Jump to content

Search the Community

Showing results for tags 'review'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Player Gatherings and Events
    • Community Volunteer Programs
  • Feedback and Support
    • Game Support and Bug Reporting
    • Player Feature and Gameplay Suggestions
    • Game Guides and Tutorials
  • General WoWs Discussion
    • General Game Discussion
    • Game Guides and Tutorials
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Master Archive
    • The Pigeon's Nest
    • Closed Beta Test Archive
    • Alpha Test Archive
    • For Development and Publisher Only
    • QA AUTO
    • Contests and Community Events
    • Super Test
    • Newcomer's Forum
    • Contest Entries
    • Questions and Answers
    • Contest Entries
    • New Captains
    • Guías y Estrategias
    • Task Force 58
    • Livestream Ideas and Feedback
    • Árboles Tecnológicos
    • Fan Art and Community Creations
    • Community Created Events and Contests
    • Community Staging Ground
    • Forum Reorg 2.0 Archive
    • Noticias y Anuncios

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Twitter


Website URL


Instagram


YouTube


Twitch


Skype


Location


Interests

Found 33 results

  1. The original and best. Quick Summary: A Bismarck-class battleship that trades away Hydroacoustic Search and AA-power for deck mounted torpedoes. Cost: 12,500 doubloons Patch & Date Written: 0.6.4 to 0.6.12, April 19th, 2017 to October 27th, 2017 Closest in-Game Contemporary Bismarck, Tier 8 German Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique The differences between Bismarck and Tirpitz are distinct. While they share the same main and secondary gun battery performance, Tirpitz has access to two quad-torpedo launchers while Bismarck has Hydroacoustic Search. Bismarck has a tremendous advantage in AA power over her sister ship, while also enjoying marginal improvements in armour protection, speed, agility and aerial concealment. Finally, the position of two of their 105mm dual purpose secondaries differs slightly, with Tirpitz having better firing arcs. PROs: Excellent armour protection and nigh invulnerable to citadel hits from AP shells. Main battery has a fast, 26s reload and good gun handling characteristics with a traverse rate of 5º per second. High penetration HE shells, capable of besting 95mm of armour with a 34% fire chance per shell. Heavy secondary gun battery complement with excellent 7.5km base range and improved, 37mm penetration on her 150mm guns. Powerful torpedo armament, especially for a battleship. Fast at 30.5 knots. Awesome selection of premium camouflages for long-time veterans. CONs: Poor anti-torpedo defense. Inaccurate main battery guns with low DPM, poor HE shell damage and poor fire angles. 105mm secondaries cannot damage the hulls of tier VIII+ destroyers. Short 6km range on her torpedoes. Torpedo tubes are vulnerable and get disabled often. Weak AA power for a tier 8 Battleship and easily one-shot by AP Bomb armed carriers. Very large turning circle of 850m. Lacks Hydroacoustic Search found on high tier German Battleships It's been a long time since I last looked at Tirpitz. Heck, I've been working on this review for six months now. When patch 0.6.4 dropped and Tirpitz received a buff to its secondary gun range, I thought the timing was perfect to sit down and look at her again, especially as she seemed to be encroaching upon Bismarck's supremacy. Well, things got busy and the meta surrounding German Battleships took a huge shift. Enterprise's AP bombs were one such jolt. The Royal Navy Battleships shook things up again and it forced me to review what I had so far evaluated and elect to wait to see if things shifted further. Things appear stable now. The Hallowe'en 2017 event has introduced another (so awesome looking) camouflage pattern to Tirpitz, so I thought it best to get this one off my list while the getting was good. So here we go -- six months late but hopefully not a dollar short. My big concern is that the buffs from 0.6.4 have largely made Bismarck obsolete. Bismarck can boast a few advantages that she trades in exchange for Tirpitz's torpedoes -- the question is "did Wargaming go too far when they improved Tirpitz's secondaries?" Well, let's take a look. Lert will join me with his final thoughts on this venerable premium. The three camouflage patterns for Tirpitz. These have become available for players who have owned her for a long time and has greatly increased her value. The Tarnanstrich camouflage greatly increases the amount of free-experience Tirpitz can earn while Magnu-S provides a small (about 4,000) credit boost. Note that the Magnu-S Hallowe'en camouflage can only be seen if a player enables the filters in port. Options Tirpitz shows her age when it comes to her options. First, she does not have access to Hydroacoustic Search as other tier 8+ German Battleships do. Second, she has access to three different premium camouflages. Initially, she comes with the standard Type 10 camouflage. The second camouflage came grace of the Hunt the Graf Spee campaign over Christmas 2016 and into New Year's 2017. It has not been made available since. The third camouflage pattern became available Hallowe'en of 2017 and it's likely that this too will become a rare accessory. It remains to be seen if Wargaming will offer these options again in future events. Her consumables are standard, with her Damage Control Party having a 15s active period and a 120s/80s reset timer. Consumables: Damage Control Party Repair Party Spotter Aircraft or Float Plane Fighter Module Upgrades: Five slots, standard battleship options Premium Camouflage: There have been three Tirpitz camouflage types. When purchased, you receive the Tier 6+ Standard (Type 10). This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Veterans with Tirpitz may have access to Tarnanstrich - Tirpitz. This is the equivalent of the Type 11 camouflage found on Anshan. It provides 100% bonus free experience in addition to the Type 10 camouflage buffs. For Hallowe'en of 2017, the camouflage Magnu-S - Tirpitz became available. This provides the same bonuses as the Type 10 above but includes a 10% reduction to repair costs. (A special thanks to SoliDeoGloria for their help with this). These bonuses are identical to the premium camouflage you can purchase for Bismarck for 4,000 doubloons. Remember to equip as many premium consumables as you can readily afford. In order of priority these should be Damage Control Party, then Repair Party and finally her Spotter Aircraft or Float Plane Fighter. Of the two options provided, the Spotter Aircraft is (generally) more useful. This not only provides additional range (which is of limited use), but it also allows you to better triangulate the necessary range needed to bulls-eye ships hiding in smoke screens by homing in on the origin of their tracers. Her Float Plane Fighter isn't an awful choice, however, and with the right skill build, can be very useful in spotting approaching torpedoes and even detecting enemy destroyers. For upgrades, take the following: In your first slot, Main Armaments Modification 1 is essential. Your torpedo tubes will get knocked out often and your guns are going to take a lot of abuse too. In your second slot, you have a choice. Aiming Systems Modification 1 is optimal. This increases the performance of your main battery, but it comes at a cost -- the maximum range and accuracy of your secondary gun systems. If you want to use a full secondary build, take Secondary Guns Modification 2. In your third slot, take Damage Control System Modification 1. In your fourth slot, you have a choice. Damage Control System Modification 2 is optimal. Fire damage is more prevalent than ever. This module will save you 1,871hp per fire that's allowed to burn itself out (2.7% of your HP). Alternatively, you can take Steering Gears Modification 2 to assist with agility, but on its own, it will not improve manoeuvrability much without help. And finally, in your final slot, take Concealment Modification 1. Versus Bismarck There are a few difference between the two sister ships. Bismarck gets access to the Hydroacoustic Search consumable. Veterans of Bismarck may also have access to up to four different permanent camouflage patterns, though their bonuses are all identical to the permanent camouflage Bismarck can purchase. Firepower Primary Battery: Eight 380m rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 105mm rifles in 8x2 turrets, twelve 150mm rifles in 6x2 turrets. Torpedoes: Eight tubes in 2x4 launchers, one off each side behind the funnel. Torpedoes Tirpitz's torpedoes help make her the Best Brawling Battleship in World of Warships. This is a title she's held since her introduction in September of 2015 and she hasn't surrendered it to any contenders since. Tirpitz was the first battleship in World of Warships to be given a torpedo armament and it caused a lot of fuss back in the day. Since then, Mutsu, Kii and the Scharnhorst sisters have joined her, but this hasn't diminished her prestige. Tirpitz's torpedo armament is the heaviest among battleships. However, when the stats of her torpedoes are examined on paper, they seem hardly inspiring. With a range of a mere 6km and a hitting power that seems more akin to weapons found on tier V or VI vessels, they can appear deceptively lackluster. Tirpitz's torpedoes are a brawling weapon and in this regard, they can be viewed as the equivalent of dealing a citadel penetration with her main battery per individual torpedo strike. Being able to deliver up to four of these against any target (regardless of angle) is an enormous strength and makes Tirpitz an exceedingly dangerous opponent in close quarters. Even single hits can be near catastrophic with the threat of flooding stacking upon the fires lit by her secondaries. Their lack of range is their biggest weakness. It's so short that it's a rare game that a well played Tirpitz gets to use them at all. And I do stress this "well played" part. Pushing to brawling ranges too early will only isolate Tirpitz from her support and invites to get her focused down by enemy vessels. Many a novice Tirpitz player has brazenly charged ahead to try and make use of this trump card, only to frustrate themselves with getting sent back to port for their folly. There's a reason this ship has earned the moniker "Derpitz" -- this mistake is commonplace. Don't be one of those chowderheads that helps propagate this stereotype. Another flaw of Tirpitz's torpedo launchers is their fragility. They get damaged often -- disabled both temporarily and permanently. This stems from three inherent problems with her torpedo launchers. Their hit point total. Their lack of armour protection. The amount of fire Tirpitz takes. Tirpitz's torpedo launchers have a standard 1,200 hit points -- a value common to all torpedo launchers, as is their 25% chance of being temporarily disabled per damaging hit received. They are effectively unarmoured, making them exceedingly vulnerable to high explosive shells. Taking Main Armaments Modification 1 increases their hit points to 1,800 and reduces the chance of being critically damaged down to 20% per hit, which is better, but not great. It's only by stacking the captain skill, Preventative Maintenance, that you can get their critical hit chance down to a more manageable 14% per hit taken, but this won't save them from total destruction.The volume of fire Tirpitz takes in a typical match all but guarantees your torpedoes will be temporarily disabled at least once. It's heartbreaking to lose one of these mounts permanently. There are few things worse than finally securing a chance to use them in close quarters only to find them missing. The prevalence of Royal Navy battleship high explosive fire has only increased the likelihood of Tirpitz losing her torpedoes. If you find yourself coming under fire from a British battleship, you're very likely to have your torpedoes permanently stripped after receiving a volley or three. Provided Tirpitz can survive getting into a close quarters engagement (and with her torpedo armament intact), her torpedoes give her an excellent chance of clinching the win in any brawl, even against tier X battleships. Tirpitz's main battery penetration values courtesy of World of Warships Armada. Secondaries One of the most significant changes that came to Tirpitz has been the improvement of her secondary gun battery. Tirpitz now boasts one of the most fearsome secondary gun complements in the game, with phenomenal reach and volume of fire. No other ships in the game currently put out the same wall of fire as German Battleships can. The buff Tirpitz received increased her secondary gun battery range from 4.5km when she was initially released up to Bismarck's own 7.5km reach. Fully specialized, Tirpitz's guns may reach out to a range of 11.3km between modules, skills and consumables. This is insane. Like, seriously -- I get that Wargaming was trying to be consistent, but holy meatballs on a six inch sub, did she really need this buff!? The disruption effect of these secondaries is considerable -- it's like an aura of doom that gradually sucks the life out of enemy ships that stray too close to the German behemoth. Tirpitz is veritably surrounded by a dark cloud of death and destruction. The closer enemies get, the more deadly the storm of shell and fire, leaving opponent choking for air and desperate to get away. The better of the two guns are her twelve 150mm guns are mounted between six turrets. Four enjoy favourable forward firing angles. These guns have a slower rate of fire of eight rounds per minute stock (this can be increased to 9.36rpm between Basic Fire Training and the Mike Yankee Soxisix signal and bumped up further with Adrenaline Rush). However, they have a decent base fire chance of 8% per shell. More impressively, they have improved penetration values of 37mm (as opposed to 25mm as would be expected), allowing them to damage the extremities of any warship they should encounter. This makes it easy for Tirpitz to stack damage even against other high tier battleships at medium to close range encounters. Her sixteen 105mm guns form the backbone of her secondary armament and they have more mixed performance. They have an excellent rate of fire, being able to spit out a fearsome 17.91rpm per gun (increasing up to 20.95rpm with the skills and consumable mentioned before). Their fire chance is only modest at 5% but when coupled with their rate of fire, the chance to set blazes is better (pound for pound) than Tirpitz's 150mm guns provided you can land the hits. However, unlike the 150mm guns, Tirpitz's 105mm guns do not enjoy increased penetration values. This leaves them with a paltry 18mm of penetration which is utterly insufficient to damage the hulls of tier VIII+ destroyers. Short of landing shells upon a target vessel's superstructure in high tier matches, her 105mm secondaries are not going to be stacking direct damage. The solution may seem to be to reach for the skill Inertial Fuse for HE Shells to correct this, but this damages the fire chance of all of Tirpitz's weapon systems. Still, this would provide Tirpitz with the ability to ravage all destroyers and British cruisers within her matchmaking spread. One of the drawbacks of German HE shells, to which her secondaries are not immune, is their low damage per hit. Tirpitz will do no more than 561 damage per 150mm hit and a mere 396 damage at best per 105mm hit (compare this to the 726 damage from Warspite's 152mm HE and the 495 damage from her 102mm HE). It takes a long time for Tirpitz to stack damage with her secondaries. This damage will add up, but don't expect it to win matches by themselves. Like Tirpitz's torpedoes, rushing blindly forward to make use of these weapons will only get you killed. Support your team. Don't let yourself become isolated just because you want to subject your opponents to your poo-gas stink cloud of shelly-flamey doom. Overall, Tirpitz's secondaries are a powerful tool. They can provide an alarming level of supporting fire that can surprise and intimidate your opponents. However, they are not a wunderwaffe -- they will not win matches by themselves. It takes a significant investment to make them truly formidable, often at the cost of survival skills. Used correctly, her secondaries can help tip the balance in engagements and even in matches, but they are a support-weapon, not a primary weapon. Main Battery So, Tirpitz has great secondaries and powerful torpedoes -- but what about her main battery guns? I'm very tempted to say, 'What ABOUT her guns?' and leave it at that (what are you, greedy?), but they are worth examining. Tirpitz shares the same guns as Gneisenau and Bismarck. These are high velocity 380mm rifles that compete well with comparable 15" AP rifles found on any of the Royal Navy battleships. They have high shell velocity, and decent penetration power. They aren't without their problems, however. It may sound funny to say after reviewing her heavy torpedo and secondary batteries, but Tirpitz is under-armed. Let's start with her penetration power. While Tirpitz does enjoy better penetration than Monarch, all this means is that she doesn't have the worst penetration at tier VIII. The performance of her AP shells is best considered "sufficient" and no more than that. She sits well behind Kii and Amagi and even further behind Alabama, Massachussetts and North Carolina. Her HE shells do have better penetration than normal, sharing Monarch's ability to best 95mm of armour. However, unlike the British, German HE damage is anemic. In fact, the damage off both her AP shells and HE shells isn't great for her tier. They have decent fire chances, but you'd be a fool to reach for HE in this ship with any regularity. Accuracy wise, the news isn't good. Tirpitz has the least accurate guns at her tier. They're hit with a one-two punch of German battleship dispersion levels (which are the worst in the game) and 1.8 sigma. This is further compounded by the wide spacing of her guns not only on the ship (Tirpitz is enormous) but within the turrets themselves. The last piece of the puzzle is that players so often make things worse by not installing Aiming Systems Modification 1 in order to instead boost their aforementioned secondaries. Expect some serious misbehaving where gunnery is concerned. Her biggest weakness, however, is that Tirpitz has only eight 380mm guns. Though she boasts a faster reload time, this really hurts her outgoing damage potential. This is compounded when she's forced to angle against long range fire. Her guns all suffer from a 290º fire angle which isn't terrible, but it's not great either (we'd want 300º fire angles for 'great'). While Tirpitz is largely immune to citadel hits, she's not immune to taking massive 20,000 spikes of damage when an enemy battleship catches too much of her side. This disparity in guns really hurts in bow-tanking situations. The British and American battleships can trade fire back with six guns, you're often only left with four. So Tirpitz's main battery is meh. Sure, it handles great. Sure, she's got a good rate of fire and decent range. Her AP shells are good enough, but she doesn't put enough shells downrange to compete with the other big ships at her tier (other than her sister). It's a good thing she's got her secondaries and torpedoes. But, don't let all of this negativity lull you cruiser and battleship-drivers into complacency. Tirpitz is still a battleship and she's still throwing 6.4 tonnes of death at you every twenty-six seconds. If only a third of that hits you, you're still going to have what the Chieftain describes as "a significant emotional event". Her guns are good enough. However, her overall firepower is phenomenal. Summary: Her main battery is weak. Her AP performance is okay but still miles behind the Japanese and American battleships. If that weren't enough, the gun dispersion will troll you often. This isn't a long range sniper by any stretch. Her secondaries are awesome, though they're not the be-all-end-all murder-machines they appear to be. You'll rarely get to use her torpedoes, but when you do, they will be game changers Versus Bismarck Tirpitz is better armed than Bismarck, having access to deck mounted torpedoes while Bismarck does not. In addition, Tirpitz has slightly better forward fire angles on two of her 105mm secondaries which are placed further out from the hull. The two sisters are otherwise identical here. Manoeuvrability Top Speed: 30.5 knotsTurning Radius: 850mRudder Shift: 16.0s Maximum Rotation Rate: 4.11º/s Tirpitz has speed to spare. She's not the fastest battleship at her tier (Bismarck holds that honour by a half knot), but she's pretty damn quick. A lot of apologies can be made for a ship with long legs. It facilitates much. It provides her with flexibility. It allows you to get out of (and into) trouble. It also can partially mitigate a bad turning radius as she'll come about faster than her turning circle might otherwise indicate. As far as her handling goes, it's not great. She has a long rudder shift time and an enormous turning circle. The only spot of good news is that she can throw the ship about at a respectable 4.1º/s despite these shortcomings. Adding Steering Gears Modification 2 can reduce her rudder shift time down to 12.8 seconds but this doesn't help her rate of turn significantly. In terms of manoeuvrability, Tirpitz will never be anything but average for a large battleship. She has more power than agility. Versus Bismarck Bismarck is half a knot faster than Tirpitz in a straight line. She's also slightly faster in a turn, keeping a speed of 23.4 knots when her rudder is hard over while Tirpitz lags behind at 23.0 knots. This increases Bismarck's rate of rotation to 4.2º/s. If there's one thing Tirpitz doesn't want for, it's speed. She's able to sprint at over 30 knots -- more than enough to keep up with the rest of the fleet and traverse the enormous high tier maps with haste. DurabilityHit Points: 69,300Maximum Protection: 315mm belt + 120mm turtleback + 45mm citadel wall Min Bow & Deck Armour: 32mmTorpedo Damage Reduction: 22% There's a lot to talk about here and not all of it good. There has been a significant meta shift for Tirpitz over the summer of 2017. Let's start with the really bad stuff. First of all, Tirpitz has awful torpedo protection for a high tier ship. The values at tier VIII vary from 19% up to 49% and Tirpitz definitely sits in the lower half. At least she's not the worst. Torpedoes will hit her for most of their listed damage and you can expect to take flooding criticals from most hits. She's a big target and she doesn't dodge well, so torpedoes (especially the air dropped kind) love you. Moving on... Tirpitz is horribly vulnerable to both American and German AP bombs dropped by Dive Bombers. Ironically in this game, the more armour you have on your decks, the more dangerous AP dive bombers become. Suffice to say, Tirpitz is "well protected" across her decks and the roof of her citadel. In practice this means she has enough armour to arm the fuses of any AP bombs that strike her and guarantee they won't overpenetrate. She can and will take multiple citadel hits from armour piercing bombs and it is not uncommon for her to be deleted outright from an attack wave of dive bombers from Enterprise or Graf Zeppelin, even from full health. Anytime Tirpitz faces Enterprise or Graf Zeppelin (or any future CV with AP bombs), take heed. These are your nemesis. Citadel hits are thankfully rare otherwise. While her excellent armour scheme works at cross-purposes with itself against AP bombs, it functions as designed against shell strikes. The armour design is very straight forward with a 315mm thick strip of external belt armour, an interior 45mm thick citadel wall and, between them, a 120mm angled plate to help divert or deflect incoming shells. Were these a simple sandwich of vertical plates, this would combine to a total thickness of 480mm -- proof enough against the penetration power of even the vaunted USN 406mm/45s at a range of 15km but the angle of the turtleback makes this even thicker. In practice, her opponents cannot land citadel hits against her at medium to close ranges. It's only from far out shots, with high penetration shells that she need worry and even then it's a rarity. Her short range protection gets even more impressive under close inspection. Not only can she prevent citadel penetrations, but the extended 60mm bow armour can allow her to ricochet even Yamato's 460mm AP shells aimed at her waterline (this won't hold up if she aims a little higher, though). A properly angled Tirpitz can survive a ridiculous amount of AP-shell punishment thrown at her. It doesn't hurt that Tirpitz has the highest hit point total at her tier which translates to a Repair Party consumable that heals a generous 9,702hp per charge. With much of the ship being covered by a minimum of 60mm of armour, Tirpitz enjoys significant protection against HE throwing vessels. Her amidship hull is all but immune to damage saturation from destroyer and cruiser thrown-HE shells (the notable exception being Graf Spee). However, this all falls apart when the Royal Navy battleships show up to ruin the fun. This has presented a rather pronounced shift in Tirpitz's meta. Where before the ship could build for secondary gun fire, manoeuvrability and concealment, commanders are now forced to seriously consider stocking up on survivability skills instead to mitigate fire damage. There is no solid protection against the Royal Navy high explosive shells for Tirpitz, short of finding cover or sinking the offending party. Tirpitz's Damage Control Party is often overtaxed in such encounters and skills like Fire Prevention, Basics of Survivability and High Alert as well as upgrades like Damage Control Modification 2 have increased significantly in value. The prevalence of Royal Navy Battleships is beginning to ebb somewhat, but survivability builds are still very much worth considering. The shift in meta has hurt Tirpitz's survivability in a few short months. She's still a very tough ship, but the good grades she previously earned have been marred with new developments. While she has always had to fear airstrikes, AP bombs present a new and very immediate threat to which she has no answer but to hope allies protect her. The prevalence of high explosive shells being thrown everywhere has made her great armour scheme less valuable. At least the RAF doesn't get to dump Tallboy bombs on you. There are more answers to counter Tirpitz than before. This doesn't make her durability rating poor. She's just not the be-all-end-all that she once was in this regard. Versus Bismarck Tirpitz outweighs Bismarck and enjoys a 100hp advantage over her sister ship. Bismarck has a thicker armoured belt, though, which reaches 320mm. This 5mm advantage also extends to her underwater belt protection which is 245mm versus 240mm on Tirpitz. Otherwise, the two sisters are very close in this regard. Broken in half by sustained Battleship and Cruiser fire, this cross section (though tragic) gives a beautiful interior view of the compartmentalization and different armour layers which makes the Tirpitz so tough to citadel. Concealment & Camouflage Base Surface Detection Range: 16.38km Air Detection Range: 14.79 km Minimum Surface Detection Range: 12.30km Surface Detection when Firing in Smoke: 15.05km Main Battery Range: 21.45km Surface Detection within Tier: 6th out of 9, behind Alabama & Alabama ST. Surface Detection within Matchmaking: 15th out of 33 The Bismarck-sisters used to be considered reasonably stealthy for a tier VIII battleship. The introduction of Royal Navy Monarch changed this definition, however, with a 1.8km advantage over the German leviathans. Still, Tirpitz's surface detection isn't terrible, it's just nothing to get excited about anymore. Still, it's pretty hilarious sneaking upon tier VII cruisers and magically appearing in front of them like a total creeper. Versus Bismarck The two sister ships have the exact same surface detection range. This extends to their detection range when firing their guns in smoke. Bismarck is marginally more stealthy overall, though, with an aerial detection range of 14.67km. This is really too close to matter very much, though, especially at the speeds aircraft fly. Anti-Aircraft DefenseAA Battery Calibers: 105mm / 37mm / 20mmAA Umbrella Ranges: 4.5km / 3.5km / 2.0kmAA DPS per Aura: 134 / 21 / 84 Float Plane Fighter DPS: 60 Tirpitz has the lowest AA power among Battleships of her tier. Not only does she have less overall average damage per second, but her large caliber guns are shorter ranged than those found on Amagi, Kii, North Carolina or Alabama. This puts a big ol' target overtop of Tirpitz for any enemy carrier looking to hoover up some big damage numbers. However, Tirpitz is not without redeeming qualities. The majority of her anti-aircraft strength is found within her dual purpose 105mm batteries and this provides a comparable long-range punch to the American Battleships and gives Tirpitz a bit of a saving grace. Properly specialized with anti-aircraft skills, her AA defense can be brought up to a respectable level with Basic and Advanced Fire Training and the inclusion of Manual Fire Control for AA Guns. This is a heavy investment to bring Tirpitz up from a ready victim of aircraft to make her a less appealing target, though. Unfortunately, it's unlikely that an enemy aircraft will recognize or appreciate the difference. The stakes have only gotten higher for Tirpitz with the advent of armour piercing bombs. The proliferation of these weapons has made playing German Battleships more challenging. When one of these carriers is on the enemy team list, it's imperative (more so!) that Tirpitz hug the AA umbrella of friendly vessels judiciously, preferably with a cruiser armed with Defensive Fire to scatter the bomb drop. Even a 5.0km gap between vessels can spell the end, allowing for opportunistic strikes to end the German juggernaut in ridiculously short order. If I didn't impress it upon you earlier, I will say it again: ships like Enterprise and Graf Zeppelin are fully capable of destroying a full health Tirpitz with a single sortie of their bomber complement and there's no amount of manoeuvre that will save you. You do not have the AA power to fend off these attacks and you're one of the few targets they can do this to. You are a hunted ship from the moment the game begins, so seek the cover of your allies at all times. Yeah. Tirpitz's AA power is pretty bad. This is the reason every single aircraft will divert onto you if they see you're unsupported. Versus Bismarck Here's where the big difference really counts. Bismarck doesn't have especially good anti-aircraft firepower, but it's a damn sight better than Tirpitz. This can be enough to make Bismarck look like a less inviting target if a carrier needs to choose between them, which is really all that matters when push comes to shove. How to Made in German Insert mustachioed crazy-person picture here There are two primary builds for Tirpitz -- survivability and a manual-secondary build. You could consider this the difference between specializing for defense versus specializing for offense. For the Survivability Build your first ten skill points should be the following: Start with Priority Target. Take Adrenaline Rush for your next skill. If you're going to be taking damage, you may as well capitalize upon it. Next grab Superintendent for the extra heal. Cap it off with Fire Prevention to reduce the chance of being set ablaze and the number of fires that can be burning at one time. For your next nine points, spend them on Concealment Expert, Basics of Survivability and Expert Marksman. You have a little flexibility with this build. You can take High Alert as your last skill if you struggle on managing your Damage Control Party. This build is ideally backed with flags like India Delta (+20% Repair Party healing), India Yankee (-20% to Fire duration) and November Foxtrot (-5% to consumable reload time). For the Secondary Build, your first ten skill points looks like this: Begin with Priority Target. Take Adrenaline Rush for your next skill. Improve that secondary reload time! Up next is Basic Fire Training to increase their rate of fire further still. This has the added bonus of giving your AA power a little more teeth. Take Advanced Fire Training as your next skill to throw that range out to your maximum reach. For your next nine points, Manual Fire Control for Secondary Armament should be your first priority. After that, it's up to you which skills to choose. The highest value skills for Tirpitz are (in no particular order), Fire Prevention, Expert Marksman, Concealment Expert, Vigilance, and Superintendent. Special mention deserves to be placed towards Manual Fire Control for AA Guns. You can try and put it in there to give Tirpitz's AA power a little more teeth. Her dual purpose 105mm guns do put out an excellent bit of firepower (albeit at 4.5km range). This will make her a thorny prospect for some of the lower tier carriers, but it will not save you when something of equal tier or higher decides it wants your hit points. Worse, even with this upgrade, it's unlikely to dissuade enemy CVs from trying their luck anyway and you're not going to wipe out the attack craft wave so you will still end up taking damage. Still, you can at least make attacks on your vulnerable BB more costly for the carriers, but don't kid yourself in thinking this will be a tremendous help. I never thought I would say this but air dropped torpedoes aren't Tirpitz's most pressing concern these days. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult If ever Tirpitz could have been called a premium battleship for beginners, that time has long passed. There are more threats to manage now and the use of consumables and positioning is of ever more importance. Granted, she is German and that does provide some training wheels for the novice, but she's not a simple ship to use... if she ever was. Skill Ceiling: Low / Moderate / High / Extreme Knowing every trick in the book will take you far with Tirpitz. She rewards angling, proper ammunition choices, abusing concealment, micromanaging consumables and min-maxing commander skills. However, she has no answer for aircraft from same tier or higher carriers (even Kaga and Saipan are considerable threats). Similarly, torpedo armed destroyers will dominate you. In this regard, no amount of skill will allow you to carry further beyond bringing a division mate to be your permanent flak battery and sonar buoy. The Lertbox Is she worth your money? The venerable Tirpitz. Is she still relevant? There is no denying that meta shifts and power creep have not been kind to her. Despite recent-ish buffs to her secondary range she still struggles around the middle of the pack in winrate and damage per game. I still have a soft spot for her though and believe she still has a place in this game. She's still the Queen of the Brawl with a very nasty poison dagger and destroyers should still fear her secondary battery. Where she falls apart though is in long range gunnery. Unfortunately with the introduction of the British BB line this is where the meta has been shifting; raining literal fire from afar. With only eight 15" barrels with mediocre accuracy she can't compete in a pure burning contest at long range. Other than that though, I believe Tirpitz still has a place in this game. She still excels in the brawl, she's still tough as nails. Even though she's not the queen of the tier 8 battleships anymore, she's still comfortable to drive. Mouse's Summary: Tirpitz is still the brawling heavyweight champion in the game. Her main battery guns wouldn't be terrible if they were more accurate or if she had more of them. Alas she doesn't. She's not incapable of doing large amounts of damage -- she just has to work at it more if you're only using her main battery guns. Once you supplement them with her secondaries and torpedoes, the sky's the limit. The only problem there is that opportunities to use the latter two weapon systems to their full effect aren't guaranteed and you run the risk of getting yourself wrecked if you try and do so before it's time. She's horribly vulnerable against aircraft and AP armed Dive Bombers make her wet herself and not in the sexy way. While it's arguably more intelligent to rig her for survivability, it's more fun to build her to use secondaries. I am glad I didn't finish this review when I started back in the Spring of 2017. I had originally wanted to talk about her after patch 0.6.0 -- to bring her up to date with the Captain skill change. However, it was when I received word that Tirpitz would be getting the same secondary gun range as Bismarck in patch 0.6.4 that pushed Tirpitz closer towards the top of my priority pile. 'What the heck is the point of Bismarck, then!?' I said to myself, groaning as yet another premium ship became arguably more powerful than her tech-tree counterpart. But I got busy -- first with Kaga, then Hood, then every other premium WG released over the summer. Tirpitz, and a hot-headed grump-fest about how she was superior to Bismarck, sat by the wayside. Then Enterprise showed up. Say what you will about this American carrier in World of Warships -- it announced a change in the meta that would be directed towards reigning in the dominance of battleships and the German battleships specifically. Tirpitz suffered especially with her poor AA rating. Wargaming followed this up by introducing Graf Zeppelin and the Royal Navy battleship line which seemed tailor made to neuter the German battleship strengths.. What made Tirpitz and Bismarck oh-so butt-kickingly powerful was punched in the throat. Their armour either mattered-for-not or it worked actively against them. So, powerful as Tirpitz is, she now faces one hard counter and a whole battleship line of soft counters. The meta has really shaken up around this premium battleship. Granted, she doesn't face this every game -- or even in most of her games. This has attacked some of the comfort level that used to exist when playing Tirpitz. In some games she can still be powerfully dominant. At other times, she's cowering on the second line until the bad airplanes and fire breathing dragons are properly neutralized. Now, I personally love this ship. It was one of the model kits that my father and I built together when I was little. Seeing her in World of Warships always touches on that small element of nostalgia for me. These rose tinted glasses are very dangerous to be wearing when trying to conduct an objective review. If I seem excessively negative about Tirpitz in this review, understand that I'm making sure I underline and stress her flaws. Tirpitz is still a great and powerful premium ship. Age may have tarnished her luster somewhat, but the buffs in 0.6.4 ensured she's able to stay not only relevant but highly competitive in the marketplace, even with AP Bombs and HE shells flying every which way. Tirpitz didn't sink the Bismarck when she received her improvements in 0.6.4, but she supplements her sister ship nicely. Any player that owns this ship should feel confident that she's still got it where it counts. Versus Bismarck Tirpitz does not make Bismarck redundant. The major difference between the two ships is the swap of AA Power and Hydroacoustic Search to equip yourself with a set of deck mounted torpedoes. That's a pretty serious quality-of-life changes for the sake of being able to shove fish up someone's nose. While it's wonderful for Tirpitz to be able to pull this off and it can be absolutely game changing when it happens, it's a rare occurence. AA power, on the other hand, is put to use far more often. So too can Bismarck's Hydrouacoustic Search any time she's being pursued by torpedo-armed destroyers. The buffs Tirpitz received didn't make her replace Bismarck -- she supplements her sister ship as any good premium sister-ship should, with her own fun strengths and weaknesses. Though things were looking up in patch 0.6.4, it hasn't been all sunshine and rainbows for Tirpitz since. Would I Recommend? Tirpitz used to be an easy recommendation across all categories. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Lert: Yeah. She still puts out a lot of damage at brawling range and she can still bully bots. She'll be a solid and steady earner. Mouse: Yes. Tirpitz is probably the ultimate Co-Op premium battleship so I cannot recommend her enough here.. Big guns, big secondary range and torpedoes? Combine that with speed and good armour -- those poor little bots don't stand a chance. You can forgo all pretense of subtlety and simply charge in, confident that you have the close-range damage to sink at least a pair of ships before going down. Earning 500 base experience in Co-Op is a breeze. This sort of confidence will no doubt spill over into Scenarios should they become available at her tier. Tripitz has a 39,375 credit repair cost with ammunition usually weighing and around the 7,500 to 15,000 credits to resupply. Thus, even a modest game will be self sustaining (especially with a premium account). You may have to forgo premium consumables if you have a stock account though. For Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Lert: She'll still pull in the credits and the close quarters expert badges and she'll still train your german captains in comfort. She gets a recommendation of Yes here. Mouse: Yes. Though Tirpitz is harder to recommend as a Random Battle vessel, I would still say she's a good purchase overall. She no longer feels like the dominating presence she was before Enterprise and the Royal Navy battleships joined the game. Moreover, on the North American server at least, she is facing tier X battles more and more often, but this is a problem inherent to all tier VIII premiums at the moment. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Lert: No. There are other alternatives that better fit the meta. Mouse: No. Tirpitz is not the best choice for Ranked Battles. Her gunnery is too unreliable and her lack of anti-aircraft firepower can be a liability depending upon team composition. If this is your primary reason for wanting a premium ship, I would give her a pass here. She can compete, but there are better and more versatile choices. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Lert: It's Tirpitz, the ship that scared the pants off of wartime Britain without actually doing anything other than sipping martinis and swatting at RAF flies in a fjord. Plus, she's one of the most beautiful ships in the game. Very yes. Mouse: Yes. Tirpitz's history is less glamorous than her sister ship and full of what ifs, but she certainly gets the imagination going. Plus, Wargaming can't seem to stop making cool premium camouflages for her. For Fun Factor: Bottom line: Is the ship fun to play? Lert: Brawling is fun. Ships that are comfortable to drive are fun. A strong yes here. Mouse: Very yes. Tirpitz is the sort of ship where those memorable moments keep rolling in. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Good - Overpowered?
  2. EDIT: 7/6/20 - Been a minute! Up to 227 games. The Kidd is still competitive, but like all DDs, suffers heavily based on MM, and like most T8s, also suffers heavily when put with T10s. EDIT: 1/20/19 - Up to 172 games now. Current stats: (Also, Happy New Year!) EDIT: 9/18/18 - Up to 144 games now. Current stats: EDIT: 7/5/18 - Up to 123 games now. Current stats: So, pretty much everything to follow still stands, but I've switched up my build pretty significantly, so I wanted to outline that here. I took advantage of the discounted respec a couple weeks ago to change things up. Modules, consumables and flags remain the same. I think it's probably the best of both worlds where you maintain a 6km AA range, you still have defensive AA, but you have far more survivability with SE and Vigilance, and maintain DPS with BFT. I've been very much enjoying this build, though the current radar meta has made getting good consistent damage numbers a bit more difficult. But the Kidd is still extremely fun and a very dangerous adversary when played correctly. Thanks for reading and post any questions you have and I'm happy to answer! Good hunting, Pirates. Just wanted to share my thoughts on this ship in case anyone was on the fence about buying her while she's still available. I currently have 371 games in the Fletcher and 245 games in the Gearing with both over 1400 in WTR. Just to give you some perspective on where I'm coming from in how I view the Kidd. Tl;DR - If you love T8 and up USN DDs, then get this ship. Just do it. She's awesome. All of these 25 games were played Solo, in Random Battles, and at all different times of day on the NA server. I picked 25 games because within these games were a fair mix of outcomes. I had insane super-unicum games, and I had that game where I ate a unlucky Fletcher torp 2 minutes in and and got one-shotted having done zero damage, and all types inbetween. So there's a balance there. I'm no great player, just good, so I think my results are achievable for the above average USN DD player. Here are my stats according to Warships Today Moving on: Here's how I've had my Captain and ship set up for all 25 games, with one exception; I ran AFT instead of Manual AA for the first several games, but other than that no changes were made. This is essentially the build that Flamu runs, but with Manual AA in place of Advanced Fire Training. Ship modules. Probably no surprises here. You could swap rudder shift for acceleration. I go back and forth on it. The Kidd seems to accelerate pretty slowly and I've wished for it on more than one occasion. EDIT (11-22-17): I've since swapped rudder for acceleration and there is a massive difference. I highly recommend making the switch if you currently have rudder shift currently. Flags. Unless you're trying to grind credits or XP/Captain XP, you really don't need much help on the economic side of things. Even in so-so games you clear 100k credits. Many, many more in good games. I don't want to rehash what LWM, Flamu, Notser and everyone else has done. If you want pros and cons, just head over to the wiki for the ship and its all right there. These are just my thoughts. - First off, this ship is just fun. If you enjoy the Fletcher, you'll feel instantly comfortable and right at home. - The big knock against the Kidd is the torps, and yeah they're not great and I'm still learning how to use them. The best advice I can give someone just picking up the Kidd is treat them defensively. You're gonna spend a lot of time in smoke and everyone knows you only have 5 fish for defense. Save them for when you really need them, and can guarantee successful strikes. There has been at least 5 times where my torps were on cooldown, because I had fired them on a traditional type of target, only to need them a minute later because a BB was YOLOing into my smoke. On each and every one of these occasions, the torps would have 100% made the difference between me living and dying, as well as getting a kill and helping my team win. I -It's a tough habit to break. But save the damn torps. You'll be glad you did. -Now, for the Heal. The heal on this ship is a game-changer. It will absolutely ruin you on other DDs because of the staying power that it gives you. We all know that DDs become more dangerous the longer you get into games and the Kidd is no exception. It allows you to survive late into games and make a huge difference. Out of 25 games, I've survived 15 of them. And at least 5 of those where I died were 100% my fault for misplaying the ship and being far too aggressive. In each and every game the heal absolutely changes the landscape of your performance. It allows you to swap damage with DDs, heal, and come right back into the fight to finish them off. It's such an advantage that playing without it on other DDs just sucks. Like I said, the Kidd is ruining me. -Now obviously the heal can't save you from everything. If you take a torp, or the ridiculous BB AP salvos that plague DDs right now, yeah you're screwed. You can heal back some, but massive alpha strikes still ruin your day, just not quite as bad. You should still have a robust fear of RN Cruiser AP, and any ship with a radar. -The AA is awesome when you get to use it. Most games its useful for just blapping scout planes, which it does pretty much instantly as soon as you pop Def AA. Very nice. As for CVs, it works as advertised. I've yet to face a Midway, but I've gone up against I think every other CV from T7 up and it works extremely well. MAA + BFT + Def AA is just disgusting. You can wipe multiple squadrons before they can drop on you. I've seen several CV players just avoid me completely, which in a DD is saying something. But hey, if you watch three of your strike groups evaporate while flying over a smoke cloud, I'd probably avoid it too. Alright now for the stuff that kinda sucks. -You have very little ability to hard carry games, unless it becomes a race to cap, or if the remaining enemies are DDs not named Khab, Gearing, Udaloi and Grozovoi. That's really been the tough part of the ship for me. You rely on your guns to do damage, and if you don't have anyone to spot for you, it becomes very frustrating trying to stop those stubborn BB pushes, and god help you if they have radar Cruisers in support. When you have support, this ship shines. You can harass with your guns, drop awesome US smoke, and you have your torps in case someone feels froggy. -The guns are still what they are. They have rainbow arcs and very little fire chance. If you're not good at USN DD gunnery, you will struggle mightily to do high amounts of damage in this ship. Even I have games where it seems like my shells are allergic to steel and go everywhere except where I want them to. -This ship almost requires a dedicated Captain. I mean, sure I can use this build in my Fletcher, but it's not ideal. Ideally you'd want things like Survivability Expert and Torpedo Reload instead. It's not a bad thing really, but to bring out the best of what this ship has to offer, you may need to divert slightly from the optimum build in your other USN DDs. But if you do run those Captains in the Kidd, she's still very, very good and a great trainer. In Summary: No regrets buying this ship at all. She's a ton of fun and if you die in her, its probably all your fault for playing the way I do and being way too aggressive and being overwhelmed by torps, radar, and YOLO rushing BBs. It's T8 so the Matchmaker you get is not great. I didn't keep track, but I'm willing to bet at least half my games were multiple T10 ships. I can remember clearly 3 games where I was top tier. And on that note, it bears mentioning. If you get top tier? Good grief this ship is ridiculous. Seeing a spread on the other side of Farraguts, Mahans, Fubukis makes my hands tingle. Go hunting and enjoy your rewards. It's a solid moneymaker. Not Missouri good, obviously, but I'd say on average I clear 200k per game running all premium consumables, and no credit flags. Thanks for reading! If you have any specific questions, just post them and I'll answer!
  3. Awe5ome

    Champagne Review

    CHAMPAGNE REVIEW (Please check out other sources before getting this ship, everything in this review is strictly my opinion) Champagne is a T8 French battleship battlecruiser with spectacular guns, amazing maneuverability, amazing speed but armour that rivals paper mache. This ship is what the player base deserves but not what we needed. It takes the passive play that ships like Nagato, Ashitaka promote and takes it to an absolute extreme, where you are rewarded for staying as far from the action as you can and punished when you push in and help the team win. The guns are incredibly accurate with rediculous penetration and a decent reload and decent damager per shell. Overall her guns are the main selling point of the ship and they're probably the best guns at T8. Survivability Hit Points: 52,600 Torpedo Reduction: 28% Armour: 19mm - 430mm The Champagne's biggest weakest is her survivability, she has the smallest HP of all T8's with some of the worst torpedo reduction and horrible armour. In a 1-on-1 fight with almost any other BB of the same tier at close range, Champagne is dead. Despite being T8 her bow and stern are only 25mm which is even less than that of T7 BB's which now have 26mm which renders them immune to T7 152mm HE rounds that don't have IFHE meaning that in a down tier scenario where you're facing T6 cruisers their HE can still absolutely hurt you. She also only has 9.4" of armour protecting her citadel (240mm) which puts her in line with most battlecruisers, Ashitaka having a 10" armour belt, Alaska having a 9" armour belt and Hood with a 12" armour belt. "Battlecruisers" fall on a scale of more cruiser than battleship to this is a fast battleship but the Royal Navy calls it a battlecruiser therefore it's a battlecruiser. With Graf Spee basically being a cruiser with some big guns strapped to it and Hood being a battleship every way from Sunday except she's faster than 24kts therefore we'll call her a battlecruiser. Champagne feels like a battleship when you're talking strictly about her guns, their ability to pen more than Izumo at ranges of more than 3km definitely feels like battleship calibre firepower. But her armour and HP makes her feel closer to Alaska than something like Hood. Where Hood can bounce the 18.1" shells of Musashi if you're angled well enough at close range Champagne struggles to bounce anything because of how large her bow amour is. Playing Champagne in T10 Random felt like playing a pinate, any shots that hit hurt, and when you only have 52k HP a 3-5k HE volley hurts especially if it's coming from a ship like Worcester, DM with very high rates of fire. In fact, assuming you hit the Champagne for 3k damage every second that would mean Champagne can withstand 17.5 seconds of firepower before dying, now this, in reality, is longer due to things like saturation and heals but overall you could only withstand that level of fire for probably ~30-40s before you died. To add to your pathetic armour and low HP War Gaming decided that you are not worthy of getting 5 heals, instead to balance the ship you are only given 4 heals with superintendent. This further encourages players to play at the back of the map and do nothing for the team. Artillery Main Armament: 2x3 406mm guns Range: 25km Reload: 28.6s Now we get to the bread and butter of Champagne, the guns, oh the guns! There are approximately 171,000 words in the English language and yet I could not string enough of them together to adequately describe just how much I love these guns. Their pen is amazing, they have high damage, and even though there's only six of them I regularly am able to hit targets with 4-6 shell hits. Have you ever citadelled a Vladivostok at a range of 22km? Because it's a cakewalk in this thing. Want to hit that pesky Smolensk in smoke unspotted? Pop the spotter plane and watch as 4 of your shells overpen and two magically ricochet because physics! The guns are just so much fun, yes occasionally you get dispersion which would make the Großer Kurfürst blush. And when that happens you really feel it only having 6 guns but 99% of the time you could trim the beard of the enemy's captain with how accurate these guns are. Overall these guns are fantastic! And I keep coming back to it because of the guns! AA Defenses Continuous Damage: 159 Shell Damage: 1260 AA range: 5.8km Champagne's AA suit can best be described as adequate. For a ship that is designed to sit in the back and snipe the AA can feel lacking when you're all alone. I've had a few games where either by pure luck or enemy stupidity I managed to shoot down quite a few aircraft but most of the time it feels like an empty threat especially against the brand new German CVs. In one match the brand new AP rockets could do as much as 15k in two passes and the AP bombs dropped me for 30k "Just dodge" right? The AA doesn't hold up especially against T10 CVs your only option is to try and outrun them or just hope you aren't the target because your AA is about as useful as using firecrackers. Maneuverability Top speed: 34kts Turning circle radius: 850m Ruddershift: 12.4s The Champagne's only means of defence is the stereotypical runaway. With a top speed of 38.5kts using both engine boost and sierra mike signal, you can outrun almost every battleship (Georgia the exception) and run down some destroyers. In the few times that I've been able to push with my team using the engine boost to run down destroyers was really fun. However, most of the time I used engine boost strictly to run away from flanks that have been completely overrun or when I need to reposition myself. The ruddershift felt standard, not like Thunderer or Vanguard where you have an insane 8s ruddershift but still didn't feel as bad as a stock Montana with 20s ruddershift. It's good enough to mitigate damage and move out of the way. Overall the maneuverability was very good it really does feel like playing a cruiser with 16" guns. Concealment Sea detectability: 12.9km Air detectability: 8.9km Smoke firing: 15.8km The concealment of Champagne is nothing special good enough when all you're doing is moving to a middle position on the map and shooting broadsides 15+ km away. The Champagne isn't too stealthy but it doesn't really need to be when you're 15km away from the nearest enemy. Air detectability does feel a little large and I'm often randomly spotted by some fighters that the enemy CV placed nearby but again detectability isn't a big concern if you're sitting at the back of the map. Captain and Upgrades The upgrades and captain skills are your typical battleship upgrades and skills. Slot 1: Main Armaments mod 1 because when you only have two turrets having one of them broken or destroyed really hurts. Slot 2: Damage control mod 1 because there's nothing better in that slot, the engine and rudder don't break often enough for me to justify using Engine Room protection. Slot 3: Aiming Systems because when you only have 6 shells any increase to accuracy helps. Slot 4: Ruddershift mod 1 because you shouldn't be tanking in the first place so equipping modules like fire prevention are of limited use. I'd rather have the extra little maneuverability to try and dodge shells a little easier. Slot 5: Concealment mod 1 because there's nothing better. I found these upgrades to work best on Champagne, you could go for a meme secondary because why not, but you'd see very, very limited use out of that build and would probably regret not speccing into fire prevention and fire mitigation. For my captain, I only have 14 points but you can't go wrong with a tank build especially when you have so little HP and armour any damage mitigation is enormously helpful. T1: Priority Target T2: Adrenaline Rush/Expert Marksman T3: Superintendent, Basics of Survivability T4: Concealment Expert, Fire Prevention I made the recommended skills bolded, basically, if you have a 10 point captain I highly, highly recommend Priority target, then your choice between Adrenaline Rush and Expert Marksman, Superintendent and finish it off with Concealment expert. With your next points get Fire prevention, Basics of Survivability and then whichever 2 point skill you didn't pick up before. Of course, this is entirely my opinion so feel free to experiment with your own builds maybe you do really well with a different build feel free to let me know. Camouflage schemes: (Standard) (Alternative Camo) Final Thoughts: Champagne is a Good bote! Is she OP? No, she's not. Champagne has some major advantages like her main battery but with some big drawbacks like her HP and armour. The ship can absolutely decimate enemy teams if you get broadsides but struggles against bow-tanking opponents. It's very fun to play the Champagne, the guns are addictive you're constantly a threat, no matter the range no matter the opponent, these guns hurt if your enemy isn't careful. However, I'm not sure this is the kind of ship I want to more of in World of Warships, encouraging such a passive playstyle is so counter-intuitive to what we've been trying to get BB's to do for a long time which is push in, support your teammates and get objectives. This ship not only encourages you but demands you play passively because pushing in is met with a hailstorm of bullets, HE spam hurts, AP hurts the only way to not die in this ship is to be the backline, the supporting line. Taking potshots at broadsides and helping whittle down enemies.
  4. The following is a review of Pyotr Bagration, the tier VIII Soviet light cruiser. This ship was kindly provided to me by Wargaming for review purposes. To the best of my knowledge, the performance and statistics discussed in this review are current as of patch 0.9.4. Please be aware that the ship may change in the future. Quick Summary: A long-range Soviet cruiser with excellent ballistics. Ostensibly, she trades access to Surveillance Radar and some firepower for a Repair Party. In reality, she's just losing out on radar -- her firepower is alarmingly on par with her contemporaries. PROS Large hit point pool plus access to a Repair Party. Well protected citadel that's entirely internal -- it does not abut against the ship's hull. Excellent 18.5km range on her main battery guns with the ballistics to take advantage of it. Very good penetration on her 180mm AP shells. Improved auto-ricochet angles on her AP rounds. Excellent AA firepower. CONS Her Repair Party only queues up 10% of citadel damage instead of 33% like most other cruisers. Low theoretical DPM and poor fire setting characteristics. Horrible fire angles, especially rearward. Very slow gun traverse at 6º/s. Her flat ballistic trajectory makes using island cover more of a challenge. Her torpedoes are slow, modestly ranged and don't hit particularly hard. Awful butt wiggle and cottage cheese thighs. Her turning radius is large and her rate of turn isn't good. (Temporary) Bugged Hydroacoustic Search consumable providing the incorrect (and shorter) ranges for torpedo and ship detection. Overview Skill Floor: SIMPLE / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Pyotr Bargation is an incredibly forgiving cruiser to play. Her guns are easy to use, facilitating firing from the back line. Her protection scheme is more than decent. She also gets a heal to help band-aid misplays. Furthermore (and perhaps most importantly) she lacks any serious weaknesses. Thus, she isn't severely penalized in any way that would jeopardize a novice player. She's about as basic as you can get for a high-tier cruiser. Veterans will like her simply for all of the aforementioned plus they get to use and abuse some of their skills they've acquired, including when to push, what islands to use, concealment mechanics and all of the kiting they could possibly want. Her lack of team-based utility hurts her somewhat but her staying power more than makes up for it. Options Consumables Upon release, there was a bug with Pyotr Bagration's Hydroacoustic Search. She is intended to have a 3.5km torpedo detection range and a 5km ship detection range. This will be corrected upon a later patch. Her Damage Control Party is standard for a cruiser with a 5s active period, a 60s reset timer and unlimited charges. In slot two, you have the choice between two consumables. Her Defensive AA Fire consumable provides the usual bonuses of 50% extra sustained DPS and 300% extra flak damage over 40s. It comes with three charges and has an 80s reset timer. Her Hydroacoustic Search was released with a 3km torpedo and 4km ship detection range for 100s. It has a 120s reset timer and also has three charges. Finally (and perhaps most importantly) Pyotr Bagration has a Repair Party in her third slot. This heals back up to 14% of her health over 28 seconds. This queues up 50% of penetration damage, 10% of citadel damage (unlike most other cruisers) and 100% of everything else. It has an 80s reset timer and three charges base. Upgrades Pyotr Bagration deviates from other high-tier Soviet cruiser upgrades because of her lack of a Surveillance Radar. Start with Main Armaments Modification 1. Surprisingly, I prefer using Engine Room Protection over Hydroacoustic Search Modification 1 in slot two. The latter may be purchased from the Armory for 17,000. My reason for this is pretty simple -- I'm not always taking Hydroacoustic Search in this ship so I get less use from it. Still, your choice here depends on your consumable preference. I don't think Defensive AA Fire is good (especially not good enough to be worth spending coal on a questionable upgrade) even if you're using that consumable instead. Aiming System Modification 1 is still optimal in slot three. I prefer Steering Gears Modification 1 in slot four. There is a case for Propulsion System Modification 1, particularly if you make regular use of island cover (which is more of a challenge in Pyotr Bagration than other ships) or if you have a buddy providing smoke at the ranges where her gunnery is more comfortable. Concealment System Modification 1 is still optimal in slot five, but for those with a bit of dare, Steering Gears Modification 2 isn't a poor choice for helping her toss her mayonnaise-butt around. Captain Skills The big question here is whether to specialize for Inertial Fuse for HE Shells or not. Start with your tier 1 skill of choice. I prefer Priority Target, but skills like Incoming Fire Alert, Preventative Maintenance and Expert Loader (more on this later) are acceptable choices. Next up take Adrenaline Rush. At tier three, Superintendent is best to add an extra charge to your Repair Party. And you have a choice at tier 4. Here's where you need decide if you're going to take Inertial Fuse for HE Shells or specialize for fires instead. It should be your first choice if you want to go for direct damage. Whether you take it as your first pick or not, make sure to take up Concealment Expert. Those should be your first 10 to 14 skill points. After this, pick and choose skills to your preference. Some good ones include: Demolition Expert - increase her fire setting chance. Only do this if you haven't taken IFHE. Expert Marksman - Pyotr Bagration's turret traverse is hella slow. If you've got the points to spare, this is a nice one to take. Expert Loader - If you didn't take this skill on your first pass, it's not a bad skill to have. Pyotr Bagration's gunnery rewards being dynamic with ammo choices as opportunities present themselves. From there, skills get pretty situational -- pick and choose to suit your preferences. Camouflage Pyotr Bagration has two different camos. She comes with Type 10 camouflage by default and provided you've completed the right collections, you can also use the alternative colour palette. In some of the higher tier bundles, you get access to Soviet - Pyotr Bagration. These two camouflage patterns have the same bonuses and are merely cosmetic options. -3% surface detection +4% increased dispersion of enemy shells. -10% to post-battle service costs. +50% experience earned. I have to say, I really like the green, black and grey alternative palette. The original one is super bland. I'm usually a fan of over-the-top camouflage patterns. And while I admire the design for this one, it's simply not for me. Firepower Main Battery: Nine 180mm/57 guns in 3x3 turrets in an A-B-X superfiring configuration. Secondaries: Sixteen 100mm/70 guns in 8x2 turrets with a pair straddling the bridge, four straddling the rear funnel on a raised deck and the last pair mounted on the stern deck before X-turret. Torpedoes: Ten tubes in 2x5 launchers mounted between the funnels. There's a lot to go over here. Let's start with her least effective weapon systems and work our way up. Surprisingly Plentiful It should be no surprise that I'm ragging on her secondaries. Thus far, Wargaming hasn't produced a finalized cruiser with secondaries worth getting excited about. This is a shame. Pyotr Bagration has a lot of secondaries -- eight guns per side, but they're functionally useless. They're held back by not only a 5km range, but also with having only 17mm worth of HE penetration. At best they might start a fire or two in the rare situations where you're bringing said guns into a fight but Pyotr Bagration is a cruiser that belongs at a distance -- not knife fighting. Maybe in co-op battles you might start a fire or two with these weapons but given the nature the jousts in that combat mode, that's only going to last as long as it takes you to blow out their citadel with your main battery guns or slam fish down their throats. Speaking of... A weapon of desperation or Co-Op. You know, now that I think about it, these are kind of the same thing. Torpeedus "Almost functional" is how I would best describe Pyotr Bagration's torpedoes. They're weapons of desperation rather than utility. Her quintuple launchers are a credible threat to anyone coming close, but I see them more as a deterrent than anything else outside of co-op battles. Use these to force enemies to respect your zone of control around your ship. They should prevent (or punish) anyone from contesting whatever island cover you elect to use. Ambushes are possible, if largely limited to rare opportunities later on in a match given her poor concealment. The fish themselves are slow at 55kts and not particularly hard hitting either. It's necessary to land multiple hits to guarantee the destruction of a target -- even against destroyers, though even a single hit may be enough to clinch the outcome of a brawl if you've got Pyotr Bagration's guns facing the right direction. Overall, her fish are meh. 8km is too short a range to be useful, not when this ship likes to fight in the back line. Something has to go wrong before you'll get any real use out of these outside of PVE modes. Pyotr Bagration gets poor marks when it comes to her fire angles. She has to expose way too much broadside when firing forward and it's downright appalling when firing to the rear. Make sure you keep your distance or someone will swat you for flashing your sides to the enemy. No, I'm Spartacus Soviet 180mm/57 guns are infuriating. I don't mean game-play wise. In game, they're amazing. They have ridiculous levels of AP penetration, god-tier ballistics and they hit almost as hard as 203mm rounds. I'm talking from an analysis standpoint. Between Kirov, Mikoyan, Dmitri Donskoi, Tallinn and Pyotr Bagration, there are five (yes five!) distinct 180mm/57 gunnery styles with different ballistics and resultant AP performance. And don't try and give me any of that cold-witted sass: "It's not the gun, it's different shells!" You shut your hoarfrost mouth. There are two AP shells between all five ships and none of these five ships behave the same. Not a one! The only overlap is between Molotov and Dmitri Donskoi and everything else kinda spitballs their gunnery values in the general vicinity of the awesomeness of the whole. This gets even worse when you start looking beyond just ballistics and penetration as the different guns have different damage (really), dispersion values (yes, really) and auto-ricochet mechanics (yes, really-really). I could easily stomach different ranges and reload times for the sake of balance but this is just over complicating matters. This is all just a rant to say that the only thing consistent between these guns is their inconsistency. And their awesomeness. To understand what makes Pyotr Bagration's gunnery interesting, you have to understand the alternate Soviet branch of cruisers and the general weirdness of their guns. Their primary design features are: Improved AP auto-ricochet angles (50º to 65º) Short AP fuses (0.022s) Worse dispersion values. Two of these features are designed to make their AP shells more useful instead of forcing a reliance on HE shells. They are less likely to ricochet and when they do penetrate a target, they are less likely to over-penetrate even with their higher muzzle velocity. For example, an AP shell from the new ships striking a 32mm plate at 15km will need about 10m to fuse and explode where as Dmitri Donskoi's would need about 16m. This obviously may cause issues against ships with citadels buried deeper within the vessel but I wouldn't worry too much about it. For these new Soviet ships, the trade-off comes with decreased accuracy. Their dispersion values are noticeably worse over range than previous Soviet cruisers. Thus while your AP shells are more likely to do damage compared to previous 180mm armed Soviet ships, you will see fewer hits overall. So now that you've got all of that in your head, promptly forget about it. Here's why: Pyotr Bagration's AP auto-ricochet angles are further improved over the other Soviet cruisers (55º to 65º) Pyotr Bagration has the same short AP fuse (0.022s) Pyotr Bagration uses the old (better!) dispersion values. So her AP shells are better still than those on Tallinn and she hits more often. The trade off, of course, is their rate of fire -- though this is a much closer exchange than you might otherwise guess. Tallinn has a twelve gun broadside, firing 53 rounds per minute. Pyotr Bagration, with her nine guns (but a faster reload) manages a 49 rounds per minute. So Pyotr Bagration lags a half-broadside behind Tallinn for every minute of sustained fire. That's not terrible. In fact, given the other improvements, including Pyotr Bagration's improved range over Tallinn, I'd argue the premium gets the better end of this deal. It's only in HE trades where she lags a little behind and even then, she comes out the better in fire chance. The reason is the differences in their shell performance, which (of course!) are different between the 180mm armed ships. Pyotr Bagration's HE shells have a higher fire chance per shell (13% vs 11% for Tallinn) making her the better fire-starter even with the RPM disparity between the two ships. This gap widens again when you consider Pyotr Bagration's improved accuracy and range. But there's more. Pyotr Bagration's shells have a larger blast when it comes to attacking modules (a whole half meter, but still) and her shells deal about 13% more damage per hit (there's a lot of RNG involved here, but the average works out to about 13% more over the long run). So, Pyotr Bagration has better AP shells and better HE shells to boot. Pyotr Bagration is a poor fire starter, especially if you use Inertial Fuse for HE Shells. So lets' review: Pyotr Bagration has better AP shells than Tallinn. Pyotr Bagration has better HE shells than Tallinn. Pyotr Bagration is a better fire starter than Tallinn. Pyotr Bagration has more range than Tallinn. Pyotr Bagration is more accurate than Tallinn. And before you think that Tallinn's a lemon, she's a very powerful vessel. Let's not forget, the 180mm/57 guns are awesome. The drawback for these guns are two-fold and the first one doesn't matter. On paper, these ships do not appear capable of winning DPM races. But as we've gone over, the ballistics of these guns makes landing hits a triviality. Aiming over distance is a breeze. Thus any disparity in perceived rates of fire is compensated for by their ease of use granting them a larger number of hits. This gap only really materializes in the hands of truly expert players who can land hits even when firing low-velocity trebuchets off American boats. For the average player, Pyotr Bagration will improve your gunnery because of how easy it is to hit things. The other drawback is one of HE penetration. Pyotr Bagration has 30mm of base HE penetration -- this is the same value as tier VIII 152mm guns. The jump up in caliber provides no penetration benefits (boo!). For guns with a more modest rate of fire (and barrel disparity), this puts Pyotr Bagration among the lower tier of not only HE damage output but fire setting as well. If you elect to take Inertial Fuse for HE Shells to increase her penetration up to a level where she can directly damage 32mm hull sections of tier VIII+ battleships, this greatly compromises her ability to set fires such that it will be nearly impossible to tax a battleship's Damage Control Party on her own. This isn't the ship to farm fire damage in if you're electing to use this skill. At most she'll be able to reliably set single blazes and it will be rare that you double-stack them when it counts in solo-engagements. For that reason, it's important to focus fire if you've gone with this increased penetration route. Given her good AP performance, it's possible to skip out on using this skill entirely and instead rely on her great accuracy to aim for weak spots (superstructures) with her HE shells. With some minor improvements you can turn her into a respectable fire bug on part with Mogami 203mm or Atago. All of these comparisons aside, here's the big picture: Pyotr Bagration's guns are excellent. She excels from sniping from the second line with great AP penetration, shell flight times and accuracy over distance. Her poor gun traverse, fire arcs and modest damage output precludes her from trading fire at closer ranges -- it's better to keep her at a distance where her guns perform better than her adversaries. Similarly, their super-flat trajectory will make using island cover difficult, so exercising caution with the ranges at which she engages is paramount. Players have the choice of electing for direct damage with their HE shells through IFHE or they can make her a decent fire-setter by specializing in setting blazes instead. Top marks all around. Don't let her modest damage output fool you -- these guns are easy to use. That's well worth the slight dip in theoretical damage. VERDICT: Excellent guns -- use and abuse their long range performance. Everything else is irrelevant. Defense Hit Points: 42,000 Maximum Citadel Protection: 25mm bow + 180mm transverse bulkhead or a 152mm belt + 40mm citadel wall. Structural Armour: 25mm bow & stern, 25mm upper hull, 27mm deck amidships, 13mm superstructure. Torpedo Damage Reduction: 16% Pyotr Bagration holds the reputation for being one of the toughest cruisers at tier VIII. Generally, this is earned by the trifecta of having access to a Repair Party, having good citadel protection and trollish external armour plating, though in extreme cases, just having the latter-most is sufficient. However, I'd argue that Pyotr Bagration only accomplishes two out of these three points (and missed the key one). Thusly she sits further behind everyone's favourite chubby little sister, Prinz Eugen, who ticks all three boxes. Let's start things off by looking at Pyotr Bagration's health pool and heals: Pyotr Bagration's potential health is very respectable, but mostly grace of having access to heals when most others do without. With 42,000 health, Pyotr Bagration's base hit points are decent but rather pedestrian at tier VIII. She sits behind a list of other ships including Prinz Eugen & Tallinn (45,000hp), Admiral Hipper & Albermarle (43,800hp), Amalfi (42,800hp), Mainz & Cheshire (42,500hp) and finally Baltimore (42,400hp). So the only thing that's going to make her stand out is access to her Repair Party. Now having heals at tier VIII is top shelf for a cruiser as so many have to go without. This is especially important when facing tier IX and X opponents where everyone gets a heal and those without are a full step behind. However, when you line up the quality of the Repair Party consumables, you'll discover that Pyotr Bagration ended up with the worst of the lot. I wonder what the logic was behind this exception? My first instinct when I saw this was to assume that this was a bug (akin to the one that afflicted her Hydroacoustic Search ranges upon release). However, my contacts at Wargaming confirmed for me that in this case, the values are correct. Pyotr Bagration just has a crappy Repair Party compared to other cruisers. Oh well. Gift horses and what not. I don't feel this matters a whole lot and it's not really a strike against her. There are too many tier VIII cruisers dying (literally) for access to a heal. This goes double when you take into account how good her citadel protection actually is. There are three primary strengths to Pyotr Bagration's citadel protection: The thickness of her armour. Its immunity to overmatch mechanics. It's entirely internal with none of her citadel abutting against the exterior of the hull. In terms of raw armour thickness protecting her machine spaces, Pyotr Bagration is way up there. For hits striking a cruiser's broadside, she has the thickest armour protection of the tier VIII cruisers at a combined total of 192mm (152mm belt + 40mm citadel wall) keeping shells out of her machine spaces. Her next competitors include Wichita, Albemarle and Cheshire with a flat slab of 152mm belt armour (which doubles as their citadel wall) and the layered composition of Prinz Eugen's 147mm between (27mm anti-torpedo protection, 80mm belt and 40mm turtleback). Pyotr Bagration's advantage here is that she puts a thick piece of metal on the exterior, giving her the best chance to shatter (and ricochet) smaller caliber shells before they even enter the ship -- preventing damage entirely. This keeps her safe(r) from citadel attempts from destroyer-caliber weapons and those of some light cruisers as well, but again only at a distance. At extreme ranges where Pyotr Bagration likes to fight, this can even foil some 203mm AP shells, though this is chancing matters. Even if a shell does penetrate her, the thickness of her citadel's armour prevents overmatching, even from the largest caliber AP shells out there. Her multi-layered citadel defense allows her to "double dip" with ricochet mechanics -- if not quite angled perfectly, shells that pass the first ricochet check and punch through her belt have to make another before getting a chance to hammer through her 40mm citadel wall. This alone helps reduce the number of citadel hits, greatly adding to her longevity. Similarly, shells aimed high will skip off the roof of her citadel. Having her machine spaces and magazine entirely internal prevents Pyotr Bagration from taking any citadel hits from HE bomb and shell attacks. It can even provide an internal volume in which AP shells can fuse and detonate before reaching her citadel. The image on the left shows Pyotr Bagration's citadel dimensions and armour layout. The one on the right shows how the ship's belt armour and hull encompasses the entirely internal citadel. That gap can cause all sorts of weird penetration mechanics to occur, such as internal ricochets, providing a space for short-fuse shells to explode in, etc. The effect here is to reduce the frequency of citadel hits this ship receives, especially from smaller caliber AP shells. It's Pyotr Bagration's structural armour where I find she's lacking. She's a light cruiser and conforms to light cruiser norms barring her extended waterline belt. Thus, her structural armour doesn't exceed 25mm with the exception of her amidships deck. 27mm worth of structural armour is an important threshold since the Inertial Fuse for HE Shell rework. First of all, it provides HE shell immunity from destroyers of 127mm caliber guns or smaller (barring those with weird HE penetration such as the ducky 100mm) -- even with IFHE they can't get enough penetration to directly damage those hull sections. This provides protection against secondary fire too, such as those found on Massachusetts. But most importantly, 27mm hull sections give the ship immunity from overmatch mechanics from 381mm AP shells. It's a shame she has to do without. 27mm structural plate isn't an automatic "I win" attribute. Pyotr Bagration isn't crippled without it (though you definitely feel it more in Co-Op). It simply increases the ship's survivability against particular opponents and specific situations (which are, again, prevalent in Co-Op). Her lack of this armour cements for me her role as a back-line support ship. She belongs in the rear where her guns and her armour layout maximizes her performance for little risk. Her 40mm icebreaker bow is worth mentioning. While it will soak up the occasional AP and HE shell tossed at her waterline, I find it rather troll to be honest. Relying upon it will only get your face stoved in by overmatching battleship-caliber shells as there's still lots of 25mm sections to punch through. However, there's no arguing that it will further reduce the number of citadel hits she takes. Proof positive that Wargaming considers Pyotr Bagration a light cruiser. Her protection scheme conforms to light cruiser norms. Summary: She has a heal. Most tier VIII cruisers don't. Her citadel protection is good. It won't save you if you give up your broadside though. Her structural armour is squishy. She's very vulnerable to HE shells. VERDICT: Pyotr Bagration is easily one of the best protected cruisers at tier VIII. That doesn't make her invincible or even tanky for that matter, but she can survive for quite a while provided you play to her strengths. Agility Top Speed: 34.5kts Turning Radius: 890m Rudder Shift Time: 10.6s 4/4 Engine Speed Rate of Turn: 4.8º/s There's only two good things about Pyotr Bagration's agility. Her guns have a 6º/s rotation rate. She's very long ranged. You'll note that neither of these things relate to how agile the ship is itself. That's because she isn't agile. Her handling comes from the same rancid mayonnaise jar as the other Soviet agility. Sure, it wiggles and jiggles when you shake it but it's sixteen months past the expiry date. Just trying to handle it is asking for an oily disaster as it goes everywhere but where it belongs. The best thing about her is her speed -- she goes in a straight line reasonably quick (just like that watery film on the top of your expired mayonnaise when you accidentally tip it over) but that's not remarkable. As terrible as Pyotr Bagration's rotation rate is, at least she can't out turn her turrets. It's a horrible bit of consolation but there it is. Bad handling is bad handling, but that doesn't hold Pyotr Bagration back because it doesn't matter. All she really needs from her agility is to be able to maintain distance in order to stay alive. That far out, even the lack of Soviet handling is enough to kite and dodge effectively. The ol' mayonnaise zone. VERDICT: Pretty bad, but irrelevant other than her straight-line speed. Anti-Aircraft Defense Flak Bursts: 8 explosions for 1,400 damage per blast Long Ranged (up to 5.8km): 189dps at 90% accuracy Medium Ranged (up to 3.5km): 158dps at 90% accuracy Short Ranged (up to 2.0km): 70dps at 85% accuracy Pyotr Bagration has excellent AA firepower for a tier VIII cruiser. Given the distances at which she likes to fight, it's actually reasonable to without Hydroacoustic Search and use Defensive AA Fire instead. With so much of her damage output concentrated in her long-range batteries and a heavy amount of flak, she makes an excellent AA escort cruiser -- at least in so far as this role can still be said to be viable in the current meta. I think it's safer to say that you're not hurting your team's chances by spending a consumable to help bruise attack squadrons, though I wouldn't go so far as to encourage you to spend skill points or upgrades that way. Frankly, I look at this as a happy coincidence rather than something worth getting excited over. It's nice that Pyotr Bagration's penchant for shooting from the second line will keep her reasonably close to battleships and thus allow her to passively support them with her AA power too. With a lot of her AA power concentrated in her long-range batteries, Pyotr Bagration is a very good ship for providing support AA to allies. VERDICT: Pretty darned good. I wish that meant something. Refrigerator Base/Minimum Surface Detection: 14km / 11km Base/Minimum Air Detection Range: 8.23km/6.67km Detection Range When Firing in Smoke: 7.8km Main Battery Firing Range: 18.48km Pyotr Bagration's vision control is ... well, it's not good. But, like her agility, the failures here are largely irrelevant. Bugs with her Hydroacoustic Search aside, this isn't a ship that belongs up on the front lines anyway (outside of co-op -- everything brawls in co-op). So having a less-than-stellar surface or aerial detection isn't the end of the world. Pyotr Bagration's main battery performance and her protection scheme both thrive on this ship being in the second line, sniping from the rear. This said, I don't think Pyotr Bagration should go without Concealment System Modification 1 -- the additional dispersion gained from this upgrade in combination with the gains to her stealth are too beneficial to set aside. But it might be possible to go without the Concealment Expert commander skill if points are tight. Still, there is obvious benefit to padding these flagging numbers if you can. Being able to go dark is paramount for safety in open-water kiting. What is worth discussing is how little she brings to the table in terms of vision control for her team. Pyotr Bagration lacks Surveillance Radar, a staple of high-tier Soviet cruisers. Unlike Mikhail Kutuzov who also goes without, she doesn't bring a Smoke Generator either. She cannot even be relied upon to have access to a Hydroacoustic Search (nor ever be in a position where using one is advantageous given her gunnery needs). Fighting from so far back or behind cover, she's not likely to be doing her own spotting either. This is an entirely selfish ship in terms of team play -- best designed for solo-actions or relying upon team play to facilitate her damage output. The best she can hope to provide for her team are support AA-fire, good damage output and maybe distracting enemies with her kiting antics. VERDICT: Not great but this isn't a horrible drawback thanks to her protection scheme and gunnery. She's entirely dependent on her team for spotting. Final Evaluation Pyotr Bagration is a monster. She's a boring monster, but she's a monster none the less. I consider her to easily be more powerful than Ochakov, the other tier VIII premium released at the same time. However, I found Ochakov's game play to be much more rewarding, if exceedingly volatile. Pyotr Bagration is the much safer choice, promising reliable steady damage, good survivability and ... well, not much else, if I'm terribly honest. There's nothing wrong with that per se. There is a lot of reward to be found in frustrating your opponents by staying alive, harassing them with long range fire and kiting them out of position. Pyotr Bagration has very good staying power and you can always count on her guns to hit back. While Pyotr Bagration has her flaws (poor gun handling, poor fire arcs, poor agility, no vision control) I don't see any of these as being particularly damning for this ship. On the contrary, most of these feel trivial, especially when her incredible range and ballistics band-aids over these drawbacks to the point of irrelevance. In this regard, she reminds me of Giulio Cesare -- an earlier premium that, while she had her flaws, they didn't get in the way of the ship's strengths. We all know how that ship turned out. While I'm loathe to trumpet out an 'overpowered' warning without actually seeing her performance in the hands of the masses, she's certainly piqued my interest as one to watch for the future. So yeah. Pytor Bagration. She's an incredibly safe purchase, though her game play doesn't particularly appeal for me. I think Tallinn is the more interesting ship, and she's free. So make of that what you will. Conclusion Well, this one took longer than I thought it would. There's a lot of weirdness in this ship, particularly in her armour and guns that I wanted to double and triple check to make sure I did them justice. There was also the problem of getting access to Tallinn in order to make sure my comparisons were on point and that necessitated doing some grinding to unlock her. Oh well, it's done. The next ship on the docket is Mikoyan, the tier V Soviet cruiser. I dunno how this one flew beneath my radar but I totally blanked on her coming out. I'll be doing something special for her, so stay tuned! Thanks for reading!
  5. I wanted to get this review out sooner, however, real-life stuff kept me from releasing this on time. In that time LWM published her review of the Siegfried and Agir here if you want another opinion then feel free to check out her review. Finally, I just want to shout out @LittleWhiteMouse for giving me the inspiration to start writing my own reviews of ships released, thank you! Anyways if you value my opinion then feel free to read my review and tell me how wrong I am. Without further ado: My Agir Review (The following review is entirely my opinion, please gather more information from other sources before purchasing this ship.) Agir is a T9 German battlecruiser/supercruiser with 9x305mm guns in three turrets. They have decent range, accuracy and penetration while having less armour than you’d typically expect for a German capital ship. Agir has decent HP, guns, AA, Torpedoes and maneuverability. Unfortunately, this comes at a price, Agir sits quite high above the water, with weaker armour and a surprisingly punishable citadel can result in massive damage being taken. TLDR: Agir is decent, she’s a very bland battlecruiser with nothing too special or unique about her. The guns are decent with great AP alpha but weak HE damage, she’s pretty tanky in a one on one situation with proper angling but broadsiding any battleship will see a sizable portion of your HP being removed. The ship is better than Azuma, but Alaska and Stalingrad are far better contenders for competitive play. Survivability HP: 62 850 Torpedo Reduction: 37% The German line is known for its tanky ships. Großer Kurfürst having some of the best armour and highest HP in the entire game. German cruisers get 5 heals instead of 4 like other navies, this is to encourage more aggressive play and to push the enemy. Likewise, you’d expect their battlecruisers to be somewhere in between, heavier armour than a cruiser but weaker than their contemporary battleships. Germans are also known for their turtleback armour scheme, making them almost immune to citadels except in occasional situations. Agir has a few unique traits for starters unlike the battleship or cruiser line Agir gets only 4 heals instead of 5. This doesn’t seem like much but I’ve personally been really missing that extra heal charge. Agir takes a lot of HE damage from cruisers and I’ve found myself often at the end of games with low health and wanting that extra little boost. Agir’s armour is a mixed bag. With good angling and active maneuvering, the armour can hold up quite well. Against cruisers like Hindenburg, the 190mm armour belt combined with the 80mm turtleback does an adequate job of protecting the citadel. However, ships like Des Moines with heavy AP shells improved pen angles and fast reload are capable of dealing heavy damage really quickly. And against cruisers, battlecruisers or battleships with good penetration values the turtleback does very little to protect your ship. Agir has her citadel poking above the waterline, this means that unlike in German BB’s like Tirpitz, Bismarck, Großer Kurfürst who’s citadel is completely beneath the waterline giving broadside in Agir will result in citadels. In a 1-on-1 comparison, I consider Alaska to be a tankier cruiser than Agir. While Alaska’s armour is thinner on the midships plating Alaska has quite a few advantages over her adversary. For example, Alaska’s deck is 6mm thicker at 36 compared to 30mm. Her belt armour is 229mm to Agir’s 190mm. Alaska sits much lower in the water making her freeboard rather difficult to hit. Finally and most crucially Alaska’s citadel is entirely beneath the waterline, meaning citadeling Alaska is far more difficult than citadeling Agir. Artillery Main Armament: 3x3 305mm guns Secondary Armament: 9x2 128mm guns Main Battery Reload: 20s Range: 18.5km Agir’s guns have decent penetration, they have a subpar range and an average reload. They’re not notable in any way other than the good AP shell damage of 9,100, of course, this is compensated for by the lacklustre HE rounds which have a decent fire chance of 27% but low damage 3,600. The shells are also exceptionally fast travelling at 865m/s for both the AP and HE. They’re the second-fastest 305mm in the game with only Soviet bias shells beating them at a whopping 950m/s. The guns feel comfortable to use and aiming at longer ranges is pretty easy. Out to a range of 8km Agir has the best penetration of all T9 battlecruisers with the exception of Siegfried. However, beyond that Agir penetration at long range is the lowest among her counterparts, not by much in fact there’s only 4mm of difference between Alaska and Agir at 21km but it’s still there. This can be really frustrating because of her low HE damage I felt like I was forced to play the ship in the worst way possible. Giving a ship high AP damage and low AP pen at ranges feels like locking off the only good part of the ship. Because of this, I found myself firing a lot of HE in games where the damage was consistent thanks to the ¼ pen rule applied to Germans but lower than if I was firing AP. In-game I found the most success when I loaded AP and fired at broadsides, focusing any ship that didn’t angle enough and ignoring bow-in ships. Playing like this allowed me to get decent damage against enemies and use the guns of Agir to their full potential. Could you do a meme secondary build? Sure I guess, but it’s not recommended while the secondaries are extraordinarily accurate their range and been butchered down to 8km which in a T7 game is usable, but, in a T10 game feel like digging yourself into a hole with a secondary build. Again if you wanted to do it I guess you could get away with it since Agir remains rather consistent with her shots even without aiming systems modification 1, my only problem was justifying the points in a secondary build. To me, it’s not worth it but if you want to do it for craps and giggles then go for it. Now the biggest question for here is would I rather an Alaska than an Agir? Now the stats make me want to say yes, I’d rather have an Alaska than an Agir in terms of artillery but after playing both I actually think I like Agir more. They don’t get the super heavy AP or the amazing auto bounce angles of Alaska but even still I prefer Agir’s guns. Their high shell velocity means you can hit targets at long range with ease and when the AP sticks it bloody hurts. I have regularly chunked battleships and cruisers for 20k using these guns. So, in my opinion, I like the Agir’s guns more than Alaska’s, however, I recognize that not everyone agrees with my opinion. Torpedoes Range: 6km Speed: 65kts Max Damage: 13,700 Reload: 90s Honestly, there’s not much to say about Agir’s torpedoes. They’re your standard German cruiser torpedoes used for close-in brawling as a final means of finishing off opponents. Their position results in good torpedo angles, but because they’re amidship they suffer when getting shot at, often getting disabled and knocked out. They’re certainly usable and inflict heavy damage when they connect but like the Tirpitz often the torpedo tubes are removed from the ship in a hurry thanks to the amount of HE spam in the game. And if nothing else they give you a lead indicator for your main guns. AA Defences 10x4 20mm cannons 9x2 55mm cannons 9x2 128mm dual-purpose guns AA DPS: 369 Shell explosion: 1540 Range: 6km Agir is nothing special when it comes to AA in fact I find her to be rather weak. For the photo above I took Agir T9 and put her against a bot Ryujo at T6 despite being 3 tiers higher than Ryujo took out half my health. Now of course I wasn’t at the controls since I was trying to get a decent photo of her AA in action but it still stands that a T6 got through the AA of a T9. In fact, while her in-game AA rating is 87 which is seven points higher than her sister Siegfried at 80 I’d rather be in a Siegfried to fight enemy CVs than Agir. Siegfried gets access to both the DFAA consumable and fighter consumable while Agir gets neither of those. For some reason, WG decided that Agir wasn’t worthy of the two most useless consumables in the game. If I’m being honest I haven’t found the lack of Fighter/Spotter or DFAA particularly bad (I usually run with Hydro and Spotter anyway) but it’s the fact you don’t get the choice at all that is frustrating to me. Agir’s AA is meh, just like almost everything else on this ship. Is it terrible? No. Is it going to deplane a whole aircraft carrier? Also no. Like the vast majority of ships Agir’s AA falls into the “Doesn’t do crap if the carrier knows what they’re doing” category that the rest of the German cruiser and battleship line falls into. Where does she fall on the battlecruiser list? In the middle, she’s not an Alaska but at least she’s not Azuma. Maneuverability Max speed: 33.5kts (base) Turning radius: 880m Ruddershift time: 11.2s (ruddershift mod 1) Agir feels like all the other battlecruisers, she’s fast in a straight line, clumsy for a cruiser in a turn but agile for a battleship. What I found most interesting was how many people underestimated the top speed of Agir. A few times when I’ve reached maximum speed and got spotted on my way to a key area I would watch shell come flying in and land just aft of my stern. Of course, that only works once and the second time is sure to result in a massive paddling taking place if you don’t angle or dodge. I found the Agir to be nimble (enough) to mitigate incoming fire using the upper 90mm belt to ricochet shells by sailing into the enemy at an angle. Long-range felt most comfortable especially against big-armed BB’s like Thunderer, Kremlin, Georgia, Yamato and Shikishima. Giving ample time to mitigate incoming fire and then turn out to get all guns back on target. At close range, the ruddershift felt more clumsy where I would turn out to bring all guns on target before turning back in to angle the hull. Quite a few times I’ve been on that turning back in with my finger firmly on the A/D key and by that time the enemy has fired and my rudder is only then starting to turn the ship in. Is it acceptable? Yes, absolutely I’m still getting used to her ruddershift time and her maneuverability characteristics. Overall I feel once again Agir falls somewhere in the middle of battlecruisers with Alaska feeling closer to a battleship than a cruiser with her maneuverability and Azuma being a cruiser that’s been elongated. Agir fits nicely in there as a sort of middle buffer erring on the Alaska side of the spectrum in my opinion. Concealment Sea detection: 11.9km Air detection: 8.7km Smoke firing penalty: 11.7km (nothing to do with concealment just really like some of these photos) Once again Agir sort of just sits in the middle of the pack, being slightly less detectable than Alaska and slightly more detectable than Azuma. Her concealment is acceptable allowing for positioning closer to the battle and being able to go undetected rather easily. She’s often spotted by aircraft but in this day and age, it’s to be expected. Nothing really noteworthy here other than yeah, she’s ok. Modules and Crew: With my experience in Agir, I used a different combination of crews and modules here’s what I found to work best for me. For modules: I ran with this set because I found it to work best with a longer range playstyle while not impeding on close-range brawling. It was a hard choice between range and reload but I stuck with range because of the 18.5km base range which with all the HE spam results in playing too aggressively early on in the match eating a ton of damage and dying before anything good could happen. The range mod boosts the range out to 21.5km which allows for a lot more comfortable play on maps with little to no cover. Concealment because nothing else is worth taking, ruddershift because it allows me to avoid more damage, aiming systems because there’s nothing better in that slot, damage control because fires hurt on this ship and main armaments to try and avoid losing torpedo tubes 2 minutes into the match. For my captain this is my #1 recommendation: This is my GK build, it’s your standard tank build. I find it to work better on this Agir because of the 60s burn time and little armour values on the deck/side plating. If you wanted you could drop the jack of all trades skill for expert loader and preventative maintenance but I found the reduced reload time on consumables helpful. However, I know some people don’t like to run tank builds on battlecruisers because they think then they’re playing a BB without the armour so my second recommendation is: Standard cruiser build, please note that only 15 out of the 19 points are used here. Again pretty self-explanatory speccing into the main guns and concealment. This build works ok but with all the HE spam in the game now I just feel it’s far too vulnerable to fire damage. Final Thoughts: The more I play Agir the more average bland this ship becomes, it’s very pretty and her sister Siegfried will eventually be mine! But Agir just sort of became this very bland kind of “meh” ship where there’s nothing to make it stick out from the rest. I mean high AP alpha and high penetration on HE shells is great but honestly, it just feels like a worse Alaska. If you already have Alaska and are wondering which ship you should spend 1m free XP on then the answer is not Agir or Azuma. If you’re like me though, hate DD’s and want a cruiser then which one do I recommend? Agir. Because while the ship is deeply mediocre with absolutely no unique features of its own it at least has armour and can make aggressive plays when your team is down and you need points. Azuma just can’t do that her 25mm of plating and massive citadel makes her a damage pinate that battleships love to hit. Agir is also a very pretty ship, so you know if you just want something that looks cool and you don’t care about performance than sure, Agir is fine. I just have a hard time recommending this to anyone who wants a ship that is competitive or very fun to play, because Agir’s not. Alaska will do Agir’s job better, more consistently for the same price. Basically I rank the T9 battlecruisers like this: 1. Alaska (great pick!) 2. Kronstadt (radar and good armour) 3. Agir (meh, not bad, not good) 4. Literally anything else 5. Azuma What would make her a good bote? If WG increased the range of the secondary battery back out to 11.5km at maximum and gave this ship some improved pen angles for her AP this ship would be a definite recommendation. Doing this would give players who want a good german secondary ship something they could play with without having to re-grind 3-5 lines to get Siegfried. And the improved AP pen angles would just make it more comfortable to use AP against targets.
  6. This is not a CV whine complaint, but more of a discussion/reflection. IMO, CVs have to much disproportional influence, due to power creep of CVs. Because of this, it has changed the rules of engagement for certain ship sizes... As promised, I present a replay to one of many battles reflecting this aspect of the game.... I repeat the words of Mighty Jingles... "If a CV is caught not paying attention, sleeping or out of position... Why is it the DD driver have to be punished and not rewarded, by not being able to sink the CV or down his planes ?" Many will adapt to the change... But it doesn't mean, its fun or have justified disdain for the class. This is not only in the low and mid tiers, upper tiers its the same situation but more intensified. 20200606_233718_PJSD025-True-Kamikaze_17_NA_fault_line.wowsreplay Remember, the replay will expire when the new patch comes into affect... If you have recording software you can post it again if you like. GL/HF
  7. I put together a ship review video for the new Anshan which contains my thoughts on the ship and some gameplay footage. I am curious to know how many people ended up buying the premium destroyer and if they enjoy it. Let me know what you all think! The Taste Channel https://www.youtube.com/channel/UCJJaSofrJHMcK-yp5ldHT-w/featured Anshan Ship Review
  8. I've been doing a lot of thinking about this campaign, the details of which are summarized in my how-to guide here... ...while I've been completing it. However, I felt it was better to wait until I was done before posting anything. I didn't want to be accused of sour grapes (for failing to finish) or asking for an easy way through (because I haven't got the guts for the hard slog). However, those things are off the table now; I have Jerzy and I can say what I like. The TLDR of it is this: I thought it was too much to ask for the reward it gave. But it also wasn't a terrible experience for me, so let's break this down. THE GOOD: The thing I liked about this campaign was that it had a broad range of tasks to achieve which were both economic and combat-related, and there were several that could be done in co-op. The mix of missions was good, and as someone who at the start had at least one of ALMOST every ship type at every eligible tier, I felt I was ideally set up to complete this thing. It encouraged me to get on and finish a couple of grinds I'd been dragging my feet on (Lightning to Jutland, Monarch to Lion), and as a result of it I've really started to enjoy playing in Randoms again. It also came along at exactly the right time to fill in the gap that I'd left in my life by finishing both all the permanent campaigns. Note that I did not say "all the OTHER permanent campaigns". That's because this wasn't one, but I'll get to how I really feel about that later. If you were starting this campaign with far fewer eligible ships than I started with or have now, it would have been a useful spur to getting at least one of your T8 ships to T9 (via the commander and ship XP tasks in Missions 1 and 2) and having options for later, because options were important, as we wll soon see. THE BAD: Not all of these are my complaints, but I'm going to address them nonetheless. Note that "address" does not always mean "agree with". 1) Limited time. I'm an average player, albeit experienced and with a broad-based fleet. I finished the campaign in two months, but someone coming into it late in its validity cycle (six months from the date of launch) might have bigger problems. 2) Tier 9 and 10 ships. I will agree with anyone who thought that too many of the tasks were restricted to Tiers 9 and 10. I had no problems because I had ships with permacamo, coal ships at Tier 9 and 10, etc. etc., and premium time, which made all that affordable. But some of those coal ships (Musashi, Smolensk, Jean Bart) are no longer available, and not everybody can afford to buy or gets lucky enough to win doubloons for permacamos. Tier 8 is the last at which you can play in mediocre fashion and not get hammered by service costs. Yes, the campaigns for Yamamoto and Halsey also had Tier 9 and 10-limited missions, but both those campaigns had a way through (grinding XP or credits) for a player with any Tier 8 ship at all. This campaign had a roadblock in Mission 3, in which non-Euro Tier 8 ships that were not destroyers could not progress at all. 3) Exclusion of Blyskawica from Euro DD missions. Yes, I know she's Tier 7, but being a Polish destroyer (and the oldest in the game) in an event centred around a Polish admiral, she really should have been given a free pass. 4) The "winning battles" condition; some of these tasks depended on your team not throwing the battle (and everything you had achieved) down the drain at the last minute (happens too often). While this is not an issue in the permanent campaigns, it puts the pressure on in a time-limited one (especially for those coming to the event late). Note that this criticism only applies to those tasks that had to be done in PvP; the win rate in co-op is so high that it doesn't matter. 5) Too much to ask. I agree with this completely. The requirement to use a majority of higher-tier ships in randoms to do this in a short time frame was more than we were ever asked to do to get Sansonetti or Cunningham (or arguably Kuznetsov, but I deliberately didn't go for him so I can't be the judge there). The Yamamoto and Halsey campaigns are grindier, but can be done at leisure and offer bigger rewards. 6) Euro Premium Ship Missions. Let's be fair; the event which spawned this campaign was centred around the introduction of European destroyers, and it would have been too much to expect them not to receive SOME side-benefit missions (including for the premiums). However, while these did offer something of a shortcut through the earlier phases, I felt the shortcuts got a bit illusory toward the end. Even if I'd spent my FXP on Smaland instead of Hayate, I'm not sure she would have made this campaign any easier. Given how quickly I got the first three missions done without them, I'm not sure having a Euro DD at T8 or better in my port would have benefited me much at all. So I am kind of inclined to downplay this complaint... but once more, I say that in the context of having a fleet which can tackle just about any task at any time. Well, almost. After neglecting my Implacable to Audacious grind in part because there was no use-case for a T8 CV in some of the missions, I eventually FXP'd to the Audacious and farmed spotting and torpedo ribbons with her to grab myself a few easy stars in Mission 5. I'm pretty sure we will get future campaigns that include similar tasks, so the doubloons I spent on giving Audacious her permacamo are not going to be charged against this event alone (and I like playing her, so there is that). OKAY, ENOUGH COMPLAINING, WHAT ABOUT AN ALTERNATIVE SOLUTION? If I had been in charge, I would have done one of the following: 1) Made everything harder, put on more stars per stage (maybe ten, ten, twelve, twelve, fifteen), made the campaign permanent and pushed Jerzy up to 15 stars, OR 2) Kept the time constraint and the reward the same, but made everything Tier 8+ and given Blyskawica a pass as the only T7 allowed in for the T8 Euro destroyer missions. Hell, I might even have brought the tier bar lower. Jerzy's not all THAT powerful, and if you weren't going to lock Sansonetti and Cunningham behind a time limited tier wall, you shouldn't have done it here either. I liked this campaign- sort of. It was very well suited to the ships I have accumulated while trying to get the permanent campaigns done. Yet I couldn't help but think, the whole time, that it was and is going to be a very rough trot for less experienced players with smaller fleets, limited playing time, and an inability to pay.
  9. Awe5ome

    HMS London Review

    HMS LONDON REVIEW HMS London is finally here! I've been waiting for this ship since it was announced and I am now happy to present you with my take on whether this ship is worth the money or if you should only get her for free so without further ado, let's get into the review. Overview HMS London is a VI heavy cruiser of the royal navy, armed with 4 duel turrets mounting 203 (8") guns. Firepower for her tier is exceptional if a bit underwhelming at times, she carries 8 torpedo's housed in 2 quadruple launchers on either side. She's got a slow top speed and a lot of hull above the waterline for easy pickings but that is at least slightly compensated for with a smoke generator and a heal. When playing her she felt a bit sluggish, slow to accelerate without the acceleration mod and while her rudder shift is exceptional it can feel slow because of how close you'll be to your enemies. Unlike the British light cruisers which take off like a bat out of hell, the London is like me in the mornings, slow to get going and once you get going it's probably too late anyway. London has a very short main battery firing range of only 13.4Km, by comparison, the Exeter has 14.3Km of range and it's T5 heavy cruiser. It can feel as though the range is not enough with all the radars, DD's, and plane spotting going on in warships often forcing you to be seen way earlier than you were hoping for and limiting the number of targets you can fire at with your main guns. This cruiser is DEFINATELY not tanky, unlike the Exeter which can be extremely trolly with its light armour or the late British CA's with their thick main armour belt the London eats a lot of penetration damage and getting spotted in your smoke will often result in a trip back to the port sooner than expected. With that said it's nice to be able to tank a 203mm shell fired at the bow of my ship, and the citadel is still pretty small so unlike the Emerald giving broadside is not a guaranteed death sentence but instead is often a hell of a spanking and makes you do a double-take of your HP before spamming the 'T' button. AA defence is poor, I find them to be very underwhelming and often I don't shoot down a single aircraft, the old adage holds true if the carrier wants to sink you then he's going to sink you. London does have a few things that I find really attractive, for starters she has 203mm guns and a smokescreen while also having a really low detection range. However, she also gets the British destroyer hydro which means that it lasts for 180s and will detect both ships and torpedoes at 3km. All of this is tailored to a very specific playstyle of getting in close, put up a smokescreen, pop hydro, daka, retreat and recover HP, repeat... profit. Survivability Hit Points: 34,600 (12,450 using all heals, healing flag and superintendent are included) Max Hit Points: 47,050 Bow Plating: 16mm (bounces 8"/203mm shells) Stern Plating: 16mm (bounces 8"/203mm shells) Side and Deck Plating: 19mm Citadel Plating: 114mm (Fig above: Bow plating) (Fig below: Citadel plating) The Survivability of London is decent, while the armour is nothing special at least it isn't British light cruiser 13mm of armour that the Leander has. With that said going toe to toe against a Battleship will result in your death and the mockery of your death. This is not an open water boat, you will not juke shots from battleships unless you pre-predict the shots and avoid them ahead of the battleship firing. Rather this vessel is a window of opportunity kind of ship, by that I mean you wait for the enemy to be distracted by someone else or fire just before vanishing behind an island. Potshots when no one is looking for you and when the enemy is distracted will allow you to sat alive longer in battle. Armour angling is effective against other cruisers and destroyers with 16mm you can rush some island hugging CA's. However, her greatest tools are her smokescreen and heal so use them wisely. Artillery Main armament: 4x2 203mm guns (reload time 15s) Max Firing range: 13.4km Max AP Damage: 4550 (Muzzle velocity 855m/s) Max HE Damage: 2850 (Muzzle velocity 855m/s) Fire chance: 17% with the demolition expert skill Secondary Armament: 4x2 102mm guns Max Secondary range: 5.3km London's main selling point is her firepower, 8 203mm guns that hit for exceptional damage. The reload does feel a bit too long but when fighting at or down tiers these guns are perfectly acceptable, it's only when fighting against T8 cruisers and battleships does the firepower start to feel underwhelming. The fire chance is decent, the AP feels usable at all ranges and honestly, I'm just really pleased with the guns. If there are any down points to her guns it's the fact that they fire only 13.4KM, have a smoke-firing penalty of 6.8km and that they reload in 15s when other ships of the same tier reload closer to 10. Torpedoes 2x4 533mm Torpedoes Max Damage: 15733 Range: 7km Speed: 59kts Reload: 106s As with all British Torpedoes, you can fire these torpedoes either individually or on a narrow spread. However, unlike the Exeter which has extremely useful and deadly torpedoes for its tier the London gets slow, short-ranged torpedoes which are only useful in a defensive situation or if you're rushing a BB hiding behind an island. I have never hit anything with them and I've only used the lead indicator to get a better idea of how fast my target is moving I my shot is more accurate. However, the firing angles of the London's torpedoes are very good so you won't have to turn the ship too much in order to bring them to bear. AA Defence Range: 5.8KM Continuous Damage per Second: 124 Damage by shell Explosions: 1120 The AA defence of London in my experience is poor, even against same tier aircraft I struggled to shoot them down with my priority sector enabled. This is only compounded by the fact that you have no access to the fighter or defensive fire consumables. This can be enhanced by selecting AA mod 1 and mounting the November Echo Setteseven signal but I would recommend against AA mod 1 since there are better options to choose from. Maneuverability Top Speed: 32.3kts Turning circle: 710m Rudder shift: 7.8s I covered the maneuverability of London in the overview but I'll restate what I thought, London feels sluggish, not just because of the mediocre top speed of 32.3kts but also because of the slow acceleration and the large turning circle. Unlike the British CL's you don't get the acceleration baked into the London, pressing the W key will only result in your standard acceleration which can leave you in the position of eating many torpedoes. She also has a larger turning circle at T6, 710m is bigger than the Pensacola and ties the Aoba and Devonshire, so often you'll make a turn that you think is possible to make until you run into the island because London turns like a double-decker bus. London is a very sluggish ship, which is unusual for the Brits and it can get annoying when she doesn't react the way you'd expect a British cruiser to react. Concealment Surface Detect: 10.5KM (Camo+Concealment Expert) Air Detect: 5.9KM Smoke Firing: 6.8KM London has a decent detection range worse than the Leander and Devonshire but tied with Aoba and far better than the Pepsi can and Bodyonny. Her decent stealth helps to play this ship more aggressively, pushing in smoking up firing at the enemy before beating a hasty retreat to recover health. While not spectacular by any means the London is capable of going undetected when needing to. Consumables Slot 1: Damage Control 1/2 Slot 2: Repair Party 1/2 (you only get 1 use stock so definitely get the premium version of this consumable) Slot 3: Hydroacoustic Search 1/2 (British DD hydro) Slot 4: Smoke Generator 1/2 (typical British CL smoke) Captain Skills I run a 15 point captain on my British heavy cruisers 1: Priority Target 2: Adrenaline rush (faster reload), Last Stand 3: Superintendent (extra heals/smoke), Demolition Expert 4: Concealment Expert Upgrades Slot 1: Main Armaments Mod 1 Slot 2: Engine Room Mod 1 Slot 3: Aiming System/Torpedo reload Mod 1 Slot 4: Propulsion Mod 1 I found these upgrades to work the best, Main Armaments Mod 1 because of the lower crit chance on guns and torpedoes, engine room because I like having propulsion and steering when I'm playing a cruiser, I prefer aiming system for the tighter dispersion since the torpedoes aren't very useful anyways and I would highly recommend propulsion mod 1 over steering gears because of the before mentioned sluggish acceleration. Of course, these are just the upgrades I run with, this doesn't mean that they'll fit everyone's playstyle perfectly. Final Thoughts I have been waiting for this ship ever since I read the very first post of it back in November of last year, and while I don't regret the money I've spent I can certainly see why others might. This ship is tricky and unlike Exeter where if you mess up the worst thing that happens is some BB over pens your bow, in London, any mistake will be quickly and severely punished. With that said this is a heavy cruiser with a smokescreen and High explosive, so she has a huge advantage against her peers at the same tier. Should you buy it or earn it? I'd say earn it, you have the chance to get the ship for free take it. The ship is good and can be very strong if you know what you're doing but one mistake and you'll find yourself getting early access to submarines! However, if you're afraid you're not going to get the ship in time and you still want London then go buy the cheapest bundle. Right now you can get London for $29.23 CDN and at that price, I feel as though you get what you paid for a decent ship with high potential, some massive strengths and some big weaknesses. Final Verdict on this Ship? Hello, I appreciate if you read my review do let me know if you run a different captain build or upgrades. Are you going to earn her or have you already bought her and if so what do you think of London?
  10. LittleWhiteMouse

    Premium Ship Review: USS Texas

    Please be aware that this review reflects the USS Texas as she appeared during the testing period. Her stats may have changed since. 'Murica. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Other articles in this series: Available Ships: Atlanta, Atago, Aurora, Ishizuchi, Murmansk Pre Order Ships: Sims, Yubari, Gremyashchy Limited Release Ships: Tirpitz, Fujin, Campbeltown, Warspite, Imperator Nikolai I, Molotov, Mikhail Kutuzov, Blyskawica, Anshan,Lo Yang, Saipan, Texas Gift & Reward Ships: Albany, Arkansas, Iwaki,Tachibana, Kamikaze, Diana, Emden, Marblehead Arpeggio of Blue Steel Ships: Kongo, Myoko Condensed Reading: Mouse's Quick Summary of Premium Ships ♥ ♥ ♥ A special thanks to KJar for forcing this ship upon me. Without further ado: The United States Navy New York-class Battleship USS Texas Quick Summary: A New York-class Battleship with a heavily upgraded anti-aircraft armament and a slight reduction in mobility. Cost: No idea. Though apparently there will be a custom skin for this ship in the near future, so odds are we'll see a possible bundle. Replays: Derping up the Middle + Clear Sky & Bully of the Solomons PROs Armed with ten 356mm rifles with good AP performance. A high, 30% chance to start a fire with her HE shells. Tough with a good hit point pool. Tight turning radius of 600m. Very powerful AA armament with higher raw DPS than the Atlanta or Cleveland. All but immune to tier 4 carrier attacks and even some tier 5 carriers. CONs Slow rate of fire of 1.8rpm Very slow turret traverse of 60s for 180' turn. Limited fields of fire on her #3 and #4 turrets, forcing her to risk exposing her broadside to fire. Pathetic secondary battery armament. AA armament is limited to self defense ranges (3.5km). AA armament cannot benefit from Manual Fire Control for AA Armament skill. Very slow, with a top speed of 20.5knots. Slower rudder shift than the New York of 14.0s. Dangerously vulnerable to Destroyers. The USS Texas is upgraded beyond the level of the New York-class Battleship from the tech tree. This runs contrary to the USS Marblehead, which was a partially upgraded Omaha-class cruiser. On it's surface, this may make the USS Texas appear to be better than the New York. However, like the anti-aircraft upgrades for USN destroyers, there's always a catch when you add more flak. The Texas is a New York-class Battleship. For those familiar with the lead of her class as she appears in World of Warships, the changes which differentiate the Texas from the research vessel are minor and easily summed up. The Texas has a better anti-aircraft armament but the added weight makes her slower and less agile. In short, she gains defense against aircraft carriers but she pays for it with a small loss to her flexibility. The other differences are minor -- enough to make the Texas feel similar too, but distinct from the New York. But don't take my word for it. Lert is here to provide his summary while I look into the nitty gritty behind the various facets that make up this premium ship. The Lert Box LWM has once again graciously allowed me some space to post my own thoughts. For this review, I'm only going to compare it to a single ship, that being the New York. It is well known how the New York plays, and its differences in playstyle and gameplay between it and Kongo are well documented. As such I don't believe it necessary to compare Texas to Kongo, while going into detail about its differences with New York will tell enough of a tale. As for what differences there are, well, not many. But the few there are might not be instantly recognizable by looking at the stats. Finally, this review is about a ship that is still in testing as of this writing, so its statistics may still change before it's released to the public. Now on to the categories: Would I Recommend? At the time I'm writing this, I don't know the cost of the USS Texas. That's worth remembering. I am delighted (and even a little excited) to see a mid-tier USN Premium, and a Battleship at that. It's hard not to let my bias colour my impressions. Let me be clear: This is a New York-class Battleship. If you didn't like the New York-class Battleship, then the USS Texas isn't going to win you over. If you haven't played the USN Battleships before, know that this is a slow, clumsy, unsubtle brick of a warship that's got some pretty cool AA power and that's about it. Me? I loved her. But my resume includes loving several wonky premium ships, such as the USS Atlanta & Saipan. The Lert Box Is the Texas worth your money? The only reasons not to buy Texas when it comes out are because the bundle is unfavorable, you can't afford it, or you can't stand the slow gameplay of mid-tier US battlewagons. The Texas is simply put a refined New York. Nothing more, nothing less. So if you enjoyed New York, get Texas. Recommended Modules The USS Texas has three module upgrade slots. For the first slot, equip Main Battery Modification 1. Keep your main guns alive. For your second slot, AA Guns Modification 2 is your best choice. This exemplifies her AA defense ability which really is the defining feature of the Texas. This will increase her range from 3.5km to 4.2km and is the first piece of the puzzle for making her AA guns truly formidable. For your third slot, I would recommend Damage Control System Modification 1. To be fair, the gains here are very minor, but it's the best choice of the three for a Battleship. Recommended Consumables The USS Texas has access to two consumables -- a Damage Control Party and a Repair Party. Upgrading the Damage Control Party to the premium version is almost a must with most Battleships. This reduces the reset timer from 120s down to 90s which will help mitigate the inevitable swathe of fires that enemy high explosive rounds will set on your decks. It's up to you on if you want to upgrade her Repair Party as well. Keep in mind, that like many Battleships, the USS Texas benefits greatly from the India Delta signal which boosts her Repair Party's output by 20%. In addition, I find it useful to put on an India Yankee to reduce the time required to extinguish a fire. Lastly, no other mid-tier Battleship benefits as greatly from the November Foxtrot Setteseven signal which boosts her AA power by a further 10%. But frankly, this is just overkill. When kitting out any of your ships, keep her strengths and weaknesses in mind. Pay special attention to how much it will cost you to mitigate her weaknesses and if this price is too dear -- especially when the points might be better spent exemplifying her strengths. Recommended Captain Skills You're going to want to select Captain Skills that boost her AA power. Again, this plays to the strengths of the USS Texas. Your first skill should be Basic Fire Training. This nudges up her AA power by 10%. It also boosts your secondary gun batteries but they're all but forgettable. At tier 2, make sure you grab Expert Marksman. This will reduce your turret traverse from 60s down to 48.6s which is still slow (let's be honest) but at least it wont make you want to pull your hair out. At tier 3, you've got the choice of three good skills, IMO: Superintendent is usually my go-to skill for Battleships. I always like having as many Repair Party charges as I can get. However, a good case could be made to go for High Alert instead, to reduce the reset timer of your Damage Control Party from 120s to 108s (or from 90s down to 81s with the premium version installed). Fires are the bane of US Battleships. And lastly, Vigilance isn't a bad skill either for the Texas. Without a spotter aircraft, your ability to detect incoming destroyer-launched torpedoes is limited and this can help somewhat. At tier 4, Advanced Fire Training is your port of call. Combined with AA Guns Modification 2, this will extend her maximum range from 4.2km out to 5.1km. Be very aware that Manual Fire Control for AA Armaments is useless for the USS Texas. The skill only works with AA guns of 85mm or greater and hers cap out at 76mm. You will gain no benefit from using this skill. Though I don't put much value on the tier 5 skills for the USS Texas, Jack of All Trades has it's uses. Personally? I would rather use the 5 points acquiring some more low tier skills. Other useful skills for the USS Texas include: Basics of Survivability and Situational Awareness at tier 1.
  11. LittleWhiteMouse

    Premium Ship Review: HMAS Perth

    Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: The Facilitating Squid. Quick Summary: A shorter ranged, sneakier Leander-class Cruiser with HE shells and a weird smoke generator consumable. Patch & Date Written: 0.5.13.1, November 2nd & 3rd, 2016 Closest in-Game Contemporary: Leander,Tier 6 British Cruiser Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The HMAS Perth was a modified version of the Leander-class cruiser. The primary difference was an improved propulsion system. In game, this is easy to see with the different funnel layout with the Perth having two to the Leander's one. Here's a quick summary on how the two ships vary: Hull: The Perth has an improved armour scheme but less overall hit points. Weapons: Perth has access to HE shells. While she has AP, her fuse timers and arming thresholds are nowhere near as forgiving as those found on British cruisers. Her ricochet angles are less generous. The Perth is also shorter ranged. AA Guns: Perth has a mid-war AA armament and lacks 40mm Bofors or Vickers pom-poms. She's quite vulnerable to aircraft attack. Agility: Perth has slightly faster rudder handling. Stealth: Perth is marginally stealthier with a 200m surface detection range advantage over the Leander. Fun Stuff: Perth's smoke generator is unique. PROs: Though she's based on a British cruiser, she has access to HE shells. She has a powerful torpedo armament, capable of doing nearly 62,000 damage per salvo. Torpedoes may fire individually. The Perth is wonderfully agile with a small turning circle of 640m and decent rudder shift time of 7.6s. Very wiggly. She has good concealment, starting with a 9.8km surface detection range with her camouflage. The Perth uses the British spotter aircraft consumable. This lasts for a full three minutes per charge as opposed to just 100s. Her Smoke Generator is active for 90s, generating smoke the entire time. This allows her to lay more smoke clouds than any other ship currently in the game. While the individual clouds don't last very long, this thing poops out smoke for days and allows her to remain mobile while staying concealed. CONs: She cannot be used to train British Captains. The HMAS Perth is the first of the Commonwealth ships which count as a separate nation. She's very squishy, with a small hit point total and insufficient armour to provide any kind of protection from large caliber (203mm+) shells from heavy cruisers or battleships, which can overmatch her bows and deck plating with their AP shells. The Perth does not have access to the special British AP shells. She uses normal fuses and detonators, making her AP perform more akin to standard cruiser guns. These are the same weapons as found on the HMS Belfast. Her HE performance is modest at best with only a 9% chance to start a fire per shell. Short ranged main battery at 12.8km. This makes engaging certain ship types exceedingly dangerous especially at close range. She is incapable of firing her main battery from concealment in open water, even when fully upgraded for stealth. She must make use of her consumables or terrain to be able to attack without being spotted. Her turret rotation speed is on the slow side at 7' per second. The Perth has a poor AA compliment and does not get access to Defensive Fire. Welcome to another Premium Ship Review -- the ever evolving series where the format subtly shifts and guest authors abound. Once again, Lert and NoZoupForYou join me in looking at this newest helping from the dry-docks of the Wargaming devs, the HMAS Perth. Lert will be providing his views in a versus series while Zoup summarizes the Pros and Cons above. Both gentleman offer their recommendations below too so you know you've got a more diverse set of opinions when basing your own decisions on whether to make your purchase. On with the show! The Lertbox Hello and welcome to yet another Lertbox portion in a LittleWhiteMouse review. I've long since given up trying to figure out why she keeps letting me do this, but here we are. Today we'll be talking about the HMAS Perth, a modified British Leander class light cruiser, sailing under the Australian flag. In this game, she's a premium ship for the newly introduced Commonwealth nationality. I will be writing a few short opinion pieces about how Perth compares to Cleveland, Molotov, Nurnberg and Belfast, which I believe to be a decent cross-section of direct competitors. Mouse has already written about how she compares to Leander herself. The Perth shares much in common with the Leander-class, at least superficially. But the manner in which you use her guns and smoke will largely define this new premium vessel. Options, Upgrades & Consumables The Perth doesn't have a lot of options, but she does have an interesting consumable. Her Smoke Generator is unique. It has an enormous up-time, continuing to create new smoke clouds for an astounding 90s. To put this in perspective, this is three times longer than the previous front runner, the American tier 10 Gearing-class Destroyer (30s) and four and a half times longer than standard destroyer smoke generators (20s). The downside to this smoke is that it each cloud she creates only lasts for a mere 10 seconds. This precludes anyone else from trying to park in her smoke while still allowing the Perth to use her consumable offensively. She can do this by cutting her speed down to 1/4 and walking slowly, generating new smoke as she moves. In this manner, she remains unseen for up to 100s which is consistent with most smoke screens. Thus the Perth has a very unique manner in which her consumable is used, allowing her to keep partially mobile. Very fun. In addition, she has access to the British Spotter Aircraft consumable. For any other nation, the normal duration for this consumable is 100s. The Perth's spotter aircraft lasts for 180s -- a full three minutes, just like those of the UK tech tree. Note that between her spotter aircraft (which allows her to fire from concealment in open water) and her smoke generator, the Perth can cycle offensive actions against enemy ships without being spotted. Proper management of these consumables is key to keep out of harm's way. Consumables: Damage Control Party Hydroacoustic Search Spotter Aircraft or Catapult Fighter Smoke Generator Module Upgrades: Four slots, standard cruiser options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Eight 152mm rifles in 4x2 turrets mounted in an A-B-X-Y superfiring configuration. Primary Battery Fields of Fire (AB & XY): Front: 294', 290' Rear: 294', 288' Secondary Battery: Eight 102mm rifles in 4x2 turrets amidships by the rear funnel. Torpedoes: Eight tubes in 2x4 launchers, one to each side. The Perth is armed with the same 152mm rifles -- and more importantly, the same ammunition as the HMS Belfast. While her gun handling is identical to that of the Leander with a 7' turret rotation speed, it's this difference in ammunition that's quite telling. The Perth does not have access to the "improved" armour piercing shells of the Royal Navy. She has a standard fuse-time, ricochet angles and detonator threshold rather than the more sensitive, deep-biting and fast-exploding shells found on the British Cruisers. You will see a lot of over-penetrations against lightly armoured targets with your AP shells in the Perth and ricochets when they strike at oblique angles. You're forced to make dynamic ammunition choices in the Perth depending on your targets. Like the Belfast, the Perth's HE shells are considered modest at best. While they're superior to the HE shells found on the 150mm rifles of the Nurnberg, they're far and away inferior to the six-inch shells found on the American Cleveland, Japanese Mogami, or the Soviet Budyonny, Shchors, Chapayev & Mikhail Kutuzov cruisers. The real downside to these shells is their low chance of setting fires for a cruiser-caliber shell at 9% per hit. Combined with a smaller number of rifles, the Perth isn't an ideal firebug. DPM values for tier 6 cruisers. The Perth isn't last! But she doesn't have the alpha strike capabilities of the other low-DPM cruisers. Where the Perth's main armament really hurts is their range. She comes with a 12.8km maximum reach which is downright punitive at tier 6. This creates a lot of problems for the ship and greatly reduces her survival chances when facing large capital ships. She has a reliance on two of her consumables to safely engage dangerous opponents: her Smoke Generator and her Spotter Aircraft. With her spotter, her range increases to a more manageable 15.36km. This will allow her to stealth-fire at targets from open water from ranges starting at 14.4km and as low as 13.4km with a 15pt Captain using Concealment Expert. But it's her smoke from which most of her damage can be safely inflicted. It does require a player to keep an eye on its active period and plan an extraction vector before the smoke wears off. Using these two properly can largely mitigate her range deficiency, but each can be countered and leave the Perth dead in the water. While her guns are on the lower scale of muzzle velocities, their short range ensures she's not penalized by very long lead times. Like the Belfast, her AP shells can penetrate up to 118mm of armour at 10km so pick your ammunition types accordingly based on what you're facing. Like the Leander, whatever perceived disparities of the Perth's main battery are propped up by her torpedo armament. The Perth has the same upgraded armament of the Leander with two quadruple launchers off each side, mounted just behind the rear funnel. Like British cruisers, the Perth may fire in a salvo or launch her torpedoes individually. With an 8.0km range and 61 knot top speed, these are wonderfully hard hitting fish at over 15,000 damage per. The only downside to them is their range is a little lacking. Making use of her torpedoes necessitates getting in "danger close" to the enemy. This increases the skill threshold needed to do well in the Perth, maybe beyond the level at which many players will be comfortable. The Perth sits inside a cap circle in the early minutes of a match, smoke deployed and steaming ahead at 1/4 speed. Her guns are hammering the approaching Red Team, lobbing high explosive shells onto the bows of Battleships and cruisers. The Perth can often find herself as a front runner -- taking position of caps and strategic locations to put early pressure on the enemy. Just make sure you have an escape plan in mind before engaging. Your smoke will only last so long. Rivals: vs Cleveland Cleveland boasts more hit-points, a higher RPM, better DPM, more range, a better armor scheme and a better hidden citadel. On the surface, Perth is really the underdog here, and that's how you should approach this theoretical duel. You're not entirely without options, though. Your float plane gives you a nice boost to your range, your smoke is very tactical and can give you an edge and your torpedoes force the Cleveland to stay at range. Both ships boast a similar top speed and agility but Cleveland has four additional guns with roughly the same ROF, and a better fire chance on her HE shells. You're not going to win a direct gunnery duel, but you can use your smoke to conceal yourself, while having your floatplane up to keep eyes on the Cleveland. If she starts getting too close, dissuade her with torpedoes, all the while keeping your fire up. A duel between a Cleveland and a Perth is not an easy fight for the Commonwealth ship, nor is it a foregone conclusion in the Cleveland's favor. Maneuverability Top Speed: 32.5 knotsTurning Radius: 640mRudder Shift: 7.6s She handles like a dream. Once you drop Steering Gears Modification 2 onto the Perth, her rudder shift time drops down to 6.1s. This gives her a destroyer-quality handling making her feel very responsive. She definitely a light cruiser when it comes to her agility -- nice and wiggly. It's easy to reverse course and throw off the aim of ships that are expecting you to move predictably. She also dances to torpedo beats like a champ. Speed wise, it's a bit more mixed. While not terrible, there's nothing impressive about her 32.5 knot top speed. However, unlike other cruisers, I found myself quite often sailing at 1/4 engine power to take full advantage of her smoke generators. Out in the open water, though, her 32.5 knot speed is nice but she's running up against fleet footed ships such as the Scharnhorst-class. While you can be more reactionary with her great handling, don't let yourself get run down by aggressive opponents. Rivals: vs Molotov Molotov has more powerful guns, higher range and a higher top speed, but is decidedly less agile and has a slightly weaker armor profile than Perth. Also, the Russian's torpedoes are short range self-defense ones, not even on the same level as the Australian's exploding fish. Plus, the Molotov does not get smoke, and is visible from much further. Approaching a Molotov requires patience and luck. Your AP will wreck a Molotov from the side, but be aware that she'll do the same to you if given half a chance. Fortunately, Molotov's 180mm AP is not quite big enough to overmatch your bow armor, so neither ship can lolpen the other. I am tempted to say 'Approach the Molotov', but with the Russian ship's far superior speed this is easier said than done. The best way to engage a Molotov is to approach using stealth, then use your torpedoes to funnel him into showing you his broadside, and smacking home a salvo or two of AP. Use your smoke to disengage the now wounded Russian or finish him off in a slugging match. While he has the bigger guns, you have the better agility and both ships have similar DPM so a slugging match tends to go to whoever manages to wound the other first. And as far as that is concerned, Perth holds some pretty strong aces with its concealment, torpedoes and smoke. DurabilityHit Points: 27,100 Citadel Protection: Up to 100mmBow & Deck Armour: Minimum of 13mm (immunity up to 180mm AP shells) There's no way really to sugar coat this: The Perth is really lacking in survability and protection. She's on the low side for her hit point totals for a tier 6 cruiser -- she sits just above the Nurnberg in second last place. But it's really her armour values which let her down. The Perth has 13mm of bow and deck armour. This is sufficient to protect her from Light Cruiser caliber AP fire. Shells up to (and including) 180mm will bounce when she angles but anything larger will easily overmatch her. While she does boast an impressive 100mm belt armour, it's a significant challenge to find ways to put this to work for you. Expect to take frequent module damage and to lose weapon mounts. In short: don't expect the armour of the Perth to hold up under fire. Her citadel, while on the smallish side, has a section that sticks up just over the water's surface which runs from beneath her first funnel to the aft superstructure. While this would be difficult to hammer at close ranges, shells with a slight arc (such as those from a Battleship shooting at 12km out) will easily slam home. This vulnerability becomes especially pronounced due to the short range of the Perth's weapon systems. Like the USS Atlanta, she has to get very close to deal damage -- close enough to be inside the optimal firing ranges of Battleship and Heavy Cruiser caliber guns. It's imperative, therefore, to make good use of her concealment values in conjunction with her consumables and agility to avoid damage. The Perth plays a dangerous game with a New York-class Battleship. Using the island, she approached within 4.0km of the American and crept out using smoke at 1/4 speed to unleash a point blank assault using high explosive shells and individually launched torpedoes. The fish of the Perth can deliver monstrous alpha-strikes, ideal for putting down unwary ships that get too close. Concealment & Camouflage Surface Detection Range: 10.1km Air Detection Range: 6.9km Minimum Surface Detection Range: 8.62km Concealment Penalty while Firing: +4.56km (vs 12.8km gun range) I'm of two minds about the Perth's concealment rating. It's so good, yet at the same time, it's not quite good enough. Right out of the box, the Perth has a 9.8km surface detection range with her premium camouflage. I rubbed my hands with glee when I saw this value and prepared myself to write a "Perth is overpowered" review (that changed when I saw her weapon ranges). The Perth is forever doomed to have a stealth rating that's on the cusp of excellence. She's sneaky enough to navigate from point A to B without being spotted, but she's not sneaky enough to engage enemy targets with her weapon systems without giving her position away. Perhaps I shouldn't be too critical. Ships like the Molotov would give up their left propeller shaft for this kind of stealth, but this lack of range really hurts the Perth and makes her challenging to play -- at least until you factor in her consumables. The gimmick of the Perth is her smoke generator, which is the complete opposite of the one found on the Belfast. The Belfast suffers from performance issues when it comes to her smoke, being able to (at best) create two clouds before her generators give up the ghost. These clouds will last for 103s, so it gives this higher tier British cruiser plenty of time to park her butt and pew pew to her heart's content. However, they're not going to provide significant cover for friendlies, nor are they going to be of much use in trying to escape. The Perth, by contrast, can create a maximum thirty-one clouds of smoke when moving at full speed with a signal flag to improve her engine performance. Individually, these clouds only last for 10s which makes them useless for parking inside. The Perth must keep moving while laying down smoke. So too must any friendly ship looking to take advantage of this. The values work out to the following: Forward Speeds 10 clouds @ 1/4 speed (8.1 knots). Maximum of 2 clouds active -- usually just 1. 18 clouds @ 1/2 speed (16.3 knots). Maximum of 3 clouds active -- usually just 2. 30 clouds @ 3/4 speed (24.3 knots). Maximum of 4 clouds active -- usually just 3. 30 clouds @ 4/4 speed (32.6 knots). Maximum of 4 clouds active -- usually just 3. 31 clouds @ 4/4 speed + signal (34.1 knots). Maximum of 4 clouds active -- usually just 3. The Perth herself cannot make more than 1/4 speed and remain hidden within her smoke. Any ships wishing to enjoy concealment with her have to be right up on her stern. Being more than a ship length back will mean that they may end up being detected intermittently as one cloud dissipates around them as each new cloud is laid down. It's possible for the Perth to provide smoke cover for larger ships by matching their speed as best she can and dropping smoke immediately in front while following their path. This will preclude her from taking advantage of her smoke herself if this requires her to move over 12.5 knots, but it's a tactic worth keeping in mind. Still, I would not expect most of her allies to appreciate the nuances of her smoke and I can foresee the Perth's smoke generator causing friendlies some grief as they try to take advantage of it only to have it disappear around them. Players of the Perth will need to communicate directly, "Make 1/4 speed and follow me close while I lay smoke" to ensure that their team gets the most out of their consumables. I must say I was disappointed to see that her premium camouflage was of the standard type found on tier 6+ ships. While I am hoping that this will be changed before release (and fed such information back to Wargaming), I am not holding my breath. The HMAS Perth counts as a Commonwealth ship and not a British ship, she's useless as a Captain Trainer. To this end, I would have preferred to see some additional effect found on the Perth's camouflage, such as the Anshan's bonus free-experience modifier or even a Captain Training bonus such as the one found on the German Prinz Eugen. Moving at full speed while deploying smoke, the Perth is able to provide concealment for this Gneisenau as she opens fire without the German Battleship having to slow down. Unlike destroyers, she can maintain this level of concealment for over a minute and a half. This can be up to four and a half times longer than normal smoke. This is much easier for a Battleship to remain within than trying to stop suddenly to take advantage of a cloud dropped in her path. With this setup, the Perth can still provide vision for the Gneisenau against enemy Battleships at range without worrying about being seen herself so long as she keeps her guns silent, while protecting her allied BB from return fire. Rivals: vs Nurnberg The German tier 6 cruiser is a DPM monster firing very fast shells with a very flat arc. She has a vicious set of torpedoes reaching only two km less than Perth's. In a straight-up duel, she'll pummel Perth and take home the win. She's about as fast as the Commonwealth ship too, and not that much less agile. Plus, she has a far better range on her guns. The only benefits you have is better concealment, longer range torpedoes, smoke and better agility. So how to fight a Nurnberg in a Perth? Use destroyer tactics. Use concealment. Use islands. Ambush her with your torpedoes. Use your hydroacoustic search to warn you of return torpedo fire. Harass her when she's distracted, then pop smoke sneak off into stealth when she turns her guns on you. Use your longer range torpedoes to funnel her, try to force her to make a mistake. Anti-Aircraft DefenseAA Battery Calibers: 102mm, 20mm, 12.7mmAA Umbrella Ranges: 5.0km, 2.0km, 1.2kmAA DPS per Aura: 38 / 7 / 11 Access to Defensive Fire: Not available. There's not a lot of good news here, but let's start with what's available. The Perth has the same dual-purpose 102mm rifles found on the other mid-to-high tier British cruisers. These have some rather nice teeth, being both long ranged (5.0km) and doing a fair amount of DPS per mount (9.5dps). These lack some of the hitting power found on other dual-purpose turrets, such as the American 127mm (15.17dps) or the German 128mm (12.36dps), but they'll do -- especially for a mid tier ship. Where the Perth is let down is the lack of decent medium-caliber AA guns to back this up. Most of the British cruisers will follow up on these 102mm rifles with 40mm Bofors which are a splendid anti-aircraft weapon. But the Perth does not get access to this or even the Vickers 2pdr pom-poms. So while the Perth can deal a good initial slap to enemy aircraft as they wander into range, her umbrella doesn't appreciably increase in damage the closer you get. Overall, this leaves her dangerously vulnerable to enemy aircraft -- particularly dive bombers. She's nimble enough to make attacks by torpedo planes difficult but there's little defense against well aimed dive bombers, especially from ships like the Saipan. Seeing eight Skyraiders angling against you is truly a frightening prospect in the Perth. Keep a wary eye to the skies. You don't have access to Defensive Fire to break up attacks. You're not likely to have a Float Plane Fighter to assist you. If you're caught out by yourself, you deserve what's coming. Rivals: The Belfast Notice how I didn't say 'versus' here, because a Perth versus a Belfast would not be a fair fight. However, many people will compare the two, as both are 'British' premiums, and both are light cruisers. Besides, they're only one tier apart. So on the surface of it they should be comparable, right? Here it's the consumables that define each ship's playstyle and role. Both are 'support ships', yes. But where Belfast is an exemplary destroyer hunter, Perth is less so. She doesn't have radar, limiting her use in that role. Her short gun range is balanced out by the long duration on her scout plane and her hydroacoustic is useful, but she simply doesn't have the tools to counter smoke that Belfast has. Where Belfast is more a ship that pushes aggressively in front of her team and spearheads the advance, Perth is best served escorting larger ships and lending her fire to theirs, giving concealment where necessary. The Perth's worst nightmare: Skyraider Dive Bombers from the USS Saipan. Struck by three bombs, she burns from bow to stern. The Perth has very little in the way of AA defense and enemy carriers should take full advantage of this. Overall Impressions Skill Floor: Simple/ Casual / Challenging / Difficult Skill Ceiling: Low/ Moderate / High / Extreme The HMAS Perth reminds me oh-so much of a French auto-loader from World of Tanks. For those not familiar, these vehicles have, instead of a steady rate of fire, an ammunition drum that allows them to dispense an enormous amount of damage in short order. They then have to suffer through a very long reload timer as the magazine gets replaced. During this time period, they are defenseless. Many players die in this interim, managing only to dispense the 4 to 6 rounds in their first drum before burning up in a greasy fireball. The Perth has a similar affliction. I'm convinced any player will be able to make decent use of her up to and including the duration of her active smoke generator. What will separate the successful players from the non-successful will be how they play the Perth during this cool down period when they have no smoke and the enemies want them dead. If they have over extended and didn't plan an extraction path, they'll be stuck with the 10,000 to 30,000 damage they managed while their smoke was up and then get sent back to port. Maybe they'll get a flag capture in. Maybe they'll take out an enemy destroyer or get lucky with their first drop of torpedoes. But it won't be consistent. For those that plan ahead, the sky becomes the limit. This is the real trick with this vessel. She has a rather high skill ceiling. She can be used to support friendlies so long as you're daring and sociable. Her torpedoes give her the chance to do some frightening damage against enemy capital ships and she's a very real threat to enemy destroyers. As the teams thin out, the Perth becomes more viable, especially if she's still got her consumables handy. Her stealth rating provides all sorts of advantages, allowing her to ninja caps and support friendlies without being spotted in return. Her smoke can allow her to dictate who gets seen and when. Finally there are her ammunition choices. Earning Witherer medals isn't beyond the scope of the Perth with clever use and combinations of her single-fire torpedoes and high explosive shells. The Lertbox Perth is an escort ship. Not a ship to fight others in a straight gun fight in. She doesn't have the super AP that Leander gets, she doesn't have the radar and volume of fire that Belfast gets, she doesn't have the raw DPM that Nurnberg gets or the alpha smash and speed that Molotov gets. What she does have are solid but unremarkable guns, solid but unremarkable speed, solid but unremarkable torpedoes and a very interesting smoke screen. If you're okay with letting other people have the limelight and supporting your team from the shadows, there are worse alternatives than Perth. But she's not a good ship for glory-hounds, and her carrying potential is limited. She's not a bad ship, just not a very remarkable one with big shiny features. Mouse's Summary: The Perth is a squid. She squirts all of the ink. She's a challenging ship to use to influence the game. While she can remain hidden, her offensive power is a bit lacking outside of her beautiful torpedoes barring recklessness on the part of the enemy. As a support ship, she can selflessly use her smoke to cover larger ships without them having to slow down for well over a minute. Coordinating with team mates is key. This can be quite powerful when used correctly but may be outside the scope of pick up matches in Random Battle games. The Perth is super squishy against anything outside of enemy destroyers and some light cruisers. You're not going to win duels if you trade blows. Let's get to the meat of the matter: The Perth is going to be a difficult ship to love -- which is weird, because I liked the Leander when I played her. While delighted to see the British Commonwealth represented in the game (and hoping this means the HMAS Australia and HMCS Haida are on the horizon) I am very frustrated to see that British Captains cannot be trained on this vessel. I held my breath and hoped to see some further motivator applied to her camouflage to make the Perth an immediate must-have such as bonus credit earning or experience gains -- you know, something to buff her appeal. There wasn't anything during testing. When I asked my contacts at Wargaming, they didn't believe that there would be any immediate alternative camouflages when she was released. So take that into consideration. Game play in the Perth didn't enamour me early on either. On the surface, the Perth doesn't have a lot of teeth. She only has the eight guns and that mediocre AP and HE fire from the Belfast. Well, maybe that's not fair: I do love her torpedoes. While they don't have the range or hitting power of the IJN, they are something nice and I really missed having those when I played the Belfast. Success in the Perth comes down to proper management of your consumables. Assuming you're using premium consumables (and you'll want to use premium consumables), you've got 1 minute and 40 seconds of concealment from smoke with a 2 minutes and 40 seconds of down time while it resets. Use this time to open up the range and then activate your spotter aircraft. This will provide you with 3 minutes to continue dropping shots on target. Wiggle your tush to dodge any return fire if you can't get out to stealth range. Once this cools off, you'll be once again ready to use smoke for another minute and 40 seconds worth of killing. Your plane will be back online in 4 minutes. So you'll want to yo-yo between medium-close to medium-long range to take advantage of your consumables and keep your weapon systems active while avoiding reprisals. It's kind of a fun dance to do when you're doing it right. But misstep and everything goes to poop. The Perth isn't like the HMS Belfast where you're absolutely dominant against one particular class. She's not as good of a destroyer hunter, though she is capable enough in the right hands. She's certainly got sufficient DPM to put the hurt on any underage ship that lets her within 7km. But like the Belfast, the Perth really begins to struggle when facing other light cruisers or heavier ships. Then it becomes absolutely necessary to properly cycle smoke, especially if you can't get off an ambush with your fish. Where she really shines is when you can coordinate with one of your team mates, preferably in another cruiser and let them make use of your smoke while you do the same. A simple message like, "My smoke's ready. Slow to 1/4 and keep within 0.5km of my stern," is usually enough to allow another player to take full advantage. Teamwork is OP in World of Warships after all. So what's all this mean? Is the Perth a bad ship? Well, no. She can perform. She can support. You're just going to have to work harder at it than say, the Molotov or Belfast. She's not going to be an easy ship to recommend though. One of the neat side effects of the Perth's smoke is that it ships begin sailing in close formation to take advantage of it. This ends up looking really cool. Here, the Perth leads a Fiji-class cruiser as they engage enemy Battleships without being spotted in return. Would I Recommend? The Perth is a difficult ship to recommend because it's pretty unforgiving. I maintain that anyone should be able to do some damage, maybe even sink a ship on occasion in her so long as they use their smoke consumable properly. She's going to frustrate a lot of opponents who don't anticipate her continuing to move when her smoke is laid down instead of puffing a couple of clouds and parking stationary within it. How players manage the transition between smoke clouds with largely determine their success rate. Those who like the Leander will probably enjoy the different take on the same class that is the Perth. I had a great time testing this ship. ForRandom Battle Grinding: Mouse: Eh, no. First and foremost, the Perth cannot be used as a trainer short of her own dedicated Captain. There are no other Commonwealth ships. In addition, she's premium consumable-hungry. I can't stress enough the importance of taking at least two, maybe even all four slots as premium versions, so this will eat into her credit earning potential. So for credit earning and captain training, she gets two strikes.When it comes to earning experience or completing missions, my feelings are mixed. My damage totals usually sat between 40,000 and 90,000 in the Perth. I only managed a single 2000+ base experience game, with most sitting between 1,100 and 1,300 on a win. This often wasn't enough to top the team roster on the results screen. To be fair, I did win far more than I lost. Still, I would pass on her specifically for those interested in finding a ship to grind for experience, training, credits, signals or mission rewards. Lert: No. There are other ships out there with better characteristics for grinding. She can't train British captains, her credit earning potential is on par with other tier 6 ships and she doesn't earn more XP than them either. Zoup: For me, I can't imagine myself using this ship too often in battles. In many ways, its quite similar to the Atlanta. Sadly, its not a lower tiered version of the Atlanta because it lacks the fire-starting capabilities of the Atlanta, along with the rate of fire. I enjoy the Atlanta despite its shortcomings and lack of range. The lack of range for the Perth hinders it significantly, in my opinion and at Tier 6, the Molotov offers a much better premium option than the Perth. For Competitive Gaming: Mouse: Let me be honest: there are better ships for this. She doesn't have great hitting power short of taking advantage of the bumbling incompetence of your enemies. And while the Perth can be used as a support vessel, it's of a very limited fashion. She'll be forever vulnerable to dive bombers and she's super squishy. Her smoke, while amazing, kind of makes her a one-trick pony. You have to risk a lot to get the Perth to perform and any competitive team will punish you for the slightest misstep.Lert: I would say no. Her mediocre speed, low gun range and lack of primary firepower hold her back in a way that a decent set of torpedoes and interesting smoke can't really balance out. Zoup: I could possibly see the Perth being used in competitive gaming as a high risk high reward ship for capturing points. It's torpedoes have the range to provide denial of swaths of sea and if DDs wander to close, it will give them a bad day. The problem is once its spotted, if any large ships focus fire, the Perth won't last long. Highly skilled players will likely make use of the Perth in ranked, but I doubt it will be a go-to ship. For Collectors: Mouse: Hells yeah. Commonwealth represent! Lert: It's the first Commonwealth ship in the game, and worth nabbing for that reason alone. Time wil tell what other Commonwealth ships will eventually make it into the game. She's also a storied ship, having fought at Java Sea and survived, only to be torpedoed and sunk at Sunda Strait. Zoup: I think the ship is collectable. It's the first Aussie ship in the game and has a very noted history to it. With that, it meets the criteria for a collector ship. There is a market for it. More so than some of the previous premiums, like the Lo Yang. Though popular, I doubt the Lo Yang was purchased for its service history. So yes, I think the Perth will be collected. For Fun Factor: Mouse: I really had a lot of fun in this ship. I think it was because it prompted some of my team mates to work in close support with one another to make use of her wonky smoke. But that stayed with me. There was also the fun of using torpedoes and fires to really put the hurt on enemies. Yeah, it was a blast. Of course, I do like the Atlanta, so take this recommendation with a grain of salt. If you enjoyed the Leander? The Perth will suit you. If you didn't? Best to steer clear. Lert: Maybe? She's a support ship, not a glory-hound. She does a thankless job, and is adequate at it. If this is something that appeals to you, then yes. Perth won't let you down. Zoup: Meh. It's not great, but it's not bad. It can be fun, but it's not always fun. It's nice having a lot of smoke, and you can shred ships that get too close. However, it works both ways, and ships will shred you as well. Like I mentioned earlier, this is a risk and reward ship. You have to be deliberate. If you are playing too deliberate, you aren't having as much fun as you could be. The Leander with the Perth off her rear port quarter. These two ships share many similar characteristics but the differences in their ammunition is the most telling. They work very well in support of one another, shortening the window in which they have no cover from smoke. Outfitting your Perth Recommended Modules The Perth has four module upgrade slots. Given her poor AA values, there's not much point in trying to prop it up. This leaves a single, optimal build for the Perth. For your first slot, Main Armaments Modification 1 is your best choice. From experience, I can say that she loses weapon mounts frequently. I had my torpedo tubes destroyed several times and my guns temporarily knocked out regularly. Alternatively, if you're horrified by the possibility of being detonated, Magazine Modification 1 will help you considerably. I was not detonated in my test games with the Perth but you never know... For the second slot, Aiming Systems Modification 1 provides its usual benefits. This is less useful on a cruiser than a Battleship, however. A good alternative is Main Battery Modification 2. This accelerates her turret rotation by almost a full degree per second at the cost of her reload speed. As the Perth will be throwing herself about often in order to dodge fire, this can help keep guns on target. For your third slot, as ever, Damage Control System Modification 1 is the only really vaguely decent one. Hint-hint, Wargaming. For the fourth slot, take Steering Gears Modification 2. This will improve your rudder shift time from 7.6s down to 6.1s. As the Perth is rarely (if ever) stationary, this depreciates the value of Propulsion Modification 2 so I would avoid it. Recommended ConsumablesThe Perth can be a very premium-consumable hungry vessel. The merits of taking a premium Damage Control Party are pretty self evident. You don't have a lot of hit points to spare and even a single fire can eat away at far too much of that precious health (especially if there are dive bombers hunting you). Taking a premium version of her Smoke Generator is also a pretty obvious move. This increases the charges from 2 to 3. More importantly, this reduces the reset timer from 4 minutes down to 2 minutes and 40 seconds, which is huge.Of the other two consumables, it's a little more open ended. To keep the Perth's guns singing at range, it may be worthwhile upgrading her Spotter Aircraft to reduce the reset timer from a punitive 6 minutes down to 4. This will allow you to easily use it three times within a match as opposed to just twice. On most other ships I couldn't recommend this with a straight face, but on the Perth? It's quite valuable. I would avoid taking a Float Plane Fighter of any description. You'll need the extra range well over the small boost to AA defense the fighter might provide. Lastly, there's Hydroacoustic Search. This is a very situational consumable so you can probably afford just the standard version if you find your credit costs are running high. The premium version reduces the reset timer from 3 minutes down to 2 minutes. Recommended Captain Skills The choices for the Perth's Captain Skills are fairly straightforward. As she's the only ship within her own nationality (go, Commonwealth!), you don't have to worry about these skills pairing up nicely for an alternate vessel. From the first tier, it's actually difficult to recommend Basic Fire Training because of her poor AA values. Still, this does provide a little bit of help and it's certainly the strongest choice at this tier. This will provide a boost to her secondaries too and the Perth does end up in sub 5km fights often enough. From the second tier, both Expert Marksman and Last Stand have a lot of value. The latter is obvious enough -- your engine and steering gears are almost as vulnerable in the Perth as they would be in a destroyer. The former provides a 10% boost to your turret rotation speed, changing a 180' rotation from 25.7s down to 23.4s. This really helps given how much you'll be throwing the ship about. If you've taken Main Battery Modification 2, this will combine to reduce her turret rotation to 20.6s for a 180' turn or 8.74' per second. From tier three, grab Superintendent right away. This provides an extra charge of your Smoke Generator. Note that you should keep an eye on your play style before taking this skill. If you're using the premium consumable already and not running out on your matches, then there's no point on taking this. Alternatively, Vigilance is a great skill for helping spot torpedoes early. At tier four, Demolition Expert is wonderful. This will increase your chances to start fires from 9% to 12% per shell. Beauty! And finally, at tier 5, Concealment Expert is the most valuable. This will reduce your surface detection range from 9.8km down to 8.6km. Keep in mind this will not allow you to stealth fire either your torpedoes or your main battery from open water. Alternatively, Jack of All Trades is interesting because it reduces the reset timer on your Smoke Generator, from 2 minutes and 40s with premium to 2 minutes and 16 seconds. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide A special thank you to NikoPower for providing access to the Perth, PigeonofWar for answering my questions and to Lert and Zoup for their contributions to the article. Also, a big thanks for the support offered by KJar, Argh_My_Liver, EroSun, MagisterAurelius and "Large Handsome Dog" (you know who you are). They helped keep me sane while trucking through the writing process. Lastly, a very special thanks to AfroSquirrel for that one game we ended up together in testing that was super fun to play.
  12. LittleWhiteMouse

    Premium Ship PREVIEW: HMS Hood

    The following is a PREVIEW of the upcoming release of Hood, a ship Wargaming very kindly provided me. This is the second version of the ship seen during testing and her stats are current as of May 15th, 2017. However, the statistics and performance discussed here are still being evaluated by Wargaming's developers and do not necessarily represent how the ship will appear when released. Error 404: Detonation joke not found. Quick Summary: A large, very fast, if under armed battleship with curious AA mechanics.Cost: Undisclosed at this time.Patch and Date Written: 0.6.4 to 0.6.4.1. April 22nd, 2017 to May 15th, 2017. Closest in-Game Contemporary Kongo, tier 5 Japanese BattleshipDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Are you as surprises as I am that Warspite isn't listed here? Hood reminds me very much of some of the early days of playing Kongo, when she was one of only two tier 5 battleships. Hood, like Kongo, has speed but not the firepower. She has good protection when angled but she falls apart when she's caught out of position. When top tier, she's a great ship. When she's not, she feels lackluster -- more so than some other battleships. PROs Excellent fire angles on her main battery. Guns are very accurate at all ranges with tight horizontal and vertical dispersion and 1.8 sigma. Improved fuse timers and better auto-ricochet angles makes her well suited to damaging even evasive cruisers. Very fast with a top speed of 32.0 knots. Good rudder shift time of 13.4s. Deceptively agile for her size with a turning rate of over 4º per second. She's the first Battleship with a (albeit limited) Defensive Fire consumable. Possesses an improved version of the Repair Party consumable, queuing up to 60% of penetration damage received. CONs Hood is a very large target with an enormous citadel. Small main armament of eight 381mm rifles leading to poor penetration, alpha strike and DPM. Small and poorly positioned secondary gun battery with limited arcs of fire. Defensive Fire consumable only affects her Anti-Aircraft Rockets. Rocket AA mounts are incredibly fragile and small in number with only 200hp each and are easily knocked out by single HE hits. No Royal Navy Battleships to train Captains for (yet). Where did the last month go? Hood has had a long development cycle -- at least it's felt very long because of all of that testing I was doing. I haven't spent this much time, energy and focus on a single review since Saipan. The ship had two major iterations during the testing period and rather than release one for each, I've held off on publishing while I waited for the ship to finalize. Instead, I spent time trying to learn everything I could about the ship, including testing her shell dispersion patterns, acceleration rates and even the vulnerability of her citadel and magazines. Despite holding off as long as I have, Hood still isn't finalized. Changes may still be coming, but on the eve of her release, I am pulling the trigger to give you all a glimpse of the ship that was. I present the Mighty Hood. OptionsHMS Hood is the first Battleship to have access to the Defensive Fire consumable. This version of Defensive Fire is special, affecting only her short-ranged Anti-Aircraft Rocket mounts to a pronounced degree, lasts 60s and comes with three charges standard. In addition, Hood has a special Repair Party consumable. It may heal up to 60% of all penetration damage done by all sources instead of just 50%, similar to that of HMS Warspite. It still only recovers a maximum of 14% of Hood's HP over 28 seconds like normal battleships, unlike Warspite which recovers 16.8% per charge. Consumables: Damage Control Party Repair Party Defensive Fire Module Upgrades: Four slots, standard British Battleship options Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. During the Hunt the Bismarck campaign, two additional camouflage patterns will become available through completing Mission #6. The exact bonuses they provide were not disclosed by the time this was published. For upgrades, Hood should equip the following modules: In her first slot, take Main Armaments Modification 1. You're going to take a lot of hits in Hood and because of the aggressive angles you'll be taking, many of them will strike your forward turrets and barbettes. This will help keep your guns in action against such punishment. If you're planning on specializing her anti-aircraft armament, you should consider Auxiliary Armaments Modification 1 to increase the survivability of your rocket-mounts. In the second slot, you have two interesting choices. Optimally, taking Aiming Systems Modification 1 is best. This will tighten her shell groupings, especially at range, while simultaneously providing a slight increase to the range of her secondary gun batteries. Alternatively, you can seek to maximize her AA power by taking AA Guns Modification 2. This latter choice will not make her a threat to enemy aircraft carriers but it will provide some functionality with her Defensive Fire consumable but only if paired with Advanced Fire Training, so keep this in mind. In your third slot, Damage Control System Modification 1 is your best choice. This will increase her torpedo damage reduction from 16% to 18% And in your last slot, you have a choice of either Steering Gears Modification 2 or Damage Control System Modification 2. Take the latter if you're afraid of fire, though she's not any more flammable than other tier 7 Battleships. Firepower Primary Battery: Eight 381mm rifles in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Fourteen 102mm rifles in 7x2 turrets with three down each side behind the funnels and the last mounted rearward on the center line. Let's start with the bad news: Hood doesn't have very good weapon systems. Her main battery lacks penetration and her secondaries are horribly placed. These elements really hold the ship back from being truly excellent. Hood has fewer secondary guns than Colorado and they're largely placed towards the rear half of the ship..This creates large blind spots forward preventing them from being brought to bear when on the attack until a target is 35º off her bow. More often than not you will only have one or two turrets firing at most. While they may pick up the occasional low-health kill, it would be a serious mistake to rely upon these weapons or the specialize into improving their performance. Hood's 381mm/42 MkII guns superficially resemble those off Warspite. In fact, looking at their stats in port, you would have a hard time finding much in the way of difference between the two ship's guns beyond range and rate of rotation. It's within her hidden stats, namely shell normalization, AP fuse timers and penetration that Hood steps further away from Warspite. Hood's penetration values are bad. To compensate for this, Wargaming made Hood better at avoiding ricochets and damaging lightly armoured targets. The exact changes are as follows: Hood shells auto-ricochet at 67.5º instead of 60º like Warspite. With the notable exception of Hood, all Battleship shells that do not overmatch the thickness of armour will auto-ricochet if they strike a shell angled less than 30º to the horizontal regardless of the relative penetration power of a given shell. This value is common in most warships in the game with a few notable exceptions -- the most common being the high tier American Heavy Cruisers. Hood's shells will not auto-ricochet unless they strike at an acute angle of less than 22.5º to the horizontal. This is designed to make Hood more likely to penetrate vessels taking an aggressive bow-on attack posture and to ensure she has fewer shells that careen off of funny angles of turret faces and the like. Note, that this does not provide any bonus value to penetration or normalization. An armour plate at the acute angle of 31º to the horizontal effectively doubles its relative thickness so while a shell might not ricochet from the angle of impact, it may still shatter against the relative thickness of the plate it encounters from a lack of penetration power. Hood has faster fuse-timers at 0.015s instead of Warspite's 0.033s. An AP shell's fuse arms by passing through a sufficiently thick piece of steel plate or striking a structural divide between ships sections. After a small delay, the shell detonates. For most ships with 330mm guns and larger, this fuse delay is set at 0.033s while those of a smaller caliber have 0.01s delay. The shortened delay timer makes it more likely that her shells will explode inside a target -- particularly narrower sections of a ship, such as the extremities battleships or the broadside of light cruisers at close range. However, the fuses still only arm when they strike thick enough metal so this doesn't guarantee that they will penetrate soft skinned ships like destroyers and French cruisers. Hood's fuses need to strike a plate 64mm thick (or a structural divide) in order to arm. Striking at the maximum angle, Hood would need to hit a minimum 25mm steel plate in order to arm in this manner, so it's still very possible to see over penetrations from a broad range of targets. Hood's accuracy is slightly worse than Warspite's with 1.8 sigma instead of 2.0 sigma. While Hood's shell grouping aren't as tight as those of Warspite, she's still a Royal Navy Battleship which brings an accuracy perk. These vessels have some of the tightest horizontal and vertical dispersion in among the current dreadnoughts. Due to the lower shell velocity of her 381mm guns, the overall dispersion area per shot is comparably less than that to any other nation. This does mean that you can drop some rather accurate shells on unsuspecting targets. Aim well and pick your targets right and Hood can still perform. Without a target lock, the shell dispersion patterns seen here are roughly double what would be seen when firing at enemy ships. There is approximately 350m between nav buoys. Shells are traveling from right to left. Hood has approximately 7% worse penetration than Warspite at all ranges. It's the drop in penetration power that's telling and largely dictates why her guns have sub-standard performance. She has less penetration power at 10km than Gneisenau has at 15km. Due to her lower shell velocity, her volleys come in at a higher angle than other battleships which further increases the relative thickness of plate against which it strikes. Thus even armour you might assume Hood possesses enough raw penetration to best can end up shattering her shells. At ranges greater than 12km, you can't expect Hood to reliably penetrate the belt armour of any enemy battleship you come across. Instead, aim a little higher and try and hammer the upper hull or superstructure. Looking back at port values, two statistics should stand out: range and gun rotation. On paper, Hood has the second lowest range of any of the tier 7 Battleships, though it pays to keep in mind that Colorado can boost her reach from 17.1km up to 19.9km with her Artillery Plotting Room 1 upgrade. Unfortunately for Hood, she doesn't have access to the same. Hood's 18.6km reach will often feel insufficient, especially when she gets up-tiered. Unlike Warspite, she doesn't have access to a Spotter Aircraft to temporarily boost her range, functionally giving her less maximum range than her tier 6 cousin. All of Hood's main battery drawbacks could be done away with if she was a good brawler. Her penetration woes would fall away. Range wouldn't be an issue. This would really exemplify the strengths of her improved auto-ricochet angles and the decreased shell fuse timer. In truth, she does have some qualities that would make her a good medium to short range brawler, such as her agility and protection scheme (see below for more on that). On top of this, her gun angles are excellent. Her #4 turret can engage enemies 30º off her bow and her #3 can do so with enemies at 31º. If only she had decent secondaries or working torpedo launchers to back them up. So while Hood has arguably the worst guns (both primary and secondary) at her tier, they're not without their merits. While their performance will not do players any favours, proper target selection and aim can go a long way towards mitigating their drawbacks. What about her gun Rotation? At the time of writing this, HMS Hood had a 3º per second main battery rotation speed -- 60s for 180º turn which is pretty terrible. Unconfirmed rumours had mentioned that Hood's turret rotation would be buffed up to 5º per second before release. I don't like to write my reviews based on rumours, especially not ones Wargaming themselves cannot confirm or deny. As it stands, with her original traverse rate, this is another drawback to her weapons, albeit a minor one. Her excellent firing arcs makes it very easy to mitigate this issue by locking the rear turrets in an 'over the shoulder' position and just apply small touches of rudder to unmask them before slipping back into a more aggressive, not-quite bow on stance to emphasize the strengths of her armour once more. Should Hood receive this turret rotation buff, this would give her some of the fastest turning turrets among Battleships in the game -- just behind the quick turning rates of Friedrich der Große and on par with the likes of Bismarck and Dunkerque. This will again bring up the question of brawling with Hood and ... while possible, it's still a very dangerous game to play, especially without good backup weaponry in the form of torpedoes or awesome secondaries. Still, it might be the play to make in select circumstances, but I wouldn't rely on it. Summary: The gimmicks of shortened fuses and improved auto-ricochet angles are nice and all, but they don't prop up what are ultimately the weakest guns at their tier. Hood is under-armed with low DPM, low penetration and low range. Her secondary's suck moose balls. Her accuracy is good, though, being as good as (or better) than some of the 2.0 sigma warships at her tier grace of the tighter British dispersion. Manoeuvrability Top Speed: 32.0 knotsTurning Radius: 910mRudder Shift: 13.4s Turn Rate: 4.08º per second HMS Hood's agility is a story of contrasts. She's very fast, but she takes a long time to get up to speed. She has an enormous turning circle, yet she can change her heading very quickly for a ship of her size. It's all too easy to dismiss Hood's handling as "bad" -- especially with her turning circle of 910m. This is the worst at her tier, and by a significant margin. While it's true that requires a lot of room to turn around, the rate at which she does turn is surprisingly fast for her size. Hood manages just shy of 4.1º per second in a turn grace of her high speed. This is well ahead of Nagato (3.7º per second) however it falls short of all of the other tier 7 battleships. This still puts her ahead of ships with smaller turning circles, like North Carolina and Arizona. So while Hood's ability to turn isn't "good", it's not terrible either. She'll surprise many opponents with how quickly she changes her heading or how aptly she can wiggle and dodge. Her rudder shift time can be dropped down to a mere 10.7s which only adds to her responsiveness. The only downside to this agility is that during play testing, she was out turning her turrets and by quite a bit. If Hood has a real shortfall it's in her acceleration. Compared to her closest contemporary, Gneisenau, she's slower in the turn (23.9 knots versus 24.1 knots) and she takes longer to accelerate to full speed from a dead stop (73s versus 65s). The difference between the two in manoeuvres is more telling -- Gneisenau recovers from deceleration faster, reaching her full speed again within 30s while Hood needs 35s. This can limit Hood's ability to dictate engagement ranges unless she sails in a straight line. Indeed, the strength of her high top speed -- as fast as or faster than any other Battleship she'll encounter short of the Iowa-class -- is predicated by sailing on a straight line course. Pray there are no torpedo armed destroyers able to draw a bead on her. If there's room to pull this off, she can effectively kite opponents that attempt to give chase. Even destroyers (particularly the slower IJN Destroyers) will struggle to keep pace with Hood when she has a mind of opening up the distance. This has the added benefit of pointing her badly positioned secondaries at whatever is pursuing her. On the attack, Hood can dominate slower Battleships and unwary cruisers, using her speed and handling to bow in, angle against incoming fire and close into her own optimal firing range while. Cruisers cannot comfortably outpace her without sailing in a straight line and Hood will punish them for moving predictably. In the latter stages of a match, Hood can really make all of the difference, with her high speed allowing her to power from one flank to the other and address the needs of her team mates. This even makes up for some of the disparity of her range. High speed should never be discounted -- it's an incredibly powerful asset. Finally, Hood's manoeuvrability combines with her excellent firing arcs of her guns and her fast rudder shift. It's quite easy to keep the ship heavily angled, touch the rudder to unmask turrets 3 and 4, fire and then touch the rudder back to return to a defensive stance. When she elects to take a brawling stance, her speed and handling doesn't let her down. Om nom nom, Atlanta. Hood has the speed to chase down many cruisers, especially if they don't turn tail and run flat out. DurabilityHit Points: 67,700Maximum Protection: 25mm + 305mm + 40mm Min Bow & Deck Armour: 25mmTorpedo Damage Reduction: 16% Hood's reputation for fragility precedes her, so it may be a bit of a tough sell for me to declare that she's rather well protected. There's some obvious points to get out of the way -- she's not German so her citadel can be penetrated. She's also tier 7 and not tier 8, so this hamstrings her with her tier mate's 25mm bow and stern armour which can be overmatched by 380mm guns or larger. But overall, she's not an especially fragile battleship. Hood's citadel protection over her machine spaces is comparable to Nagato's, but she rides much lower in the water. This fully immerses her citadel beneath the waterline, which is an immediate plus. The downside is that this also immerses most of her belt armour, leaving only a bacon-thin stripe over the water's surface. Without angling, the large slab sides of the ship are vulnerable to letting in AP penetrations from even cruiser-caliber guns, so be careful about giving up her flanks. Her armour scheme works best at medium to close ranges where she can turn in against incoming firepower. Like all ships with turtlebacks, Hood has to be especially wary of long range fire. Most of the citadel damage I've taken has come from long range shell strikes from distances greater than 15km. Giving up your flush broadside is also asking to have your machine spaces blown out. Her vulnerabilities lie primarily with her turrets and barbettes which aren't as well protected as her contemporaries, leaving them vulnerable to direct fire. It's quite common for these guns to get temporarily disabled, so Main Armaments Modification 1 is a sound investment. Preventative Maintenance on your ship's Commander wouldn't be remiss either. It's against high explosive fire that Hood is surprisingly adept. She shares the usual vulnerabilities of her superstructure to all gun calibers and her bows and stern can be easily damaged by 152mm guns or larger. However, like the German Battleships Scharnhorst and Gneisenau, amidships, her deck is too thick for even heavy cruiser HE shells to damage. Similarly, above her armoured belt, her plate never gets thin enough for high explosive to damage either, being immune to everything up to and including Battleship caliber HE shells. Hood is highly vulnerable to torpedoes, however. Her long keel presents an ideal target for broadside spreads. Her propensity to want to sail in straight lines to maximize speed can set her up for disaster, so keeping a wary eye on the minimap is necessary to avoid unwelcome surprises. Concealment & Camouflage Base Surface Detection Range: 16.2km Air Detection Range: 13.9 km Minimum Surface Detection Range: 13.5km Main Battery Range: 18.6km Hood is a large ship and she understandably has a rather large surface detection range. It's perhaps a surprise that it's not the worst at her tier. She sits comfortably in the middle -- outdone by 500m when compared to the commerce raiders Scharnhorst and Gneisenau but ahead of Colorado by the same margin and with nearly a full kilometer's advantage over Nagato. This happy middle ground evaporates when her aerial detection is concerned -- she has the largest surface detection by a large margin. You're not sneaking up on anything in Hood. Even if you specialize in concealment, you're still going to be sniffed out from the air at a range of 11.9km and from the surface at 13.5km. This can put a real hurt on her efforts to take up flanking positions, as she's more visible than most of the American and German Battleships (especially when they're higher tier and rigged for concealment) and she stands little chance of catching a cruiser off guard. What really hurts Hood's concealment is that without allies, she has to do her own spotting. She has no access to Hydro, Radar or some kind of catapult aircraft to give her early warning about another ship's approach through concealment or obstacles. So not only is a she a big ship, she's also a blind big ship. Destroyers can approach her confident that she won't spot them early and that her secondaries are ill placed to fend them off. This allows Hood to be out played by another ship that can control vision. Were it not for Hood's speed, she might be surrendering all initiative to the enemy because of this deficit. I ran lots (and lots, and lots) of tests of Hood's anti-aircraft ability, both against bots and against volunteers like Lert. The more heavily specialized she became, the more more brutal her AA power became under the Defensive Fire consumable. It's almost meme-worthy, but don't swallow the hype wholesale. Anti-Aircraft Defense AA Battery Calibers: 178mm / 102mm / 40mm / 12.7mmAA Umbrella Ranges: 1.5km / 5.0km / 2.5km / 1.2kmAA DPS per Aura: 50 / 56 / 69 / 8 Much ado will be made about HMS Hood's anti-aircraft defenses. Let's get this out of the way before we go any further: Hood is selfish. Whatever you feel about the final values of Hood's AA power, she isn't designed around fleet-defense. Her dual purpose, 102mm guns may have the reach but can only do so much to help to a beleaguered ally, even when fully upgraded. Instead, Hood's flak is meant to selfishly protect herself from enemy air attack. The only redeemable quality of Hood's anti-aircraft defenses comes solely from her two unique features -- her anti aircraft rockets and her Defensive Fire consumable. On the surface, her rockets are pretty lackluster too. She has five mounts, each adding 10dps to the collective whole which isn't spectacular. Worse, they have only a 1.5km range. Stock, they are utterly incapable of engaging enemy torpedo planes before they make their drop. At best, they can engage enemy dive bombers on their final attack run. Worse, her Defensive Fire consumable only affects these rocket mounts, meaning that the disruption effect provided by this consumable only touches planes that have slipped within this 1.5km window. Clearly, we're not off to a great start. Thankfully, it gets better. While Defensive Fire is limited to her rocket mounts it does have two buffs over the standard consumable. Instead of buffing her DPS by a factor of three for forty seconds, Hood's Defensive Fire lasts sixty seconds. And, the DPS of her rockets is buffed twenty-five times. Yes, you read that right: Twenty-five times. Without any other bonuses, Hood's rockets generate an average of 1,250 DPS for sixty seconds. To put this in perspective, Minotaur, the tier 10 British cruiser that's renowned for her anti-aircraft firepower, generates a total of 494 DPS stock. Anything that wanders into the rocket's aura is going to take heavy casualties, but this won't be enough to do more than maul most air groups. Most carriers will be able to stomach such losses if it means being able to drop ordnance. So while Hood might cause a few casualties, stock she's not going to scare anyone off. This changes if you choose to upgrade heavily into anti-aircraft defense. Taking the AA Guns Modification 2 upgrade in combination with Advanced Fire Training on your commander will nudge up your rocket's range to 2.2km. This range may not feel like much but it's significant. First, it gives your rockets more time to engage dive bombers. Second, this range will also catch torpedo planes -- sometimes before they drop but almost always after they drop. So while this will again make attacking Hood expensive, range boosts alone will not discourage carriers from engaging her. Boosting her DPS will. With the Captain Skills Basic Fire Training and Manual Fire Control for AA Guns, Hood's rocket DPS spikes up over 3,000dps. This is the equivalent of two Montana-class Battleships specialized for anti-aircraft firepower firing in tandem at the same target. In short, nothing survives inside of 2.2km. Attack plane squadrons melt like they hit a wall. Carrier players have no reaction time to recover aircraft that slip inside this barrier and the only answer is to either wait out the consumable or launch torpedoes at very long range. Torpedo planes will always be Hood's bane, though. While it is possible to annihilate a poorly managed torpedo bomber wave before they drop, usually they will get at least a few fish into the water. Hood's large size and huge turning circle does make dodging fish challenging (though not impossible with her good turning speed), so it's likely she will take at least some damage from a concerted attack. However, her AA defense does have an Achilles Heel. The weakness in her AA defense is the survivability of her rocket mounts. Though they count as a large-caliber weapon, they do not have the protection of large caliber guns. Hood's rocket AA mounts have the same hit point totals as small and medium caliber AA Guns -- a mere 200hp as opposed to t he 800hp of dual-purpose mounts. Using Auxillary Armaments Modification 1 will double this to 400hp, but this will only keep her safe from 130mm HE rounds -- nothing bigger. This makes them exceedingly vulnerable to cruiser fire and it''s very unlikely that her defenses will be intact once she's taken even a modest amount of high explosive damage. Each mount lost cuts her heavy-hitting AA power by one fifth so it doesn't take much to neutralize her anti-aircraft aura to a pittance. This makes a heavy investment into AA firepower seem foolish as it can be largely dismantled even from light damage from surface vessels. When an enemy carrier faces a Hood, the question will always be: "Is it worth engaging her?" The truest test will always be to see at what range Hood's batteries engage those aircraft. If her guns remain silent at 7km or even 6km, then she's probably a safe target for torpedo planes. Dive Bombers should stay away until Hood is on half health or less. Braving attack runs on a specialized and weary Hood will only empty out your hangar for very little gains. Personally, I found using a fully specialized AA Captain hilarious. The comments from carrier players when everything died before dropping their warheads was always so satisfying. Proper management of her anti-aircraft guns was key, including disabling her AA guns to lure planes in and shutting them off again after an attack run to accelerate the reset timer on her Defensive Fire. However, let's be clear: It's a heavy investment for what amounts to little gains in the majority of your battles. It hinges on:a.) Matchmaker placing you in a game with enemy carriers...b.) ...that are intent on trying to attack you with their planes...c.) ...before enemy surface ships destroy your AA rocket mounts. If this seems incredibly specific and unlikely, you're not mistaken. The skill points and modules are likely be better spent elsewhere. But there's no denying the joy of annihilating enemy aircraft. How to be MightyThere are two main Commander builds to consider for Hood. Anti-Aircraft Build, to maximize the defensive potential of Hood's hilarious AA mechanics. A conservative, defensive build to stress concealment and fire damage mitigation. The core skills you'll want for both Hood builds starts with Priority Target (1pt) followed by Adrenaline Rush (2pts) to help prop up her awful DPM totals. From here, the paths of the two builds diverge greatly. The anti-aircraft build requires the use of Basic Fire Training (3pts) and a rush to get Advanced Fire Training (4pts) as soon as possible. This last skill should be combined with the AA Guns Modification 2 upgrade to push the range of her rockets out to 2.2km. The next skill to grab is Manual Fire Control for AA Guns (4pts). It's highly recommend you take Superintendent (3pts) as a follow up to add another charge to your Defensive Fire consumable. This will give you a maximum of 5 charges. This will leave you with 2pts remaining to be placed where you prefer. Expert Marksman (2pts) or High Alert (2pts) are the best choices. The defensive build for Hood should look familiar to veterans of battleships and stresses reducing the reset timers of consumables while mitigating the risks of fire. After taking the first two skills listed above, grab Basics of Survivability (3pts), then Concealment Expert (4pts) to get your surface detection range down. Next, you have a choice. I would put points into Superintendent (3pts) for the extra charge of her Repair Party, High Alert (2pts) and Vigilance (3pts) with the final point going towards Preventative Maintenance (1pt). Alternatively, drop the last two skills for Fire Prevention (4pts) instead for those that really hate fires. It's possible to mix and match skills from both builds to create a hybrid. Advanced Fire Training is the key skill to make the anti-aircraft build work, provided it's combined with AA Guns Modification 2. You may not kill every plane this way, but at least you can make it expensive for CVs to engage you. "Hood has Defensive Fire? That would have been nice to know," said a Taiho Captain after this attack run. Hood's AA couldn't prevent the drop of all three stacked torpedo squadrons, but it could shoot most of them down, making attacks like this prohibitively expensive. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Hood is a battleship -- and a battleship with good durability and accurate guns which makes her rather forgiving on the surface. However, she's not idiot proof like the low tier German Battleships, nor will she do you any favours where dealing damage is concerned. One of the main complaints about her will forever be her guns which simply don't hit hard enough without compensations to the volume of fire. In the hands of an expert player, Hood will tick all of the same boxes that Dunkerque and Iowa do. She's a fast, flanking Battleship that can really cause a lot of headaches to the enemy. Hood is one of the best ships out there for denying a flank to enemy cruisers and dreadnoughts by being annoying and hard to kill. Her speed lets her control the engagement and delay even a hard push by tanking far more damage than anyone expects her capable. Her carrying potential is limited by her small main battery and awful secondaries. Mouse's Summary: Held back by her weapons. Hood really makes you work for every scrap of damage done. Her anti-aircraft armament is a fun gimmick. Not very practical, but a lot of fun. Hood is a lot tougher than her historical reputation would suggest. Never underestimate the value of her speed. I was (not-so secretly) hoping Hood was going to be a 30-knot, faster-firing version of HMS Warspite: Fast. Agile. Good DPM for her tier. Tough as nails if played right but uncompromising if mishandled and absolutely brutal in a close range fight if push comes to shove. That's not what Hood ended up being and admittedly, it took me a little while to get over my disappointment of not being able to replace my favourite ship with something better. It's almost like Wargaming didn't want to give a Royal Navy fangirl a(nother) super-overpowered British boat. Harumph. Now, those unrealistic expectations aside, I had a lot of fun play testing Hood. I put this ship through her paces. I mapped her shell fall patterns. I drag raced her against the other tier 7 Battleships to check her acceleration and put her through my usual tests to find her rotation speed. I even went head to head with iChase's Nagato in a trio of one-versus-one duels in the original build of Hood. We really hammered out the strengths and weaknesses of the ship in those engagements. It made a few lessons abundantly clear: Her speed is amazing. She's painfully blind with no aircraft or spotting consumable. Her guns may not hit hard, but they hit reliably and the damage she can do is not insignificant if you aim well. Brawling is largely a mistake unless it's to finish off a low health and vulnerable foe, then it can be amazingly decisive. She's also a lot tougher than she looks (though she'll still get her citadel blown out), and her anti-aircraft armament is hilarious. I want to be able to say clearly how I think Hood is going to perform in the community at large. I think people will really love her durability and handling. I do think that her gun performance is going to hold her back from topping those vaunted damage charts everyone hovers over as the yardstick for a successful boat... however, her survivability and speed might let her snatch up a few extra scraps of damage that might be otherwise denied to a Nagato or Colorado. I don't think anyone will be disappointed to see HMS Hood on their team -- in fact, they may prefer her there over the presence of a Colorado. I don't think she will displace the Scharnhorst-sisters as some of the best ships at their tier. Finally, Hood isn't overpowered. I do think she'll polarize players though. You'll love her quirks or you'll get turned off right away by her guns. So while I didn't get a better, faster Warspite, I did get to play something different and ultimately enjoyable. Would I Recommend? It's always fun phrasing recommendations for famous ships. It's understandable that a lot of people will have already made up their minds well in advance -- HMS Hood is just one of those iconic vessels that demands attention. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? As a Battleship, Hood is well suited to bullying bots and is a good choice for PVE Battles. She has an enormous hit point pool which keeps her low on the bot's priority list and her AA power and agility is more than sufficient to avoid hits from CV auto-drops. Her repair costs sit at 26,775 credits with 90 credits spent per shell fired. However, she won't make bank. A typical 400 base experience game will net about 50,000 credits after expenses without a premium account. Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. While I do feel that Warspite is the better Battleship trainer between the two, Hood isn't a bad ship. If you need only one Royal Navy Battleship trainer, I would recommend the former -- she'll be more cost effective. However, taken on her own merits, Hood is a good ship for grinding in Random Battles. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. It's hard to recommend Hood for competitive gaming. While she would enjoy relative immunity from enemy CV predations, she's just too blind and too under armed to be as strong a contender as Nagato, Scharnhorst or Gneisenau. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Do I seriously need to fill this section out? For Fun Factor:Bottom line: Is the ship fun to play? Yep. I enjoyed my time with her. Although, I admit that the "look out for Bismarck" jokes got pretty old after a while. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion. I still want one.
  13. https://thedailybounce.net/world-of-warships/world-of-warships-tier-viii-british-aircraft-carrier-indomitable-review/ "The Indomitable is a low impact, unidimensional and boring ship to play. Pretty much any tier VIII carrier will do a better job at dealing damage and will also have a much better impact since they don’t rely heavily on fire damage. As an experienced CV player, I simply cannot recommend this ship. If the bombs had a better penetration like on the Audacious or that the strike groups would be bigger, she would be good but here… Graf Zeppelin looks good compared to her." quoted from the Daily Bounce review full article here : https://thedailybounce.net/world-of-warships/world-of-warships-tier-viii-british-aircraft-carrier-indomitable-review/
  14. This index is meant to serve as a quick summary of the Premium Warships, both currently and previously available. This will be faster and easier for me to update when something new comes out than the time it takes to write a longer article. This guide is not meant to be comprehensive, but to give players a glance over of what each ship entails while providing easy to navigate links to more thorough reviews. Click the name of a ship in posts #2 and #3, you can find full reviews of any of the ships in question. Recent Changes (Last Updated March 8th, 2019) Last five reviews: Irian, Wichita, Charleston, Alaska, Exeter Catching up on a month's worth of work. Lots of cleaning house. Limited Release Warnings: Exeter is available from now until the end of March. For individual ship availability and reviews of all ships, please see posts #2 and #3. Post #2 contains all destroyers and cruisers, post #3 includes all battleships and aircraft carriers. Ships are listed by tier in ascending order. Legend & Notes Ship availability will be described with one of these colour-coded descriptions. Here's what they mean: Online Store - These are ships that you need to spend real-world money (or premium currency) to acquire. In the case of limited release ships, players can only buy this ship directly through the online store. Some of the more common premium ships may also be available for purchase through the in game tech tree for doubloons, but only if specifically listed. Reward Ship - Players can currently acquire this ship as a reward -- no money is needed to acquire this vessel. Details will always describe the source through which this ship may be obtained. This can be from bonus codes, contests, achievements, events and (in at least one case), through spending free experience. Ships from previous events that are no longer available will not have this designation. Not available - Ships is temporarily unavailable. It may become available again sometime in the future. Rare Collector's Item - Wargaming has removed the ship from sale and has released information detailing that this ship is unlikely to ever be available again in the future. Unless specifically stated otherwise otherwise, these ships are unavailable. Work in Progress - Ship is still under development by Wargaming and has not been released to the public. This includes ships that have been pulled from circulation for to re-balance them (only one example so far).LIMITED TIME! - Attached to Online Store, Reward Ship or Rare Collector's Item ships that will only be accessible for a limited window of opportunity. Where possible, the final day the ship will be available will be documented. If you want this ship, do not wait until the last minute and then blame it on me if there's a misunderstanding on the specifics on when a promotion ends. When the ship's name is a link, it will lead you to the full review of the given vessel. Pay close attention to the date of the review. Older reviews may contain information no longer relevant to the current meta Angry YouTuber Review This is a shorthand evaluation of how advantageous a given ship is within the meta. It's meant to be a little tongue-in-cheek and a gross oversimplification of the overall power level of a ship. This won't explain why or how a ship is evaluated as such -- merely that it is. A player can own an overpowered ship and still suck with it, or excel with what amounts to a garbage boat. Here's the breakdown: GARBAGE– I hate it! Mehbote – An average ship. Probably forgettable. Gudbote – The best thing ever. Totally not overpowered because I like padding my stats in it. OVERPOWERED – I hate playing against it!
  15. CAPTAIN_JACK_HOLDEN

    My Gorizia Review (You're Welcome)!

    CONS: •One of the few Italian cruisers that DOESN'T get torpedos. •Only eight 203mm guns with a FIFTEEN second reload, and as a Italian cruiser doesn't get access to HE rounds. •She's a relatively tall ship making her easier to citadel, even from the front. •Armor scheme comparable to the Atlanta or other very lightly armored cruiser. •Small HP pool. •Terrible concealment, just short of her maximum range. •AA defense is quite bad for a light cruiser. •Her guns can't keep up with her rudder shift time. PROS: •Good rudder shift time •My captain's name is Luigi.
  16. Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. EDIT: July 10th, 2017: For those looking for more information regarding HSF Graf Spee, almost everything listed below is pertinent. Please also refer to the High School Fleet FAQ. Ambush Predator. Quick Summary: A Cruiser with Battleship caliber guns. Patch and Date Written: 05.15.2, December 15th, 2016 Cost: Undisclosed at the time of publishing. Closest in-Game Contemporary Uhh.... ? Y'see, when a Scharnhorst and a Nurnberg love each other VERY much... ♥ ♥ ♥Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique The Graf Spee is a fairly unique ship. She has Battleship caliber guns but they don't behave like Battleship guns, not in all of the ways you would expect. She has the fragility of a cruiser to contend with but she has access to a Repair Party. She's not fast like a cruiser but she's not a thunder-chunker when it comes to wiggling her tush about. Lert suggested that I should have gone with the Molotov as the closest example. That's not a bad choice but it's still far off. I'ma stick with my Scharnhorst-Nurnberg mutant-baby comparison. (Seriously though, I think something between the Molotov and Dunkerque are closest but still miles off). PROs Large hit point pool for a tier 6 Cruiser at 39,400hp. Very powerful main battery of six 283mm Battleship-sized weapons. Good gun handling for weapons of their size with a fast traverse rate. Very accurate guns for their caliber. Strong torpedo armament with excellent speed and range, especially for German torpedoes. Decent handling with a 680m turning circle. Has access to a Repair Party at tier 6. CONs Poor armour values with a maximum of 156mm of citadel protection. Poor overall DPM, relying more on high alpha strikes to deliver damage. Poorly aimed shots or over penetrations really hurt her damage output and can leave her well behind in a damage race. Her armament is ill suited for handling destroyers and she doesn't have the DPM or protection to trade with Battleships. Only modest AA power. Slow for a cruiser, with a top speed of 28.5 knots "Pocket Battleship". Oh, how I hate that term. It's taken me quite a while to divorce myself of that classic British descriptor for the Admiral Graf Spee. When I was little, I swallowed it wholesale, believing the Graf Spee to be stereotypical Battleship, just smaller. This imagining entailed a ship bristling with guns, protected by heavy armour and, because she was little, high speed. My own delusions couldn't be further from the mark. I hope these impressions aren't commonplace among the community. Maybe I can shake them off fully as I make my way through this review. Lert and Zoup have both agreed to join me. Hopefully they can keep my wild imaginings of this vessel in check. The Lertbox Welcome to another Lertbox. Once again LittleWhiteMouse has let an evil black cat into her little parlor. Fortunately for her, I'm more interested in boxes than mice. This time we're talking about Graf Spee. I've been looking forward to playing the ship, and dreading writing about her. After playtesting her, this has only increased. Let me get this right out of the way: I love this ship, but not everyone is going to. Both Mouse and I were hesitant to recommend Dunkerque, and I was accused of claiming she sucks by some people, while I just said she wasn't for everyone. Well, Spee is the same. I adore her, I think she's a great ship, but she's not for everyone. I'm going to do something different in this Lertbox. Instead of giving tips on how to engage your direct rivals in a theoretical 1v1, I'm going to compare her to Tirpitz, Scharnhorst and Prinz Eugen, discussing how these ships differ in playstyle and feel. Hopefully this will give a solid base from which to decide whether or not you're going to part with your greenbacks for this ship Options The big choice you'll have with the Graf Spee is whether or not to use the German Hydroacoustic Search or to instead go with Defensive Fire. I played with the former for a while but found it to largely be very situational given the Graf Spee's general phobia of closing with enemies. Overall I would recommend the latter, at least until you get your footing with this ship. Carriers are still rather commonplace at mid tiers and you will have your AA power tested and getting in close with the Graf Spee is kind of a bad idea until you appreciate her strengths and weaknesses. Consumables: Damage Control Party Hydroacoustic Search OR Defensive Fire Catapult Fighter Repair Party Module Upgrades: Four slots, standard German Cruiser options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Six 283mm rifles in 2x3 turrets in an A-X configuration. Secondary Battery: Six 105mm rifles in 3x2 turrets and eight 150mm rifles in single turrets. Torpedoes: Eight tubes in 2x4 launchers mounted to each side on the stern. These aren't the Scharnhorst's 283mm rifles. At a glance they look similar. Some of their stats are identical and you might overlook the important differences between the guns of the Graf Spee and the Scharnhorst. They share the same rate of fire, rotation speed and appearance. However, there are three key differences. The Graf Spee has a higher muzzle velocity at 910m/s vs 890m/s of the Scharnhorst. The Graf Spee has a harder hitting AP shell with 8,400 alpha strike vs 7,600 of the Scharnhorst. The Graf Spee has significantly less dispersion. It's these latter two traits which are so important to the performance (and viability) of the Graf Spee. The Graf Spee is an alpha-strike ship, defined by it's ability to deal front-loaded salvos of heavy damage against targets rather than wear them down over time with volume of fire. You want to hit a target so hard it pulverizes them and makes them think twice about engaging you. Her accuracy deserves special notice. This isn't caused by a favourable sigma value (though she may have one). The Graf Spee's raw dispersion values at her maximum range of 16.0km are lower than any other Battleship in the game. Here's some raw values of similarly ranged ships at this distance. DE Battleships: Approximately 223m IJN Battleships: Just shy of 200m Admiral Graf Spee: 184m IJN & DE Cruisers: Approximately 144m So not only is the Graf Spee a cruiser armed with Battleship caliber guns, she's a cruiser armed with Battleship caliber guns with almost a cruiser's level of accuracy. The Graf Spee can be a real nightmare for other ships of her type -- throwing railcars at their faces and hoovering up 8,400hp citadels with every salvo. Her 283mm rifles can overmatch any 19mm sections of armour or thinner, so even angling may not protect your ship. Be aware of your armour's thickness before trying to bow tank a Spee. Her firepower is also sufficient to give a Battleship pause, being accurate but also as fast reloading as the Scharnhorst. If you give her your side in your Super Dreadnoughts, you deserve the pain train the Spee will deliver. Where these guns really lack is in handling destroyers. She has neither the fast reload nor the volume of fire to put off enemy DDs. Like all German ships, her high explosive rounds are lackluster. At a 4.0km range, her secondary compliment is respectable for a ship her size -- certainly better than comparable American Battleships -- but it's not likely to give any destroyer pause except for one on very low health. With all this in mind, is her artillery compliment any good? Well, no... No it isn't. It's "interesting" but it's a far cry from "good", in my opinion. She's excellent at biting the faces off of other cruisers (which is historically accurate) but she doesn't have the firepower to seriously challenge a Battleship and she doesn't have enough guns or a fast enough reload to put down enterprising destroyers. Like the Belfast, she is over specialized -- a perfect fit for one role and awkward to passable in other situations. Torpedoes Arguably just as interesting as the Graf Spee's main battery is her torpedo armament. Like her guns, these things are weird. They're mounted on the stern of the ship, well behind the second turret. This gives them tremendous fields of fire, both forward and aft. But the launching angle will always seem odd as they come from well behind your field of view in the ship. As for the fish themselves, they're rather noteworthy. With 13,700 alpha strike, they're not bad for their tier (not great, mind you, but at least they're not American). Where they really stand out is their high speed of 65 knots and their range of 8.0km. Don't be fooled -- you'll never be able to launch fish from stealth in open water with the Graf Spee, but this is 2km longer than the reach of most other German Warships. They can and will surprise people. Summary Though small in number, the Graf Spee's main battery is accurate and hard hitting. She relies upon delivering high alpha strikes, not DPM to bring down her opponents. Inaccurate fire or poor target choices will greatly reduce her effectiveness. Her secondary battery is heavy for a cruiser but light for a battleship Her torpedoes are surprisingly good for a German Cruiser but their utility is hampered by not being able to fire from stealth. No, she didn't dodge those. Her torpedo tubes are mounted on the stern. This gives them excellent firing arcs, especially to the rear. When launching them at targets ahead, they will always appear to come from odd angles. Maneuverability Top Speed: 28.5 knots Turning Radius: 680m Rudder Shift Time: 10.3s The Maneuverability of the Graf Spee is a bit of a mixed bag. I am disappointed with how slow she is. Her 28.5 knot top speed is ... well, it's bad for a cruiser. It would be alright for a Battleship but she's not a Battleship. The Graf Spee needs to rely on concealment and her agility to stay alive and not being able to outrun ships she cannot outfight is a real weakness. She will face ships like the Scharnhorst-class, the Dunkerque and Bismarck-class which can all easily outrun her. This also limits her flexibility. You don't have any tricks to extract yourself if you sail into a contested area. Defensively, you will have to maneuver the Graf Spee very much like the Molotov. Keep at range. Give yourself time enough to dodge incoming fire, especially from enemy cruisers (but especially from Battleships). Rivals: Scharnhorst Let me get the first thing out of the way: Graf Spee's guns are not the same as Scharnhorst's. The differences are slight, but real. Scharnhorst has longer barrels, and fires a heavier shell, but at a slower muzzle velocity. This means that Spee has even flatter arcs than Scharnhorst and shorter time-to-target, at the expense of losing more energy over distance. Scharnhorst is a brawling opportunist. This is the ship that plays from the first line and actively looks for an opening, then mercilessly pushes in, weathering withering fire and closing in for the brawl. This is something you simply can't do in Spee, being slower and simply not having the armor to tank the amount of fire that Scharnhorst can without problem. Durability Hit Points: 39,400 Maximum Protection: 100mm + 16mm over her citadel Min Bow & Deck Armour: 19mm (immunity up to 271mm rifles) Torpedo Damage Reduction: 22% For resilience, the Graf Spee has some pretty exceptional qualities for a tier 6 cruiser. The first is pretty obvious; she has a truck load of hit points -- more than even the Mogami at tier 8. She has almost Battleship quality steel on her bow, stern and deck at 19mm thick, the same as the tier 5 Dreadnoughts. This is enough to repulse anything up to heavy cruiser armour piercing shells when angled sufficiently. On top of this, the Graf Spee has a Repair Party consumable which can help recover health when things go wrong (and they will). Combine this with her 22% damage reduction from torpedo hits along her flanks and the Spee looks pretty good as far as durability goes. That is until you look closer at her armour. Her citadel doesn't sit too much higher than the waterline. But it's the thickness of armour around it that's concerning. There are three layers protecting the majority of her citadel from damage. She has 16mm of submersed armour from her anti-torpedo bulge with a 100mm layer of belt armour behind that. The citadel herself has a 40mm wall, giving what appears to be a 156mm of combined protection which seems pretty okay. However sandwiched layers of steel have their downsides. While they may make citadel hits less likely, they're also more likely to prevent a shell from over penetrating. If you don't angle properly, you can expect to take some pretty big hits. Do it properly and you should be able to protect your citadel from most other cruisers. This quickly falls apart when facing Battleships though. Her Repair Party will often feel taxed. It appears to be standard, healing back 0.5% of her health every second for 28s (14% total or 5,516hp). Like all cruiser Repair Parties, this does permit you to heal back more citadel damage than those found on Battleships. Her citadel is enormous, in truth. It's not very well submerged and it extends far more to the rear than you might normally expect. With her bow and stern easily overmatched by even the smallest of Battleship guns (including her own), you need to rely on concealment and agility to stay safe. Against smaller targets, maneuver and angling can help carry the day, but it's still better to avoid damage than trust on your armour to tank it or your Repair Party to heal it. Rivals: Prinz Eugen Eugen is faster, but doesn't turn as well. She has eight of the typical German 8" guns with a 13 second reload, backed up by roughly center mounted torpedoes with a 6km range. In terms of playstyle, she is perhaps closest to Graf Spee out of the three ships in this comparison. I play her from the second line, keeping a sharp eye on the minimap and moving to where support is needed, WASD'ing all the time to throw off incoming enemy fire. I move up when I think I can and slink back to lick my wounds when needed. I drove Spee the same. Where Eugen and Spee differ though is in how I use the guns. Eugen has more, weaker guns, with a higher ROF. I'm constantly looking for viable targets when driving Prinz Eugen, prioritizing cruisers over battleships and close / mid range destroyers over cruisers. I try to keep my guns constantly singing, putting out volume of fire, farming DPS. Spee meanwhile has a very low DPM or volume of fire, but makes up for that with heavy alpha potential. I prioritize broadside battleships over cruisers and try to time my salvoes more to what maneuvers the enemy is making. Spee's torpedoes are flat-out better, with better range and better arcs - especially vs ships chasing you. It's rare when I can use Eugen's torpedoes, but I'm more likely to look for a chance to use Spee's. I drive Prinz Eugen more like a support ship, constantly putting pressure on anyone within range. I used Spee more like an opportunist, delivering heavy damage to whatever target is most viable. I found fires to be a continual problem for the Admiral Graf Spee. While she has the armour to bounce AP shells from destroyers and cruisers, they never seem to want to cooperate and shoot armour piercing at me. Concealment & Camouflage Surface Detection Range: 13.1 km Air Detection Range: 8.5 km Minimum Surface Detection Range: 11.2km Concealment Penalty while Firing: +8.49km (vs 16.0km gun range) Well, you're never going to be able to make the Graf Spee sneaky, that's for sure. Her guns are too big and so is her surface detection range. This should clearly emphasize the need to keep your distance from dangerous opponents (read: everyone). Use the accuracy and hitting power of your guns along with your agility to dodge reprisals. Be aware of your low speed and that if things turn sour, you will not be able to easily disengage if you let them slip within your surface detection range. Rivals: Tirpitz Everything I said about Scharnhorst goes doubly so for Tirpitz. This German brute brawls and tanks with the best of them, has significantly heavier firepower and boasts a decent set of torpedoes to boot. This is a ship that lives for the brawl, with an armor scheme that becomes stronger the closer you come, and a very nasty poison dagger in the form of torpedoes. The two ships couldn't play more differently. In fact the only thing that they have in common is aforementioned poison dagger. The last thing you want to do in a Graf Spee is move in for the brawl, or try to facetank biblical amounts of damage. She can brawl in a pinch, but her low speed means that getting there is an issue in and of itself, and her weak armor means you're not going to last long when you do. Only push in for a brawl from a position of strength, when you're confident your health, firepower and torpedoes mean you will win the brawl, after which you can use your heal to recover some of the health you're inevitably going to lose. Anti-Aircraft DefenseAA Battery Calibers: 105mm / 37mm / 20mmAA Umbrella Ranges: 4.5km / 3.5km / 2.0kmAA DPS per Aura: 50 / 10 / 30 I shouldn't have been surprised to see the Graf Spee suffer from what could be described as "early-war AA power". It's an affliction that many premium ships have succumb to, including the Dunkerque, Arizona and Perth. Without the Defensive Fire consumable, the Graf Spee's AA power isn't sufficient to keep her safe from enemy carriers. You'll be lucky to chew through an aircraft or two before they launch their attacks. Without help, you're never going to do enough damage to wear down their reserves. The consumable will at least make you a less appealing target and you might even bloody the noses of the incoming attack waves. Players should seriously consider arming that over Hydroacoustic Search. Still, I would never be so bold as to call the Graf Spee's AA power "good", even when specialized for it. While the Graf Spee will never have anything close to formidable AA power, with the Defensive Fire consumable, she can at least protect herself. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Do not invest in the Graf Spee lightly. She combines some of the difficulties of a cruiser with some of the difficulties of a Battleship. When we were play testing the Graf Spee, there were some testers who just couldn't make a go of her. But on the flip side, those that did succeed with her did very, very well. If you couldn't find that magic engagement range that worked just right for your play style or if you couldn't prioritize your targets, the Graf Spee just didn't perform. You'll be tempted to play her like a Battleship. Don't. You'll be tempted to play her like a light cruiser. Don't do that either. She's her own beast. Lert hit the nail on the head when suggestion that she's sort of like the Molotov. You need to find that magic range where your own guns perform well but not so close that the enemy can easily shoot you back. Unlike the Molotov, though, your guns are nowhere near as ubiquitous -- nor do you have as many of them with anything close to the same reload. They're best suited to slapping cruisers and battleships, instead of being suitable for harassing all comers. The real pinnacle of good Graf Spee play comes when you can effectively use her Hydroacoustic Search offensively. This requires getting close, as you can imagine -- dangerously close. To do so means that you understand how to isolate prey and how to avoid reprisals. You also trust your gunnery and torpedo skills to unmask prey that's attempted to go to ground. While I do strongly advocate for inexperienced Spee players to stick to Defensive Fire while they're learning the ship, the move over to Hydroacoustic Search unlocks the last bit of nastiness this ship can deliver. British cruisers beware. The Lertbox Graf Spee is a strong ship. At least, I firmly believe so. Bad games were rare for me, and even in those cases I had fun. Her guns punish broadside cruisers, and even angled battleships at range usually caught one or two of my shells for a couple thousand damage. But strong as she is against cruisers and reliable as she is against battleships, Spee doesn't have the volume of fire to effectively deal with destroyers. Where she falls apart most is in tanking incoming fire. Her armor can reliably bounce 8" AP when properly angled, but battleship fire just yolo's through you like a hot knife through butter. The thing is though, that goes for all cruisers at her tier. And Spee has more hitpoints, and a heal. The three key things to keep in mine when driving Graf Spee are that you're not driving a battleship, you're driving a cruiser - and that target selection is paramount, more than in other cruisers. The third is that other cruisers are faster, so you must be aware not to overextend. Her dispersion is good, far better than that of the German battleships, but it won't feel that way because of her low volume of fire. Her torpedoes are excellent and a powerful deterrent for anyone chasing her. This is a cruiser that bullies cruisers, but doesn't do well against destroyers, and though she can reliably damage battleships, that damage is nibbles rather than large bites. That said, I found her AP more consistent against battleships than that of 8" or 6" armed cruisers at the same tier. I love this ship. But that's just because she clicked with me. Mouse's Summary: She's not an easy ship to use. Opinions from testers really were heavily polarized as "too strong" or "too weak". The Graf Spee is amazing as an ambush predator. Success with this ship often involves holding fire until just the right target or opportunity presents itself. Destroyers are scary. Carriers are also scary. But not as scary as a tier 8 Battleship that's faster, tougher and harder hitting than you deciding it wants to eat you. When I imagined classic Battlecruiser game play for World of Warships, what I imagined isn't what I saw with the likes of the Ishizuchi or the Amagi. These are both fast-battleships with slightly less armour. I pictured the ships being much more lightly armed and much more fragile. This was, of course, my imagination running far and away from what reality should have indicated. You can imagine my surprise when playing the Graf Spee dredged up these impressions. The Graf Spee is going to polarize the community. Some are going to love her. Some are going to say she's grossly overpowered. Then there are going to be others that can't make her work for the life of them. The Admiral Graf Spee is heavily overspecialized. She's a wonderful ambush predator but she's very selective of her prey. Destroyers and Carriers can give her a lot of problems. Sailing predictably will get her deleted with contemptuous ease. Choosing your targets poorly or announcing your presence prematurely will greatly reduce the amount of damage you can inflict. The only thing I really didn't like about the Graf Spee was her top speed. I dunno, in my head, in the histories I had read or heard about her, I somehow got the impression that she was wicked fast but that's clearly not the case. In fact, it's probably one of her greatest weaknesses -- an inability to largely dictate engagement ranges. Short of meeting a brick or a Bogue, you're not outrunning anyone. Maneuver poorly and this forces the Graf Spee to have to fight her way out. At times like these, that six gun broadside feels mighty small and her reload painfully long. Would I Recommend? Generally? No. The Graf Spee is going to give the novice player a lot of trouble. She doesn't have enough firepower and she's too fragile with a dependence on keeping engagement ranges open to survive. I could hedge my bets by saying she's a welcome challenge or an opportunity for players to use to improve themselves but there's definitely a touch of finesse required to get the most out of Spee and I question if the average Warships player is going to espouse the necessary tactics or cry foul at their imposition. Special mention should be made for those who enjoy Co-Op, of course. The Graf Spee does very well there. Her guns are hard hitting. Her torpedoes are fun to use and bots are categorically dumb. It's very easy to do well with her there and score big damage totals in short order to boot. For Random Battle Grinding Mouse: The Graf Spee is a good trainer for your German captains, no matter what their proficiency. However, with up to four consumable slots with three likely vying to be upgraded to premiums, it's hard to see the Graf Spee as being a good credit earner. The Scharnhorst is a better buy for your German training and credit earning needs, hands down. I can't justifiably recommend her here. Lert: I think so, yes. Spee makes a decent amount of credits and XP, comparable to ships like Molotov and Perth. She's comfortable to drive, if slow, and can reliably do the damage needed to earn aforementioned credits. For Competitive Gaming Mouse: I'm strongly inclined to say no. I would bring a Dunkerque instead of the Graf Spee. The Dunkerque is faster, harder hitting and tougher. That said, the combination of big guns and hydro is tempting for a competitive environment, but I see her too easily trumped by the all-too common destroyers of in Ranked Battles. The Leander would arguably be a much better choice. And not a premium you had to buy. Lert: No. Reliable volume-of-fire cruisers like Aoba, Cleveland and Molotov are better suited. Plus, Spee is just too slow in a meta where flexibility is paramount. Her hitpoints and heal just don't make up for her deficiencies here. For Collectors Mouse: Why hasn't Hollywood made a recent Admiral Graf Spee film? Yes. Lert: This is the Admiral Graf Spee we're talking about. The lead antagonist of the first naval battle of WWII and the main part one of my favorite stories of the war, a story filled with honor, integrity, intrigue and sacrifice. For any collector serious about naval history, Graf Spee is a crown piece of any collection and a must-buy. For Fun Factor Mouse: I enjoyed her. But I like my odd ships. There's certainly a uniqueness to the Graf Spee that I really enjoyed. Plus, I really like the challenge of stalking enemies from afar to deliver crippling sudden strikes. Lert: Maybe? It strongly depends on whether you can make her work or not. She's slow-for-a-cruiser and doesn't have a high volume of fire to make her excellent against destroyers, a role typically assigned to a Cruiser. Boom, baby. While she doesn't have a lot of guns, you will LOVE how well they pop cruisers suddenly and dramatically. How to Spee and Neuter your Admiral Graf As far as a training ship goes, there's a lot of overlap with the Graf Spee and other ship types. Short of something weird happening with the German destroyers, she will probably end up a decent trainer for them too. Recommended Modules Here's my picks for your modules: For your first slot, Main Armaments Modification 1 is your best choice. In slot number zwei, as good as her dispersion is, you're going to want Aiming Systems Modification 1 to tighten it up further. A lot of your shell fire will be at what amounts to long range for the Spee. Are the third module slots all still terrible? Yep, looks like. So go with Damage Control System Modification 1. At least this gives a small increase to your torpedo defense. And finally, for your fourth slot, Steering Gears Modification 2 is your best choice. This will reduce your rudder shift time down to 8.2s which will really help with dodging fire. Recommended Consumables Like any consumable heavy ship, you really need to watch your budget with the Graf Spee when it comes to equipping premium versions as you can put a significant dent on your earning potential. If you're taking her into Co-Op, even just a pair of these can quickly zero-sum you on a poor performing match. As ever, a premium version of her Damage Control Party is almost a must. While you have the choice between Hydroacoustic Search and Defensive Fire, I find the latter to be more forgiving at least until you get comfortable with the Spee. This will not turn her AA power into anything formidable but you may find some nice opportunities to either assist comrades or save your own butt if a strike-equipped CV wants to test the new-boat. Which they will. For those pinching pennies, you can avoid the premium versions of these. