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Found 360 results

  1. Premium Ship Review #102: Monaghan

    The following is a review of Monaghan, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 8th, 2018. Cue crowd singing: "Monaghan! Monaghaaaan! Monaghaaaaaan! MONAGHAN!" (Mono...! Doh!) Quick Summary: An AA-specialized Farragut that has the option for being outfitted as a gunship or torpedo-specialist. Cost: Undisclosed at the time of publishing. Can be won through the American Cruiser Collection crates. Patch & Date Written: 0.7.5. May 30th to June 8th, 2018. PROS Option of two different armament load-outs -- a gunship or a torpedo-destroyer. Gunship destroyer has solid DPM on her main battery. Long fuse timers on her AP shells make them excellent at citadelling cruisers at point-blank ranges. Torpedo destroyer has access to quintuple torpedo launchers with tier VIII fish and has a Torpedo Reload Booster too. Good AA power for a tier VI destroyer with access to Defensive Fire. Fast and agile. CONS Horrible ballistic arcs on her 127mm/38 main battery. Very long range on her main battery which increases her surface detection while firing her guns. Gunship destroyer has short ranged torpedo armament. Torpedo destroyer only has two guns mounted on the bow, making her largely unable to defend herself. Her tier VIII torpedoes are slow at 55 knots. Large surface detection range. Does not have access to the American Smoke Generator. (!) Defensive Fire and Torpedo Reload Booster are mutually exclusive. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Monaghan appears deceptively simple on the surface. She's a Farragut-class destroyer -- a destroyer even relatively new players can get access to even with only a week's worth of casual play. This will suffice to familiarize most inexperienced players with the first hull option. The second, however, is more reminiscent of the tier V Japanese Mutsuki. I would not recommend Monaghan for novice players that haven't already got a handle on these two types of game play lest they frustrate themselves. Monaghan's play style is immediately familiar to Veterans. However, her torpedo-specialist build will feel awkward given the size of her surface detection range. Here's the break down of her components: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Whichever hull option you choose, Monaghan will have either guns or torpedoes. This hurts her overall Firepower performance with her overspecialization leaving her with a rating. Her Vision Control (Refrigerator) and Defense are unremarkable while her Agility is . Her Anti-Air is weird, having the potential to be the at her tier, but only if you specialize deeply into it. Monaghan only really excels in one place, and that's the potential (not the initial value) of her anti-aircraft guns. Most of the time, you're not going to want to bother with touching them anyway. On the whole, the ship rates only a rating in the categories where it matters. Ye be fairly warned, says I. Options Monaghan is two premium ships in one. She has two armament choices between her A-Hull (four guns, eight torpedoes, or "four-eight") and her B-Hull (two guns, ten torpedoes, or "two-ten"). The former is a gunship, with short-ranged torpedoes that best performs as an anti-destroyer role with spotting and harassing of larger ships as secondary role. The latter is a torpedo destroyer, woefully under-armed to perform any kind of interdiction against enemy lolibotes. She can scout as a secondary role, but she must give way to any enemy opposition in between her torpedo reloads. Consumables: Monaghan's consumables are odd. Her Damage Control Party and Engine Boost are standard for an American destroyer, but her Smoke Generator is not. You also have a choice in your 4th slot on which consumable to take between Defensive AA Fire and a Torpedo Reload Booster. Be warned, running this ship can get hella expensive. Normal American Destroyer Smoke Generators have a longer emission time. In addition, their smoke clouds last longer than either Russian, British, French or Japanese destroyers. For whatever reason, Monaghan doesn't get access to the American consumable and has to make use of the ghetto one instead. This has a 20 second emission time and each cloud lasts 81 seconds. By contrast, Farragut's smoke has a 26 second emission time and each cloud lasts for 118 seconds. Boo-urns. Monaghan defaults to a Defensive AA Fire consumable in her fourth slot. This has a 30 second action time and it increases the damage done by her 127mm/38 and 40mm Bofors by a 4x multiplier. You can swap this for a Torpedo Reload Booster. This will reload all of her torpedo tubes in 30 seconds. Camouflage Monaghan comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to repair costs 3% reduced surface detection range 4% increased dispersion of incoming fire Upgrades For Monaghan's upgrades, they're mostly standard for a destroyer. Start with Magazine Modification 1 to reduce your detonation chance. If you like to live dangerously or you intend to be using a Juliet Charlie signal most of the time, then Main Armaments Modification 1 is superior. Take Propulsion Modification 1 in your second slot. Speed is life for a destroyer. In your third slot, you have a choice. Take AA Guns Modification 2 if you intend to specialize her as an anti-aircraft ship. Otherwise, stick with Aiming Systems Modification 1. Finally, take Propulsion Modification 2 to increase Monaghan's acceleration. Firepower A-Hull Main Battery: Four 127mm/38 in four turrets in an A-B-X-Y superfiring configuration. A-Hull Torpedoes: Eight tubes in 2x4 launchers mounted amidships B-Hull Main Battery: Two 127mm/38 in two bow-mounted turrets in an A-B superfiring configuration. B-Hull Torpedo Options: As A-Hull above or ten tubes in 2x5 launchers mounted amidships Both versions of Monaghan use the infamous American 127mm/38. It's renown comes from it's excellent rate of fire, gun handling and good shell damage with both AP and HE. Its infamy comes from horrible ballistics and terrible fire setting properties on a per-shell basis. Mongahan's range with these guns borders on ridiculous, rivaling even USS Sims for maximum reach which is a mixed blessing (though primarily a liability). With sufficient numbers of these weapons, Monaghan becomes a fierce prospect in a knife fight. Without, she's a victim. USN 127mm/38 guns are some of the most interesting destroyer weapons in the game. They are plagued by horrible shell flight times which makes them lob shells in "rainbow arcs" at even modest ranges. Yet somehow they are among the best AP shell throwers -- rivaling even Soviet 130mm -- with their ability to devastate cruisers at point blank ranges with citadel hits. These are weapons you need to be in close to make operate efficiently, particularly in an anti-destroyer role. There, with her fast reload, a four-gun Monaghan can shred opponents in short order. Four-Eight Monaghan Monaghan's four-eight configuration is a near-identical load-out to that found upon a C-Hull Farragut. This is the knife fighting variant of Monaghan, designed to excel in close quarters combat. Her short range torpedo launchers necessitate using ambush tactics to put them to use outside of suicidal brawls with larger ships. On paper, four-eight Monaghan is only outgunned by contemporary destroyers Aigle and B-Hull Farragut. In practice, she's an excellent contender for one of the better cap-point bullies at her tier, but this performance falls away quickly when facing higher tiered opponents. Outside of knife fights, this version of Monaghan begins to struggle. The horrible ballistic arc on her 127mm/38s, while facilitating catapulting shells over obstacles like islands, makes gunnery against anything but slow and predictable targets almost impossible at range. Monaghan can seldom take advantage of her phenomenal reach. However, she still must suffer the additional spotting range every time she opens fire. Without Inertial Fuse for HE Shells, her ability to directly damage tier VI and VII battleships is limited to superstructure hits. Even with the skill, she cannot hurt the extremities of tier VIII battleships wiht her HE shells. Her short-range torpedoes are limited to ambush uses which are most easily deployed around islands. Four-Eight Monaghan's torpedoes are limited to the short-ranged, Mark 12 torpedo. With a full concealment build, it is possible (if only just) for Monaghan to launch these weapons from concealment. You have only a 210m window of opportunity to do this and it's best done by sailing just in front of an enemy ship and dropping her fish into their path with the hopes that they sail into them. This tactic is easily foiled by any form of detection consumable, however. This version of Monaghan's armament does not up-tier well. Not only must she contend with other gunships with better DPM and larger hit point pools, some are stealthier besides. In higher-tiered matches, engagement ranges increase and the amount of island cover decreases -- two banes for a close quarters specialist like four-eight Monaghan. Opportunities to use her torpedoes outside of knife fights melt away when she's bottom tier. The prevalence of Surveillance Radar and longer-ranged Hydroacoustic Search further compounds the difficulty of making her short-ranged weapons work. Four-Eight Monaghan peaks early, often having its most dramatic moments when top-tier and early on in matches. Two-Ten Monaghan The Two-Ten Monaghan gives up any pretense of being a gunship destroyer (or even being able to adequately defend itself) to turn into a torpedo specialist. I must stress this is an option -- you may still equip the two quadruple launchers with the short-ranged torpedoes if you wish, but that would be a mistake. Her access to the quintuple launchers firing tier VIII fish is probably the reason most players have any interest in this destroyer in the first place. First, the bad news: if your Two-Ten Monaghan gets tracked down by another destroyer, you're dead. In theory, you may be capable of outfighting a Mutsuki, but that would be a closer battle than anyone would want to reasonably admit. Monaghan sacrifices of any pretense of competency with artillery to get access to the following: Those are Benson's upgraded torpedoes and ten of them between two launchers. While they're pretty meh at tier VIII, they're hella powerful at tier VI. Even one of those slammed down the throat of an enemy lolibote at tier VI and VII will kill them good. Only a scarce few German destroyers (and Aigle) are able to suppress their gag reflex and manage to hold on after getting one of those shoved in their faces. These fish are not without their flaws, however. They are slow -- their 55 knot speed means that it takes almost 62 seconds for the torpedoes to reach the end of their run at 9.2km. If they're spotted anywhere along their course, even at close to their 1.1km detection range, they're quite easy to dodge. In addition, their flood chance is only on the better-side of average for a tier VI destroyer. It's comparable to that found on the IJN torpedo boats. Finally, being quintuple launchers, they have an appalling two-minute reload timer. I strongly recommend looking at Torpedo Armament Expertise for any commander dedicated to sailing Monaghan. All of these flaws can largely be forgiven when you account for Monaghan's Torpedo Reload Booster consumable. Before you get too excited (because you skipped the Options section and didn't read it there first), this isn't the lightning-quick, 8 second torpedo reload consumable found on Japanese destroyers. Monaghan isn't capable of deploying a twenty-torpedo wall of skill. Her consumable accelerates the reload to 30 seconds. Those of you with a touch of evil in them will have realized that this is just long enough for an enemy that got hit by your first wave of torpedoes to go "Oh, shoot, I'm flooding!", activate their Damage Control Party and have it go back on cooldown before your second wave hits. Hilarity and Liquidator medals ensue. That's Monaghan in a nutshell really and why people will want her. You can turn a Farragut-class destroyer into what amounts to a Mutsuki with a consumable that allows her to double-dip fish into unsuspecting enemies sailing in straight lines. As good as this sounds, it barely keeps pace with ships like Fubuki or Shinonome. If you map out the maximum number of torpedoes that can be fired over ten minutes, Monaghan puts out 70 torpedoes compared to 72 of Fubuki and 81 of Shinonome (Fubuki needs another 8 seconds to get out her next 9). Monaghan just doesn't quite keep up with these torpedo specialists, especially given the versatility of three triple launchers and the massive Japanese warheads on their torpedoes. Evaluation: What it would have needed to be : Of her two builds, the Two-Ten Monaghan is closer to boasting a rating but even that's a long ways off. She's not as good of a torpedo destroyer as Shinonome or T-61 for example. In Monaghan's gunship build, she doesn't stand up to Farragut (B-Hull) and Aigle. Defense Hit Points: 13,900hp Minimum Extremities & Deck Armour: 16mm Remember when destroyer durability was relegated to just hit point totals? It's nice being back at a tier where it's just about hit points again and not wonky armour schemes or Repair Party consumables. Compared to Farragut, Monaghan has a fine ol' slug of hit points. Skills like Suvivability Expert will help, adding another 2,100hp putting her just shy of Gaede. This is especially handy in her Four-Eight build where she's expected to trade hit points in gun duels with enemy destroyers. In the grand scheme of things, though, she's decidedly average for a tier VI destroyer -- neither fragile nor tough. Evaluation: What it would have needed to be : Monaghan would need another 2,000 hit points to be any kind of contender here. Agility Top Speed: 36.5kts Turning Radius: 560m Rudder Shift Time: 3.4s Maximum Rate of Turn: 8.4º/s Monaghan is almost identical to Farragut in terms of her agility, with only a minor disparity in her rudder shift time to differentiate the two. What defines Monaghan (and Farragut's) agility the most is their small turning radius of 560m. American destroyers have always been incredibly agile with tight turning circles and Monaghan are no different. She's only outdone by HMS Gallant in this regard at her tier. Monaghan also boasts a decent top speed which helps her progress through her turns faster while also giving her the option of dictating engagement distances against slower ships, like Japanese destroyers. Overall, Monaghan handles beautifully. This is arguably one of her best traits and it makes her super-comfortable in knife fights. Evaluation: What it would have needed to be : Rejoin the British Empire, you rebel. Gallant has a tighter turning circle and nearly as much speed which makes her more nimble by far. Anti-Aircraft Defense A-Hull AA Battery Calibers: 127mm / 20mm A-Hull AA Umbrella Ranges: 5.0km / 2.0km A-Hull AA DPS per Aura: 22 / 28.8 B-Hull AA Battery Calibers: 127mm/ 40mm / 20mm B-Hull AA Umbrella Ranges: 5.0km / 3.5km / 2.0km B-Hull AA DPS per Aura: 6 / 49.8 / 21.6 It's time to celebrate mediocrity! Monaghan, regardless of her configuration, has the potential to have the best anti-aircraft firepower at her tier. Lemme preface this by saying that stock, she doesn't have the best anti-aircraft firepower among the tier VI destroyers. That honour belongs to Hatsuharu (of all things) which really puts everything into perspective. Monaghan does take upgrades well -- specifically, she takes Defensive Fire well and, on paper, she looks like she may be a competent anti-aircraft picket ship. With her consumable blazing and every upgrade stuffed down her throat, Monaghan puts out some decent killing power. But at what cost? Let's be real: If you're using the Two-Ten Monaghan, you're going to want Torpedo Reload Booster instead of Defensive Fire in your final consumable slot. Upgrading her for anti-aircraft firepower is a waste of points and upgrades that could be better spent on emphasizing her torpedo performance. It's only the Four-Eight Monaghan where taking Defensive Fire makes any kind of sense and even then, I'm not entirely convinced you wouldn't be better served sticking with the Torpedo Reload Booster anyway. If you do go this route -- if you go full hog and bathe Monaghan in all of her anti-aircraft potential, then you get comparative killing power to a mid-tier British cruiser while Monaghan's Defensive Fire is active. Unlike a British cruiser, you will have the added bonus of a disruption effect. This can be hella-annoying for enemy CVs; especially for inexperienced aircraft carrier commanders not expecting this from a mid-tier destroyer. They may even make the mistake of trying it twice, not recognizing that you're the one scattering her drops. Throughout this, you shouldn't expect to swat down entire waves of aircraft. You're likely only to bruise them unless the squadrons linger. Still, this can be a nice supplementary source of credits and experience if you want to go this way. Just keep in mind what you're giving up. So Monaghan has great AA power -- AA power you're unlikely to ever exercise to its full potential because there are better choices out there. Evaluation: What would have to happen to DOWNGRADE to : Don't take Defensive Fire. If you don't, then Hatsuharu is better. Refrigerator Base Surface Detection Range: 7.2km Air Detection Range: 3.48km Minimum Surface Detection Range: 6.29km A-Hull Detection Range when Firing from Smoke: 2.68km B-Hull Detection Range when Firing from Smoke: 2.43km Main Battery Firing Range: 12.51km Much ado has been made that Monaghan has better surface detection range than the lead of her class, Farragut. This is accurate. It's entirely irrelevant, mind you, but it is accurate. Monaghan is a total cow when it comes to being stealthy which is really not what you want to be when you're a gunship that specializes in close-range knife fights. It's even less desirable in a torpedo-destroyer that can scarcely defend itself from a Japanese destroyer, never mind a competently played hunter. While Monaghan is able to stealth fire her fish in both configurations, her large detection range is a nuisance. Her guns make it worse. Her main battery range is an alarming 12.51km but most of this range is already useless given the horrible shell flight times. So not only do you have useless range, it also allows Monaghan to be spotted from a long ways away when she has to pull the trigger. Where this gets just downright idiotic is that this range weakness compounds if you have the audacity to try and specialize Monaghan towards her AA power -- y'know, one of the selling features of the ship? Yeah, tacking-on Advanced Fire Training to boost the range of your AA power also boosts her 127mm/38 guns to have a reach of 15km. So she's a stupid, fat cow with a bullhorn screaming at the Reds to shoot at her. And for whatever reason, Monaghan doesn't even get access to the improved American Smoke Generator consumable. Instead she has to make do with the same one found on Soviet, British, French and Japanese destroyers. This means less smoke made and your smoke clouds don't last nearly as long as other American destroyers -- because reasons. Ugh. Monaghan's only saving grace is that she's not German. Or tier VII. Evaluation: What it would have needed to be : She needs to get her surface detection below 6km with upgrades. Genuine Bona Fide Electrified Six-Tier Monoghan There are two builds to consider with Monaghan. First off, though, a caution: A full anti-aircraft build just generally isn't worth it for this destroyer. Her Two-Ten hull doesn't have enough AA DPS situated in her 127mm/38s to be worth upgrading with Manual Fire Control for AA Guns and Advanced Fire Training is a loser-skill option that will only make it easier for enemy ships to spot you when you're engaged in gunnery battles which is bad news for both hull types. For both builds, start with Priority Target and then pick up Last Stand at tier 2. Tier 3 is where all of the choice begins and where the two ships diverge. For the Two-Ten Monaghan, take Torpedo Armament Expertise to accelerate your reload. The Four-Eight Monaghan should look at Survivability Expert or Basic Fire Training for their first tier 3 skill. Grab Concealment Expert at tier 4 next for both builds. For your next nine skill points, you're spoiled for choice. The Four-Eight Monaghan should look towards skills that help with gunnery. Inertial Fuse for HE Shells will help damage battleships. So too will Demolition Expert. However, Superintendent is very useful for the extra smoke charge which, in long games, will allow you to sit still and bombard enemies with less worry about being damaged. With any points leftover, take Adrenaline Rush or wherever you wish. The Two-Ten Monaghan should look to skills like Survivability Expert, and Superintendent as a matter of course. Any leftover points can go where the player wishes, though I would highly recommend trying to squeeze in Radio Location so you can be where other destroyers aren't. Final Evaluation Harekaze 2.0 this is not. You're getting the choice of playing a Mutsuki or 4/5ths of a Farragut How many people use the C-Hull on their American DDs anyway? Am I the only one that avoids it? Two different armament options!? Sign me up! That was my initial thought when I heard that Monaghan could swap between two very different builds. This got me all kinds of excited. I loved the change in game play styles offered when you can equip different weapon types. This is part of what makes Harekaze and Mogami so much fun, in my opinion. Yet for whatever reason, Monaghan just hit a sour note with me. I never found my earlier excitement stoked further with compelling game play. I find this incredibly strange given the enjoyment that can be found in torpedo destroyers and gunships respectively. It took me a while, but I think the issue that makes me feel 'meh' (foreshadowing!) about Monaghan is her surface detection range. I guess the Japanese destroyers have spoiled me. If I'm running with so few guns, I want to get close to ensure torpedo hits. But Monaghan's too fat to get that close and unlike the higher tiered American destroyers, she doesn't have the self defense armament to protect herself if she gets spotted by a picket ship. Once you factor in the slow running speed of her torpedoes, this extra launch distance really makes landing those hits difficult. Benson, with Concealment Modification 1 can get a whole 500m closer to fire off her fish and she's generally not worried if she's lit by another destroyer beforehand. As for her Four-Eight hull, well -- I have never found the C-Hull variants of the American destroyers particularly compelling. Give me the choice between more dakka versus surface ships or more dakka versus planes, I am going to choose the former every time. So Four-Eight Monaghan feels just under-gunned for me. Her extra concealment over Farragut helps a bit here -- I mean, you can choose to turn away, rather than engage some of the bigger, scarier boats but I'm still left wanting more. Oh well. Monaghan isn't terrible, she's just not for me. The variety offered by this ship is a good thing. Would I Recommend? This isn't a ship I would get for myself. If I won it in a crate, hooray! It would still most likely sit in my port unused barring use in some occasional Daily Mission. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Monaghan can spit out a lot of damage very quickly with her massive torpedo walls. So long as you can survive closing with bots, you should be able to derp fish at point blank range up their nose and score some big damage in Co-Op. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Monaghan makes a great trainer for either your gunship destroyer captains or if you've specialized some of your high tier American destroyers commanders to emphasize throwing torpedoes instead. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Monaghan doesn't have a competitive edge over ships like Shinonome, T-61 or Aigle. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. Monaghan earned 12 battle stars in her service during WW2, including fighting at Pearl Harbour. For Fun Factor: Bottom line: Is the ship fun to play? No. This one surprised me, but I just couldn't get into this ship. You would think with two hull options, the variety would appeal, but we just never clicked, Monaghan and I. Your mileage may vary, though. 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 This took longer than I had planned. I caught the summer flu that's been going around locally and that cost me a few days. My next review will be USS Salem, the tier X American cruiser. Expect it around the week of June 18th. Thank you all for reading. If you enjoy my work and find it useful, please consider sponsoring me on Patreon. Appendix A list of sites, programs and people I rely upon to create my reviews.
  2. Rank Flags & low level premium missions

    Why doesn't WoW put on at no extra cost rank flags for the commander of that ship? If I have a Commodore why can't I fly a Broad Pennant? It's only a few pixels and if we have slogged a few commanders up to 14 points or more let us show them off! Also, why not some low level premium missions? I think it would be fun to take out my Albany or Mikasa and have some specific mission for us as a reward for having bought/earned these ships which only collect dust.
  3. Name: Scharnhorst Ship type: battleship Class: Scharnhorst Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the second installment of Naval Intelligence, I will be sharing with you a review about one of the most loved battleships in the game, the premium Tier VII German battleship: Scharnhorst. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius The Scharnhorst originated from the idea of having to counter contemporary French, and British battlecruiser designs; such as Dunkerque, Hood, and Renown. France's Dunkerque and Strasbourg were scuttled in 1942, and Great Britain's battlecruisers were sunk during the early years of the war. The Kriegsmarine also considered that the Panzerschiff (also known as the pocket battleship, an example being the Admiral Graf Spee) was not intended to be a mainline ship made to fight battlecruisers and emerging fast battleships; instead, that particular type of ship was ideal for raider operations and anti-cruiser/destroyer roles. Furthermore, the compliance of the new Anglo-German Naval Agreement of 1935, which allowed the construction of a Kriegsmarine that would be restrained to a size equal to 35% of the Royal Navy, was also considered prior to the design of the first German battleships of the new era. With that settled, I will briefly talk about Scharnhorst's service record to make way for the ship's specifications. The battleship's keel was laid down by the Wilhelmshaven Navy Yard in 1935, in Wilhelmshaven, Germany. She was launched in 1936 and entered service in 1939. Though her sister ship, Gneisenau, was completed before Scharnhorst, the class was widely considered by many sources as the Scharnhorst-class regardless. Both members of the class saw service accompanied by one another. Where one would go, the other would follow. During a raiding cruise in November 1939, the merchant cruiser HMS Rawalpindi fell prey to the pair, engaging the two battleships despite overwhelming odds. In the April of 1940, the pair encountered the battlecruiser HMS Renown while supporting the German landings during the Invasion of Norway. The aging British capital ship scored hits on the Germans and successfully made the two battleships retreat. Two months later after repairs, the duo met the aircraft carrier HMS Glorious and her escort screen. Glorious was sunk with the loss of over 1200 hands (receiving the unfortunate distinction of being the only fleet carrier sunk by enemy gunfire in the war), but Scharnhorst was damaged yet again. Fast forward to 1942. Scharnhorst took part in the "Channel Dash".The two battleships, heavy cruiser Prinz Eugen, and 6 destroyer escorts made their way through the English Channel to reach German ports while evading Allied forces. The operation was a success, although Scharnhorst sustained damage by mines and remained at Kiel for most of the year due to repairs. On the day of December 25th of 1943, Scharnhorst would weigh anchor for the last time with orders to intercept allied convoys headed for the Soviet Union. Accompanied by five destroyers, she headed to the Atlantic to find the valuable transports to the Allied war effort. Distant from her destroyer screen, Scharnhorst moved in to engage one of the convoys, but she encountered an enemy escort screen lead by the battleship HMS Duke of York. Faced with insurmountable odds, Scharnhorst was sunk with the loss of 1968 of hands. Only 36 were rescued. The Battle of the North Cape would go down in history as a major British victory. A memorial stone dedicated to the ship and her crew can be found today in Wilhelmshaven, Germany. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Scharnhorst's power plant consisted of 12 Deschimag ultra-high-pressure oil-fired boilers which fed steam to 3 Brown, Boveri & Co. geared steam turbines and produced 160,000 shaft horsepower. Historically, she was able to produce 32 knots (36.8 mph/59.2 kph) at full speed but in-game, she is limited to a speed of 30 knots (34.5 mph/55.5 kph), a respectable number at Tier VII, which is only superseded by Gneisenau and Hood at the time of writing this review. Her rudder can shift from side to side in 14.5 seconds; it can be brought down to 11.6 seconds with the rudder shift upgrade. Lastly, her turning radius is rated at 800 meters. The ship's main armament is composed of nine 283 mm/11.1 in L/54.5 Drh LC/34 naval guns which are capable of firing every 20 seconds. The guns themselves are complemented by a firing range of 19.9 kilometers (this can increase temporarily to 23.88 km by a spotting aircraft, but the guns' effectiveness at that range is questionable). This rate of fire and gun caliber is uncommon among battleships and cruisers, which makes this ship the more unique to play due to her cruiser-killing capabilities. The accuracy of the main armament is not exceptional, but it allows the Scharnhorst to punish broadside targets at medium and short ranges with AP shells capable of dealing a maximum of 7,600 damage. While the HE shells are not exceptional, they possess a 20% fire chance and are subject to the 1/4 penetration rule, which grants them 70.75 mm of penetration. Scharnhorst's secondary armament comprises of 12 150 mm guns and 14 105 mm guns, making it a force to be reckoned with at close range. The 150's are encased in four dual turrets and four single mounts, while the 105's are encased in dual mounts. The secondary armament is evenly distributed along the ship's sides with the exception of a 105 mm mount which is located behind the Caesar (number 3) turret on the center-line of the ship. Her secondaries have a base range of 5.3 kilometers but can be increased to 8 kilometers with captain skills (most notably Advanced Firing Training, which increases the range of all secondary guns by twenty percent), Secondary Armament Modification 2 upgrade, and Mike Yankee Soxisix (this signal flag increases maximum secondary battery range by an additional five percent and reduces dispersion by that same amount). Scharnhorst's AA suite comprises of fifty 20 mm barrels mounted on single and quadruple mounts (short range aura: 2.01 km, 30 DPS) followed by sixteen 37 mm guns found on dual mounts (medium range aura: 3.51 km, 20.8 DPS). Lastly, the 105 mm dual mounts double up as anti-aircraft mounts (long range aura: 4.5 km, 116.2 DPS). The AA range and effectiveness can be increased with the relevant skills, upgrade, and signal flag. It must be noted that these numbers are stock values. The battleship also comes equipped with two triple torpedo launchers - one on each side - that have a short range of 6 kilometers and deal a maximum damage of 13,700, their reload is timed at 68 seconds. These tubes allow the Scharnhorst to excel at brawling and deal a considerable blow to any possible opponent, if not sink them outright. The Scharnhorst is one of, if not the most durable battleships tier-for-tier in the game. Her 350 mm main armor belt (red) is one of the thickest belts up there (when compared to ships like Nagato, Bismarck or Alabama) and can be used to bait enemy fire while presenting odd angles. The thinner plates on the fore and aft ends of the hull (yellow) offer the opportunity to bounce shells (or arm them without intending to do so), their thicknesses are 70, and 90 mm, respectively. The bow and stern are covered by 25 mm plating while the plating above the main belt is 45 mm thick. The deck itself is 50 mm thick, and the citadel deck plating found below the main deck is mostly 80 mm, increasing to 95 mm near the barbettes. The turrets have a face thickness of 360 mm, a roof thickness of 150 mm, and a side thickness of 220 mm. One of the most recognizable aspects of German battleships is their turtle back armor scheme, which makes them very durable at close to medium-range engagements. Scharnhorst is no exception to this, and her citadel is further protected by 110 mm slopes that are angled inwards on its sides, it is also worth noting that Scharnhorst's citadel sits below the waterline, making it near impossible to hit at close ranges. However, this armor scheme has the disadvantage of losing effectiveness at long range, so plunging fire can be effective against the Scharnhorst. Her torpedo bulges mitigate 24 percent of all torpedo damage that strikes this ship. The bulges don't cover any part of the bow or stern whatsoever; instead, they cover the citadel as much as the armor belt does. These disadvantages can be offset by the ship's maneuverability, good situational awareness, use of consumables (Scharnhorst does not get access to hydroacoustic search, but could utilize a fighter plane at the captain's discretion), and Vigilance (which adds 25% to torpedo acquisition range). Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Scharnhorst's style is a blend between a conventional battleship and a heavy cruiser. One has to prioritize lightly armored targets - most notably cruisers and thinly-armored battleships - to make good use of her 283 mm guns such as cruisers and battleships that have thin upper armor belts or plating. She is an opportunist that is able to push, retreat and relocate fairly quickly for a battleship, allowing her to pick fights carefully and spot opportunities to flank the enemy. She can keep up with friendly ships that are capable of ~30-knot speeds, so the opportunities of a major push or a flank can be exploited heavily if the Scharnhorst is located in an advantageous position. Strong armor allows the battleship to get up-close-and-personal with enemy cruisers or battleships, but one must be aware of positioning, angling, and numerical supremacy in order to succeed. Like any other vessel, she is vulnerable to focus fire, and she can be her team's damage powerhouse if she possesses ideal support from her teammates (especially against aircraft carriers and destroyers). This ship is not invincible, but she can be a force to be reckoned with if the Scharnhorst's captain uses her strengths to their favor. Remember, you are part of a team, and they depend upon you as much as you depend upon them. Coordination and knowledge can make way to a successful match (or at least a very good one that is worth remembering). Consumables or "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Scharnhorst has access to German battleship damage control, a good heal, and the option between a spotter aircraft for a temporary firing range increase or a fighter aircraft to counter aerial strikes (or give oneself a higher chance of dodging enemy shipborne torpedoes). Usually, I find myself using the heal so I can maximize my ability to tank and last longer in the main battle line or a brawl, so it is my personal recommendation to consider implementing Superintendent in your set of skills. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag Her design is composed of smooth curves, and her superstructure is not cluttered. This is only enhanced by the shape of her Atlantic bow, the shape of her gun turrets, and her secondary battery mounts on the weather deck and the sides of the superstructure. The battleship's fog horn has a satisfying yet menacing sound which can be used to taunt enemy warships or announce the battleship's arrival to a brawl. Finally, her premium camouflage is identical to the one she was using around 1943, and it is absolutely gorgeous (one that doesn't use skin modifications can only hope that Wargaming gives her sister ship the premium camouflage she deserves, unlike the one she sports in the game right now). Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Scharnhorst is a fine ship, and she is by far my favorite premium, but I have written this review with objectivity as a priority. In my eyes, she is a must-have if you're looking for a fun credit grinder or a German battleship commander trainer (cruiser commanders can also work, but normally they don't make much use of her secondary armament), then this ship is for you. I cannot stress enough how rewarding, and flexible this ship can be in the right situations. In Random Battles she is an absolute beast and can hold her ground against higher tier opponents rather well; however, she's not invincible or lacking weaknesses (such as her torpedo protection or small gun caliber). In Co-op and Scenarios, she is a joy to sail; her fast reload, maneuverability, and endurance make her a solid choice for any scenario that allows her access. If what you seek is history, then the Scharnhorst is definitely worthy of your port. As stated further above in the review, she saw her fair share of action and earned herself, and her crew, a place in modern history's halls of fame. "Ad Astra per Aspera" Phantom out. References Wargaming.net. 2018. Scharnhorst, website: http://wiki.wargaming.net/en/Ship:Scharnhorst Farley, R. 2017. Scharnhorst: Nazi Germany's Super Battleship or Paper Tiger? The National Interest, website: http://nationalinterest.org/blog/the-buzz/scharnhorst-nazi-germanys-super-battleship-or-paper-tiger-20078 Wikipedia. 2018. List of battlecruisers of World War II, website: https://en.wikipedia.org/wiki/List_of_battlecruisers_of_World_War_II Wargaming.net. 2018. Dunkerque, website: http://wiki.wargaming.net/en/Ship:Dunkerque The Authors of Encyclopaedia Britannica. 2013. Anglo-German Naval Agreement. Encyclopaedia Britannica, website https://www.britannica.com/event/Anglo-German-Naval-Agreement-1935 Wikipedia. 2018. Scharnhorst-class battleship, website: https://en.wikipedia.org/wiki/Scharnhorst-class_battleship Metz, K. & Van Lönnen, H. Memorial Stone Battle Ship 'Scharnhorst'. Traces of War, website: https://www.tracesofwar.com/sights/25374/Memorial-Stone-Battle-Ship-Scharnhorst.htm Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes Amor scheme image provided by @Naesqr Revision consulted with @Maceswinga In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images. Due to my circumstance, I must make do with electronic sources and screenshots from other players or the wiki itself.
  4. Dummies Guide to the USS Sims United States Premium Destroyer I've had Sims for a while now. I'm doing this guide at the behest of a clanmate of mine, bolstered by all of the questions about the USS Sims on the US DD thread in general. I've personally always enjoyed the Sims. If you play it correctly, it can be a fun and even decent ship. However, I would argue that it will never be a good ship. Here's why. (As always, stats are provided below) - Stats - All stats provided are base without captain skills HP: 13800 Main Batteries: 4x1 127mm Main Battery Firing Range: 12.9km Maximum HE Shell Damage: 1800 Fire Chance per Shell: 5% Maximum AP Shell Damage: 2100 Main Battery Reload: 3.3 seconds Main Battery 180 Degree Rotation Time: 5.3 seconds Maximum Dispersion: 112m HE Shell Initial Velocity: 792m/s AP Shell Initial Velocity: 792m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: Mk15 Mod. 0 - 11600, Mk7 Mod. 2B - 8500 Torpedo Range: Mk15 Mod. 0 - 5.5km, Mk7 Mod. 2B - 9.2km Torpedo Speed: Mk15 Mod. 0 - 65kt, Mk7 Mod. 2B - 49kt Torpedo Reload: Mk15 Mod. 0 - 87 seconds, Mk7 Mod. 2B - 72 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 40.4kt Turning Circle Radius: 500m Rudder Shift Time: 2.1 seconds Surface Detection: 7.3km Air Detection: 3.7km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost/Defensive AA Fire - Guns - The main batteries are pretty typical USN DD guns. Same damage, same shell velocity, same arcs, yadda-yadda-yadda, etc. The gun layout is basically a Benson minus 1 gun. Or if you're newer to the game, it's the exact same setup as the Hsienyang, the T8 Pan-Asian DD. Reload and DPS output are excellent. Your smoke lasts about as long as a typical university lecture on how paint dries, so be sure to use that to your advantage. Islands are also your friend, as your gun arcs are wicked high. Smoke is great, but always remember: In USN DDs, HE reigns supreme. Use AP only in extreme circumstances at incredibly close ranges and only on lightly armored targets like broadside DDs and British CLs. But for the most part avoid AP. DD Gun fights are also easy to handle in most cases thanks to the main battery turrets turning faster than a hamster wheel. Keep in mind that it's much easier to win DD fights in Sims when you close the distance. Stay outside of torpedo range but stay close enough that it doesn't take your shells 87 years to reach the target. - Torpedoes - So let me start with this before we go any further: These torps are BAD. Very bad. The only redeeming feature is one torpedo option that can stealth torp. They do practically no damage, the reload's nothing to write home about, and the speed, oh god the speed. Or realistically, the lack there of. See, you have 2 options for torpedoes on the Sims. Sounds great right? Wrong. One option is the awful short-range situational shotgun torps you've been dealing with all the way up to T7 in USN DDs and have been trying to get away from the whole time. The second option is a set of torps that go 9.2km. The only issue is that they go 49kts. 49kts. What are these? Aerial torps? They might as well be, because they also do 8500 damage. Yaaaaaaaaaay. Now, these are possible to use. Just keep in mind that they're out performed by Duca torps in pretty much every way. Let that set it in. - AA - Now, having explained both the guns and torpedoes, I will explain in this section why the Sims will technically never be the best choice. Because AA is your best choice. Can you run a gun boat build? Sure, but you won't out gun an actual dedicated gun boat. Can you do a torp build? Uh... don't. The point is, this thing's AA is HELLA STRONG. Build up that AA, slap that DF consumable on with the might of Zeus, and div up with you friend's favorite T7 CV because it's time to go plane hunting. The AA spec Sims was the Kidd before there was a Kidd. CVs, Kaga in particular due to it's low plane HP, hated this thing with a burning passion. Most still do. Make no mistake this is the best, nay, the only way to play the Sims. Now go my friends. Go and slaughter the enemy aircraft. Watch them all fall from the sky while the enemy CV goes off in chat about how broken DD AA is. And then laugh. Laugh because it's hilarious. - Captain Skill Builds - Gun Build: Meme AA Builds (Extremely Viable): - Conclusion - Thanks for reading my Sims guide for dummies! I hope you liked it. These will become more normal as I'm thoroughly enjoying making them. Look forward to more in the future! Please feel free to leave any feedback below.
  5. Dummies Guide to USS Sims

    Dummies Guide to the USS Sims United States Premium Destroyer I've had Sims for a while now. I'm doing this guide at the behest of a clanmate of mine, bolstered by all of the questions about the USS Sims on the US DD thread in general. I've personally always enjoyed the Sims. If you play it correctly, it can be a fun and even decent ship. However, I would argue that it will never be a good ship. Here's why. (As always, stats are provided below) - Stats - All stats provided are base without captain skills HP: 13800 Main Batteries: 4x1 127mm Main Battery Firing Range: 12.9km Maximum HE Shell Damage: 1800 Fire Chance per Shell: 5% Maximum AP Shell Damage: 2100 Main Battery Reload: 3.3 seconds Main Battery 180 Degree Rotation Time: 5.3 seconds Maximum Dispersion: 112m HE Shell Initial Velocity: 792m/s AP Shell Initial Velocity: 792m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: Mk15 Mod. 0 - 11600, Mk7 Mod. 2B - 8500 Torpedo Range: Mk15 Mod. 0 - 5.5km, Mk7 Mod. 2B - 9.2km Torpedo Speed: Mk15 Mod. 0 - 65kt, Mk7 Mod. 2B - 49kt Torpedo Reload: Mk15 Mod. 0 - 87 seconds, Mk7 Mod. 2B - 72 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 40.4kt Turning Circle Radius: 500m Rudder Shift Time: 2.1 seconds Surface Detection: 7.3km Air Detection: 3.7km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost/Defensive AA Fire - Guns - The main batteries are pretty typical USN DD guns. Same damage, same shell velocity, same arcs, yadda-yadda-yadda, etc. The gun layout is basically a Benson minus 1 gun. Or if you're newer to the game, it's the exact same setup as the Hsienyang, the T8 Pan-Asian DD. Reload and DPS output are excellent. Your smoke lasts about as long as a typical university lecture on how paint dries, so be sure to use that to your advantage. Islands are also your friend, as your gun arcs are wicked high. Smoke is great, but always remember: In USN DDs, HE reigns supreme. Use AP only in extreme circumstances at incredibly close ranges and only on lightly armored targets like broadside DDs and British CLs. But for the most part avoid AP. DD Gun fights are also easy to handle in most cases thanks to the main battery turrets turning faster than a hamster wheel. Keep in mind that it's much easier to win DD fights in Sims when you close the distance. Stay outside of torpedo range but stay close enough that it doesn't take your shells 87 years to reach the target. - Torpedoes - So let me start with this before we go any further: These torps are BAD. Very bad. The only redeeming feature is one torpedo option that can stealth torp. They do practically no damage, the reload's nothing to write home about, and the speed, oh god the speed. Or realistically, the lack there of. See, you have 2 options for torpedoes on the Sims. Sounds great right? Wrong. One option is the awful short-range situational shotgun torps you've been dealing with all the way up to T7 in USN DDs and have been trying to get away from the whole time. The second option is a set of torps that go 9.2km. The only issue is that they go 49kts. 49kts. What are these? Aerial torps? They might as well be, because they also do 8500 damage. Yaaaaaaaaaay. Now, these are possible to use. Just keep in mind that they're out performed by Duca torps in pretty much every way. Let that set it in. - AA - Now, having explained both the guns and torpedoes, I will explain in this section why the Sims will technically never be the best choice. Because AA is your best choice. Can you run a gun boat build? Sure, but you won't out gun an actual dedicated gun boat. Can you do a torp build? Uh... don't. The point is, this thing's AA is HELLA STRONG. Build up that AA, slap that DF consumable on with the might of Zeus, and div up with you friend's favorite T7 CV because it's time to go plane hunting. The AA spec Sims was the Kidd before there as a kid. CVs, Kaga in particular due to it's low plane HP, hated this thing with a burning passion. Most still do. Make no mistake this is the best, nay, the only way to play the Sims. Now go my friends. Go and slaughter the enemy aircraft. Watch them all fall from the sky while the enemy CV goes off in chat about how broken DD AA is. And then laugh. Laugh because it's hilarious. - Captain Skill Builds - Gun Build: Meme AA Builds (Extremely Viable): - Conclusion - Thanks for reading my Sims guide for dummies! I hope you liked it. These will become more normal as I'm thoroughly enjoying making them. Look forward to more in the future! Please feel free to leave any feedback below.
  6. Z-39: How is It?

    Dummies Guide to the Z-39 German Premium Destroyer So, I got Z-39 the day it came out. There have been a lot of mixed reviews on it talking about whether it's good or bad, but I'll be frank here: it's a decent ship but it relies heavily on its user's DD play style and map awareness. That said, let's move on to the different aspects. For those interested, I have provided statistics below. - Stats - All stats provided are base without captain skills HP: 19600 Main Batteries: 1x2 150mm, 2x1 150mm Main Battery Firing Range: 11.8km Maximum HE Shell Damage: 2200 Fire Chance per Shell: 12% Maximum AP Shell Damage: 3700 Main Battery Reload: 7.5 seconds Main Battery 180 Degree Rotation Time: 22.5 seconds Maximum Dispersion: 104m HE Shell Initial Velocity: 835m/s AP Shell Initial Velocity: 835m/s Sigma Value: 2.0 Torpedo Tubes: 2x4 533mm Maximum Torpedo Damage: 14400 Torpedo Range: 8.5km Torpedo Speed: 65kt Torpedo Reload: 90 seconds Torpedo Tube 180 Degree Rotation Time: 7.2 seconds Maximum Ship Speed: 36kt Turning Circle Radius: 670m Rudder Shift Time: 4.5 seconds Surface Detection: 7.5km Air Detection: 4.4km Detection Firing from Smoke: 3.3km Consumables: Damage Control Party | Smoke Generator | Engine Boost | Hydro-acoustic Search - Guns - The 150mm guns can either be a hilarious meme or the worst thing you've ever touched with a 10ft pole depending on the situation and their use. You are not going to win a lot of DD dps fights in this thing. Forcing them to trigger and then hide in smoke so that you can rely on your use of hydro to catch them off-guard is going to be one of your go-to tactics. For the ones too smart for that, stay at range and kite battle them. if you aim well with HE you'll be doing 2k-3k salvos if you hit most of your shells. Chances if you're fighting something like a Mahan, Benson, or Hsienyang they'll try just holding down the fire button instead of firing salvos because it's easier. In this case they'll probably only hit shells here and there, so if your aim is good and you fire full salvos With HE things should go alright. IT IS ADVISED NOT TO USE AP ON DESTROYERS. The last thing you want is overpens in a fight where every bit of damage counts. However, with CLs/CAs and BBs you'll have a little more luck in this department. On lightly armored cruisers you can easily get citadels when they go broadside. On BBs fire HE into the superstructure until you get a fire, then switch to AP and play like a Des Moines firing a metric butt-ton of AP into the superstructure (note: if they're dumb and repair a single fire, switch back to HE, set another fire, then proceed with AP). When firing at CVs HE spam = profit (< important). Above all else, remember your reload is long and your turret traverse is slower than your average potato + negative 30 years of WD40. Do not rely on your smoke. It's German. It won't be there long. Do not sit in it. Especially not broadside, that's a good way to get smoke torped. - Torpedoes - The Torpedoes actually aren't half bad for their tier, however, you'd do well to remember that they are still German torps. In fact, they're copy-pasted max Maass torps. That said, they're fast and reasonably long enough range for stealth torping. Keep in mind that damage output is mediocre at best and anemic at worst. If you get uptiered to T9 and fire torps at something like a Musashi, don't expect much of anything really. Fire your torps, but rely more heavily on your guns. - AA - The AA on this thing is actually pretty potent, however, this makes it kind of like the Akizuki of tier 7. Why is this? Well i'm glad you asked, it's the lack of Defensive AA Fire Consumable. But just like the Akizuki, an AA build on the Z-39 is still a pretty good meme even despite not having DF. Below there will be some recommended AA builds for those of you who are feeling spicy. - Captain Skill Builds - Gun/Torp Hybrid Builds: Meme AA Builds: - Conclusion - Thanks for reading my Z-39 guide for dummies! If you liked it let me know in the comments and I might start making this a regular thing. Feel free to discuss any ideas or issues. Let me know if there's anything I should fix!
  7. I shouldn't have enjoyed this ship as much, but I did. Quirky, and downright odd with the B hull, you can make it work... so long as its not bottom tiered.
