaking too, so you can't count on long-range citadel hits against other battleships. An Egg Through a Garden Hose Pommern has four weaknesses with her main battery firepower: Her fire angles suck. Her reload time sucks. Her dispersion sucks. Her gun calibre sucks. I hate Pommern's fire arcs. Her 5º/s rotation rate is okay, though. A-turret: 38º off the stern. B-turret: 41º off the stern. X & Y-turret: 42º off the bow For those of you who can't abide any ship with obvious weaknesses, you can tap out right here. Those of you who couldn't look past Odin's hit point total: shoo. Begone. This isn't the ship for you. For the rest of you, let's go over these drawbacks and look at them in closer detail. There's always a price for having a lot of guns -- at least until you hit tier X. Usually this is just crappy dispersion but it's not uncommon for battleships to have compromised rates of fire too. While not as bad as the new American battleships, Pommern has a "reload tax" for her twelve gun armament, paying for it with an extra three seconds on each reload. Even with this deficit, her AP damage output still keeps ahead of all of the other eight and nine gun armed battleships at her tier with the exception of Musashi and Jean Bart (and then only when the French ship is on drugs) so that's nice. Pommern's HE damage is another story. German HE shells, while benefiting from massively improved penetration, tend to suffer from a very mild case of being the absolute worst. She's only just ahead of Friedrich der Große, the six-gun armed Georgia and the Sovetsky Soyuz-sisters when it comes to sustained HE damage output. You might think that this means you should stay away from her HE. Well, no. It has a purpose. While you should generally stick to AP shells wherever possible, her HE rounds do have their strengths. Though she lacks raw damage, her higher penetration is more likely to ensure her shells will do damage against bow-tanking battleships. Pommern's 95mm of penetration should ensure that short of striking turrets, belts and conning towers that her numbers tick over -- modest numbers to be sure, but still. Similarly, an unappreciated aspect of German HE shells is that their fire setting chances aren't terrible. While not British-good, they are reliable fire setters which can be a good avenue for some supplementary damage (at least so long as you didn't spring for IFHE for your secondaries). This is particularly true when trading fire with intransient bow-on battleships or just before a brawl to tax enemy Damage Control Parties before your secondaries open up. Despite her poor damage showing, Pommern's a pretty decent fire bug for a tier IX battleship. German HE damage is lackluster but their fire chance per shell is pretty good. This performance is, of course, assuming you can stack the hits which has its own set of problems. This all said, Pommern's AP shells are far and above better, damage wise. The only issue is that their overmatch potential at tier IX has a lot to be desired. With more and more ships having 27mm+ sections of armour along their hulls, Pommern cannot reliably penetrate angled targets. Angling against Pommern works very well in anything but a very light cruiser. While there are a glut of 25mm cruiser bows and sterns to bullseye (and the occasional 26mm bow on tier VII battleships when Matchmaker is being gentle), Pommern's AP rounds are far from reliable. If it were just a question of having enough raw AP penetration, it wouldn't be so much of an issue, but her inability to best 27mm+ hull sections is a real drawback given their prevalence. But all of these questions of rate of fire, overmatch and flagging HE damage are all moot if you can't reliably put shells on target. Pommern's dispersion is ... well, it's not good. With Pommern's 1.5 sigma rating, RNGeebus has been given free reign to troll or bless you as He sees fit. Her twelve guns deliver a shotgun blast of shells flying every which way. Your aim can be perfect only to be plagued by overshoots and undershoots. Similarly, you can be well off your mark only to have this same spread of shot veer a shell straight into your target's citadel, making you look like a genius. The better you are at aiming, the more frustrating Pommern's dispersion seems. Yes, stray shots will sometimes work out in your favour but it's not something to be relied upon. Couple this with her longer reload and this wonky sprays are all the more saddening. Overall, Pommern's main battery gunnery is a mixed bag. Now, I am of the opinion that having twelve guns solves a lot of problems. Her 1.5 sigma isn't that bad when there's so many shells being spat out. Her 33 second reload isn't so awful that her damage suffers thanks to firing so many barrels at once. Her AP shells might not be able to overmatch all targets, but when the shells do land, they have decent penetration and respectable damage values. Her HE shells might have low damage per shell, but they have great penetration and solid fire setting chances. Her fire angles make my eyes bleed but at least her turret traverse is okay. So there's give and take in nearly every aspect. I think it's easiest to say that Pommern's guns are simply "sufficient" and leave it at that. They're not terrible but they're not good. Once again, a standard dispersion test. This is 180 AP shells fired at 15km at a stationary Fuso bot. Shots are coming in from left to right with the Fuso effectively bow-tanking. Pommern was equipped with the Aiming System Modification 1 upgrade, effectively making this sampling a "best case scenario" in terms of her overall dispersion area. Pommern's torpedo arcs are very comfortable and you can use them to ensure that you're not overangling against an enemy. Just switch over fast to your torpedoes. If you can line the fish up with the bow of your opponent, you're showing too much side and are in danger of taking penetrating AP hits. When it comes to her secondaries, their only major drawback is the 26mm penetration on her 105mm guns. You'll be tempted to take IFHE to make them more effective but that's an expensive choice and it will severely hurt the fire chance on not only them but her main battery guns as well. It's not worth it, in my opinion, but you do you. Secondaries & Fish to the Rescue! As a certified Bigpitz, Pommern's secondaries and torpedoes are both excellent. We'll start with her torpedoes. They have one fault and that's only have a 6km range. This is a common enough flaw among German battleships; they're all shackled to this range. In PVP battles, the opportunities to use her torpedoes are uncommon because of this short reach but they are oh-so satisfying. A broadside of four torpedoes is enough to cripple just about any battleship she comes across with only the chonkiest of thunderchunkers able to shrug off said hits and stay mean. Just about anything else will be reduced to a snivelling wimplodite crying hax. You totally get bonus points if you sink a destroyer with them too. With Pommern's Hydroacoustic Search, closing to such distances is a lot less risky than it is for Tirpitz but she has more advantages over the tier VIII premium than just that. Pommern's secondaries have excellent firing angles. She doesn't contend with any of the wonky weirdness of other German battleships' fire arcs. Odin, Bismarck and Tirpitz secondaries have some turrets which behave like they're occluded when they really shouldn't be. At a 30º angle, Pommern can bring all of her secondaries to bear onto a target, bathing them in a torrent of fire from fourteen barrels worth of hot-LUV! There are only two issues with Pommern's secondaries. The first is one of accuracy. Pommern's secondaries do not have the improved dispersion found on ships like Massachusetts and Georgia. It takes her more shots to land a similar number of hits. You'll just have to deal. The second issue is one of penetration. Pommern's secondaries have the same 1/4 HE penetration of her main battery guns which is amazing. However, her 105mm secondaries "only" have 26mm of HE penetration. Without Inertial Fuse for HE Shells, these guns struggle to deal direct damage to anything other than destroyers. As Pommern's 105mm guns make up the bulk of her secondary battery, it's a bit of a bummer. They're so close to being all kinds of awesome. Oh well. You'll just have to burn the thicker targets to death instead. So how good are these secondaries anyway? They're #2 in my books for secondaries at tier IX. Here they all are, ranked: Georgia - Excellent fire arcs, high rate of fire, good range and improved accuracy. The only issue with these guns is that they lack penetration to hurt anything bigger than a destroyer. While their chance to set fires is also pretty low, their improved accuracy makes up for the difference. Pommern - Excellent fire arcs, high rate of fire (105mm), good range, very high penetration. If Pommern had accuracy and/or a uniform battery of German 128mm, she'd be god-tier. Friedrich der Große - High rate of fire (105mm), good range, very high penetration. Friedrich der Große doesn't quite ditto Pommern's fire arcs so she misses out. Alsace - French secondaries look better than they are. They're held back by a lack of penetration on their 100mm shells. They can't even directly damage tier VIII+ destroyer hulls. At least they can set fires with the high number of shells they spit out. Jean Bart - She largely dittos Alsace but with worse firing angles. Izumo & Bajie - Decent range. That's really all these guns have going for them. Their fire arcs are bad. Their rate of fire is nothing special. Musashi - She just has decent range. She doesn't have enough of a broadside to be worthwhile. Lion, Iowa, Missouri, the Sovetsky Soyuz-sisters - lul. No. Playing second fiddle to Georgia's secondary is pretty damn high praise, I've got to say. Go, Bigpitz! Much better. See? These are what good fire arcs look like! Pommern's 105mm secondaries not only make up the bulk of her defensive damage output, but they also have the best fire arcs. Summary: Meh gun performance but she gets twelve of 'em, so that fixes things. Torpedoes are bae. Secondaries are bae. VERDICT: Hilarious up close. Meh at a distance. Defence Hit Points: 81,900 Bow & stern/superstructure/upper-hull/deck: 32mm / 19mm / 145 to 235mm / 50 to 80mm Maximum Citadel Protection: 300mm belt + 150mm turtleback + 45mm citadel wall Torpedo Damage Reduction: 25% Pommern has a big ol' slug of hit points and standard heals. Nothing fancy, just effective. Yes, I made these colours deliberately as pretty as possible. Pommern is blessed with all of the usual defensive boons of German battleships. Namely: She has a large hit point pool. She has excellent protection against cruiser-calibre HE shells. It is very difficult to land citadel hits against her with AP shells. German battleships aren't built lean. They're enormous. While this does make them a bigger target, easier to hit with ... well, anything ... it does ensure their hit point pools are on the large side. This in turn means more raw hit points can be hoovered up through their standard Repair Party consumables. This does, unfortunately, make them attractive targets for anyone looking to farm up large amounts of fire damage. While Pommern can do nothing but properly manage her Damage Control Party consumable to mitigate the resulting blazes, she is at least well protected against HE shells. Her distributed armour scheme generally just leaves her superstructure and the very tips of her bow and stern vulnerable to direct damage from small and medium caliber HE rounds. Similarly, this distributed armour scheme ensures that Pommern has little to fear from overmatching AP shells from the largest Japanese battleships. Short of better defence against bombs and torpedoes, you couldn't ask for a better armour layout. So she's fat and tough. This is nice. There's a hidden plate along the underside of the 150mm extended waterline belt. It's divided into two parts and helps plunging fire overmatching the 32mm bow from entering the citadel. The forward part is only 20mm thick. But echoing the layout of the 50mm deck plate is another 50mm plate which cannot be overmatched. Thus even if Musashi, Yamato, ARP Yamato or Shikishima overmatches the 32mm bow, it's nigh impossible for them to score citadel hits on Pommern through her snoot. There's another hidden plate in the stern protecting the citadel in a similar fashion, but it's 110mm thick. The geometry there is a bit janky to accommodate the steering gears though. Bigpitz also inherits a turtleback protection scheme for her citadel. Turtlebacks have a reputation for providing immunity to citadel hits, but this is undeserved. A well designed turtleback can help mitigate citadel damage, but this needs to have very shallow angles relative to the horizontal in order to prompt ricochet checks. It also has to be set to the correct depth so that shells can't plunge underneath it, bypassing it entirely. If the turtleback is angled too steeply, aside from providing another (hopefully) thick piece of steel to slow down incoming shells, it can actually work to the ship's detriment, steering shells via normalization mechanics into the citadel rather than away from it. Thankfully for Pommern (and most German battleships), her turtleback is well designed and short of shells being thrown at it from very long distances, it is guaranteed to auto-ricochet any AP rounds that punch through her belt. Even at these distances where her turtleback can no longer guarantee to ricochet shells, the combination of belt, turtleback and citadel armour is usually in excess of the available penetration. Pommern might take penetrating hits but the shells soon run out of steam before reaching her citadel itself. It is safe to say that she's is largely immune to AP citadel hits. While Pommern has the angles of her turtleback correct, it suffers from a high-water placement that can be bypassed. Normally this isn't an issue. However, when Pommern turns, she unwittingly hikes her citadel's protection up over the waterline "flashing her panties" as Yuro coined it. Any perfectly placed sub-waterline hits WILL citadel Pommern when she's in a turn like this. Needless to say, it's a pretty rude shock for Bigpitz drivers when they get walloped for most of their health simply for playing with their rudder. Note that this raising of her citadel happens on the inside of her turn, not the outside which dips down somewhat. This dip reduces the effective angle of her turtleback by about 2.5º or so -- it's not enough to foil her turtleback's protection but it is a slight reduction which helps with those auto-ricochet checks. This is all to say that Pommern is vulnerable while turning, but it's not an enormous and easy-to-exploit weakness. It has been hyped as being more exaggerated than it is. Just because she can take citadel hits, this does not mean that she will. To land hits like this, Pommern needs to be giving up a near perfect broadside, so time those turns appropriately, watch out for flanking fire and it becomes largely a non-issue. It is worth mentioning that this dispersed armour scheme can work against her when it comes to shrugging off AP hits, especially if you're lazy about keeping her properly angled. The thick plates of her upper hull and along her waterline ensure that every penetrating AP shell fuses. Provided the shell is slowed down sufficiently to pop inside her, she takes full penetrating hits when other battleships might only suffer over-penetrations. This is where her shoddy fire angles on her turrets is a big liability. In order to unmask her twleve gun broadside, she has to give up protection against return fire from AP shells. In order to stay AP-safe, she's reduced to a six-gun battleship. This reduced battery makes RNG's influence on her awful dispersion all the more pronounced and can be frustrating. Pommern's more telling weakness comes from torpedoes, bombs and fire. She does have a Hydroacoustic Search to help mitigate the foremost of the three, though that's no help against air-dropped fish. Similarly, AP bombs make a ruin of her and it's not like her AA defense is up to the task of keeping her super safe (more on that later). She's her own worst enemy when it comes to fire mitigation. You're going to want to build her up for secondary bonuses. This precludes her from taking much-needed (and let's face it: optimal) fire reduction skills. This means it's open season to stack blazes against her and you KNOW every Royal Navy battleship is going to paint your decks with their phat HE shells. Similarly, you can expect almost everyone else to huck HE at her given the difficulties of hurting her with AP. As awesome as full secondary builds are, the prevalence of fire damage means that such build are never optimal. Overall, Pommern is a well protected battleship -- as well protected as you could want and then some. She has her weaknesses, so do what you can to mitigate them. Otherwise, enjoy your tuff-bote. e German battleship armour is stupid complicated and the in-port armour viewer does NOT help you see everything that's important -- most notably the angles and thickness of turtleback armour but all of that other stuff I mentioned too. Note how high Pommern's citadel sits and how little of her turtleback dips beneath the water's surface -- only the corners submerge and only just. VERDICT: Top marks. Agility Top Speed: 31 knots Turning Radius: 940m Rudder Shift Time: 17.3 seconds 4/4 Engine Speed Rate of Turn: 3.8º/s at 23.3 knots With three exceptions (and only one of them notable), tier IX battleship agility sucks inflamed, red monkey-butts. I'd call Pommern's agility a disaster but Minnesota exists, so that would feel like a misplaced superlative. Instead I'll just describe Pommern's agility as "not good". She has so little going for her here. I mean, at least she has a decent top speed of 31 knots. She also doesn't out turn her turrets, so there's that too. After that, though, everything goes the way of Harambe. Her turning radius is a travesty. Her rudder shift time is upsetting. Her rate of turn is bad though admittedly better than some of her contemporaries. However if you think that's worth celebrating then I'm worried you might also have a strange oral fascination with inflamed baboon posteriors. The best thing that could be said about Pommern's agility is that you really don't need this ship to do more than travel in a straight line most of the time. You don't need pants for the victory dance... ♫ VERDICT: Awful. The only reasonable part about her is her speed. Anti-Aircraft Defence Flak Bursts: 7 explosions for 1,470 damage per blast at 3.5km to 5.2km. Long Ranged (up to 5.2km): 158dps at 75% accuracy Short Ranged (up to 3.0km): 466dps at 70% accuracy Bigpitz is an HP pinata for enemy carriers (as are most battleships, frankly). While she does spit out a welcome amount of flak, that's hoping that enemy carrier players will oblige you by flying their planes into one of those blasts. Her AA DPS is largely centred around personal defence, being short-ranged and intense only within her closest aura. The best she can hope to do is make attack runs against her expensive -- shooting down planes only after they've dropped. Given her large size and horrible handling, she's such a tempting target for CV drops -- be it with bombs, rockets or torpedoes. AP bombs hurt. HE bombs and rockets stack those fires she's so often poorly specialized to handle and her enormous broadside makes her an easy mark for full spreads of torpedoes. Keep close to your allies to make yourself an unappealing target. Accuracy values greatly reduce the impressive baseline sustained AA DPS values listed in port. The above values have been modified by accuracy and demonstrates the numbers you're more likely to see before aircraft armour is accounted for. VERDICT: It's open season on your hit points. Refrigerator Base/Minimum Surface Detection: 17.28km / 13.58km Base/Minimum Air Detection Range: 12.81km / 10.38km Detection Range When Firing in Smoke: 16km Maximum Firing Range: Between 21.34km and 24.75km Well this is all just an embarrassing bucket of fail. Her surface and aerial detection are just plain bad. You're not hiding this ship. While there is an argument to "not bother", particularly when it comes to the expensive investment of skills like Concealment Expert (which could be better spent on Fire Prevention or something to boost her secondaries), the Concealment System Modification 1 upgrade is still worthwhile if only to add further disruption to enemy gunnery. Furthermore, with the large maps and longer engagement ranges in higher tiered matches, it's not that hard to get outside of 14km of enemy ships -- at least in the early minutes of the game. This can be life saving if Pommern comes under focus-fire from HE spamming ships. Still, the best way to keep her safe is arguably to use an island to break contact or at least to frustrate incoming fire. Given her crappy agility and size this is much easier said than done. You an also pull off fun tricks like parking in friendly smoke and keeping her main battery guns silent and just letting your secondaries go hog-wild. Do mind the inevitable wall of torpedoes, though. Truly, the best thing about Pommern is that she gets access to Hydroacoustic Search. The only other German battleship that gets both torpedoes and hydro is Odin, so this is pretty noteworthy. Still, having Hydoracoustic Search isn't enough to keep Pommern safe if she's stationary -- Pommern already needs to be moving to dodge anything. She doesn't have enough acceleration or agility at low speeds to get out of the way of incoming threats unless she's already moving at a fair clip. You can use this consumable offensively, which is super fun to pull off on the rare occasions where it's relevant. Do mind the retalitory fish from whatever you dug out of their smoke clouds, though. VERDICT: Terrible, generally. Hydro is nice, though. Final Evaluation If I'm terribly honest, Pommern didn't wow me. It's not that I don't think she's a good or fun ship, it's just that she treads familiar ground. Tirpitz, Scharnhorst and Odin all echo Pommern's general design principles. "Bigpitz" describes her well. She's an improved, up-tiered Tirpitz. This didn't guarantee Pommern would be good, mind you -- Wargaming has mishandled such projects before (California comes to mind). But Pommern didn't stray from the established formula too much. The craziest thing about her is the inaccuracy of her guns and even that's a pretty safe measure given that she has twelve of them. I enjoyed Tirpitz, Scharnhorst and Odin, so Pommern is comfortably familiar for me. She's about as safe of a tier IX premium as Wargaming could hope to design. For Wargaming, this is doubly important given the number of "failed state" premiums there are at tier IX. The list is hella long: Missouri, Musashi, Kronshtadt, Jean Bart, Benham have all been retired with Alaska and Georgia set to join them in the new year. Seven of the fifteen tier IX premiums released so far have been or are slated to be retired with two (Black & Neustrashimy) still MIA with fates undisclosed. Pommern and the upcoming Hizen have some pretty big boots to fill with all of those absentee premiums. Pommern has to be good but she's not allowed being too good lest she become too popular and get the axe as well. I'm not trying to instill a sense of panic-buying in anyone, but I do fear that given the competency of this ship's design, she may end up being a little well liked by the masses and end up retired herself. Time will tell, I suppose. Overall, I give Pommern good marks. She performs exactly as advertised and she's different enough to be fun and novel. Good work, Wargaming. It's too bad for them that this year will be remembered for civilization threatening to collapse and not for the year that Wargaming let German ships get good. They've knocked out quite a few good hits under the German flag. Maybe that's just a sign of the Apocalypse. Thank you for reading! 
  7. In the Tech Tree, for 3 of the new German DDs (0.10.3) it indicates - "You can gain early access to this ship by completing a special mission." One would assume that the "German Destroyer Mission 1" is that special mission, though it simply shows a gift container as the final reward. If that is the special mission for getting the early access, they should clarify this rather than make players wonder if that gift is early access for all ships, one ship, or actually something different. I have read through WOWS main pages and googled to find clarification as to what the special mission is/are, or how to access them, but found nothing. One issue with not knowing what you receive by completing "German Destroyer Mission 1" is that one of the sub-missions requires either the new Schultz or new ZF-6. This requires spending at least 1500 doubloons if lucky and even possible, or possibly quite a lot more. - To acquire F. Schultz - Only option is via Random bundles (1500 DBLN each) - Odds should be 1:7 of getting Schultz for each random bundle purchase, but given WG's history with the word "random", it might require buying a couple "random" bundles before having a chance to get it. - To acquire ZF-6 - Must complete the ship in the dockyard. Which cost between 2200 and 8950 DBLN depending on how much you want to accelerate the build. Is there something I am missing? Have they done it this way in the past? Or is the "German Destroyer Mission 1" the special mission they refer to? Early access for the Italian ships seemed a lot simpler. Sorry it took this much to explain, and especially if there is just something I somehow overlooked.
  8. warheart1992

