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  1. World of Warships Proposal: KMS Wolfram ( Tier X ) What it is: A proposal to bring one of the more overlooked designs of the H-Class battleships into the game as a premium Tier X German Battlecruiser What context it has: Wolfram is based upon the H40 Design, one of the follow up designs to the H-39 design. There were two variants, H40A and H40B. H40A differed from the rest of the designs in the fact that it only had three gun turrets of two guns each as opposed to the four turrets found on all the other designs, as well as very high speed and powerful AA defenses. This lended itself as an excellent design for a battlecruiser, but the initial design I created proved too large for the Battlecruiser / Large Cruiser designation - it was larger than even the Soviet Steel Supreme, at nearly 60,000 tons in displacement. So I had to make some modifications to the design. Those modifications were largely size cutting to around ⅔ of the original design ( putting it at around 38,500 tons, or around 3,100 tons heavier than the O-class). I initially thought of upscaling the O-class to fill this gap, sort of like how the Bismarck was upscaled to create the H-class, but then I reconsidered because of the fact that the armor of the O-class could not resist Battleship-caliber fire as effectively as that of other battlecruisers. Scaling down the H-40 seemed far more reasonable to do, in order to grant the design some duress and lend itself to the in-game survivability-focused flavor of the Kriegsmarine. Basically this thing, but waaaaaayyyy smaller, and with an O-class twist, kinda like a Rum-rita. Armor 250mm belt 50mm deck 100mm upper belt 100mm splinter belt 100mm Turtleback slope 50mm Icebreaker ( Similar to Grosser Kurfurst in terms of layout ) 27mm plating 350mm / 210mm / 100mm Turret Face / Side / Roof HP Pool: 82,600 Torpedo Belt: 23% Length: 875’ Beam: 101’ Draft: 26' 2" The numbers shown here are based on data that I extrapolated from the combination of the armor and displacement of the Friedrich der Grosse and the O-class Siegfried. The HP pool of 82,600 is based upon Frosty’s formula for cruiser HP pools, and it seems absurd at first, but given the high displacement of the vessel ( 38,500 tons, as I stated earlier), it will begin to make sense. The Wolfram will indeed have a turtleback, and unlike the turtlebaka armor found on the Hipper-class, which tends to cause overpenetrations, the Wolfram’s turtleback will function similarly to the turtleback found on the German Battleships, albeit less effectively. Large enough shells ( 406mm or larger ) will murder the Wolfram if she shows full broadside. However, smaller caliber shells ( 380mm or smaller ), will merely penetrate, instead of citadeling her. This is due to the fact that the armor slope, while quite effective, is thinner than that of the actual German Battleships. In all other regards, however, the Wolfram mimics the rest of the German Battleships, with a 100mm splinter belt, 50mm icebreaker, and a 50mm deck. However, because she’s a cruiser, she only receives 27mm plating, and because she’s German, her torpedo belt is terrible, at just 23% damage reduction. Also, the fire and flooding duration is the same as that for other battlecruisers. Armaments Primary: 3 x 2 42.0cm L/48 Drh LC/40 HE / AP Alpha: 5000 / 13500 (41% Fire chance,101mm HE pen, 55.0* - 65.0* AP autobounce angles ) Range: 19.0km Reload Time: 26.0 seconds (2.3 RPM ) Dispersion: Battlecruiser (8.4R + 48 ) Shell Velocity: 800 m/s Turret Traverse Speed: 5.5 degrees / second Secondary Armament: 10 x 2 12.8cm L/61 KM40 HE Alpha: 1,500 ( 32mm pen, 5.0% fire chance ) Range: 7.8km Reload time: 3.36 seconds Dispersion: Graf Zeppelin ( 101m @ 6.5km ) Shell Velocity: 900 m/s Torpedo Armament: 2 x 4 533mm Vierling Torpedo carried: G7 Steinbutt Range: 8.0km Speed: 65 knots Alpha Strike: 13,700 Reload: 90 seconds The values for the Wolfram’s main battery are taken directly from the Friedrich der Grosse, as she uses the exact same guns as the Friedrich when fully upgraded, though with a few key differences, such as a faster reload of 26 seconds, improved autobounce angles, improved battlecruiser dispersion, and shorter firing range on her main battery guns, to serve as compensation for a lower main battery barrel count compared to other battlecruisers. Her secondary armament mimics that of the Agir, though with one extra turret, for a total of 10 turrets, with 5 on each side, along with the same dispersion pattern as the Graf Zeppelin and Agir. Her torpedo armament isn’t as powerful as that of the Yoshino, with a single quadruple 533mm torpedo launcher on each side of the warship, compared to the two quadruple 610mm launchers found on each side of the Project B-65 cruiser. However, these launchers are the same as the ones found on the Admiral Graf Spee, with a fast reload, high speed, decent alpha strike, and long range. However, the torpedoes can only be fired at 35* off the bow and 35* off the stern, making these weapons somewhat situational when facing off against actual battleships or even other battlecruisers. AA Defense Long Range: 10 x 2 128mm L/61 KM40 Flak Burst Damage: 1,540 Flak Bursts per Salvo: 5+1 Rate of Fire: 12 RPM Range: 3.5 - 6.0km Aura DPS: 151.8 Hit Probability: 90% Medium Range: 12 x 2 55mm/70 Gerat 58 Zwilling, 24 x 2 37mm FLaK 37 Zwilling Aura DPS: 504.8 Range: 2.0 - 4.0km Hit Probability 90% Short Range: 16 x 4, 12 x 2 20mm/70 FLaK 29 Aura DPS: 192.1 Range: 0.1-2.0 km Hit Probability: 85% Access to Defensive AA fire: No Given the fact that neither the O-Class nor the H-Class designs were ever constructed, it is hard to determine what type of AA armament would have been used. The AA defense is based upon that of the H-Class and the O-class as they would have been built, though given that the number of AA mounts as stated in the design details would render the ship defenseless against carrier strikes in-game, and because there were no refits of either of the vessel types ( because neither of the vessels were actually completed ), we can only speculate how an AA defense that would have been rather effective might have looked. For the sake of game relevance, we are going to assume a hypothetical 1944 or 1945 refit for the Wolfram here, where she gains a copious number of 20mm, 37mm and 55mm autocannons, which give her a powerful mid and short range AA defense. However, her long range is made up of the same long range 128mm mounts as the Agir, which, while having a longer range than the 105mm mounts found on ships like Bismarck and Hindenburg, have less DPS and overall effectiveness than the 105mm mounts. Overall, her AA numbers are quite effective, though as with all ships, it is dubious when the Anti-Aircraft mounts are constantly being whittled away. Maneuverability Top Speed: 33 knots Turning Radius: 960 meters Rudder Shift Time: 14.0 seconds Speed Loss During Turn: 6.5 knots Rotation Rate: 4.0* / second List: 5.7* Wolfram, despite being essentially a downscaled H-class, actually uses the powerplant from the O-class, which means that it should drive like an O-class as well. However, it does not, and while I could explain it using numbers, because I’m absolute shite at physics, I didn’t really spend too much time on this myself, and instead outsourced the numbers from a friend of mine who is actually good at physics. These numbers are the return on that. While the Wolfram is comparably sized to other battlecruisers, her dimensions are still quite sizable, and that combined with her high top speed of 33 knots means that she turns like a drunken duck. While Wolfram’s turning radius of 960 meters is small compared to the Steel Supreme, her rotation rate of 4.0 degrees per second is quite slow, though acceptably average compared to the other battlecruisers. The rudder shift could be faster, at 14 seconds, and Wolfram could also stand to lose less speed during a turn. Thankfully, she won’t out-turn her own turrets, which is a good thing. Overall: Wolfram handles more like a downsized battleship than a battlecruiser, which isn’t really a good thing when everyone and their mother’s got 406mm guns ( though it’s still better than Stalingrad, which handles like an iceberg with a rocket engine ( thanks Mouse! )) Concealment Surface: 17.3 ( 19.3 when on fire ) Air: 13.1 ( 16.1 when on fire ) Smoke Firing Penalty by Surface Spotting: 14.6km Smoke Firing Penalty by Aerial Spotting: 12.8km No matter whether or not this ship would be either an upscaled O-class or a downscaled H-class, her detection radius is still huge. Stock, her surface detection is 17.3 kilometers, the same as the Montana, and she can only minimize it to 14.0km. Her aerial detection radius is also huge, at 13.1 kilometers, and it can only be minimized to 10.6 kilometers. This doesn’t give Wolfram much option of hiding, even from smoke, also because of the fact that she has an unfortunately large smoke firing penalty of 14.6 kilometers, due to the large caliber of her primary armaments. Of course, it’s still a slightly smaller battleship, rather than a battlecruiser, so what did you expect? Consumables Damage Control Party: 5 seconds, 90 / 60 reset, unlimited charges Repair Party: 1.0% / second, 20 second action time, 180 / 120 reset, 1 charge base Hydroacoustic Search: 5 kilometer Torpedo Acquisition, 7.5km Ship Acquisition, 75 second action time, 240 / 180 reset, 2 charges base Fighter: 60 second action time, 3 fighters per squadron, 120 / 90 reset, 2 charges base OR Spotter: 100 second action time, Standard Spotting Range, 360 / 240 reset, 3 charges base The consumables of the Wolfram are unique, to say the least. The Damage Control Party and The Fighter / Spotter are normal, but the Repair Party and Hydroacoustic Search are not. The Repair Party recovers an incredible 1.0% of Wolfram’s HP per second, for a total possible recovery ( without the flag ), of nearly 16,000 hitpoints, with nearly 20,000 hitpoints of recovery possible with the flag, though it has just one base charge and an extremely long reset time. The Hydroacoustic Search, meanwhile, is overclocked to the maximum, with a 5 kilometer torpedo acquisition without Vigilance, and an absurd 7.5 kilometer ship Acquisiton range. However, the duration of the Hydroacoustic search is shorter than normal, at 75 seconds of uptime, and has a 3 minute reset with the premium version. Unique, indeed. Recommended Build Modules Slot 1: Main Armaments Modification 1 Slot 2: Damage Control Systems Modification 2 Slot 3: Aiming Systems Modification 1 or Secondary Battery Modification 1 Slot 4: Damage Control Systems Modification 2 Slot 5: Concealment Systems Modification 1 Slot 6: Main Battery Modification 3 or Overclocked Armaments Systems Commander ( Survivability Build ) Preventative Maintenance Adrenaline Rush Superintendent Concealment Expert Jack of All Trades Basics of Survivability Fire Prevention Commander ( Secondary Build ) Preventative Maintenance Adrenaline Rush Superintendent Advanced Firing Training Manual Fire Control for Secondary Armaments Basics of Survivability Jack of All Trades Signal Flags November Echo Setteseven Mike Yankee Soxisix Juliet Charlie India Yankee Juliet Yankee Bissotwo November Foxtrot Victor Lima Various Economic Signals Legendary Module ( because I can ): Overclocked Armaments Systems Upgrade Slot 6 -7.5% to Main and Secondary Battery Dispersion -7.5% to Main Battery and Secondary Battery Reload -12.5% to Torpedo Tube Reload -5% to Main Battery Turret Traverse +20% Chance for Torpedo Tube Incapacitation +25% to Torpedo Tube Traverse +25% Chance for Main Armament Incapacitation +25% Chance for Magazine Detonation The Builds are pretty Bog-Standard. I highly recommend going with a secondary build, as Wolfram has massive brawling firepower in the form of fast firing guns and torpedoes that are extremely effective against rival battle cruisers and battleships. The Legendary Module / Unique Upgrade gives Wolfram extra brawling capability, with reduced reload times and dispersion, though at the cost of increased armament incapacitation chances and an increase in the chance to suddenly have a “fun and engaging experience” Some Discrepancies I Have To Make Note Of Wolfram is a fictional design of my own creation, essentially being an upscaled O-Class combined with the armor and armaments of the H-class battlecruisers, rather than merely a downscaled H-class. The “fun and engaging experience” refers to detonations, of course. As stated earlier, her AA armament involved a hypothetical refit in 1944 or 1945. The 55mm/70 Gerat 58 was never actually put into service, as it was originally intended for the canceled Type 1942C destroyers. The superstructure and design all resemble the O-class, though her funnel design is that of the H-class There is a small weakpoint in the armor scheme underneath the funnel area, where the citadel is raised above the waterline ( this is due to the location of the boiler exhaust evacuation equipment ) Her torpedo tubes are placed within armored boxes, which are anywhere between 50 to 100mm thick Once again, if you have any questions, comments, or salt, do leave them in the comments below. I’ll be open to any suggestions you might have :SerB: Edit: I'll tag @Lert and @LittleWhiteMouse on what they think of this idea. @Hapa_Fodder too.
  2. World of Warships Ship Opinions Groꞵer Kurfurst I’m the Juggernaut, [edited]! Juggernaut, indeed. The Groꞵer Kurfurst is the original unstoppable wrecking ball battleship. Packing a titanic HP pool, incredible armor, and enough firepower for a battleship and a pair of light cruisers. It truly exemplifies the mantra “Too big to stop rolling”. These days, the Kurfurst has lost much of it’s credit, due to the meta favoring long range combat with High explosive, instead of a jousting match at close range with AP shells, and thus, is labelled by bellyaching players as a useless HP pinata. Despite the fact that I am indeed a former Kurfurst player, I’ll try my best and be unbiased in this review. Let’s see then, is the German Juggernaut still as good as it has always been, or has it lost its edge lately? Armor : Turtleback [edited] Like with the Montana, the Armor is the most vital part of any good battleship. The HP pool of 105,800 points is protected by over 700mm of armor plating, starting with the 380mm main belt, 200mm upper and lower belts, 50mm of citadel plating, and 120mm of Turtleback that makes German battleships,like I said with the Gneisenau, incredibly difficult to do citadel damage to. While the Kurfurst does eat massive amounts of penetration damage, it is impossible to delete this thing with one salvo of shells from any battleship. Even if a Lyon lands ALL 16 of its 340mm shells for full penetrations, it will deal around 50-60k at most, while most other battleships would get deleted or take 90-95k. And of that 50-60k, the Kurfurst can heal 25-30k of that over two heals or so. No other battleship has better durability than this ship, and while the Kremlin has more HP, it will eat citadel hits for days if it shows broadside, even to the likes of Zao and Henri, thanks to the fantastic penetration of both ship’s AP shells. Other little foibles on the Juggernaut include a heavily sloped citadel, 50mm deck armor, and almost no 32mm plating on the nose of the ship. Seriously, the entire nose is comprised of a sloped 60mm plate, which makes bow-overmatch shots from the Yamato impossible.The Kremlin also has this, but the whole upper part of the bow is 32mm, which means Yama can overmatch it, leading to penetrations or potential citadel hits. It’s only weakness here comes in the form of torpedoes, but the Kurfurst does have a tool up its sleeve to counteract that threat. Like I said, you aint killing this thing easy. Armaments: I did say table for three, right? And that last part comes if you manage to survive long enough to deliver a payload of shells or torpedoes to hurt it. The German Sledgehammer comes with 12, 406mm/52 caliber L/52 SK C/38 primary armament rifles standard, which can be upgraded to 420mm/48 caliber L/48 SK C/42 rifles. The turret traverse of 39 seconds is quick, but the guns themselves will surprise you. The 406mm guns have a reload of 29 seconds, though they deal less damage than the Montana 406s. The 420mm guns have a 3 second longer reload (for some inexplicable reason), but have some of the heaviest BB shells in the game, at around 1220 kg, and some of the best penetration for 16.5 inch guns, with 883mm of initial penetration, though that is lower than the Republique, Kremlin, or any of the 17/18 inch armed BBs. Regardless, despite the fact that this thing has some pretty wonky dispersion ( typical German BB aim ), if this thing lands a clean shot on you, you ain’t escaping. The guns also have a stupid quick shell speed that barely drops, even at range, making for easier shots and better lead times than your average BB. And let’s not forget secondaries either. On each side, this thing packs 5 dual 128mm L/61 SK C/42 turrets and 2 dual 150mm L/61 SK C/38 turrets, for a total of 14 secondary turrets. Fully specced, they throw out over 5 tons of HE-Laden metal per minute out to a maximum range of 11.6 kilometers with lethal accuracy. While the American secondaries found on Ohio boast better accuracy, the Kurfurst trades the use of a 14 point captain for ¼ HE penetration capacity that allows it to chew through cruisers like its no big deal, with IFHE, they will chew up all ships ( except the Russians and Germans ), with 41mm penetration on the 128s. Ohio, meanwhile, just works by setting fires, not arguably the best choice when most Kurfursts run BoS and high alert instead of IFHE and something else. The price for this is a heavily specialized captain, such as the 17 point one I use. Still, MFC is better because you can easily smash DDs and cruisers with ease at even longer ranges than the Americans. Only other weakness here are the terrible firing arcs on her main guns, but that’s nothing new for balanced-layout battleships. AA: Dakka, I guess AA wise, not much here. The Kurfurst has a monster Long and Mid-range AA ring, with 201 and 359 DPS, respectively, but a pretty poor short range. Regardless, most carriers will prefer to avoid the Kurfurst when possible, as they will get their squadrons shredded pretty quickly. All other Battleships (save Yamato) boast better AA defenses, but none have the spread out AA mount layout that prevents the AA from being dismembered so quickly by a Thunderer in the early stages of the battle. Still, AA is AA, I guess. Handling: Muscle Car, indeed In terms of turning, she’s clumsy as heck. Yeah, she does 30 knots, which is pretty impressive for an 85,000 ton or so battleship, but she turns like a brick. Her 17 second rudder shift is hampered by a 1,050 meter turning circle that can over-expose her at the worst of times. Only the Kremlin has a longer turning circle, and even she has a faster rudder than this thing. Everyone else has a better turning circle, or is faster than it in a straight line.Still, it’s hilarious when a DD thinks they’re safe in their smoke and all of a sudden they get run down by this thing. Concealment: Insert overused "Yo Mama so Fat" joke But that last thing may be difficult. It’s also hard to hide this thing, with a base surface detection radius of 18.1 kilometers, the best it can reach is 14.3 kilometers, same as Republique and Yamato. Kremlin and Montana beat it by a kilometer or so, and the Conqueror by around two or three (then again, it’s the Conqueror, what did you expect). The aerial detection is also horrid, but it’s somewhat forgivable, because CVs prefer to ignore you anyways, unless it’s Hakuryu. Even if you fully specialize, people are NOT going to ignore a chance to farm some damage off of you. The best way to hide in this thing is behind your waifu or in a smokescreen. Remember,though, Smokescreens are torpedo magnets, so maybe not a smokescreen Consumable-wise, mostly bog-standard, with the exception of the 6km German Hydroacoustic Search consumable, which is what makes that torpedo threat largely nonexistent for the duration of it’s uptime. Build: How to customise your sausage. Build-wise ( new thing i’m adding ), I went with a hybrid secondary specification Captain Preventative Maintenance ( 1 point ) Adrenaline Rush ( 2 points ) Basic Firing Training ( 3 points ) Advanced Firing Training ( 4 points ) Manual Fire Control for Secondary Armament ( 4 points ) Basics of Survivability ( 3 points ) Jack of All Trades ( 2 points ) Modules Slot 1: Auxiliary Armaments Modification 1 Slot 2: Damage Control Modification 1 Slot 3: Secondary Battery Modification 2 Slot 4: Damage Control System Modification 2 Slot 5: Concealment Systems Modification 1 Slot 6: Main Battery Modification 3 I chose this build to maximize close-range endurance and firepower, forgoing IFHE and Priority Target to go with Basics of Survivability and Jack of all trades to minimize Damage over Time. Conclusion To conclude on this review, I guess it’s safe to say that the Kurfurst is indeed losing the edge it once had. The German Battleship Dispersion Buff in 0.8.11 certainly helped it a little, but it still struggles in the current meta. Regardless, it is certainly not a dumb ship to play, it requires time and skill to master, but the rewards are well worth it when you trample your enemies and leave Wargaming pondering whether or not they should have given more to the Ohio, such as buffed side armor. Because at the end of the day, the Kurfust hurts more, hits harder, faster, and doesn’t need any special gimmick ( Large cruiser dispersion ) to make it special. It’s all guts, glory, no pain-no gain mentality and brute force firepower. You have a Smolensk? That’s cute. Russia can run, sure, but can it stop an 85,000 tonne steel avalanche of guns and steel? I don’t think so ))))))) ( Eh, maybe a Stalingrad can- NO, NO STALINGRAD REVIEW YOU UTTER [edited]) (Maybe the Grand old lady, though, that sounds fun)
  3. World of Warships Ship Opinions: Friedrich der Grosse Big Nasty Battleship to boot As far as battleships go, there are three types. The first type tends towards the battlecruiser type, the ships that tend to move around and make use of their speed and firepower to crush a flank. The second type represents the current order of the game, long range artillery platforms that are designed to rain death and destruction upon their enemies. And then there are the Shove-The-Guns-In-Their-Face juggernauts, massive battlewagons that play rock and roll all day long until their enemies just can’t take it anymore. And at Tier 9, there’s only one battleship of that kind, the Friedrich Der Grosse, an H-39 class battleship with incredible armor, high speed, and enough firepower to make both the Spanish Armada and the British Armada run for their lives three times over. Of course, it’s not like this ship has no weaknesses. It’s a huge target that people just love to shoot at, and it turns quite poorly as well, not to mention it rather glaring accuracy issues at ranges it’s not supposed to be shooting at. Nevertheless, I’m here to sort out the actual facts about this massive warship, as well as dispel some of the myths that have long proved derisive to the almighty Frederick the Great. Armor: Insert Turtleback meme Pros: Titanic HP Pool, Deck armor invulnerable to HE spam, Turtleback B i t c h Cons: Massive target, burns like a torch, Vulnerable to long range AP fire, Turtleback is not an instant “I win” card in a slugfest. Sometimes, making things bigger is actually better, no matter what Yuro says. The Germans designers working on the H-class literally took the blueprints of the Bismarck and made them bigger and badder, with quite astounding results within the game. The Friedrich Der Grosse might only have 300mm of belt armor, but it benefits from not only having a turtleback armor scheme, but improved turtleback sloping as well ( 55* vs 45* as found on the Bismarck ), which allows it to take anything for minimal penetration damage out to a range of around 20km. After this, however, plunging fire shots have a chance to go clean through the turtleback and completely negate it. Of course, the trade off is well worth it in a close up slugging match, where every other battleship just eats citadel after citadel, while Big Freddy here just takes penetration damage. Of course, massive amounts of penetration damage is no different than massive amounts of citadel damage, only that it heals back better, and when you’ve got a target that’s bigger than an Iowa to shoot at, who wouldn't want to put penetrating shots into the side of this thing. Speaking of healing things, would you look at that HP pool? 84,300 hitpoints on the top hull puts it miles ahead of almost every single one of its competitors, with the exception of the 88k Soyuz and the 97k Musashi. Other things of note include a 120mm splinter belt and a 60mm raised icebreaker bow that serves as a giant middle finger to overmatch shots from Yamato, Musashi, and Shikishima, as well as 80mm deck sections that completely negate almost all HE damage, save large caliber British and German HE shells. Of course, it burns like a torch, but that’s like every battleship these days, and who ain’t I kidding when I say I’ve gotten burned down in a Freddy? Rating: WTAF How to Make it worse: removing her improved deck and bow armor would really ruin it for her. Armaments: Super-Bismarck Pros: Fastest gun reload of all Tech-tree Tier 9 Battleships, blistering turret traverse, monstrous secondaries, 27mm overmatch, 420mm guns have improved energy retention at all ranges. Cons: Wonky accuracy, short firing range, needs IFHE to be more effective with her secondary guns, bad rear turret angles. Okay, okay, let’s get the complaining out of the way first. Freddy has pretty bad accuracy as battleships go, but that was nearly 6 patches ago, before it got its dispersion buffed to acceptable levels. Now of course, well, it’s still a shotgun from time to time, but who cares when you have a 26 second reload on 16 inch guns? Of course, the Friedrich has two gun options, the first one being the fast firing 406mm guns, and an upgraded 420mm set that trades rate of fire for improved long range penetration and an increase in Alpha strike by 800 points of damage. It’s not much, but that penetration really shows itself when it needs to. In fact, the 420mm guns actually have enough penetration and a flat enough ballistic curve to citadel USN Battleships at ranges up to 16 kilometers, which is frankly, stupid as all hell can get. Then again, you don’t shoot at targets that far away in the Friedrich der Grosse. Where you want to be is up close and personal, where another tool ( and a stupid quick 5.5 degree per second turret traverse ) of the Friedrich makes itself apparent: the secondaries. It’s the same layout as the Bismarck, but the guns have slightly longer range and a slightly improved rate of fire, as well as improved firing angles. However, having the same layout as the Bismarck also means 105mm guns, and that means, despite the improved German HE penetration, you need IFHE in order to really make them work. Of course, that’s a minor complaint when there are bigger issues than that to deal with. Other complaints? It’s largely just the firing angles here, which force der Friedrich to give a very uncomfortable amount of broadside to bring those rear turrets to bear. But that’s about it. Rating: Good How to make it better: Give her Bismarck’s firing angles and a wee bit better accuracy. AA: Above Average Pros: German 105mm DP guns, breathtaking midrange ring on top hull, AA with full secondary build goes absolutely ballistic. Cons: Short range AA is all fireworks, stock AA is terrible, Battleship AA in general is questionable. Friedrich’s AA is a bit of a mixed bag. On one hand, her Stock AA is downright terrible ( it’s worse than that of the Tier 7 Gneisenau in her stock configuration ). However, once you get her top hull, she gains a grand total of 26 dual 37mm mounts, which increases her midrange ringe by damn near 700%, though at a slight cost to her long range ring and short range ring, though, if I’m being honest, that short range ring was already practically worthless. One other (good) thing of note is that the 105mm mounts, despite having shorter range than the USN 127mm DP guns, seem to be as effective as those guns, for whatever reason that only Wargaming knows. The only other bad thing of note is that Battleship AA, due to accuracy issues, is quite sketchy. Of course, nothing is sketchy when the Friedrich runs a full secondary build and also simultaneously rubs it’s AA with creatine ( because lol BFT and AFT Mechanics ) Rating: Good How to make it better: Adding a few 55mm Gerat guns wouldnt be a bad idea. Another ( big ) set of 20mm guns to beef up her short range would also do it Maneuverability: Brick Pros: High speed, higher than average turning rate Cons: Large turning radius, loses a lot of speed in a turn If Friedrich was any less maneuverable than it is now, it would be so incredibly derp-a-licious that I might need to see a gut doctor after I was through with it. However, it’s not terrible at dancing, so I’m not going to eat it. It has a fairly high top speed of 30 knots, which isn’t all that bad, though the turning radius of 940 meters is quite appalling, and the turn rate might be higher than average, but at 4.0 degrees per second, it’s still fairly slow. It’s rudder shift is perfectly mediocre, at 17.5 seconds, and the ship itself loses a lot of speed in a hard turn, up to 6 knots or so, which is not good when you have to dodge torpedoes. Overall, the Friedrich can dance, but if you want to really dance, you will definitely need to install that 4th slot steering module ( at your own risk of burning down, however) Rating: Poor How to make it better: Improve her rudder by a couple of seconds or give her better velocity retention in a turn. Stealth: More Brick Pros: Fairly decent detection radius when built for stealth, German Hydroacoustic search Cons: Everything else. Friedrich der Grosse is not a small ship by any means, and it really shows when it comes to sneaking around the battlefield. The Bismarck could be forgiven for being such a big ship because it has a sub-14.5km detection radius even without a Concealment Expert-trained commander ( at 14.3km ). However, the Friedrich cannot be forgiven for being such a big ship because of the fact that it’s detection radius is absolutely gigantic to start with, at 17.3 kilometers base, and with a typically given build ( i.e full secondaries ), that drops to just over 15 kilometers, which is, to be completely honest, absolutely terrible, especially in the competition with other battleships at her tier such as Iowa, Soyuz, and Alsace. There are a couple of good things, however. For starters, a full survival build drops her detection range to just over 13.5 kilometers, which is still fairly competitive, even against some of the sneakier competition ( such as the aformentioned warships ), and second, the FdG has an actual utility tool: Hydroacoustic search, and not just any Hydroacoustic search, but the German variant. This means a 4km torpedo spotting range and a 6km ship spotting range, which in turn means that the Friedrich can practically run down anything stupid enough to not see it coming around a corner, or it can just park outside of a smokescreen, flip on the hydro, and just blast away with it’s secondary guns. Point is? If he’s got hydro running and he’s caught you… Run Rating: Acceptable How to make it better: Chop off a couple hundred meters from the surface detection. The Verdict Armor: 5 / 5 Armaments: 4 / 5 AA: 4 / 5 Maneuverability: 2 / 5 Stealth: 3 / 5 Overall Score: 18 / 25 ( Gudbote ) General Writer Review: If this damn thing didn’t turn and shoot like a drunken three legged cow with half a brain, it just might be overpowered. Welp, that’s all I got for you fellas this week. I decided to drop the whole comparison test thing because I feel like comparing ships is up to you guys, not me…. SIKE Iowa vs Soyuz comes this Sunday!
  4. Warship Proposal: KMS Ludendorff (H-42) Yashima who, Wargaming? This proposal would serve to implement the German Battleship Design H-42 into the World of Warships. The H-42 design was one of 5 follow up projects to the famed Bismarck-class battleships (H-38). H-42 was intended to be one of the largest of them, with 8 48.0cm SK/C guns mounted in 4 twin turrets and nearly indestructible armor, as well as monstrous AA defenses. The project was cancelled following the start of World War II and the redirection of materials towards U-boat and Tank construction. The H-42 you will see here takes the real-life concept and gives it a bit of my own fan-fictionalizing with additional AA mounts and the like, assuming that the warship had been constructed and had received upgrades such as additional AA guns and improved secondaries. ( Please note that all details are taken from German Naval Historian Erich Groner, and, as stated, some details may contradict with history as it also combines some of my own details for the sake of game balance. Do NOT, and I repeat, do NOT quote me on historical accuracy ) Name: KMS Ludendorff Namesake: General Erich von Ludendorff ( German general famous for knocking on the door of the forts at Liege and demanding surrender - and having it work ) Design Proposal Basis: H-42 Tier: X Price: 68,000 Research Points Dimensions Length: 305m ( 1,000 feet, 8 inches ) Beam: 42.8m ( 140 feet, 5 inches ) Draft: 11.8m ( 38 feet, 9 inches ) Displacement: 90,000 Tons est. Armor Armor Scheme: Turtleback Main Armor Belt: 380mm Upper Belt: 225mm Bulkheads: 280mm Turret: 457mm Deck Armor: 50mm outer deck, 80mm central deck Superstructure: 19mm Bow/Stern-plating: Same as ( X ) Grosser Kurfurst Presence of 32mm plating: Yes ( tip of bow and stern ) HP Pool: 117,145 Fire / Flood Duration: 60 / 40 Torpedo Damage Reduction: 33% Armaments Primary Armaments: 8 x 480mm L/48 SK C/41 Maximum Firing Range: 21.2km Accuracy: German Battleship Dispersion, 2.0 sigma Reload Time: 30 seconds Turret Traverse Speed: 5.5* / second ( 36 second traverse ) HE Shell: HE L/4.5 ( 1824 kg, 6450 Damage, 41% Fire Chance, 120mm penetration, 820 m/s ) AP Shell: APC L/4.5 ( 1824 kg, 16,850 Damage, Standard Fuse and Auto Bounce Angles, 820 m/s ) Firing Angles: 145* forward, 140* rearward Secondary Armament Level 1: 6 x 2 150mm L/55 SK C/28 Range: 7.8km Accuracy: Standard Dispersion, 1.0 sigma Reload Time: 7.5 seconds HE Shell: L/4.6 KZ m HB ( 1700 Damage, 38mm penetration, 875 m/s velocity) Secondary Armament Level 2: 8 x 2 128mm L/61 KM40 Range: 7.8km Accuracy, Standard Dispersion, 1.0 sigma Reload Time: 4.0 seconds HE Shell: HE L/4.6 KZ m HB ( 1500 damage, 32mm penetration, 900 m/s velocity ) Other Details Secondary Armament Durability: Standard German Secondary Armament