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Found 327 results

  1. So I made a topic on something similar to this something like 2 years ago(?), to some mixed results. I figured it wouldn't hurt to bring it up again, after all of the changes made to the game since then. I was wondering if you, the community, would be interested/intrigued with a special even for the Battle of Leyte Gulf/Battle off Samar special event, with special premium ships to boot? I would imagine the largest Naval engagement in human history is bound to have a pool of desirable ships among it, yes? They don't all have to be American ships Like the Johnston, Sammy B or even a premium CVL like Gambier Bay or the likes. The Japanese Center Force had 23 ships in it's ranks. Kumano, Suzoya, Chikuma? Maybe even some DD's?
  2. Premium Ship Review: Gascogne

    The following is a review of Gascogne, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of February 16th, 2018. Gosh, it disturbed me to see you, Gascogne, stuck in development Hell. Every ship here wanted to be you, Gascogne, knowing how well you would sell. There's no ship in port as balanced as you. Your guns have all of the range. When released folk will forget Richelieu, though balance is subject to change. Quick Summary: A fast, agile battleship with lackluster striking power. Cost: Undisclosed at the time of publishing. Patch & Date Written: Patch to 0.7.2, January 24th, 2018 until February 22nd, 2018. PROs Fast resetting Repair Party consumable allows her to recover damage quickly. High muzzle velocity coupled with good energy preservation maintains her penetration power even at range. Fast main battery reload at 28 seconds. Secondaries have a 7.0km base range. Ridiculously fast for a battleship with a 32.0 knot top speed. Has access to an extended duration Engine Boost consumable to make her even faster. Excellent rate of turn for a battleship at 4.4º/s Beauty and the Beast memes. CONs Nearly the entirety of this ship is vulnerable to light cruiser HE fire. Her 380mm guns suffer from low DPM and cannot overmatch 27mm bows of select heavy cruisers. Awful main battery gun dispersion, particularly on the vertical axis. Poor gun layout combined with bad firing angles which significantly hurts her damage output. Her secondaries either fire too slowly or don't have enough penetration to do direct damage. Ineffective anti-aircraft firepower. Large turning radius of 850m. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Gascogne isn't a battleship for novice players. Her firepower is lacking and to increase its potency, you have to take big risks which will only get inexperienced gamers punished. Veterans will appreciate the flexibility provided by her handling, but again, those issues of firepower and a general lack of concealment will greatly reduce her overall potential. She summarizes to the following: BAD - One of, if not the worst at its tier. This is a pronounced weakness. FAIR - Middle of the pack at its tier. Not terrible, but not terribly good either.GOOD - 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. Let's get the obvious out-of-the-way -- a premium battleship with 'bad' anti-aircraft firepower? That's nothing new. Moving on. Good defense and great agility is very promising. However, her bad firepower rating might be a show stopper. Options Gascogne has three quirks with her options. The first and second are in regards to her consumables and the third is a selection of camouflage options. Consumables: Gascogne has access to the Engine Boost consumable and her Repair Party is non-standard. Gascogne'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 has half the reset timer of a normal battleship -- only 60s / 40s depending on the version taken. It is otherwise standard, healing back 14% of her maximum health (8,848hp) over 28s. Her third consumable is a catapult aircraft. She defaults with a Spotter Aircraft. Her Float Plane Fighter does 63dps with 1,550 hit points. This gives her the highest DPS of any of the catapult aircraft at her tier. Finally, in her fourth slot, she has an Engine Boost consumable. This is unique, providing the same 8% increase in speed as destroyer, but lasting for three minutes instead of two. This has a three-minute / two-minute reset timer. Premium Camouflage: Gascogne has three camouflage patterns. The first is Type 10 Camouflage. This is Gascogne's default camouflage which comes with the ship. This provides 50% bonus experience gains, a 10% reduction to maintenance costs, 3% reduction in surface detection and 4% reduction in enemy accuracy. The second is The Maid of Orleans - Gascogne. Earned through The Gold of France campaign, this camouflage is a cosmetic swap of her original camouflage, with a bust of Joan of Arc on the prow. It provides identical bonuses to Type 10 Camouflage. There is one last camouflage found in the early promotional material for Gascogne. According to Wargaming, this camouflage is only available at the time of purchase. I am told it provides the same bonuses as the Type 10 Camouflage listed above. Module Upgrades: Five slots, standard battleship options. As of patch, Gascogne could not mount the Engine Boost Modification 1 special upgrade. I was unable to test for this on the 0.7.2 Public Test Server, so keep an eye out. There aren't any other special upgrades worth considering. Recommended Upgrades: No One Shoots Like Gascogne Primary Battery: Eight 380mm rifles 2x4 turrets mounted fore and aft. Secondaries : Nine 152mm rifles in 3x3 turrets mounted down the centerline, sixteen 100mm rifles in 8x2 turrets with four to a side. Gascogne is a Richelieu-class battleship with (arguably) worse gun placement. Her high velocity 380mm guns come with inherent weaknesses, including poor shell dispersion, frequent over penetrations with her AP shells, and an inability to overmatch the bows of select heavy cruisers. Moving a turret to the rear reduces her forward firepower to just four guns when bow tanking. Unlike the Bismarck-class sisters which suffer from many of these same problems, she does not have their accelerated reload nor the powerful secondaries to pad her numbers. Thus, Gascogne and Richelieu share the unfortunate distinction of having the worst Firepower rating among the tier VIII battleships currently. A Spot of Redemption Gascogne will really make you work for your damage totals. However, her main battery isn't entirely without merit. She has a faster reload time. Her guns are high velocity with excellent energy preservation. In addition, Gascogne enjoys one of the better sigma values at tier VIII with a 1.9 rating. Fast Reload Times - What a difference a measly two seconds can make. I liken Gascogne's gunnery a lot to that of Mikasa. If that makes you scream in terror, it should. While Gascogne has twice as many gun barrels as Mikasa, she has the same number of turrets. Game play wise, you're only firing twice of per volley, so if your aim is off, that's a long way before your next speculative shot. Shaving two seconds off Gascogne's reload makes wonky dispersion or poorly aimed attacks feel less punitive. That's less time you need to wait before correcting your mistakes. It also makes it more likely that your guns will be ready when windows of opportunity open for those short periods of time -- like catching an enemy vessel broadside in a turn. Note that with Adrenaline Rush, at 50% health you can get Gascogne's reload time down to 25.2 seconds. If you're using the Legendary Commander, Jean-Jacques Honoré, that drops down to 24.5 seconds which is very sweet. High Muzzle Velocity & Energy Preservation - Aiming at distant targets with Gascogne's guns are a breeze. She has excellent lead times. Her "comfort zone", where shell lead times are less than 7.5 seconds, extends all the way out to 14.5km. This has the combined effect of making long-range gunnery comfortable while also preserving enough penetration power to make her a threat against enemy battleships at these ranges too, despite her smaller gun caliber. AP Shell Flight time estimations (in seconds) drawn from the client firing perpendicular to the ship's heading. Gascogne has some of the highest shell velocities found on battleships in-game. At tier VIII, she's bested only by Roma. This makes long-range gunnery more comfortable -- at least in terms of leading a target. Penetration value estimations courtesy of www.proships.ru. While Gascogne does not boast the highest raw penetration values, she preserves her penetration characteristics better over range, giving her the equivalent striking power to IJN and USN battleships at ranges greater than 15km. 1.9 Sigma Value - Gascogne has the best shell grouping out of any of the battleships using German horizontal dispersion values. This is a significant improvement to her accuracy, which is again a godsend when you're only firing with two turrets. This gives her a marked advantage over Richelieu. During Gascogne's development cycle, her sigma upgraded from 1.8 (in yellow) to 1.9 (in blue). The former is now the equivalent of what you would find on Richelieu. 180 shots fired at 15km, locked onto a Fuso. Ships were equipped with Aiming System Mod 1. So, Gascogne has good shell groupings, dropping most of her shells where you aim. Her penetration power is sufficient to damage anything you strike and shell lead times make snapping off shots a breeze. So what are the downsides? Undermining For all the good those three positive traits give, they are largely undone when you check them more closely. Let's hit them in reverse order -- going from bad to worse. 1.9 Sigma Value - Having her shell grouping tightened up with an improved sigma value is welcome. However, it's just not enough. Gascogne uses German battleship horizontal dispersion which is the widest among dreadnoughts. Worse, her high shell velocity gives her tremendous vertical dispersion as well. Expect a lot of frustrating shots sailing well over a target or splashing well short. Royal Navy or American battleships are at least more likely to still strike the superstructure or maybe dunk a shot beneath the waterline. That happens much less often here. Gascogne's buffed sigma is good, it's doesn't really address the glaring fault of these guns in terms of precision. During Gascogne's development cycle, her sigma upgraded from 1.8 (in yellow) to 1.9 (in blue). The former is now the equivalent of what you would find on Richelieu. 180 shots fired at 15km, locked onto a Fuso. Ships were equipped with Aiming System Mod 1.Two extremes. When compared to the gunnery of one of the American South Dakota-class battleships -- a vessel that cannot mount any dispersion upgrades I hasten to add -- Gascogne's precision issues become readily apparent. She is far more likely to overshoot or undershoot a target, even when a shot is well-aimed. High Muzzle Velocity & Energy Preservation - On top of causing issues with vertical dispersion, the excellent shell velocity of Gascogne's guns will ensure that when you strike a soft target, you're going to see over penetrations far more often than you would like. Gascogne is unreliable at damaging the citadels of cruisers within her matchmaking spread at ranges inside of 8km. It's not uncommon to see nothing but over penetrations over and over and over again. Fast Reload Times - As nice as Gascogne's 28 second reload is, it doesn't compare well to the 26 second reload of the Bismarck-sisters or the 25 second reload of the famous and historical HMS Monarch. I will spare you digging out your calculators and simple show you this:Gascogne has one of the worst potential damage-per-minute totals out of any of the tier VIII battleships. Eight guns, even with her accelerated reload, doesn't let her keep pace with the nine-gun armed vessels she faces. It's sobering that Roma with a 30 second reload keeps pace with or bests her in terms of damage output. Gascogne's problems are further exacerbated by gun arrangement, overmatch issues and HE performance. But there's more... Alright, so those are my points of contention with the 'benefits' of Gascogne's guns. They're more like consolation prizes than outright bonuses. Her guns have terrible horizontal and vertical dispersion, so here, have 1.9 sigma so they only feel kinda wonky. She doesn't have great DPM so here, have a 28 second reload so you think her guns can put out more damage -- but that's still not going to let you keep up to even the German battleships. Leading targets is easy with these high velocity guns, just be careful where you point them. If you aim at a cruiser that's too close, you'll just over penetrate. Would that these were the only flaws with Gascogne's guns. But there's more. You have two turrets. This causes two problems. The first is minor -- you cannot fire ranging shots as effectively as you could with a battleship with more turrets. The second is more telling: Gascogne is more vulnerable than most other battleships when it comes to suffering critical and catastrophic damage to her guns. Losing one turret not only reduces half your firepower, it also forces you to manoeuvre if you want to continue firing in that direction. Gascogne's guns are only 380mm. The obvious issue here is that Gascogne's shells do overall less damage than the 406mm and 410mm guns found on American and Japanese vessels on a shell by shell basis. I've already addressed the DPM difference, but the more telling issue is one of overmatch mechanics. This is the ability to outright ignore thin armour plates regardless of angling and punch clean through into the squishy bits beyond. Gascogne's guns cannot overmatch the 27mm bows of American and German heavy cruisers at tier VIII+ like 406mm armed vessels can. This allows these cruisers to bow-tank Gascogne's AP shells with relative impunity. Gascogne's HE shells are 'meh'. There are three factors to look at when evaluating the quality of HE shells for a battleship. 1.) Do they inflict a lot of damage? 2.) Do they have high penetration? 3.) Do they have a high chance of starting a fire? From these three, simple questions we can evaluate how good each nation's HE shells are and if they're a reasonable alternative to the ship's AP shells when situations dictate. This works out to the following grid: Gascogne's HE is comparable to American battleship HE with low damage relative to her peers but with decent fire setting properties. This makes it alright for harassing enemy battleships but hardly ideal for using against cruisers and not worth swapping for against destroyers (at least until Wargaming tweaks the AP penetration model). Combined with the overmatch issues described above, Gascogne really struggles against same or higher tiered American and German cruisers that angle well against her. Gascogne has bad forward firing angles. This is the final spit-in-the-eye for Gascogne's gunnery. While her A-turret has excellent firing angles (300º or better is ideal), her X-turret falls short with only 288º. Gascogne must show a lot of side to fire all eight of her weapons which makes her vulnerable to return fire from enemy battleships. Functionally, Richelieu's better gun layout will allow her stack damage faster than Gascogne, even with the latter's accelerated reload, in most combat situations where the ships are under fire. Start making jokes: Gascogne has better firing arcs to the rear. When all is said and done, Gascogne's gunnery is all kinds of "meh". Gascogne's main battery gun arrangement wouldn't have been out of place on tier VII vessel. More than any other facet of the ship, this holds Gascogne back. She is a worse gunnery platform than Bismarck and only slightly better than the Bismarck-class' predecessor, Gneisenau. Almost Amazing But enough bellyaching about the main battery guns. Let's get to something exciting! Gascogne's secondary armament looks very impressive at first glance, especially with that 7.0km base range. Her range isn't on par with the Bismarck-sisters, but combined with the broadside weight of homogeneous HE fire they dispense, it's hard not to look at her battery in a positive light. Her 152mm/55s are the same guns found on De Grasse, boasting a phenomenal 12% base fire chance per hit. Her 100mm guns dispense 15rpm each with a 6% fire chance. Unfortunately, short of lighting fires, Gascogne's stock secondaries are generally useless -- incapable of landing significant direct damage of any kind against the majority of targets she faces. Gascogne's 100mm guns are too small in caliber, with only lower tiered destroyers and some light cruisers being vulnerable. Their inability to damage any armour greater than 16mm neuters their damage output. As her 100mm guns form the bulk of her volume of fire, Gascogne's potential damage is gutted. Her 152mm batteries do have better penetration of 24mm, but they only shoot five times per minute. Coupled with shoddy accuracy, it's unlikely for these larger caliber guns to fire enough rounds to land enough hits for them to count. An investment in upgrades, skills and consumables may seem like the solution. Inertial Fuse for HE Shells upgrades her 100mm and 152mm guns to 21mm and 32mm of penetration at the cost of dropping their fire chances from 6% and 12% down to 5% and 9%. Basic Fire Training increases the rate of fire of her 152mm guns from 5rpm to 6rpm. Her 100mm jump from 15rpm to 18rpm. These seven skill points are already a steep price to correct a highly situational weapon system. In fact, a fully optimized secondary build on Gascogne will cost her one upgrade slot, one signal and 15 skill points which is entirely too dear for the returns. More modest builds, such as simply emphasizing fire-setting aren't as expensive, but aren't as effective either. The bonus penetration found on the larger caliber German battleship secondary mounts isn't present here, and that requires paying a significant cost to equate. Secondary builds are fun, don't get me wrong, but they're hardly optimal and Gascogne's secondaries do not boast the same stopping power as those on Bismarck or Tirpitz. This will come at the expense of greatly reducing Gascogne's survivability which isn't generally worth compromising. A secondary build for Gascogne is only truly optimal in Co-Op battles where the fights are almost guaranteed at point-blank range and long-term longevity isn't a concern. Conclusions So, what does this huge information dump all mean? The TL:DR is the following: Gascogne's weapon systems have a lot of issues. It doesn't matter if you're looking at her primary or secondary gun battery -- they're far from perfect. While it's possible to get either one to perform in ideal circumstances, you would be better served by the weapon systems on any other battleship, including Richelieu. The best that could be said about Gascogne's guns is that at least they're comfortable to use. Summary Her guns don't shoot fast enough, hit hard enough or with enough precision. Her secondaries are a red herring. They're too small in caliber to be effective and will suck up massive amounts of commander skills and modules to make them passable. What's worse, they'll get you killed (see below). Gascogne's weaponry is almost good enough. Almost. I wanted to like it but I can't. Evaluation: BAD What it would have needed to be FAIR: She would need better gunnery than Roma -- so a further improvement of rate of fire and/or dispersion groupings. Tanks Those Beauts like GascogneHit Points: 63,200Maximum Citadel Protection: 32mm + 320mm + 50mm Turtleback + 50mm magazine wall Min Bow & Deck Armour: 32mm Torpedo Damage Reduction: 35% If Gascogne's durability has a cardinal sin, it's her vulnerability to high explosive damage. Gascogne's entire deck has no more than 32mm of armour protection. Her upper hull is similarly exposed. For light cruisers with Inertial Fuse for HE Shells (which is pretty much all of 'em), farming damage off Gascogne is a dream. That's the bad news. The good news is that, overall, Gascogne has very good citadel defense with over 450mm of steel protecting her machine spaces and magazines from AP shells. It's only at very close ranges -- inside of 8km -- where Gascogne's citadel protection falls apart. If you give up broadsides in brawling range, you'll die quickly. Dummy. Gascogne's citadel protection doesn't prevent her from taking standard penetration damage, however. While she face tanks with the best of them (barring worry about losing a gun mount), Gascogne's belt is "only" 320mm thick. Few battleships will struggle to punch clean through her belt and stack penetration damage, even if the shells are later foiled by her citadel wall and turtleback. Even many AP slinging cruisers will rejoice at the 32mm plate covering the majority of the ship and hoover up impressive damage totals if you fail to angle against them properly. The last AP attack she needs to contend with are the bombs from American and German aircraft carriers. While it's possible to citadel Gascogne with bombs from either ship, they're unlikely. In my tests, she couldn't be deleted by a run of all the dive bombers the carrier could send out at once, necessitating at least one reload cycle to finish the job. There's one last feature that tips the scales and makes her one of the tougher battleships at her tier. Gascogne's Repair Party has half the normal reset timer of other battleships. While other battleships might struggle to make use of four (never mind five) charges of their consumable even under fire, Gascogne has little difficulty using hers. With an India Delta signal, Superintendent and a premium version of Repair Party, Gascogne can access up to 53,500 extra hit points in half the time of other battleships. Gascogne is much less vulnerable to damage over time effects such as fire and flooding. In addition, enemies that struggle to deal damage quickly will only play to Gascogne's strengths, allowing her to recover up to 10,700 hit points as often as every 68 seconds. This image should largely illustrate everything you need to know about Gascogne's armour profile. Her citadel sits at the waterline, yet shells that manage to clip her turtleback get normalized down towards her machine spaces and magazines, resulting in citadel hits. Given the energy necessary to best the amount of steel present, this tends to only occur at close ranges. Evaluation: GOOD What it would have needed to be BEST: Gascogne would need better citadel and/or hull protection without nudging her into AP-bomb one-shot territory. Increasing her deck and upper hull protection to 35mm would help immeasurably and keep her out of overmatch territory from Yamato-class 460mm guns while simultaneously defeating 152mm HE shells with Inertial Fuse for HE Shells. Or Stomps Around Wearing Boots Like Gascogne Top Speed: 32.0 knotsTurning Radius: 850mRudder Shift: 15.3s Maximum Turn Rate: 4.4º/s at 4/4 speed Gascogne is my top pick for the most agile battleship at tier VIII. It's not a title that she wins without some contention, however. The South Dakota-class battleships give her a very good run for her money and a player's personal taste may overrule my own preferences. There are four areas where I evaluate a ship's agility: Speed, Turning Radius, Rudder Shift Time and Rate of Turn. There would be more but I haven't had time to begin cataloguing ship acceleration and deceleration yet. These are not weighed equally. I put very little value in Rudder Shift Time, for example, using it only as a tie breaker if needs be when two ships are near identical in all other categories. Speed Gascogne and Richelieu are the fastest battleships at their tier, besting even the previous front running Bismarck-class sisters. She outpaces the South Dakota-class battleships by 4.5 knots. What's more, access to their Engine Boost consumable makes any speed comparison between Gascogne and any other non-French battleship a joke. She can hit upwards of 36.3 knots with her consumable and a Sierra Mike signal! As of patch 0.7.2 nothing is faster and nothing can pretend to compete with her. Gascogne has the power to out pace enemies, dictate engagement distances and redeploy as needed. She is not held back by the size of maps at higher tiers, giving her an enviable degree of flexibility. As a final advantage, activating her Engine Boost consumable increases her rate of turn, giving Gascogne a minor boost to agility when she needs it most and exceeding the rate of turn of Alabama and Massachusetts. Gascogne can kite enemies like a boss -- opening up engagement ranges and re-engaging only when it suits her. Even destroyers need to be going flat-out to close the distance. If your enemies are doing anything other than in a straight-line pursuit, Gascogne will out pace them. Rate of Turn Up until the addition of Richelieu and Gascogne, the South Dakota sisters were unchallenged with their agility at tier VIII. While some of the contenders remain works in progress as of this article's publishing, it's unlikely that we will see a significant change to the combatants. Gascogne does not best Alabama or Massachusetts for her rate of turn at full speed. Instead she all but matches both sisters which is a feat unto itself. This is all grace of her phenomenal top speed which allows her to power through her turning circle and come about quickly on demand. Under the effects of Engine Boost, she overtakes them both, squeaking out primacy. Turning Radius Where the South Dakota sisters dominate is in their tiny turning radii. Gascogne suffers an 850m turning radius, the same unwieldy turning circle as found on the Bismarck-class while Alabama and Massachusetts enjoy a mere 710m turning radius. It's only due to Gascogne's high speed that she can navigate through this large turning circle with any kind of grace. She cuts through corners quickly, not because she makes sharp turns but because she has power enough to muscle through manoeuvres that would cause other ships to founder. To be clear: this is a marked weakness that mars an otherwise excellent agility characteristic. If a given player values small turning circles more, then Gascogne's status as the most agile ship within her tier is debatable. I'm confident with giving her the title, however. As bad as this 850m value is, it's not the worst at her tier with Amagi and Kii being appreciably weaker. This 'middle of the pack' standing pads my evaluation of her somewhat, but there's no denying that Gascogne loses out big time to Alabama and Massachusetts in this regard. Rudder Shift Time Rudder Shift is a loser-stat and a red herring where agility is concerned. It might have mattered more if there was a significant variety between the tier VIII battleships, but the difference and the effect of this difference is so minimal as to be downright forgettable. Rudder Shift at tier VIII start with Monarch's 15.0 seconds with ten other ships all sitting within 1.0 seconds. Even the outliers Amagi and North Carolina are only 2.3 seconds away from the front-runner which isn't terribly significant given the minimal impact Rudder Shift has on ship agility. At 15.3 seconds, Gascogne isn't the best, but she needn't be. She could be the worst here and it wouldn't matter. Dreambote Gascogne handles like a dream. She's fast. She turns well. She doesn't out turn her turrets (though it's a close thing -- grab Expert Marksman if you can). For all the frustrations with Gascogne's gunnery, the ship herself sails beautifully. Dodging enemy attacks, dictating engagement ranges and even out running destroyers isn't beyond her. Evaluation: BEST What it would have needed to be GOOD: Neither the SoDaks or Gascogne can claim an easy win in the Manoeuvrability category. Gascogne has speed and rate of turn, but a larger turning circle. Alabama and Massachusetts have rate of turn and small turning radii, but lack in straight line speed. What a player prioritizes will largely dictate what they feel is 'best'. I feel that speed provides more flexibility. In my opinion, the South Dakota-class battleships would need to lose another 50m off their turning radii or gain another two and a half knots of speed before I would reconsider giving them the award for the most agile battleship at tier VIII. Rate of Turn Late in the game, with her high top speed, Gascogne is just as flexible as a cruiser for securing distant capture points. She's Especially Good at Refrigerating Base Surface Detection Range: 16.74km Air Detection Range: 13.775km Minimum Surface Detection Range: 12.57km Detection Range when Firing from Smoke: 15.4km Main Battery Firing Range: 24.77km Those cute song lyrics are a lie: She's not especially good at refrigerating. Her concealment values are on the poor-side of average for a tier VIII battleship and it's only grace of thunderchunkers like Amagi and Kii at tier VIII that she's spared a worse evaluation. What's more, her aerial detection range is also on the large side, being just behind the Bismarck-sisters which bottom out that category. Gascogne isn't so tough that you can afford to spare skimping on concealment upgrades and skills. Evaluation: FAIR What it would have needed to be GOOD : Fewer Royal Cheeses. Gascogne is a little chubby. Oh My, Don't You Fly Near Gascogne! AA Battery Calibers: 155mm/ 100mm / 37mm / 25mm AA Umbrella Ranges: 5.0km / 3.5km / 3.1km / 3.0km AA DPS per Aura: 79.3 / 96.8 / 50.4 / 18.4 Gascogne's anti-aircraft firepower is almost decent but she falls short. She has a lot of positive traits going for her. Her range is good. She has a lot of large-caliber AA guns which are more resistant to damage, while simultaneously giving her the potential to extend their effect with skills like Manual Fire Control for AA Guns. However, the efficiency of her individual mounts is lackluster and she suffers from disparate ranges within her medium-caliber AA-cover. They fail to put out as much DPS as more efficient AA emplacements like quadruple 40mm Bofors or twin 20mm Oerlikons. Even her large-caliber guns are disappointing in this regard. Take Effective AA power with a pinch of salt. It's calculated with the two assumptions. (1) Any AA DPS with a range of less than 2km has little value as torpedo planes will rarely stray into this range. (2) There value of longer ranged AA power progresses in a linear fashion. Frankly, this is a very simplistic model (calculated by { AA DPS x [ weapon range - 1km } ) and doesn't reflect the true efficacy of a ship's relative AA power. It is meant merely to stress that ships which emphasize longer ranged AA power are more dangerous to attack craft than those with their DPS focused on short-ranged defense. I promise to one-day math this all out for realsies, waste dozens of hours figuring it all out and then probably discover this shorthand wasn't that far off. The result is an AA coverage that appears promising on the surface but is worse than Amagi's or Roma's. Gascogne's AA power is only marginally better than Tirpitz (and even that is debatable). Deep investment into AA skills can help prop some of these flagging numbers, giving her the equivalent AA DPS to a stock Alabama. This can make her an unappetizing target for tier VI and some tier VII aircraft carriers. It can even do well enough in PVE modes vs bots. However, will not dissuade same-tier or higher CVs in Randoms or Ranked. Gascogne is an easy mark. Most of Gascogne's AA firepower is divided between her large caliber, dual-purpose mounts and her 37mm/70 auto-cannon turrets. The latter are as fragile as other medium and small caliber mounts, so don't count on them surviving after you take a few HE hits. Evaluation: BAD What it would have needed to be FAIR: Gascogne would need an AA suite comparable to Richelieu's modernized armament. This thing got beaten out by Roma, for crying out loud. Your Four Dozen Eggs to Help You Get Large Gascogne has two primary builds worth considering. One is optimal. The other is more of a joke, really, but it's fun so I've elected to include it. The optimal build also works well for the French Legendary Commander, Jean-Jacques Honoré. Survivalist Build & Jean-Jacques Honoré Manly Build View from Gascogne's prow as a Bismarck-class battleship succumbs to her secondary fire in the Hermes mission. A heavy secondary build works beautifully in this encounter. Unfortunately it won't serve you nearly as well in any PVP encounters. The Final Evaluation of this Barge Mouse's Summary: This is a great ship until you look at her guns. Then it becomes an 'okay' ship. Sailing this ship is a lot of fun. She handles beautifully and the extra level of control provided with Engine Boost is welcome. Her Repair Party gimmick is subtle. I like it a lot. During early testing, I absolutely hated this ship. Long hours were spent ranting at wiki-staff, Pigeon_of_War, other CCs and Lert about how much this ship was displeasing me. It all came down to her guns. I really struggled to get any kind of consistency out of this vessel and I felt terribly discouraged. Things improved, albeit slowly. This final iteration of Gascogne feels comfortable, which says a lot for how far the ship's gunnery has come. Gascogne still struggles in the firepower department but at least it no longer felt like I was actively fighting against all of her negative traits to get any damage done. It's still a strange dichotomy to me that a ship can feel so comfortable yet under perform. Balancing Gascogne came with the price of introducing another new gimmick. Her improved Repair Party is subtle, though, and I doubt there will be (much) outrage in the community over it. Anyway, I made Gascogne work for me and by the end of it, I was actively enjoying my time in her. Gascogne really feels like a baby Bismarck that trades durability and firepower for speed and agility. While she's no slouch when it comes to protection, she doesn't have the German god-tier AP-shell defense. Her secondaries are noisy rather than effective (unless you go for a Manly commander build) and while her AA is worse, at least she's not instant-gibbed by AP dive bombers. Gascogne is a good ship. She's fun to sail and she doesn't introduce an element of power creep into the game with her inclusion. It's unfortunate she's unlikely to be contender for the competitive scene, but we can't win 'em all. Gascogne is a total rockstar in the new Hermes scenario. Would I Recommend? Oh, if only I could see the camouflage statistics for Gascogne's third camo scheme. As I write this on February 22nd, I still haven't seen the camouflage itself. While Wargaming has said that it will not have any economical bonuses baked in -- making them superior to the other two camouflage patterns, I remain unconvinced until I see it for myself. Note that an economic bonus would make Gascogne more appealing -- particularly for grinding credits or commander experience in Random Battles. It would also make Gascogne more expensive too. Based on everything I have seen so far, Dunkerque remains the better commander trainer for French battleships. Gascogne isn't terrible, but she's not advantageous. At the price points asked, Dunkerque is the better bang for your buck for a French battleship trainer. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes on toast. If you're a big PVE fan, Gascogne is a riot to play. As ever, be careful about loading up on too many premium consumables as it will affect your earnings in straight Co-Op modes. In the Hermes event, Gascogne is a beast especially with a full (and I do mean full) secondary build. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Eh. I might be more receptive if one of her camouflage patterns had better economic incentives, but it doesn't. As it stands, Dunkerque is a steal and is arguably more interesting, game play wise. She won't have quite the same returns, but for her lower price point, she out competes Gascogne. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No, no, no, no, no. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Nope. Other than a repository for fun camouflages, she's not worth it. For Fun Factor: Bottom line: Is the ship fun to play? It surprises me to say "yes" here. Gascogne had a very long development cycle and many of her earlier iterations were simply frustrating. Wargaming really went the extra mile to make this ship enjoyable. She may not be the most competitive ship, but she is fun to sail. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing Okay, this review took way too long to write. Between all of the different iterations of the ship, I ended up putting in more than 15 hours of playtesting and sciencing. Writing for Gascogne felt like a full time job and there always seemed to be more that needed to be done. Thankfully, I did manage to decompress every now and then, hiding in Final Fantasy 14 or playing Corgi Fleet over the long weekend here in Canada. I had a bit of a computer-scare this past month when my solid-state drive decided to die. This had my operating system installed upon it and replacing it cost me dear. It was a stark reminder for me how fragile my old rig is and how ill prepared I am to replace it should it give up the ghost. More than ever, I'm thankful to my supporters on Patreon for what assistance they provide. If the lights do go out, their patronage will at least get me back online sooner. It's still a dream to be able to create content full time. I would seriously love nothing more than to inform and entertain and be able to pay the bills while doing so, but that dream is still a very a long way off. In the meantime, there are more ships to review. Cossack, Massachusetts and Abruzzi look to be the front runners of the new premiums, with Graf Zeppelin getting finalized soon too. Expect the next full review in two to three weeks time. Thank you all for reading. ♥ My current ten favourite premium ships. Top Row: Fujin, Atlanta, De Grasse, Prinz Eugen, Atago. Bottom Row: Scharnhorst, Nelson, Harekaze, König Albert, Warspite. Appendix A list of sites, programs and people I rely upon to create my reviews.
  3. Dunkerque Welcome Captains to the Bow Tank King of Tier 6, the Dunkerque. I've actually had this review nearly finished a while back and I totally forgot about it until recently when I decided to get back to reviewing ships and well since the French Battleship line is almost here I figured this would be as good time as any to post it. Without further or due welcome captains to the quirky ship named Dunkerque. Dunkerque (other wise known as the Dunkin' Donut or Dunky to some players) she was one of the first modern battleships built in the 1930s, which is kind of a oxymoron when she is 80 years old and calling her modern just feels weird. The Dunky was built in retaliation to Germany's Graf Spree class heavy cruisers and future Italian battleships that were being built, she was also restricted under the Washington Naval Treaty which limited on how heavy she could be built. The French wanted a battleship fast enough to chase down heavy cruisers and with enough armor to protect her from return fire from said cruisers. This meant her armor is considered light by T6 standards and she packs a "All Forward" gun placement which aides in times in battle where a good push is needed. This can be a problem because if she is forced to retreat she has to fire over her shoulder and if she has to fire from one side to the other means her guns have to completely swing around. Health The Dunk has a low-to-average HP pool at 52,600hp and a okish torpedo reduction damage of 25%. She is covered 25mm of hull plating which allows you to face tank 356mm AP shells and under but allows 15"+ shells to slam right through. Unfortunately the 25mm hull plating allows most light cruisers and DDs using the IFHE captain skill to score full damage salvos on you, since your covered in 25mm hull plating you're pretty much a damage pinata if your making yourself a easy target. She has a light armor belt of 225mm, a 40mm turtle back and 40mm of citadel plating which when adding the fact her citadel sits above water makes her easy to citadel. I found angling slightly when fighting ships with guns 15"+ allows for a greater chance the shells will bounce off your belt armor. While there seems to be a myth about her burn chance being high, she actually has the same burn chance as the regular T6 BBs, I believe the high burn myth comes from the fact allot of players (myself included) tend to play her fairly static thus makes hitting her with HE much easier. Guns One of the more controversial aspects of this ship are her guns, she has the smallest guns for her tier at 330mm and they're packed into 2 quad turrets located at the front of the ship. She has a fast reload at 28 seconds and the fastest velocity guns with the second best penetration of her tier. This sounds great for sniping fast moving ships but she uses the German BB dispersion model with a 1.7 sigma rating which outside of 12km your really at RNG's mercy. I believe this was a attempt from WG to keep her from being a sniper because any better accuracy mixed with these hard hitting guns. The guns have a good firing range of 18.2km and a good HE burn chance although I found her AP to be so good I rarely used HE outside of DD hunting or fighting another bow on Dunkerque or bow tanking BB. I highly recommend the Accuracy module because anything that can make these guns more accurate is for the best. The Dunkin' Donut features a situationally good but usually bad secondary gun set up. If you have a cruiser or DD trying to chase you down to deliver a torpedo strike, then the secondaries actually work and that is because they are all located on the aft end of your ship. I have actually gotten a couple close quarter kills like this. Their rate of fire are ok along with their velocity and they have the standard 5km range for tier 6. They are not something I would invest anything in though because as I said they are situational. AA Dunker has the some of the weakest AA for her tier with the Mutsu being her out. If you are desperate for AA I would suggest BFT and Manual AA skill along with the fighter plane, this will give her enough AA to defend herself just enough to make a CV pay a good cost in planes. That said I saw CVs around 50-60% of the time out of all the T6 ships I've played and since the French line is right around the corner it really comes down to how you want this captain set up for that line. From what I've seen of the line so far Manual AA might be a good addition but your mileage will vary, personally I hate planes the most I can swat out of the sky the happier I am. Speed/Rudder At 29.5 knots she is the fastest BB at Tier 6 and one of the fastest BBs in the game, this allows you to be very flexible and move around the map at a good speed. This has a two prong effect though as it can get you into a bad spot pretty fast if your not careful. The Dunk has a average rudder shift at 14s and a wide turn radius of 730m (only the Fuso beats her at 740m). The rudder shift module can get it down the 11.2s which allows for easier bobbing and weaving of incoming shells and torpedoes. Mods I ran the usual Main Armament Mod 1, DCS Mod 1, Aiming Systems Mod 1 and Steering Gear mod 2. I ran AA mod for a little bit and with Manual AA and BFT skills allows her to do a decent amount of damage to incoming planes but Aiming Systems is really more helpful in my opinion. MAM1 is also mandatory since you only have two turrets and losing one means half your firepower is gone, if you lose both turrets you no become the biggest torpedo in the game. Captain Skills For the first tier I ran Preventive Maintenance (again to protect those main turrets), at T2 Adrenaline Rush, T3 Basic Firing Training, T4 I ran Concealment Expert and Manual AA. I know this is a bit of a quirky captain build (its unusual for myself also) but it seems to work well with how I played the Dunkerque, how this will translate to the future French line is to be seen. Tactics As I mention earlier with her speed it is easy to get into trouble and if you are forced to turn, you now become a citadel magnet. Also sitting bow on, moving at 1/4 speed or reversing, is welcoming a hail of HE shells that promises a Viking Burial. Her concealment is pretty awful and even with Concealment Expert it is still kinda meh. I found Dunky to be a excellent late game ship because her speed allows her to hunt down most enemy ships so I generally play fairly passive for the first part of the game. If I have a good push going on I try to be at the lead but keep a eye on your allies because if they stall you will quickly be out by yourself surrounded by hungry enemy ships. If your attentive you can bait most big caliber shells into your belt armor but if you get surrounded you become fish food. Being on the move is just as important as playing bow on, she has great speed, don't forget that. Her guns are not very forgiving and you will be forced to get closer to the enemy to make solid hits, I found 12km to be the sweet zone with 14km to be the absolute limit for reliable shots. Her shell velocity is fast so I found aiming lower than normal to be a good idea. How did I do This ship is a love or hate it kind of ship, its because she has a unique playstyle and is somewhat reliant on your team mates to open up opportunities for you to exploit, I love mine and she will be a excellent captain trainer for the future BB line I saw CVs 50% of the time, I averaged 1.75 plane kills during those CV matches. I was in Tier 8 matches 30% of the time, tier 7 40% and I was top tier 30% of the time. I averaged 1266 base XP with my best game was 1720 base XP. My winrate was 80% and I survived 60% of the time with a kill average 1.5. Accuracy was 31% with average damage of 75,577, my best game was 123,906 with a average damage per shell of 1766 (meaning every shell that hit averaged out to this number). Please remember this is only out of 10 games, your millage may very! How Does She Compare She is a different ship than the rest of the Tier 6 battleships, she is the fastest, but has the lightest armor, she has the highest velocity guns and the some of the best penetration for her tier but her accuracy is frankly pretty bad. She takes a captain that knows how to control themselves and not get carried away. Some players love her and some hate her, I fall into the love category probably because I like quirky ships. She earns enough XP to be a good captain trainer for the future BB line or for just plain fun Random ship. I've run her in Operations and found her to be pretty good since her speed allows her to keep up with the flow of battle.

    Searching and researching I found the French carrier bearn built in 1920 by France and participated in WW2. It would be good if it were for reward of some event: FOR T6 : SUPPORT ME!!!! BEARN 1945 LAST CAMO AND LAST CONFIGURATION AA BORFORS & ORLEIKONS Béarn was a French aircraft carrier. It served with the Marine nationale (French Navy) in World War II and later. Béarn was commissioned in 1927, and was the only aircraft carrier France produced until after World War II, and the only ship of its class built. She was to be an experimental ship, and was slated for replacement in the 1930s by two new ships of the Joffre class. She was generally comparable to other early carriers developed by the major navies of the world. However, France did not produce a further replacement and as naval aviation lagged in France, Béarn continued to serve past her time of obsolescence. In 1939, she ended her career as an experimental ship, but after the defeat of France in June 1940 she was docked at Martinique, where she remained for the next four years. Eventually she was sent to the United States for a refit, which ended in March 1945, allowing her to serve briefly before the end of the war as an aircraft transport. She was dismantled in 1967. Over the course of her long career, Béarn never launched her aircraft in combat. She was named after the historic French province of Béarn. Béarn was originally designed as a Normandie-class battleship; she was laid down at the Société Nouvelle des Forges et Chantiers de la Méditerranée shipyard in La Seyne on 10 January 1914. The outbreak of World War I in August 1914 interrupted work, which was halted for the duration of the conflict.[1] By that time, work on Béarn had not significantly progressed: her hull was only 8–10 percent complete and her engines were only 25 percent finished. Her boilers were 17 percent assembled, and her turrets were at 20 percent completed.[2] The incomplete hull was launched in April 1920 to clear the slipway, though the Navy had not yet decided what to do with it.[3] That year, a French delegation visited the British aircraft carrier HMS Argus, and out of this visit came the proposal to convert Béarn into an aircraft carrier, which was designated Project 171.[4] On 18 April 1922, the Navy determined that Béarn would be completed as an aircraft carrier.[5] Her four sisters, which were at further stages of completion, were instead broken up for scrap. Much of the material from breaking up these ships was used to complete Béarn and several cruisers also ordered in 1922.[6] Conversion work began in August 1923, and lasted until May 1927.[7] General characteristics and machinery[edit] Béarn was 170.6 m (560 ft) long between perpendiculars and 182.6 m (599 ft) long overall. She had a beam of 27.13 m (89.0 ft) and a draft of 9.3 m (31 ft). Her standard displacement was 22,146 long tons (22,501 t), which at full load increased to 28,400 long tons (28,900 t). A retractable charthouse was installed in the flight deck toward the bow of the ship.[8][9] She was equipped with two sets of steam turbines that drove the inner pair of propeller shafts and a pair of reciprocating engines that powered the outer shafts. Steam was supplied by six Normand du Temple water-tube boilers that were trunked into a single funnel on the starboard side of the flight deck. A large vented chamber was fitted below the funnel to mix cooler air with the boiler exhaust, which was intended to reduce air turbulence over the flight deck. Béarn's propulsion system enabled her to steam at a top speed of 21.5 knots (39.8 km/h; 24.7 mph). She carried 2,160 long tons (2,190 t) of fuel oil. At a cruising speed of 10 kn (19 km/h; 12 mph), the ship could steam for 6,000 nautical miles (11,000 km; 6,900 mi). She had a crew of 875 officers and men.[8][9] Aircraft and armament[edit] Béarn was originally built to accommodate up to 40 aircraft. Her initial complement consisted of a squadron of twelve torpedo bombers, twelve reconnaissance aircraft, and a squadron of eight fighters. The ship's aviation facilities consisted of a 180-meter-long (590 ft) flight deck and three electrically powered elevators; the aft and central elevators were larger and were intended to handle the larger torpedo bombers and reconnaissance aircraft, while the smaller fighters could be lifted by the smaller forward elevator. She had a pair of hangars that were 124-metre (407 ft) long. Below the hangar, there were aircraft maintenance facilities and storage for spare parts. Béarn stored up to 3,530 cubic feet (100 m3) of aviation gasoline and 530 cu ft (15 m3) of oil, which was protected by inert gas.[8][10] The ship's gun armament comprised eight 6.1 in (150 mm) /55 Mod 21 guns in casemates for defense against surface attack, and six 76 mm (3.0 in) anti-aircraft (AA) guns, eight 37 mm (1.5 in) AA guns, and sixteen machine guns. In 1944–1945, she was refitted in the United States and equipped with a new anti-aircraft battery that consisted of four 5"/38 dual-purpose guns in single mounts, twenty-four Bofors 40 mm guns in six quadruple mounts, and twenty-six Oerlikon 20 mm guns in individual mountings.[8] Service history[edit] Before the decision to convert Béarn into an aircraft carrier was made, the French Navy decided to construct a mocked-up flight deck on the unfinished hull after it was launched in April 1920. The aviator Paul Testeconducted a series of landing experiments on the temporary flight deck that concluded in October. These experiments convinced the Navy to convert Béarn as a semi-experimental ship, which should be replaced by purpose-built aircraft carriers as soon as was practicable. The Joffre class, ordered in the late 1930s, were nevertheless not completed.[11] In the meantime, Béarn was commissioned for sea trials that began on 1 September 1926, and couple with final fitting-out work, lasted to May 1928, when she joined the French fleet on active service.[12] In the late 1920s, André Jubelin, a future admiral and pioneer of the French naval air force, served aboard the ship.[13] In March 1936, a Potez 565 took off from Béarn, the first time a twin-engined aircraft had ever operated from an aircraft carrier.[14] At the French declaration of war against Germany on 3 September 1939, Béarn was assigned to the Force de Raid, under the command of Admiral Gensoul, along with the battleships Dunkerque and Strasbourg, three light cruisers, and eight destroyers.[15] A month later, the carrier was tasked with hunting down the German cruiser Admiral Graf Spee, as part of an immense effort to destroy the commerce raider.[16] At this time, she and Dunkerque served as the core of Force L, and along with three light cruisers, were tasked with searching the West Indies for Admiral Graf Spee.[17] During the German invasion of France in 1940, Béarn was ordered to Toulon, to load French gold bullion for transfer overseas. On 25 May, Béarn met up with the light cruisers Jeanne d'Arc and Émile Bertin at an Atlantic rendezvous, and the flotilla successfully carried Bank of France bullion reserves to Halifax, Canada.[18] Béarn then went to the U.S. East Coast to load new aircraft ordered from American manufacturers, including twenty-seven Curtiss H-75s, forty-four SBC Helldivers, twenty-five Stinson 105s, and also six Brewster Buffaloes intended for the Belgian Air Component. Before these aircraft could reach their destination, the armistice with Germany was signed, and Béarninstead sought harbor in Martinique, her crew showing little inclination to join the British in their continued fight against the Nazis.[19] She was one of a number of French ships that were effectively interned at Martinique—at U.S. insistence—to prevent their use by Germany. The carrier's aircraft were unloaded ashore, where a significant number of them were destroyed either by exposure to the elements or scavenging.[20] On 14 May 1942, the United States pressured Martinique to demilitarize the ship due to the pro-Vichy leanings of her crew.[21] On 30 June 1943, the ship was handed over to the Free French Naval Forces,[8] along with Jeanne d'Arc and Émile Bertin, which had also been interned in the Caribbean. Béarn remained in Martinique until 1944, and was then sent to the United States for a major refit.[20][22] The modernization, which lasted until March 1945, upgraded her anti-aircraft armament and optimized her for her role as an aircraft transport.[8] This role was continued after the war, as part of the French attempt to recover their possessions in Indochina.[23] Béarn arrived in Indochina in mid-October 1945, as part of a major French effort to reassert control over the colony. Among the forces committed to the region were the battleship Richelieu, the cruisers Gloire and Suffren, and several smaller warships.[24] In December 1945, Béarn transported fourteen LCAs and six LCVPs from Singapore to Vietnam, and contributed a shore party to man them in the Dinassauts.[25] After returning from Indochina, the ship was used as a barracks ship for submarines based in Toulon. Béarn remained in this duty until she was sold on 31 May 1967 to shipbreakers in Italy, where she was subsequently dismantled.[8] Over the course of her long career, Béarnnever launched her aircraft in combat.[5] THE CV IS CAN IN T6 BECAUSE HAS 40 WARPLANES & REFIT AA BORFORS & OLIERKON & REMOVE 8 SECONDARIES 155MM BUT IS VERY SLOW WITH GOOD DISPLACEMENT Name: Béarn Namesake: Béarn Builder: La Seyne Laid down: 10 January 1914 Launched: April 1920 Commissioned: May 1927 Struck: 21 March 1967 Fate: Scrapped General characteristics Type: Aircraft carrier Displacement: 22,146 long tons (22,501 t) (standard) 28,400 long tons (28,900 t) (full load) Length: 182.6 m (599 ft 1 in) (o/a) Beam: 35.2 m (115 ft 6 in) Draft: 9.3 m (30 ft 6 in) Installed power: 22,500 shp (16,800 kW) (turbines) 15,000 ihp (11,000 kW) (reciprocating engines) Propulsion: 2 × Parsons geared steam turbines 2 × reciprocating steam engines 4 × shafts Speed: 21.5 kn (39.8 km/h; 24.7 mph) Range: 7,000 nmi (13,000 km; 8,100 mi) at 10 kn (19 km/h; 12 mph) Complement: 865 Armament: Original: 8 × 155 mm (6.1 in)/50 guns(8 × 1) 6 × 75 mm (3 in) anti-aircraft guns (6 × 1) 8 × 37 mm (1.5 in) anti-aircraft guns (added 1935) 16 × 13.2 mm (0.52 in) anti-aircraftmachine guns (6 × 1) (added 1935) 4 × 550 mm (22 in) torpedo tubes After 1944 Refit: 4 × 127 mm (5.0 in)/38 cal dual-purpose guns 24 × 40 mm (1.57 in) anti-aircraft guns(6 × 4) 26 × 20 mm (0.79 in) anti-aircraftautocannons Armor: Main Belt: 8 cm (3.1 in) Flight Deck: 2.5 cm (1.0 in) Aircraft carried: 35-40 1939: 10 × Dewoitine D.373, 10 × Levasseur PL.7 and 9 × Levasseur PL.10
  5. Fuso is already a fairly well liked tier 6 battleship and something I'd love to see is a premium version of her at the same tier. Yamashiro being almost functionally identical (maybe differences in AA and her 3rd turret faces the opposite direction) her superstructure is entirely different to her sistership. No stupid gimmicks, no major differences, but a premium version of an already liked ship is something I'm sure many will appreciate. I'd especially pay for it. Yamashiro and Fuso were both sunk during the Battle of Surigao Strait, Yamashiro herself being the flagship at the time, commanded by Admiral Nishimura. Here is Yamashiro compared to Fuso.
  6. The magical moment when not a single CV is not for sale on the store or through the doubloons. Do you think they are going to keep it this way until the CVs are reworked? (Speculations) =O
  7. For the last 3 patches my anime voices have stopped working and the option to change to the certain character voices in the sounds menu has disappeared. I run no mods and have seen only a handful of posts about this but no info on how to fix? None of my hsf captains work at all.
  8. Flooding fix

    As of now flooding lasts 1 min and 30 sec for all ships.. this is an error. in general I know there are ships that don't follow this but we are talking about ship classes. here is a table of repairs and floor per class Flag A- Juliet Yankee Bissotwo -20% Capt A- Basics of Survivability -15% Upgrade -Damage control mod 2 -15% type of ship regular premium flood time Flag-A Capt A Upgrade Combined Destroyer 60 40 90 72 76.2 76.2 46.2 Cruiser 90 40 90 72 76.2 76.2 46.2 Battleship 120 80 90 72 76.2 76.2 46.2 Carrier 90 60 90 72 76.2 76.2 46.2 High Alert, Jack of All Trade, with adjustment I am suggesting because of flooding.. is it worth while for a destroyer to get commander skill Basics of Survivability is totally pointless.. his repair will come quicker then the flood end. all premiums except for battleship makes the flag and captain skill POINTLESS. repair will come quicker. So here is a table of a more reasonable flood times by tier and if you get premium repair it give a bonus to repair of flooding. premium repair bonus on flooding % off time of repair to flooding.. DD=55% off (40 sec) CA=33% off (60 sec) BB=10% off (80 sec) CV=33% off (60 sec) or a flat reduction of 33% off flooding time.. making it 60 sec making captain and flag skill useful. making flag reduced to 48 sec, captain skill 51 sec, and upgrade 51 sec, and combined 40sec here is a table with new look type of ship regular premium prem flood Flag-A Capt A Upgrade Combined Destroyer 60 40 40 32 34. 34 23.12 Cruiser 90 60 60 48 51 51 34.68 Battleship 120 80 80 64 68 68 46.24 Carrier 90 60 60 48 51 51 34.68 total damage according to wikis page this will reduce total amount of damage if it goes to full time.. flooding should be .5% per second. Ok what does everyone think
  9. Two suggestions. The second one should be easy and low impact. You may think it is too late for the first but I think it could still be done- just leave existing premiums as they are but don't create any new unique premium ships. Idea 1- For premium ships, rather than buy a ship that is premium I'd rather be able to pay to make any ship in my fleet premium. Let's say that I'm a low tier player and I love the US Cruiser St Louis and want to make that a premium. I could pay whatever WG decides is a good price for a premium Tier III cruiser and then that ship gets all the premium benefits (no captain retraining, lower repair cost, increased captain XP, premament cammo, etc). Why do this? Many reasons: Game balance easier- fewer ships to balance No player perception of "pay to win". The only thing that changed about the ship is it's economic bonuses The ships a player really love and want to keep can become their trainers/income earners etc. Premiums can exist at whatever tier and class a player needs at that moment Players cannot instantly buy their way to a high tier ship and suffer crushing defeats, drag their team down, etc. Fewer ships to code- free up development time for other things. Less complexity trying to figure out how to make a one-off premium ship different Less community flaming/debate over differences among ships. There will never be another premium ship that new players cannot get a hold of because it was removed from the store. Idea 2- Ship name choices. I'd like to be able to choose any of the historical names for the class of ship I have. For instance, I live near Oakland CA, perhaps I want to rename my Atlanta class Cruiser the USS Oakland. Just add a menu that displays the historical ship names for that class to choose from. In game maybe you do something like USS Oakland | Atlanta rather than just "Atlanta". If you want to take this a step farther you could change the ship skin to include it's name and ship number.
  10. T61 (WIP) vs Aigle (Release) - compared Greetings fellow forumites, in line with recent posts that have drawn heavily on available WOWS official wiki statistics, I present here a critical (but purely intended to be fun) comparison of basic vital statistics of these 2 new tier 6 premium dds. The conclusions I draw, are of course, entirely subjective, and conditional, as T61 is still in development, and we still have no release date. Obviously, these 2 beauties will be competing for our attention, one French, one German (really a Dutch design), one a nightmare for many of you to pronounce (I go with egg-le), the other very easy to pronounce if you can count up to 6. This survey is restricted to publically available statistics, many 'soft' stats are invisible to us, for example, the chance of engine failure, and the precise armour layout. For the same reason, I will not compare consumeables such as smoke (which of course, can and do carry and compensate many ships through their hard statistical weaknesses). Announcing T61 vs Aigle vs Survivability First off, let's take a look at the survivability of these ships, how much damage can they take, and how easily they can avoid taking damage. Damage potential Now let's take a look at the more exciting part of our comparison, damage potential. As we have seen in our survivability survey, concealment values are very important for stealth fire of torpedoes. Why the delay over the T61? Well of course, the sale of Aigle is one very good reason, to avoid having them both in the shop at the same time. Which is a better overall ship? These statistics cannot answer that question, but in random battles, well rounded vessels are easier to learn to play, while more specialized ships are much more reliant on positioning and favourable circumstances. Which would win a beauty contest, Aigle! Which would win a drag race? Aigle T61. Which do you prefer? How do they compare to tech tree ships?
  11. WG is mentioning Flottentorpedoboot over last two months...When will T-61 be on sale?
  12. Roma - the new GC?

    So after Roma has been out for a few days, a quick survey of her stats (on both sites) shows her at a whopping 55% WR, handily beating out the previous holder of the T8 WR trophy (Alabama), dealing the highest damage in-tier at 69K (10K more damage than Monarch, with her HE spam!), and scoring the highest MBH rate in-tier at a huge 32% (even when adjusted for all-time). She also has the highest K/D ratio of all time, and is tied for highest survivability with Amagi. And this is with the ship only being a few days old - imagine what her stats will be a month from now, once her players know her better. Given these rather amazing results, especially the damage and MBH stats (which suggest that complaints of her wonky gunnery and overpens are more psychological than real), it really looks to me that Roma might be the Giulio of her tier - an amalgamation of seemingly lackluster components that create a monster when viewed as a whole. My guess is that the key for both ships is their combination of maneuverability and stealth. GC can out-run and out-fight anything in her tier, and can hide easily from bigger threats. Meanwhile, Roma not only has the ability to hide, but also to choose targets of opportunity pretty much at will with her traverse - a player doesn't have to choose between keeping a proper angle on the BB off their bow and hitting the exposed broadside of a CA that just appeared 90 degrees off to the side. Roma can swing her guns around and fire at a target of opportunity without touching the rudder, something even US BBs struggle to do. Incidentally, the pastabotes' performance is giving me more reason to think that concealment (and the inflation thereof, such as in the PA DDs) is becoming the new dominant mechanic for the meta - stealth builds (and ships with higher stealth) crush all. Granted, there is historical basis for the notion that first spotted = first dead, but I'm concerned that a single criterion seems to be emerging as the key to victory, to the detriment of other qualities.
  13. Premium Ship Review: Musashi

    Battleship Musashi was provided to me by Wargaming. To the best of my knowledge, the statistics discussed in this article are those of the release version of this ship and are current as of January 17th, 2018. Insert Kancolle boob-wrapping related joke here. Quick Summary: A Yamato-class battleship at tier IX. She has slightly less accuracy, greatly reduced secondaries and AA power. Cost: 750,000 free experience + 1 credit. Patch & Date Written: through -- January 12th through 17th, 2018. PROs At 97,300hp, she has the largest hit point pool of any of the tier IX battleships. Ridiculously thick armour in places with a 410mm belt, 560mm barbettes and 650mm turret faces. Beyond her extremities, her deck armour is a minimum of 50mm, providing her an immunity to most cruiser caliber HE shells. Excellent anti-torpedo defense with a 55% damage reduction. Armed with nine 460mm guns with enormous alpha strike, DPM and overmatch characteristics. Greatly extended active periods and shortened reset timers on her float plane consumables. Players can choose which price they wish to set for this ship, from free to the equivalent of 35,000 doubloons. CONs Citadel is exposed above water and has bad armour geometries which leaves her vulnerable when improperly angled. Horrible gun handling with a painfully slow turret traverse of 2.5º/s. Weak secondary armament, despite their decent range. Worst AA defense of not only any of the tier IX battleships, but also worse than any of the tier VIII battleships. Low top speed, slow rate of turn and an enormous turning circle. Huge surface detection -- possibly visible from space. Her best camouflage is locked behind a 5,000 doubloon additional purchase. Doesn't have Yamato's gun sounds. What the ever loving seagull turds on toast, Wargaming!? Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Even with her exposed citadel, Musashi is dirt simple to play and very casual friendly. By simply pointing her bow towards the enemy, she'll tank tons of damage and deal back a ridiculous amount in return. This same simplicity is also a weakness. There's nothing really fancy a veteran player can do with Musashi -- not without risking blowing out her machine spaces or getting her magazines one shot by a Shimakaze torpedo. She's too big too hide, too slow and clumsy to extract herself from trouble and so vulnerable to air strike, she dare not leave the safety of the herd. It's knowing when to move out and when and where to drop anchor that separates the good from the bad. Her traits break down as follows: These short-hand evaluations are based upon comparing the ship directly with the other tier IX battleships and not across her matchmaking spread as a whole. To say she's a one trick pony wouldn't be far from accurate, but it's one Hell of a trick at tier IX. As you can see, her guns have a lot of heavy lifting to do. Her armour and hit points will go a long way towards buying time to let Musashi lay down the hurt, but only if you can keep her from taking citadel damage. Let's take a closer look at how good these guns are, why they're such a big deal and the controversy surrounding her durability and defense. Options Musashi has a trio of surprises. The first, is the option for her High School Fleet camouflage. The second and third are her non-standard Spotter Aircraft and Float Plane Fighter consumables which have increased active periods and greatly reduced reset timers. Consumables: You have the choice between two aircraft options. The rest of the consumables are fixed. Musashi's Damage Control Party is standard for an IJN Battleship. This has a 10 second active period and a 120 second reset timer for the standard version and 80s for the premium version. Her Repair Party consumable is also standard. This heals back up to 14% of her maximum health over 28 seconds. In her third slot, Musashi has the option of either form of catapult aircraft. The active period and reset timers for these consumables are not standard. Her Spotter Aircraft is active for 120 seconds (instead of 100s) and her reset timer is either three minutes or two minutes depending on if you take the standard or premium consumable (instead of six minutes / four minutes). Her Float Plane Fighter is active for 180 seconds (instead of 90s) and her reset timer is either 90 seconds or 60 seconds on the standard and premium versions respectively (instead of three minutes / two minutes). Musashi's fighter does 55dps with 1,420hp which is on the weak side for this consumable. Premium Camouflage: There are two available to this ship. She comes with her Type 10 camouflage. Y118 - Musashi may be purchased for 5,000 doubloons. Musashi's Type 10 camouflage provides100% bonus experience gains, a 20% reduction to maintenance costs, 3% reduction in surface detection and 4% reduction in enemy accuracy. For fans of the anime series High School Fleet, there's the Y118 - Musashi. On top of the bonuses described above, it also adds another +50% to Commander Experience. There are only minimal geometry changes with the High School Fleet camouflage, limited to the removal of the A-crossing rails on the stern. Module Upgrades: Six slots. Standard battleship upgrades. In your first slot, take Main Armaments Modification 1. Follow this up with Damage Control Modification 1 in your second slot. If you access to the Special Upgrade, Spotter Aircraft Modification 1, this isn't a terrible option for Musashi given the increased duration time she already enjoys on this consumable. This would increase it's active time from 120 seconds to 156 seconds. Personally, I would prefer the fire chance reduction and increased torpedo damage reduction. In your third slot, Aiming Systems Modification 1 is optimal. You do not have the secondary or anti-aircraft firepower worth upgrading. If you're especially salty about turret traverse, you may take Main Battery Modification 2 to drop her 180º rotation time from 72 seconds to 62.6 seconds. This will slow down your reload time from 30 seconds to 31.5 seconds. In your fourth slot, Damage Control Modification 2 is optimal. Taking Steering Gears Modification 2 makes sailing Musashi more comfortable but it does not greatly enhance her agility. In your fifth slot, you have the choice. You may take Concealment Modification 1 to try and reign in your horrible surface detection range (you may as well try bailing out the ocean with a teaspoon, but every little bit helps, I guess). Alternatively take Target Acquisition System Modification 1 for bonuses to spot torpedoes and increase your guaranteed spotting range from 2.0km to 3.0km for what good it will do you. Depending on the skills you are choosing for your commander, one of these two options will make more sense (see below!) And finally, in slot number six, grab Main Battery Modification 3 to reduce your reload time from 30 seconds down to 26.4 seconds. This will sadly increase your 180º turret rotation time from 72 seconds to 81.4 seconds. Enjoy. (If you took Main Battery Modification 2 in your third slot, your reload time will be 27.7 seconds and your turret rotation will be 70.7 seconds for 180º). Firepower Primary Battery: Nine 460mm rifles in 3x3 turrets in an A-B-Y superfiring configuration. Secondary Battery: Twelve 155mm rifles in 4x3 turrets, Twelve dual-purpose 127mm rifles in 6x2 turrets. If your interest in Musashi had nothing to do with her history, then it's her guns that brought you here. The potential of the Yamato-class firepower being shoe-horned in at tier IX should give everyone fears of this ship being overpowered. Say what you will about the rest of the ship upon which they are mounted, Yamato's guns are arguably the best offensive strike from a gunship available in the game currently. Musashi nearly duplicates her sister ship's firepower but for two very important differences. One of these differences is manageable. The other is not. Let's begin with the latter. In Her Sister's Shadow Musashi's secondary firepower is terrible. She does not duplicate Yamato's secondary battery by any stretch. This is one of the most pronounced differences between the two sister ships. Unlike her anti-aircraft deficit, this is one area which matters. The differences are as follows: Half of Yamato's 127mm secondaries reload in 6.0 seconds. The other half reloads in 5.0 seconds. All of Musashi's 127mm secondaries reload in 7.5 seconds. Yamato has twenty-four 127mm secondaries. Musashi has twelve. Yamato has six 155mm secondaries. Musashi has twelve. Musashi doubles her 155mm complement but halves her 127mm armament. This is a significant drop in firepower even before you account for her increased reload time. The drop in her rate of fire feels unnecessary and punitive. While I wouldn't go so far as to say that Musashi's secondaries do not pose a threat, they are certainly not threatening. You cannot count on them to punish a destroyer or cruiser that gets themselves spotted within their range unless they are on perilously low health. Even then, I wouldn't count on it. Heavy secondary specializations on this ship struggle to earn their keep. Musashi doesn't have the best main battery guns in the game, but she's pretty damn close. The honour goes to her sister and the one small improvement that makes Yamato such a feared presence in World of Warships -- at least when her guns are loaded and trained in your direction. The only difference between Musashi's weapons and Yamato is her sigma value. Yamato has 2.1 sigma. Musashi has 1.8. That's it. That's the only difference. Their range, reload time, rotation rate, dispersion area, penetration -- it's all identical. You're going to hear a lot of noise about how this difference of 0.3 sigma makes all of the difference. They're not wrong in premise, but the emphasis is overblown. Musashi & Yamato's Real Difference All things being equal, Yamato is more likely to land massive, devastating hits than Musashi with her main battery guns. This isn't to say that Musashi isn't equally capable. She is. Statistically speaking, Yamato will simply do it more often. How much more often? I would give it no better odds than one additional time in six going by strict accuracy measures. So for every six devastating strikes you land with Musashi, Yamato will spit out seven. This is a marked difference -- do not underestimate it, but it's not a night and day difference some of Musashi's early detractors would have you believe. But I'm getting ahead of myself. Allow me to explain why these guns are such a big deal. Yamato's 2.1 sigma dispersion (orange) vs Musashi's 1.8 sigma (red). 180 shells fired at 15km, locked onto a Fuso. Both ships are using Aiming Systems Modification 1 against an a target without camouflage. Behind the Hype First and foremost, these guns have one telling flaw: Musashi's gun handling is abysmal. She begins with a 2.5º/s rotation rate and adding Main Battery Modifcation 3 will drop this down to 2.2º/s. And that's about it for weaknesses, truly. Objectively, these are excellent weapons. They are reasonably accurate with the tightest horizontal dispersion values, average sigma, ridiculous alpha strike, penetration and damage per minute properties. These guns hit hard, they hit often, they have tremendous range and you don't need to choose between improved accuracy or improved rate of fire as you might with an American battleship. Anything you hit will be hit hard. A single overpenetration to a destroyer is nearly the equivalent of being hit by two of Scharnhorst's 283mm shells. What's more impressive about them is that like Royal Navy battleships, Musashi can fire one ammunition type exclusively and rack up huge damage totals. Unlike Lion, however, Musashi can rely solely upon her AP shells, confident that she can almost always damage her targets catastrophically when she lands hits. Really, it's as simple as that. Musashi brings the biggest guns in the game to the table. She fires a monstrously huge shell that can damage just about anything it touches. These guns are good -- as you would expect them to be, and a lot of this has to do with their ability to ignore armour that everyone else can't penetrate. Musashi, like Yamato, has excellent fire angles - just a whisker shy of the coveted 300º on each turret. She can nearly guarantee to autobounce any incoming AP rounds while still being able to return fire with all nine gun barrels. Overblown and Overpowered Overmatch If you're unaware, overmatch is the ability for guns of a large enough caliber to outright ignore ricochet mechanics. The idea is simply that the shell is too darned big for a thin piece of steel to deflect them, even at very high angles. The larger the shell, the more steel it can ignore. For Musashi's 460mm guns, this value is 32mm which is a very important value in World of Warships as it forms the bulk of the extremities of high tiered battleships. Her and her sister Yamato are the only ships capable of penetrating the 32mm bows found at tier VIII+. As someone who has played a lot of mid-tier battleship games, I keep forgetting how much of a big deal overmatching is to high tiered battleship players. If you regularly play dreadnoughts from tiers III through VII, you know all about overmatch. Spend any time playing low tier premiums as trainers and you'll learn very quickly that tier III, IV and V battleships are utterly incapable of preventing their bows from being overmatched, even by 283mm battleship guns. You learn to angle, but not angle too much, in order to protect your ship. At tiers VI and VII, you suddenly gain the ability to prevent bow on penetrations from up to (and including) 356mm guns. This is where the laziness begins to set in. At tier VIII, you gain magic bow armour that prevents it from being penetrated by almost everything. Knowing how to angle just right becomes trivial. It always struck me as silly for players to tell me that high tiered game play demonstrated the pinnacle of skill when knowing about proper armour angling became mostly irrelevant thanks to everyone's immunity to each other's AP when they parked bow on. This sparked the outrage that was the Royal Navy HE-fest which runs contrary to the bow-on meta. Well, Musashi's here to shake things up further by making overmatch just a little more commonplace for higher tiered ships. Overmatching in tier VIII+ games is very powerful, if only because the static game play so often espoused in high tier matches makes it so. If someone wants to park themselves in front of your guns, you should absolutely oblige them and stove-in their stupid faces. Against tier VII ships, this is copious amounts of overkill but there are some ships like HMS Nelson that are made all the more vulnerable with the presence of Musashi's armament. Overall, Musashi's ability to overmatch is a very real strength, but moreover, it simply allows her to rely on AP shells and ignore the use of HE almost entirely. For World of Warships, this is very traditional and "proper" battleship game play, even if it as "game breaking" as Royal Navy HE spam. While she is not going to one-salvo delete ships as often as her sister ship, she's still going to do it a lot. So pick your poison. Death by burninating or death by sudden deletion by 460mm blasts of doom. Musashi tops the charts, as you might expect for the biggest guns in the game. Evaluation: BEST What it would have needed to be GUD: Here's where we argue which guns are the second best at tier IX. I'd have to give it to the 419mm found on HMS Lion over the 406mm found on Iowa and Missouri. While the American guns are slightly more accurate and harder hitting, Lion beats them out on penetration and can swap between her AP to her monstrous HE shells giving her so much more flexibility. In addition, Lion doesn't need to choose between accuracy and rate of fire. The ubiquity of Lion's armament almost beat out Musashi -- almost. Slow down Musashi's rate of fire or kick her sigma down lower than 1.8 and she might not be the champ. Durability Hit Points: 97,300hp Maximum Citadel Protection: 410mm Min Bow & Deck Armour: 32mmTorpedo Damage Reduction: 55% Musashi should be the toughest damn ship at tier IX. She might have been, but she has a crippling flaw: Her citadel sits so high it's nearly in orbit -- even higher than Yamato's own. That Musashi still weighs in as one of the most resilient vessels at her tier when being compared to HMS Zombie-Flanders and the German Juggernaut speaks volumes to the list of her advantages. Excessive Hit Point Total Stupidly Thick Armour Torpedo Defense Citadel Immunity to AP Bombs Musashi has 97,300 hit points. Her closest competitor, one of the H-series amalgamations hiding as Friedrich der Große has 84,300 hit points. This advantage should be obvious, but there's some subtle nuances to it. Players should keep in mind that the maximum hit point total of a ship does absolutely nothing when it comes to mitigating percentage-based damage over time effects like flooding and fire. A single fire on Musashi does just as much relative damage as it would to Kawachi, for example. The flip side of this is that Musashi's large hit point total does provide her with a healthier Repair Party consumable. Each charge heals her back 13,622 hit points over 20 seconds. Why doesn't this make Musashi the BEST? Well, here's why: Musashi loses out on primacy to HMS Lion's zombie-regenerative powers. Interestingly, this only applies if HMS Lion buffs her Repair Party consumable (and she should). In a protracted fight, given enough time to make good use of her consumables, Lion will out last Musashi every single time. Against all other opponents and Lion players that don't know any better, Musashi has the hands down advantage. Unless they burn her to death. Musashi has stupidly thick armour. Most of it is effective, even, which is somewhat of a miracle. Her belt armour is 410mm thick, which doesn't sound like that much until you apply a little trigonometry. At a 45º angle and with the reverse sloping of her belt, Musashi can boast in excess of 600mm of effective plating across her machine spaces. This provides relative immunity to even battleship caliber guns at 15km. So even when not perfectly angled, Musashi's rather well protected. In bow-tanking situations, her turrets protect her from overpenetrations to her superstructure by playing goal-keep with their 650mm turret faces and 560mm barbettes. Overall, Musashi's armour turns away a lot of AP penetrations and AP over penetrations into zero-damage shatters and ricochets. Why doesn't this make Musashi the BEST? Unfortunately, this protection partially undone by her citadel placement and shape. That 410mm armour is Musashi's citadel, so there's no backup behind this. What's more, this isn't the maximum height of her citadel either. There's a turtleback slope, steeply angled that's between 230mm and 340mm thick and with a ludicrious octagonal shape. Because of the angle, the turtleback is typically only vulnerable at very long range, but the vertical slope beneath it is not. This is only 350mm thick (with a 32mm bow on top of that), but given the penetration power of incoming shells at this tier, that's not going to stop anything if Musashi over-angles. Properly angled, Musashi can last for days. It's downright comical watching poor tier VII battleships trying to accost her with their tiny baby weapons. However, when she's facing 460mm caliber shells from another Musashi or Yamato or when an enemy gets her side, any pretense of being able to tank safely goes right out the window and she becomes dangerously vulnerable. I wasn't kidding when I said she had a high water citadel. The octagonal geometry makes Musashi especially vulnerable when she over angles her bow. Her opponents need simply best the 32mm armour there to get a shot into the flat 350mm citadel armour beneath. Musashi has amazing Torpedo Defense. When she takes hit against her torpedo bulges, Musashi outright ignores half the damage done. On top of this, she's incredibly resistant to flooding. Without question, she is the BEST when it comes to torpedo protection at tier IX ... at least when it comes to taking damage. I mean, arguably, it would be best if she could avoid it altogether. Heh, that's a funny joke... Musashi being agile enough to avoid things... Musashi's citadel is functionally immune to AP Bomb Hits. Lert and I spent a lot of time in the Training Room dumping AP bombs over and over and over and over again onto Musashi's decks, hoping to see some big numbers. Neither the American AP bombs nor the German AP bombs ever landed any telling hits. We never saw anything more than penetrating and over penetrating strikes. Math wise, you're looking at well over 30 or more bomb hits to sink Musashi using this ordnance type, which is patently ridiculous. Why doesn't this make Musashi the BEST? Immunity to AP bombs isn't anything new if you're not German. So that's Musashi's durability in a nutshell. Admittedly, it's a mutant, GMO nutshell, but it's a nutshell none the less. When everything goes right (and it will go right most of the time), she absorbs ridiculous amounts of punishment. This is all contingent on identifying where attacks will be coming from and keeping your bow pointed straight towards it. When fire, fish and Yamato-caliber guns appear, it's time to make yourself scarce, but that's a common flaw of all battleships, not just Musashi. Evaluation: GUD What it would have needed to be BEST: Lower her damn citadel. Manoeuvrability Top Speed: 27.0 knotsTurning Radius: 900mRudder Shift: 18.7s Maximum Turn Rate: 3.5º/s Don't let the labels fool you: I wouldn't go so far as to call any of the tier IX battleships "good" where their agility was concerned. The Iowa-class sisters are fast but they turn like dumpy ol' butt. Lion has a decent bit of wiggle in her tush but her speed is lackluster and winning out on rudder shift means nothing as it's a garbage stat. It should say a lot that Musashi is the worst out of this sorry bunch. There's no contest here. Musashi wiggles as pleasantly as a syphilitic grandpa without pants. Her top speed of 27 knots is the root of all of her ills. She is not flexible. She cannot dictate engagement distances. Her sluggish top speed makes her middling turning radius into a torturous grind as she slowly wheels about. She takes longer to change her heading than the bricks of the American standard-type battleships at tiers VI and VII. Yet in spite of all of this, she's still fully capable of frustrating players by rotating faster than her turrets. There is nothing pleasant about how Musashi handles. Nothing. Evaluation: BAD What it would have needed to be FAIR: Musashi could have had her turning speed artificially boosted in the same manner as Colorado or New Mexico. These battleships have their turning speed penalty slashed in half -- instead of losing 25% of their maximum speed, they only bleed 12.5%. Musashi would turn at 23.6 knots instead of 20.3 knots which would in turn accelerate her rate of rotation from 3.5º per second up to 4.05º per second -- an enormous change. This would make rotate as well as North Carolina or Monarch. Anti-Aircraft Defense AA Battery Calibers: 127mm / 25mm / 13mm AA Umbrella Ranges: 5.0km / 3.1km / 1.2kmAA DPS per Aura: 60.6 / 73.2 / 7 The graph on the left shows the raw AA DPS numbers of the tier IX battleships (and Yamato from tier X). 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. None of the Japanese battleships shown have what could be described as "good" anti-aircraft firepower. Thus, while Musashi's AA firepower is terrible, it's not like she could have expected things to have been stellar. Musashi's anti-aircraft firepower would be an embarrassment at tier VII, never mind two tiers higher. Musashi is utterly incapable of seeing to her own air defense, regardless of what tier of aircraft are assailing her. A heavy investment into trying to salvage her anti-aircraft firepower can claw her out of the dregs and make her a thorny enough issue to shred a few tier VII planes, but don't kid yourself into thinking you can salvage Musashi's air defense. It will always be terrible. Her improved float plane fighter is probably her best anti-aircraft asset, though this won't prevent a determined CV from burying you. Only a desperate, ill timed and uncoordinated assault on Musashi will ever be thwarted by her float plane fighter. It would be a mistake to think that Musashi's lack of AA defense is a tremendous disadvantage, however. Aircraft carriers are not commonplace. Furthermore, Musashi isn't that bad -- at least in comparison to her tier X sister ship. With the wonderful exception of Kii, anti-aircraft defense has never been a strong point of the Japanese battleships. In fact, Yamato's anti-aircraft firepower would be disappointing at tier IX and only marginally better than Izumo's, so there's no great loss here. If on the off chance you do encounter a Midway intent on deleting you, it doesn't really matter that you're in Musashi. You could have been in Yamato, Lion or Friedrich der Große -- you would still get sunk. The only question is: How many planes would it have cost her when facing those other ships? Evaluation: BAD What it would have needed to be FAIR: A miracle. Yeah. That's all you get. Refrigerator Base Surface Detection Range: 18.00km Air Detection Range: 15.99km Minimum Surface Detection Range: 13.51km Detection Range when Firing from Smoke: 19.27km Main Battery Firing Range: 26.5km Detection Consumables: Spotter Aircraft / Float Plane Fighter The only thing you're sneaking up on realistically are two IJN Battleships that should really be put out of their misery. Musashi's surface detection isn't terrible. It's worse than that. You should accept right from the word go that you've lost the surface detection war with Musashi. Short of tripping over an Izumo that's given up on hope, there's really not much in the game you'll ever find yourself being able to out spot. This doesn't mean you should give up on concealment entirely. As tough as Musashi is, there will be times when you'll want to avoid being shot at and rigging this behemoth up for her best impersonation of stealth can keep your ship in the game longer. The situations where this will be useful aren't going to be commonplace. However, with Musashi's anti-aircraft firepower and secondaries being absolutely terrible, you may have a glut of spare skill points to devote to Vision Control. But let's be honest: In an ideal game, Musashi's surface detection should be 26.5km as your guns will be unloading almost non-stop. It's really only when the Red team decides to focus upon you in a rude (and game winning) manner that you should look to see if silencing your weapons can help dig you out of the mess you've put yourself in. Musashi isn't fast, so any extraction plan is going to take some time -- time a better concealment build might afford you. This said, any invested skills and modules sunk into stealth for Musashi goes right out the window if there's an enemy aircraft carrier lurking about or a surviving destroyer. Hell, even a leftover float plane fighter from that cruiser you sunk earlier will spot you from at least 14.4km -- further than you can see it and there's almost nothing your pathetic AA can do about it even if it was directly overhead, you poor thing. The only bit of a good news for Musashi in this whole category is that her aircraft -- both her Float Plane Fighter and her Spotter Aircraft -- last longer than the versions found on other battleships. Of the two, her Float Plane Fighter is the real winner, with a three minute up time, which is fantastic for a battleship. This can help you peak around islands, spot torpedoes and generally help alleviate a feeling of being completely blind. While these planes won't survive long in the flak-heavy environment of high tier matches, their reset timers are also short, so it should be less likely that you're caught completely unawares. If you're not considering a full stealth build, then those four skill points could be much better spent between Direction Center for Catapult Aircraft and Vigilance. Evaluation: BAD What it would have needed to be FAIR: Not that much, truly. A couple hundred meters off her surface or aerial detection range could have nudged her down there. The addition of some form of bonus spotting consumable like Missouri's radar might have also done it. As it is, the extended up time on her aircraft is already a good boon that had me debating which evaluation to give her in the first place. Mouse: I need a shorter term than "Vision Control" -- one word preferably so that it fits in the vertical summary pictures.Lert: Refrigerator.Mouse: Synonymous to it, smarty pants. Lert: Oh. Learning to Fight with Two Swords Musashi differs from her sister ship (and indeed, most other IJN battleships) in that she doesn't benefit nearly as much from AA / Secondary boosting skills. While it's always been of questionable merit to emphasize secondaries and AA power in most IJN battleships, with Musashi it's a loser move right from the word go. Here's the skill list I recommend: As ever, start with Priority Target. If you are apt at using the reflections of enemies in your sword blades, then you can take Direction Center for Catapult Aircraft instead. You've got a choice here. Adrenaline Rush is optimal -- it increases your rate of fire further, catapulting Musashi's DPM to beyond monstrous levels. However, for comfort and control, Expert Marksman is probably the better choice to accelerate your turret rotation from a crime against humanity to just a manslaughter charge. Next up, you want to start stacking skills to help with fires. Take Basics of Survivability. Follow that up with Fire Prevention. Your next nine points should be put into Superintendent and then doubling back to grab whichever tier 2 skill you skipped. You have four points left at this stage, which could be put into Concealment Expert (which admittedly, does help but it's not game changer) or a combination of skills like Vigilance and Direction Center for Catapult Aircraft / Preventative Maintenance from tier 1. Final Evaluation Missouri's biggest claim to fame is her credit earning coefficient which is, frankly, off the charts. Thanks to help from within the community, I collected pages upon pages upon pages of Missouri results screens to analyze her credit earning compared to Musashi's. While the sample size from the latter was admittedly smaller, being donated only by fellow CCs and Supertesters, it did give me a glimpse into the earning differences between them. Musashi earns approximately 75% of the credits Missouri earns. Musashi earns approximately 12.5% more than a tier VIII premium. Note I am speaking only of the base credits earned. This doesn't include expenses, premium camouflage or any other bonus. This number was very difficult to isolate and, if truth be told, I'm not sure I nailed it exactly. After analyzing a few hundred results screens from Tirpitz, Roma, Musashi and Missouri, my eyes are ready to fall out of my head. I did learn a few things -- namely that experience and credits are not directly linked, so credit gains differ from experience gains. It should be noted that both Kii and Roma with their Makoto Kobayashi camouflage will have higher credit earning totals than Musashi does. To best them you would need to equip a camouflage with an increased credit earning bonus like the Gamescom 2016. Musashi does earn bank -- never doubt it. She can't threaten Missouri for top spot, however. Musashi (red, long dispersion field) vs Missouri (green, squat dispersion field). Shells recorded with 25% opacity, allowing them to be stacked 4 times. 180 shells at 15km, locked onto a Fuso. Both ships are equipped with their dispersion reduction upgrades (7% Musashi, 11% Missouri). Fuso does not have camouflage. Mouse's Summary: Dirt simple game play. Point your nose at the enemy. Keep pulling the trigger. She's tough as nails until she's not. When one of Musashi's weaknesses (flanking, torpedoes, bombers) gets exploited, she folds quickly. She's closer to Yamato than most people give her credit. So many people dismissed Musashi out of hand: "A downtiered, stock-Yamato," they said, as if this was really something worth derision. The argument went that the free experience costs used to unlock Musashi should be better spent on Yamato instead. That's kind of a silly comparison to make, in my opinion. If you have anywhere close to that much free experience kicking around, you've long made up your mind about whether you want a Yamato or not and probably taken steps to acquire her. Having Musashi on offer isn't going to sudden make buying that Yamato you skipped all of this time worth while. But hey, if she suddenly looks attractive now that Musashi is out, more power to you. This is a very powerful premium battleship. Playing Musashi is all about buying time. She doesn't have Yamato's accuracy. It takes her a little longer to get up to speed -- to make those 460mm salvos really hurt. RNGesus may smile on you early on in a match every now and then, but it's best to bank on the need to stretch out those minutes as best you can to give you more bites of the apple -- to give you more time to drop those 14,800hp warheads on bow-tanking stupid heads and turn the course of battle. Finding a comfortable island shadow to lurk near, probing the enemy until they make a mistake -- that's Musashi's bread and butter. For most players, Musashi promotes static game play, I'm sorry to say. The combination of armour vulnerability, enormous surface detection and slow speed largely relegates Musashi's to such mind numbing simplicity, especially for inexperienced commanders. While she can push, while she can lead a charge and while she can pressure a cap circle, moving away from a safe anchorage undoes all of the benefits of her awesome armour scheme. So long as she has targets in front of her that need killing and she's able to put out effective fire, why risk moving? Frankly, it will win you games. If you do muster up the courage or reckless abandon to sally out in this monster, you're in for a treat so long as the threats to your flank are secured. Musashi is a phenomenal bully when top tier and she's no slouch at tier X either. Putting your ship up on the firing line and absorbing the wall of abuse can spare your team mates undue pressure. You're likely to survive what they can only dream of tanking themselves. There are inherent risks to doing this -- if you team doesn't push while you stick your neck out, no number of heroic damage absorption you demonstrate will turn a losing match into a winning one. You should be able to farm some nice damage before the loss, however, and who knows? The enemy might get reckless enough to drip feed their ships into your guns and turn their victory into a loss. This is why I enjoyed my time with Musashi so much. She's a ship that can really make a difference. Musashi reminded me a lot of my first year with World of Warships where I sank game after game after game into Warspite -- another ship with ridiculously powerful guns and horrible gun handling. I can think of no higher praise than that. There's just one problem... Musashi is overtuned. Musashi does too much damage and she's too tough to be a tier IX ship. The latter definitely helps the former -- whatever accuracy qualms 1.8 sigma may have given the ship design, having Yamato's full health pool a full tier lower gives her enough time to make those weapons sing. This is a ship that needs to be focused down and focused down hard when she's seen or you're going to lose ships quickly. While this ship will not last long when played by someone who doesn't know what they're doing, even in the hands of someone semi-competent, they're going to punch much higher than their weight class. Would I Recommend? 750,000 free experience is a heavy investment and it outright locks out new players. While I'm sure there are those of you out there who have legitimately horded this amount without spending a dime, for most players looking to acquire Musashi, they're going to be looking to use doubloons to convert experience on premiums and elited ships. Newer players have a lot of grinding to do before they can even do that. You're going to need 30,000 doubloons to afford this at the cost of approximately $110 USD or €100 to do this from a zero sum of free experience (and that's not including the extra 5,000 you'll need for her upgraded camouflage or the 300 for the port slot). The longer you spend grinding the experience, the less expensive you can make it. So set your own price. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Absolutely. Musashi's guns seem specifically designed for dealing with bow tanking bots. Her increased credit earning allows her to earn a tidy sum. With her standard premium camouflage equipped, you'll spend 36,000 per match in maintenance with ammunition sitting at 400 credits per shell fired. Just beware dumb bots throwing friendly torps at you. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Very yes. Do you like earning High Caliber and Dreadnought medals? Musashi prints High Caliber and Dreadnought medals. She's one of the best ships in the game for grinding credits -- currently only behind Missouri, Kii and Roma (and the latter two must have the Makoto Kobayashi camouflage). This gets even better with the High School Fleet camouflage for boosting commander experience gains. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. Musashi is very powerful at tier IX. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Very yes. Musashi has the triple incentive of: 1.) Being a free-experience vessel that anyone with a lot of time can acquire. 2.) A beautiful historical vessel with a tragic end. 3.) The option of collecting a fun camouflage for a series players may have enjoyed. For Fun Factor: Bottom line: Is the ship fun to play? Very yes on toast. Subjecting a Pensacola-class cruiser to 460mm guns is a level of fun everyone should experience before the American cruiser line gets redone. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes.Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal.Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task.OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely. In Closing Hey, I made it. This review, like Ashitaka and Makarov before it is being done at the last minute. I hope quality hasn't suffered overmuch. It's still adhering mostly to my vision of what I want these reviews to look like going forward. They will continue to evolve -- you'll note that the Angry YouTuber review was hiding at the end again. Hopefully my "Overpowered" evaluation doesn't take anyone by surprise. I'm confident that over time others will begin to see the horrifying potential of a Yamato-class battleship at tier IX, even without its 2.1 sigma, secondaries, or AA firepower. Thank you all for the feedback on my Roma review. I'm going to continue to try out new things going forward; we'll see what works and what doesn't. Please don't hesitate about reaching out to me to let me know what you like and what you would like to see improved. Hopefully for my next review, I'll have a little more time to experiment more. I really just had to push through this one to try and get it out for the ship's launch. I want to extend a special thank you to my Patrons on Patreon who have already pledged their support. I'm looking to do more with that shortly, including setting up an easier way for you all to contact me. Hopefully this review is indicative of the amount of time and energy that I put towards these projects -- even on short notice, I do my best not to let you guys down. This isn't done without cost, however, and your support really helps me make ends meet. If you enjoy my reviews and are not already a patron, please consider helping out so that I may continue covering ships as they're released. I honestly don't know what's next after Musashi. I think I'm going to have to poke Wargaming and see what's on the docket. Maybe I'll have time to revisit an older review.
  14. Why I love the Atlanta

    To set the scene, four of our DDs were eliminated within four minutes of the match. I went on to keep the team alive whilst eliminating 4/5 of the enemy team's DD's as well as bullying a few BB's and cruisers. My highest kill game yet and my first Kraken in the Atlanta.
  15. I wish you could choose when to activate your premium time when you win 24hrs worth. Friday night I went on for 2 hrs because I knew that all day Saturday I'd be busy IRL. Around 90min in I was issued 24hr premium time ( I dont know what for, it just happened), which is nice. BUT Sucked because 30min later I had to log off to go to bed. Of course all say Saturday it's wasted. I would have LOVED to have it today (Sunday) when I know I'll be online for more hours.
  16. 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 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!
  17. Missouri

    Hello, so serious question. I really find it hard to justify spending a whole tech tree's worth of free exp on one ship. I know the perks, radar, solid ship, etc. My focus is the economy. What is the AVERAGE credit yield on the ship. Not runing Zulu or Wyvern or Gamescom camo. I have other high tier premium ships that can yield easily 800k 900k on a decent game. Nowhere near the 'millions' that Missouri supposedly pulls from good games. With the French BBs coming out soon, or I could get the GK, anything really, anyone have pros/cons or regrets/good choice thoughts on it? I've attached a screenshot as an example. I have just shy over 750k free exp at the moment. If you guys wanna post some screenshots of post Missouri games and what you were running (camo, flags, nothing) and help me make an informed decision I'd be appreciative.
  18. Is HMS Gallant worth getting?

    The primary reason I want to get Gallant is to just help with the final set of missions to unlock the Duke of York. Admittedly, I wouldn't mind adding another RN ship to my fleet, because British. If I get her while she's on sale (ends in one day), she'll be $15.55. Worth the money? I jumped down the cruiser line Fiji to try to have something useful, and I've been using Blyskawica. They're just not seeming to get the job done for me. It's too tempting to just stick with the guns on Fiji, instead of trying to go in for a torpedo attack. Thanks for the help folks.
  19. So is there? I don't really have a problem when its tier 7 vs tier 7 but if you happen to be in a tier 6 it seems kinda ridiculous. Only things I can think of are: 1.Making it so the Saipan can't see tier 6 carriers at all. 2.Making double carrier matches only one tier (no tier with one tier lower.) 3.Buffing every Carrier but the Saipan. 4.Finding a new tier 7 USN Carrier to play the part of storefront CV. Thoughts? I personally think the easiest... Though it wouldn't really fix it a HUGE amount... Would be to find a new candidate. Preferably a fleet carrier this time.
  20. I suppose you could also group Commonwealth ships in with this topic, given the Commonwealth of Nations' association with the United Kingdom, and as a part of the Empire during the War. I've just always had more of a passion for the Royal Navy than any other line in the game, and I was curious to see who shares in my sentiment. I'd also like to hear from the community as to what ship additions you would like to see (premium or researchable) implemented into WoWS to help flesh out the Royal Navy tech tree. God Save the Queen!
  21. So, quick question. Say you have a premium ship, Atlanta. T7 And you have say the Des Mo T10. The Des Mo has the Premium Cammo. Would the Atlanta still gather more credits and Free XP than the Des Mo? (granted the Des Mo has the Premium Cammo purchased and applied). Thanks....
  22. Possible Verniy T7 Destroyer

    So, personally HIJMS Hibiki is my favorite destroyer, and I remembered she was handed over to the USSR after the war and renamed Verniy. So, maybe she could be a T7 premium?
  23. HMS Vanguard added as a Premium Ship?

    When WG released the British BB line, I fully expected to see HMS Vanguard somewhere within the tech tree, likely instead of the paper design HMS Monarch, at tier VIII. Needless to say, I was ever so slightly disappointed. While she had no active role in World War Two, she was still the largest and fastest battleship ever constructed by the Royal Navy, and the last battleship launched by any navy in the world. She also held the distinction of serving as a royal yacht for King George VI and the Royal Family on their post-war tour of South Africa in 1947. I understand that some people would not see her as a fit addition to the Royal Navy tech tree, or WoWS in general, citing that there is no need for new premium battleships or Royal Navy ships in general. However, I just think that she could sit comfortably as a tier VII or VIII premium battleship, serving as a sort of history lesson to show how the last battleship ever commissioned could have potentially performed in naval action. Perhaps she could even come with the Royal Standard flag to fly as an addition. Just a thought. If nothing else, perhaps as another free xp ship? What do you think?
  24. So a question: The extended tech tree shows a price for the Kutz, is it actually for sale or is that just an old placeholder? Has anyone tried buying such a ship? I already have the other retired tech tree available ships so I cant afford to 'test' it but I am curious.