    Z-31 first impressions

    So, I got this week my hands on Z-31 and decided to run it through it's paces to see whether all the hate by many was warranted. Here's a very small sample, 10 battles. It's nowhere near a completely objective indicator on whether the ship is bad but I believe it would be a decent basis for some first impressions. The stats: Note the 71% accuracy on main battery and 2% on torpedoes. The Commander (10 points): First of all let's get the matchmaking I got out of the way. 4 tier IX battles, 3 tier VII, 3 tier VIII. Not particularly good, but you gotta learn to make do. The good: sizable HP. a part of the midsection is 25mm, shattering some DD HE, though this is a double edged knife when it comes to CA AP. Built in IFHE means you can penetrate with HE any ship on your MM bracket. improved ricochet angles are always welcome in AP. the accuracy is impressive. If you have Katori or Yubari with the special Upgrade it comes pretty close. You can pretty much pick which section of a ship you want to hit. The bad: Relatively bad reload time on main battery. Relatively bad reload time on torpedoes Torpedoes do mediocre damage. Ship is somewhat clumsy and slow. Okayish concealment, nothing too good but not unworkable. The oh so very ugly: Horrendous HE. Horrendous torpedo speed. Horrendous smoke duration. ONLY DAMAGE CONTROL AND SMOKE. NO ENGINE BOOST FOR YOU. What AA? So, is the ship a good one? Hell no. Is it bad? Damn right. Is it part of an effort to get you to spend some FXP to get the next, hopefully better tier? Most likely. Is it warranted all the hate it gets from absolutely everyone, including former and current CCs? Nope. The ship is bad but workable. The AP can help pad your damage numbers when you get some broadsides or nice juicy BB superstructures. You are horribly outmatched by pretty much any DD, but the silver lining is if you know how to play with AP and angles you can get penetrations which hurt and can dissuade them from pursuing you. Other than that you are free meat. The torpedoes exist just to launch in the hopes of getting any random hit. But the worst issue with the ship is how to get the most out of it you sacrifice your role as a DD to a large extent. The greatest danger to a DD is most of the time another DD, and Z-31 simply can't do anything to influence decisively these encounters. Other ships sacrifice their role as DDs too, like the French or Soviet open water gunboats. But they can still play support to a friendly DD and help secure caps or lock down flanks. The problem I see is that I am a relatively good DD player and had to put quite a bit of effort to get Z-31 to work respectably. Z-31 and am afraid the line in general in the hands of the average player will simply feel like a horrible joke played by WG. Possible improvements: Though obviously I doubt the ship will be touched as it looks like a gatekeeper along with G.J Maerker for the decent tier IX and X ones, aside from an obvious buff to reload time, maybe they could get a choice between the long range slow torpedoes, and fast with lower range that they had initially. At least that could give a tool in close encounters with DDs or allow you to drop them at a smokescreen and hope of actually hitting something. Thanks for reading, and hey, maybe give Z-31 another shot with a different mindset, it might make the experience less bad. Tl;dr What Wargaming did was add the niche gameplay equivalent of something like Neustrashimy or Friesland on a tech tree line. The concept is pretty alien to most and it takes experience to get some results out of it.
  9. Hello All, As you can see I'm new to this game with under a 1K battles and I'm sure my opinion will hold little weight with most of you. However, I wanted to share some recent experiences with the F. Schultz that are in contrast to the videos I've watched (numerous times) by Flamu, Notser, and Mountbatten. Mostly regarding the use of HE vs AP. In a recent test battle, I chose several T9 & T10 destroyers to shoot at and found that HE is much more effective against them verses AP. Mainly because you're either shooting that them angled at you or away. Even at broadside, I took 2-3 more AP hits to kill them than the HE. I was getting murdered in Co-Op before switching to HE against DDs. Granted, I'm still using the other tactics discussed by the aforementioned gods of WoWS. This would be DON'T FLY IN AND TRY TO CAP, hang back a bit and blast at a distance. Regarding the "sea mines"; I send them on there way down lanes and almost every battle I catch out some enemy ship on paying attention. Caught a Georgia recently (in a brawl, not advised) and she lost half her HP with just a few hits. The torps hit like freight trains. They (Flamu, et al) were correct about hitting CLs and some CAs that are broadside to you with AP. Wow, citadel city. So, I'd really like to hear some good advice on playing the F. Schultz other than "don't play it". I'm grinding the American DD line as well as the Euro line (whoever said their torps are like bunny kisses was correct). Both lines are vastly different from the Schultz game play. I'm sure I'm going to get flamed on this post since most of the community seem to hate noobs like me at least that's the feeling I get in the game chat. That or they just hate my clan. Anyways, thank you for your time.
  10. The combat missions which need to be completed for german tokens have disappeared. I really want to unlock Z-31 and its camo. WOWS please help...
  11. dEsTurbed1

    ZF-6

    Guns or torps???? How have you outfitted the ship mods/capt skills? I've reset captain once. Didn't like pure gun boat so I switched to a hybrid torps with just barely a gun boost.
  12. The secondary skill rework has come up repeatedly in similar threads with people criticizing the numerous ships that were objectively harmed during the balance changes. This is understandable since some of their favorite ships have been heavily altered regardless of where you may stand on the issue. Some of my personal favorites have even been affected. The amount of feedback to wg regarding the changes has been..... well documented. However, one thing I've never seen discussed on the forums are the few ships that may have bizarrely benefited from the secondary rework; so I decided to create this thread dedicated to these rare gems. Feel free to leave your nominations below! These are my personal recommendations: Scharnhorst and Gneisenau: The secondary range of Scharnhorst before the update was limited to 7.6 km. After the rework you can now extend the range of your secondaries to a whopping 9.5km! Combining this with the buff to the base accuracy of German secondaries means you can get a massive zone of protection around your ship for relatively little investment. This is nice since you can afford to invest some of your skill points into other areas like fire prevention to improve your durability as you close the distance. I personally opted to avoid manual secondaries and instead invested in buffing the main battery reload speed since it is very common for enemies to be within your secondary range. The only issue I found with the build is the effective dispersion of your secondaries is still too great to consistently threaten dds until they start closing the distance. I instead use my main battery to target destroyers and aim my secondaries at larger targets that are harder to avoid like large cruisers and battleships. A division-mate of mine decided to copy the same setup on Gneisenau and got very similar results. Regardless, I would recommend giving a secondary build on these two a try. It gave fresh life into these often overlooked ships. Call me crazy, but I would dare claim that secondary builds on these two commerce raiders may actually their most optimal build! If your lovesick from your nerfed GK or your Bismarck, I fully recommend giving these two ships a go! Thanks for reading!
  13. The following is a review of both Agir & Siegfried, the tier IX German large cruisers. These ships have been provided to me by Wargaming at no cost to me (though I do have to unlock Siegfried again). To the best of my knowledge, the statistics discussed in this review are accurate as of patch 0.9.5. Please be aware that their performance may change in the future. Whoo, double-header! Wait, does this count as reviews #150 and #151? Bah, I'll figure that part out later. Welcome to my mistake! There is a lot of similarities between the two O-class sisters, but there are some marked differences too -- not the least of which is their actual game play. I've tried to separate things out to make things more readable but it's kind of a mess with all the back and forth going on. I'm worried that I've focused too hard on one ship over the other. Oh well, I committed to this folly and I'm going to ride it out to the very end! Let's begin! Agir Summary: A tier IX Odin in cruiser-form with improved main battery guns, but she has worse protection and secondaries. Siegfried Summary: A tier IX Gneisenau in cruiser-form with better guns, secondaries, torpedoes, AA power, agility and concealment. She is squishier than the tier VII battleship though. Difference Summary: Siegfried and Agir share the same protection scheme agility and concealment. However their weapons differ. Siegfried's has more powerful 380mm guns, is more accurate, has fewer but (much) longer-ranged secondaries. Agir has 305mm guns and an extra two-pairs of short-ranged secondaries and better torpedo arcs. In addition, Siegfried gets more consumables. Because reasons. SHARED PROS Strong citadel protection for a cruiser with a 190mm belt backed by an 80mm turtleback and 45mm to 60mm citadel wall. Good structural armour protection with 27mm thick extremities, 90mm thick upper hull and 30mm thick deck. Phenomenal anti-torpedo protection for a cruiser with a 37% damage reduction. Hell, most battleships would love to have this level of defense. Long ranged main battery guns (18.5km for Agir, 20.64km for Siegfried). Excellent main battery HE penetration for both ships. Secondaries have 32mm of penetration, making them capable of directly damaging the extremities of even tier VIII+ battleships. Good anti-aircraft firepower. Access to the improved German cruiser Hydroacoustic Search consumable with it's increased detection ranges of 4km for torpedoes and 6km for ships. SHARED CONS Turtleback isn't angled steeply enough to guarantee auto-ricochets, leaving their citadels potentially vulnerable. Wait, how is this a flaw, really? Most cruisers would give away their X-turret for this level of citadel defense. Agir and Siegfried's not-perfect turtleback be damned. Fires spank for a full 60s, and floods waterboard you for 40s. Kinky. Poor main battery HE DPM. Horrible main battery gun fire angles both forward and backward. Torpedoes are pathetically short-ranged at 6km. Chunktacular agility with handling for a cruiser that feels like sticking your hand in cottage cheese or duck puke. Large surface detection for a cruiser. SPECIFIC PROS Excellent AP penetration and overmatch ability with Siegfried's 380mm guns. Siegfried makes use of cruiser dispersion (!) with her battleship caliber guns. Siegfried has long range-secondaries with good fire arcs (better than Agir's for some reason). Agir has the same fire-setting ability as Azuma and Alaska with her main battery guns. SPECIFIC CONS Low AP DPM on Siegfried's guns (combined with that earlier low HE DPM). Siegfried is a bad firebug with a low fires-per-minute. Agir's main battery lacks AP penetration making it difficult to contest battleship armour except at ranges of less than 12km. Agir may have more secondaries but they too short ranged to be useful. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / High/ EXTREME Large cruisers tend to be pretty forgiving as far as cruiser game-play goes. They borrow a lot from battleships which are some of the easiest ships to play. For beginners, Siegfried and Agir provide these training wheels along with very forgiving gunnery dispersion. For veterans, imagine German battleships that actually hit whatever you aimed at. Yeah, scary, especially in Siegfried's case. Stack onto that good survivability, brawling, kiting, DD hunting with their hydro, using islands for ambushes / cover -- yeah, there's a lot of room for skill to affect game play. Let's do these next few sections out of order and focus first on where they're similar and then touch on where they're different. Defense Hit Points: 62,850 Min Bow & Deck Armour: 27mm extremities, 90mm upper hull & 30mm deck Maximum Citadel Protection: 190mm belt + 80mm turtleback + 45mm to 60mm citadel wall. Torpedo Damage Reduction: 37% How the hell are these things balanced? Siegfried and Roy are just a couple of key-features away from having a god-tier cruiser protection scheme. Let's go through the checklist: Anti-torpedo damage reduction in excess of 25% Citadel capable of repelling even large-caliber AP shells 27mm extremities or greater Upper hull in excess of 30mm Amidships deck in excess of 30mm Ice-breaker bow & stern So barring having a Furutaka-style deck and a Stalingrad ice-breaker, Siegfried and Agir have about the best defenses for cruisers that are available. But let's go into the details: Anti-Torpedo Protection Look, most cruisers don't have any torpedo damage reduction to speak of, never mind the "better-than-many-battleship" levels boasted by Siegfried and Agir. At present, they have the BEST fish-protection found on any cruiser in the game. Let's not forget that these two ships also have a German Hydroacoustic Search which further reduces the dangers presented by torpedoes. Short of these ships being more nimble (which they are decidedly not), you have the best defense you could ask when it comes to mitigating torpedo damage. Cruiser Turtlebacks & Internal Citadels Taken from GameModels3D.com with colours exaggerated to show the different layers of citadel protection on the O-class battlecruisers. This way you can clearly see the external 190mm belt in red (sloped at -1º to -21º), the 80mm turtleback in yellow (sloped 49º to 60º) and the citadel itself shown in blue (0º). Most AP shells have to contend with passing at least one auto-ricochet check to punch through her turtleback. The protection scheme of the O-class battlecruisers citadel protection closely resembles that of a German battleship. Their armour is optimized to protect the magazines and machine spaces in medium to close range encounters. However, it remains vulnerable to high-penetration, long-range fire. While these ships are not immune to citadel hits, they are about as well protected as you could hope for a cruiser to be. The effectiveness of their citadel protection varies depending upon where the ship is struck and the angle of incoming fire. Their lateral belt + turtleback protection covers the whole range from "impossible to citadel" to "difficult but not impossible" depending. Barring a shell moving at a perfect horizontal or slightly upward motion (possible due to normalization after penetrating the reverse-sloped belt), the O-class's turtleback isn't inclined enough to guarantee ricochets. Thus there's always a chance of a shell with sufficient penetration to punch into their magazines or machine spaces. The two layers of armour work in tandem with the near vertical sections of belt armour around the funnels being mated with the most steeply sloped turtleback and the more shallow angled turtleback around the magazines is paired with the most exaggerated reverse slope of the belt. The biggest danger to these ships when caught broadside are the (relatively) low velocity but high penetration shells of American battleships or the massive shells off Yamato, Musashi and Shikishima. At range, every battleship becomes more dangerous. Every time you get shot, you're rolling the dice and hoping that RNGeebus will be kind. So don't go offering up your broadside unless you're one pious momo. Their biggest citadel weakness is their enormous 27mm thick snouts which can be overmatched. Unlike other high-tier German cruisers, they have no 'ice-breaker', no extended waterline belt to help foil shots aimed at their squishy bits. For opponents that aware of this vulnerability, this area can be hit for days for easy big-damage. I'm not going to lie -- it can be frustrating to try and protect this weakness. If your opponents aren't playing ball, you're going to have a bad time. Make no mistake: Agir and Siegfried are not battleships -- they can't stand up to battleship levels of punishment. The O-class's 90mm upper hull is a double-edged sword. On the one hand, it helps you resist HE shells and ricochet AP rounds when you're angled. On the flip side, it guarantees fusing every single AP shell it faces if the shell manages to penetrate, leading to Siegfried and Agir taking big damage. The recess into which Siegfried's hull-mounted torpedoes are set opens up a further shell-trap that can be exploited by your opponents. Be careful. Suck it, 381mm Guns You too, 127mm guns. Let's step away from dwelling on citadel hits and simply talk about resisting damage entirely. Given the glut of 381mm and smaller caliber guns throwing AP shells about at high-tiers these days, these ships can face-tank select targets with relative impunity. Furthermore, the 27mm threshold makes them immune to direct damage from 127mm HE shells even if they're using the Inertial Fuse for HE Shells skill, so that's pretty nice too. Their 90mm upper hull is again capable of being pretty troll when it comes to resisting damage -- both AP and HE shells, though you need to angle to resist the former. This opens the door for some interesting (if limited) brawling opportunities. The flip side is that this thicker armour all but guarantees everything (and I do mean everything) will have their AP shells fuse properly and deal chunktacular penetration damage. This can be as devastating as individual citadel hits. Overall, though, these ships are better at resisting citadel hits than they are direct damage. HE spam from cruisers is stupid-dangerous. Siegfriend and Agir's 30mm decks and 27mm extremities are big weak spots for HE to exploit. Lemme repeat myself: these are not German battleships -- they're not built to shrug off damage to the same level as those Deutsches-Stahl leviathans. You can lose HP in a hurry even if you never take a single citadel hit. So beware. Barring exceptions, most cruisers can queue up to 33% of citadel damage for repairs. Agir & Siegfried's large hit point pool gives them access to better heals, but this still falls behind the extra Repair Party charge enjoyed by Azuma and the portable` dry-docks of the British cruisers. Overall Feels The O-class sisters remind me a lot of tier VI and VII battleships -- tough but not invulnerable, with stupidly-big weak spots that are easy to exploit. Fire is a problem. Overmatch is a problem. HE spam is a problem. AP penetrating hits are a problem, but proper angling can help mitigate it. Citadel hits happen but they're uncommon and largely caused by your own mistakes, so that's easier to stomach. If you think of playing one of the O-class as the equivalent of bringing a tier VII battleship up into a tier IX match, you're not far off in terms of considering their durability. Their protection level is much better than that of the typical cruiser, but they fall well short of god-tier. VERDICT: Hella good, very rewarding and lots of fun. Agility Top Speed: 33.5 knots Turning Radius: 880m Rudder Shift Time: 14.0 seconds 4/4 Engine Speed Rate of Turn: 4.7º/s These aren't cruisers. Well, they are -- they conform to cruiser norms in terms of energy retention, for example. The rest of their agility parameters are very much those of a battleship. These aren't ships with which you can wiggle and dodge. Their bad fire angles on their guns, especially when kiting, makes this dangerous to attempt -- doubly so with their 27mm extremities being the literal back door into their citadel. They barely have more speed than most of the battleships they face, to say nothing of the cruisers, so kiting is made even harder. You have to pay close attention to the flow of battle and plan your moves accordingly. This largely limits their manoeuvres of defense to flashing their sides just enough to bait hits into their belt rather than their honkers and playing keep-away from the second line until it's time to brawl. It could be worse, I suppose. They could crawl like Roon does. Apparently Dmitri Donskoi's in-port stats are being fixed soon! VERDICT: One of the weaknesses of these ships. Refrigerator Base/Minimum Surface Detection: 15.12km / 11.88km Base/Minimum Air Detection Range: 10.74km/8.7km Detection Range When Firing in Smoke: 11.9km Hydroacoustic Search Ranges: 4km torpedo detection, 6km ship detection. If these were battleships, their Vision Control would be excellent, but they're not. They're cruisers, so their Vision Control kinda sucks. While they do bring the German cruiser Hydroacoustic Search to the table, they're not pairing it with great surface detection or good sprinting speed. This largely limits aggressive use of the consumable to misplays on your opponent's part. Otherwise, it's just there to keep you and your allies torpedo-safe. Like Azuma before them, these ships also lack the Surveillance Radar boasted by American & Soviet large cruisers. That consumable is nearly a must-have in team settings, so going without a huge strike against these ships. Overall, Siegfried feels this deficiency in concealment much less than Agir. Siegfried's guns are more comfortable at a distance and she has longer range to boot. Heck, Siegfried can almost stealth-fire her secondaries (one of these days, WG will screw up and I will have my stealth-firing secondary cruiser). This, in my opinion, makes her the easier and more powerful ship between the two when combined with everything else. VERDICT: This is another area where they perform poorly, but it's not unexpected. Alright, that's all of their similarities. Let's go over what makes them unique. Options Let's start with the pretty mild differences of their option optimization. Consumables Agir and Siegfried differ in their consumable load-outs with Siegfried having more options than Agir. I've highlighted the consumables that are Siegfried-only. Agir and Siegfried share the following consumables: Their Damage Control Party is standard for a cruiser with a 60s reset timer and 5s active period. It comes with unlimited charges. They have access to a German Cruiser's Hydroacoustic Search with a 4km torpedo detection range and a 6km ship detection range. Both start with 3 charges and have a 120s reset timer. Finally, they both share a Repair Party. This heals back 14% of the ship's health over 28s. 50% of penetration damage is queued up along with 33% of citadel damage and 100% of all other damage types. This starts with 3 charges and has an 80s reset timer. For Siegfried, I prefer a Hydroacoustic Search along with a Spotting Aircraft for my consumables of choice. SIEGFRIED ONLY CONSUMABLES Siegfried may swap its Hydroacoustic Search for Defensive AA Fire which comes with three charges and an 80s reset timer. Siegfried bumps her Repair Party over to the fourth slot and has the option of both catapult aircraft in her third slot. Her Spotting Aircraft provides the usual 20% bonus to range for 100s. It comes with 4 charges and a 240s reset timer. Alternatively, she can use a Catapult Fighter. The squadron is active for 60s with a 90s reset timer and comes with three charges. Upgrades There's a smart way to build for these ships but there's also the fun way. Being some of the first cruisers with capable secondaries, it's fun to build for them for a lark. In Siegfried's case, this may even be slightly competitive. Start with Main Armaments Modification 1. You have a choice in slot two. Fire damage is pretty dangerous for these ships so Damage Control System Modification 1 is a sound investment. Alternatively, you can go into the Armory and spend 17,000 for Hydroacoustic Search Modification 1. In slot three, Aiming System Modification 1 is optimal for both ships. Alternatively, you can grab Secondary Gun Modification 1 for the memes. This will pay off more for Siegfried but it can work for Agir too, especially in PVE modes. Again, with full-damage fires being a threat, Damage Control System Modification 2 is optimal for slot four but you can swap it out for Steering Gears Modification 1 if you prefer to take a more active hand in your defense. Concealment Expert is too good not to be the optimal choice in slot five. For those who like to live fast and dangerous, Steering Gears Modification 2 is an option, but keep in mind that these ships have bad fire angles for kiting so this isn't ideal. Finally, let there be no doubt that Main Battery Modification 3 is the best choice for slot six. Captain Skills There's a smart way to build for these ships and then there's the German secondary battleship build. The smart way borrows the entirety of the "fire resistant battleship" build. I agree, girls. So dull even if it is the "ideal build". You can swap out Priority Target for another tier 1 skill of your choice. Expert Loader is a good idea, but the usual standbys of Preventative Maintenance and Incoming Fire Alert are reasonable. German battleship build, recently recommended with my Odin review! Make sure you take Secondary Gun Modification 1 for this build and load up on Mike Yankee Soxisix signals. All of the cool kids are doing it. Camouflage Both ships have their default Type 10 Camouflage and you can purchase the Nordic Camouflage separately as a cosmetic swap. Both provide identical bonuses, so don't stress about missing out on possible economic gains by not spending more money. These are standard bonuses for tier IX premiums: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. So nothing too extreme there. Let's move onto their anti-aircraft firepower. Verdict: Siegfried has better options than Agir by a country mile, offering two distinct and viable play styles not only in PVE but PVP as well. Siegfried's default camo scheme, which is pretty sexy. Agir's default camo scheme is more grim. The Nordic camouflage looks good on Siegfried. But it looks better on Agir, in my opinion. Anti-Aircraft Defense Flak Bursts: 5 explosions (6 for Agir) for 1,540 damage per blast at 3.5km to 6km. Siegfried / Agir Long Ranged (up to 6.0km): 102 / 130 dps at 90% accuracy Siegfried / Agir Medium Ranged (up to 4.0km): 329 / 364 dps at 90% accuracy Siegfried / Agir Short Ranged (up to 2.0km): 147 / 119 dps at 85% accuracy Agir has better raw AA numbers than Siegfried. Siegfried has access to Defensive AA Fire (if she chooses to ditch Hydroacoustic Search). Both ships have "good" AA firepower, but this doesn't particularly matter. Individually, these ships have enough teeth on them to make dropping on them expensive in the long run. However, it would be a fool's mistake to think they're capable of fending off a determined CV by themselves. Apply the standard anti-CV tactics in order to keep safe. Blob-up and Just Dodge™. Otherwise, you're food. Long story short: Agir's AA is noticeably better (flirting with Alaska-levels) but Siegfried can take DFAA. I've ranked these in order of "effective AA DPS" -- meaning simply that I applied a formula (DPS *[range-1km]). This weights longer ranged AA mounts more than shorter ranged ones but it doesn't do so perfectly. This order only really gives an impression of ranking of personal AA defense, not overall effective values (such as providing support to an ally). At the end of the day, everything between Brindisi and Saint Louis are very, very close and this ranking doesn't really speak to in-game effectiveness. That's because none of this really matters. Sadly, CVs can still dunk on you no matter what and the idea that REALLY GOOD AA firepower could somehow prevent drops is a thing of the distant past. VERDICT: Disappointingly good. I say disappointing because good AA doesn't really mean anything unless the enemy CV is a total novice. Firepower Main Battery: Nine 305mm guns in 3x3 turrets (Agir) or six 380mm guns in 3x2 turrets (Siegfried). Both are setup in an A-B-X superfiring configuration. Secondary Battery: Eighteen 128mm guns in 9x2 turrets (Agir) and fourteen 128mm guns in 7x2 turrets (Siegfried). Torpedoes: Eight tubes in 2x4 launchers mounted on either side amidships. Let's start with the similarities between the two ships. Torpeedus Agir and Siegfried both have access to the same Steinbutt torpedoes (heh, butts). If you imagine Tirpitz's torpedoes but add an extra knot of speed, you're bang on the money. So they're stupid short ranged and kinda wimpy on a per-torpedo basis all things told. You're only ever going to get to use them in brawls or ambushes so keep that in mind. I can forgive their performance as both Agir and Siegfried feel like battleships, even if they are ostensibly cruisers. Their fish are super fun to use but you won't get to use them in every game. Still, those moments are always memorable and totally worth it. The big difference between the two ships in terms of their torpedoes are how they're mounted. Agir has them on deck giving her good forward firing arcs. Siegfried houses hers in the hull lower down, greatly reducing their field of fire (and opening up a potential shell trap besides). Agir has good torpedo arcs and terrible gun firing arcs. Siegfried has terrible torpedo arcs and less terrible (but still awful) gun firing arcs than Agir. Secondaries Siegfried has the better secondaries. This is despite Agir having more of them. Normally I wouldn't bother wasting more than a couple of sentences on cruiser secondaries, but these ships are special ... and not in that "Kiev also has a secondary!" kinda special. Siegfried's secondaries are so good, she's arguably the first cruiser in World of Warships where a full secondary build is competitive. While Siegfried doesn't have the broadside weight of a battleship, her secondaries are good enough with the combination of high penetration, good range and a decent rate of fire. Mouse's impression of the effectiveness of most cruiser secondaries. Agir should be in a similar state but she's not. Despite having the same penetration and an even better volume of fire grace of having an extra turret firing broadside, her arcs are slightly worse and she loses out on range. While you can still make this work in Co-Op battles, it's really not viable in a PVP environment -- not for the returns you get. Personally, I totally blame Flamu for this as he spilled the beans on how fun this is. Now your only way to get access to this game play is by grinding out the Research Bureau. BOOOO, Flamu! BOOOOO! You ruined everything! ♥ I stress it's this deficit of range that really hurts Agir and range remains the key factor that determines secondary-build viability in Random Battles. Agir's 5.3km base range can only be upgraded as far as 8.01km with a deep secondary build -- compare that to Siegfried's 11.49km and there's just too much of a gap. Perhaps more importantly, Siegfried's main battery gun performance isn't as hurt by spending her third upgrade slot to increase range as it is with Agir, owing to Siegfried's improved main battery gun dispersion (more on that later). You can make a secondary build on Agir work, but it's a pale shadow of the potential found on Siegfried. On the whole, it's exciting to see secondaries on cruisers being viable both to a lesser and greater degree on Agir and Siegfried respectively. I would have preferred to see this on a 203mm or 152mm armed cruiser rather than a near-perfect battleship analogue, but hey, it's progress. No, it doesn't make sense. Whatever logic was used to determine these fire angles, it's not consistent between the two vessels. Siegfried simply has better arcs on her secondaries. I have no idea why. Main Battery Guns These two ships couldn't be any more different when it comes to their main battery guns. Since I recently finished reviewing Odin, let's start with Agir's armament first because there's a lot of parallels there. Odin, Perfected If you read my review of Odin, the tier VIII German battleship, I wasn't very flattering when it came to my evaluation of her guns. Odin's 305mm guns struggle to put enough shells on target. Her battleship dispersion and her slower rate of fire just means that not enough shells stack to keep up with the damage she needs to put out. This might not be such a big issue if Odin struck like a hammer from on high, but she doesn't. While her 305mm guns are pretty good cruiser killers once you compare them to the other super cruisers, they're really lacking. Alaska & Stalingrad have improved auto-ricochet mechanics. Kronshtadt and Stalingrad have god-tier levels of AP penetration. Azuma and Yoshino have improved HE damage. So without any of these specialities, Odin was left struggling to deal damage when someone angles or plays a battleship that won't brawl with them. For comparison, here is Odin's main battery dispersion (in yellow on the left) using a standard dispersion test. This is 180 AP shells fired at 15km, locked onto a stationary Fuso bot. The Fuso lacks camouflage and Odin is using Aiming Systems Modification 1 to reduced her dispersion by 7%. Shots are coming in from right to left (Fuso is bow-tanking). Odin's 'good for a battleship' dispersion is alright, but it doesn't do the ship any favours given the rather wimpy punch of her shells. Agir's main battery gun dispersion (in pink on the right) following the same parameters as Odin's above. While Odin makes use of the American-British-German battleship dispersion area, Agir makes use of the Graf Spee (aka "Battlecruiser") dispersion. Agir inherits Odin's lackluster AP penetration and anemic HE issues. Boooo. However, her improved dispersion and faster rate of fire compensates somewhat for this disparity in performance. Her shells are "bad" but she fires enough of them and hits often enough to kinda-sorta offset her disastrous ammunition. Still, this isn't a ship in which you want to be actively trading fire with opponents. She's not a high DPM monster nor are her alpha strikes particularly impressive barring a cruiser derping monstrously. Fire opportunistically and avoid return damage as best you can. I struggle to call Agir's main battery firepower "good". It's alright -- I'd give it no more than that. There's nothing here really to get excited over. Siegfried, on the other hand... Gneisenau, Perfected Imagine if Gneisenau (or Tirpitz for that matter), hit with nearly every shell she fired. German 380mm guns are notorious for their inaccuracy so that might be a little difficult, but make the effort. Difficulties visualizing aside, take a cruiser and equip it with a small battery of battleship caliber weapons and make them stupid-accurate. That's Siegfried. That's her thing. It goes beyond that though. Siegfried takes Gneisenau's offensive abilities and improves upon them to such a degree that it's hard to believe Siegfried made it out of testing without significant nerfs. She boasts a slightly more powerful torpedo armament than Gneisenau. Her secondaries are longer ranged, using the same excellent 128mm L/61s with their improved penetration. And finally, Siegfried's main battery guns hit whatever you aim at -- something the tier VII and VIII German battleships could only dream of. It's this last part, it's her main battery guns, which puts her head and shoulders above Gneisenau despite the similarities of their armaments. Let's take a blast from the past to illustrate why Siegfried's accuracy is so jaw dropping. This is Bismarck's old dispersion (in yellow on the left), back when she was still using the French & Italian battleship patterns. Gneisenau and Tirpitz shared in this performance, with all three ships having 1.8 sigma. Things have improved slightly -- at 15km the width of their fall has reduced by 3 meters from 198m shown here (with ASM1 installed) to 195m with the new American battleship dispersion they're presently using. Yeah, you kinda got bamboozled if you thought the recent changes fixed anything. Siegfried (in blue on the right) uses cruiser dispersion. No, not battlecruiser -- actual cruiser dispersion. She has the same spread of shots as you'd find on Cleveland or Henri IV. She has their 2.05 sigma too unlike the 1.8 sigma you played with when using German battleships. Aim well and you can hit with everything. It's for this reason that Siegfried can get away with upgrading her secondaries rather than focusing on reducing her main battery dispersion -- it's baseline value is already good enough and ASM1 isn't changing much. Aim well and you can hit with EVERYTHING. Look, German 380mm L/52s aren't the most impressive of battleship weapons but they're certainly novel on a cruiser. Even with that said, landing six out of six battleship caliber shells of a given volley is enough to make anyone sit up and take notice regardless of the ship type. Like Jean Bart, Siegfried will tear you a new one if you're foolish enough to give her a broadside. While the French battleship will do it through volume of fire, Siegfried will do it with a single well placed shot. Even her awful HE performance is counteracted (somewhat) by this phenomenal accuracy she boasts. Siegfried almost feels Soviet, what with firing high-velocity shells and having the ability to snipe destroyers from a distance. It's that accuracy that solves a lot of Siegfried's woes -- not all of them, mind you, but a lot. Without landing citadel hits or steady penetrations, Siegfried will lose just about any damage race. So while her individual hits are pretty jaw dropping, it's a struggle to land enough of them to make a difference if you're not prioritizing targets properly. As good as Siegfried's guns are on paper, without a good head behind the helm, she can be pretty terrible. Unlike Agir's guns, which improve upon pretty forgettable weapons, Siegfried's are an improvement on some rather novel guns. If nothing else, Siegfried makes for some interesting gunnery. Imperfect Perfections As different as the guns are on the two ships, Siegfried and Agir share a couple of problems. Poor damage out put. Poor gun firing angles. As good as Siegfried and Agir's guns can be, they're fouled by angling. Granted, Agir is more vulnerable to this than Siegfried, but Siegfried performs even more poorly when it finally meets a target it can't overmatch. German HE performance is notoriously terrible and if these ships are forced to fire it for long, their numbers will tank. Agir's only saving grace in this regard is her fire setting ability which is ... well, it's not great but it's not at the appalling levels Siegfried suffers. In short, these ships struggle in head-up fights where they can't brawl and they can't use their AP shells reliably. If an enemy is aware of them and reacts accordingly, they can largely shut down their damage output outside of close-range knife fights. Agir's AP DPM is pretty darned respectable -- more-so if you consider she can make ready use of it more often than many other cruisers. Siegfried, by contrast, is way behind. But when you remember she has battleship caliber guns, capable of actually landing citadel hits reliably at a distance, this helps make up for it. However, she's always going to lag on damage output, so she needs to aim well and survive long to keep up. I made this graph the same scale as the AP DPM so you could compare them. The O-class cruisers really miss out on HE DPM -- Siegfried's is especially appalling. Landing six penetrating HE shells is only 8,712 damage -- and that's a best case scenario every 22.9 to 26s. While this will ruin any destroyer's day, other targets can shrug that off, especially when it halves due to saturation. While Agir's HE shell performance may be lacking, her fire setting is on par with Azuma and Alaska, which is respectable. Siegfried is again pretty embarrassing. As for firing angles, well... they're terrible, frankly. You have to expose a whole lot of broadside to fire forward and even more to fire rearward. Agir is especially bad for this which opens up these ships to taking a lot of damage they should otherwise be able to avoid. Furthermore, this makes both ships very poor choices for kiting. When engaging targets chasing them, their guns are doubly terrible. First, their overmatch potential is limited -- Agir moreso than Siegfried, but the latter has her problems too. Next, you're faced with the loser choice of either firing with a single turret or slowing yourself down when you open up your broadside to return fire with their A & B turrets. Agir is much worse for this than Siegfried -- as if Siegfried needed any more improvements over her sister. The only place where Agir's gun handling performs better is her faster turret traverse. Once you stack on Main Battery Modification 3, Siegfried's gun traverse gets so sluggish she can actively out-turn her turrets. I hate that. You'll want Expert Marksman if you can afford it, but Siegfried's deep secondary build might preclude you from having the points to pick it up. Finally, the biggest drawback of these ships is the need for time deal their damage. While you can hope for some cruiser to offer themselves up as an easy meal, their low damage output means that you're leaning on their survivability to last longer -- giving you more opportunities to make their weapons count. This can be from stacking fires in Agir, padding numbers with Siegfried's secondaries or finally getting a chance where you get to use their fish. Siegfried's numbers are especially volatile with her 380mm guns providing periods of both feast and famine. More time gives you more chances to finally find those opportunities. Agir Summary Agir corrects some of the problems found with Odin's armament but then takes on additional problems of poor fire angles and ineffective backup weaponry. Firepower wise, I'd rather have Alaska or Azuma. These ships all have similar AP penetration but Alaska has her improved autobounce angles and Azuma has way better HE shells. All three are comparable firebugs. Still, the torpedoes that Agir has are nice but I can't see myself enjoying her secondaries outside of co-op. So yeah, poor marks here. Siegfried Summary By contrast, Siegfried's main battery guns are exciting and so are her secondaries. Yeah, she has problems but they're not insurmountable and it's a worthwhile price to pay to have access to 380mm guns that hit with (almost) everything. Verdict: Siegfried's weapons are fun and unique. Agir is Odin Two: The Electric Boogaloo with better main battery guns but worse secondaries which is boring as all get out. Final Evaluation I have nothing but praise for Siegfried and I'm generally dismissive of Agir. The basis of these feels is pretty simple: Siegfried's game play is new and novel -- she's effectively a glass-cannon version of Gneisenau, greatly improving offense at the expense of durability. Agir, by contrast, is a more-different Odin but she loses out entirely on secondaries and adds durability issues. The other way of looking at Agir is to compare her to the front-running large cruiser at tier IX, Alaska. Comparing the two of them, Alaska is hands down better -- she has better artillery and better team utility. Agir only wins out in brawls. I wouldn't go so far to say that Siegfried is better than Alaska, but at least Siegfried offers a change in game play. Fun and novelty is a worth the price of optimization in my opinion. I'm not surprised Siegfried is the more compelling choice over Agir, not when she's locked behind the Research Bureau grind. Unlike Agir which seemed to be nerfed every step along the way of her development, Siegfried had only two significant changes made to her since her introduction in early 2019. First, her AA power got played around with. That shouldn't be unexpected given the volatility of the CV rework over that same time period but it is what it is. Second, her torpedoes dropped from an 8km range to a 6km range. Wargaming have, quite deliberately, preserved the attractive secondary-heavy game play that turned people's heads during Agir's development. Siegfried is a big ol' fat carrot on a stick hoping to lure you into regrinding a few tech tree lines. To me, Agir feels like a consolation prize -- a poor man's Siegfried, as it were. Though she is a lot more accessible and she's not terrible, she's a distant second to her sister ship and even further behind Alaska. Given the ongoing events, if people wanted Agir, I'd steer them to Odin instead. I can't speak for Siegfried being "worth it" for having to participate in the Research Bureau, but she is a good ship -- as I have said repeatedly, she's interesting if nothing else. It's up to you if that's worth your time investment. So yeah, that's the O-class. A fun ship locked behind a painful experience and a meh ship that will forever have you looking over your shoulder wondering what you could have had instead. Siegfried turned quite a few heads during play testing. Agir just turned stomachs with her constant nerfs. Conclusion Wargaming is still at it. Champagne has been finalized so there's another ship added onto the pile that needs reviewing. I need some time off after this one, so I don't anticipate having another review out before early July. Thank you very much for reading.
  14. Michael_Gary_Scott

    German Type 125 Frigate Criticism

    This article criticizes the German Navy F125 Frigates being lightly-armed for their size (7,200 tons) and under-performing due to what was included in their design (ex. a doubly redundant radar array, 2 x helicopter hangers, 4 x RHIB launch bays, etc...). Reading this article, I can see that compared to the rest of the world's frigates that it does not look comparable. After reading some of the comments however from actual taxpaying Germans (further below in the article), these ships sound like they are actually excelling in what they were made for which I think I agree with in the end. It excels in areas like performing escort, anti-piracy, humanitarian operations, etc... which are the most common missions in reality rather than possible eventualities. Nice ships. https://www.thedrive.com/the-war-zone/16920/the-curious-case-of-germanys-massive-new-but-relatively-toothless-type-125-frigates
  15. I just want to say after doing a lot of testing that German BBs are not fun to play at all -- not even in Co-op. I am really stunned that WG (or World of Tanks, I guess I should say) thought a major nerf of a particular play style would bring in more players instead of driving more away from this utterly boring and stagnant gameplay. German secondaries are ruined, and if you go with no buffs to them at all, then French secondary guns (unbuffed) are actually stronger. DD players are being torped from behind because cruisers are too afraid to go forward against 15,000 k damage per shell sniper ships. Gosh, what a mess. Note to WG: as far as ribbons are concerned, you'll need to bring it down by 50% or more, unless you want directives and orders just by-passed. Think I'll take a break from any kind of grind until WG comes to its senses and realizes that their secret nerfs and commander skill downgrade have handed the entire game to a few island hugging sniper players who could care less about naval maneuvers while they sit and click every 30 seconds. Enjoy your money grab while you can.
  16. DISCLAIMER: THIS STORY TAKES PLACE IN AN ALTERNATE UNIVERSE; ONE WE ARE GLAD WE DON'T LIVE IN. A complete analysis on the sinking of the Bismarck(British Version) We are rather unclear about the events during and after the sinking of the Bismarck. This is the best explanation we can offer. At around that day the Bismarck sank or something, the royal navy dispatched HMS Rodney and HMS Ark Royal. Now this was probably a good decision, as Ark Royal was probably one of the most emotionally secure ships in the entire RN and wouldn't fall for Bismarck's confidence-undermining techniques. Rodney's attitude was, on the other hand, slightly troubling... but it was all a ruse to get Bismarck off guard. (Or so claims meta-academic epidemiology) Anyways, the Bismarck's rudder was hit earlier by velociraptors. After that, the captain of the Ark Royal decided to send torpedo rocs to destroy the Bismarck once and for all. On 8:14 (BTW 60% of the statistics in here are made up) in the morning, the torpedo rocs lifted off and began attacking the Bismarck. For some reason, the resilient gruyere the torpedo protection was made of was actually swiss, and the torpedoes easily blowed a hole in the side of the Bismarck. The ship capsized, and yet the Admiral was nowhere to be seen. Later, both Admiral Lutjens and the ship Bismarck were rescued onto the HMS Rodney, then transferred to the Ark Royal. The two ships apparently shared a piece of gruyere cheese armor and quickly build a relationship, then transferred back to England after the sinking of the Ark Royal. Epilogue: Ark Royal and Bismarck Are on an unknown area of the British Titan colonies under the witness protection program, in a scandal involving the HMS Prince of Turtles (Hey we couldn't come up with better names so don't judge)'s Phaser mounts, which were later discovered on a french battlecruiser. War almost erupted, until France threatened to activate Vacuum Decay if Britain declared war.
  17. dEsTurbed1

    POMMERN [Is she worth it?]

    You say to yourself, " but, dEsTurbed1 I already have a FDG". Do you want to have fun in a FDG? ..... I was looking at German Carriers part 2 missions and saw a lovely sight. Bottom 2 mission threads: 1) BB 5 TO 10 get German containers. 2) Pommern or ( T6 premium German CV) to get German containers. A though occurs, use coupon and 3200 steel to get POMMERN and grind both at same time. Looking at an earlier thread, I realize I struck lucky with this combo. So I pulled the trigger. Is she fun, heck yes. Is she tanky? Well duh, it's a FDG. I found out DO NOT RUN AAM1 or face loosing your torp tubes every game. MAM1 IS A MUST along with PM. I ran secondary range mod and secondary boost instead of reduced dispersion. The main guns performed better than expected without any help. Captain build: PM, EM, BFT, AFT. FP & SI. It is a hybrid tank/secondary build. NICE AA boost. Overall the ship is built to tank and dish out the hurt. Hydro and torps are icing on a very tasty cake.
  18. Hi Folks, Here's my video review and first impressions of the new premium tier-VII German light cruiser, the München. The video is a tad long featuring gameplay covering her play style, in-port review of her specifications, guidance on the build (upgrades, skills, signals), and some final thoughts. There's an index in the video description in case you want to skip around to topics that better interest you. The TL;DR version of the review is that the München plays like a high-speed, well-concealed tier-VII Nürnberg with loftier shell ballistics. Those who enjoy the play style of the Obligatorily Exploding Nürnberg and know how to manage a squishy light cruiser should do well playing the München. Such players should be thrilled with her un-German-like speed (36kn base, 37.8kn with a SM signal) and concealment (9.4km with CE skill and camouflage), but will need to spend some time learning her un-German-like shell ballistics. München players will spend most of their time working targets from range either through kiting or terrain abuse (or both). Under the right conditions, she can be an excellent destroyer hunter-killer thanks to her high speed, good concealment, strong DPM, and German hydro. Note that like the Nürnberg, one lucky battleship AP salvo will immediately give a München player a huge Adrenaline Rush boost or simply end their game—such are the risks of playing squishy cruisers. Some have described the München as a "mini-Mainz". As a pathological KM cruiser main (feel free to look at my WoWs record), I consider that description misleading. Yes, both the München and Mainz are premium German light cruisers that fire 150mm shells, but beyond that, virtually all of their characteristics deviate significantly (HP, armor, DPM, shell ballistics, range, torpedo capacity, speed, concealment, AA, etc., etc.). Whether she's worth 35 USD (or more for bigger bundles) comes largely down to how much you like playing squishy long-range artillery light cruisers. So far I have quite enjoyed the München; I like most of her play characteristics, love her speed and concealment, and welcome the challenge of successfully managing a fragile ship. Given my aforementioned bias toward KM cruisers, it's OK to take some of my input with a grain of salt. I will say, however, if light cruiser action currently isn't your thing, the München is almost certainly not for you. Even if you skip the video and only consider my TL;DR version in this post, thanks for listening. Happy sailing!
  19. Noticed on the German ships particularly GKurfurst, Pommern, Mainz and others in the line, the ship model mesh or texture for the ventilation grates/grids does not scale when you zoom in or out with the camera as you view the ship in game. Purely cosmetic, but I am finding it to be an eyesore that is quite difficult to ignore. Didn't notice this before the latest update, so what changed?
  20. LittleWhiteMouse

    Premium Ship Review - Z-44

    The following is a review of the German premium destroyer Z-44. She was 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 0.9.11. Please be aware that her performance may change in the future. Let's turn back the clock a few years, all the way back to mid 2016. If you had told me then that Wargaming was adding a German premium destroyer, the kind of ship I would have imagined then is very different from the kind of destroyers we're seeing now. I wouldn't have imagined improved AP shell performance. I wouldn't have gone with shorter smoke duration. I doubt I would even have imagined adding Hydroacoustic Search. It would have been a bare bones ship with nary a gimmick in sight other than being German. Z-44 feels like something I would have come up with then. You know, before there was a German destroyer tech-tree line -- where simply being German would have been enough to make her stand out from the crowd. In this regard, Z-44 reminds me a lot of Blyskawica's design. At a glance, Z-44 is a hybrid destroyer with a torpedo-bias. She has nothing special in the way of consumables save that short duration Smoke Generator. Her gunnery is lacklustre. Even her hit point pool is modest. With the near constant string of "more different" design, it seems like Z-44 doesn't have a chance to stand out and capture attention. Simply being German isn't enough to sell Z-44, not when there's a glut of other German premium destroyers like Z-39, T-61 and her sister-ship, Z-35. Yet hidden within this unimaginative veneer, Z-44 has some frightening potential that echoes the terror of Benham. Quick Summary: A Type 1936B-class German destroyer that trades access to a Hydroacoustic Search and main battery DPM for a bigger torpedo armament of longer-ranged, fast-reloading fish. PROS Solid chunk of health with 19,400hp. Good AP DPM. Excellent HE penetration, allowing her to directly damage up to 32mm hull sections. Fast reload on her quintuple torpedo launchers. Good range (12km) and speed (64 knots) on her fish. CONS Horrible HE DPM & fire setting. Terrible gun handling with bad rearward fire arcs. Anemic torpedo warheads that do only 13,700 damage per hit. Slow rate of turn. Short-ranged AA firepower with no flak. She's a German destroyer without Hydroacoustic Search. Overview Skill Floor: Simple / CASUAL / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme Z-44 is ostensibly a torpedo-destroyer. This does not deviate much from the formula first played at tier II, so even an inexperienced player will find the premise familiar. Her game play focuses around putting fish in the water and keeping herself from being detected which is pretty bare-bones material for destroyers. The only reason this doesn't merit a 'simple' evaluation is the added complexity of Surveillance Radar ranges with which she must contend, especially with her fish being incapable of out-ranging Soviet versions of the consumable. There is a lot of potential for expert players to tease out more performance from this ship. This includes, but is not limited to: Just Dodging™ (HA!), knowing the spotting ranges of rival lolibotes, knowing which of these destroyers your ship is capable of defeating in a gunfight (and how to do it), how to bait and survive radar, etc. This, again, should be familiar for any veterans who have put a lot of time into torpedo-destroyers that have only a modest gunship element to their game-play. Options Consumables What's most interesting about Z-44's consumables is what she lacks. She does not get access to a Hydroacoustic Search consumable which is found on most German destroyers. This is a significant drawback. Z-44's Damage Control Party is standard for a destroyer. This has unlimited charges, a 5 second active period and a 40 second reset timer. Her Smoke Generator is a slightly improved version for a German destroyer, but still of poorer quality than Smoke Generators of other nations. It has a 20 second emission time with each cloud of smoke lasting 77 seconds instead of the normal 73 for tier IX German destroyers. She starts with three charges and it has a 160 second reset timer. Finally, she has a standard Engine Boost consumable. This provides an 8% speed increase for 120 seconds. It comes with three charges and has a 120 second reset timer. Upgrades Ostensibly, you'll want to build Z-44 as a torpedo-destroyer, but you can mix in some gunship elements if that's to your taste. In your first slot, Main Armaments Modification 1 is optimal. However, if the thought of being detonated incenses you (and you do not have a ready stock of Juliet Charlie signals), then you can take Magazine Modification 1. The Special Upgrade, Engine Boost Modification 1 is best in slot two if you can afford it. It will set you back 17,000 from the Armory. If that's not available to you, default to Engine Room Protection. Given her reliance upon her torpedoes, Torpedo Tube Modification 1 is best in slot three. This combines with Main Armaments Modification 1 to further reduce the chance of your tubes being temporarily disabled and increases her torpedo speed from 64kts to 67.2kts. If you're looking to make better use of your guns, equipping Main Battery Modification 2 to increase her sluggish turret traverse will go a long way to improving her quality of life. Otherwise default to Aiming System Modification 1. Propulsion System Modification 1 is your best choice in slot four, giving you more acceleration from a dead stop which is helpful when island camping or hiding in smoke. If you prefer a more open-water style of play, then Steering Gears Modification 1 is better. To no one's surprise, Concealment System Modification 1 is still optimal in slot five. Steering Gears Modification 2 is a poor substitute but it has some (minor) viability when paired with Steering Gears Modification 1. And finally, Torpedo Tubes Modification 2 is your best choice in slot six for a torpedo-destroyer role. This reduces her reload form 85 seconds to 72.25 seconds (or 65.03 seconds when paired with the Torpedo Armament Expertise commander's skill). Alternatively, for improved gunship performance take, Main Battery Modification 3 to drop her reload from 4.2 seconds to 3.7 seconds (or 3.33 seconds with the Basic Fire Training commander's skill). Note that this does reduce her gun rotation rate from an already lethargic 8º/s to 7º/s. Commander Skills The choice on how to play Z-44 solidifies with her commander skill choices. I've highlighted some of the better skills for her but you cannot afford them all. Start with your choice of tier 1 skills. I prefer Priority Target but Preventative Maintenance and Incoming Fire Alert are reasonable choices. If you end up with 1 skill point leftover at the end, do not double up on Priority Target & Incoming Fire Alert -- always pair them with Preventative Maintenance instead. Next, grab the three skills highlighted with yellow circles: Last Stand, Survivability Expert and Concealment Expert. These are the mandatory destroyer skills that should be present on all of your lolibote commanders. If you have elected to play Z-44 as a dedicated torpedo destroyer, then Torpedo Armament Expertise is a must. If you're leaning more towards playing a traditional German gunship then you can skip that. After this, pick any of the red-square skills to your taste. In my testing, I favoured two builds after taking Torpedo Armament Expertise. The first included Adrenaline Rush paired with Radio Location. The alternative propped up my gunnery (somewhat) with Basic Fire Training, Expert Marksman and Preventative Maintenance. This isn't an exhaustive list. For example, if you can make Torpedo Acceleration work for you with faster, but shorter range torpedoes, go for it. This merely covers builds from which you'll tend to get the most mileage. Camouflage Z-44 comes with Type 10 Camouflage providing the usual tier IX premium-ship bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -20% to post-battle service costs. +100% to experience gains. Z-44's default camo (white) is nice and striking. Firepower Main Battery: Five 128mm guns in 5x1 turrets in an A-B-P-X-Y superfiring configuration Torpedoes: Ten torpedo tubes in 2x5 launchers mounted ahead and behind the rear funnel. The Type 1936B Destroyers bear a cursory resemblance to the Fletcher-class. They're both large destroyers with five (roughly) five-inch guns in single turrets and two torpedo launchers, with Z-44 duplicating the quintuple mounts of the Fletcher-class while Z-35 makes do with quadruple mounts instead. However their performance is worlds away different from the Fletcher-class, both as gun and torpedo platforms as each over-specializes towards a singular aspect. Z-44 focuses on her torpedoes. Guns There is a statistics that I don't often talk about. It largely gets lost with all of the noise I make about gun fire arcs, fire setting and DPM. Don't get me wrong, I'm still going to talk about all of the rest, but there's an element that conspires against both Z-35 and Z-44 to make them less than ideal gun platforms. Wargaming defines these terms as Fuse Arming Threshold. Fuse Arming Threshold is the minimum amount of steel an AP shell needs to hit before the fuse on board arms. If a shell fails to strike a plate thick enough, it will continue to pass through the ship without exploding. In game terms this means that you will only see over-penetrations unless the shell hits something thick enough to prime the shell. This value is normally 1/6th of the shell diameter. In both Z-35 and Z-44's case, this works out to 21mm. Now this value is important because most structural steel of destroyers does not exceed 19mm, with tier VI and VII destroyers only having 16mm. This means that unless an enemy destroyer angles (thus increasing the straight-line thickness of their armour), Z-35 and Z-44's AP shells cannot arm and will only ever over-penetrate in destroyer knife-fights. In order to fuse against a tier VIII+ destroyer hull, your target has to be angled at 35º towards you. In order to fuse against a tier VI or VII destroyer hull, it needs to be angled at 40º towards you. So unless your opponent is taking an aggressive stance, Z-35 and Z-44's AP shells won't fuse. This is stupid-important when you begin comparing the damage output of their guns. Z-44's DPM drops from 70,714 AP DPM (0.33x penetration damage) to 21,287 DPM (0.1x over-penetration damage). Compare this to the 35,357 DPM (0.33x penetration damage) of her HE shells. Why does this matter? Because Z-44 has absolutely garbage damage output on her HE shells. This is owing to Z-44's slower-than-expected reload. Unlike Z-35 which reloads 0.6s faster than expected for a German 128mm gun, Z-44 reloads 0.2 seconds slower. So not only is she a gun behind Z-46, her guns are individually putting out shells at a reduced rate. The two values per bar are for full damage (citadel hits) and penetration damage (0.33x). Z-44's AP DPM looks very respectable but it would be a mistake to rely upon it in knife fights against other destroyers. In most circumstances except against angled targets, these shells will over-penetrate, giving her even less effective DPM than her HE rounds which are terrible. Z-44 is only managing 21,429 DPM with AP when she over-penetrates. That's worse than Paolo Emilio's HE output. Z-44 cannot keep pace with the damage output of other destroyers, not when there's a risk of her AP shells over-penetrating. In knife fights, this is a death sentence unless your opponents fool enough to offer that precious angle where your shells can penetrate but they don't angle so much that it prompts a ricochet check. These close-range duels are made all the more uncomfortable by Z-44's poor gun handling and awkward fire angles. You can deep spec into Expert Marksman and Main Battery Modification 2 to make up for her sluggish turret traverse if you wish. This largely relegates Z-44's gunnery to the role bombarding larger ships such as cruisers and battleships and outright avoiding destroyer on destroyer engagements unless she has the very obvious upper hand. In this regard, she very much reminds me of Japanese torpedo destroyers. In that role, Z-44 is much better suited. Not only are her AP shells more likely to find hull sections that will arm them properly, her HE shells can take advantage of their increased penetration. Z-44 can damage up to 32mm hull sections with her HE rounds without having to resort to using the Inertial Fuse for HE Shells commander skill. This boosts her admittedly poor fire setting characteristics relative to gunships like Kitakaze, though it's not enough to pull it out of the doldrums. When fully upgraded, she is no better at setting fires than a Fletcher-class. Similar to the Fletcher-class, her ballistics are very floaty, so boosting her range is ill-advised as gunnery becomes uncomfortable at anything beyond very modest ranges. Overall, Z-44 is a poor gunship. Duels with enemy destroyers are limited to opportunistic strikes at best. While her AP shells can put out some respectable damage, she's far from a terror when it comes to hammering larger ships from afar. Z-44's fire arcs are strangely worse than her sister's. Her arcs are not bad on the attack with four guns able to shoot 25º off her bow, but you'll need to offer up a full broadside to fire with all five. Rearward, things get pretty terrible. Her problems here are compounded with her poor 8º/s gun rotation.. Friesland still rules the roost when it comes to fire setting. Z-44's fire setting is pretty bad, but it pays to keep in mind that she's more likely to be hoovering up direct damage from HE hits than other destroyers, so the numbers may end up being closer overall. Still, it's all kinds of frustrating when a battleship blows their Damage Control Party from a torpedo hit and you can't follow it up with a blaze for that sweet, sweet damage-over-time effect. Torpedoes The woes of Z-44's guns are paid back in full with her torpedoes. She is a torpedo-destroyer after all which is odd because at a glance her torpedoes look crappy. Do not let the low damage per fish fool you. The strength of Z-44 as a weapon platform comes from the combination of her two quintuple torpedo salvos and their wicked-fast reload. Fully upgraded and specialized to cut down her reload time, Z-44 can drop a full spread of torpedoes every 65 seconds at full health. Add on the Adrenaline Rush skill, at 50% health, Z-44 is launching torpedoes every 58.5 seconds. This is faster than a lot of her opponents expect given that it takes a minimum of 49 seconds to run to their full range (9.6km at 72kts with Torpedo Acceleration & Torpedo Tube Modification 1) and upwards of 70 seconds (12km at 64kts). This means that by the time Z-44's torpedoes are spotted, she's ready to launch another salvo. For battleships this means that every other shot they take, they have to contend with dodging fish from a concerted attack from Z-44. This makes closing with Z-44 dangerous for larger ships, especially if they do not have a Hydroacoustic Search consumable ready. Though her torpedoes do not have improved concealment, the fan of five torpedoes per launcher presents a serious challenge when it comes to dodging. Z-44's long range with her torpedoes is very welcome, especially in the radar-heavy environment of higher tiers. She can outstrip British and American cruiser & battleship borne Surveillance Radar entirely though she still needs to be wary of Soviet cruisers and destroyer variants. She is most comfortable up on a flank, sending constant waves of fish into parked enemies bow tanking the rest of your team. So long as no other destroyer (or aircraft) comes to spoil the party, Z-44 can rack up a surprising amount of damage in short order. Of course, this all hinges upon your opponents being idiots. This is the common lament of any torpedo destroyer as these high alpha weapons are fickle in the extreme. Some games, you can do no wrong. On others, you'll be lucky for even a handful of hits. Though Z-44's reload is fast, it's not like she holds a candle to Benham's ability to make torpedo soup. Z-44 drops about 25% more torpedoes per minute than Fletcher but her torpedoes only deal 72% of their damage. If all you're getting is incidental hits, that's not enough to keep pace and you certainly can't rely upon Z-44's guns to make up the difference. The success of this ship hinges entirely upon getting into an opportune firing position and being able to put sustained pressure on the Reds with multiple reloads worth of torpedoes. In some matches with aggressive enemy gunships or aircraft, this just isn't possible. Thus, like most torpedo-destroyers, Z-44 is very inconsistent with her performance. Being able to fire ten torpedoes every minute is novel. It's even fun when everything's going well, but it's so easy for the Reds to undo. VERDICT: Her guns are worse than they look and relying on them will get you into trouble. Her torpedoes are amazing and a lot of fun to use. She's not quite Benham levels of torpedo-trolling but she gets close. Durability Hit Points: 19,400 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm There's not a whole lot to say here. Z-44 is covered with 19mm structural plate from bow to stern with no deviations. Every HE hit short of the 100mm secondaries off some French ships is going to hurt. Z-44 has a respectable amount of health, but she's by no means competitive in this area, lacking the truly gargantuan hit point totals of ships like Paolo Emilio or the health regeneration from Repair Party equipped ships like Neustrashimy or Östergötland. This necessitates picking her gun battles with extreme care. Her chunktacular hit point total will only allow her to trade with select opponents -- either ones where she commands a considerable health advantage or those with poor gun performance. Taking her in a heads up fight with another gunship is generally a loser-move without a whole lot of backup. Z-44 comes in just shy of the magical 20,000hp benchmark. To be fair, this is a lot of health but at tier IX with the proliferation of the Repair Party consumable, it just doesn't hold up on its own merits. This means that while she may hold the temporary advantage in a one-off encounter, over the course of a whole match, she doesn't have the endurance of some of the other destroyers she competes with. VERDICT: Decent starting health but no heals and no armour makes her no better than average overall. Spend her hit points wisely. Agility Top Speed: 36.5kts Turning Radius: 670m Rudder Shift Time: 4.4s 4/4 Engine Speed Rate of Turn: 7.1º/s at 30.8kts Z-44 shares identical performance characteristics to her predecessor at tier VIII, Z-35. While not unprecedented for two sister ships to clone each other's agility, this isn't a hard-fast rule. One need simply look at the Fletcher-class to see the variety of performance characteristics between the four ships, with Black and Fletcher mirroring one another and Chung Mu and Kidd sharing different characteristics to the lead-ship. For such a large destroyer, it's perhaps unsurprising that she's a bit of a sluggard. While her top speed is alright, her larger turning radius makes her come about more slowly than most of her contemporaries. Z-44 feels closer to a nimble light cruiser than a true destroyer. This said, if you elect to equip Main Battery Modification 3, she will out-turn her turrets which is incredibly frustrating. Because of her deficiencies in gunship battles, her Engine Boost tends to be best used for controlling engagement distances. Use it to get away from fights rather than to navigate from point A to B. Z-44's cumbersome handling compounds the troubles of her poor gun handling and lack of a Hydroacoustic Search consumable. Torpedoes are more of a danger. Knife fights are uncomfortable, forcing you to reach for her rudder to track opponents. While she's still a destroyer and fully capable of Just Dodging™ as much as the next lolibote, it's hard to feel confident at her helm. Z-44's lack of agility makes every unexpected encounter a potential crisis. For a destroyer that performs best out on a flank, this is not a good trait to have. Z-44 has worse agility than Z-46 owing to her slower top speed. VERDICT: She has a decent top speed, but that's about it. Anti-Aircraft Defence Short Ranged (up to 3.0km): 255.5dps at 95% accuracy (242.7dps) Just Dodge™. VERDICT: Just Dodge™. Vision Control Base/Minimum Surface Detection: 7.78km / 6.11km Base/Minimum Air Detection Range: 3.7km / 3.0km Detection Range When Firing in Smoke: 3.06km Maximum Firing Range: From 11.11km to 15.47km It's not Z-44's guns nor her torpedoes or health that defines her nearly so much as her Vision Control. Let's start with her consumable situation. As has already been lamented, Z-44 does not have Hydroacoustic Search. Were she a destroyer from any other nation but German (or British) it wouldn't even be worth mentioning. However, German destroyers normally do have a hydro to play with and the fact that Z-44 doesn't is an unfortunate exception. Given her role, this isn't a terrible handicap however there's no arguing that having said consumable isn't advantageous. Without it, this further limits what team play this fat destroyer provides. She's certainly a clumsy forward spotter (and we'll get to that), but with hydro she could occasionally be of some use sniffing out torpedoes and (under very extreme duress given her gun performance) enemy ships hiding in smoke. On more than a few occasions during play-tests, I found myself noting all of the circumstances where it would have helped (including two close-range gun duels with a Kitakaze and one with a Fletcher through smoke). Boo-urns, I say. It's even more unfortunate that Z-44 doesn't conform to the German norms of having Hydroacoustic Search but does conform to having one of the crappier Smoke Generators in the game. Before I get too headlong into my [edited] here, let me be fair: Z-44's Smoke Generator is improved over the standard baseline version for a tier IX German destroyer. Her smoke clouds should only be lasting 73 seconds. Instead she gets a tier X version and a bonus of a whole four more seconds. Whoo. Please note my dripping sarcasm. Compare this to the 93 seconds enjoyed by Japanese and Soviet destroyers, to say nothing of the 127 seconds enjoyed by those filthy capitalist dogs lolibotes from 'Murica. 'Murica sez: "Deal with It." So all of that isn't looking good, but it's made worse by her horribad surface detection. Her base 7.78km detection radius is ... well, it's not insurmountable but I couldn't blame you for painting a big fat Nope.jpg across this ship and never looking back. There's a long list of destroyers within her matchmaking that can out-spot her 6.11km surface detection. Here's the list, with dangerous (to Z-44) gunships highlighted in blue. Tier VII: Haida (5.67km), Shiratsuyu (5.81km) & Z-39 (6.08km) Tier VIII: Kagero, HSF Harekaze, Asashio, AL Yukikaze (5.37km), Cossack (5.48km), Lightning (5.52km), Benson, Kidd, Hsienyang, Loyang (5.8km), Öland (5.83km), Orkan (5.91km), Siliwangi (5.94km), Ognevoi (6.08km), Akizuki (6.1km) Tier IX: Yugumo (5.52km), Neustrashimy (5.56km), Chung Mu (5.66km), Jutland (5.7km), Fletcher, Black (5.8km), Benham, Z-46 (5.94km), Östergötland (5.99km), Kitakaze (6.1km) Tier X: Shimakaze (5.59km), Somers (5.8km), Yueyang (5.83km), Gearing (5.94km), Daring (5.97km), Grozovoi, Halland (5.99km), Hayate, Z-52 (6.08km) This long list (and her lack of a hydro) makes contesting caps a stupidly-dangerous proposition. Knowledge of this list and paying close attention to the enemy roster and minimap is necessary before she dares stick her nose anywhere near those buoy rings. This goes double if a carrier is present and operating aircraft anywhere near her. The best practice for Z-44 is to turn tail whenever she is detected unless you know for certain you can win the ensuing gun-fight. Odds are, though, you're going to have to contend with your enemy's friends interjecting onto the encounter, so discretion is often the better course. I tend to reserve her Engine Boost consumable for these times to open up the distance. Her top speed is generally good enough to play keep-away, so that's a blessing. Using Radio Location is a tremendous help in knowing where threats will be coming from and I cannot recommend it enough on this ship, but that's torpedo-destroyer 101. And so that's the unfortunate situation with Z-44. She can't out-spot most of her opponents. She struggles to outfight gunships. She can't rely on stealth or smoke to keep her safe. This means keeping her opponents at arm's length and capitalizing on the good range of her fish to see out most encounters. Had she been more stealthy, she could have at least flirted with scouting, spotting or cap control in a pinch. But those avenues are largely closed to her until the enemy roster cleans out. VERDICT: Poor marks all around which greatly limits the number of classic destroyer-roles she can safely undertake. Cap circles are dangerous, yo. Z-44 is poorly equipped to contest them beyond flooding them with fish every minute or so. Final Evaluation Cut away all of the nonsense and Z-44 boils down to a single question: Do you want to play a torpedo-destroyer that can put a lot of fish in the water very quickly BUT her gunnery sucks, her concealment sucks and her torpedoes don't hit very hard? To that I have to ask: "how many fish" and "how hard are they hitting?". Those numbers have to be pretty respectable in order to make this ship work.. Honestly, the first number piqued my interest. Z-44's reload time on her fish is great, especially for quintuple launchers. It's kind of crazy just how many torpedoes she puts out (7.1 per minute, stock) especially when you compare it to ships like Fletcher (5.7), Neustrashimy (4.8) or Yugumo (4.3 with Type 93 mod 2s without Torpedo Reload Booster). Her fish may hit like fluffy bunny kisses but that's okay when there are so many of them. Her torpedoes aren't slow and their range is decent. She almost holds her own compared to Benham in this regard which pretty damn high praise. Except she doesn't. Nothing gets close to Benham's ridiculous 11.3 torpedoes per minute when she's wiggly enough to dump fish off both sides (and she so often is). Benham's fish hit 1.5k damage harder than Z-44's, they move 1 knot faster at the expense of 1.5km worth of range. Benham can put out sixteen torpedoes every 85 seconds to Z-44's ten. So while Z-44 echoes some of Benham's performance, it's definitely not on par. I suspect Wargaming is more than a little gun-shy of repeating that mistake. Z-44 puts out a lot of torpedoes and she puts them out quickly -- fast enough to be viable but not so fast as to be immediately compelling. This is her entire gimmick, like it or lump it. All of this said, it would be a mistake to underestimate what Z-44 can do. She is definitely a ship worth keeping an eye on if it appears on the enemy team. Torpedo spam is not fun to contend with if you're in a battleship. While Z-44 is an easy mark for destroyer-hunters (be they cruisers, carriers or other lolibotes), left to her own devices she can cause a lot of chaos in a short amount of time. I will leave it to angrier people than me to declare whether or not Z-44 is good for the game (go check out their YouTube video reviews when you're done here!). As an investment, I'll give her a pass. If I'm going to play a vulnerable torpedo destroyer, I'd rather have the ability to sneak around or push a cap. For novel torpedo action, I'll reach for Asashio. Z-44's okay, but short of using her to complete "get X number of torpedo hit missions", I'm not likely to want to play her again. It's been a while since I've let a jpg have the last word so here you go: Conclusion Thank you all so much for reading. Thank you very much to my patrons for their continued support. I had originally planned to review both Z-35 and Z-44 together in the same article in the same manner as my Belfast & Belfast '43 review or that of Siegfried and Ägir. However, time was not permitting. It is easier for me to separate the two of them rather than constantly lacing a narrative between the two ships. This is clearly a case of "if I had more time, I would have written you a shorter letter". If you stumbled upon this review and are looking for her sister ship, you can find the link here. Go have a read before you pull the trigger on either ship.
  21. In those German dds where you have a choice, which gun caliber do you chose, the 128 or the 150 mm? The 150 mm are real thumper guns that can punish broadside cruisers with AP, but their ROF is a disadvantage in a close-quarters fight with other dds. I've chosen the 128's in the past as a default but now I'm questioning my choice. Are the different calibers better in different battle modes (Random vs Ranked, vs Scenario, etc.)?
  22. I play mostly Co-op, but sometimes, when I get bored with the mindlessness of it all, I feel the strong need to play one Random Battle just to keep things fresh and in perspective. This was one match I really enjoyed.
  23. LittleWhiteMouse

    Premium Ship Review #148 - Odin

    The following is a review of Odin, the tier VIII German battleship kindly provided to me by Wargaming. To the best of my knowledge, the statistics discussed in this article are accurate as of patch 0.9.4.1. Please be aware that her performance may change in the future. Quick Summary: Tirpitz-lite. Same great Tirpitz flavour with half the fat. I mean efficiency. Wait, that doesn't work. I really should mention the guns or agility. How about: Imagine if Bismarck and Graf Spee loved each other VERY much and.... Probably best I stop right there. Uh, okay, here we go: Imagine a tier VIII Scharnhorst that went to the gym and got super cut. She ends up with slightly improved punch but she tore a few muscles dead-lifting so she can't carry anymore. Bam. Nailed it. PROS Excellent citadel protection with turtle-back armour. Good armour layout -- especially for shrugging off HE shells, including a thick deck, ice-breaker extended waterline belt and strong upper hull protection. Heavy secondary battery with very long range, good rate of fire and excellent penetration values. Decent agility, especially for a high-tier German battleship. Good concealment for a tier VIII battleship (especially for a German one). She combines Bismarck's Hydroacoustic Search with Tirpitz's torpedoes. CONS Tiny hit point pool for a tier VIII battleship (which also reduces the amount she can heal). Poor anti torpedo protection with only a 22% damage reduction. Main battery guns are only 305mm in caliber causing all sorts of problems from poor HE performance, poor AP penetration and limited overmatching ability. Secondaries have wonky fire angles. Forward fire angles on her torpedoes are very limited. How to Acquire Her Before I get into the review proper, it's worth mentioning how you're (supposed to be) able to get this ship. Akin to Puerto Rico, Odin is part of a dockyard event. You complete missions to increase the rate of production of the ship itself with the option of spending money to accelerate construction. Unlike Puerto Rico which could technically (and rarely in practice) be earned for free, Odin has specifically been declared as requiring at least some expenditure of cash (or doubloons) to complete her -- something to the tune of a minimum of 3,500 doubloons. Now I mention all of this because the event hasn't gone live yet and, let's be honest, anything can and will change before the event launches. Don't come crying to me if you get burned from buying the pre-hype wholesale. I'm waiting to see how the event finally shapes up, what bugs are present and what the functional asking price for this ship is. Fairly warned be ye, says I. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme Odin has a small hit point pool and crappy guns. You're putting that on a ship that ostensibly is made to brawl and handing that to new players? That's a recipe for disaster -- or at the very least, low damage totals if they manage to keep themselves alive or a quick trip back to port if they push too early. This isn't a ship for new players. For veterans, however, there's all sorts of fun shenanigans that can be accomplished with Odin, aside from the obvious brawling. Good ammunition choices, proper commander specialization, use and abuse of her agility and concealment and map knowledge will all go along way to improving your gains with this ship. The question is, though, is it worth the effort? Options Consumables Her Damage Control Party is standard for a German battleship with unlimited charges, a 15s active period and an 80s reset timer. Her Repair Party is also normal. This heals back up to 14% of her health over 28s and starts with four charges. This has an 80s reset timer as well. Convenient! In her third slot you have a choice between a Spotting Aircraft and a Catapult Fighter. The former starts with four charges, lasts 100s with a 240s reset timer. This increases her range by 20% (up to 22.9km) for it's duration. The latter has three charges to start, lasts 60s and has a 90s reset timer. She launches three fighters at a time. And finally, Odin borrows Bismarck's Hydroacoustic Search. This has three charges to start with a 100s active period. It detects torpedoes at 3.5km and ships at 5km. It has a 120s reset timer. Upgrades There's not a whole lot of variety here. Optimally, you're going to want to build for fire mitigation and improved main battery performance. To this end, take Damage Control Systems 1 & 2 and Aiming System Modification 1. But nuts to that. That's not fun. What you should do is take Hydroacoustic Search Modification 1, Secondary Battery Modification 1 and Steering Gears Modification 1 to soup-up Odin's performance for those brawls you want to get into. Optimal? No. Awesome? Hells yeah. I said "soup-up Odin's performance", Potage. Captain Skills So, there's a good argument to be made that Odin, like other German battleships, should simply default to the Standard Battleship Build™. That is to say: Priority Target at tier 1. You can swap this for Incoming Fire Alert, Expert Loader or Preventative Maintenance based on your preferences. Take Adrenaline Rush at tier 2. Next up comes Basics of Survivability at tier 3 to help mitigate fire damage. And cap it off with Fire Prevention at tier 4. This will maximize your fire resistance potential. After that, take what you will. Skills such as Concealment Expert, Superintendent, Expert Marksman and High Alert all being suitably hyped to round out your 19pts. Of course, this is loser-quitter talk and what you really should be doing is building for awesomeness: Both Superintendent and Basic Fire Training are equally awesome. I prefer the former, myself, and this is the build I've been using for Odin. Superintendent gives her a bit more survivability. Camouflage Odin has three available camouflage patterns, Type 10 Odin, Nordic and War Paint. They have identical statistics making them just cosmetic swaps between them. They provide the usual tier VIII bonuses: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% experience earned. I like Odin's base camo. When are the Germans going to get an alternate palette swap? ] I'm not a fan of Odin's War Paint camo. But I love her Nordic camo. Firepower Main Battery: Nine 305mm guns in 3x3 turrets in an A-B-X superfiring configuration. Secondary Battery: Six 150mm guns in 2x3 turrets mounted superfiring over B and X turrets and twelve 128mm guns in 6x2 turrets with three mounted per side. Torpedoes: Eight tubes in 2×4launchers in wing mounted just behind X-turret on the rear deck. The Woes of the Three Oh Fives Let's not mince words. Odin's main battery firepower is trash-tier. This isn't because her guns are "only" 305mm. If 305mm guns were automatically bad, we wouldn't be making the fuss that we do over ships like König Albert, Alaska and Stalingrad. They can be good, gun caliber be damned. It's all a matter of their individual performance parameters at a given tier. In Odin's case, these parameters suck moose-balls. Odin's main battery faults are numerous and I'll go over each. Hits on Target Odin dispersion test while equipped with ASM1. 180 AP shells fired at a Fuso-bot that had no camouflage. Shots were coming in from right to left (Fuso is bow-tanking). Owing to her higher shell velocity, Odin tends to overshoot and undershoot targets more often than American or British battleships despite using the same dispersion formula. This is bog-standard for German battleships. The first hurdle you'll experience with Odin's gunnery is getting enough hits. Now her dispersion isn't terrible -- for a tier VIII battleship it's not only normal, it's fairly decent with her 2.0 sigma value. However, a lack of any improvements to dispersion when stacked with the rest of Odin's woes means that you're not landing the number of hits needed to compensate for the other drawbacks. I could have just as easily griped about her rate of fire for not being better instead. Throughout most of her testing, she reload in 20 seconds instead of the current 23s which helped her put more shells on target through volume of fire (increasing from 23.5 rounds per minute to 27). Either one of these could have been massaged. The simple fact of the matter is that Odin doesn't generate the number of hits needed to be competitive with other tier VIII battleships once all of the other gunnery parameters are considered. AP Penetration & Overmatch Approximate penetration values of the high-tier German battleships. Odin doesn't have the punch necessary with AP rounds to contest battleship belt armour at ranges greater than 12km or so once you account for even slight angling. Belt armour of high-tier battleships easily flirts in excess of 300mm. Alright, so why does she need to get more hits? Well, her low AP penetration is perhaps the biggest problem with Odin's guns. She has similar problems to Scharnhorst in this regard but as a tier VIII ship, there are even fewer overmatch targets. As a German battleship, we can forgive her poor HE shell performance -- the expectation is that her AP shells should compensate for any drawbacks there. In some regards they do -- Odin's AP shell damage is more than sufficient. Even with her 305mm guns caliber and the woes with over matching targets, her AP shells deal almost as much damage as French 340mm weapons. Her overmatch caps out at 21mm -- largely limiting her to destroyers and tier VI and VII cruisers (and the occasional super-light cruiser across all tiers). You can forget about comfortably engaging battleships. She struggles to best battleship belt armour within nominal engagement ranges. It's only in brawls -- where her secondaries are already engaging targets -- when you can expect her to punch through belts without frequent shatters. There are ways around this, of course. You can aim higher and go for upper hull and superstructure hits. I do stress that with Odin's dispersion issues mentioned above that the sheer number of hits made won't equate to the same level of damage as her contemporaries. What's more, she still sees a lot of overpenetrations. She still has 0.033s fuse timers and she still needs 51mm of armour to fuse. So those soft sections of enemy battleships won't necessarily arm or slow down the shells enough to give meatier numbers. This all contributes to further reduces her damage output. It's hard to keep up when you can't land reliable penetrating AP shell hits. As you might expect for a faster-reloading battleship-caliber gun, Odin's AP DPM is decent despite the smaller gun caliber. I do stress here that this is potential damage -- it in no-way represents the actual gun performance, discounting factors such as dispersion, range, firing angles, ballistics, penetration, etc. These are just the theoretical maximums. HE Performance There's a lot of changes coming to the tier VIII meta shortly, though it remains to be seen how these five test ships will finalize. On topic: Odin's HE DPM is kinda terrible. I badmouthed Roma's HE DPM (though granted, that was coupled with her shoddy dispersion) and Odin's damage output is worse than that. No one should be surprised that Odin's HE performance is garbage. It's only her fast reload that creates any semblance of "close to acceptable" damage output and fire setting. Given her poor AP penetration and lack of overmatch, Odin has to reach for her HE shells in spite of this lackluster showing. It's not something you want to spam, mind you -- use them as often as you need to but no more than that. Stacking fires or hoping for big tallies of damage this way just won't happen with some severe hand-holding from RNGeebus (praise be!). It's the disparity between her HE and AP performance which makes her HE shells so unnattractive. An AP overpenetration is worth more than an HE saturated hit -- almost to a 2:1 ratio. Compare: This isn't a problem unique to Odin. The hope is that fires will off-set the damage disparity between the two shells. However, this depends not only upon the chance to actually set a blaze, but also the target that it is set upon. Lighting a destroyer or carrier on fire offers little in the way of damage return where as it's disproportionately more valuable when used against a battleship or large cruiser. Shell choice thus matters greatly and Odin should, whenever possible, lean upon her AP shells instead of her HE. Expert Loader is a very worthwhile skill for this reason -- you want to have the correct ammunition at the ready when opportunity presents itself. I think you'd be hard pressed to call any of the tier VIII battleships "good" fire starters. Nelson and King George V at tier VII really set the bar and Monarch (despite being Famous & Historical) falls short. Once you account for fire resistance and battleship accuracy, these values drop down to about 1/4 to 1/6th of their theoretical averages. Of course, RNGeebus being RNGeebus, lucky volleys can and will change everything (praise be!). All things said, Odin's fire setting isn't terrible but it's certainly not a strength. Overall Feels It's hard to have anything nice to say about these guns. The best I can manage is that some of their parameters are "okay", but there's nothing that stands out as fun or interesting. I honestly prefer Scharnhorst's 283mm guns to Odin's 305mm -- at least Scharnhorst's guns have fast traverse rates and good forward fire angles. Scharnhorst's matchmaking also means she can sometimes see super-squishy tier Vs. Let's talk about Odin's HE for a moment as it sort of encapsulates the issue here -- the improved penetration she gets might have been a plus had she the damage to back it up. But without it, her high HE penetration is just window dressing on more mediocrity. Like her improved rate of fire or meatier-than-they-should-be 305mm AP shells, it just doesn't matter. No other flaw of this ship is as damning as that of her main battery armament. This is where your decision on whether or not to invest in this ship should be made. Stacking reliable damage from Odin's main battery guns is frustrating, especially in the first half of battles where you're trading fire at long range. Her AP shells simply aren't good enough for this and her HE shells only stack damage slowly. Because of these deficiencies, players may be baited into pushing too soon in an effort to make use of her secondaries and torpedoes. This exacerbates the problem of her small hit point pool while simultaneously throwing away her advantages in concealment. In higher tiered games, this will get Odin sunk in a hurry -- players have to accept what little returns their guns can achieve, focusing primarily on softer targets until they can safely begin closing the distance and unleashing her other weapon systems. Odin's forward fire angles on her guns are good and crap on her torpedoes. Her rearward fire angles on her guns are crap and great on her torpedoes. Torpeedus Odin has torpedoes. Evaluating their effectiveness based on early play-testing is difficult. They're easily more potent during this stage as not everyone knows Odin is packing fish. So setting aside the successes during my games (including torpedoing a Kagero, lul), we can look at them more critically by comparing them to those found on Tirpitz. Still, lemme just humble-brag and say that I got to torpedo a LOT of people with Odin during play-testing and it never got old. There are two significant differences between the two ships when it come to their torpedo armaments: Their fire angles. Their survivability. Odin's fire angles on her launchers are pretty terrible. They're limited to launching at 39º off her bow. Rearwards, she's better, needing only a 22º angle off her stern to fire that way (which is amazing), giving her a total launching arc of 119º per side. Tirpitz, by contrast can launch 34º off her bow which is better (not great, but better) but she pays for it with more limited reward launch angles of 33º. This gives the OG German premium a 113º launch window. If you think I'm going to therefore justify Odin's launch angles as "better", you're mistaken. I would much rather have Tirpitiz's launchers based on their firing angles. These ships tend to use their torpedoes offensively rather than defensively, so forward firing angles matter a Hell of a lot more than rearward. So points to Tirpitz here. Odin has to swing herself out more than Tirpitz to squirt off a load which causes all sorts of problems from making her more likely to take damage on the return to simply (and embarrassingly) beaching herself. However, where Odin does get better marks is the survivability of her fish. Individually, the launchers on the two ships are just as squishy, it's merely their position upon the ship that counts here. Having Odin's torpedoes mounted on her stern puts them largely out of harm's way -- they're more likely to be available than Tirpitz's and much less likely to be sniped off. Odin's torpedoes are nice to have, short ranged though they are. They make her an absolute terror in a close-range brawl. Getting that close to her in a battleship is all but a death sentence. Her fish are more awkward to use than Tirpitz's but they're much less likely to get broken beforehand. There's few things as heartbreaking for one of these torpedo-armed battleships than having their torpedo-mounts destroyed when they finally (FINALLY!) get a chance to use them. Secondaries The final piece of Odin's firepower puzzle is her secondaries. I wanted to simply write praise for Odin's secondaries, boasting about their increased range, rate of fire and penetration over Tirpitz's guns, concluded that they were therefor better and been done with it. I was then told by my peers, in so many words, that this would be disingenuous and I should take the time to properly compare Odin's secondaries to the other AI-driven pew-pews. Tirpitz has words regarding my early praise of Odin's secondaries. So let's get into it. The first thing to consider is their raw damage potential. At tier VIII there are six ships which have "good" (or merely goodish) secondaries -- Massachusetts, Bismarck, Tirpitz, Gascogne, Odin and Graf Zeppelin. I'm leaving out Amagi and her clones because, despite having improved accuracy, they are short ranged as all get out and not practical. All of these secondaries put out comparable damage when firing broadside, though the carrier is the hilarious front-runner. However, a more nuanced look changes things when you consider a practical application: There's a few things to keep in mind here. First, Graf Zeppelin and Massachusetts have (much) improved accuracy with their secondaries -- they generate far more hits than their competitors. Second, Inertial Fuse for HE Shell may be necessary to enable these ships to fully maximize their direct damage potential against select targets. Odin doesn't care about that last part, though, so points for that. Odin's secondary firing angles are a bit of a surprise. With all of her 128mm guns mounted flush on the deck, they have limited firing arcs. Her 150mm guns are interrupted by the ship's superstructure and are similarly limited. There's a 20º dead-zone on either side of Odin's prow where only her superfiring 150mm secondary can engage targets. Once you swing out, the majority of her secondaries will begin firing. She is not as well setup for kiting, though. Her butt is a mess though (ew!), with staggered fire angles. Mounted fore and aft, Odin's superfiring 150mm secondaries have limited fire arcs. There's only a small window where all five of her secondary mounts can be brought to bear on a target, and that obviously opens her up to return-fire. It's best just to stick with four on the attack and two when kiting. Odin's secondary fire arcs aren't comfortable. I don't know how much potential damage I've wasted merely because I was sitting bow-in with only my superfiring 150mm gun spitting off the occasional shot. Odin has to angle out at least 20º off her snoot to get a reasonable volume of fire going. This isn't much, but this 40º not-quite-deadzone forward is much more sizeable when you account for manoeuvre, navigation and dodging. This was especially frustrating when dealing with ships in smoke -- having to turn away to begin blasting them with secondaries. All of the other ships fire off with more than a single turret's worth with just a couple of degrees worth of allowance. Still, Odin does have more range than her contemporaries, right? It's not much, really. It's 200m base and 300m when the two ships are fully upgraded with all of the trimmings. Still, it's enough that Odin can almost (ALMOST!) stealth-fire her secondaries in open water, with her surface detection getting as low as 12.02km and her secondaries reaching out to 11.642km. That would have been hilarious had Wargaming accidentally let that happen. Oh well. This is the worst dispersion I got with Odin's secondaries. Most kills occurred within 120 rounds fired (about 40s), so I thought this one would make a more obvious indicator of the total area her shots could stray within. German secondaries are the current runner-up in the secondary effectiveness race. American secondaries, specifically those found on Massachusetts and her descendents, are the current gold-standard. That Massachusetts accomplishes this with only 21mm worth of penetration is testament to just how accurate those weapons are compared to (nearly) everyone else. Against soft skinned targets, it will take Odin twice as long to do comparable damage to Massachusetts. That's not an approximate either. I ran dozens of tests between them and Massachusetts lewds lolibotes two times faster than Odin. The marked difference between them and where Odin claws back a little deserved renown, is with her penetration. Even without Inertial Fuse for HE Shells, she's capable of damaging tier VIII+ battleship hulls with her secondaries without having to wait for RNGeebus to descend from on high (praise be) and gift her with a fire or to disperse one of her shells into their superstructure. This extends also to high-tier cruisers which Massachusetts can only directly damage if she spends the skill points on IFHE. The obvious question is: Are Odin's secondaries better than Massachusetts? Well, no. And that's the wrong question. Are they good enough is more apt. And yes, yes they are. All things told, I rate them better than Tirpitz's secondaries despite being more fussy to use. That extra penetration is just lovely and Tirpitz's 105mm, which form the bulk of her damage output, don't cut the mustard. Odin's secondaries are a reliable workhorse and definitely worth investing into to improve. This goes double given the woes of her main battery firepower. Summary Her secondaries are good. Her torpedoes are nice to have, but they're too short ranged to make regular use out of outside of PVE game modes (and one-on-one Ranked Battles, lul). But at the core, her main battery firepower is a huge let down and it severely compromises all other aspects of this ship. Her secondaries are almost great but they lack accuracy and fire arcs to contend with the current heavyweight champion. Her torpedoes are awkward to use but at least they don't break as often as Tirpitz's. Her main battery firepower is garbage. You can make it work, but you're not going to like it. VERDICT: Your butt belongs to RNGeebus. Praise be, you filthy sinners. Defense Hit Points: 52,800 Min Bow & Deck Armour: 32mm extremities, 45mm upper hull & 50mm deck Maximum Citadel Protection: 320mm belt + 105mm to 120mm turtleback + 45mm citadel wall. Torpedo Damage Reduction: 22% There's no getting around it: Odin's base hit point pool sucks when compared to the other tier VIII battleships. However, her theoretical effective health isn't that much lower than Lenin's -- a ship which is considered Tonka-tough™. Apparently there's more to battleship survivability than base hit point totals including such factors as armour, citadel protection, favoured engagement ranges and many more elements besides. Of course, dwelling upon the esoteric doesn't make for a very good sound bite, now does it? Hit Points We may as well start with the poop-storm that is her hit point total. Odin has less than 60,000 hit points. She has a lot less, in fact. She sits at 52,800hp. Let's put some averages up on the board, ignoring reskinned clones: Tier VIII Battleships (excluding Odin): 66,400hp Tier VII Battleships: 60,200hp Tier VI Battleships: 53,800hp (aww, bae-bote's average! ♥) Tier V Battleships: 46,300hp Odin has the hit point totals of a tier VI battleship -- and slightly lower than average for a tier VI battleship at that. Oof. Yes, this is bad. No, it's not the end of the world. There's more to ship survivability than just their hit points after all, though let me be clear, this does put her at a marked disadvantage. A lack of hit points has a couple of trickle-down effects. Her Repair Party's efficiency is tied to her base hit point total -- 14% of her health healed per charge up to a maximum of 16.8% with a flag. Fires and Flooding are also tied to her base hit point total, with the former doing 18% unmitigated and the latter doing 20% unmitigated). The damage done here can be healed back 100% with sufficient charges of her Repair Party. However, the flat damage done by bombs and shells hurts her more than higher-hit point total battleships. 10,000 HE damage done to Odin hurts more than 10,000 HE damage done to Nagato (18.9% of her health versus 15.4% for Nagato). Simply put, fires hurt all battleships equally but being shot does not -- the latter hurts lower health ships more. Thankfully, Odin is pretty well setup to resist shell damage in the first place. Armour & Citadel Protection A very German armour layout. Odin's protection scheme is analogous to (but distinct from) that of the Bismarck-class. This means ice-breaker bows, an extended waterline belt that covers her stern as well, thick upper hull protection and a reinforced deck amidships. Short of her icebreaker bow extending further up, this is about as good as you could ask for in terms tier VIII battleship protection. Her 45mm and 50mm hull sections along with her extended belt will foil many HE shells (pretty much anything that's not a German or British heavy cruiser or throwing battleship-caliber HE). This improved HE protection does make her more vulnerable to AP penetrating hits if they catch her broadside, so bear that in mind. When you look at her citadel defense, it's S-class -- as German as you can get. If you listen closely, you can hear the AP bombs drooling. Compiled from GameModels3D.com. This highlights Odin's turtleback and the two different armour values present. She has 120mm over her forward and rear magazines and 105mm over her machine spaces. This belt of steeply angled armour keeps her largely immune to AP shell citadel hits except from high-penetration shots at very (VERY) long ranges. Also from gamemodels3d.com. Odin has a "hidden" 60mm deck-plate linking the two sides of her icebreaker on both her bow and stern. Even if Yamato, Musashi or Shikishima overmatches her 32mm upper-extremities from range, this plate will prevent the shell from plunging into the 200mm transverse bulkhead of Odin's citadel. Bismarck and Tirpitz both lack this, having only a smaller (and easily overmatched) 20mm plate protecting this area. This isn't a game-changing bonus, but it's nice to have. Mitigation Odin's low hit point total eclipses her otherwise great survivability traits. These include her decent AA power, better-than-average agility and better than average concealment. All of these combined create a ship that honestly has a lot of tanking potential. Still, I shouldn't sugar coat it -- as well equipped as Odin is to control the engagement and shrug off attacks, her low hit point total is always going to be something you have to keep in mind. Exercising her mitigation tools is the best bet you have to giving Odin some carry potential. Use her Hydroacoustic Search to lower the amount of torpedo damage you take per game. Abuse her good concealment to go dark until there are juicier targets to shoot at. Invest in skills and signals to add efficiency to your consumables. And most of all, keep to the second line until it's time to push. It's a lot of work to keep Odin hale and whole. This is probably off-putting for a lot of people but I find it worth while and accessible. Keeping her healthy for the mid-to-late game allows her to pull off all sorts of shenanigans where her protection scheme and mitigation tools really allow her to flex. In the end, she is still a German battleship -- tough as old boots and built to brawl with the best of them. You just have to live long enough to get to that stage where the opportunities are more likely. I am convinced that her hit points are a bit of a red herring when it comes to the flaws of this ship. With a bit of know-how, the woes of her low hit point total can be easily mitigated. You can't say that about the performance of her 305mm guns, however, which are the real source of woe with this ship. The greatest criminal mastermind of our time. VERDICT: Solid armour, nigh-impervious citadel protection (outside of AP bombs) and good damage mitigation but she's still the Viribus Unitis of tier VIII. Agility Top Speed: 30 knots Turning Radius: 790m Rudder Shift Time: 14.1 seconds 4/4 Engine Speed Rate of Turn: 4.4º/s "It's not terrible." - Mouse, June 2020. Odin has better-than-average agility for a tier VIII battleship. However, she's no where close to being a top contender, lacking the straight-line speed (Richelieu, Gascogne), turning radius (So-Daks), rate of turn (Azur Lane's Littorio) or rudder shift time (Vanguard). She's just average or slightly better than average in a few key areas without being horrible where she's found lacking. It's worth mentioning that AL Littorio and Champagne are still works in progress and subject to change. VERDICT: It's not terrible. Anti-Aircraft Defense Flak Bursts: 5 explosions for 1,775 damage per blast at 3.5km to 6km. Long Ranged (up to 6.0km): 88dps at 75% accuracy Medium Ranged (up to 4.0km): 333dps at 75% accuracy Short Ranged (up to 2.0km): 109dps at 70% accuracy Screw it. I was going to make a pretty AA graphic but you can have my preliminary notes instead. I had a wth moment and ended up spending a couple of hours chasing down leads. APPARENTLY the Japanese Type 96 25mm AA gun is the most accurate mount out of any battleship AA gun. Look, I'm not the most savvy historionatrix -- scarcely better than the History Channel -- but even I know this is a facepalm. Also, Champagne and Borodino are still works in progress and subject to change. I'm not going to waste too much time here. Take a Catapult Fighter instead of a Spotting Aircraft consumable. If you've upgraded your secondaries, you'll have a bit more bite to your AA guns which should be enough to make a tier VI carrier cry and mildly annoy a tier VIII carrier enough to make them alternate aircraft types they hammer you with to mitigate losses. But don't kid yourself into thinking that this provides anywhere close to "good" AA firepower. She has marginally better defense than Bismarck but she still sits well behind ships like the So-Daks, North Carolina and Kii. VERDICT: Refrigerator Base/Minimum Surface Detection: 15.3km / 12.02km Base/Minimum Air Detection Range: 9.86km/7.99km Detection Range When Firing in Smoke: 11.9km Main Battery Firing Range: 19.09km / 22.87km with Spotting Aircraft active Hydroacoustic Search Ranges: 3.5km torpedoes, 5km ship detection. I'm about to heap a whole lot of cautionary praise on Odin's surface detection. Lemme state this fact before I get started: Odin's concealment is nothing special for a battleship; it's simply better than expected. High-tier German battleships are thunder-chunkers with choo-choo thighs. Odin isn't. This opens up the door to actually weaponizing her concealment as some other battleships can and German battleships typically can't. Clear? Cool. Vision control is, in my opinion, the ship's saving grace. Like Roma before her, having good concealment prevents Odin from being an unmitigated disaster of a ship (boy, has my opinion of that ship evolved over time). In particular, it softens the blow of Odin's smaller hit point pool, adding a bit of much needed survivability that she might otherwise lack. Playing up to this concealment advantage will keep this ship alive -- Odin belongs on the second line, playing more like a large cruiser than a true battleship, at least until the end game when she can finally choose to spend her hit points where it will actually matter -- in brawls and securing objectives. Of course, Odin's concealment advantages are easily undone. All it takes is a flanking destroyer or a determined aircraft carrier to undermine her stealth, lighting her up for the enemy team. At least in Randoms you can count on not being the first ship targeted if you're in the second line -- PUBies tend to shoot at whatever is closest rather than what's optimal, so again, I stress -- keep her in the second line, even if her damage output is going to be garbage for a while. Odin's vision control extends beyond playing peek-a-boo whenever she fires her guns from range. Having access to a Hydroacoustic Search is an underrated boon. It is primarily defensive, ostensibly keeping her safe from torpedo hits while it's active. However, I find it much more rewarding to use it offensively to sniff out ships behind cover even if opportunities to do so prove much more rare. This consumable does provide a welcome bit of supporting confidence to aggressively push when the time is right. Finally, like Roma before her, Odin is better equipped to flank and steal shots from an unseen quarter than some other battleships. On my wish list, including a kilometer less surface detection, would be a bit more speed to better take advantage of this ability, but it's good enough. Odin can make good use of islands on top of sneaking through open water to set up ambushes. Unlike her Italian counterpart, she's generally not doing it to put main-battery firepower pressure on the enemy, but rather to safely close and begin using her fish and secondaries. I honestly wish there was more to get excited over about this aspect of Odin. It's a panacea to her durability woes, but a single aircraft carrier will put a fly in that ointment. VERDICT: It's sad when arguably the best thing about the ship is a mediocre showing like this that band-aids other problems. Final Evaluation Odin or Tirpitz? I think that's the big question out there. If you have Tirpitz, why would you want Odin? If you don't have either, which one should you get if you had to choose between the two? Muh History aside, I prefer Odin but I don't think she's better. I admit some of this affection towards Odin is owing to her being new and my rather enjoyable bouts of play-testing. It was a challenge to play Odin well -- to preserve her hit points and then pounce upon the unsuspecting. This probably explains the success I had with Odin. She's so new that the population at large isn't aware of her torpedoes yet. Once they become common knowledge, players will learn to stay away as vehemently as they do from a charging Tirpitz. The shine will come off Odin's star soon enough leaving us with two very similar ships. Is Odin optimal? Hells no. Is Odin better than Tirpitz? Situationally yes. Situationally no. Tirpitz has better firepower, hands down. The overmatch of her 380mm guns is great. Tirpitz is arguably a better top-tier bully too where the deficiencies of her 105mm secondary penetration doesn't matter as much and she can make much more use of her overmatching ability. Odin is no slouch, she just does things a little differently -- playing hit and fade until it's time to stove someone's face in. Despite the deficit in hit points, Odin feels more survivable to me as a veteran player. I don't have to be a damage sponge. The catch, of course, is that her main battery guns suck. Dealing reliable damage outside of a brawl is difficult. And there will be matches where you don't get a chance to wade in and that will show in your results. Frustrations aside, for those who love brawling, it's those matches where you do finally get to sneak up and wade in, where you do get to put torpedoes up someone's nose or rip someone's citadel out at point blank range which makes all of the previous frustrations moot. Bonus points if you use Odin's concealment to set it up. As I mentioned, those games came frequently during play-testing and that's why I enjoyed this ship as much as I did. Was it because Odin is so sneaky or was it simply because people were ignorant of what Odin can do? I think it's both, to be honest. While I do imagine those opportunities will wane somewhat as people get wiser, those opportunities are so worth it. Overall, I think Tirpitz is more consistent, but there's room for Odin in my port. Conclusion Not bad -- a week's turn around time from when Odin's finalization was announced to getting this one out the door. I put a lot of extra work into this one and I hope the quality shows. Thank you to my Patrons on Patreon for their continued support and making these articles possible! ♥ 
  24. LittleWhiteMouse