Firing Angles: 150* forward, 150* rear Anti-Aircraft Long Range: 4 x 2 128mm L/61 KM40 Explosions: 5+1 Damage Per Explosion: 1,540 Rate of Fire: 5.0 seconds Spawn Time: 1.56 seconds Aura Damage: 131.8 DPS Hit Rate: 75% Range: 6.0km Medium Range: 28 x 2 37mm Flakzwilling Aura Damage: 454.3 DPS Hit Rate: 75% Range: 4.0km Short Range: 24 x 2 20mm Flakzwilling Aura Damage: 291.5 Hit Rate: 75% Range: 2.0km Other Details Maximum Sector Reinforcement: 35.0% Preparation Time: 15.0 seconds Action Time: 15.0 seconds Instant Damage: 3.5% Maneuverability Maximum Forward Speed: 30.9kn Turning Radius: 1,150 meters Rudder Shift Time: 17.2 seconds Rotation Speed: 3.5* / sec Engine Power: 266,000 SHP Power-to-Weight Ratio: 2.03 HP /Ton Acceleration / Deceleration: 70 seconds / 50 seconds Stealth Surface Detection Radius: 18.8km ( 20.8km on fire ) Aerial Detection Radius: 14.9km ( 16.9km on fire ) Surface Smoke Firing Penalty: 17.3km Aerial Smoke Firing Penalty: 14.14km Assured Detection Radius: 2.0km Consumables Slot 1: Damage Control Party ( 15 seconds action time, 120 / 80 reset ) Slot 2: Repair Party ( 0.5% HP / second, 28 second action time, 3 charges base, 120 / 80 reset ) Slot 3: Fighter OR Spotter ( Standard German Fighter and Spotter Consumables ) Slot 4: Hydroacoustic Search ( 4km / 6km Acquisition Range, 120 second action time, 2 charges base, 180 / 120 reset ) Build Upgrades Slot 1: Main Armaments Modification 1 / Auxiliary Armaments Modification 1 Slot 2: Damage Control Modification 1 Slot 3: Aiming Systems Modification 1 / Secondary Battery Modification 2 Slot 4: Damage Control System Modification 2 Slot 5: Concealment Systems Modification 1 Slot 6: Main Battery Modification 3 / Auxiliary Armaments Modification 2 Commander Skills Preventative Maintenance ( 1 point ) Adrenaline Rush ( 2 points ) Superintendent / Basic Firing Training ( 3 points ) Concealment Expert / Advanced Firing Training ( 4 points ) Jack of All Trades / High Alert ( 2 points ) Basics of Survivability ( 3 points ) Fire Prevention / Manual Fire Control for Secondary Armament ( 4 points ) * the slash means or, as in take either JoAT or HA. Flags Mike Yankee Soxisix ( Extra secondaries ) November Echo Setteseven ( Extra AA ) November Foxtrot ( Faster Consumable Cooldown ) India Delta ( Extra Heal strength) Juliet Yankee Bissotwo ( reduced flooding ) India Yankee ( reduced fires ) Pros And Cons Pros One of the heaviest battleship broadsides in Tier 10 Decent rate of fire Comfortable shell velocity Good turret traverse speed Large secondary armament with a very good 7.8km base range Very heavily armored, with thick deck armor and well protected bow that prevents overmatch shots from Yamato Massive Hitpool of 112,500 hitpoints Has access to the long range and long lasting German Hydroacoustic Search Consumable The citadel sits below the waterline and is protected by a turtleback, making citadel penetrations from surface ships almost impossible Powerful AA defense can wreck Tier 8 planes in a hurry Cons Stupidly large target Extremely clumsy in a turn Only 8 barrels and German Battleship Dispersion means that missed shots will hurt quite a lot. Easily set on fire HUGE detection radius of 18.8km Short Main Battery Firing range of 21.2km Before I end this topic of discussion, I would like to note that a good portion of the details are based upon my imagination of what the H-42 would have looked like. I know that there is something called historical accuracy, but let’s be real. H-42 as it would have been built would barely be able to survive in the game, let alone thrive or compete. Therefore, I made upgrades wherever I found suitable, based upon the information I had. Once again, if you have any questions, comments, or salt, do leave them in the comments below Peace! P.S. Fuso review drops around 8:30 tonight. Bon Jovi review comes tomorrow at around 9:45 tomorrow morning
  5. World of Warships Ship Opinions: Gneisenau Bet you didn't see this coming Did you really think I would make a Yamato review? I bet you did. But no, I didn’t. Honestly, why would I make a Yamato review, when there are so many other fun ships that I can do. The whole point of the Yama these days is to sit at 20km and just smash whatever comes trundling into your line of sight, using it’s massive guns with their famed 32mm overmatch. Tell me, where’s the fun in that? Gneisenau, on the other hand, is the literal textbook definition of fun. A slender cruise missile of a battleship, with drop-dead gorgeous looks that fool pretty much everyone that fights it, only for those people to find out that this thing hits way harder than it should, despite having just 6 guns and not-quite Bismarck level secondaries. If you, my curious newbie friends ( or not ) wish to know why this thing is so damn good, stick around. You’re about to find out. I’m gonna start the thing about the armor with it’s looks. Yes, it’s outward appearance. Why? It’s because this ship looks way softer than the name would suggest. I mean, it’s long, thin, and fast. It’s practically a battlecruiser, surely it’s armor must be weak, like Kongo’s or Hood’s. Well, I’ll just say this to whoever thinks about it that way: Turtleback [edited]. 