  8. Name: "Z-39" Ship type: destroyer Class: Type 1936A (Mob)/Narvik Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the first installment of Naval Intelligence, I will be sharing with you my first review (and one of my first posts in the forum, fancy that); this review will be about no other, but the premium Tier VII German destroyer: Z-39. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius I will start off by sharing a bit of her past in this post. Z-39 was the last member of the Type 1936A (Mob)-class destroyers (also known as the Narvik-class by the Allies) that were ordered and built for Germany after the outbreak of World War II. Z-39 was built by the Germaniawerft, in Kiel, Germany. She was laid down in 1940, launched in December 2nd, 1941, and finally commissioned in August 1943. Z-39's service record under the Kriegsmarine flag is not exactly spectacular: she took part in sorties near Norway and the Baltic Sea. In 1944 she was damaged and was hit again while undergoing repairs, disrupting the process. She entered service once more in 1945 but nothing noteworthy occurred during that time. After the end of World War 2 in Europe, Z-39 was transferred to the United States Navy and was renamed DD-939. After extensive equipment trials, she was once again transferred, only this time to the French Navy, where she was cannibalized for parts in 1947 and was finally broken up in 1964. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Z-39 is powered by six Wagner oil-fired boilers that feed two Deschimag geared steam turbines, her power plant is rated at 70,000 shaft horsepower and produces 36 knots (66.6 kph, 41.4 mph). In the game, the destroyer can shift her rudder from one side to the other in 4.5 seconds stock and has a turning circle radius of 670 meters, her maneuverability is somewhat similar to Błyskawica's, and thus pales in comparison when compared to Sims', Gadjah Mada's or Mahan's. Her main armaments are one of the traits that set her apart from other nations' counterparts, considering she is armed with four 150 mm L/48 LDrh LC/38 guns, with two encased in a dual turret facing forward, and the other two on single mounts facing aft. This peculiar armament allows her to severely damage cruisers that are in close ranges and showing a broadside with her armor-piercing shells, while her high explosive shells are sufficient to set ships on fire and damage unarmored sections of a vessel; however, these guns will make gunfights with fast-firing destroyers more hazardous due to their rate of fire of 8 shots/min. (7.5 seconds) and a turret traverse of 8 deg/s that occasionally trails behind the desired aiming direction when executing hard or exceedingly aggressive maneuvers. Z-39 is also equipped with two 533 mm quadruple torpedo launchers that use the G7 "Steinbarsch" (rock bass) torpedo. This projectile travels at an adequate speed of 65 knots to a maximum range of 8.49 kilometers, its warhead is capable of dealing 14, 400 damage and can send any ship to the bottom or at least cripple them enough to finish the job with gunfire or assistance from other ships. The torpedo tubes are fully reloaded after a relatively small period of 90 seconds (1 minute, 30 seconds). The last specifications I will touch upon will be her anti-aircraft suite and her concealment since armor values for a destroyer do not vary that much; however, '39 is a big destroyer, and this makes her prone to activate fuzes on AP shells even when presenting herself horizontally to the enemy. The destroyer possesses an AA suite that is good enough to shoot down the occasional spotter or catapult fighter but doesn't have enough stopping power to shoot down entire squadrons if an aircraft carrier decides to target you. When fully specialized in concealment, her air detection is equal to her stock AA medium-range aura of 3.5 kilometers. Now, Z-39 is a stealthy tier 7 destroyer thanks to her ability to equip Tier VIII upgrades in the fifth upgrade slot (this includes the concealment system modification that reduces her detectability radius by 10% and increases the maximum dispersion of incoming fire by 5%). Her base detection ranges are not great, however, she's spotted at 7.74 km on the surface and at 4.38 km on the air, but this can be reduced by using camouflage, training Concealment Expert on your commander, and purchasing the concealment upgrade reaching detection ranges of 6.1 and 3.5 kilometers respectively. Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Lovers of the German line and the 150 mm guns specifically will find themselves at home with this premium Tier VII destroyer, she is essentially a down-tiered Z-23 with all the bells and whistles that define her, such as a very large health pool for a destroyer of 19,600 hit points (100 more points than the B hull of her older sister). One can adopt a hybrid style, blending gunboat and torpedo-boat traits, also, the transition between torpedoes or gunnery as main damage factors is not uncomfortable; she can push when she's needed to do so, and she can also defend an area with a division or friendly destroyers exceptionally well with torpedoes. By the time of this review, I'm running Z-39 with a 10-point commander with a rather generic destroyer build: Priority Target, Last Stand, Superintendent, and Concealment Expert. Now, she can benefit from using skills like Adrenaline Rush, Preventive Maintenance, Jack of All Trades or Survivability Expert, so prioritize the usage of your skill points according to your playstyle or recommended builds proposed by the community. Note: Be careful of using Advanced and Basic Firing Training on this ship. Her main armaments exceed the gun caliber limit that is allowed by these two skills, which is 139 mm, making them only affect your AA guns. Consumables "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Where to begin when there are so many? Z-39 has access to your typical destroyer damage control party, German smoke, engine boost, and a hydroacoustic search consumable with a range of 4.4 km (unheard of amongst destroyers of Tier VII with the exception of Leberecht Maass). These consumables allow Z-39 to become a very adaptable and supportive vessel in combat, as stated before, her wide array of consumables and good combination of stealth, speed, and firepower allow her to perform any task one could ask for from a destroyer rather well; she needs her team's support in order to succeed and not succumb to focused fire. Keep this in mind when you see a Z-39 on your team. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag What better way to sink your opponents other than looking good while doing it? Z-39 is a looker when it comes to destroyers, her Atlantic bow adds a very nice touch to her profile and it combines really well with her bridge and her forward gun turret. It's almost as if you had a modern destroyer at the front and a slightly more old-fashioned design at the rear. This is a really nice combination in my book, and her premium camo only helps her case in my eyes. Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Z-39 is a very capable destroyer that can reach its full potential in a division or with very good coordination with your teammates. She is a worthy opponent in Random Battles, and in Co-op, she is rather entertaining (though I found myself craving for other players on the enemy team to show off the ship's looks and capabilities). This destroyer is also quite expensive to run (just look at all those consumables and tell me it wouldn't hurt to have to replenish them all with your hard-earned credits after a battle) but overall, she is a very rewarding experience to play, once you've come to terms with her limits and niches. Did I mention she is a premium destroyer? If you're out on the market for a German DD/CL trainer, Z-39 is a very good and solid choice (and only one in the immediate future, since T-61 sailed into the sunset, and has yet to return). So there we have it, my first (and hopefully not the last) review! Captains, did you like it? Do you have any suggestions or questions? Please, let me know. "Ad Astra per Aspera" Phantom out. References Whitley, M.J. 1988. Destroyers of World War Two: An International Encyclopedia. Naval Institute Press. Pages: 67-68. Recovered from: https://babel.hathitrust.org/cgi/pt?id=mdp.39015020687821;view=1up;seq=9 Wargaming.net. 2018. Z-39, website: http://wiki.wargaming.net/en/Ship:Z-39 Wargaming.net. 2018. Błyskawica, website: http://wiki.wargaming.net/en/Ship:Błyskawica Wargaming.net. 2018. Gadjah Mada, website: http://wiki.wargaming.net/en/Ship:Gadjah_Mada Wargaming.net. 2018. Mahan, website: http://wiki.wargaming.net/en/Ship:Mahan Wargaming.net. 2018. Leberecht Maass, website: http://wiki.wargaming.net/en/Ship:Leberecht_Maass Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes In-game images recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  9. Premium Advice

    Hey everyone - got some doubloons to spend. Looking at the following ships. Which way would you go... I'm intentionally not providing any other info such (such as if I prefer cruiser play or DD play, etc). Just want to see what you guys think. Sims Leningrad Perth Molotov Dunkerque
  10. Preços altos da Loja

    Boa Tarde Capitães, Impressão minha mas houve aumento de preços na loja em relação aos navios? Acho injusto esses preços que veem para nosso país, sei que a empresa tem de ter seus lucros tendo vista que o jogo é grátis mas nesses preços que vem esta triste Hood, Atago, Alabama, Tirpitz e Kii que só vem os navios o preço esta nas alturas sem contar os navios que vem com pacotes adicionais. Desse jeito a maior parte dos jogadores vão apenas no desejo de ter um deles, tendo vista o dólar e suas cotações e conversões e os pacotes. Nesse preço que estão além de dar mais experiencia livre e dinheiro deveriam ser trocadas experiencia deles para experiencia de graça.
  11. Premium Ship Review: Z-39

    The following is a review of Z-39, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of May 13th, 2018. (Still) Not T-61. Quick Summary: An under-armed tier VIII destroyer crammed in at tier VII but it kept it's tier VIII bonuses. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.4 to 0.7.4.1, May 4th to 13th, 2018. PROS Massive hit point pool of 19,600hp. Large caliber HE shell with excellent fire chance per hit and good penetration potential. Good AP shell penetration for a destroyer. Decent personal AA defense. Access to Hydoracoustic Search like all German Destroyers. With upgrades, she's one of the stealthiest destroyers at tier VII. Has several tier VIII destroyer bonuses, including: 5th upgrade slot. Improved fire resistance coefficient. Longer range and duration time of her Hydroacoustic Search Longer smoke duration for her Smoke Generator CONS Horrible DPM output, especially with HE shells against destroyers. Her torpedoes don't hit very hard. AA DPS is short ranged and restricted to fragile small & medium caliber AA guns. Feels very clumsy with a large turning circle and modest top speed. Enormous aerial detection range of over 4km. Stuck with a German Smoke Generator with their reduced smoke duration times. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Z-39 is a German destroyer with training wheels. She has excellent concealment and an enormous hit point pool -- two traits that will make her much more forgiving in the hands of inexperienced commanders. The only hiccough here is her clumsy handling, but her Hydroacoustic Search should ease dealing with any manoeuvrability issues in regards to torpedoes. For experts, Z-39 is a German destroyer but with surprisingly good (!) concealment for her tier. This opens up all sorts of game play opportunities not normally available to German DDs which she can use and abuse to great effect. Her systems break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Z-39 has the concealment and the durability at her tier which is all kinds of crazy. Her firepower is is on the low side of saved only by the large caliber of her guns which opens up gunnery possibilities not normally available to destroyers. Otherwise, it would be . Her anti aircraft defense is unremarkable. Her handling is about as as you would expect for a large, German destroyer and compares poorly to her contemporaries. What we have with Z-39 is a destroyer that has the ability to control engagements with its superior concealment and detection tools and her ability to endure punishment far greater than normally possible for a tier VII destroyer. This helps make up for her mediocre firepower. Note that she's not fast or agile enough to unilaterally dictate engagement distances. Options Consumables: There are two consumables worth noting on Z-39. Despite being a tier VII destroyer, Z-39 has tier VIII versions of these consumables. German Smoke Generators produce individual clouds that do not last as long as other nations. For tier VII German destroyers each cloud lasts 65s seconds. On Z-39, her smoke lasts 69 seconds. This is still less than the standard at tier VII which is 85 seconds for most destroyers and 121 seconds for American DDs. Once again, Z-39's Hydroacoustic Search has improved duration and range over her tier VII counterpart. Her hydro picks up torpedoes from 3.12km (up from 2.97km) and ships at 4.44km (up from 4.2km). Camouflage Z-39 comes with Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades The big surprise for Z-39 is that she has access to a 5th upgrade slot at tier VII. In your first slot take Magazine Modification 1. You're a destroyer with a lot of hit points. Don't let a sudden detonation undermine that. Alternatively, if you like to live dangerously, you can take Main Armaments Modification 1. If you have access to it, the special upgrade Hydracoustic Search Modification 1 is optimal for your second slot. Without it, take Propulsion Modification 1. Speed is life for a destroyer. Aiming System Modification 1 is best for your third slot. However, the special upgrade Smoke Generator Modification 1 is also a good choice if available. Take Propulsion Modification 2 in your fourth slot for more get-up-and-go when parked in your smoke. And finally, round things off with Concealment Modification 1. Firepower Main Battery: Four 150mm rifles in 3 turrets with a twin-gun turret on the bow and X-Y turrets in single, superfiring mounts. Torpedo Armament: Eight torpedoes in 2x4 launchers mounted down the center line. Z-39's gunnery is weird. She uses enormous 150mm rifles -- the largest weapons currently found on destroyers. Her guns are also laid out in a strange arrangement with a 2-1-1, A-X-Y superfiring layout. None of this makes her gunnery feel novel, however, and it's often a struggle to make Z-39's artillery perform as needed. The DPM Deficit The biggest obstacle with getting Z-39 to perform is overcoming the challenges in getting her damage numbers up. While she does boast the largest guns among destroyers at her tier, they are slow firing with a 7.5 second reload time. Unlike Blyskawica which also shares a long, 6.5 second reload, she doesn't have a lot gun barrels with a mere four. These also have pretty sluggish gun handling for a destroyer and their large size precludes them from maximizing the effects of Expert Marksman. Combine this with impotent performance of her HE damage for a large-caliber gun and she cannot keep pace with the throughput of the other destroyers. She is the worst for potential HE DPM and third from the bottom for AP DPM. Embarrassingly, even Shitarsuyu puts out more HE shell damage than Z-39. This is made worse in that Z-39's guns cannot have their rate of fire upgraded with Basic Fire Training which only widens the gap further. Her fire setting ability is similarly balls, even though she has a great fire chance per shell. She just doesn't throw enough munitions downfield fast enough to make her particularly good at taxing Damage Control Parties to make multiple fires stick. If it weren't for her beefy hit point pool, taking this ship into a fight with enemy destroyers would be a fool's errand. Z-39's firepower woes can't be blamed on her gun angles, at least. They're not great, but they're not terrible. Stickin' It In Z-39's guns aren't though. While they lack in a knife fight, Z-39's guns are not missing out in penetration potential. Her AP shells boast up to 100mm of penetration up to ranges just shy of 10km. Most other destroyers can scarcely manage that at 5km to 7km. The comparison gets better with HE shells. While German destroyers do not enjoy the 1/4 HE pen found on German battleships and cruisers, Z-39 still fares better than her contemporaries. Their large-caliber can be upgraded with the Inertial Fuse for HE Shells commander skill to damage the extremities of any ship she encounters. Most destroyers are unable to hurt the bow, deck and stern of tier VIII+ battleships even with this skill. Z-39 has a larger range of targets she can directly damage with the right upgrade choice. Z-39 may not output damage as quickly as other lolibotes, she's better equipped to stack damage reliably against a larger number of targets. At Least She's Not Minsk Z-39's torpedoes are as unexciting as her guns. However, given the spotty torpedo performance of the other destroyers at tier VII, having some mediocre workhorse torpedoes isn't a bad thing. Indeed, Z-39's fish have a lot going for them. They have good range unlike the painfully short reach of Minsk or one of the two armaments for Sims. She uses quadruple launchers instead of the triples like Blyskawica. She has two launchers instead of the single launcher found on Cossack. They're fast too, unlike the sluggish wallow of those found on Mahan, and the second armament for Sims. The only area where Z-39's torpedoes are truly found wanting is their hitting power. At 14,400 damage per, they're simply uninspiring. And that well describes her torpedoes. A much more meaty 16k damage per hit would really make these weapons stand out. As it is, they're functional but they're not show stoppers. They're sufficient unto the task and nothing more. Summary: Her guns are pretty terrible for taking on enemy destroyers but alright for padding a bit of damage on anything else. This said, don't be shy of slapping lolibotes around with them. Her torpedoes are okay. Not bad. Not great. Just okay Evaluation: What it would have needed to be : Z-39 only escaped a evaluation because Sims & Minsk exist and I'm still not entirely convinced that Z-39's firepower bests either one of them. Defense Hit Points: 19,600hp Maximum Protection: 30mm faceplate on A-turret Minimum Extremities & Deck Armour: 19mm Destroyer defense and durability is pretty easy to measure. It really boils down to the following three questions: Does the ship have any weird durability related consumables like Repair Party? Does the ship have any weird superfluous hull armour that any of the other destroyers lack? How many hit points does it have in comparison to the other destroyers at her tier? The answers are no, no and lots more than those puny, wimpy boats. Z-39 is a thunderchunker that, with Survivability Expert, can boast nearly 10,000 more hit points than some of its tier VII competitors (to say nothing of tier V and VI DDs). This more than makes up for the DPM deficit on her main battery guns and allows her to easily bully almost any other same-tier destroyer. On top of this, some of those tier VIII bonuses carried on here. Datamining revealed that Z-39 kept her improved fire resistance coefficient. This is really a minor bonus all told, but it does mean that she comes baked in with 6% improved fire resistance over other tier VII destroyer. It is a good day to be giant man. Hit Point totals of tier VII destroyers, including the WiP HMS Cossack. Note the bar in purple represents the 2,450hp gained through using the commander skill, Survivability Expert. Evaluation: What would have to happen to DOWNGRADE to : Something would have to be released with weird (better) hull armour plating, a Repair Party or more hit points than Z-39. Agility Top Speed: 36.0 knots Turning Radius: 670m Rudder Shift Time: 4.5s Maximum Rate of Turn: 7.0º/s While Z-39's agility is her worst quality, I rate it as less of a weakness than her temperamental