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  1. I earned the Tier 4 from Prime. Boosted captain to 14 points. I had the Yolo Emilio and the other premium dd. The tier 4 I cannot make work, not at all. On the other hand, The tier 2 I got this morning is AMAZING..... WHY CAN'T THEY ALL BE THIS GOOD? 2 matches, average of 1819 exp, 58k and 6 kills.... Average... Please rethink the ROF...
  2. The following is a review of Paolo Emilio, the tier IX Italian destroyer. Wargaming was kind enough to provide me access to this ship at no cost to me -- be aware: I did not have to pay for this. To the best of my knowledge, the statistics and performance discussed in this review are current as of patch 0.9.9. Please be aware that said performance may change in the future. Quick Summary: A torpedo destroyer hiding behind a gunship facade but her painfully long main-battery reload hamstrings her gunnery. She is wicked fast and comes with an Italian Exhaust Smoke Generator. Both traits allow her to suicide-charge targets with her short-ranged fish. PROS Massive health pool of 24,400hp. Very heavily armoured for a destroyer including a 60mm belt. Huge SAP broadsides of up to 8,052 damage per salvo. Powerful torpedo armament with twelve tubes and 23,767 damage per fish. Base top speed of 43.5 knots. Engine Boost consumable provides a 25% speed increase giving her a maximum speed (with flag) of up to 56.7 knots in sprints (!) Has access to an Exhaust Smoke Generator. CONS Painfully long main battery reload of 10.7 seconds. Horrible fire-starter. No AP shells at all which makes generating citadel hits nigh-impossible. Torpedoes are very short ranged at 6km. Enormous turning radius of 810m. Horrible concealment values. Engine Boost only lasts for 50 seconds. Paolo Emilio is a very hungry ship when it comes to commander skills & upgrades. You will not have enough points and slots to go around. Overview Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH/ Extreme New players stay away. Paolo Emilio is not an easy ship to play. The challenge resides in her poor concealment, her weird gunnery and short-ranged fish. While suicide-torping in PVE-modes will certainly pay dividends, this all falls apart against human opponents. Paolo Emilio's modest gunnery damage out-put, her lack of stealth and her painfully short-duration consumables makes heads-up encounters against just about any opponent super-dangerous. If you cannot kill them quickly, you're not likely to escape. Options Consumables Paolo Emilio's consumables are weird. Whether or not this ends up being normal if and when the Italian destroyer line launches remains to be seen. At least her Damage Control Party is standard for a destroyer. This has unlimited charges, a 5 second active period and a 40 second reset timer. She uses an Exhaust Smoke Generator in her second slot. This generates smoke for 35 seconds (40.25s with X-ray Papa Unaone signal) and will conceal Paolo Emilio for this duration even while she moves at full speed. Each cloud dissipates in 10 seconds. She starts with five charges (which is admittedly a lot!) and they have a 140 second reset timer. Finally, she has a weird Engine Boost consumable. The candle that burns twice as bright burns for half as long. Paolo Emilio's boost provides a 25% increase to her speed instead of the usual 8% for most destroyers. However, it only lasts for 50 seconds instead of the typical 120 seconds. She starts with five charges here as well (which, again, is a lot) and it shares the 140 second reset timer of her Exhaust Smoke Generator. Pay special attention to the synergy between her Engine Boost and Exhaust Smoke Generator's reset timers. They very conveniently line up and almost match her torpedo reload time. Upgrades There are, ostensibly, two ways of specializing Paolo Emilio. The first is a more conventional destroyer gunship build, focusing upon stealth, damage output and making use of stationary bits of cover. The latter favours an open-water style of engagement, firing at range and focusing upon agility at the expense of stealth. Obviously there's a lot of overlap between these two so you can mix and match to suit your style. You'll note that I'm not fussing overmuch about upgrading her torpedoes. They honestly don't need any help. Main Armaments Modification 1 is optimal in your first slot. Though if you really hate detonations and are running low on Juliet Charlie signals, Magazine Modification 1 isn't a terrible choice. In slot two, Engine Boost Modification 1 is a must if you can afford it. This costs 17,000 from the Armory and is well worth the price. This increases the action time of her Engine Boost from 50 seconds to 70 65 seconds which is a lot more comfortable. If you can't afford this then default to Engine Room Protection as you would for most destroyers. In her third slot, Aiming Systems Modification 1 is optimal. However, Paolo Emilio's gun handling could use a little help when she's bobbing and weaving in open water. Main Battery Modification 2 can help keep her guns on target when you're zooming past a target at high speed (especially given the current bug with the Expert Marksman skill). There is an argument to be made for Torpedo Tubes Modification 1 in slot three, not so much for the gains in torpedo speed, but for keeping her torpedo launchers alive and speeding up their traverse rate. Knowing what I know about critical damage and destruction mechanics, I'm not sold on this upgrade. Aiming System Modification 1 is hands down better, in my opinion, even if its gains are similarly minimal. For your fourth slot, it's really up to you. Propulsion Modification 1 provides the biggest boost to how your ship performs but only from a dead stop. Your ship has to be stationary (and stationary often) for this to be worthwhile. If you prefer an island or allied-smoke camping style of play, this is the one to grab. Otherwise, default to Steering Gears Modification 1 to drop her rudder shift time down from 5.3s to 4.2s. So, Concealment Modification 1 is always going to be optimal for slot five. The combination of increased stealth and increased gunnery dispersion from enemy ships is too good to pass up. Still, if you would prefer a more active style of play, you can opt for Steering Gears Modification 2. On it's own it drops Paolo Emilio's rudder shift time from 5.3s to 3.2s. If you pair it with Steering Gears Modification 1 from the previous slot, you can get this all the way down to 2.5s. Finally, we have a game play choice. Main Battery Modification 3 is definitely the front-runner. This reduces her gunnery reload time from a painful 10.7s to 9.4s. Pair it with Basic Fire Training and you can get this down to 8.5s, which is still awful but not abhorrent. This comes at the expense of her gun rotation rate which drops from 10º/s to 8.7º/s. That's not enough to allow her to out-turn her turrets, but it's still uncomfortably close. The alternative is grabbing Gun Fire Control System Modification 2 to increase her range from 11.3km to 13.11km which definitely helps with the open-water gunship style of play. Paired with Advanced Fire Training, you can get her range up to 15.73km. So more pew-pews or more comfortable, long-range gunnery. It's up to you. So for a super-specialized, open-water build, you might go for: MAM1, EBM1, ASM1, SGM1, SGM2, GFCM1 with the option of swapping out SGM2 for CSM1 based on preferences. But a more generic build might look like: MAM1, EBM1, ASM1, PM1, CSM1, MBM3. Commander Skills There's a lot to unpack here. Lemme explain what all of the shapes and colour coding mean: Blue circles: Pick ONE. (1pt) Red circles: Always take these. (5pts combined) Red squares (double outline): Highly recommended. (8pts combined) Yellow squares: Great if you can afford them, but lower-priority than red-squares. (14pts combined) Blue squares: Nice to have but not optimal in most builds. (10pts combined) So just touching base on the necessities and the highly-recommended stuff, you're looking at 14pts spent so it gets pretty messy to fill out the last five points. I never found a build that I was 100% happy with while play-testing Paolo Emilio. I go into more detail about the conflicts and struggles here in the Firepower section below. Camouflage Paolo Emilio 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. Italian ships are just plain gorgeous. Firepower Main Battery: Eight 135mm guns in 4x2 turrets in an A-B-X-Y superfiring configuration Torpedoes: Twelve torpedo tubes in 3x4 launchers with one wing mount to either side between the funnels and one mounted centerline behind the second funnel giving her up to an eight-fish broadside. With few exceptions, firepower defines a ship's performance. Paolo Emilio presents a rather extreme example in this instance, dictating (or at least pressuring players towards) a particular play style. Despite her apparent heavy gun armament, she is not a gunship. She is a torpedo-destroyer. Relying upon her main battery weapons to carry the day makes about as much sense here as it would on ships like Kagero, Benham or Fujin. While occasional successes may come at the hands of a well placed main-battery broadside, it is capitalizing upon her torpedo armament which makes or breaks this ship. Let's go into the wherefores. Limited by a Long Reload There are two primary drawbacks to Paolo Emilio's main battery firepower: She has no access to AP shells. She has a painfully long reload. The former is, honestly, only a minor issue. Paolo Emilio's lack of AP shells is really only a factor when it comes to engaging cruisers and aircraft carriers at point-blank ranges where, theoretically, whatever AP shells she might have had would be capable of landing citadel hits. In all other engagement ranges and types, her SAP shells provide superior performance. So, like I said: Paolo Emilio's lack of AP is a drawback but it's so minor that it's no real loss. Her slow reload time, however, is another matter entirely. Paolo Emilio's guns are bloody brilliant aside from her rate of fire. Check out these strengths: 23mm of HE penetration (28mm with IFHE). With the right skill build, her 135mm shells are capable of directly damaging the extremities of any cruiser she comes across. 38mm of SAP penetration. This is enough to directly damage all battleship extremities and the upper hulls of those snooty American battleships. Massive 8,052 damage SAP broadside. The alpha strike from her SAP shells is capable of shredding between a third and half of a destroyer's hit point pool in a single salvo if all eight shells strike it amidships. Excellent forward fire angles. All eight guns can engage targets 27º off the ship's bow. All of this gets matched with decent gun handling, a good fire chance per shell, decent range, and reasonable HE shell damage. But no matter how good all of these traits are, being shackled to a 10.7 second reload makes her guns junky. Their only saving grace thus becomes that alpha strike off her SAP shells so let's talk more about them. Paolo Emilio's main battery damage output is pretty crappy. In theory, her SAP is pretty formidable, however you cannot count on your opponent giving you enough of a broadside for it to work. She cannot win protracted gunnery duels against most other destroyers. Crappy Sappy SAP performance is all over the map. While they all have high-alpha damage per shell, they do have drawbacks -- namely their propensity to ricochet when striking targets at acute angles. "Good" SAP shells have very forgiving ricochet angles while "bad" SAP shells have scarcely better ricochet angles than AP shells. Because I'm thorough (and stupid), I collected all of the SAP ricochet angles so we could better evaluate Paolo Emilio's SAP rounds: 80º to 85º - Nino Bixio, the tier II Italian tech-tree cruiser. 70º to 80º - The tier II through X tech-tree cruisers with SAP including the premiums Genova & Gorizia. 70º to 80º - Impero, the tier VIII Italian battleship premium that didn't make it out of testing. 60º to 75º - Paolo Emilio With the ricochet angles mapped out, it looks like this: Paolo Emilio's SAP shells are a LOT less reliable than other SAP shells with which you may be familiar. They are far more prone to ricochets. When it comes to ricochets, Paolo Emilio's SAP shells are like very forgiving AP rounds rather than SAP from Italian cruisers. Once an enemy ship (particularly a destroyer) appears to be turning towards or away from you, it's time to switch over to HE rounds. Given her slow rate of fire, this normally only allows for two salvos to be fired off before an enemy has angled enough to make her SAP rounds unable to sustain damage. This is, of course, barring obliviousness, but any weapon can appear amazing if the enemy doesn't fight back. Thus Paolo Emilio's SAP rounds perform best against distracted targets or in ambush situations and there's a lot of mileage for taking skills like Expert Loader to fully capitalize on on SAP opportunities. When to Use Guns Like Japanese destroyers, Paolo Emilio's guns should be used opportunistically but carefully. Every pull of the trigger should be calculated. While it does pay dividends to invest in improving Paolo Emilio's gun performance for those lean spells where you can't make use of her fish, it would be a mistake to think that her guns alone can consistently carry a match. Ideally, when you do elect to do some gunnery, you want to be using SAP as much as possible. You can largely forget about setting fires with Paolo Emilio's HE rounds. While she does have a respectable fire chance per shell, her slow rate of fire will make taxing a battleship's Damage Control Party exceedingly difficult. Getting more than a single blaze to stack, never mind two, will require some hefty bribery to RNGeebus. To this end, taking Inertial Fuse for HE Shells isn't a terrible option to boost the direct damage performance of her HE rounds, but I'm generally of the opinion that this is way too expensive for what is very much a secondary ammunition choice on an already secondary weapon system. You can play Paolo Emilio as an open water or island-camping gunship. Hell, you can go for a full Khabarovsk or French Destroyer style build and play up the harassment meta all game. Increase her range through Advanced Fire Training or an upgrade and shoot and scoot to your heart's content. But that's not what she was designed for and it's again going to set you back a whole lot of skill points. Missile Command's MIRVs What Paolo Emilio is designed for, is drive-by deposits of torpedo broadsides at point-blank ranges. On paper, the setup is dirt simple: Use her ridiculous high-speed provided by her Engine Boost consumable to race directly towards a vulnerable target. Activate her Exhaust Smoke Generator just before you reach your own surface detection range in order to stay unspotted. Sprint the remaining distance and dump two launchers worth of torpedoes into the exposed broadside of your hapless enemy. With each fish dealing upwards of 23,766 damage per hit, any target you select is doomed. From the enemy's perspective, all they see is an aggressive moving smoke cloud that suddenly explodes into salvos of torpedoes. If Paolo Emilio is on the enemy team, you have to treat these incoming smoke clouds like one big torpedo that's about to MIRV into separate warheads. In PVE modes, this works as exactly as Wargaming designed. In PVP, it's a much less certain prospect. Paolo Emilio has some pretty gorgeous fire arcs and a couple of meh. It's only her dorsal torpedo launcher with it's forward fire arc that's crappy. The reason is pretty simple: Paolo Emilio's torpedoes, as formidable as they are, are very short ranged. To be clear, they hit like trucks and they're super fast (23,677 damage and 67 knots respectively). However, with only a 6km range, you're only getting hits with them if one of two conditions re met: Make a 200 IQ play at an aggressively moving enemy that doesn't know you're there, ambushing either through the slimmest margins of open-water stealth-torping or using island cover. Play as Wargaming designed her, and make a mad dash at an exposed enemy, using consumables to close the distance. I stress that the enemy must be exposed. An opponent that knows you're coming and takes steps to avoid your fish may not escape damage entirely but they're not going to get sunk. And then you've got nothing but your crappy, slow firing guns to see you out of trouble with a very angry enemy spotting you for not only their own weapons but those of all of their friends. Failing one of these Paolo Emili-yolos will cost you most, if not all of your health. So the counter is pretty basic. Activate Hydroacoustic Search or Surveillance Radar if you have it and point your butt and guns at the cloud, moving directly away from it at speed. You might take a torpedo hit or two in battleships but anything else should avoid the worst of it. This active counter-play means that Paolo Emilio is not a forgiving destroyer to play. There are more counters than this, of course. An ill-timed, broken module can similarly flub one of these attack runs, be it Paolo Emilio's engines or one of her torpedo launchers. The long reload of her fish in conjunction with the necessity of timing her consumables means that in PVP, you have to pick your targets and your moment of attack carefully or you'll just end up a greasy stain on the ocean's surface. If this ship becomes commonplace in the community (and I doubt it given the resources needed to unlock her), you can expect to see not only a lot of failed attacks but attacks that do nothing more than sink someone that was already over-exposed anyway and the Paolo Emilio that landed the killing blow dies in the attempt. So, despite the obvious memes, success with Paolo Emilio's torpedoes has a lot of skill-based elements to it -- at least outside of PVE. So some caveats apply here. These numbers are before you account for fire resistance of a given target which, at high tiers, is close to 50%. So, generally speaking, if you want to know how many fires per minute you can expect, take the numbers here, halve them and then compare them to your gunnery accuracy in the respective ship. So if you're hitting about 60% of the time in your Tashkent and you've fully spec'd her out to burninate, you can expect to set about three fires every sixty seconds against a Yamato. Also, Friesland still has zero chill. Summary There's surprising depth to Paolo Emilio's weapon systems. For example, her guns are terrible but if you build them properly, they become dangerous enough to pull out some wins in select encounters. You can brainlessly YOLO with her torpedoes but to get more than one success in three games, you have to plan your attacks carefully. I'm reminded a lot of Haida's weapon systems -- not in that their performance is comparable, but more that while it takes a lot of work to get results, said results feel earned. Paolo Emilio's weapons are very satisfying. VERDICT: A few crippling flaws but there's some fearsome potential here both with her torpedoes and her guns. Defense Hit Points: 24,400 Min Bow & Deck Armour: 19mm & 20mm respectively Paolo Emilio is what the kids like to call "a heckin' chonker." She has 24,400 base hit points and 27,550hp with Survivability Expert (and you will take Survivability Expert). While she does not have any healing capacity, the sheer bulk of hit points provides effectively more health than some of those tier IX destroyers that do have heals due to the inefficiency of getting the maximum potential from every single consumable charge. Now that's a lot of potential damage! With Survivability Expert, Paolo Emilio has comparable durability to Jutland, Udaloi and Östergötland given typical use of their Repair Parties. Getting the "Maximum Healing Potential" as listed on these graphs is a bit of a pipe dream. Part of the reason she's so hefty is that she's actually armoured! Khabarovsk and other high-tier Soviet destroyers show their Italian pedigree when you look at what Paolo Emilio is sporting here. She has belt armour. She has armoured turrets and barbettes. She actually has reinforced magazine protection and a turtleback to protect her machine spaces for crying out loud. You could be forgiven for mistaking her for a very light cruiser. The practical effect here is that not every shell fired at Paolo Emilio will do damage. HE shells aimed at her amidships hull have a very good chance of shattering against her 60mm plates which is proof against HE shells of up to 360mm (240mm if they have 1/4 HE penetration). In addition, British 113mm guns from destroyers like Jutland and Daring cannot penetrate her deck without IFHE, further increasing the effectiveness of her steel. AP shells of all calibers will ricochet off her belt at acute angles. Combined with her enormous hit point pool, Paolo Emilio feels tougher than her destroyer-status would otherwise suggest. If she had the DPM to compete, out-trading with Paolo Emilio would be downright overpowered with this build. As it is, her toughness can kinda-sorta bail her out of tough situations and protracted duels, but she doesn't fare well in trades. The best use of this durability is at range, using her speed smokes to perform short-term hit and runs and then disengage and reposition. Being so tough will reduce the impact of those incidental hits and short-term exchanges. But don't think for a second that this will allow you to survive failed YOLO-torpedo charges. Paolo Emilio has a multitude of hidden armour geometries that are more curious than practical. If anything, they may end up being more of a drawback, ensuring that small and medium caliber AP shells fuse properly inside her. I did not include the 20mm turtleback (angled approximately 50º to 60º from the vertical) which connects the 60mm belt to the main deck as it would get lost in the clutter of her 20mm deck. Graphic was pulled from assets from gamemodels3d.com, a great site for advanced users that are interested in a more detailed look at the mechanics of World of Warships. VERDICT: Tough enough to surprise opponents but not so tough that she survives over-extending. Agility Top Speed: 43.5 knots Port Turning Radius: 810m Rudder Shift Time: 5.3s 4/4 Engine Speed Rotation Rate: 7º/s Paolo Emilio is stupid fast and that solves a lot of potential problems with this ship. She has the speed to dictate engagement ranges. She can pick her fights. Her high speed helps make up for her horrid turning circle radius, providing a modest rate of turn instead of an abysmal one. If all she had was this 43.5 knot top speed, that would be remarkable enough unto itself, but she also has access to an improved Engine Boost consumable. Paolo Emilio's ridiculous high speed helps counteract her horrible turning radius, giving her a still reasonable (but still admittedly slow) rate of turn. Her Engine Boost consumable is simultaneously awesome and crappy. It provides a 25% boost to her speed instead of 8%, which is awesome. But it lasts 50s instead of 120s which is such a tease. Just as you're finally ticking over those last few tenths of a knot to reach her theoretical maximum of 56.7kts (with a Sierra Mike signal), the damn thing cuts out. Taking the special upgrade, Engine Boost Modification 1 extends this up to 70 65 seconds, but it's still painfully short of what other versions of this consumable provide. This makes it less useful as a "navigate from A to B" consumable and more of one dedicated to Paolo Emilio's singular purpose: suicide torping. Her Engine Boost consumable synergizes well with her Exhaust Smoke Generator, encouraging their paired use. Activate her Engine Boost first to build up speed and then activate her Exhaust Smoke Generator just before you're spotted and lunge towards your selected target. This does not guarantee success, however. Even at her maximum boosted speed, Paolo Emilio does not have enough longevity in her Exhaust Smoke Generator to allow her to cover the entire distance between herself and a stationary target before the smoke cover expires (to say nothing of a target that's moving away). For those wondering, the distance compression in World of Warships is 5.22x. The purpose of these numbers is to illustrate how much range you can close when lunging after a target with Paolo Emilio. I covered her basic stats against stationary targets where the closing speed will be Paolo Emilio's speed at the time. However I also wanted to simulate approximately the closing distance when a target was either closing or moving away. To this end, I included entries where Paolo Emilio was racing after an enemy where she was outrunning them by 20 and 30 knots respectively. I also included the opposite end of the spectrum, where there is a target unwittingly charging towards Paolo Emilio and the combined closing speed amounts to 70 and 80 knots. The values are admittedly modest rather than a best / worst case scenario but should provide enough data to illustrate my points of caution. The actual relevant distance Paolo Emilio needs to close is 2km less than the values listed. Once you're in auto-detect range, it doesn't matter if her smoke is active or not. Similarly, if your target is going to oblige you by presenting the perfect torpedo target when you're still 4km out (such as by swinging out and presenting their broadside), then you need not run the full distance as your torpedoes can cover the remainder. Still, it pays to keep in mind just how long you'll need to push in order to guarantee those torpedo hits. This is a harrowing experience and every bit of speed you can squeeze out of Paolo Emilio's engines counts. This all comes back to Paolo Emilio having a pretty steep learning curve. What appears on the surface to be a straight forward calculation is far more nuanced. With this speed and decent agility, she should be an excellent kiting gunship if it weren't for that horrid reload. Suicide-torping should be easy if it weren't for the fact her consumables had such short active-periods. Worse, Co-Op won't help you learn these traits. Bots are dumb and they will make this ship's speed seem just right for pulling off shenanigans that will only get you killed against human opponents so you're not going to get any reasonable practice there. VERDICT: Damn-fast but not damn-fast for damn-well long enough. Anti-Aircraft Defense Flak Bursts: 2 for 1,540 damage per blast. Long Ranged (up to 4.6km): 52.5dps Short Ranged (up to 2.0km): 96.4dps Paolo Emilio's anti-aircraft damage numbers aren't terrible. They're downright respectable even. The issue here is that she doesn't have the range to give her guns enough time on target to do anything. She's a ready victim to dedicated air attack without the concealment to avoid being detected in the first place and lacking a long-lasting smoke screen to discourage CVs from loitering. While not quite on the level of French destroyer vulnerability, Paolo Emilio is a juicy and easy target for carriers. VERDICT: Yer dead. I did not shoot those Messerschmitts down. That was done by the combined firepower of the Baltimore and North Carolina behind me. Refrigerator Base/Minimum Surface Detection: 9.08km / 7.13km Base/Minimum Air Detection Range: 3.68km / 2.98km Detection Range When Firing in Smoke: 3.65km sea / 2.7km air Main Battery Firing Range: 11.3km to 15.73km with full upgrades. The last piece of the Paolo Emilio puzzle is her Vision Control (or "Refrigerator" as Lert coined it many years ago). Let's start with the obvious. Paolo Emilio's surface detection range is nothing short of appalling. To give you an idea, there are only five destroyers with worse surface detection ranges. They are: 10km - Khabarovsk, tier X Soviet 9.88km - Kléber, tier X French 9.54km - Mogador, tier IX French 9.40km - Tashkent, tier IX Soviet 9.20km - Udaloi, tier IX Soviet In most destroyer versus destroyer encounters, you are not sneaking up on your opponent. With the exception of those those five ships, you will always be spotted first. Taking Radio Location to help identify the vector of spotting destroyers is quite handy, albeit an expensive solution to this problem. Heads-up encounters with destroyers should largely be avoided given Paolo Emilio's poor gun damage output unless the target is exposed and/or crippled. Trust her speed to keep enemies at arm's length, but be aware that playing keep-away constantly will surrender map control and probably cost you the match. Similarly, using her speed to charge headlong into cap circles is a great way to get Paolo Emilio sunk so it's best to play more passively around objectives lest she have a ton of ready support. Next on the list is what she does not have: Namely any detection consumables. As the meta has progressed, Hydroacoustic Search has become more commonplace on high-tier destroyers. Surveillance Radar too has proliferated. This is doubly important to keep in mind when her Exhaust Smoke Generator is active as she is effectively flying blind during the 35 to 40 seconds that it's active. While battleships with active firing guns are easy to see through her smoke, smaller vessels are not. Speaking of her Exhaust Smoke Generator, it is painfully easy to forget how short-lived this consumable operates for. While the X-ray Papa Unaone signal helps immeasurably with its added fives seconds of emission, this still gives her a pittance when it comes to concealment time. Do not panic-blurt her smoke. Also: don't panic fire her guns while she's in smoke lest you light yourself for an enemy you didn't know was there. The reset timer on her smoke is still painfully long (two minutes and twenty seconds) and a premature blast of smoke inside of radar or hydro range will do her no favours. The same can be said if she's being hounded by aircraft or enemy lolibotes. Once the smoke clears, Paolo Emilio may still find herself in trouble. While her smoke is useful defensively, it's best to keep her out of such problem situations in the first place, preserving it for the suicide-rushes she was designed around. Paolo Emilio's vision control is pretty terrible all told. She's reliant on her speed to make up for it and as shown previously, she's not fast enough for long enough to correct all of these problems. Her Exhaust Smoke Generator is powerful, opening up the possibility of some nice offensive and defensive actions but it has its drawbacks too. It's too short lived and she flies blind while its operating. Her fortunes tend to reside on how well her smoke is utilized. VERDICT: Her success is dictated by how well you can use her smoke. Final Evaluation Wargaming designed Paolo Emilio to be a one trick pony. In their own words: Yet despite this, she ended up being delightfully more complex. She can run and gun. She can even play the role of a destroyer interceptor, trusting on her alpha strike and durability to outlast her opponent. She's not good at either of these roles, but she does demonstrate flexibility enough to pull these off in a pinch. They're just not something you should base her entire play around. It's easy to dismiss Paolo Emilio as nothing more than a YOLO-bote. But even in that role, pulling this off successfully isn't always simple. Well, outside of co-op, it isn't simple. Paolo Emilio is like one of the strongest co-op botes I've ever played. Wait in the wings for the enemy DDs to be taken out and then YOLO your way to 130,000+ damage easy as you slash through the enemy cruisers / battleships with her fish. As a crusty ol' veteran, I unduly appreciate complexity in ship performance. But therein lies the trap. Just because a ship is complex, that doesn't necessarily make it good. Paolo Emilio makes you jump through a few hoops to get her to perform even to a reasonable level (again in most PVP encounters -- PVE need not apply) but that's not necessarily a good thing for the average consumer. There are a lot of ways to counter a YOLO-rush from Paolo Emilio and running into these counters time and again can be discouraging. Do I think Paolo Emilio is worth it? Yeah, she's fun. I like her. I'm not sure she's so much fun that I'd go through the slog of regrinding through the Research Bureau over and over and over again. I'd do that for Siegfried but Paolo Emilio is a much harder sell that way. Now I say this without having enjoying much success in Paolo Emilio in PVP battles. My first forays into PVP with her were downright disastrous, if not comical. She really is not an easy ship to play but that, to me, is definitely part of her appeal. Like Haida, if you do well in Paolo Emilio, it's because you played well. Furthermore, it's not because you overcame an unfair set of difficulties either. I will say this: If Wargaming opens up a 1 vs 1 Ranked Battle season at tier IX, Paolo Emilio will be HILARIOUS. Paolo Emilio swatting simulator. Kill it quick before it MIRVs. Conclusion Can't talk. Wargaming released Florida without warning. Must review.
  3. I am here to share how I think an italian dd line would go bear in mind the ships wouldnt be as historically accurate with potential torpedo tube increases similar to EU DDs and the Rof on the guns are ahistorical and made up by me . the torpedoes are also the ones from their cruiser counterparts but with range ,damage and speed adjustments Gimmicks High hitpoint pools for their tier HE shells and SAP Standard line Has acess to either exhaust Smoke or Normal smoke Esploratori line Uses emergency engine power instead of engine boost Mostly low detection ranges due to the short lengths of most ships Slow outside of engine boost on most ships and Tier 2: Sella First of the two sella class ships in the tree represents the sella class as completed 1x2 1x1 120mm gun 6 second reload 2x2 533 mm torpedoes Tier 3 :Bettino Ricasoli second of the sella class ships represented represents the modifications done to the sella class same as sella but trades the single mount for another twin mount gun Tier 4 :Sauro gains two triple torpedo tubes instead of twins slight increase in gun Rof to 5.5 seconds Tier 5: Turbine gains more aa,speed and torpedo damage compared to sauro Tier 6 : Folgore gets an increase in gun RoF to 5 seconds and torpedo damage From here it branches off into two distinct lines Similar to German Destroyers. Esploratori Line these destroyers have more guns and higher speed compared to their normal counterparts but suffer from less aa defenses compared to the normal line Tier 7 : Luca Tarigo a Navigatori Class Destroyer that has 3x2 120mm guns gaining an extra turret over folgore RoF slightly increased to 4.8 have the same dpm as Maestrale and Torpedo Damage increased over folgore Tier 8 :Comandante Toscano The first of the Commandanti Medaglie d' Oro Class , She uses 4 5.3 inch guns in single turrets with 6 torpedo launchers 5.3 inch guns have 5 second reload Tier 9 : Comandante Giorgis part of the second group of Commandantis She gains another 5.3 inch gun over Toscano 5.3 inch guns have 5 second reload Tier 10 : Atilio Regolo A Capitani Romani Class esploratori compared to her predecesors she featured increased gun and torpedo armament Similar to paolo emilio but loses a quadruple launcher to have all of them centerline with increased gun Rof to about 7 seconds Standard Line These destroyers can swap between a normal smoke generator and exhaust smoke and have faster firing 120 mm guns Tier 7 : Maestrale RoF on guns goes down to 4.2 seconds same torpedoes as luca tarigo Tier 8 : Oriani Rof goes to 4 seconds and torpedo damage goes up Tier 9 : Artigliere Rof goes to 3.5 seconds and torpedo damage goes up Tier 10 : Carabinere Gains another turret to Artigliere
  4. Hammer_n_Sickle

    Legion camo for... LEONE???

    Sooo I was looking at the offers and to my surprise noticed that Big Italian Bundle gives you LEGION camo for LEONE? Huh? That is the only place I see this info... and there isn't even a picture anywhere of what it would look like (at least as far as I was able to find)? Seems like it's one of the "big features" of the bundle. *whether Leone or the camo or the bundle in general is worth it is a separate thing that is not part of my query* TY Anyone who has Leone, are you able to see it offered in Camos section? If so perhaps you can post a preview screenshot of it? @Hapa_Fodder Any info you can give or point to?
  5. Did someone forget them for naval battles?
  6. Totenliste

    Possible Italian DD line

    We really need to get some Italian DDs out there to fight the French Destroyers Note: I tried to avoid using another country's unmodified destroyer in this line up. [T2] Curtatone Class DD 1923 https://www.navypedia.org/ships/italy/it_dd_curtatone.htm https://en.wikipedia.org/wiki/Curtatone-class_destroyer Type: Destroyer Displacement: · 953 t (standard) ·1214 t (full load) Length: 84.72 m (277 ft 11 in) Beam: 8 m (26 ft 3 in) Draught: 2.46 m (8 ft 1 in) Propulsion: ·2 shaft Zoelly steam turbines ·4 Thornycroft type boilers ·22,000 hp (16,400 kW) Speed: 32 knots (59 km/h; 37 mph) Range: 1,800 nmi (3,300 km) at 15 knots (28 km/h; 17 mph) Complement: 117 Armament: ·4 × 102 mm guns (2 × 2) ·2 × 76 mm AA guns (2 × 2) ·6 × 13.2 mm machine guns ·6 × 450 mm (18 in) torpedo tubes (2 × 3) ·16 mines [T3] Quinto Sella Class DD 1929 Refit https://www.navypedia.org/ships/italy/it_dd_sella.htm https://en.wikipedia.org/wiki/Sella-class_destroyer Type: Destroyer Displacement: ·1140 t (standard) ·1,457 t (full load) Length: 84.9 m (278 ft 7 in) Beam: 8.6 m (28 ft 3 in) Draught: 2.7 m (8 ft 10 in) Installed power: ·3 Thornycroft boilers ·36,000 shp (27,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 knots (61 km/h; 38 mph) Range: 3,600 nmi (6,700 km; 4,100 mi) at 14 knots (26 km/h; 16 mph) Complement: 152 Armament: ·2 × twin 120 mm (4.7 in) guns ·2 × single 40 mm (1.6 in) AA guns ·2 × single 13.2 mm (0.52 in) machine guns ·2 × twin 533 mm (21 in) torpedo tubes ·32 mines [T4] Turbine Class DD 1927 https://www.navypedia.org/ships/italy/it_dd_turbine.htm https://en.wikipedia.org/wiki/Turbine-class_destroyer Type: Destroyer Displacement: ·1,220 t (standard) ·1,670 t (full load) Length: 93.2 m (305 ft 9 in) Beam: 9.2 m (30 ft 2 in) Draught: 3 m (9 ft 10 in) Installed power: ·3 Thornycroft boilers ·40,000 shp (30,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 knots (61 km/h; 38 mph) Range: 3,200 nmi (5,900 km; 3,700 mi) at 14 knots (26 km/h; 16 mph) Complement: 179 Armament: ·2 × twin 120 mm (4.7 in) guns ·2 × single 40 mm (1.6 in) AA guns ·4 × twin 13.2 mm (0.52 in) machine guns ·2 × triple 533 mm (21 in) torpedo tubes ·52 mines [T5] Soldati Class DD 1941-1942 Version (also known as Camicia Nera Class) https://www.navypedia.org/ships/italy/it_dd_soldati.htm https://en.wikipedia.org/wiki/Soldati-class_destroyer Type: Destroyer Displacement: · 1,830 t (standard) · 2,460 t (full load) Length: ·106.7 m (350 ft 1 in) (o/a) ·101.6 m (333 ft 4 in) (pp) Beam: 10.15 m (33 ft 4 in) Draught: 3.15–4.3 m (10 ft 4 in–14 ft 1 in) Installed power: ·3 Yarrow boilers ·48,000 shp (36,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 - 35 knots Range: 2,200 nmi at 20 knots Complement: Electronics: 206 Sonar Armament: ·(2 × 2 + 1 x 1) 120 mm (4.7 in) guns ·(4 × 2) 20 mm AA guns ·2 × triple 533 mm (21 in) torpedo tubes ·2 × depth charge throwers ·48 mines [T6] Navigatori Class DD 1939-1940 Refit Version (Class built in answer to French Jaguar and Guépard classes) https://www.navypedia.org/ships/italy/it_dd_navigatori.htm https://en.wikipedia.org/wiki/Navigatori-class_destroyer Type: Destroyer Displacement: ·2,125 t (standard) ·2,888 t (full load) Length: 109.3 m Beam: 11.2 m Draught: 4.2 m Installed power: ·4 water-tube boilers ·50,000 hp Propulsion: 2 shafts; 2 geared steam turbines Speed: 33 – 35 knots Range: 3,800 nmi (7,000 km; 4,400 mi) at 18 knots (33 km/h; 21 mph) Complement: 222–225 (wartime) Armament: ·3 × twin 120 mm (4.7 in) guns ·2 × single 40 mm (1.6 in) AA guns ·8 × twin 13.2 mm (0.52 in) machine guns ·6 × 533 mm (21 in) torpedo tubes (2 x 3) ·86–104 mines ·2 DCT [T7] Comandanti Medaglie d'Oro Class DD 1942 (Group 1) https://www.navypedia.org/ships/italy/it_dd_comandanti.htm https://en.wikipedia.org/wiki/Comandanti_Medaglie_d'Oro-class_destroyer Type: Destroyer Displacement: · 2,067 t (standard) · 2,900 t (full load) Length: 120.7 m (396 ft) (o/a) Beam: 12.3 m (40 ft 4 in) Draught: 3.6 m (11 ft 10 in) Installed power: ·3 three-drum boilers ·60,000 shp (45,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 35 - 38 knots Range: 3,300 nmi (6,100 km; 3,800 mi) at 20 knots (37 km/h; 23 mph) Complement: 272 Sensors and processing systems: EC-3 ter Gufo search radar Armament: ·4 × single 135 mm (5.3 in) guns ·12 × single 37 mm (1.5 in) AA guns ·2 × triple 533 mm (21 in) torpedo tubes ·52 mines ·2 depth charge throwers, 64 depth charges [T8] Spalato Class DD 1943 (Italian Armament and Machinery in French based Fantasque hull) https://www.navypedia.org/ships/italy/it_dd_spalato.htm https://en.wikipedia.org/wiki/Yugoslav_destroyer_Split Type: Large destroyer Displacement: · 2,040 t (Standard) · 2,500 t (full load) Length: ·120 m (393 ft 8 in) (o/a) ·114.8 m (376 ft 8 in) (p/p) Beam: 11.3 m (37 ft 1 in) Draft: 3.48 m (11 ft 5 in) Installed power: ·55,000 shp (41,000 kW) ·3 × Yarrow boilers Propulsion: 2 × shafts; 2 × geared steam turbines Speed: Crew: 36 - 38 knots 214 Armament: Electronics: ·5 × single 135 mm (5.3 in) guns ·10 × single 37 mm (1.5 in) AA guns ·4 × twin 20 mm AA guns ·2 x triple 533 mm (21 in) torpedo tubes ·40 mines ·2 depth charge throwers ·2 DCR Sonar, Radar Note this is the completed version that Italy was unable to complete as shortly after getting it launched they scuttled it. As completed by Yugoslavia 1958. Here is a project done by Tzoli called DD Design 1939 I have a feeling this captured hull might have been something similar. Just swap out the quad racks for triples. Also check out Tzoli's other ship projects that never were, they are exceptional. https://www.deviantart.com/tzoli/art/Italian-Destroyer-Design-1939-779653886 [T9] Commandante Botti Class DD (Variant twin mount version of Comandanti Medaglie d'Oro 2nd Group) https://www.navypedia.org/ships/italy/it_dd_comandanti.htm https://en.wikipedia.org/wiki/Comandanti_Medaglie_d'Oro-class_destroyer Type: Destroyer Displacement: · 2,067 t (standard) · 2,900 t (full load) Length: 120.7 m (396 ft) (o/a) Beam: 12.3 m (40 ft 4 in) Draught: 3.6 m (11 ft 10 in) Installed power: ·3 three-drum boilers ·60,000 shp (45,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 36 - 38 knots Range: 3,300 nmi (6,100 km; 3,800 mi) at 20 knots (37 km/h; 23 mph) Complement: 272 Sensors and processing systems: Radar Armament: ·4 × double 135 mm (5.3 in) guns ·12 × single 37 mm (1.5 in) AA guns ·2 × triple 533 mm (21 in) torpedo tubes ·52 mines ·2 depth charge throwers, 64 depth charges [T10] Capitani Romani Class DD/CL 1943 (Built in response to French Fantasque and Mogador classes) [Slightly modified Paolo Emilio] https://www.navypedia.org/ships/italy/it_cr_regolo.htm https://en.wikipedia.org/wiki/Capitani_Romani-class_cruiser Type: Destroyer/Light cruiser Displacement: ·3,987 t (standard) ·5,600 t (full load) Length: 142.2 m Beam: 14.4 m Draught: 6.4 m Installed power: ·4 water-tube boilers ·110,000 shp (82,000 kW) Propulsion: 2 shafts; 2 geared steam turbines Speed: 43 knots Range: 4,350 nmi (8,060 km; 5,010 mi) at 18 knots (33 km/h; 21 mph) Complement: 494 Sensors and processing systems: Sonar, Radar Armament: ·4 × twin 135 mm (5.3 in) DP guns ·6 × single 65 mm AA guns ·4 × sextuple 20 mm (0.8 in) AA guns ·2 × quadruple 533 mm (21 in) torpedo tubes ·114-136 × mines ·2 DCR (24) ·2 DCT Armour: ·Turrets: 6–20 mm (0.24–0.79 in) ·Conning tower: 15 mm (0.59 in) Having had the T VI-IX (especially the IX having Emilio there is difficult) done already doesn't leave a lot of wiggle room. Notes: Curtatone: brought a number of innovations, concerning armament structure and arrangement. Curtatone class ships became the first Italian destroyers with all armament placed at center line. For the first time in Europe 102mm guns were installed in twin mounts. Besides that, these ships received triple TTs instead of twin. Soldati: Most successful and numerous class of Italian destroyers. Navigatori: Ordered in 1926 as the answer to the new French Jaguar and Guépard classes. New features of "Navigatori" type became machinery arrangement in echelon, that theoretically raised battle immunity. Transition to new 120mm/50 guns became another important innovation on account of the higher firing rate of the new guns "Navigatori" with three twin mounts not only did not yield, but also exceeded previous Leone class DDs with their four twin mounts of the old model. Comandanti Medaglie d'Oro: In one of the design stages 135mm guns took places both in single and twin mounts (my Commandante Botti Class), but in an ultimate variant the preference had been decided to go with four single mounts. Obviously my Commandante Botti Class at T9 can be tinkered to fit in at this level using twin mounts. Capitani Romani: Light cruisers of the Capitani Romani class became the answer to the new French Fantasque and Mogador classes. The ships should have, eight 135mm guns in four turrets, six of the newest 65mm AA guns and 2 quadruple TTs. The latter had original "two-level" construction (two tubes in the level and two in the upper). Because of unavailability of 65mm AA guns it was necessary to replace them with the habitual twin 37mm MGs. Now with the Paolo Emilio having 20-mm L65 Breda machine guns in sextuple mounts it forces my version to have them too. My T10 version has the following differences: Modified as designed add back the intended 65mm guns swapping out the 37mm, change out double 20mm for sextuple 20mm, and add radar/sonar option also slightly larger (difference with Paolo Emilio slightly better AA and radar/sonar option vs + 1 additional 1 x 4 TorpTube). Overall most Italian destroyers are known for instability problems at high speeds especially since they did time trials unloaded for intimidation factor of speed over the French. Most ships using their stable speed compare well to their French counterparts as well as in armament. Special Gimmick: Exhaust smoke generator as seen on Paolo Emilio. Other items up to design team of course.
  7. SuperRodge52

    Guilio Cesare

    Will Guilio Cesare ever be back for sale?
  8. I just go the Dante Alighieri from the Amazon drop and was going over her stats and looking at captain builds. When I noticed that the "recommended" build for her includes a light secondary build with a bit of survivability. . But when looking at her gunnery stats I really don't see anything - other than a large number of secondaries - that would suggest this would be a viable way to go. So my question to those who are more knowledgeable, is this really WG intentions for this line to have a serious secondary component, and I am just missing something? Or is this an example of the skill rework not - syncing - with game elements? Thank you for thoughtful response in advance!
  9. Totenliste

    Italian Battleship Lineup

    Really need some more BB action. So killing time made a possible lineup based on comparisons: Battleships T II: Regina Margherita https://en.wikipedia.org/wiki/Regina_Margherita-class_battleship (possible but not necessary like Mikasa think premium) T III: Regina Elena https://en.wikipedia.org/wiki/Regina_Elena-class_battleship (the 1902 proposed upgraded version all one caliber by Cuniberti) T IV: Dante Alighieri https://en.wikipedia.org/wiki/Italian_battleship_Dante_Alighieri T V: Andrea Doria/Caio Duilio https://en.wikipedia.org/wiki/Andrea_Doria-class_battleship (alt: Conte Di Cavour) https://en.wikipedia.org/wiki/Conte_di_Cavour-class_battleship [Giulio Cesare] T VI: Francesco Caracciolo https://en.wikipedia.org/wiki/Francesco_Caracciolo-class_battleship T VII: BB 1935 was in response to the French BB Dunkerque T VIII: Littorio https://en.wikipedia.org/wiki/Littorio-class_battleship [Roma] T IX: Impero (Impero and Piave/BB1936 from below links) an upgraded Littorio (led to the design of Sovetsky Soyuz T XI Russian BB) T X: Piave/ BB1936 also called UP 41 (Think Littorio but with 406mm guns) *: Tier V (though possible alt) and VIII were already decided. *Always open to suggestions if anyone has a better idea for a ship or a tier placement. Special Thanks go to the 2 guys links above.
  10. Welcome to my latest tech tree proposal! Here's the revised version: Read full article This article will touch on both the tech-tree regular ships and premium ships. For each ship, I provide the layout of how the ship's weaponry is distributed, its technical specifications and with the same formulas I used for the ADLA articles, their in-game values. Finally, I provide a small piece of analysis of what I think about the ship and how it'd fit with its tiermates. Essentially, each of the ships gets a mini-ADLA with all the information you might be looking for to compare it to its tiermates that are already in-game. Let's hope we see these ships in the virtual seas soon! Read Full Article... or the Revised Version Let me know what you think of this! I'm working on the Italian and French CV tech-tree lines so I can incorporate your suggestions for it! All feedback and comments are welcome! IL RISORGIMENTO DI LA CORAZZATA ITALIANA! PS: No ship in this line is 100% fictional, though the T10's both are designs based in part on historical designs.
  11. LittleWhiteMouse

    Premium Ship Review: Roma

    The following is a review of Roma, a ship kindly provided to me by Wargaming. As far as I am aware, this is the release version of the vessel and these stats are current as of January 12th, 2018. However, things may change before release. GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. Quick Summary: A fast, sneaky battleship with excellent gun handling on its nine 381mm rifles. Cost: Undisclosed at the time of publishing. Patch & Date Written: Patch 0.6.15.1 to January 1st through 12th, 2018. PROs Has an extended belt which reaches halfway up the prow. Excellent gun handling with fast turret traverse. Phenomenal muzzle velocity and energy retention, giving her fast shell flight times over distance. Great AP penetration power over range. Good concealment with a 14.9km surface detection range which can be reduced down to 11.2km. CONs Citadel sits well above the waterline. Short ranged for a tier VIII battleship at 18.1km. Her guns misbehave, with poor dispersion values, overmatch problems and overpenetration after overpenetration. Awful HE performance with low alpha strike, poor fire chance and mediocre module damage. Anti-aircraft firepower is short ranged with only modest DPS. Large turning radius, mediocre ship rotation rate. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme The ease of her game play is facilitated by her excellent gun handling and good concealment values which will make her more forgiving to novice players. However, her raised citadel and gun accuracy will cause them problems. The combination of high concealment, speed and firepower will be of interest to Veterans and the power of these traits must not be overlooked. Roma's citadel and her smaller-caliber AP shells will hold her back from being a true monster, though. Roma is not a complicated battleship to play. She has no gimmicks to espouse. The summation of her various traits is as follows, with a more thorough breakdown found below in the larger sections. GARBAGE - One of, if not the worst at its tier. This is a pronounced weakness. MEH - Middle of the pack at its tier. Not terrible, but not terribly good either.GUD - Has a significant advantage over her tier mates. A solid, competitive performer.BEST - No other ship at its tier does this as well as this ship. Roma is no up-scaled Giulio Cesare. Her guns are average and she has mediocre durability and agility. She has no gimmicks to speak of. The only thing she does well is hide and her AA power is hot garbage With all of these disparate traits, she probably doesn't look very appealing. So how the heck did I reach a "Gudbote" conclusion? Well, let's look into that... Options Like the Japanese premium battleships Kii and Ashitaka, Roma is receiving a special camouflage designed by Makoto Kobayashi. This is not just a skin, but a full on geometry change for the ship, including the infamous "beer can" where her rangefinders would be. It will likely be available through the larger bundle packages when you buy the ship through the online store. Consumables: Roma's Damage Control Party is standard for a non-American / Japanese battleship with a 15s active period and a 120s / 80s reset timer depending on which version you purchase. Her Repair Party is also standard, healing back 14% of her maximum health over 28s. Finally, her Spotter Aircraft is normal. You can swap this out for a Float Plane Fighter which provides 57 DPS and boasts 1,590hp. She has higher DPS than Japanese or American float plane fighters and more hit points than Japanese, American or British fighters. Premium Camouflage: There are two available: The default, Standard Type 10 camouflage provides 50% bonus experience gains, a 10% reduction to maintenance costs, 3% reduction in surface detection and 4% reduction in enemy accuracy. The Makoto Kobayashi - Roma camouflage provides 100% bonus experience gains, -50% to the post-battle service costs, +20% bonus credit earning, 3% reduction in surface detection and 4% reduction in enemy accuracy. When I first saw this alternative camouflage scheme, I thought it looked ridiculous. However it has really grown on me. The amount of small detail is spectacular. Plus, it looks like Roma is wearing a hat. I like it when not-people things wear hats. Ergo, I like this camo. Module Upgrades: Five slots, standard battleship options. In your first slot, take Main Armaments Modification 1. Next, take Damage Control Modification 1. In your third slot, Aiming Systems Modification 1 is optimal. It's not worth trying to upgrade her AA Guns or Secondaries. Damage Control Modification 2 is optimal for her fourth slot. You may be tempted to take Steering Gears Modification 2 but this will not significantly improve her agility . Finally, take Concealment Modification 1 in your final slot. This will reduce her surface detection down to 13.04km with camouflage before Commander Skills or 11.22km with camouflage and Concealment Expert Firepower Primary Battery: Nine 381mm rifles in three turrets in an A-B-Y superfiring configuration. Secondary Battery: Twelve 152mm rifles in four turrets, Twelve dual-purpose 90mm rifles in single turrets. Roma's main battery guns will deceive you. You're going to imagine them as being far more effective than they truly are. The deceptive veil she'll cast over your eyes has three layers; namely gun handling, shell flight time and penetration. They will cloud your vision and make you less aware of two flaws -- one minor but one pronounced -- the latter of which has the potential to greatly sour your enjoyment of this ship, no matter how comfortable her earlier lies may have felt. Beautiful Lie #1: Gun Handling The first beauty-mark you'll note is Roma's turret traverse rate and she may win you over with just this aspect. Her gun handling is simply gorgeous with her turrets rotating at 6º per second (a mere 30 seconds for 180º). This is 50% faster than the 4º per second rotation of ships like Kii, North Carolina and Monarch and a whole degree per second faster than Bismarck and Tirpitz. Thanks to this, laying her guns on target is a breeze and there's no chance of her aim slipping off target even while under heavy manoeuvres. In brawls, Roma can easily track enemies even on close approaches. Her forward fire angles are similarly wonderful. They almost hit the highly sought after (but so seldom realized) 30º-off-the-bow benchmark which defines truly excellent fire arcs. Her X-turret can engage enemies 31º off her forward centerline, allowing Roma to take very aggressive bow-on attack angles and necessitating only the slightest touches of a rudder to unload all nine guns. In short, Roma's gun handling is fun. You will never feel like you're fighting with this ship to bring your weapons to bear. Beautiful Lie #2: Shell Flight Time Roma has one of the fastest muzzle velocities of any tier VIII battleship, making gunnery a delight. What's more, her shells preserve this energy beautifully over distance which in turn leads to lower shell flight times. She can put a shell out to 10km in less than five seconds and one out to 15km in less then eight. This is something which Bismarck, Amagi, Monarch and North Carolina cannot boast. In the time it takes North Carolina to throw a shell out to 17km, Roma can bullseye a target at 20km. Her short lead times greatly cuts into the reaction time enemy ships have to evade your shells, even at range. Beautiful Lie #3: Penetration The high velocity of Roma's shells translates to great kinetic energy. It's the preservation of said energy over distance which makes Roma's penetration values so frightening. She doesn't have the same raw penetration power at point blank ranges of the Japanese 410mm shells. However, at ranges greater than 10km, Roma takes primacy, outstripping every other battleship with her energy retention. She has comparable and better penetration at 20km than Bismarck and Monarch (respectively) have at 15km. Roma is thus a threat at all ranges, capable of stacking damage even against thick hided battleships within reach of her weapons. These three traits will deceive you into thinking she's well set up to land damaging hits against enemy vessels. Her guns can snap onto a target quickly. Her muzzle velocity makes leading said targets easy, allowing you to catch targets before they're able to dodge or angle. Her penetration power all but guarantees that any hits you land will be damaging ones. That's all well and fine in theory, but in practice, problems arise. Roma boasts good fire arcs forward thanks to the excellent sweep of her X-turret. Her rearward arcs are terrible, forcing you to expose far too much of your broadside. Anytime you fire to your rear, you risk taking catastrophic damage. Harsh Truths No one can take away the awesomeness that is Roma's turret traverse rate and shell flight time. Let me be clear: few battleships have as smooth and comfortable a rotation and short lead times of their main battery as this Italian beauty. However, not everything about her guns lends to good performance. Roma's fire angles are the first let down. It's true, her forward fire angles are wonderful. However, rearward, it's a completely different story. Firing from A or B turret while on the retreat will get you sunk in a hurry. This isn't a problem unique to Roma, but few battleships can be punished as readily as Roma when they over angle due to her high water citadel (more on that later). I've found it preferable to use (and abuse) Roma's concealment if forced to retreat. At close range, her high muzzle velocity can also be a detriment. With the standard 0.033s fuse timer, Roma's shells risk blowing clean through more lightly armoured cruisers, especially at short ranges. To test this, I used a Reference-Omaha™ and found that Roma must be at least 13.3km out in order to land citadel hits on a target showing her flat broadside, provided the shells didn't strike water first. North Carolina can manage the same at 5.0km, owing to her lower muzzle velocity and steeper angle of her shell fall. This is a problem that extends beyond Reference-Omaha™ and it can be infuriating to catch a cruiser broadside with perfectly aimed (and dispersing) AP shells only to watch them all over penetrate a Chapayev or Edinburgh. Being unable to overmatch the bows of select cruisers just exacerbates matters. This leads me to stare down the problems Roma has with AP penetration with her 381mm rifles. She cannot overmatch the 27mm extremities found on many heavy cruisers at tier VIII+. It's surprising how much of an issue this causes. A properly angled American or Japanese heavy cruiser can simply bounce her AP shells for days with the appropriate stance. When combined with the fuse problems mentioned above, Roma must juggle different optimal fire ranges when engaging different targets. To penetrate small, lightly armoured vessels like Nurnberg-class, French or Royal Navy light cruisers you need distance. You may have to wait until the target angles slightly before sending your shells off. For tier VIII+ heavy cruisers, you need to catch them broadside or risk seeing your volleys bounce ineffectively. Roma's dispersion with Aiming Systems Modification 1 installed. 180 shells fired, salvo by salvo at 15km, locked onto a stationary Fuso. One of Roma's more pronounced gunnery weaknesses is her poor dispersion. This isn't so much a trait of her 1.8 sigma, but more of her long vertical dispersion axis which you can see here causing tremendous levels of overshooting and undershooting the target by a whole ship length to either side. This is approximately 50% larger than comparable area of battleship Alabama and Massachusetts which cannot mount any dispersion modification. The Big Fail: Dispersion and HE. Roma's most telling flaw with her guns is her dispersion. The Italian battleships of the Regia Marina use German dispersion patterns. In this regard, Roma's gunnery is most akin to Bismarck with one extra gun barrel and 4 seconds longer on her reload. The high velocity of her guns causes many shots to land long or short. Couple this with the wider base horizontal dispersion than any other battleship group in the game, and Roma's German dispersion leads to a lot of wonky shell groupings. It's not like Roma can simply reach for HE and solve her penetration issues either. Roma's HE shells deal a low amount of damage at 5,100 maximum per shell. That's 1,683 per penetrating hit and 852 damage per saturated penetrating hit. These values do not compare well to the 1,200 damage done by one of Roma's over penetrating AP shells. Her fire chance is abysmal at a mere 24%. She doesn't even have an especially large module-damage radius. For all this lackluster performance, she doesn't even get to enjoy the German bonus HE penetration. You largely want to avoid having to resort to these shells unless circumstance deem it necessary. Relying on Roma's HE shells too often will see her damage potential plummet. In summary Roma's gunnery is inconsistent -- more so than many other battleships. While it is easy to bring her guns on target with her fast traverse and anticipate their manoeuvres with her high muzzle velocity, Roma is unreliable at landing solid, damaging hits. This is very frustrating for a ship where the gunnery otherwise feels very comfortable. Her dispersion forces you suffer the whims of RNG. Even when you line up the perfect shot, over penetrations and ricochets will abound and her HE shells are downright anemic. Roma has two secondary gun types and neither is effective. They lack range, with a 5.0km base reach. In addition, one mount does not fire fast enough and the other is too small in caliber. The most dramatic of the pair are her 152mm rifles, mounted in triple gun turrets, two per side flanking B and X turret respectively. They are incredibly slow firing with a horrendous 12.0 second reload and they use AP ammunition. The best thing that could be said about this particular mount is that the muzzle blast is enormous and your opponents may mistake it for you firing your main battery guns in a brawl and expose their sides, thinking themselves safe to fire back. Roma's 90mm guns fire much more quickly with a 4.0s reload. Though they fire HE, their fire chance isn't particularly good. What's more, their small gun caliber makes them ineffective at dealing direct damage enemy ships. Even most destroyers in her matchmaking spread can boast enough armour to foil the penetration value of her HE shells. Short of peppering superstructures, these guns aren't going to do much in the way of direct damage themselves. Taking Inertial Fuse for HE Shells will increase her penetration enough to allow her to directly damage destroyers and some light cruisers with these guns, but that's a heavy investment for questionable gains. In general, it is not worth sinking upgrades, consumables or skills into Roma's secondaries. Conclusions It's hard to call any of Roma's weapon systems "good". Roma's 381mm guns do not enjoy the rate of fire bonus found on Monarch, Tirpitz and Bismarck. Maybe if she had that phenomenal rate of fire or some accuracy tweak, I could shower them with praise with good conscience. However, with a piss-poor HE shell and forgettable secondaries, Roma is reliant upon her main battery AP shells to carry the day. Fortunately, they're sufficient to the task. And maybe that's the best way to define Roma's AP gunnery: It's comfortable and it's sufficient. She won't win any prizes but she'll hold her own. Summary: Roma's gunnery feels so comfortable. Her gunnery performance is spotty. They seem to do really well against battleships (up until they angle) but against cruisers, it's a lot more inconsistent depending on angle, ship type and range. Her secondaries aren't worth specializing into. Evaluation: MEH What it would have needed to be GUD: Roma's dispersion can be very unkind. A buff to her sigma value would alleviate this. An alternative solution would be shaving a second or two off her reload time. With so many misunderstandings about the reload time of the Littorio-class, I suppose we should be glad that Wargaming kept it to a mere 30 seconds. Manoeuvrability Top Speed: 30.0 knotsTurning Radius: 810mRudder Shift: 15.6s Maximum Turn Rate: 4.2º/s Tier 8 Battleship speed, turning radius and rate of turn. Roma doesn't excel in any one area nor does she have any glaring weaknesses. Roma is on the good-side of average for manoevrability for a tier VIII battleship. Her top speed is okay but there are faster ships. Her rate of turn is alright, but she's not exactly agile like the South Dakota-class sisters. Her turning circle isn't terrible, though its certainly not great. Overall, her handling is best compared to Bismarck -- a ship that isn't lacking overall in comparable agility but not a ship anyone would dare say has "good" manoeuvrability. The reason Roma feels so agile is probably due to her gun traverse. At 6º per second, it's rare that you ever need to use your rudder to accelerate bringing your guns to bear onto a new target. It's impossible for this ship to out turn her turrets, so there's little strain on her handling to keep her weapons singing. The best trait about her here is her top speed. 30 knots, while unremarkable at high tiers, is the benchmark I want to see. Anything less is an obvious flaw. Roma has the flexibility to go where she's needed and she's fast enough to make pursuit and escape possible when required. This also allows her to make better use of her concealment to better position herself. Most important of all, Roma's manoeuvrability is sufficient to protect her vulnerable citadel while still maintaining a steady rate of fire with all nine of her guns. Evaluation: MEH What it would have needed to be GUD: Roma already sits on the cusp of being 'GUD', she would just need a little help. An extra knot of speed, getting her turning radius below 800m or increasing her rotation rate by another two tenths of a degree per second would each tip her over the edge to something quite remarkable. Fortunately, you can pull this off yourself with the use of a Sierra Mike signal. Rate of Turn There are several factors which affect how quickly a ship comes about. The most significant are the ship's forward momentum and the size of her turning radius. As a ship slows down, their turning radius changes, but not always for the better. To make things more complicated, different ships also preserve speed better in a turn. When it comes to changing your heading, maintain speed whenever possible. If you want a tighter turning circle, slow down to 3/4 engine power -- but be aware that your ship will not manoeuvre as quickly. Steering Gears Modification 2 reduces Roma's rudder shift time from 15.6s down to 12.5s. However, this does not appreciably affect her turning values. This upgrade can be seen as more of a placebo than a practical bonus. When attempting to measure the gains made, some of the results fell within the margin of error of my own reaction time -- meaning that a good night's sleep or a cup of tea had more effect on the timed rate of turn than whether or not Roma had this module installed. With torpedo and shell reaction times often being less than 8 to 10 seconds, having this module installed will not help you. You would be better served by having a cup of coffee. Thus, I strongly recommend installing Damage Control Modification 2 in your fourth upgrade slot instead. None of the values found on Roma were far from what was expected. Her measured turning radius was slightly higher than that found in port and she bled the usual 25% maximum speed with her rudder hard over. 360º Rotation Rate (Ship Maximums): 1/4 speed (7.3 knots): 1.0º/s rotation, ~1099m turning radius 1/2 speed (13.8 knots): 2.5º/s rotation, ~851m turning radius 3/4 speed (18.6 knots): 3.6º/s rotation, ~800m turning radius 4/4 speed (22.4 knots): 4.2º/s rotation, ~829m turning radius 90º Rotation Rate (Stock): 1/4 speed: 1.0º/s rotation for 90.7s 1/2 speed: 2.3º/s rotation for 39.0s 3/4 speed: 3.2º/s rotation for 28.5s 4/4 speed: 3.6/s rotation for 25.0s 90º Rotation Rate (Steering Gears Modification 2) 1/4 speed: 1.0/s rotation for 90.6s 1/2 speed: 2.4º/s rotation for 38.4s 3/4 speed: 3.3º/s rotation for 27.4s 4/4 speed: 3.7º/s rotation for 24.2s Roma sits upon the cusp of greatness where her agility is concerned, but she falls short. You're not likely to notice though -- you'll be too enamored with how well her turrets traverse. DurabilityHit Points: 65,400 Maximum Citadel Protection: 375mm + 40mm Min Bow & Deck Armour: 32mmTorpedo Damage Reduction: 38% Let's start with the bad news: Roma wears a really short skirt. While I appreciate that she wants to show off her lines, her citadel is left exposed over the water's surface by a not-insignificant margin. The exact height of her citadel is easy to see: it's directly behind her 375mm armoured belt. Veterans of the American battleship line that played the ships before the citadels were lowered in early 2017 will remember well what this entails. Roma can and will suddenly explode in a horrendous space-kablooie when she's caught broadside. There's nothing you can do about it but [edited]. There's another piece of not-so-great news. Her A-Turret barbette also seems to be part of the citadel, comprising a rounded 210mm bulge to her transverse bulkhead. This gives shells that might have skipped over a flat surface another bite at the apple if they catch this rounded surface. It's just another little quibble to sour Roma's armour protection. Alright, with that out of the way, let's talk about the good stuff: Her main deck is 45mm thick. This is proof against 152mm HE spam. Hooray! She has a 130mm extended forward armoured belt. When she angles, can foil even 460mm shells. Rejoice! Her upper hull is 70mm thick. This is proof against HE from 420mm or smaller unless it's British BB or German BB & CA thrown. This will also provide you with some very comfortable bounces when you angle just right. Her torpedo damage reduction is pretty darned good, so to speak. At tier VIII, torpedo defenses are either amazaballs (Amagi, South Dakota sisters) or they suck moose balls (everyone else). Roma's in the good half of the dichotomy. Her deck armour profile is a bit of a mixed blessing when it comes to armour piercing bombs, however. In testing, American AP bombs just didn't seem to be able to stack damage quickly. Without heals, it took over 20 bomb hits to sink her from American planes. Graf Zeppelin's (admittedly still in testing) bombs weren't automatic world-enders, but she could reliably sink Roma with two squadrons. On the whole, if it weren't for Roma's citadel situation, she'd have a great armour profile. As it is, it's only okay. Roma face tanks like a boss, particularly at medium ranges (between 8km and 14km) but when things go wrong, she comes apart in a hurry. Roma's armour, including details of her citadel. Evaluation: MEH What it would have needed to be GUD: Lower her bloody citadel. Anti-Aircraft Defense AA Battery Calibers: 90mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0kmAA DPS per Aura: 114 / 128.4 / 54.4 The graph on the left shows the raw AA values per aura range of the AA mounts of tier 8 Battleships. The graph on the right applies a formula {AA DPS x ( Range - 1.0km )} to calculate the overall effectiveness of the ship's AA power. This weights longer ranged weapons as being much more valuable as planes will linger within their effect longer. Weapons with less than a 2km range are only really effective if the enemy aircraft carrier parks planes on top of you. If there's one good thing you could say about Roma's anti-aircraft firepower, it would be that it's at least better than that found on Tirpitz. Roma's AA rating sits squarely in between the German premium and Amagi, and this isn't a good place to be. Worse, it's not like Roma's anti-aircraft guns are a straight up improvement over the performance of the German premium -- she just has more of them. Roma's large caliber, 90mm guns are hands down inferior to the 105s that Tirpitz uses. They have 500m less range and they do less DPS over all, which makes the effective AA defense worse were it not for Roma's 37mm autocannons and Tirpitz's near lack of medium caliber guns. It takes a rather heavy investment to get Roma's anti-aircraft firepower anywhere near effective in terms of range, and it's downright impossible to make it effective in terms of damage done. With Advanced Fire Training and AA Guns Modification 2, you can increase the reach fo her 90mm guns from 4.0km up to 5.76km but they'll never have the punch to make anything but a stock tier VI aircraft carrier balk. Taking a Float Plane Fighter can add a very helpful disruption effect to an incoming wave which can save your ship, but it's so short lived and difficult to rely upon. Roma doesn't have the agility to easily dodge air dropped torpedoes, nor does she have the armour profile to spare her the nightmare of being one-shot by German AP dive bombers. Roma, when isolated from allies, is easy prey for an enemy aircraft carrier and she must be played with this weakness in mind. Evaluation: GARBAGE What it would have needed to be MEH: Roma really needs more range. The 4.0km reach of her large caliber, dual purpose guns does her no favours. Alternatively, it would take a huge DPS boost to make her AA power competitive which is a much more significant change. None of Roma's AA mounts are especially durable. Even her dual purpose AA guns can only boast 800hp with her 37mm and 20mm guns having only 200. A few HE hits will strip her of most of her AA power. Vision Control Base Surface Detection Range: 14.94km Air Detection Range: 13.35km Minimum Surface Detection Range: 11.22km Detection Range when Firing from Smoke: 13.68km Main Battery Firing Range: 18.12km Detection Consumables: Spotter Aircraft / Float Plane Fighter Short of the famous and historical HMS Monarch, Roma is the stealthiest battleship within her matchmaking spread. What's perhaps more frightening is that she's stealthier than almost half the cruisers she faces, even when they're rigged for full concealment. Tier VI and VII cruisers are especially vulnerable with 11 out of 24 ships unable to hide from Roma and another 7 unable to hide if they don't have a full concealment build. When top tier, especially against inexperienced commanders, Roma becomes truly a monster. Without spotting aircraft or a destroyer screen, she can move about the battlefield at will, confident she can outfight anything that detects her. Let me stress this: Without aircraft or destroyers, Roma is quite capable of being the stealthiest ship on the playing field. Unlike the famous and historical HMS Monarch, Roma has the speed to better exploit this concealment. And it's here, with this combination of speed and concealment where Roma becomes a truly frightening vessel. Novice players take note: these are traits that expert players exploit to win matches. The longer a match goes on, the more powerful this advantage of speed and stealth becomes. It gives Roma time to heal, to flank, to secure objectives or escape. She can dictate engagement distances, abuse cover and surprise enemies. This is the game changer for this ship. This is what glosses over all of her other mediocre ratings and propels her towards excellence. Now this all said, this is a very difficult advantage to exploit properly and it can be outright negated by aircraft (especially given Roma's poor AA rating) and destroyers. Proper use of her aircraft consumable (with the skills to support it) will help her control vision and make lurking around islands less dangerous. But, it's knowing when to keep her guns singing and when it's best to hold your fire that really defines Roma's use and abuse of her concealment. Evaluation: GUD What it would have needed to be BEST : Monarch has a smaller surface detection range and similar consumable options. The alternative to making her sneakier than Monarch would have been to provide her with some detection consumable like Hydroacoustic Search or Surveillance Radar which is bloody unlikely. I think we can all be happy that Roma's concealment is as amazing as it is. Nursing the Twins For Roma, a survivability build is best after grabbing your concealment skills. Start with Priority Target unless you've seen the oracle and you already know the future. Then you can go for skills like Direction Center for Catapult Aircraft instead for your first choice. Next up, we want Adrenaline Rush to increase her sluggish rate of fire. After that, you have your choice of Basics of Survivability or Superintendent depending on how much you hate fire damage. Finally, grab Concealment Expert to level up Roma to her final form. For your next 9pts, I strongly recommend Fire Prevention, whichever tier 3 skill you skipped and your choice of Expert Marksman (cause why not?), Jack of All Trades or High Alert. Now get out there and murder your brother. Tier for tier, Giulio Cesare is the better of the two Italian Battleships. However, the Makoto Kobayashi: Roma camouflage combined with Roma's higher tier will make her the better potential earner. Final Evaluation Mouse's Summary: Concealment and comfort define this ship. I stress that Roma's high water citadel will be a deal breaker for some. As cool as Roma's secondaries and AA batteries look, they're pretty darned useless. Roma's scorecard looks a little better than my first evaluation once you peel back the layers and take a closer look. Her great concealment might functionally be the best within her Matchmaking spread thanks to her speed. Similarly, her agility is also reasonably good, just not quite enough to make her remarkable. This synergy between speed, gun handling and concealment has all the hallmarks of a competitive ship. Her gunnery and durability are the let downs, though. Her weapons are inconsistent -- prone to bouts of greatness and then some frustrating droughts of non-performance until you figure out her penetration. Knowing what ships you can and cannot handle at which ranges mitigates some of this lack, but only just. Contrarily, her secondaries, like her AA guns are garbage no matter what you do.. Then there's that citadel of hers -- that fly in the ointment that will preclude her from ever being the darling of the competitive scene. In Randoms, with proper positioning, it's not really a big deal, but when it lets you down, it lets you down hard. Roma is so much fun to drive it's hard to dismiss her out of hand, even despite these setbacks. My own experiences in Roma were decidedly mixed. It took me a while to figure her out. Once I accepted I was throwing around what amounted to a squishy, nine-gun Bismarck with no secondaries, things got a little better. To say my performance in her was inconsistent would be an understatement. The number of losses I suffered during the latter half of play testing wasn't fun, however this was broken up by some ridiculously high performing games. Boiled down, Roma is a medium-range brawler. Her gun accuracy and armour profile both excel if she can hold this range -- just on the cusp of her detection radius, and hammer the enemy over and over and over again. Ideally you want to sneak to a vantage where your opponents can't help but give up their side to either you or their allies. If they choose to face you, tank them and do the best you can to hurt them back -- it's not going to be easy with those 381mm guns. If they choose to face your allies, tear them a new one until they smarten up and fall back. The final question is if this is a role that's asked for in the current meta. She's not a brawler like Bismarck or Tirpitz, a DPM juggernaut like Amagi, and she doesn't werf the flammen like the famous, historical battleship Monarch. Roma encroaches upon the flanking meta espoused by the American battleships. She's certainly faster than North Carolina or the South Dakota sisters. She's also more stealthy. However, she lacks the AA power to afford her autonomy when enemy aircraft carriers are in play. -- not that they're out there that often. It's still difficult to call just based on that. Things change when you look at her tiering. Top tier, she's an absolute monster. She would easily hold my pick for one of the best battleships for clubbing lower tiered vessels and this in of itself should say something. That comfort and control pays dividends and her armour maximizes in these encounters where shell penetration may not be enough to seriously threaten Roma's raised citadel. She uptiers alright against tier IX ships, but like all tier VIIIs, she really struggles in tier X matches. If I could guarantee she would never see tier X games, I could slap an "OVERPOWERED" label on her and be done with it, but no such luck. As it is, I'm inclined to say Roma has earned her laurels. Would I Recommend? Some caveats must be exercised here. The Italian Regia Marina is solely comprised of premium ships at the moment. Between the battleships Roma and Giulio Cesare there are also the light cruisers Duca d'Aosta and the upcoming Duca degli Abruzzi. If you had to choose one and only one, Giulio Cesare is still the front runner performance wise, even at tier V. Roma does not displace her. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? We have no tier VIII scenarios (yet), but Roma's a decent ship to take against bots. Her AP shells struggle a little against cruisers at the point blank ranges which so often result. Her running costs are 35,438 credits including the 10% discount provided by her camouflage (this drops to 19,688 credits with Makoto Kobayashi: Roma camo) while you can make around 100k on a decent win. Skip those premium consumables. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. She's a tier VIII premium, so economy wise, she'll do you just fine. The increased earnings will also make her a wonderful trainer. Note if you have the Makoto Kobayashi: Roma camouflage, her earning dividends just got that much better. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. I have to give her a firm pass here. Between her high water citadel, 381mm teething issues and poor AA power, she's not ideal. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. What are you, new? It's not only the first Littorio-class battleships it's Roma. Even as a port queen, she's gorgeous to look at. For Fun Factor: Bottom line: Is the ship fun to play? Hells to the yeah. Roma doesn't always behave, but when she does... In Closing That about wraps it up for Roma -- arguably the most anticipated premium of 2017. Hey, stop looking at your calendar! She's here and she's not terrible; that's a win. I keep a list of premium ships that I enjoy playing; that I reach for whenever I just want to play World of Warships and unplug my brain from all of this analytical nonsense. These are ships that I play simply for the love of the game. I think it's high praise when a new premium ousts one of the old guard and muscles in on this list. Roma isn't there yet -- we're fighting, truth be told. She's got a long ways to go if she thinks she can earn her keep. I'm very happy with the balanced state of Roma. I'm very happy to have this review done. The next review coming up will be Musashi, the tier IX Japanese battleship that's causing all kinds of controversy. Roma and Musashi both came off of the content-embargo on the same date, but I had no warning about the latter. You can expect this next review in about a week's time with an undue level of snark laced throughout. A very special thank you to Lert for his continued editing efforts and to my patrons on Patreon. With as much time and energy I devote to these reviews, I cannot afford to do it alone anymore. Your continued support means the world to me and allows me to keep my head down and working hard with less worry. Thank you for reading and for all of your feedback, criticism and fun gifs too! My current ten favourite ships. Top Row: Fujin, Atlanta, De Grasse, Prinz Eugen, Atago. Bottom Row: Scharnhorst, Nelson, Harekaze, König Albert, Warspite. Will Roma or Musashi earn a spot? Tune in next week! iChase put together a wonderful little history piece for those who want more Roma in your Roma review!
  12. YukikazeTheSnowyWind

    Italian DD's

    I am a huge fan of the game War-Gaming has made in world of warships. My favorite tech-line in the game is easily the destroyer. While I currently love the destroyers that are actively featured in the game. I would love to see the Italian Destroyers back on the list of new content to enter the game. I really like the way the cruisers played out and I would thoroughly enjoy seeing my favorite class continuing the legacy of the Italian nation. Please War-gaming take into serious consideration my request. Thank you for your time reading and responding to the feedback.
  13. OKIES_NAVY

    GERMAN CV's?

    I'm confidant this is about the last topic you'd care to hear about or more likely hear more about. I have to believe WOW has lost its way introducing German CV's to a game who hasn't seen an Italian Battleship or Destroyer line. Lines of ships that actually existed in history being pre-empted by a line of exclusively, save one, paper ships simply boggles the mind. Is there an Earth shaking demand for German CV's? Not only are you bringing to life paper ships but you are also endowing them with paper super weapons. Mind you the Germans had a guided missile, of sorts, but it was never launched from a CV. Perhaps that's another little surprise we have to look forward to in the future? To add insult to injury two of the three dominant Navies of WWII are withering on the vine. The USN and IJN are being power creeped into obscurity with only premium ships providing any grace what so ever. The Brits are having issues themselves. I have to assume these are purely business decisions. The NA player numbers is far from huge and I'm sure the number of Italian players is dwarfed by those from Russia. The only reason I'm doing this now is because I failed to include it in the after clan season survey. I felt it didn't really belong there any way.
  14. Heyo all, I've been wanting to publish this piece for some time, but wanted to wait until I have 100 games in her so I would have a proper game count to present. I am only at 94 games, but I hope that this won't undermine the guide. I think I can claim to know what I am talking about when it comes to this ship. Abruzzi has a very negative reputation on the NA server as a bad premium ship which is badly in need of buffs. While she is by no means an overpowered ship, I feel like her reputation is not quite deserved. More do I think that she is very much misunderstood by the community and overshadowed by amazing T7 Premiums like Belfast and Flint. The typical CL gameplay being that of an HE spammer makes matters somewhat worse for her. This writeup serves the purpose of giving insight into how I see her characteristics after a fair amount of games, and how one can best use them to their advantage. Firepower Abruzzi’s firepower is all sorts of underwhelming. Her HE dpm is lacking compared to the HE flingers at her tier, the AP does not hit hard enough for anything beyond normal pens against sides or citadels against soft targets up close and the torpedoes feel like a gimmick more than anything. It takes work to deliver proper results with Abruzzi. Something touched later upon is her concealment. While it’s not directly related to her firepower, it allows Abruzzi to get closer to the enemy and land shots better than someone who would be forced to stay at range, like Shchors for example. This also makes it easier to get access to a broadside that can be abused with her mediocre AP. Her range is fairly limited with only 15.1km, however the access to a Spotter Aircraft permits Abruzzi to temporarily increase her reach to 18.1km which in an uptiered match is a big relief. Another problematic feature with her main battery lies in her firing angles. Towards the rear they are very close to 30° for a full broadside, being supportive of kiting, but forward facing the X-turret really lacks, which means that when sailing towards an opponent it is very risky to get the last two guns to fire. Doing so requires timing regarding the enemies reload. Graphic taken from https://gamemodels3d.com/games/worldofwarships/vehicles/pisc507 The torpedoes are typical sea mines, they are not fast, they have a long reach and reload reasonably fast. Whenever you see a chance to dump them into the general direction of your enemy, do so. They won’t deliver consistent results, but as area denial tools and for the occasional surprise hit they are good. Survivability The Italian Tier VII cruiser is a ship of the extremes, her survivability is both strong and weak at the same time. To understand this, we must first dive down into what she brings to the table, and what she lacks. This view is nothing new, it shows Abruzzi’s citadel and its important features. 1. It’s huge. It extends high above the waterline with armor values that are not sufficient to protect you from incoming fire unless you bounce the shots. 2. It is box-shaped. So unlike the likes of New Orleans, Helena or Myoukou, the citadel deck is flat without any steps up or down. This is very important to note. What can one take from this? If Abruzzi shows side, she explodes. There is no if or but, she simply does. Yet at the same time it makes Abruzzi a ship with surprising resilience when angled properly. A well angled Abruzzi can only take a citadel hit when a shell entered through the rear or frontal bulkhead, which is easy to avoid when actively maneuvering. On top of that thanks to her high citadel she has a (in comparison) large surface covered by her belt system, which will bounce every BB shell thrown at her. What remains are mostly overpenetrations with an occasional normal penetration. And here her Repair Party comes into play, because unlike all but two T7 cruisers Abruzzi, actually has a heal. Her hitpool for a Tier VII cruiser is on the lower end of the spectrum. Only Shchors, Atlanta, Flint and Fiji are below her. This plays into the vulnerability when showing broadside. It doesn’t take much damage to delete her. In conclusion, Abruzzi’s survivability relies heavily on how the shells hit her. If she is angling against those shells the damage she takes will be minimal, while she can also recover from the minor damage dealt. But if caught in a bad spot you’ll return to port within seconds. Concealment This is the area where Abruzzi truly shines. Her surface detection is nothing short of amazing, only getting outspotted by the totally not broken Belfast as well as the Atlanta sisters. Not only does this allow her to have a rather situational ability to stealth torp, but it gives her the edge in many engagements by being able to engage and disengage on her own terms. Maneuverability For a ship with Abruzzi’s playstyle one would expect superb maneuverability. But this is not the case, both her turning circle and rudder shift are at best average compared to the competition, with her speed being on the higher end. This means that one has to be even more careful when playing, because unlike a Fiji this lady takes her sweet time to turn. Installing the Steering Gears Modification to make her rudder shift acceptable is highly recommended. Playstyle Making Abruzzi work is a matter of finding the right balance between playing up close to increase the damage output and at the same time staying alive. Given the fragile nature of this ship when overextended and the lack of a get-out-of-jail card this means that she does not forgive you for mistakes. What is important to note is that she is not a ship that will deliver you large damage numbers. For such tasks USN and Soviet light cruisers are better suited. The primary role should be to have a destroyer 4km ahead of you to spot for you and to avoid getting caught pants down by a DD. At the same time you need to support your allied DDs by dropping a few HE salvos on the enemy DDs, which with the relatively close distance is a piece of cake. I can not stress enough how much impact a 5k salvo can have on a DD. We are talking about eradicating a third of an Akatsuki’s healthpool in one salvo, and 7.5 seconds later you can add some on top. This can swing a match in your favor in the first few minutes, provided you executed the maneuver properly and did not get yourself nuked by overextending. Trades against cruisers are to be taken. The superior concealment means that you can almost always pick the engagement, so you can turn away and open up. The soft damage they deal in return can easily be mitigated with the Repair Party. Battleships, if you must engage them, should be enjoyed from a distance of around 13km. Just like against cruisers you go ahead and turn away, fling HE while kiting away and ensure that no returning shell gets through the rear bulkhead while enjoying the bounces on your main belt/the normal- and overpenetrations of your upper casemate. Especially against battleships using the throttle can bring impressive results, making them miss most of their salvos. If you do happen to take an uncomfortable amount of damage it is a matter of 20 seconds to disengage into stealth and recover some health, and then start all over again. Don’t be afraid of abusing the spotter aircraft when you are low health already and play the Damage over Time game. Against carriers you are screwed. Don’t try to gamble on something by installing any sort of AA improvements. No need for Defensive Fire, it’s not worth it. Outfitting Abruzzi Abruzzi does not demand anything spectacular for her captain and modules. Her captain is fairly standard for a light cruiser at that tier, with the only difference being Superintendent as she has access to the Repair Party consumable which is important to capitalize on. Created using http://shipcomrade.com/captcalc If you do not have a 19 point captain to spare, the recommended order is: Priority Target, Adrenaline Rush, Demolition Expert, Inertia Fuse for High Explosive, Concealment Expert, Superintendent, Expert Marksman. The modules follow suit, nothing spectacular waiting here. With dodging and maneuvering being key to Abruzzi’s survival, the health of your rudder and the speed at which you can initiate a turn are crucial. It is important that you do not even pretend that you are buffing your AA. It won't work. As for signal flags, your main concern should be increasing the impact of the repair party and increasing your speed. The rest can either be used to give a minor boost to your fire chance, or to equip economy signals to train the captain faster. As for the consumables, the most important ones are your Damage Control and the Repair Party. Premium versions of the two are highly recommended. If you wish, you can also increase the use that you can squeeze out of the Hydroacoustic search consumable and the Spotter plane, though former is more useful than the latter. Again, Abruzzi might have access to the Defensive Fire consumable, but it is not worth it. The spotter aircraft will deliver five times the value, even when used in its non-Premium version. In conclusion If you seek a ship that quickly creates huge numbers with little to no effort required, then you came to the wrong place. Abruzzi is a ship for those that are willing to invest map awareness, positioning and angling, and will reward the player if every criteria has been fulfilled. If during a match you were deleted, analyse what went wrong. In almost all cases it was a player's mistake that resulted in the unfortunate ending, so take note on how to improve. Cheers~
  15. Presenting the all new T10 Italian's cruiser, Venezia. Masterly crafted and design by expert Italians shipbuilder. Encompassing sleek and modern design with speed to match of up to 38 knots. She include the iconic Italian Red and White candy cane paint on her bow and sporting detailed craftsmanship on her exterior design. Using the all new SAP shell technology in a 5x3 configuration for simultaneous 15 shell barrage onto target at sonic speed. Her AA suite is top of the class and will satisfy your needs to protect your precious asset from any would be airstrike. Safety is our number one priority and we ensure your crew will stay safe with our patent pending Exhaust smoke technology to get you out of troubling situation when the need arises complimented by sea mines for any pursuing target that may seek interest in your brand new investment. Get your today at the nearest Regia Marina certified Shipyards for a low cost of 19,900,000 credits. Please provide us with feedback below so that we ensure that your next vehicle of transports, is a Regia Marina's ships. Enjoy future captain, and may she serve you well. Venezia Commercial.mp4
  16. I highlight the main details of World of Warships update 0-8-10 - and how to maximize the containers and tokens you can earn to give you the best chance to complete the new Italian collection: Resolute and rapid in this update to attain the Excellent unique Italian commander: Luigi Sansonetti. Good luck, I hope this helps! Kar
  17. rafael_azuaje

    Gnenova NEED Buff

    Currently, the Italian Genoa cruise is very rubbish, because it is a weak cruise with the worst main battery, it has a battleship recharge, there is no cruise in the game with 20 seconds of recharging. The very high turret turn that makes it impossible to have a Battle against a destroyer. Defense weapon that are torpedoes are very useless in T5, because they are extremely slow and with very low damage. their SAP & AP shells are basically the same both cause appointment, they should replace the AP with the HE. Every T5 cruiser is always equipped with hydroacoustics, it can carry defensive AA or smoke. slightly improve the shielding is too weak the genova need BUFF IN: 1- remove AP shells for HE 2-keep SAP shells 3-fix reload main Guns 20 secs to 13 secs 4-ADD HYDRO or smoke , all cruiser T5 has hydro. 5- the torpedoes need up damage becuase 9xxx is nothing vs a BB I think that it make better genova. if someone supports me in this ideas well, and if not tell me why?
  18. First, just a quick disclaimer. I'm so damn frustrated at just how terrible and unforgiving these ships are that this is probably gonna be a total mess of a post. The low-tiered Italian cruisers are absolutely pathetic. The ships themselves are mediocre, but the armament they're given is just so damn awful that its a total slugfest. These are the characteristics of the available ships, with the exception of the Genova. Tier 5: Tier 6: Tier 7: Tier 8 (and probably Tier 9 and Tier 10 since they use the same gun): (Since the Tier 9 and Tier 10 stats aren't available in game, I will post links to the wiki pages for the two ships so you can make your own comparisons and judge whether or not you want to grind this absolutely terrible line) T9: https://wiki.wargaming.net/en/Ship:Brindisi T10: https://wiki.wargaming.net/en/Ship:Venezia The ships are very agile and put some destroyers to shame with their speed, but then you have to deal with these terrible turrets that are slow to turn on target and keep up with your turn. Once you fire, the shells have a lazy arc (at the lower tier) so you have to lead even the slow battleships at 6-7 notches. The SAP shells are horribly inconsistent and struggle to do anything against battleships. These shells also have absolutely TERRIBLE pen, 54 millimeters at Tier 8, that even destroyers with the slightest bit of angling will bounce or shatter your shells. Yes, these shells will slap destroyers that go broadside, but any competent DD player will know to angle against Italian ships, or any ship for that matter. The Genova is in a league of its own. The ship is just so awful, I would prefer to get everything BUT it. 20 second reload on a cruiser with 152 millimeters guns is so horrible, I'd rather hang myself than play it. Seems like you're insinuating that Italy has some of the weakest men in the loading room known on planet Earth. Here's the biggest slap in the face; 104 shell hits yet a measly 38,958 damage. Even destroyers and small caliber cruisers will do more damage with the same amount of hits. The torpedoes are mediocre. They deal decent damage, but with so few, it's highly improbable that even a half health New York will die to a salvo of the Montecuccoli's torpedoes. They have good range at ten kilometers, but they're so damn slow that they pretty much are only useful for ambushing. With that being said, the detection is so bad that you'll get spotted going behind whatever cover you want from halfway across the map and since the torpedoes are so slow, any decent destroyer player will be able to speed right through them. If you like the speediness of the Italians; I suggest the Henri or the Zao. Both ships have HE that smacks and with a high fire chance, they can actually deal damage. The Venezia has the second weakest torpedoes at Tier 10 among cruisers at only 13900 damage and with only three per side, even cruisers can take all three and live. If you like the high arc on the shells; I suggest the Worcester, Des Moines, or Minotaur. The Worcester has spammable HE that is quite consistent with IFHE and the Des Moines has Super-Heavy AP that will slap even battleships. The Minotaur has the short-fused AP that will wreck destroyers and with the spammableness, it will do very well against battleship superstructures. If you like smoke; I suggest Minotaur, and for the sheer brokenness, the Smolensk. The Smolensk is an HE spammer with torpedoes that deal more damage and two extra tubes per side. The Minotaur is a jack-of-all trades. It can do well against battleships, smash cruisers and destroyers and if you squad up with destroyers or other ships with smoke, you can slot radar and decimate anyone that dares get close. TL;DR The line is terrible and if they don't receive buffs to the pen of the SAP shells, it's not worth playing. Skip this line if it comes out as is. I wouldn't wish these absolutely trash ships on anyone. For the first time, WarGaming have actually released a series of ships that were underpowered. I'm not even Italian and I feel like this is a total insult to the real Regia Marina. Edit: I just want to clear something up. The ships themselves are perfectly fine. They have a mixture of speed and agility to make them super good flankers, mixed with the walking smoke to make them perfect for getting in, hitting some things then getting out. My issue is with the armament. The SAP shells are too inconsistent and struggle to pen anything that angles, from destroyers to battleships and everything in between. The turrets are just too slow to keep up with the turn, which is fine, but it kinda takes away it's ability to get in and get out if you have to spend longer to get those turrets to turn on to target. Mixed with the slow reload means that you'll get maybe 1-2 salvos before getting focused. The armor is a bit weak and can easily be citadelled. The torpedoes are kind of a waste. They have low damage when compared to other ships and torpedoes of that tier and with so few, it's a struggle to kill full health battleships. Assuming that the Tier 10 Venezia using the same guns as the Tier 8 Amalfi, it'll be hard to reliably hit and deal damage to high tier ships. What needs a buff is the shells, or at the very least, the reload needs to be shortened.
  19. OK WG So far we have 4 in game Italian warships with number 5 being tested but as of yet no tech tree lines, we have heard all the stories about when they will arrive, next year or 2021 or 2041 Blah blah blah. Sometime in the not to distant Yoshino will be released and some folks will be elated good for them but for many here this is no fun we want to see the Italian Tricolour fluttering high on masts on the High Seas. Now of course I'm certain that WG has set out on there spread sheet a release day list of ships. Since it will be quite some time till we see a tech tree line flying the Tricolour. I am " THROWING DOWN THE GAUNTLET " LESTA I CHALLENGE you to rip up your pre planned release schedule and " Throw caution to the Wind ", "Think outside the Box", " Live Dangerously ", " Be Unpredictable ", " Take a leap of Faith ", "Break the Mould " and "Give yourself to the DARK SIDE " and create, design and release a Tier 9 or 10 FREE XP Italian ship next after Yoshino, I DARE YOU WG. I call upon the following Moderators to pass on my challenge to WG HQ, @Radar_X, @turbo07, @Femennenly. regards
  20. Recently I watched Flamu’s and sea raptor’s quick review of Leone. After seeing the concealment, reload of guns, the double torp mounts with only 4 torps, and the low speed, I’m thinking that some of the stats will change once this ship goes into testing. May tier 6 better it seems like it cannot compete. Not to mention that if one decides to treat this ship as a gun boat, they will only be able to use HE as an option because the AP appears to be horrid. Plus the low speed and short smoke duratiOn, I’m thinking that I will be hard to put gun and evade other dd’s. Especially if up tiered. Even though there seem to be a lot of bad areas, I’m hoping that once it undergoes testing it will receive some buffs in some of the areas. What are your thoughts at first glance? ( , flamu’s review starts at 10:26)
  21. Durante un largo tiempo me he dedicado a recolectar información sobre ciertos buques construidos durante, entre, y después de las guerras mundiales y que podrían destacar como candidatos al juego que actualmente nos presenta WG. Traté de meterme en la cabeza de los desarrolladores deduciendo las ecuaciones a partir de las cuales se determina los puntos de vida de cada buque basándose en el deslazamiento de este, aunque como se darán cuenta algunos no concuerdan con los presentados en el juego. Algunas ramas también presentan problemas relacionados con la ubicación de sus buques en el tier adecuado, como es el caso de los destructores franceses e italianos, otros como los cruceros japoneses presentan problemas por la información poco clara respecto a sus desplazamientos en tonelaje, y para el caso de algunos portaaviones, sus valores de HP están calculados basándose en su desplazamiento estándar y no su desplazamiento a plena carga, como en el caso de Kaga. Algunos buques no están situados en el mismo tier en el archivo que en el juego, eso se debe a una diferencia de opiniones personal contra WG. También hay buques que no están dentro de las ramas pero se indican en las tablas o debajo de las ramas mismas, esto se debe a que su ubicación es difícil de decidir. Las ramas están ordenadas por colores y estas incluyen; portaaviones, conversiones a portaaviones, acorazados, cruceros de batalla, grandes cruceros, cruceros, cruceros antiaéreos y destructores. Los asteriscos representan navíos que fueron inventados por el equipo de desarrollo de WG. Las fechas indicadas entre paréntesis indican que el buque es un diseño que nunca se construyó o terminó su construcción y el año indica su fecha de diseño. No se incluyen barcos que pertenezcan a clases ya mencionadas en naciones mas grandes, un ejemplo claro sería el crucero argentino General Belgrano que ya está representado por la clase Brooklyn. Los cuadros de distinto color dentro de las tablas de HP representan tonelajes modificados por WG o por mí haciendo referencia a un incremento del tonelaje original debido a una modernización ficticia del buque. Los nombres de los buques dentro de las tablas de HP que están centrados no obedecen la ecuación principal para la clase, como es el caso de los grandes cruceros que no siguen la ecuación general de los cruceros y por eso tienen una ecuación propia. Lo mismo ocurre con algunas de las naves convertidas a portaaviones, que por su excesivo desplazamiento, tienen una ecuación diferente a la del resto de los portaaviones. Espero sus comentarios y sus críticas. Compartan si lo consideran oportuno o interesante. https://drive.google.com/open?id=1wckrRPErjwJ46erYOaJ1Cx3ycs8AClPx
  22. https://imgur.com/a/VOLypad More in the album above.
  23. one-two punch. noun. A combination of two blows delivered in rapid succession in boxing, especially a left lead followed by a right cross.
  24. TheDgamesD

    Carlo Fecia Di Cossato

    Captain Carlo Fecia Di Cossato's life and legacy: Fecia di Cossato was born in Rome in 1908 from a family of the Piedmontese nobility. In his youth, he attended the Royal Military College of Moncalieri and then the Italian Naval Academy in Livorno, where he graduated in 1928 as an Ensign. Immediately after graduation, he was assigned on the submarine Bausan. In 1929, after promotion to Sub-Lieutenant, Fecia di Cossato was assigned to the Italian Naval Detachment in Beijing and sent to China on the scout cruiser Libia. He returned to Italy in 1933, was promoted to Lieutenant and was assigned on the light cruiser Bari, stationed in Massawa during the Second Italo-Ethiopian War. He then participated in two special missions on submarines during the Spanish Civil War. In 1939 Fecia di Cossato attended the Italian Navy Submarine School in Pola, after which he was promoted to Lieutenant Commander and given command of a submarine. When Italy entered World War II, Fecia di Cossato was the commanding officer of the submarine Ciro Menotti, based in Messina as part of the 33rd Submarine Squadron. In this role he participated in several missions in the Mediterranean Sea. In the autumn of 1940 he was transferred to the BETASOM submarine base, in occupied France, where he started his participation in the Battle of the Atlantic as executive officer of the submarine Enrico Tazzoli, whose commanding officer was Lieutenant Commander Vittore Raccanelli. On 5 April 1941 Fecia di Cossato was given command of Tazzoli, with Lieutenant Gianfranco Gazzana-Priaroggia as executive officer. Fecia di Cossato and Gazzana Priaroggia (who was later given command of the submarines Archimede and Leonardo da Vinci) were to become Italy's most successful submariners in World War II. On April 7, 1941 Tazzoli left Bordeaux for its first mission under Fecia di Cossato. After reaching a patrol area off the coast of West Africa, on April 12 the submarine attacked two British cruisers with torpedoes, but no hits were obtained. On April 15, Tazzoli sank the British steamer Aurillac (4,733 GRT) with torpedoes and gunfire. On May 7th, Tazzoli sank the Norwegian steamer Fernlane (4,310 GRT) and two days later the Norwegian tanker Alfred Olsen (8,817 GRT). The latter required two days of pursuit, all remaining torpedoes and a hundred artillery rounds, forcing Tazzoli to return to base after sinking it. On the way back, Tazzoli was attacked by an enemy plane, but the reaction of its machine guns damaged the plane and forced it to fly away. On May 25, Tazzoli reached Bordeaux, where Fecia di Cossato was awarded a Silver Medal of Military Valor. On July 15, 1941, Fecia di Cossato sailed for a new mission during which, on August 12, he destroyed the grounded wreck of the British steamer Sangara (5,449 GRT, already damaged by a previous attack by the German submarine U 69) and on August 19 he sank the Norwegian tanker Sildra (7,313 GRT) about fifty miles off Freetown. He returned to base on September 11 and was awarded a Bronze Medal of Military Valor and an Iron Cross Second Class. In December 1941 Tazzoli left Bordeaux to take part in the rescue of 400 survivors from the German commerce raider Atlantis and the German supply ship Python, that had been sunk off the Cape Verde islands. German U-Boats had rescued the survivors from the sea, but did not have enough space to adequately house them, therefore the German command requested the intervention of the larger Italian submarines. Tazzoli and three other Betasom submarines (Torelli, Calvi and Finzi) thus sailed from Bordeaux after disembarking nonessential personnel and loading substantial supplies of food and water. At the rendez-vous with the German U-Boats, Tazzoli took onboard about 70 survivors, including Atlantis' executive officer Ulrich Mohr. On Christmas Eve Tazzoli, sailing on the surface, was attacked by an enemy plane and forced to crash dive. On the following day, the submarine reached Saint-Nazaire, where the survivors were landed. For his part in the rescue of the survivors from the two German ships, Grand Admiral Karl Dönitz awarded Fecia di Cossato the Iron Cross First Class. On 11 February 1942, after the United States’ entry into the war, Tazzoli under Fecia di Cossato left for a new mission, off the coasts of America. On 6 March the submarine sank the Dutch steamer Astrea (1,406 GRT), and on the following day the Norwegian motorship Torsbergfjord (3,156 GRT). On 9 March Tazzoli sank the Uruguayan steamer Montevideo (5,785 GRT), on 11 March the Panama-flagged steamer Cygnet (3,628 GRT), on 13 March the British steamer Daytonian (6,434 GRT) and two days later the British tanker Athelqueen (8,780 GRT). In the fight against the latter, Tazzoli suffered some damage, following which Di Cossato decided to return to base, where he arrived on 31 March. Following this mission Fecia di Cossato was awarded another Silver Medal of Military Valor by the Italian authorities and an Iron Cross Second Class with Sword by the German authorities. On 18 June 1942 Di Cossato sailed with Tazzoli for a new mission in the Caribbean. On 2 August he attacked and sank the Greek merchant Castor (1,830 GRT), an four days later he sank the Norwegian tanker Havsten (6,161 GRT), allowing her crew to abandon ship and be rescued by a nearby Argentinian ship, before sinking her. On 5 September, Tazzoli returned to base; for this mission Fecia di Cossato received a Bronze Medal of Military Valor. On 14 November 1942 Fecia Di Cossato sailed for his last mission on Tazzoli. On 12 December the submarine sank the British steamer Empire Hawk (5,032 GRT) and the Dutch merchant Ombilin (5,658 GRT); on 21 December the British steamer Queen City (4,814 GRT) became Tazzoli's next victim, followed on Christmas by the American motorship Dona Aurora (5,011 GRT). During the return voyage, the submarine was attacked by a British four-engined plane, that was shot down by Tazzoli's machine gunners. On 2 February 1943, Tazzoli ended her patrol in Bordeaux. On 19 March 1943, Fecia di Cossato was awarded a Knight's Cross of the Iron Cross by the German authorities, for his successes in the Atlantic. n February 1943 Fecia di Cossato left the command of Tazzoli, was promoted to Commander and was then given command of the brand new Ciclone-class torpedo boat Aliseo and of the 3rd Torpedo Boat Squadron. He assumed command of Aliseo on 17 April 1943. In May 1943 Di Cossato learned that Tazzoli, having been converted into a transport submarine, had disappeared with all hands after sailing towards the Far East; the loss of his old crew deeply affected him. On 22 July 1943 Aliseo left Pozzuoli together with the German torpedo boat TA11 and two submarine chaser, escorting the steamers Adernò and Colleville towards Civitavecchia. In the morning of 23 July, the convoy was attacked by Allied aircraft; one of the attacking planes was shot down, while one of the Axis escorting planes was damaged and forced to ditch. Aliseo was strafed, and suffered minor damage to her deck and rudder. Fecia di Cossato ordered the convoy to go on, then Aliseo took the ditched plane in tow and towed it towards the coast, while the damage to the rudder was repaired; Aliseo rejoined the convoy at 17:30. Around 19:30, the convoy was attacked by the submarine HMS Torbay, that torpedoed Adernò, sinking her. Aliseo launched a motorboat to pick up the survivors, then hunted the attacking submarine for several hours, but without result. Following other escort missions in the Tyrrhenian Sea, Fecia di Cossato was awarded another Bronze Medal of Military Valor by the Italian authorities, and a War Merit Cross by the German authorities. When the armistice between Italy and the Allied forces was announced, on the evening of 8 September 1943, Aliseo was moored in the harbour of Bastia, in Italian-occupied Corsica. The harbour was packed with several vessels, both Italian and German; besides Aliseo, these included her sistership Ardito, the Italian merchant ships Sassari and Humanitas, and a small German flotilla which included the submarine chasers UJ 2203 (former French survey vessel Austral) and UJ 2219 (former Belgian yacht Insuma) and five Marinefährprahme (F 366, F 387, F 459, F 612 and F 623). The local Italian and German commanders soon reached a "gentlemen’s agreement" according to which the German forces would be allowed to safely retreat to mainland Italy. Meanwhile, however, the German forces secretly prepared to launch a surprise attack on the Italian ships moored inside the harbour, planning to capture them. The attack started at 23:45 on 8 September, when two groups of German soldiers, after hearing a whistle (the signal to attack), stormed Ardito; the torpedo boat was heavily damaged (70 of her 180 crew were killed) and captured, and the merchant ships Sassari and Humanitas also fell into German hands. Aliseo had just left the harbour when the German attack began. Shortly after dawn on 9 September, a combat group of the Tenth Bersaglieri Group (10° Raggruppamento Celere Bersaglieri) staged a counterattack which led to the recapture of the port, as well as of Ardito, Sassari and Humanitas; the German flotilla was ordered to leave the harbour, but the ships were immediately fired upon by the Italian coastal batteries, which damaged UJ 2203 and some of the MFPs. Aliseo, under the command of Fecia di Cossato, was then ordered by the port commander to attack and destroy the German units. Shortly after 7:00 the flotilla, proceeding in a column led by UJ 2203, opened fire on Aliseo, which returned fire at 7:06, from a distance of 8,300 metres (9,100 yd); at 7:30 Aliseo was hit by an 88 mm shell in the engine room and temporarily left dead in the water, but the damage was quickly repaired and the torpedo boat closed in and engaged her adversaries in succession, destroying them one after the other. At 8:20 UJ 2203, after suffering several hits, blew up; ten minutes later UJ 2219 was also destroyed when her magazines exploded. Between 8:30 and 8:35 Aliseo also sank F 366, F 459 and F 623; the corvette Cormorano intervened during the final phase of the battle and, together with Aliseo, forced F 387 and F 612 to run aground, after which they were abandoned and destroyed. Aliseo picked up 25 German survivors, then proceeded towards Portoferraio, as ordered, together with the damaged Ardito. Elba Island had become the collection point for Italian torpedo boats, corvettes and minor ships escaping from harbours on the northern Tyrrhenian coast; Aliseo and Ardito reached Portoferrario at 17:58 on 9 September. In the morning of 11 September, Aliseo left Portoferraio along with six other torpedo boats (including sisterships Animoso, Ardimentoso, Indomito and Fortunale) and some corvettes and smaller vessels, heading for Allied-controlled Palermo, where the group arrived at 10:00 on 12 September. The ships remained in the roads till 18 September, when they entered the harbor in order to receive water and food supplies; on 20 September they left Palermo and reached Malta, where Aliseo delivered part of the foodstuff she had been given to the Italian warships that had arrived there in the previous days. On 5 October 1943, Aliseo left Malta and returned to Italy. For both his achievements in the Battle of the Atlantic and his victorious action off Bastia, Fecia di Cossato was awarded a Gold Medal of Military Valor. Based in Taranto, Aliseo carried out numerous escort missions during the co-belligerence between Italy and the Allies, always under Di Cossato's command. In June 1944, the new government chaired by Ivanoe Bonomi refused to swear loyalty to the king; on 22 June Fecia di Cossato, a staunch monarchist, refused in turn to swear loyalty to the new government, which he considered illegitimate. On the same day, Fecia di Cossato was relieved of command, charged with insubordination and imprisoned. His huge popularity, however, led to immediate unrest among the crews of his and other ships, who refused to put to sea and demanded that he be freed and reinstated in his role. Shortly thereafter, Fecia di Cossato was released from prison, but he was given a mandatory three months' leave. With the armistice and the following events, Fecia di Cossato had seen the ideals that had guided him throughout his life – the Fatherland, the Monarchy, the Regia Marina – crumble around him. He perceived the events of 8 September 1943 as a "shameful surrender" for the Royal Italian Navy, which, he felt, had produced no positive effects for Italy; the country was now divided and occupied by opposing foreign armies, and the armistice and the change of sides would become a stain on Italy's honour and reputation for a long time "We have been unworthily betrayed and we discovered to have committed an ignominius act without any result". Di Cossato felt that his personal honor was stained by the surrender; furthermore, he was worried by the rumors that, despite their participation in the co-belligerence against the Germans, the surviving ships of the Italian Navy would still be handed over to the Allies at the end of the war. He was also haunted by the loss of his old crew on Tazzoli; on the letter he wrote before committing suicide, he also wrote "For months, all I've done is thinking about my crew, who rest honorably at the bottom of the sea. I think that my place is with them". Since his family lived in German-occupied Northern Italy, out of his reach, he had to live in a friend's house in Naples. On 21 August 1944, as his mandatory leave was nearing its end, Fecia di Cossato wrote a last letter to his mother, where he explained the reasons for his extreme gesture; on 27 August 1944 he committed suicide by shooting himself in his friend's house in Naples. He is buried in Bologna. This is a man, who in my eyes atleast, more than any other Italian Commander deserves to be put into World Of Warships as a Unique Commander, regardless of the fact he was a Submariner, due to the legacy and life he lived, only to see his very reasons for fighting disappear with the single stroke of a pen. May he rest in peace. None of the military forces of the major participant powers in World War II have been as unjustly maligned as those of the Kingdom of Italy. Italian defeats have been exaggerated and Italian successes often downplayed or ignored entirely. Because of this, the details of the Italian submarine campaign will no doubt come as a surprise to a great many people. However, the Regia Marina (Italian Royal Navy) entered the war with the largest submarine fleet in the world by tonnage and while most tend to think of the “Battle of the Atlantic” as solely a fight between German U-boat “wolf packs” and Allied convoys, the Italians participated as well, in fact, at one point there were more Italian submarines operating in the Atlantic than German ones. Italian boats also saw extensive service in the Mediterranean (naturally) and the Indian Ocean as well as undertaking operations to East Asian waters and the South Atlantic; areas beyond the range of the smaller, typical Type-VIIC German U-boats. Finally, Italian submarines did a great deal of damage, despite facing many difficulties, against the Allies. When the Kingdom of Italy entered World War II with the declarations of war against Britain and France in June of 1940 the Regia Marina possessed 84 operational submarines under the overall command of Admiral Mario Falangola, succeeded at the end of the following year by Admiral Antonio Legnani. At the outset, their failures outnumbered their successes, which is not too surprising as, aside from some secretive operations in support of Franco in the Spanish Civil War, they had never been tested and both men and boats had bugs that needed working out. However, they had a spirit and determination that would prove formidable. The Smeraldo, for example, a Sirena-class boat of the short to medium range 600 series made the first torpedo attack on British shipping by an Italian submarine but the heavy seas caused the torpedo to miss. However, this same boat later endured the most intense anti-submarine warfare attack of any boat in history with British ships dropping 200 depth charges on her, and she still survived (ultimately this boat was sunk by running into a British mine some time later). After the conquest of France and the establishment of German naval bases on the French west coast, Italian submarines were invited to participate in the campaign to strangle the British Isles. This, of course, meant a dangerous passage through the Straits of Gibraltar under the very noses of the British Royal Navy. Many German U-boats were lost in the straits but, though few are aware of it, no Italian submarine was ever sunk slipping through these dangerous waters. The Italians established themselves at Bordeaux under the name BETASOM (Beta [Bordeaux] Som [Sommergibili]) with 27 submarines in early 1941. Originally, the idea was the German and Italian submarines would work together in coordinated attacks against Allied shipping, however, this soon proved to be more troublesome than effective and few seem to understand why. Ultimately the cause was a difference in training and how German and Italian boats operated as well as the Germans not being what we would call “team players”. Fairly quickly in the war, German submarines developed a preferred tactic of attacking on the surface at night, submerging to escape counterattack. Italian submarines, however, usually made underwater attacks during the daytime. This was one of the differences that made cooperation difficult. Probably the most significant, however, was the unwillingness of the Germans to place a German communications officer on Italian submarines, though they held overall command of joint-operations. The result of this was that an Italian submarine making contact with the enemy would have to signal Bordeaux which would then have to send the message to Paris to the German naval command which would then relay the message out to the German submarines in the area. Needless to say, this meant that by the time the Germans were told of an enemy convoy, it was too late for them to do anything about it. There was also an unwillingness on the part of the Germans to train the Italians to fit in with their preferred way of doing things and what training they did provide was inadequate, expecting the Italians to learn in only two months what it had taken the Germans years to develop and become proficient at. There is evidence that when Italian submarine captains were allowed to train with the Germans, the results were obvious. One such officer was Commander Primo Longobardo, one of the few to train with the Germans, and he proved one of the most successful Italian submarine commanders of the war. As captain of the submarine Torelli he once sank four Allied ships on a single patrol and ultimately accounted for 42,000 tons of Allied shipping sunk. In any event, when coordinated training was finally agreed to, joint operations had already been canceled and each submarine force operated on their own with the Italians mostly hunting in waters around the Azores and some boats dispatched for the South Atlantic, such as in the Brazilian shipping lanes, which they were able to reach more easily because of their greater range. A lack of cooperation was also evident in the reluctance of the Germans to share their torpedo technology with the Italians. The Germans tried many innovations with their torpedoes, causing some problems as certain designs didn’t work but ultimately resulting in a more effective weapon. The Italians, on the other hand, simply stuck to their older but more reliable model which was not as effective and the Germans would not share their magnetic trigger technology with Italy until it was too late to be of best use. It is for this reason that Italian submarines frequently engaged in surface action as quite often they would make a successful underwater attack using their torpedoes but the target would be badly damaged but not sunk at which point the Italian submarine would surface and finish off the enemy with their deck gun. Italian sub crews also became, out of necessity, quite adept anti-aircraft gunners and this came about due to the nature of their boats. A submarine on the surface is vulnerable and aircraft are a particularly dangerous enemy. They can be upon you very quickly and do immense damage, making it a life or death matter for a submarine to be able to submerge as fast as possible. As Italian submarines tended to be larger than their average German counterpart, this meant that they were slower to dive. A typical German submarine could submerge in about 20 seconds, whereas the average Italian submarine took between 60 and 120 seconds to get below the waves. One result of this was that, by the time an enemy aircraft was spotted, it was often better to take your chances shooting it out on the surface than be shot full of holes while trying to dive. It was not an enviable situation but it did make Italian AA fire more effective than in other navies. In fact, it was an Italian submarine, which had been shifted to the Germans after 1943 and then to the Japanese after the German surrender, which fired the last shots of World War II, using her AA battery against American bombers while in port in Japan. In spite of their boats having their limitations, torpedoes that were not the best and a less than fully cooperative ally, Italian submarines still did a great deal of damage thanks to having some extremely skilled commanders. None was more famous than Gianfranco Gazzana-Priaroggia, captain of the Leonardo DaVinci, the most successful Italian submarine of the war. Nicknamed “Ursus atlanticus”, Gazzana-Priaroggia would ultimately sink over 90,000 tons of Allied shipping, his biggest score being the massive British troopship the Empress of Canada. He was even set to lead a special forces submarine attack on New York harbor but this was postponed and ultimately never carried out due to the 1943 armistice. Earlier that year, Gazzana-Priaroggia was sadly killed in action but was posthumously awarded both the Gold Medal for Military Valor by the King of Italy and the Knights Iron Cross by the Germans for his achievements. By most accounts (there is some dispute as the U.S. ‘updated’ their stats several times after the war) Gazzana-Priaroggia was the most successful non-German submarine commander of all time. However, the Mediterranean Sea was, of course, always supposed to be the primary area of operations for all units of the Regia Marina and it was an enclosed sea of hazards with major British naval installations at Gibraltar, Malta, Alexandria and Cyprus. Italian submarine commanders pulled off some extremely daring victories against the British in these waters and aside from merchant shipping also took a heavy toll on Royal Navy warships. Notable successes include the cruisers HMS Bonaventure, HMS Calypso and HMS Coventry which were all sunk by Italian submarines in 1940-41. However, Italian industry could not produce new boats fast enough and the Allied breaking of Axis codes was also a huge blow to the submarine campaign. Nonetheless, Italian submarines in the Mediterranean would open up a new type of undersea warfare which had dramatic results, producing a new type of warrior who could be seen as the precursor of America’s feared SEAL teams. A special unit, composed of both fast-attack surface craft and undersea weapons known as “human torpedoes” was formed known as the Decima Flottiglia MAS (for Mezzi d’Assalto) or X-MAS (in English, ‘Tenth Assault Vehicle Flotilla’). One man very much associated with this new unit was Prince Junio Valerio Borghese, captain of the submarine Sciré. The “human torpedoes”, as they are often called, were actually nothing of the sort as no torpedoes were involved and, while highly dangerous, were not suicide weapons. The Italians referred to them as ‘maiale’ or ‘pigs’ because these were basically miniature submarines that Italian sailors would ride ‘piggy-back’ into an enemy harbor after being brought into the vicinity by a submarine making a submerged approach. They would cut through any anti-submarine nets, approach the underside of major ships in the harbor and attach mines to the hull. Once they were safely away the mines would detonate and the ships would be crippled or sunk. The sailors would have no hope of returning to their submarine and so could either try to make it to neutral territory or simply surrender after accomplishing their mission. In December of 1941 such an attack was launched on the British naval base at Alexandria, Egypt with the battleships HMS Queen Elizabeth and HMS Valiant being crippled, a Norwegian tanker sunk and a destroyer, HMS Jervis, being badly damaged. Men of the X-MAS, brought in by the submarine Sciré, launched a similar attack on Gibraltar in September, sinking three enemy ships. Later, operating out of an old tanker in the Spanish port of Algeciras more attacks on Gibraltar were made in December of 1942, sinking two ships and damaging two more. Two more British freighters and an American Liberty Ship were sunk in 1943 prior to the armistice. These attacks, which were almost impossible to guard against, caused considerable panic in the Allied naval forces operating in the Mediterranean. Ultimately, the armistice, division of Italy and finally the end of the war all caused confusion among the Italian submariners. Most remained loyal to the King and followed orders, turning their boats over to their former enemies, some were seized and forced into the German and later Japanese navies and some, like Prince Borghese, cast their lots with Mussolini and the Germans, to carry on to the bitter end. A most tragic case was that of Captain Carlo Fecia Di Cossato, (whom I'll be going into more depth about shortly, as this is all precursor background knowledge) the man who sank more ships than any other Italian submarine commander at the helm of the Tazzoli. Loyal to his King above all, when the armistice came, he followed orders and even sunk seven more ships, German this time, in his new command. However, the abrupt change troubled him, becoming worse as it became clear that the Allies still considered Italy a defeated enemy and would strip Italy of her empire, even territory gained well before the Fascist Era. He was torn apart by conflicting feelings of loyalty and dishonor until he committed suicide in Naples in 1944. When the war was finally over, with all of the confusion, bitterness and divisions which that caused, the feats of the Italian submarine campaign stand out as further proof of how wrong the popular misconception is of the Royal Italian military in World War II. Italian submarines sank about a million tons of Allied shipping from mid-1940 to 1943. This was almost as much, indeed somewhat more according to some statistics as the ultimately far larger submarine force the Imperial Japanese Navy sunk from the end of 1941 to 1945, the disparity in numbers all the more significant given that over-worked Italian industrial capacity meant that Italy could only commission 30 new boats during the war years whereas Japan commissioned 126 additional subs (not counting midget boats) during the conflict. Italy was also not very far behind the tonnage sunk by the British Royal Navy during the entire course of the war from 1939 to 1945. They played a significant part, did considerable damage to the Allied fleets and did so with skill, heroism and gallantry in the face of immense odds.
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