350mm of it, in fact. Yep, Gneisenau has the strongest belt armor of all the Tier 7 battleships, only rivaled by its sister ship, Scharnhorst ( because both of them are the same class of ship). The closest one in terms of belt armor is the American Fighting Lady, Colorado. But you don’t see Colorados surviving a full point blank strike from an NC or Amagi and living to tell the tale, now do you, and there’s a pretty good reason why. Remember, the turtleback of German Battleships becomes extremely strong above Tier 6, which completely precludes any intentions of prophesied one-shot apocalypse hits from enemy battleships. Combining the 350mm belt with the turtleback, overlapping upper and lower armor belts, and the citadel protection, and you have one of the toughest armor schemes on a battleship, with nearly 550mm of overall protection hiding an underwater citadel and giving leeway to 58,200 points of German Bratwurst. You have to either be at a stupidly long range, or stupidly lucky to land a citadel on this thing. Other things include an extended 70mm belt that protects the forward and rear parts of the ship ( though it’s a 25mm upper nose, so don’t expect to bow-tank much), a 50mm deck that makes HE spam attacks worthless, and decent anti-torpedo protection that can absorb lower-tier American and German torpedoes ( still be prepared for a nuking by Asashio, if you aren’t careful ). Armaments-wise, she’s on the “slightly underprepared” side of things. She only packs 6 15 inch guns in three twin-turrets, and while they hit hard, it’s still German Battleship dispersion, meaning that it’s good sometimes, and downright horrendous at other times. Despite this, Gneisenau has a couple of things going for it, such as a long firing range of 19.5km, something that most other battleships envy at this tier, the ability to overmatch 27mm of armor, something only Sinop, Colorado, and Nagato can do besides her, and a 26 second reload, which, while it is slower than King George, is only slower by one second or so, and King George cannot overmatch 27mm, now can it. As for back-ups, well, let’s just say that it’s pretty well equipped here. Gneisenau boasts 11 dual 128mm turrets in top configuration, 5 on either side, and one down the center. Her range isn’t the best, at just 5.3km stock, but the guns have 31mm of HE Penetration, which allows them to take down destroyers if so equipped for it, as well as severely damage equal or lower-tier cruisers and battleships, should they get too close. Also, she has torpedoes, earning her the distinction of being the only tech tree battleship with torpedo launchers. A single three tube 533mm launcher on either side makes up this arrangement, and while the torpedoes themselves don’t do much damage, at just 13,700 a pop, if all three of them hit a target, they can inflict serious damage in the form of both the Alpha strike, and floodings, should they stick around. It’s not Tirpitz’s apocalypse hammer from those Vierling Launchers, but they still hurt. All in all, fairly well balanced. Her AA is worth a special mention, too. She boasts a fantastic long range ring, comprised of her dual-purpose mounts. While AA in general is still butchered, Gneisenau puts out enough DPM and flak clouds to smash Tier 6 carrier squadrons, and gives Tier 8 ones something to think about when planning their routes. Her AA is only rivaled by Lyon and Colorado in this regard ( California is still WiP as of this writing, so I won’t be including her here). She has a fairly strong mid-range, but a slightly weaker short range, unlike the American AA setups. Regardless, most carriers will not even come close to her, lest they feel content killing themselves on impact with enough bursts to shred a whole terminal’s worth of airliners. Maneuverability wise, you are NOT escaping the Gneis. She’s the fastest battleship at her tier, with 32 knots of speed to play with. Only Hood moves as fast, but the Royal Glory can’t dance like the Gneisenau can, with her quick rudder hampered by a massive turning circle that would make even Shchcors blush. Gneisenau’s turning circle of 830 meters is coupled with a 14 second rudder shift, giving her fantastic agility in tight torpedobeat maneuvers. Colorado has a short turning circle, i’ll give her that, but she’s horrendous everywhere else. Lyon is almost as fast, but has a longer turning circle. King George is also pretty slow, though 28 knots is fairly acceptable for Tier 7. Sinop has horrible maneuverability, though she is fairly quick. So there’s that. Concealment wise, this is where most people will be surprised. While she can’t jump people like Bayern can, with that thing’s stupidly low 12.1 km concealment ( with CE ), she is fairly stealthy at 13.1 km, when CE specced. It’s not KG V levels of concealment, but she can sneak up on a fair few ships, though that’s when top tier. As a bottom tier, some battleships can best her, such as Monarch and NC, though not by much. Bismarck is slightly stealthier, though that’s thanks to the 5th slot Concealment Systems upgrade. Otherwise, she is pretty stealthy within her matchmaking spread. Just don’t be surprised when a Lion shows up and HE smashes you when you least expect it. Consumable wise, bog-standard, as per usual for mid-tier BBs. No fancy hydro to be found here, just good old BB stuff. So then, Gneisenau is one hell of a BB. Despite its many shortcomings, such as a low number of guns, it certainly punches harder than it should. That combination of fast firing primary and secondary armament, plus those hard hitting torpedoes makes it a formidable opponent in close quarters combat situations, though it’s efficiency decreases as the distance increases. Her armor allows her to work close to an opponent, shrugging off blow after blow of High Explosive and Armor Piercing, gracefully dodging torpedoes as they come in at speed, tearing into enemies that severely underestimated her prowess. She only falls apart when concentrated upon by the enemy team, otherwise, she’s just as dangerous as any BB or CA, regardless of who she’s shooting at. She is a true hunter-killer, a she-wolf who stalks her prey through the night like a true predator ( Thanks LWM, for that reference ). I always tell myself that, if you respect a ship, it will work with you, and no ship holds that Mantra truer than this German missile. ( Then again, not every ship can be reined in, such as this Russian cruise-khm, sorry, I meant battleship, xaxa)