    Premium Ship Review - Z-35

    The following is a review of the German premium destroyer Z-35. She was 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 0.9.11. Please be aware that her performance may change in the future. The Type 1936B destroyers bear a cursory resemblance to the American Fletcher-class. Tthe German and American ships are both large destroyers with five (roughly) five-inch guns in single turrets and two torpedo launchers, with Z-44 duplicating the quintuple mounts of the Fletcher-class while Z-35 makes do with quadruple mounts instead. However, the Type 1936B-sisters do not share the versatility of the American Fletchers, instead opting to specialize heavy towards a singular aspect. In Z-35's case, her strengths are so straight forward and unassuming, they''re easy to miss. Her smoke reloads quickly. Her guns fire 0.6 seconds faster than they should. That's it. That's Z-35. But these two things matter and they matter more than you might imagine as you'll see. Quick Summary: A heavy German gunship destroyer with five, rapid-firing 128mm guns but short-ranged torpedoes. She comes with a British destroyer Short-Burst Smoke Generator and a German destroyer Hydroacoustic Search. PROS Good chunk of hit points at 19,100hp. Good forward firing arcs. High DPM, especially with her AP shells. Boasts 32mm of HE penetration even before Inertial Fuse for HE Shells. Decent fire setting. Has a British destroyer Short-Burst Smoke Generator with lots of charges and a short reset timer. CONS Very (VERY) commander-skill hungry. Short ranged torpedoes. Slow turret traverse rates and poor rearward firing arcs. Sluggish rate of turn and large turning radius. Short-ranged AA firepower with no flak. Large surface detection range. No access to an Engine Boost consumable, limiting her top speed. Has a British destroyer Short-Burst Smoke Generator where her individual smoke clouds do not last very long. Overview Skill Floor: Simple / Casual / Challenging / DIFFICULT Skill Ceiling: Low / Moderate / HIGH/ Extreme Of the two Type 1936B destroyers, Z-35 is the less inexperienced-player-friendly of the pair. She's fat, she's not as fast, and using her weapon systems at the wrong time will get you spotted and killed. She doesn't scout well. She's too easily spotted trying to take cap circles and she's not agile (or fast) enough to book it out of Dodge when things go pear shaped. Her huge chunk of health evaporates fast during these missteps. Oh, and carriers just love to chew on you. For veterans, Z-35 ticks the usual German destroyer boxes but with some British-destroyer flavour added in. The fast cool-down of her Short-Burst Smoke Generator opens the door to some slippery shenanigans that can infuriate your opponents. Good map knowledge and knowing which islands you can use to bombard enemies from cover helps immeasurably and saves those precious smoke charges. Finally, while difficult, it's possible to use her as a forward scout, providing vision for your team and screening for enemy destroyers. Options Consumables There are two items of note here. The first is Z-35's Smoke Generator. The second is her lack of an Engine Boost consumable. Her Damage Control Party is standard for a destroyer. This has unlimited charges, a 5 second active period and a 40 second reset timer. Z-35 borrows a Short-Burst Smoke Generator from the British tech tree destroyers. This has 6 charges and only a 70 second reset timer. However, it only generates smoke for 10 seconds and each cloud lasts a mere 40 seconds. Like with British destroyers, the individual smoke clouds generated have larger dimensions than normal smoke (600m instead of 450m). The Hydroacoustic Search she mounts in her final slot is standard for a tier VIII German destroyer. It's active for 100 seconds and over that time it spots torpedoes at 3.5km and enemy ships at 5.0km. It starts with three charges and has a 120 second reset timer. Upgrades In your first slot, Main Armaments Modification 1 is optimal. However, if the thought of being detonated incenses you (and you do not have a ready stock of Juliet Charlie signals), then you can take Magazine Modification 1. The Special Upgrade, Hydroacoustic Search Modification 1 is best in slot two if you can afford it. It will set you back 17,000 from the Armory and will increase the consumable's action time from 100 seconds to 120 seconds. If that's not available to you, default to Engine Room Protection. I recommend Main Battery Modification 2 in her second slot to improve her gun handling. This will increase her gun rotation rate from 8º/s to 9.2º/s (up to 11.7º/s if you also add Expert Marksman). Otherwise default to Aiming System Modification 1. Propulsion System Modification 1 is your best choice in slot four. Z-35's Short Burst Smoke Generator does not generate many clouds so you have a lot less room to hide in. Improved acceleration is recommended.. If you prefer a more open-water style of play, then Steering Gears Modification 1 is better. To no one's surprise, Concealment System Modification 1 is still optimal in slot five. Steering Gears Modification 2 is a poor substitute but it has some (minor) viability when paired with Steering Gears Modification 1. Commander Skills After taking the mandatory survivability skills, prioritize skills hat will improve or facilitate Z-35's gunnery. Start with your choice of tier 1 skills. I prefer Priority Target but Preventative Maintenance and Incoming Fire Alert are reasonable choices. If you end up with 1 skill point leftover at the end, do not double up on Priority Target & Incoming Fire Alert -- always pair them with Preventative Maintenance instead. Next, grab the three skills highlighted with yellow circles: Last Stand, Survivability Expert and Concealment Expert. These are the mandatory destroyer skills that should be present on all of your lolibote commanders. After this, pick any of the red-square skills to your taste. Basic Fire Training should be considered all but mandatory but in the end it's up to you. There are lots of different viable builds for Z-35 and there simply are not enough commander skill points to go around. Finding what works for you may take some experimentation. She reminds me very much of HMCS Haida in this way. I found Radio Location to be especially helpful in Z-35. She's often out-spotted by enemy destroyers so this at least helps give a vector towards the skulking little monster. Camouflage Z-35 comes with Type 10 Camouflage providing the usual tier VIII premium-ship bonuses of: -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% to experience gains. I'm not a fan of either of Z-35's camo palettes. They look dull and dingy. Firepower Main Battery: Five 128mm guns in 5x1 turrets in an A-B-P-X-Y superfiring configuration Torpedoes: Eight torpedo tubes in 2x4 launchers mounted ahead and behind the rear funnel. Z-35's forward torpedo launcher has a 40º to 119º arc off each side (79º total). Her rear launcher has a 41º to 129º arc (88º total). Yes, her arcs are slightly better than Z-44's. That will be a running theme. Forgettable Fish Let's start with Z-35's torpedoes because they're largely a non-entity. This is owing to the combination of their short range (6km) and Z-35's limited concealment (6.11km minimum surface detection range). Short of using smoke, island-cover or racing ahead of a fast-moving target to dump fish in their path, Z-35 is not launching her torpedoes from stealth. This largely limits them to a weapon of desperation -- either yours or the enemy's. These torpedoes clone those found on Z-44 save for range and reload. Z-35's 90 second timer is about what you would expect for a quadruple launcher and echoes the reload on other German destroyers like Z-39, Z-23 and Z-46. Part and parcel of this cloning was the anemic warheads found on Z-44's fish. To put down a full health battleship, you'll need both launchers, so don't skimp out. Overall, these weapons are largely forgettable. They are just too short ranged to make regular use out of them, though it's always exciting when you do. Great Things About Her Guns Z-35 is armed with five of the German 128mm/45 guns. These weapons are the same guns you first take up at tier VI T-61 and Ernst Gaede. They are defined by their excellent AP shell damage which is comparable to a 152mm round fired from a light cruiser. This improved AP damage comes at the expense of that of her HE shells which are downright wussy by comparison. While AP shells always deal more damagethan HE for all ships, the ratio here is a 2:1 difference which is really high. Nost range from about 1.4 to 1 (IJN 100mm, Soviet DDs) down to around 1.2:1 (American & Pan Asian destroyers) with some extremes going lower still. Thus, it's to Z-35's advantage to make use of her AP shells whenever possible, though that's seldom straight forward. The issue is two fold. Both problems boil down to the maximum and minimum amount of armour Z-35's AP shells are effective against. First, they're lacking in penetration even for a destroyer. She can't even managing to best 100mm of steel at 5km. On the flip side of things, her AP shells still need to strike a minimum armour value in order to properly fuse -- 21mm to be exact. Without hitting that her shells simply overpenetrate and her damage output drops below that of her HE shells. Thus her AP shells exist in this narrow band of utility. They don't have enough penetration to citadel cruisers (except in very extreme cases) and their fuses aren't sensitive enough to properly arm on the broadside of destroyer hulls or battleship superstructures. There's no helping the former short of getting suicidally close -- and at those ranges, your fish are a better option anyway. The latter can be worked around. Good ol' Pythagoras tells us that the 19mm worth of plate found on high-tier destroyer hulls and battleship superstructures becomes 21mm thick when angled at approximately 35º from the perpendicular (lower tiered destroyers and battleships necessitate even steeper angles). So switch over to her AP shells as enemies begin nosing in. Just make sure to switch back to HE if they angle in too steeply or show broadside again. Though Z-35's HE shells are anemic on damage per hit, they have excellent HE penetration. She's able to penetrate up to 32mm of steel right out of the package which allows her to direcly damage the extremities (and some hulls) of tier VIII+ battleships. Few other destroyers can manage this and those that can have to rely upon using the Inertial Fuse for HE Shells skill which damages their fire-setting. This means against those big ol' thunderchunkers, Z-35 tends to do more damage on per hit basis that contemporary destroyers despite the deficit on damage per shell as hits that stray from their superstructures still have a chance of dealing damage. Thus she can still farm some numbers while attempting to spread fires on the other sections of the hull. It is worth noting that once a hull section is blackened, switch back to AP shells even if they will overpenetrate. A saturated (0.165x) HE hit from Z-35's guns does 248 damage while an overpenetration from her AP shells does 300. There is a lot of this jockeying back and forth to keep Z-35's damage output optimal. Where Z-35 stands apart from other German destroyers is her rate of fire. She doesn't have the usual 4 second reload -- instead her's is only 3.4 seconds. A 0.6 second difference may not seem like much but it's a 15% increase to her rate of fire. With her five guns, Z-35 puts out 88 rounds per minute, allowing her to keep up to but not quite match Z-46's and Z-52's six-gun, 4 second reload with 90 rounds per minute (at least until they equip Main Battery Modification 3 and leave Z-35 in the dust). So it's fair to say that Z-35 has almost tier IX gun damage. Let's call it tier VIII+. Look up, look waaaay up and welcome to Z-35's castle made of excellent AP performance. Her HE DPM isn't bad which is surprising given the lacluster damage of her individual shells. A Little Bit Pear Shaped... There are three ... well, let's call them "soft problems" with Z-35's guns. They're not crippling flaws by any means, but they are problems you'll have to address in order to make this ship perform. This first is their ballistics. German 128mm/45 guns have comparable ballistics to British 113mm/45 guns found on Jutland and Daring. This is better than the American 127mm/38 trebuchets but just slightly worse than the 120mm Bofors found on the Pan European destroyers like Frielsand. There are three shell flight time incriments I like to look at when I'm analyzing a ship: Four seconds, eight seconds and twelve seconds. Four seconds is about the maximum lead time that I can confidently bullseye a fast moving, evasive target like a destroyer with (almost) every shot regardless of how they throw themselves about. Z-35's shells reach 6.5km or so in 4 seconds. Inside of this mark is her ideal knife-fighting range. An eight second lead time is that sweet spot for standard engagement distances. Most of my shells will hit, even if the target is under manoevres. But with this much shell flight time, active dodging becomes an issue and hits are not guaranteed. For Z-35 an 8 second lead time takes her to 10.5km. This is the distance she can comfortably spray down cruisers and battleships from cover. Once I hit a twelve second lead, I'm really only going to hit the target if they're moving predictably and even then I might have to range in a few shells before connecting. For Z-35, this is only reached if you use the Advanced Fire Training (AFT) commander skill to let her reach this 13.5km distance. This is the upper limit of where she's effective so generally speaking, you can do without boosting her range and just stick with her base 12.12km reach. AFT gives her a maximum reach of 14.54km but that's just wasted space she can't effectively use as it takes her shells over 13 seconds to reach this distance. The second issue Z-35's guns face is gun traverse rates. 8º/s is alright but at full speed, she turns at just over 7º/s. When guns traverse this slowly relative to their ship rate of turn, the temptation becomes to use the rudder to keep guns on target. Dodging gets sacrificed to maintain a rate of fire. This can (and will) get you killed on occasion. Between the Expert Marksman commander skill and Main Battery Modification 2 upgrade, Z-35's gun handling improves from 8º/s to 11.7º/s. It's still not ideal (I would prefer 12º+ for a dedicated gunship) but it can be made to work. Such a build is expensive, however, especially for a ship that's already starved for commander skills. Mitigating this issue requires a lot of forethought in planning your angles of attack. I'm an impulsive idiot, though, so I've found upping my gun rotation rate works better for me. The final piece of the puzzle is her fire arcs -- specifically her rearward firing arcs. Forward, they're gorgeous, with only her Y-turret being a bit of a loser, failing the manage my covetted 30º off the bow fire angle. Four of her guns can manage 25º, just like Z-44, which is super comfy. Rearward things get bad. Her two forward turrets can only engage targets 54º off her stern which is horrible. Engaging with these turrets makes Z-35 an easy target for return fire which will get you mauled in short order. Sacrifcing two turrets in order to kite effectively is a poor trade, especially in knife fighting situations against other lolibotes. She is much better on the attack than on the defensive -- keep that in mind when setting up your attack runs. Z-35 has much better fire arcs than her sister, Z-44 with slightly better arcs on A & B turret but MUCH better arcs on Y. Z-35 has excellent forward fire arcs but pretty crappy to the rear. Her gun rotation of 8º/s is pretty bad, though. Practical Application Making the most out of Z-35 is all about exercising patience. She's too fat to contest a cap circle in the opening minutes of a match. As soon as there's opposition and they have any kind of support, she needs to vacate. During the opening minutes of the match, Z-35's gunnery is best used sparingly. What she's looking for are easy targets to hose down with a mix of HE and AP shells while avoiding reprisals from radar cruisers and carriers. Shooting and scooting from behind islands and smoke cover is her bread and butter until things begin thinning out. Only then, with her hit points preserved, can she begin hunting down lolibotes, where she can out-trade them with her rapid-fire guns and large hit point pool. The modest damage destroyers generate against larger targets belies it's efficacy in turning the outcome of a game. It's intimidating and frustrating to be hosed down from an angry smoke cloud or island. Light a fire or two and most battleships will give up the fight, even if you've only scratched their paint up until this point. Picking on cruisers, especially ones that can't heal, is riskier given the possibilities of Surveillance Radar or simply using their faster-reloading guns to take enterprising shots into your smoke. Still, the rewards are great if you can pull it off, especially against cruisers that can't heal. But it's ambushing destroyers where she really shines -- especially when she can make use of her Hydroacoustic Search to flush them out at close range and tear them apart in short order with her rapid-fire guns. That's always so satisfying. Fully upgraded toward setting blazes, Z-35 is a respectable fire setter. That's not something you can say about her tier IX counterpart, Z-44. VERDICT: Great guns. Crappy fish. Durability Hit Points: 19,100 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 19mm / 19mm In a straight up fight, Z-35's glut of hit points is bloody intimidating. Combined with the high DPM, she'll come out the better in most trades, even with most of the same-tier gunships. It's only in a protracted engagement, over the course of many minutes that she falls behind those destroyers equipped with a Repair Party. Similarly, this advantage in hit points falls away when up against higher tiered opponents with their larger hit point pools and even more efficient heals. The solution is, of course, to put those little bastards down quickly making optimal use of her AP and HE shells. However, given Z-35's shoddy ballistics and modest speed (see below), encounters with other destroyers are seldom decisive. She's too fat to get close barring the enemies already hiding in their smoke. Her ballistics are too floaty to guarantee hits at range and her ammunition too temperamental. Thus it becomes a case of spending her hit points wisely in such encounters and keeping in mind that some ships will claw back the health you've taken from them... which unfair as you totally went out of your way to steal those hit points in the first place. These graphs are getting a little too cluttered. I think I'm going to have to start paring them down and only selecting a few key ships. Agility Top Speed: 36.5kts Turning Radius: 670m Rudder Shift Time: 4.4s 4/4 Engine Speed Rate of Turn: 7.1º/s at 30.8kts And here, Z-35 doesn't fare so well ... This is a shame, because it had been pretty good up until this point. The disappointment she creates here isn't owing to a single thing but rather all of them working in combination. Her top speed is decent. 36.5 knots is more than reasonable. She's certainly not competing with the likes of the Soviet and French speed demons, but that's not a flaw in of itself. Her rudder shift time is fine. It could be better but it's not terrible. And finally, her turning circle radius is a bit on the large side, but alone isn't enough to damn her. But when you put this together, Z-35 handles like a fat, ill-tempered duck. She's anything but nimble and she ends up feeling more like an agile light cruiser than a destroyer. She can wiggle and dodge, sure, but it's not as comfortable as other destroyers. Her 7.1º/s rate of turn is close to that found on cruisers like Perth and Murmansk. Things get weirder when you look at her consumables. When I saw Z-35 had a Short-Burst Exhaust Smoke Generator, I got excited that we might see a German destroyer with British destroyer energy preservation -- you know, to facilitate stopping and starting in her tiny smoke screens. Well, a simple twirling test dismissed that notion. Then I thought, perhaps she will have improved acceleration. To this end, I compared her to Farragut, the tier VI American tech-tree destroyer that shares the same top speed. But Farragut reaches 36.5 knots a full second faster than Z-35, so that didn't pan out either. The last thing I checked was if Z-35 stopped faster (cuz I dunno, maybe it was a thing to help with braking into her own smoke?). Again Farragut achieves this a full second faster. The only thing these tests confirmed was that Z-35 is a chonker and she does have any special agility gimmicks. Taking Propulsion Modification 1 is thus highly recommended. It's the only extra grunt you'll get in her engines short of equipping a Sierra Mike signal. What Z-35 does have is an agility deficit and this goes beyond her modest-to-poor base stats. Without access to an Engine Boost consumable, she doesn't have that on-demand speed that's so helpful for destroyers for extracting themselves from bad situations (to say nothing of capitalizing on opportunities). Functionally, this reduces her flexibility to that of the Japanese torpedo-boats of this tier. Anything else can, with the touch of a button, out-strip her in straight-line speed. This limits Z-35's ability to control engagement distances. This, on top of her rearward fire-angle woes makes her a very poor choice when it comes to kiting opponents. Z-35 can gun but her run needs a lot of work. Pretty crappy. At least Z-35 isn't ducky-bad. VERDICT: Forget any hidden agility bonuses. She's as bare bones as she looks and she looks chonky. Anti-Aircraft Defence Medium Ranged (up to 3.5km): 122.5dps at 100% accuracy (122.5dps) Short Ranged (up to 2.0km): 42dps at 95% accuracy (39.9dps) I crack the joke in my Z-44 review that all she can do is Just Dodge™. I thought it worth explaining why I'm generally dismissive of most destroyer AA defence. It comes down to two main reasons: They don't generate enough DPS. It's against their best interest to keep their longer-ranged AA batteries active until the last minute. The first one is pretty obvious. If you're not doing enough damage to shoot down so much as a single plane, there's nothing stopping the carrier from coming back again and again. Even if a destroyer does have enough DPS to shoot down an aircraft, they have to do so at a rate that taxes the regeneration of the carrier significantly or the carrier can simply absorb the losses and (once again) keep coming back. This problem compounds with destroyers keeping their AA disabled. Because of their only modest AA values relative to the hit points of individual aircraft, their best defence is to remain unspotted for as long as possible. To this end, destroyers will only activate their AA guns when planes wander into their aerial detection range. This further reduces the amount of time they have to shoot down aircraft. For example, to shoot down just one upgraded (health + armour) F4F Wildcat from a tier VI Ranger's attack-aircraft squadron, Z-35 needs anywhere between 4 seconds (absolute best circumstances with perfectly timed focus fire against a full-sized squadron) and 9.2 seconds (just base DPS, no focus fire) to shoot down one (1) aircraft assuming all of her guns are in range and intact. Things get worse when you face tier VIII and tier X aircraft. And that's the other thing, with Z-35's AA firepower based on medium and small calibre mounts, even a cursory smattering of HE damage will break many, if not most, of these weapons. A single HE rocket strike facilitates any follow up strikes. It gets easier and easier for the carrier the more damage she does. The only way to succeed here is not to get engaged at all. In order to stand a reasonable chance of discouraging predation, your little destroyer has to be shooting down three or more aircraft per squadron and that's largely beyond the capabilities of most tier VIII destroyers. Z-35 isn't the DPS front-runner. So Just Dodge™. You might shoot a few planes down. They will probably be summoned fighters. But don't kid yourself to think you have anywhere near enough AA protection to make a carrier think twice. Even the best performing AA-destroyers at this tier struggle, to say nothing of the rest of the plebes. VERDICT: Just Dodge™. Vision Control Base/Minimum Surface Detection: 7.92km / 6.22km Base/Minimum Air Detection Range: 3.7km / 3.0km Detection Range When Firing in Smoke: 2.99km Maximum Firing Range: From 12.12km to 14.54km Fat Z-35 is one heckin' chonker. To other ships, she's spotted just as easily as Z-23 and Harugumo. You're not sneaking up on much of anything. On the occasion the enemy lolibote doesn't spot you first, the margin of distance between your surface detection and that of your enemy is so small that you'll scracely have the reaction time to capitalize upon it. It's only the ships out there with the worst concealment that she can effectively out-spot and keep lit without giving herself away, assuming you went with a full concealment build. The list of ships she outspots by a distance by 400m or more is painfully short. Le Terrible (+430m) Mahan (+450m) Aigle, Guépard, Maass, Minsk, Blyskawica, Udaloi (+540m) Marceau (+760m Kiev (+850m) Paolo Emilio (+910m) Tashkent (+1,170m) Mogador (+1,280m) Kléber (+1,540m) Khabarovsk (+1,640m). You'll note that many of these ships include those that can exceed 40 knots. Even if Z-35 spots them first, there's no guarantee she can effectively play keep away if they're trying to sniff her out. Similarly, when Z-35 is detected first, she's not guaranteed to have enough speed to be able to run down those that are lighting her. She is generally ill-suited to hunting down destroyers for this reason., at least without a lot of help. Taking Radio Location as a commander skill is highly recommended as it lets you know the vector towards the nearest ship. This will, at times, allow you to plot more effective intercepts, especially with working map knowledge and how enemy destroyers like to take advantage of different locations. It also helps with using her other consumables efficiently, warning when using her Short-Burst Smoke Generator or Hydroacoustic Search are best held on standby. There are only ever bandaid solutions to correct for Z-35's large surface detection. Patience, caution, Radio Location all help but they're not a perfect fix. Keep this flaw in mind. Squid Ink Thankfully, Z-35 will (almost) always have her Short-Burst Smoke Generator on hand. The reload of this consumable is very short -- 70 seconds from the last smoke cloud's discharge. The delay between Z-35's last smoke cloud being issued and the consumable coming off cool-down is a mere 20 seconds. This can be further reduced with signals and commander skills, dropping the delay down to just 13.2 seconds (63.2 second reset timer) allowing Z-35 to become especially slippery. While her individual cloud may last only 40 seconds, the value of (almost) always having her smoke ready again when she needs it cannot be underestimated. It's this consumable which "fixes" her bad concealment. It also helps keep her alive with her smoke not allowing her to stay parked in one place for long without being spotted again. This can (and will) frustrate enemy torpedoes launched from long range to try and flush you out, sparing you some use of your Hydroacoustic Search. Gunning from smoke is Z-35's bread and butter, though efforts should be made to spare its use when possible. Assuming it takes Z-35 two minutes to make initial contact from the start of the match, she can blow through all six of her intiial smoke charges by the 10-minute mark of the game. It's surprisingly easy to run out. Superintendent helps, of course, but you can spare yourself the three commander skill points by having a list of islands in your head that you know you can make ready use, allowing you to bomabard enemies from relative safety. This can always be supplemented with a squirt of smoke if the firing angles change. Not a Cheese-Eating Surrender-Monkey With her great smoke and her poor concealment and awful kiting fire-angles, she is not well suited to blasting enemies from open water. As lolibotes go, Z-35 is a pretty damn easy target to bullseye for cruisers and battleships, even when she's attempting to make herself wiggly. Her (relatively) short engagement distances compound this. Her 36.5 knot top speed, her 7.1º/s rotation rate and her inflexible gun arcs means that her movements are limited and often predictable. A Z-35 that starts blasting out in the open is asking for trouble and is usually forced to squirt smoke to bail herself out when enemies start looking her way. Granted, this can be a pro teamplay move in order to distract the Reds but it's generally lumped in the "not a good idea" or "get yourself sent back to port stupidly fast" category of thought-processes. Stick to island cover. Use your smoke. Success & Lolibote Hugs Z-35 generally espouses standard German destroyer game-play because of her concealment woes. Don't push cap circles too early. Bombard targets from smoke. And, when opportunity permits, push on any destroyers hiding in smoke to flush them out with her powerful Hydroacoustic Search. This is, in my opinion, Z-35 at her most rewarding -- catching enemy destroyers unawares and ripping them apart with a hail of her rapid-fire 128mm weapons. Her awesome forward fire angles make this so heckin' comfortable. So long as you time your approach right and use their own smoke to prevent her friends from seeing you once you've finally got them lit, the pay-off is huge. You can then "borrow" their smoke afterwards and put shells in their friend's faces if there's any within reach, or simply go back and cap now that the enemy destroyer screen is thinned out. Z-35's stealth game is very nuanced. She's ill-suited to taking big risks, being (generally) unable to run if things go pear shaped (and they will). But, with careful husbandry of her vision control assets and some general patience for finding the right opportunities, she plays a mean game. Z=35 may have crappy stealth but she has good vision control. Getting the most out of it comes is locked behind a pretty high skill wall, making her unfriendly towards new players. But in the right hands, she's a beast. Island? Check. Enemy battleship inside of 11km? Check. Smoke at the ready? Check. This is Z-35 101. VERDICT: Far better than her crappy surface detection range would suggest. Final Evaluation I don't think I could have been any more dismissive of Z-35 if I tried. A big, fat German gunship with useless torpedoes? How boring. Why would anyone want to spend money on this thing when they could get something novel like T-61 or T-44? The simple answer is reliability. Z-35 is a workhorse. She's no show-pony. There's no glitz, no glamour. There's no fancy gimmicks. Hell , I even overlooked the quirk of her Smoke Generator on my first couple of play throughs. It wasn't until I noticed that it always seemed to be at the ready that I clued in (you would have thought the different icon would have tipped me off, but I'm an idiot, what can I say?). Z-35 is simply effective. That is not something you can say about her sister, Z-44, whose fortunes largely hinge upon the stupidity of her opponents. She's analogous to (and largely performs a similar role) to the IJN Ducky Botes like Akizuki, Kitakaze and Harugumo. It's hard to argue against their efficacy. Now being effective doesn't necessarily translate to being fun. A ship being good goes a long way towards that, let's not kid ourselves, and Z-35 definitely has one foot in the stirrups there. Where this ship excels, what truly makes her special, is how much control she gives to the player. Success with Z-35 doesn't hinge on having good team mates. She can do her own spotting even in her own smoke, picking on battleships made visible by the blast of their own guns. She's not beholden to there being gaps in the enemy lines in order to farm damage the way Z-44 and other torpedo destroyers are. Her tool-set gives her enough versatility that you can set yourself up to succeed and the ship's performance changes noticeably with different builds, lending this sense of customizability that feels so rewarding. You can make this ship your own, both through style of play and upgrades. So far, pretty high praise, no? Now the caveats Tier VIII matchmaking is junk. Tier IX is the new tier VII and Z-44 spits on Z-35's matchmaking. Z-44 enjoys fewer games with aircraft carriers in it -- a factor that greatly changes the quality of life for destroyers, I think we will all agree. For Z-35, the presence of carriers is normal, being bracketed by tier VI and tier X CVs within the matchmaker, to say nothing of those that populate her own tier. It's so commonplace that I sat up and took notice in my play sessions when there wasn't a carrier present, and thanked my lucky stars RNGeebus had smiled on me. Similarly, for pure economy reasons, tier VIII feels long in the tooth. Why earn 400,000 credits a match when you could earn so much more by playing a tier IX premium instead? It's also hard to feel like Z-35 is somewhat lacking in game play variety. In my heart I know this is a falsehood -- the manner in which she has to approach each match is varied depending on the opponents she faces. Some games she has to be especially slippery, dodging active hunters and farming what little damage she can as opportunities permit. On others, she gets to play a forward scouting role, pushing the enemies screens back. My perception no doubt comes from the lack of torpedoes which is so very much a staple of destroyer game play for me. This combines with the necessity of patience to make Z-35 work. I'm not patient in my game play. It's an uncomfortable fit for me and when every match starts with a delayed waiting period, they end up feeling similar. I'm sure this is all in my head. Overall, I'm very pleased with Z-35 but I can't recommend her. The skill floor is a little too high. If you're a veteran destroyer player with a solid understanding of stealth and gunship tactics, go for it.. Otherwise, respect this ship and keep clear. Conclusion Thank you all so much for reading. Thank you very much to my patrons for their continued support. I had originally planned to review both Z-35 and Z-44 together in the same article in the same manner as my Belfast & Belfast '43 review or that of Siegfried and Ägir. However, time was not permitting. It is easier for me to separate the two of them rather than constantly lacing a narrative between the two ships. This is clearly a case of "if I had more time, I would have written you a shorter letter". If you stumbled upon this review and are looking for her sister ship, you can find the link here. Go have a read before you pull the trigger on either ship. I really like this screenshot. My new pooter makes things pretty.
  25. LittleWhiteMouse

    Premium Ship Review: München

    The following is a review of München, the tier VII German light cruiser. This ship was provided to me by Wargaming for review purposes -- I did not have to spend money on this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.9.7. Please be aware her performance may change in the future. Quick Summary: A fast, stealthy and super-squishy German light cruiser. A More-Better Mainz München is very good at burning down Warspites. München is a fast, agile and stealthy German light cruiser. Stealth, by and large, is a non-entity among the German cruisers from tier V+, to say nothing of a high top speed. And now we have a ship that has not only stealth and speed but good handling too. You would think this would result in a compromise to striking power. If you crunch the numbers, sure, München appears to have a gunnery deficit, especially relative to the other German light cruisers. However, in practice, this drawback is a non-entity in every circumstance short of straight-out slug-fests. I know, I know, I'm already hyping this up to be a good German premium. The memes among the community would have you believe that's not possible. But you won't have to take just my word for it. Everyone's favourite part-time troll and two-parts heavy-metal enthusiast, Lert, is here to help us out. Hello and welcome to another Lertbox in which I pretend to know what I'm talking about. This time it's to write about München, gifted to me by a very generous friend. PROS Great AP DPM. Improved HE penetration, allowing her to directly damage 38mm hull sections. Fast for a German cruiser with good handling. Good concealment with a surface detection as low as 9.4km with all buffs. Access to a German Hydroacoustic Search consumable. CONS Small hit point pool. Very squishy with 16mm extremities and only 50mm of belt armour. Poor AP penetration, especially over distance. Meh HE DPM. Poor ballistics on her shells, with long shell flight times at ranges over 10km. Plagued with the same 6km range torpedoes of many German ships. Tier VII Matchmaking. Overview Skill Floor: Simple / CASUAL / Challenging/ Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme München's fragility is the only thing making her a bit unfriendly for inexperienced players. Otherwise she's a very comfortable ride with easy-to-use HE spam and good handling. Veterans will love the shenanigans you can pull between her HE and AP shells, to say nothing of using and abusing island cover and open water stealth to take up advantageous positions. Her speed is just delightful and she up-tiers well, making her a very flexible ship. Options Upgrades München's consumables are pretty standard fare for a German cruiser. Her Damage Control Party is active for 5 seconds and comes with unlimited charges. It has a 60 second reset timer. In her second slot you have the choice: Her Hydroacoustic Search has improved torpedo and ship detection ranges over standard versions of the consumable, picking out these threats at 3.75km and 5.5km respectively (instead of 3km for fish and 4km for ships). In addition, the consumable lasts 10 seconds longer for 110 seconds total. It comes with three charges and a 120 second reset timer. You can swap this out for a Defensive AA Fire consumable. This is standard for a cruiser providing and additional 50% continuous damage and 300% flak damage for 40 seconds. It has a three charges and an 80 second reset timer. Finally, she has a Catapult Fighter. It launches a flight of two planes which orbit on station for 60 seconds. It has three charges and a 90 second reset timer. You can leave Defensive AA Fire where it is. I stick with Hydroacoustic Search. Upgrades Start with Main Armaments Modification 1. Get Hydroacoustic Search Modification 1 from the Armory. This will set you back 17,000 Coal . This will lock your consumable choice in, but it’s the better option. If you can’t (or won’t) take the hydro-mod, then take Engine Room Protection. München's steering gears have a habit of falling off to loud noises. Aiming Systems Modification 1 is (still) the only option worth taking in slot three. Because of München's propensity to hump islands, take Propulsion Modification 1 in your fourth slot. If you'd rather a bit more wiggle in her tush, then you can go for Steering Gears Modification 1 instead. Captain Skills I'm not going to deep dive on why the following skills are recommended (mostly because I spent way too much time this month already going over the proposed skill changes). Suffice to say there's a lot of potential overlap with other German light cruiser captains. This makes München a good trainer as she doesn't require any weird skills. Camouflage München comes with Type 10 Camouflage, providing the usual bonuses: A 3% reduction in surface detection ranges. A 4% increase to the dispersion of enemy gunfire. A 10% reduction to post-battle service costs. A 50% increase to experience earned. Yay, we finally have alternative colour palettes for German ships! Firepower Main Battery: Eight 150mm/55 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Four 105mm/65 guns in 2x2 turrets. Torpedoes: 2×4 launchers with one per side. These ain't yo daddy's German 150mm guns. München has her turrets lifted directly from the secondaries of battleships like Scharnhorst, the Bismarck-class and Friedrich der Große. These are the low-velocity, 55-caliber 150mm guns as opposed to the longer, higher-velocity 60-caliber 150mm weapons found on Königsberg, the Nürnberg-class and Mainz. München's ballistics suffer from these shorter barrel length. In addition, her AP shells do less damage. Let's keep this short and sweet, shall we? There's really only a couple of things to really talk about here, so lemme breeze through the rest to at least touch base. Her gun handling is alright. She has a 9º/s rotation rate. All eight guns can fire at targets 32º off her bow which is decent. However, they can only fire 36º off her stern which isn't ideal -- I would prefer to see this much closer to (or below) 30º. München's guns all have 1/4 HE penetration, allowing her to directly damage 38mm armour sections. This is awesome. Her main battery firepower range is okay-ish. 16.6km is serviceable but not great. I'd love to have more but for a tier VII light cruiser, this is average-to-good. On paper she is only a modest fire setter, falling well behind the fire setting potential of American and Soviet light cruisers. Because München isn't shackled to Inertial Fuse for HE Shells (IFHE) she has the potential to have much closer performance to her tier mates. However, IFHE isn't a must-have for tier VII light cruisers, she isn't necessarily a front-runner. Still, she is well ahead of heavy cruiser fire setting performance. Her torpedoes are an afterthought. You'll use them often in PVE modes but much (much!) less-so in PVP environments. They're the same G7a T1s you've seen time and again on German ships with their 6km range and only modest 13,700 damage per hit. Okay, all of that is squared away. Let's talk about the two primary facets of München's firepower. Only Eight Guns How the Hell is an eight-gun light cruiser supposed to keep up with the other light cruisers packing ten, twelve or even fifteen guns? I've already covered some of it and this just shows you aren't paying attention (YOU FOOLS!). München has that 1/4 HE penetration value, so she's more capable of landing direct-damaging hits with her HE shells against a wider variety of targets than her counterparts. But there's more to it than that. München has a 5 second reload. This is stupid-crazy. This is the same reload as Atlanta used to have with her 127mm/38 guns. With this being half again as fast as the standard reload of most of the other light cruisers, this allows München to put out twelve-gun numbers with only eight barrels. München spits out twelve rounds per minute per gun. This does beg further caveats, though. These are German 150mm/55 guns. They have their own issues which further complicates their numbers. First, they have artificially high AP shell damage values. Second, they also have low HE shell damage values. Third, München isn't the only 150mm/55 armed German cruiser with an increased rate of fire over 152mm armed ships. To say that München's rate of fire is comparable to twelve gun ship is a bit disingenuous given that we already have a German light cruiser using the same weapons but with a twelve-gun armament. So while I could compare München to the other tier VII cruisers, I think a better comparison would be to stack her up against the other German 150mm armed ships within her matchmaking spread to better illustrate her performance. Otherwise, her numbers are too easily taken out of context. AP shells in blue (top) and HE in red (bottom). München isn't that much better off than the nine-gun armed Nürnberg-class ships. With her lower quality AP shells, the race is even closer, though she remains comfortably ahead with HE. If you compare their reloads, München is the fastest at 5 seconds. Mainz, Nürnberg & Makarov have 6 seconds and Königsberg has a 7.5 second reload. So München is fast, but she's not that fast compared to other German light cruisers. Look at that. Perspective. German 150mm guns have shorter reloads than comparable light cruisers. München's reload is admittedly faster still but not so quick that she stands well apart from similar vessels. It is enough to put her slightly ahead of the nine-gun Nürnberg-class ships, but she's not putting out true "twelve gun" DPM numbers as Mainz shows. So her damage output is reasonable for a German light cruiser. With that settled, let's look at how she ranks up with the other tier VII ships. Alright, the usual caveats apply here. This is assuming such unrealistic parameters such as 100% accuracy. Also, I did not include the Italian SAP shells nor the influence of Algérie's Main Battery Reload Booster consumable. Got it? Good. München's HE output is very close to that of a heavy cruiser. So AP good, HE bad, right? Well, these numbers are misleading which is why I didn't want to lead with a simple DPM graph. München's shell performance is kind of like Atlanta's theoretical DPM -- the theoretical numbers do not necessarily reflect in-game performance. So you have to frame these numbers with some context. First, München's AP damage is held back by the typical AP shell caveats. They're not going to do well against anything other than broadside targets. Furthermore, they need to have enough penetration to deal damage in the first place. Finally, an overpenetrating hit (375 damage) isn't worth as much as an HE penetrating hit (561 damage). So like just about every other ship in the game, München's AP shells aren't brainless. The extra layer of challenge here is that München's AP shells don't have the greatest punch over distance as shown here: So as good as München's AP looks, the opportunities to use it effectively aren't plentiful. That leaves a lot of the heavy lifting on her modest HE damage totals, right? Well they're not as modest as they look. With apologies to those who are colour blind. The four categories are worth explaining. "IFHE" means the ship's base rate of fire with IFHE added and no other bonuses or penalties.. "IFHE+" is the maximum fire chance with all applicable bonuses (including BFT for Flint & Atlanta). "Base"is the ship's stock fire chance and reload with no bonuses or penalties. "Max" is going for the maximum fire chance with all bonuses applied (including BFT for Flint & Atlanta). This brings us back to that 1/4 HE penetration. Yes, I'm saying it again. Stop forgetting and I wouldn't have to. Sure, when paddling lolibote butts or similarly under-developed armour profiles, München's DPM can't keep up with the other light cruisers. But you're not paying for burst potential with München's HE -- you're paying for consistency. While other tier VII light cruisers struggle when up-tiered, München's gunnery is consistent no matter what she faces and the numbers she puts out are very respectable. For an eight-gun light cruiser, that's a pretty solid plus right there. Waifus and Kite String Here's the second facet of München's firepower worth addressing: Her ballistics. Her arcs are pretty terrible. They're not quite as bad as American light cruiser trebuchets but they're close enough. The good news is that these guns are wonderfully suited for taking advantage of your favourite island waifus and snuggling up to her to make a hot steamy mess on someone's deck. München's ballistic arc most closely resembles that of British light cruisers. The bad news is that they have pretty terrible AP penetration over distance. You're not going to citadel another enemy cruiser except at stupid-close, knife-fighting, reach-for-the-Soviet-4km-torpedoes kind of ranges. While this does make it less likely for her AP shells to over-penetrate relatively thin armour sections over distance, they still have to arm which necessitates striking a plate 25mm thick. This makes them ill-suited to hurting enemy destroyers BUT great at hitting soft-parts of higher-tiered cruisers and battleships just about anywhere that's not their belts. München's relatively short 0.025s AP fuse timer will help with this too. So when facing broadsiding battleships, feel free to switch over to AP rounds once you've set a fire or two to spike your damage totals up. Approximate AP penetration values drawn from wowsft.com. Firing from open water is possible. München's agility certainly allows for it (more on that later), but between her ballistic arcs and her poor(ish) rearward firing angles, this really isn't her forté. When München's guns get firing, the arcs she poops out paints a big ol' "shut me up" target on the back of her head, particularly if you're actually managing to land shells at the 15km+ distance you'll need to stay at in order to keep relatively safe. I'm sure some of you MLG Pros out there will pull it off beautifully but I think island-humping is definitely the safer way to go. München's oh-so forgettable fish. There has to be some element of desperation present before you'll get a chance to use these. Whether that's on your part or the enemy's is the question. Summary München's guns reward switching between ammunition types and making the best use of terrain features present on the map. These are both higher-skilled elements which may look a bit off-putting to some players. However, she is "good enough" even if you elect to spam one ammunition type (HE) and dodge and wiggle about in open water, hoping that the enemy doesn't shoot back. Her firepower is easy to use and scales well with player skill. Good HE shells with high penetration which makes them capable against all targets. They just don't put out massive numbers on their own. Her AP shells are fussy and harder to use but they have the potential of putting out a lot of damage in a very short time, but they are entirely situational. Depending upon your skill level, island-humping or open water wiggle & dash will give you varying levels of success. VERDICT: Pretty damn respectable. Defense Hit Points: 30,200 Bow & stern/superstructure/upper-hull/deck: 16mm/10mm/20mm/25mm Maximum Citadel Protection: 50mm belt + 35mm turtleback Torpedo Damage Reduction: 10% München has a tumour. It's one of those gross tumours. The ones that have grown their own hair and teeth and maybe an eyeball. This tumour is her citadel, which is one of the most hideous looking citadels I've ever had to study. This thing sits stupid-high in the water, has useless sloping features and bulbous growths. These features exist purely to make you the perfect sacrifice to hungry Gods. ] You're gonna need guts to cope with this citadel. Going berserk won't save you. If München has a flaw, this is it. München reminds me very much of the Nürnberg-class where death comes swiftly be it from massive alpha strikes or even by a thousand smaller cuts. Her small hit point pool and lack of armour means that everything that hits you is going to hurt. The shallow angle of her citadel slopes is terrible at keeping out AP rounds and the various bulbous steps and tumours along with that easily overmatched 20mm roof makes her vulnerable no matter how she angles. So yeah. Don't get hit. If you needed any further reinforcement on why this thing should island camp as much as possible, just check out these next two graphics: Yikes. Yikes-yikes. I'm not going to sell you any lies. It's not like München's durability is more volatile than say Shchors or Indianapolis. Like most tier VII cruiser, her defence is made from wishful thinking. If you get caught out, get on your knees and beg to RNGeebus and pray he doesn't take everything from you. VERDICT: Don't get hit. Agility Top Speed: 36.0kts Turning Radius: 690m Rudder Shift Time: 8.3s 4/4 Engine Speed Rate of Turn: 6.4º/s At first glance, München's agility doesn't seem like a big deal. I mean, check it out: For a tier VII cruiser, München's agility looks pretty decent, but nothing to get excited about. She manages a good rate of turn but her turning radius seems pretty big. What's all the fuss? The big deal is that she has much better agility than anything else in her tech tree from tier V and above. German cruisers trend towards the slow side of cruiser speeds with only Siegfried & Ägir managing to exceed 33 knots and they handle more like battleships than true cruisers. Everything else largely sits at 32 knots with a couple nudging 32.5. And here München shows up with a top speed of 36! That she manages to do so without ballooning her turning radius any larger than she does is a breath of fresh air for an otherwise quite sluggish line. So while München's agility may look respectable for a tier VII cruiser, for a German cruiser, it's excellent and it opens up the possibility of some dynamic game play options they don't normally get to enjoy. And let's not overlook that a 36 knot top speed on a cruiser is pretty damn phenomenal. München is downright fast. There isn't much out there that can keep pace that's not a destroyer. Does it make sense now? VERDICT: Very comfortable. Anti-Aircraft Defense Flak Bursts: 1 explosion for 1,330 damage per blast Long Ranged (up to 5.2km): 46dps at 90% accuracy Medium Ranged (up to 3.0km): 270dps at 90% accuracy München's AA power is meh. It's all concentrated in her fragile and rather short-ranged 30mm batteries which won't survive long if you take any HE damage. Taken on her own merits, yeah, she can hold her own against tier VI carriers -- or at least make it expensive for them to repeat-drop on her, but they will be able to drop on her. There are worse-protected tier VII cruisers, at least she won't be a high priority target. This is largely why I advocate for taking Hydroacoustic Search over Defensive AA Fire. VERDICT: Hurry up and get here, new skill rework. I want my cruiser AA to be able to do something again. Refrigerator Base/Minimum Surface Detection: 10.8km/9.43km Base/Minimum Air Detection Range: 5.78km/5.2km Detection Range When Firing in Smoke: 4.89km Main Battery Firing Range: 16.61km München's concealment would be impressive on any other tier VII cruiser. It's doubly so because it's on a German cruiser. She is a very stealthy ship. Combined with her high speed and her excellent Hydroacoustic Search, she becomes an increasingly dangerous ship the more the ship rosters on each team thin out. München is well set up to control engagement distances. Her short concealment range makes it easier for her to kite away from unfavourable encounters and in a pinch, she can even flush out ships hiding in smoke (at 37.8 knots with a Sierra Mike signal, she can cross 5km in just under 50 seconds -- enough to light someone with her Hydroacoustic Search). So we're combining good striking power with good speed, good agility great concealment and an excellent detection tool. München has an enormous amount of potential flexibility and she's a very dangerous ship in the right hands. VERDICT: Downright amazing. Final Evaluation There should be more hype surrounding München, in my opinion. This is a damn fine premium ship and a worthwhile addition to any collection for light-cruiser fans. That she's a German ship of all things is just icing on the cake. The only real downside to this ship is her fragility and even that isn't that bad compared to other tier VII cruisers, not when there's the likes of Shchors or Abruzzi waiting to explode when someone passes gas in their general direction. Given the choice between this or Mainz, I can acknowledge that Mainz is harder hitting but München is more powerful tier for tier. She just has so much more carry potential. I really don't have much more to say than that. I can't sing this ships praises highly enough, so I'll let Lert close us out. München's not really a German light cruiser at all. Sure, her camo looks German, she's flying this game's version of the German naval jack and you can train a German captain on her, but in most gameplay aspects, she's really not a German light cruiser. And in some, barely a light cruiser at all. Allow me to explain. These are the characteristics of the high tier German cruisers: Relatively slow Turns sluggishly Bad concealment Tanky Solid secondary armament - you know, for a cruiser And München? Fast at 37.9 knots with speed flag Wriggly as a worm on a hook 9.4km concealment with stealth build Squishy as all hell Only like a single twin 105mm a side for secondaries So what we have left is basically a fat destroyer leader, with an armor scheme that's not meant to handle anything bigger than 150mm thrown at it due to thin total thickness and a relatively steep turtleback angle on an oversized citadel. What we have left is a small, fast, thin and agile ship that can keep up with destroyers, has deceptively good DPM on guns designed to deal with small targets and a nasty set of volkstorpedoes as backup. Volkstorpedoes? Yeah, your standard, 64 knot, 6km, 13700 dmg torpedoes you find on so many mid tier German premiums. The People's Torpedo. München has a vierling set on each side. Her AP DPM is decidedly German, artificially boosted on low Krupp shells, only good for short to medium range, broadside targets. Her HE DPM is also decidedly German, deceptively low at middle of the pack values, until you remember that she has the quarter-pen rule and doesn't need IFHE to do direct damage to armor plates up to 38mm. But where her guns fall down is in slow shell velocity and high arcs, plus mediocre range. So we have a light cruiser with Russian CL speed, British CL agility and squishiness, American CL shell arcs and range, but German hydro, DPM values and volkstorpedoes. People call her a Mini Mainz, but I think the descriptors German Micro-Wooster or Super Nürnberg are more apt. She has a high skill floor, and high skill ceiling. Bring your A game and she'll do you well - until you explode from a load of battleship or heavy cruiser AP ejaculated into your citadel. But is she a good ship? You have to answer that for yourself. She's very demanding, but very rewarding if you can put in what she demands. Yeah I think she's a very good ship. Very strong - until she is misplayed and unceremoniously deleted. Conclusion Thank you all for reading. This review almost didn't happen. I nearly gave up part-way. You may have noticed that the graphs aren't up to my usual standards. They're pretty bare bones. You see, I had them all done before -- pretty and perfect and raring to go until I noticed some calculation errors. Now one mistake isn't that hard to fix. It's about twenty minutes to half an hour's worth of work to adjust a finished bar-graph. But I found multiple mistakes on each graph. Given that one such graph is upwards of three hours worth of work (two being pretty average), this was a full day's work down the drain. This interrupted my writing process as I had to go back and fix these to make sure I wasn't misquoting figures in the body of my text. So while I was on track initially for a Monday-Tuesday publishing date and I didn't finish until Thursday. The worst part was that I was convinced in my sleep-deprived, overworked delirium that Thursday was actually Friday. I took some sound advice and just got some rest and caught up on some sleep. Yeah, it's not been a good week. Anyway, it's done. Thanks again for your time.
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