main battery firepower. Still, it would be a mistake to underestimate the impacts here. Z-39 isn't just slow for a tier VII destroyer, she's slow for a destroyer within her Matchmaking spread. Her Engine Boost consumable should be reserved for getting her out of the trouble. She'll struggle to dictate engagement distances otherwise. Her turning radius is appalling for a destroyer. Combined with her modest top speed, this makes her really sluggish in a turn. Just to make things worse, her gun traverse is only 1.0º/s faster than her maximum rotation speed. This makes her gun handling feel even worse and you'll be reaching for your rudder to help with bringing your guns on target. Expert Marksman can only correct this by 0.7º/s owing to the larger caliber of Z-39's guns. Z-39 handles like a bus. It's a good thing she has Hydroacoustic Search to give her more time to prep for torpedo beats. Without it, she'd be a blind bus. Evaluation: What it would have needed to be : At a minimum, a 38 knot top speed to at least bring her up over the average for a tier VII destroyer. Anti-Aircraft Defense AA Battery Calibers: 37mm / 20mm AA Umbrella Ranges: 3.5km / 2.0km AA DPS per Aura: 46.4 / 20.4 While not up to American (or later Soviet) destroyer standards, Z-39 has an impressive anti-aircraft suite. This is largely owing to the excellent performance of the twin 37mm Flak LM/42 mounts of which Z-39 boasts four. This destroyer can put out a surprising amount of AA DPS into the air, which is a welcome change from most DDs which are generally little more than victims to air predation. There are a couple of downsides to Z-39's AA protection, however: First, Z-39 has an enormous aerial detection range of 4.38km. This outstrips the range of her AA gunners by 700m. While this does mean that you can keep Z-39's AA defenses active without worrying about giving away her position, it does mean she gets spotted by aircraft without any ability to retaliate if her range isn't upgraded with AA Guns Modification 2 or Advanced Fire Training. Secondly, Z-39's entire AA defense is built around small and medium caliber AA guns which are excessively fragile, particularly when she takes HE damage. Only a few HE strikes are needed to end her AA defense entirely. Overall, it's not worth specializing into AA firepower with Z-39. At best, you can hope to shoot down a couple of enterprising aircraft in the opening stages of the match, particularly if they're lower tiered planes. But it would be a mistake to expect anything more from her defenses. Evaluation: What it would have needed to be : Dual purpose guns are a must to form a backbone of longer range AA defense. Refrigerator Surface Detection Range: 7.74 km Air Detection Range: 4.38 km Minimum Surface Detection Range: 6.08km Concealment when Firing in Smoke: 3.31km The only thing keeping Z-39 from dominating Vision Control at tier VII is the looming threat of HMS Cossack. What makes Z-39 so powerful is the combination of her enormous hit point pool and concealment. Thanks to access to her 5th upgrade slot where she can install Concealment Modification 1, Z-39 is one of the stealthiest tier VII destroyers in the game. The only destroyers that are more stealthy are Shirtatsuyu with a 5.8km surface detection range and the still-under-development HMS Cossack with a 5.7km surface detection range when each ship is fully upgraded. This 400m gap means less when you account for Z-39's Hydroacoustic Search consumable. This allows her to all but dominate vision where smoke and torpedoes are concerned. She again only comes up second with HMS Cossack's own hydro which, while not as long ranged, is long-lasting. It's a close competition between these two premiums for dominance in vision control at tier VII and Z-39 will hold primacy at least until HMS Cossack's release. A word of caution for all this praise, however. As nice as Z-39's concealment is when she's top tier, it falls apart when she's not. Every single tier VIII and IX destroyer has better surface detection than Z-39 with the exception of the German and Soviet tuba-players and lolibotes. Unlike the lower tiered boats that can out spot you, just about all of these will fight back and embarrass you. So this advantage goes right out the window. Evaluation: What would have to happen to DOWNGRADE to : Cossack (and possibly Haida's) release. From A to Z Optional Skills in green & purple. There's a bit of flexibility when it comes to choosing Z-39's skills. However, you want to begin with a solid foundation. Feel free to try out some builds of your own with ShipComrade's Skill Calculator. Start with Priority Target. You're still a destroyer, so Last Stand is of paramount importance. Take Survivability Expert at tier 3 to bump up your hit points. And finally take Concealment Expert at tier 4. I highly recommend taking Inertial Fuse for HE Shells as your fifth skill -- this opens up a large range of gunnery targets for Z-39, including all cruisers and battleships at tier VIII+. You can opt out of doing this if you wish, but her damage potential will suffer. For optional skills, I recommend Adrenaline Rush and Superintendent to round out your last two skill choices, but you have options here depending on what role you envision your destroyer using. If you wish to try to tax the Damage Control Party of enemy ships, then dropping IFHE for Demolition Expert and Torpedo Armament Expertise is a viable option. I would round this out with Superintendent for added smoke. Vigilance is a more passive skill choice but your battleships will thank you for the increased torpedo detection range you will provide, especially when your Hydroacoustic Search is active. Expert Marksman is, overall, a weak choice but it will increase the comfort of handling Z-39 while under manoeuvres. Final Evaluation Mouse's Summary: For such a wet-noodle when it comes to firepower, Z-39 doesn't struggle to stack damage. There's something to be said about being the toughest little tyke in the kiddy pool. The bonuses she kept on from her time as a tier VIII test ship make her feel just that little bit more special. As far as gimmicks go, this is more refreshing than simply seeing a Repair Party or Torpedo Reload Booster used to correct an under-performing ship. Stealth and size both? Just who the Hell does she think she is? HMS Conqueror? I was genuinely shocked at how well this destroyer plays. It really surprised me. I took one look at her four 150mm guns with their odd placement and slow traverse and dismissed her something I wouldn't enjoy playing. It seemed like a distraction until something better (namely T-61) came. Suffice to say, Z-39 changed my opinion. and I'm glad she has. Let me add a few sobering words -- Z-39 is amazing when top-tier but her luster fades when facing higher tiered ships. It's common for a vessel to lose a bit of flair when Matchmaker slaps you around. However, Z-39's advantages -- namely concealment and her hit point total, don't amount too much when facing higher tiered ships. The stealth that makes her remarkable at tier VII is on the poor side for a tier VIII ship. Her beefy hit point total more than makes up for her ... well, let me be kind in saying "limp" main battery performance amounts to little when dueling with ships with enough hit points to challenge her. There's a reason, after all, that Wargaming elected to drop her from tier VIII to tier VII. Z-39 brings up the question of power creep. She's arguably one of (if not the) best destroyers at her tier. When she can guarantee to receive protected Matchmaking, such as in Ranked Battles, it's hard to argue against her merits. On the one hand, this is welcome for all the wrong reasons: the German destroyer tech tree has been utterly lacking in any form of premium for training purposes. I'm glad to see this gap filled. On the other hand, I am looking at Blyskawica with an air of pity as she becomes just that much less special. Z-39 herself is going to be power creeped with HMS Cossack (and possibly HMCS Haida) coming on the horizon which threaten to undermine her vision control dominance. This begs the question on how stable the meta is at tier VII for destroyers. Tier VII has long been red-headed step child tier for lolibotes. Like most vessels, destroyers tend to get larger as you climb in tiers and their surface detection balloons as they go. At tier VIII this gets mitigated by the Concealment System Modification 1 upgrade. With concealment being such an integral aspect of so many destroyers, their tier VII brethren suffer greatly when up-tiered. To this end, I loathe the 5th module upgrade slot for creating this artificial performance cliff. It doesn't just affect destroyers but cruisers and (to a lesser degree) battleships. So while Z-39 is a good tier VII destroyer, destroyers at tier VII are generally not good unless top-tier. This must moderate my opinion somewhat and I caution anyone new to the game that is as yet unaware of this stigma. Would I Recommend? I think the most relevant question would be if Z-39 is worth it or should a player wait for T-61, the other German premium destroyer. T-61 remains a Work in Progress -- subject to change if Wargaming so wishes while Z-39 is finalized in her current form. The two destroyers are very different beasts. As I write this, T-61 is the best destroyer at tier VI and not by a small margin. She's a torpedo destroyer primarily, but her guns aren't terrible. What makes her so memorable is her lack of overall weaknesses and the fast reload on her heavy torpedo armament. T-61 currently up-tiers better than Z-39, only feeling uncomfortable when she faces tier VIII opponents. Naturally, play style preferences may dictate one ship being preferable over the other, but in terms of relative power level, Z-39 is comparable to T-61, tier for tier. It's all a matter of personal choice. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Destroyers are a bit of an odd duck in PVE modes. Alpha strike and concealment are of paramount importance as the bots always know where you are (though they won't fire at you until you're spotted). Z-39 has the hit points to tough out attacks and her quad torpedo launchers hit hard enough to best most bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes. Z-39 is a thug. Top tier, it doesn't feel fair going up against enemy DDs. She's tough enough to be a threat to any destroyer within her matchmaking spread. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Yes. The combination of stealth, Hydroacoustic Search and deep health reserves makes Z-39 a solid contender for competitive modes. The only down sides, really, are her poor striking power. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. No. Z-39 was built in steel and served during WW2. Her career didn't see any action against enemy surface ships, however, which kinda limits her appeal. She did survive the war and ended up serving briefly with the United States and France. For Fun Factor Bottom line: Is the ship fun to play? Yes. She's a bully with all the tools you could ever want in a German destroyer. 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 This is Premium Ship Review number 99. I'm pretty sure I know what number 100 will be. It's amazing to me that I'm reaching this number at all, especially given the hurdles on getting here. I have a pretty good idea on what number 100 is going to be given the number of premiums Wargaming has dropped on my lap for testing and the small windows I have to review them. The next review should be up within the next week and a half. I would like to thank my patrons on Patreon for their continued support. Their contributions help make putting time into these reviews possible. Even the small donations make a world of difference, so thanks to everyone that tosses in even a few bucks. Thank you all for reading! Appendix A list of sites, programs and people I rely upon to create my reviews. For a list of my other reviews, please visit this thread. Destroyers and Cruisers are linked on post #2. Battleships and Aircraft Carriers are on post #3.
  12. It's nice to get the Personal Assignments packaged with certain premium ships until you realize that they actually add to the final cost of your purchase. It's a good business model, granted, and I don't blame Wargaming for it's recent implementation, but I think that once they get paid for a premium package they shouldn't try to milk the cow quite so hard. What I mean is that the XP Boost Missions generate 200% Experience per battle, which sounds good, except that the player can't actually do anything with that experience except spend doubloons to convert it into Free Experience. There are no upgrades to purchase nor tech tree ships to research, so the XP just accumulates until it's converted. And I'm not saying that isn't useful, only that it's an additional cost for something that has already been purchased with real money. My suggestion to Wargaming is that they can add much greater value to their products by changing the Boost from Ship Experience to Commander Experience. The Premium Packages almost always come with 6 or 10 point captains and it's often desirable to advance them as quickly as possible, especially for those nations which cannot use the premium ships as trainers - such as the Italians, for example, as there is no Italian line at the moment. A 200% Commander Boost would be much more useful in this instance, obviously, and while my opinion may not be shared by the majority of players, I hope Wargaming will at least take my point into consideration as they develop future products. Thank you!
  13. For example, I have the regular Graf Spee but the premium shop is attempting to entice me into also buying the HSF version. What would happen if I bought it? Would I end up with the extras but with doubloons in lieu of a second Graf Spee?
  14. For example, I have the regular Graf Spee but the premium shop is attempting to entice me into also buying the HSF version. What would happen if I bought it? Would I end up with the extras but with doubloons in lieu of a second Graf Spee?
  15. I just checked every single premium I have (which isn't everything but it's exactly thirty ships(! yikes !) ) and the Anshan has one unique feature over all my other premiums. It has an upgrade available to it. Torpedo upgrade to be exact. Now I never noticed it being there as the arrow pointing down to it and the upgrade image itself being rather low in the display, I never saw it. Yet I kept seeing folks saying the Anshan had 8.0km torps. "Not mine!" I kept thinking. So I went looking and sure enough, there was the upgrade. No cost. Just click it. This of course made me wonder - are their any other premiums which have a selectable upgrade available to them? tiafyc
  16. Hello everyone. Say if I wanted to buy a tier 8 premium ship, which ship should I purchase? I would very much appreciate the advice.
  17. USS Arizona

    Come on wargaming, bring back the Arizona
  18. The following is a review of Duca degli Abruzzi, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 27th, 2018. The markings on her bow are caution stripes: "Danger, contents under pressure and may explode if penetrated". Quick Summary: A fast but fragile light cruiser that lacks in hitting power. Cost: Undisclosed at the time of publishing. Patch & Date Written: 0.7.2 to 0.7.4. March 1st through April 27th, 2018. PROS: Extended waterline belt armour of 30mm allows her to pull off some surprising close-range bounces. Decent anti-torpedo protection for a cruiser. Her torpedoes have excellent range of 12km. Very fast with a top speed of 35 knots. Good rate of turn of over 6.3º/s. Decent stock 11.2km surface detection range. Abruzzi has access to both Hydroacoustic Search and Defensive AA Fire at the same time. Access to the Repair Party consumable (!). CONS Enormous, vulnerable citadel sitting high over the water's surface. She eats citadels from battleships for days. I actually have some live footage of Abruzzi gobbling up a bowl full of citadel hits. Seriously, just when you think she couldn't possibly pack in another citadel hit, she goes and surprises you. Small main battery for a tier VII cruiser with only ten 152mm rifles with mediocre DPM. Low AP shell penetration values. Poor fire chance on her HE shells making her incredibly dependent on a commander with at least 10 to 14 skill points to inflict reasonable amounts of damage. Her torpedoes are very slow at 51 knots and she doesn't have enough of them. Short of having access to Defensive Fire, her AA firepower and range are both terrible. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Welcome to Hell. Duca degli Abruzzi is not a ship for inexperienced commanders. Owing to her fragility and poor attack power, she's going to punish novices. Veterans who know how to use and abuse concealment, cover and WASD hax can generate some decent numbers, but these tricks will only save you until a battleship casually swats you for all of your health. While Abruzzi can perform, it's a lot of (unnecessary) work. Her components break down as follows: - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship Her guns under perform and so do her torpedoes. She's vulnerable as all get out to sudden deletion if a battleship even looks at her. Abruzzi's AA firepower is terrible, even with Defensive Fire. Her only good points are her agility and her Repair Party consumable, but the latter is shackled to a citadel that explodes if you look at it funny. She's fast and she has decent handling -- not the best at her tier, but one of the best overall. Her concealment and vision control (Refrigerator) is okay but she's nowhere near the best at it within her tier. Candy-cane striping won't save this ship. Options One of the defining characteristics of the Italian cruisers is their consumables. Other cruisers are forced to choose between Hydroacoustic Search and Defensive Fire, if they're given a choice at all. Abruzzi and d'Aosta have access to both at the same time, giving them more flexibility, but at the cost of lacking any form of specialization, such as extra range on German Hydroacoustic Search or an extra charge of American Defensive Fire. However, Abruzzi must choose between Defensive AA Fire and her Spotter Aircraft which is an uncomfortable choice. Unlike most tier VII cruisers, she has access to Repair Party. Overall, Abruzzi's options are "safe". They're convenient rather than competitive, differing from the game-winning combinations of Smoke Generator and Radar of Belfast, for example. Consumables: Abruzzi has access to four consumable slots. Abruzzi's Damage Control Party is standard. Hydroacoustic Search is also standard in her second slot. or In her third slot, you must choose between Defensive Fire and a Spotter Aircraft. Abruzzi rounds out her consumables with Repair Party. This is a tier IX cruiser version of the consumable, healing back up to 14% of her maximum health over 28 seconds. She can queue up 33% of damage to her citadel, 50% of any penetrating hits and 100% of flooding, fire, ram and over penetration damage. Camouflage: Abruzzi uses Type 10 Camouflage. This provides 50% bonus experience gains, a 10% reduction to repair costs, 3% reduced surface detection range and increases dispersion of incoming fire by 4% Upgrades: Abruzzi has four upgrade slots with standard cruiser options. There are no Special Upgrades worth considering for this ship. Take Main Armaments Modification 1 for your first slot. or or Damage Control Modification 1 for your second slot. Alternatively, Steering Gears Modification 1 is a good choice given how frequently her rudder breaks. It's almost chronic with this ship. If you have access to Hydroacoustic Search Modification 1 and no better ship to put it on, it's not out of place here. Aiming Systems Modification 1 is optimal for your third slot. Don't bother with AA Guns Modification 2 -- you can't salvage her AA power. or Steering Gears Modification 2 is arguably the best of the fourth-slot options. Alternatively, if you want to improve her mitigation of fire damage for the sake of maximizing your Repair Party consumable, you may take Damage Control Modification 2. Offense Primary Battery: Ten 152mm naval rifles in a 3-2-2-3, A-B-X-Y arrangement. Secondary Battery: Eight 100mm guns in 4x2 turrets with one facing forward and the other backward on each side. Torpedo Launchers: Six tubes in 2x3 launchers with one to each side between the funnels. Abruzzi's guns are terrible. Her AP shells have bad penetration performance. Her HE shells are anemic with low damage and low fire chance. She only has 10 guns compared to the 12 guns found on all other tier VII light cruisers. She does not have an accelerated reload / normalization / autobounce angles to facilitate doing damage despite these disparities. Her fire arcs are bad. Generally speaking for mid-tier cruisers, 152mm guns are the best gun caliber in the game currently. They sit in this wonderful spot where taking Inertial Fuse for HE Shells gives them tremendous damage output. While this skill is considered mandatory, their high explosive (HE) shells benefit so much from it that the four point cost seems a bargain. With the boosted penetration provided by this skill, they can spam HE against any targets they encounter and gradually tear them apart. Though they pay for this bonus with a slight dip in fire-setting efficiency, the trade off is largely considered worthwhile to emphasize their enormous damage-per-minute (DPM) potential. Would that Abruzzi also benefited. Abruzzi's fire angles are almost amazing, but her X-Turret ruins everything. She effectively turns Abruzzi into an 8-gun cruiser most of the time. Inertial Fuse for HE Shells (IFHE) should still be considered mandatory for Abruzzi. And yes, she does enjoy the same spike in penetration power which lets her hammer tier VIII and IX cruisers and capital ships for damage with this skill. However, she does not have the DPM of her contemporaries. Abruzzi's damage per shell is comparable and so is her rate of fire but she has less guns. Abruzzi's base fire chance per shell is also terrible and IFHE just makes it appalling. She sets less fires on average than the other tier VII cruisers which will light half again as many as Abruzzi will over time. The damage-stack from these damage-over-time effects are critical for burning down larger enemies and Abruzzi is left wanting in this regard. This might not be terrible if her AP shells were more reliable, but they're not. They suck, frankly. Unlike German cruisers which also suffer from anemic HE shells, Abruzzi does not have improved AP damage to compensate. Abruzzi's AP rounds are run of the mill, comparable in damage to Belfast's shells but with even worse penetration. Seriously. Abruzzi has the worst AP penetration of any of the 152mm light cruisers at tier VII+. They're even worse than the penetration values on Duca d'Aosta's guns at tier VI. For whatever reason, Abruzzi's AP shells have horrible shell drag and lower Krupp value than the other Italian premium cruiser. You're going to have to rely on HE shells to do the heavy lifting. Abruzzi is largely incapable of landing citadel damage against enemy cruisers at ranges at 9km and beyond. Source: proships.ru/stat/ships/ Which brings us back to how awful her HE shells are. There's nothing redeemable about these weapons at all. Bad damage. Bad rotation speed. Bad fire setting. You're going to need a 14pt commander (with Concealment Expert and IFHE) just to make her gunnery not be a painful sack of [edited]. The cardinal sin of Abruzzi's main battery armament, however, is their poor fire angles -- especially on X turret. You're already in the hole when it comes to DPM races and the wonky arc of fire on X-turret is just the king pisser. However, anytime you open fire with X-turret (or even with Y-turret), you open yourself up to taking massive amounts of damage in reprisals and this will quickly spell the end of your ship. And don't think your torpedoes can save you... While Abruzzi's guns are objectively worse than Duca d'Aosta, at least they both share the same torpedo armament. These are super long ranged (for a cruiser) and super slow (for anyone). With only a pair of triple launchers, they don't hit especially hard and short of point blank launches, it's difficult to land more than a single hit on anything. In short, her torpedoes aren't going to save her damage output. They reload reasonably fast, so drop them whenever you can safely. You never know -- you might actually hit something at long range. Summary: ThoughAbruzzi is a 10-gun cruiser, she's effectively an 8-gun cruiser because of her poor fire arc on X-turret. Given the poor performance of AP shells and bad arcs, she's functionally worse than Duca d'Aosta at tier VI most of the the time. Her torpedoes are water mines. Drop them regularly in the vague direction of the enemy and cross your fingers. You may get lucky. Evaluation: What it would have needed to be : My vote would be to give her 1/4 HE penetration. This would free her up from being shackled to IFHE which would also give her an artificial boost to her fire chance. Defense Hit Points: 32,500 Maximum Citadel Protection: 30mm + 130mm Minimum Bow, Deck & Stern Armour: 16mm Torpedo Damage Reduction: 16% Allow me to illustrate Abruzzi's single biggest issue in regards to her survivability: At least she can't be citadelled by HE shells. The entire thing is internal. That's her citadel. It runs half the length of the ship. It sits high over the water line. There's not enough armour to keep enemy AP shells out but more than enough to make sure that when they penetrate, they stay in. Abruzzi's armour scheme is designed to foil AP shells from other cruisers and, to it's credit, it doesn't do a terrible job at this. At close range, provided you can keep the ship angled, your machine spaces and magazines are proof against AP fire from just about any cruiser you may encounter. This is largely due to her extended waterline belt, which is 30mm thick and cannot be overmatched by anything a cruiser will throw at you. In order to take advantage of this, though, Abruzzi needs to close the distance so that shell trajectories remain flat and attempts to citadel her must pass through this belt protection. Of course, this all falls apart when there's a battleship somewhere on the map. And those Battleships will murder- Abruzzi so hard you'd think they were trying to manifest Slaanesh. Now let's talk about her Repair Party. Abruzzi has one! Urra! Normally this would be enough to propel a ship up the durability ranks. However, it really doesn't do that much good here. Abruzzi does not have any issues when facing destroyers and cruisers, which is largely where her Repair Party will prove functional. In this regard, she feels very tanky, able to recover from small-caliber AP and HE penetrations and shrugging of fires like they were nothing. This is what elevated her from to , btw. Abruzzi can be an annoying ship to take out if you can't citadel her. In fact, she can be downright trollish in this regard, particularly against enemy cruisers and destroyers. Fires are of little concern which eases the taxation of your Damage Control Party. This is good given Abruzzi's unfortunate habit of losing her rudder. To this end, Last Stand isn't a bad investment to keep it functional during its frequent breaks -- this will let your Damage Control Party be on hand to address blazes and floods where your Repair Party can top off any lost health. The flip side of this is that her Repair Party all but guarantees Abruzzi will be at full health when a battleship does deign to bless you with the presence of their 283mm+ AP shells. Then her consumable avails you not as your innards get sprayed over the surface of the ocean in a thunderclap of 'sucks to be you'. Abruzzi hands this medal out a lot. Evaluation: What it would have needed to be : Where to start? Without her Repair Party consumable, I rate Abruzzi as being less durable than Atlanta and Flint -- two light cruisers with almost 5,000 less hit points. Her biggest flaw is the height of her citadel. Lowering that would help tremendously. It needn't be submerged entirely, but Abruzzi is little more than an experience pinata for battleships at the moment and there's very little she can do about it. Image courtesy of gamemodels3d.com, showing the extended, 30mm waterline belt of Abruzzi. This belt can frustrate battleship and cruiser attempts to citadel you at point blank range if you angle aggressively. Good luck with that, though. Agility Top Speed: 35.0 knotsTurning Radius: 680mRudder Shift: 8.9s Maximum Turn Rate: 6.3º/s at 4/4 speed Abruzzi's best characteristic is her speed and handling. Still, she does not stand out in any one aspect of her agility. She is not the fastest ship at tier VII -- Shchors is faster and Myoko is just as quick. She does not have the smallest turning radius. That distinction lies firmly with Atlanta and Flint. Her Rudder Shift is on the slow side, but Indianapolis, Algérie and Belfast are worse. She's right in the middle of the pack when it comes to bringing her bow about, with a rate of turn that sits comfortably in the middle. Yet as an overall whole, she stands apart. She combines straight line speed of the Soviet and Japanese cruisers with the American rates of turn. This flexibility is welcome for such a fragile vessel. Opponents will tend to underestimate the lead time necessary to catch Abruzzi when she's going flat out at range. In addition, she can dodge with the best of them. I have nothing but praise for Abruzzi's handling and only wish the rest of the ship was so comfortable. Test run at 4/4 speed. Nothing unexpected here. Abruzzi's turning circle isn't abnormally large and she loses the usual 20% speed in a turn like most cruisers. Evaluation: What it would have needed to be : Be British. Fiji is remarkably agile, quick to accelerate and handles beautifully. Fiji's speed in a turn is greater than Algérie's in a straight line. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0km AA DPS per Aura: 26.4 / 46.4 / 18.2 Abruzzi's raw anti-aircraft firepower is terrible -- it's the worst of the cruisers at her tier by a large margin. If Defensive Fire wasn't so good, I would pan her AA guns as all but useless and label this ship as fodder for CVs as much as she is battleships. As it is, her anti-aircraft defense is for personal defense only and it cannot be relied upon the do anything other than bruise incoming aircraft squadrons. They will drop ordnance. Your consumable will merely scatter it. There's nothing here really worth improving. Save your skill points and upgrade slots. Evaluation: What it would have needed to be : A whole lot of buffs to range and firepower, or some stupid gimmick. Refrigerator Base Surface Detection Range: 11.16km Air Detection Range: 7.65km Minimum Surface Detection Range: 9.53km Detection Range when Firing from Smoke: 5.16km Main Battery Firing Range: 15.06km Abruzzi has decent concealment when fully specialized with a stealth build. However, she does not have the tools or ability to dominate stealth. Even at her own tier, she's bested by the British cruisers, Fiji and Belfast. She also sits behind Atlanta and Flint. This list grows longer when you look within her matchmaking spread, including more British cruisers and even some of the Japanese heavies like Atago. Combined with her speed, stealth and Hydroacoustic Search consumable, on paper she makes a decent potential destroyer and light cruiser hunter. She should also be able to dictate engagement ranges against most opponents. However, Abruzzi cannot safely engage enemies while in the line of fire of enemy battleships. She has two means of defense against fire from these large capital ships -- be behind hard cover, or be far enough away that she can avoid their shot. Engaging battleships at the extent of her normal range does not give her enough time to realistically dodge. While her torpedoes may be safely launched from stealth, they travel too slowly to have a realistic chance of delivering many hits without luck and experience. This just leaves island humping, lobbing shells over hard cover as the only appreciable way for Abruzzi to engage battleships. This is a good skill to learn as it will serve you well with higher tiered American cruisers. However, Abruzzi's fragility will make the pains of learning this lesson far more acute than it needs to be. Evaluation: What it would have needed to be : Abruzzi loses out big to three other premium ships that all have much better vision control -- Belfast, Flint and Atlanta. Belfast reigns best overall with good concealment and her broken combination of consumables that allows her to utterly dominate stealth and detection at tier VII. Behind her, Flint and Atlanta are also stealthier than Abruzzi and bring either smoke or radar respectively to the table. I would even rate Fiji better than Abruzzi, even though the British tech tree cruiser has a larger surface detection range. Smoke is invaluable and negates any range issues this ship may have had. Duca, Duca, Goose Performance in Duca degli Abruzzi is heavily dependent on having a commander with enough skill points. The two big hurdles are acquiring first 10 skill points and then your 14th skill point. One could argue your 17th is equally important too. Follow along and try out your own builds with ShipComrade's Captain Skill Calculator. Start with Priority Target. Don't skimp out on this one -- it's almost a must with this ship. If it ever ticks over to "2" and there's a battleship in the vicinity, it's time to stop firing and hide. You have a choice at tier 2. Last Stand is helpful -- Abruzzi's steering gear in particular is prone to breaking. If you feel brave enough to manage your Damage Control Party without it, then Adrenaline Rush should be your port of call as the optimal skill to pick at this tier. Next up, Superintendent is the best skill at tier 3 to get you an extra charge of Repair Party (and everything else). The order in which you spend your next eight points is irrelevant. In either case, you'll spend four and then immediately wish you could spend four more. Concealment Expert and Inertial Fuse for HE Shells are both defining skills for Abruzzi, with the former making play easier (but never forgiving) and the latter facilitating damage dealing (while never making her good at it). Drop back down to tier 3 and pick up Demolition Expert for your 17th skill point. And finally round out your selection with whichever skill you skipped at tier 2 the first time through or Expert Marksman to improve your gun traverse. Final Evaluation Mouse's Summary: It's an uphill battle to tally a decent damage total. It can be done, but man, you're going to have to work at it. Abruzzi will make you think that she's a lot tougher than she is. You might have a nice streak of games where your Repair Party lets you tank effectively. But just as likely, you may have a not-so nice streak of games where you get deleted. This ship really encourages passive play as a result. You're doing small amounts of chip damage over time, skulking at the periphery and trying to be the least appetizing target you can be. I don't like this ship. Ship Jesus help me, I really tried to enjoy my time in her. I would like to imagine that I'm a patient player. Abruzzi tested my limits. I can stomach glass cannons -- Atlanta is one of my favourite ships in the game, for example. Abruzzi has the 'glass' part down, but she's really lacking the cannon element. I have already gone on at length about her firepower deficiencies. With her X-turret being so badly positioned, Abruzzi is no better armed than Duca d'Aosta much of the time. So she's stuck with tier VI firepower (and admittedly weak tier VI firepower) through much of her engagements. This should indicate that she's meant to be a bit of a tank, but she's just a victim when facing anything other than cruisers or destroyers which makes me have a sad. Abruzzi isn't the first cruiser (or even the first premium cruiser) that gargles on battleship AP shells so expertly that dreadnoughts can't help but whip their guns out her way. Testing Abruzzi has taught me that if I see her on the enemy roster while I'm in one of my battleships that I should make her a priority target -- not because she's a threat, but that because like Pensacola and the Omaha-sisters before her, I'm likely to be rewarded with a super-easy kill. As knowledge of Abruzzi's citadel weakness become more widespread, this problem will prove chronic and I feel bad for those players who find this instant deletion frustrating. I will admit, in those situations where Abruzzi can engage cruisers and destroyers without battleship interference, she's a lot of fun to play. However, those engagements aren't commonplace. The first you'll often note about battleship attentions is losing most (if not all) of your health. Suffice to say, Abruzzi and I were not a good fit for one another. I am sure some people will enjoy her and even rack up some impressive games with her. Performance wise, I was able to do the same, but the amount of work needed wasn't to my liking. Abruzzi only really punishes you against battleships -- in most other respects, she's alright and certainly not broken. It's just the passive game play needed to make her perform isn't competitive and I don't find it very fun. A string of three good games in Abruzzi. I was alarmed. Thankfully the fourth game sets things straight as I got casually deleted by a battleship from 16km away before I could manage 14,000 damage. Good games are possible, but terrible games will happen too no matter how skilled you are. Would I Recommend? At the time of writing, Duca d'Aosta is available across all servers both in the stores and within the tech tree for 4,700 doubloons. Controversial as Duca d'Aosta is, she's a much better purchase than Abruzzi for someone looking for an Italian light cruiser. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Meh. I want to say 'no', but she will probably be alright in scenarios. Co-op will be hit or miss. She will struggle to hit the top of the team lists -- she just doesn't output damage fast enough. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No, no, no, no, no. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No, there are much better premiums you could bring for competitive game modes like Ranked Battles. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes. She is gorgeous -- there's no denying that. She was also built in steel and survived the war, so there's that going for her too. For Fun Factor: Bottom line: Is the ship fun to play? Blech. No. 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. Conclusion Two months I have been working on this review, on and off. Most of it was written by mid-March but then word came down that the test-build for Abruzzi was going to be upgraded with a Repair Party consumable. I held my breath hoping it would salvage this ship from a looming Garbage evaluation. It did -- which says a lot about the power level of a Repair Party when it's not commonly available to most other ships. It just didn't save this ship for me. This is one of those ships I'm not likely going to want to come back to. This is why it was so satisfying to animate blowing it up. Thank you all for reading. As this is being written, I am just shy of halfway through my updated Prinz Eugen review, crunching through Defense and AA graphics. I suspect she may be pushed to the back-burner to get an evaluation of Z-39 done, but we'll see. Maybe I can push through a miracle or two this weekend. I do want to push out Prinz Eugen sooner rather than later in thanks to my supporters on Patreon. Their patronage helps keep me fed and the lights on and I'm grateful to anyone that can help this way. Until next time! Someone suggested I market LWM Bobble Heads. I dunno, they kinda freak me out. Appendix
  19. So I've got a bit of a dilemma. I seriously want to get Enterprise when she comes out again (which is who knows when, but still). But, Prinz Eugen is being sold now when she hasn't in awhile, and she is the one out of the 3 specials for sale I'll be likely to get. But would it be worth it to get Prinz at this point, or should I save my $40 for the Big E? What are the pro's and con's of Eugen? Is she worth getting at all? I don't have many German Cruisers, so it wouldn't be redundant like getting another Hipper or anything.
  20. HMS Delhi

    This was an English Danae class cruiser, re-armed in the US with 5 * 5/38 , 2* 4 40mm Bofors and 12 20mm Oerlikon cannons. I believe the Torp armament was deleted. This ship could make a very fun tier 5? premium ship. Main gun ROF with British cruiser heal and Hydro would give it a fairly unique playstyle. I think that tier 5 would work with ROF set at or below 4/sec. Mini-Atlanta in effect
  21. Premium Ship Review: Asashio

    The following is a review of Asashio, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of April 15th, 2018. Abandon all hope, all ye of heavy displacement. Quick Summary: A stereotypical high-tier Japanese destroyer with specialized, 20km-range deep water torpedoes that make battleship players wet themselves with terror and unicum rage on the Forums and Reddit. Cost: Undisclosed at the time of publishing. Patch and Date Written: 0.7.3, April 9th to 15th, 2018 PROS: Powerful torpedo armament. Enormous damage potential per torpedo hit at 20,967hp per unmitigated strike. Highest flooding chance in the game at a base value of 436% per torpedo hit. Her fish are fast (67 knot), long ranged (20km) and stealthy (900m detection) Excellent gun fire angles. When rigged for concealment, she can get her surface detection down to 5.37km. Access to a Torpedo Reload Booster consumable without sacrificing her Smoke Generator (!). Easy to learn and she makes scoring big damage totals trival. CONS Smallish hit point pool of 15,100hp. Slow firing guns with a 7.1s reload time. Sluggish turret traverse at 6.9º/s (26.1s for 180º). Torpedoes can only engage battleships and aircraft carriers (!!) Laughable AA defense. Slow for a high tier destroyer with a top speed of 35.0 knots. Matchmaking significantly affects the ability to influence a match in a positive way. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Asashio is a paradox. She is, simultaneously, one of the easiest and the most difficult destroyers in the game to play. This is a destroyer where a novice can score huge damage totals. It's also a destroyer where veterans are challenged to use every trick in their arsenal to get a win. Unlike other "easy to learn, difficult to master" ships, Asashio doesn't present a high skill curve. She presents a wall. Asashio's over specialized torpedo armament is terrible -- effectively limiting your tool kit so much that you cannot effectively engage two-thirds of the enemy roster. While she easily farms damage and kills on battleships, influencing the overall outcome of a close match is near insurmountable without a hell of a lot of skill and game knowledge. Thus, there are two tiers to Asashio game play and some players simply are not skilled enough to make her work in these situations. - One of, if not the worst at its tier. This is a pronounced weakness. - Middle of the pack at its tier. Not terrible, but not terribly good either. - Has a significant advantage over her tier mates. A solid, competitive performer. - No other ship at its tier does this as well as this ship. Most of Asashio's ratings aren't up for debate. She is the at stealth at her tier, bar none. Nothing is sneakier though some do have competitive Vision Control. Her anti-aircraft firepower is so as to be laughable. While she rates in both agility and durability, she only just manages to eke out these evaluations. She's on the very low-end for both and the introduction of another agile or another tough ship would knock her down into the rating. Where the debate will reside, if anywhere, is how to categorize her offensive capabilities. No one would argue that among the tier VIII destroyers, she has the firepower against battleships. At the same time, her firepower against cruisers and destroyers is downright . I give her the evaluation as a result -- a middle-ground compromise though her in-game performance may fluctuate wildly based on target availability. Options Consumables: Asashio has four consumable slots. Her Damage Control Party is standard for a destroyer. In her second slot, she has a standard Japanese Smoke Generator. This has a 28 second emission time and each cloud lasts for 89 seconds. Asashio's Engine Boost is standard. And finally, she rounds out her consumables with a Torpedo Reload Booster. This reloads her torpedoes in 8 seconds like Kagero, Harekaze and Yugumo. Unlike many other IJN destroyers, you'll note that Asashio does not have to choose between this consumable and her Smoke Generator. Upgrades: Five slots, standard destroyer upgrades. In your first slot, take Magazine Modification 1. You're a destroyer. You explode violently often. Next up, take Propulsion Modification 1. Speed is life for a destroyer and this will help keep your engines in the game. or Aiming System Modification 1 is optimal, providing a small improvement to your dispersion and accelerating the rotation rate of your torpedo tubes. Alternatively, you can try to correct her sluggish turret traverse with Main Battery Modification 2 at the cost of her already abhorrent rate of fire. Propulsion Modification 2 is generally preferred in slot number four. This gives improved acceleration from a dead stop. Asashio will spend some time parked within her own smoke and the extra pep in her engines is welcome. This is a no-brainer for most. Concealment Modification 1 will help her reach her maximum level of concealment. Black becomes green. Blue becomes black. White turns to more-different white. Thanks, Yamamoto collection! Camouflage: Asashio comes with Type 10 Camouflage. This provides a 10% reduction to repair costs, a 50% bonus to your experience gains, a 3% reduction in surface detection and a 4% reduction in enemy accuracy. Similar to Atago, this camouflage starts off with a blue pattern, but you can change it to green if you've completed the Yamamoto Uniform collection. Firepower Main Battery: Six 127mm rifles in 3x2 turrets in an A-X-Y superfiring configuration. Torpedo Armament: Eight torpedoes in 2x4 launchers. Asashio has a singular designed purpose: to make the two principal warring factions on the World of Warships Reddit, the BBabies and the DD-Mafia, down-vote each other into oblivion. Wargaming knows that by doing this they can eliminate their two most vocal detractors, or at least keep them distracted long enough to finally get around to balancing Aircraft Carriers without interruption. TORPEDOES Asashio will slaughter your battleships without remorse and there's not much you can do to stop her. Asashio's tools of destruction are a pair of quadruple torpedo launchers mounted amidships. These have excellent fields of fire, a horribly long reload and they break often when you look at them funny. All of this is pretty standard fare for Japanese destroyers. What makes Asashio so special is that she effectively mounts the equivalent tier X, Shimakaze warheads two tiers lower. They are blisteringly fast, ridiculously long ranged and have enough striking power to end worlds. Wargaming has "balanced' this (ha!) by modifying them into a Deepwater variant -- because zero reaction time is what makes facing torpedoes fun and fair. This Deepwater thing has two components. First, it limits the number of targets that can be hit. Destroyers and Cruisers need not fear Asashio's torpedoes at all. She's utterly incapable of striking them. She is instead limited to damaging aircraft carriers and battleships. Given the logistical nightmare of encountering an aircraft carrier in the modern meta, Asashio therefor has a rather myopic fixation on nuking dreadnoughts. You can allay any fears you may have had about poor Asashio's success rate with landing hits, though. The second part of Deepwater torpedoes is their tiny surface detection. Asashio's fish are only spotted at a range of 0.9km. With the added nerf to aerial detection, her torpedoes can safely run their full track with little fear of being seen until it's too late. Short of preëmptive WASD hax, battleships do not have enough time to avoid Asashio's attacks if they wait until they're spotted which all but guarantees hits for well-aimed strikes. Even stacking anti-torpedo skills and modules does little to help. It's only those battleships with the Hydroacoustic Search consumable that have any hope of belatedly dodging Asashio's fish, and even then, Vigilance is almost a must. You have no real hope of trying to dodge Asashio's torpedoes in a battleship if you're only reacting the moment you spot them. Only those battleships with the Hydroacoustic Search consumable can afford complacency. Duke of York (tier 7), Bismarck (tier 8), Friedrich der Große (tier 9) and Großer Kurfürst (tier 10) are only ever safe while their consumable is active, however. The Two Layers of Stupid Asashio double-stacks the stupid with two scoops of insanity. Mindfuc ... er, "Vigorous Sexing of the Brain" the First: Asashio has a 20km range with her torpedoes. Alright, so Asashio has ridiculously long ranged fish. The implications of this are pretty horrifying when you stop to think a moment. With her 112s reload (which reduces down to 100.8 seconds with Torpedo Armament Expertise), Asashio is making her first cross-map launch before anyone has finished deploying. This means that in the opening minutes of a match, from the moment they are spotted, battleships must anticipate incoming torpedoes. Most battleships have scarcely moved beyond their starting location by this time and may only be taking their first speculative, long-range shots at their counterparts. There is unlikely to be any effective torpedo detection screen between them and this first salvo from Asashio, so battleships must begin evasive manoeuvres within the first two minutes of a match or risk taking torpedo hits. The travel time for Asashio's 67 knot torpedoes is less than two minutes to their maximum range. Battleships must make course adjustments with this 100 second reload timer in mind -- every minute and a half, change course and heading. The other element Asashio's ludicrous reach allows for is taking advantage of the Torpedo Acceleration skill without losing significant amounts of range. Asashio with Torpedo Acceleration now has 72 knot torpedoes at up to 16km, further reducing reaction times. This greatly increases their threat and this does very little to limit their practicality in long-range engagements. The only salve to all of this is that the gaps between torpedoes at very long ranges are huge. It is unlikely that more than a single torpedo will hit per launcher at ranges of 15km or more, even if they're perfectly aimed with a narrow spread. Asashio players that insist on trying for these Hail Mary shots will not prove very effective in the long run. But, of course, Wargaming thought of this, which leads us to... Vigorous Sexing of the Brain the Second: Asashio has access to the Torpedo Reload Booster consumable. If you thought there was any pretense of making this fair, Asashio can double-up on her torpedo drops every four to six minutes, allowing her to go Super-Saiyan and turn into a blonde-haired Shimakaze for a moment. Within 9 seconds, she can dump a full sixteen (!) torpedoes, dispensing a veritable "wall of skill" for battleships to face. At long-range, this increases the likelihood of landing multiple hits -- though usually no more than four on a single target. But that's not the real danger presented by this consumable. It's far more deadly when used to space out torpedo hits so that they land in between uses of the battleship's Damage Control Party. It's all but guaranteed that if one of Asashio's torpedo hits causes flooding that battleships will immediately patch this up. By waiting a mere 10 or so seconds to launch their second wave of torpedoes after the first, any follow-up hits are likely to stack the dreaded damage over time effect. And if you thought your anti-torpedo defenses on your Yamato-class battleship would keep you safe, I have news for you... Asashio Doesn't Care Whatever pretty little torpedo defense you think your battleship has, Asashio doesn't care. She's blessed with the highest flooding chance in the game. Even when facing targets with the best torpedo damage reduction and striking them directly on their anti-torpedo bulge, she is still likely to open them up to sea water and cause critical flooding. You know you're dealing with a monster when some of the best-protected ships in the game can't prevent flooding two-thirds of the time. This makes follow-up strikes much less of a gamble. Even a lone torpedo can doom a battleship to slowly hemorrhage up to 60% of their hit points. The inclusion of Torpeedo Reload Booster to Asashio's arsenal is that much more dangerous because of this fact. It's a damn good thing that her torpedoes don't override the damage mitigation provided by TDS as well or we'd have words. Asashio has the best flooding chance in the game currently. Even with maximized TDS, most battleships are very likely to take flooding critical hits. Even Kagero's torpedoes don't compare. Großer Kurfürst, Friedrich der Große, Lion, Iowa, Missouri, Kii, Nagato, Ashitaka, Dunkerque, Tirpitz, Bismarck, Monarch, Gneisenau, Scharnhorst, King George V, Duke of York, Mutsu, Warspite, Queen Elizabeth, North Carolina, Nelson, Bayern, Lyon, Hood, and Normandie have zero chance of preventing Asashio from flooding them. The absolute minimum torpedo defense system a battleship requires (before upgrades) to prevent flooding is a 28% reduction. Less than that and your TDS is trash. Torpedo Summary Asashio has some great torpedoes. They're so good in fact they outright negate most defenses battleships can take to mitigate them. Unless your battleship has a minimum of 28% base torpedo protection, Damage Control Modification 1 does nothing to increase your chances to mitigate flooding. Target Acquisition Modification 1 and Vigilance will not give enough warning to help avoid Asashio's torpedoes. Only Hydroacoustic Search does. Asashio's torpedoes are, by design, a hard counter to battleship play. It's too bad that's all they're good for. GUNS! To the detriment of many a team reliant upon Asashio doing more than farming damage off battleships, Asashio's guns will be a mere afterthought. Short of Akizuki, no other Japanese destroyer is as dependent upon her main battery armament for her success as Asashio. With her torpedoes so heavily specialized, proper management of her guns is absolutely critical for helping your team win. Ignoring or dismissing them will cost you many games. You cannot (and must not) ignore destroyers and cruisers in favour of making battleships poop themselves with rage. Like it or not, you're going to have to use your guns in Asashio if you want to succeed. For such a critical weapon system, they suck moose balls. Her gun armament is almost identical to that of a fully upgraded Kagero or an A-Hull Harekaze. The only difference is range where Asashio enjoys an extra 1.6km reach. While this does give her a larger surface detection bloom when she opens fire, the extra distance is quite welcome given the different targets you will have to attack with these guns. While they have excellent ballistic arcs and shell performance, they are utterly lacking in rate of fire and damage output. Their traverse rate is horribly sluggish. You cannot and will not enjoy firepower superiority over anything short of select lower-tier IJN destroyers, and then only if your guns are already facing in the right direction. Yet, you will be repeatedly asked (and expected) to take on the likes of Bensons, Fletchers and Khabarovsks in Asashio if you want to win. The nightmare scenario for Asashio is to find herself in end-game of a close match facing a hale and healthy cruiser or destroyer. To this end, aggressive plays with her guns are often a necessity early on in engagements where friendly ships can help secure a kill or drive off enemies. However, these attacks are not without their risks and attempting them at the wrong time against the wrong target will simply make you look foolish. Make use of smoke and every cheap tactic you can imagine. Join fights late to preserve your own hit points and take pride in whatever licks of damage you can get in. You don't want to have to do this on your own late in a game. Asashio's guns are utterly ill-suited for the heavy lifting that's asked of them, but they're all you've got so make the most of it. Asashio isn't outgunning any of her contemporaries without help. So this is the part where I'm supposed to tell you that disparity of the two weapon systems creates some semblance of fairness. I'm not gonna. The asymmetry of the power level between Asashio's guns and torpedoes does make an interesting case study on the subject. My own opinion is that Asashio is decidedly lopsided -- downright comically so. This is a ship whose success can largely be attributed to team Matchmaking. If there's a lot of battleships on the enemy team and not many destroyers, you'll have a great game and likely come out as MVP if you time and aim your fish correctly. When it's not, most players will fail their teams utterly and it's really not their fault. In this regard, Asashio is best compared to HMS Conqueror, the tier X Royal Navy battleship. Armed with twelve 419mm guns spamming nothing but HE shells, Conqueror often tops the team lists and gives the illusion of being an absolute rock-star. No enemy battleship can stand against Mega-Zao (thank you, Flamu, for that wonderful name). Similarly, no battleship stands any kind of chance against Asashio. Facing either of these monsters is not fun. However, they won't win as many games as their ridiculous damage totals indicate they should. Short of an early Devastating Strike or gutting several battleships at once, Asashio's influence is surprisingly limited. I cannot stress this enough, and it will be difficult for some players to reconcile -- Asashio's armaments are as controversial and heavy-handed as Royal Navy battleship HE. They will seem to contribute far more to team success than they actually do. For some players that are just looking to get some big damage numbers, Asashio will be a dream boat. For those where winning is more important, Asashio is a liability if Matchmaker is unkind. The more I played Asashio, the more I began to appreciate and value gun-kills over torpedo kills. I loved the challenge of contesting and battling over cap circles. My torpedoes farmed some easy damage, credits, experience and complete missions (often with trivial levels of difficulty), but the real battle was taking on and besting enemy destroyers and cruisers with her artillery. For high-end play in this ship, it's all about how and when to use her guns rather than maximizing her torpedoes which I find delightfully ironic. This isn't easy and this isn't for everyone. If you prefer, you can just mindlessly dump fish into battleships at the cost of objectives and winning. It's what everyone is expecting you to do. Summary Asashio's torpedoes are brainless easy-mode. Asashio's torpedoes will not win you games. You're going to have to use your guns if you want to win. Often a lot. And it's not always going to work out for you. Evaluation: What it would have needed to be : I was really on the fence with this one. I almost bumped her up from a rating, so it's not going to take much to upgrade. Faster firing guns alone would probably do it. If her torpedoes became even more versatile she'd be so broken it's not even funny. Defense Hit Points: 15,100hp Maximum Protection: 20mm gun turrets. Minimum Extremities & Deck Armour:19mm Red bars are not to numerical scale (just to feels scale). For those without feels: You're an inhuman monster. Evaluating destroyer durability is pretty straight-forward. At tier VIII, there's only one destroyer with a gimmick and that's USS Kidd with her Repair Party. All of the other destroyers conform to the norms found at tier VIII, with 19mm worth of armour covering the hull and deck and 13mm superstructures. Thus comparing them is simply a matter of looking at hit point totals and lining them up from best to worst. Kidd wins out with the third highest overall hit point pool and her mutant healing powers. Asashio doesn't come out well in this line up, truth be told. She's not as as Harekaze and she even beats out Loyang, but it would be a mistake to think that she's in a good place. She's just not strong enough to trade with enemy destroyers at her tier. All of those problems with her guns compound because she's just not tough. In order to have any chance of staying alive, it's imperative that you invest in Survivability Expert to give Asashio an additional 2,800hp. While you're likely to meet opponents who have the same skill, in those encounters where you bump into someone without, this can make all the difference. Evaluation: What it would have needed to be : Kidd's Repair Party or 5,000 more hit points. Asashio is nowhere close to being in this category. Agility Top Speed: 35.0 knots Turning Radius: 640m Rudder Shift Time: 3.6s Maximum Rate of Turn: 7.0º/s How to have not-terrible agility at tier VIII: Stand next to ducky. Bonus points if it's a static bot. This works well for tier VII battleships too, though they must stand next to Colorado. All jokes about Akizuki aside, Asashio's agility is not in a good place. Her 35 knot top speed is slow for a destroyer. Once outliers are removed, 35 knots is among the slowest top speed you'll find within her Matchmaking spread. She's not alone at this value, rubbing shoulders with the likes of Fubuki and Shinonome at tier VI, Mahan at tier VII, Kagero at tier VIII and Black at tier IX. Combined with her large(ish) turning radius of 640m and Asashio doesn't come about particularly quickly. She's no slug, but she's definitely no American DD. This package of traits is nothing new. Most IJN destroyers share the same combination of lackluster traits which makes them vulnerable to being run down by enemy gunships and it complicates avoiding aircraft. This is definitely one of Asashio's weaknesses, but it's not an exaggerated or crippling weakness to be sure. Evaluation: What it would have needed to be : Asashio is only because Akizuki is also a tier VIII destroyer. She's right on the cusp of being . To get her out of the doldrums, she would really need something special here, like an extra five knots of speed at the very least and more perks besides. Anti-Aircraft Defense AA Battery Calibers: 25mm AA Umbrella Ranges: 3.1km AA DPS per Aura: 10 Please note the sarcasm. Evaluation: What it would have needed to be : Not allowed. This is the fulcrum upon which all Asashio balance is based. Honest and for true. I mean it for realsies, guys. Refrigerator Surface Detection Range: 6.84 km Air Detection Range: 3.78 km Minimum Surface Detection Range: 5.37km Concealment when Firing in Smoke: 2.55km Asashio is not only the stealthiest destroyer at her tier, she's the stealthiest destroyer within her Matchmaking spread. While she is matched by Kagero and Harekaze for surface detection, Asashio squeaks out a smaller aerial detection on top of this. Now this is really splitting hairs, given that it's a paltry 60m, but still. For a destroyer that boasts upwards of a 14.63km stealth-launching window for her torpedoes, her surface detection range looks like complete overkill, but it's not. It's one of the few tools that gives Asashio any pretense of supporting her team, should her player be so inclined. Like IJN destroyers, Asashio has the stealth advantage and can usually spot enemy destroyers before being spotted in return. The safety window for doing this is tiny in some cases and always full of risk. Short of tripping over some of the biggest thunder-chunkers masquerading as fellow lolibotes (Khabarovsk, I am looking at you), there's often not time enough to turn away before being seen in return. Given Asashio's weakness to winning one versus one engagements, it's imperative to capitalize on these early encounters when there are still friendly guns around to provide backup. Don't be shy of sacrificing a few hit points to help ensure that an enemy lolibote gets wrecked. Don't be so quick to reach for your Smoke Generator either -- try to force the enemy to smoke up first and keep providing eyes for your team. As wonderful as Asashio's dominance of stealth is, she doesn't have everything her own way. She cannot scrape off enemy aircraft to save her life which can easily keep her perma-spotted. In addition lots (and lots) of radar / sonar equipped ships would love to trip over a vulnerable Asashio. Once they get on your butt, you're in for a rough time. Evaluation: What would have to happen to DOWNGRADE to : This is much closer than it looks, with Loyang being an easy contender for the best at her tier and Harekaze & Kagero sharing functionally the same concealment. While Asashio dominates in stealth, Loyang combines reasonable concealment with her totally-not-overtuned-in-the-slightest Hydroacoustic Search with its extended range. How to Help Control the Battleship Overpopulation Asashio makes a great trainer for higher tiered IJN destroyer commanders, though she may not be ideal for lower tiered ones. The following is the ideal build for Asashio. Feel free to follow along using ShipComrade's Captain Skill Calculator to try out various test builds. Start with Priority Target. This skill has lesser value in IJN destroyers (if you're seen, it's pretty safe to assume everyone is shooting at you), so I would value Preventative Maintenance with equal weight here. You're still a destroyer, so Last Stand has the highest value at tier 2. Next up, take Torpedo Armament Expertise. This will drop your reload time from 112 seconds to 100.8 seconds. For your 10th skill point, Concealment Expert shouldn't surprise anyone. And finally, double back to tier 3 and take Survivability Expert to boost up your hit points from 15,100 to 17,900. After this, it becomes a question of choosing between some high value skills between your six remaining skill points. At tier 2, Torpedo Acceleration is of the highest value, with Adrenaline Rush and Expert Marksman following in order. At tier 3, Basic Fire Training is of higher value than Superintendent. At tier 4, Radio Location is invaluable for influencing vision control. Between these six skills, distribute your six remaining points as you choose. During play testing, I used a 15 point commander that took Torpedo Acceleration. Development Version 1.0 She began life in late December of 2017. Her first iteration was little more than a Kagero-clone in terms of game play. The reactions to her announcement were... well, they were to be expected. Version 2.0 Fast forward to early February and we received a new version of Asashio. She acquired her now infamous Deepwater Torpedoes and her Torpedo Reload Booster no longer competed with her Smoke Generator. I had a lot of fun playing this version of Asashio. I admit, I gave her a big ol' thumbs-up during my first few times out in her and she kept right on delighting me. The honeymoon I was having with her was short-lived, however. A week later and I began having concerns that she was a little overtuned as it was far too easy to damage battleships, though I admit this view was narrowly focused. Not all the other testers were enjoying the same level of success. Version 3.0 Two weeks after version 2.0, we received the third and what would prove to be the final version of Asashio. She received a slight increase in the surface detection of her torpedoes. This change would not significantly affect her performance. This brought her gun handling and rate of fire to the same level as Kagero. This opened up the possibility of engaging lower tiered IJN destroyers in uneven gun fights. It was clear that Wargaming wanted a battleship hunting monster and that was the ship Asashio was to become. My views would mellow out over time, however... Final Evaluation Mouse's Summary: Asashio won't break the game. When you look at her analytically, she's not a very competitive destroyer all told. The current battleship-heavy meta empowers her. She's only as good as the persistence of that environment. Asashio, by her very design, will polarize opinions. She is very good at being simultaneously a battleship assassin and a punching bag for cruisers and gunship destroyers. This is a ship built upon the principle of no counter-play, exaggerating the old paper-rock-scissors design of 2015. Dreadnoughts that are alone and/or exposed or those that are sailing predictably at long-range are going to get punished and punished hard. One on one, they also stand no chance. Similarly, there is very little Asashio can do to an enemy gunship destroyer or cruiser that wants her booty when she's caught without support. She is, in all aspects, a comical exaggeration of the IJN destroyer stereotype, for good and for ill. I do not see her being much different from a less versatile version of an old-timey Shiratsuyu or a similarly myopic Kamikaze-sisters that's all about the battleship damages. Really, boiled down to the sum of her parts, Asashio is a trashbote that is poorly equipped to play objectives, but at least she'll wreck something. This makes evaluating her fun. Let's use the Angry Youtuber scale for this. I know, I know, I'm getting this review format slightly out-of-order, but indulge me: 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 On the one hand, you've got the obvious Battleship perspective: To Battleship Players: Asashio is the end of all things. Game balance and fun as we know it is doomed. Uninstall now. The good times are over. Despite Asashio's predation techniques already being present in the Pan Asian destroyer line, this time it's super-cereal because it's now in the hands of an IJN destroyer that couldn't fight their way out of a wet shoe-box. At the other extreme, we have the perspective of someone who abhors the current BB-heavy meta: The Return to Eden. This is the destroyer those BBabies deserve. Now you can punish those BBabies for having the nerve, nay the audacity to dare enjoying that ship type and game play. They're about to Get Balanced™ in the most extreme way possible. It's doubly delicious that it's coming from an IJN destroyer, whose tech-tree line has suffered the ignominy of being nerfed over and over and over again while battleships have only ever received buffs! Don't fact check that last part! For anyone else, she's just another IJN destroyer but with gimped torpedoes. Asashio is about as terrifying as a cute little bunny. Most ships in the game can counter her easily with a simple count of three (counting to five is right out). Still, you've got to give her mad props for flying about and decapitating BBabies. Asashio is not well designed. In the hands of the masses, I predict she will hoover up some ridiculous damage totals but her win rate is going to suck. She should mirror Shimakaze in many respects. Most players will enjoy her -- she'll do some nice damage but short of being in the hands of a unicum, her influence on the overall outcome will be dictated by what Matchmaker hands to her. It's a fallacy to think that she will greatly influence the meta. Battleships are already loathe to push if they even smell a destroyer ahead of them. Few take the time to differentiate the threat between ship classes, treating all destroyers as if they had the ability to catastrophically end them suddenly. Similarly, assuming that Asashio will unnecessarily punish any battleship that does have the audacity to push is also fallacy. ALL destroyers (and all cruisers and other battleships) will always focus on the closest battleship. It's already chronic on how many players will focus on the ease of stacking damage against battleships over more critical (and perhaps closer) targets. Asashio does not change this. What Asashio does do is exaggerate these bad habits. I grant you: she's not well designed. But at least she does this because she has to rather than by the fault of the player. Would I Recommend? Asashio absolutely trivializes a lot of requirements for missions and campaigns. She's also going to be a great ship for people that are trying to unlock achievement badges for destroyers and Japanese ships. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No, I wouldn't. The mirrored team building in Co-Op means it's possible for you to end up in matches with only a single target for your torpedoes. This makes it hard for her to earn XP and Credits. Similarly, if there was ever a Scenario which didn't have a plethora of enemy battleships to target, Asashio would suck hard and not in the sexy way. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Very yes on toast. This is where she belongs and she'll reward you well. Devastating Strike, Witherer, High Caliber and LIquidator medals will come easy. You may struggle to achieve Confederate medals however, unless Matchmaker REALLY likes you. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Please don't bring this on my team in Ranked. I'll forgive you if somehow the meta is something other than destroyers this season. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Yes, Asashio is a storied vessel with not only an extensive service record, but a sad and honourable end. For Fun Factor: Bottom line: Is the ship fun to play? I enjoy this ship a lot, though I do so with some mild pangs of guilt. They're only mild, though, so I wouldn't call the affliction serious enough to stem any recommendation. In Closing I had a lot of fun putting this one together. I've hoped you enjoyed reading it. This is one ship where I would love to look over Wargaming's shoulder an analyze the meta-data as it comes in after it gets a general release. There have been all sorts of predictions on how she will perform and what influence she will have on the game. Being able to see which side of the debate is vindicated by official stats would be interesting. My thanks go out to my Patrons on Patreon. Dozens of hours of work were put into the review you just read including time spent play testing, writing and doing graphics. Working around my schedule to get these out on time is difficult and the financial support provided by my patrons facilitates this. Every dollar helps. So thank you all -- not just those who donate, but those who read and enjoy these reviews. It means a lot to me. Appendix A list of sites, programs and people I rely upon to create my reviews. For the complete list of my other reviews, please go here:
  22. Ranked Trio Question

    If you purchase the Ranked Trio, and you already have the ships, does anyone know how much doubloons you receive? This would allow you to get doubloons, 3 - 10 pt captains, and a bunch of missions for these ships if I understand correctly. Thanks!
  23. Synopsis: Most people have a limited number of high point captains and maximizing their uptime (availability) is key. So the idea is basically captains act like ships in operations minus the cooldown part. In Operations you can pay like 75K silver to use a ship on cooldown. In this scenario, you die early in a match, your high point captain is locked in to that battle for maybe 15+ more minutes. You pay like 50K silver and get that captain back to use on a different ship (national restrictions still apply, etc). This also slightly increases the value of premium ships since they would be the ones you could jump directly back in to the quickest (i.e. don't require retraining).
  24. USS Arizona

    hello everyone. can i get a review on the USS Arizona, I am interested in getting next time it comes in the shop. is it worth the money? and when is the estimated time for its next release
  25. Krazy Katori

    This is going to sound stupid, but my favorite ship is the Katori. That's not why this is a stupid statement, although some people might think so; it makes no sense because I only have 10 random games in the thing, but every single time I've played it, I've had fun. I only have a 50% win rate, to get the numbers out of the way, and I've sunk 9 ships and survived half my battles. I have no idea what my WTR in the Katori might be and with only 10 battles, who cares? I love it for it's looks, first of all. I got it back when they were giving them away for free, whenever the heck that was - two years ago? Not so long, probably. It looks like a fleet tug boat to me.Or an old T-AGOS ship, which I spent some time on. USNS Assertive in particular, if anyone out there be in the knowing of such things. So Katori brings back relatively fond memories just looking at that ugly hull, which is beautiful to me. I also got the free premium camo that looks like a turtle and I like it in the greenish shade just fine, but I'm rockin' blue at the moment. Thank you, Yamamoto! What else do I love about it? Not the top speed of 19kts (with speed flag!) that's for sure, or the 9.whatever rudder shift. It's a tugboat, like I said. No, I love those sweet shooting guns that seem to start fires every other salvo. I think they have a sigma right up there with Yamato, but I might be wrong. Dispersion is awesome and the 9% fire chance I have with flags (no DE, unfortunately) feels more like 19%, I swear. My Kutuzov doesn't start as many fires as this thing does. The torps are pretty bland, I must admit, but she has them and once I even managed to effectively use them against a sadly overconfident St. Louis driver. It is tier three, after all. It also comes with a float plane! How cool is that? A tugboat with it's very own fighter. Those things come in handy, for anyone who doesn't know. The armor's nothing to brag about, the concealment is less than 10km with concealment expert, but if there's a red ship in range, I'm shooting anyway. I'm using it to train my 12pt Amagi captain right now, so nothing special there. Anyhow, I just wanted to express my admiration for the Katori and thank wargaming for putting out a premium that is very fun and pretty well balanced, in my opinion. Do I wish the guns would reload just a bit faster? Sure, but with that accuracy...Leave 'em alone, Wargaming! They're perfect. If anyone else appreciates this boat the way I do, go ahead and tell the world, but I suspect we're a rather small club in the greater scheme of things. Here's my last game, just for kicks. Random matchmaking - Three ships per side. I was a little nervous looking at the starting line-ups, but we had a good DD and a not very good BB, so it all evened out in the end. Had it been the other way around, I don't think we would have done so well. Have a great day, Sports Fans!
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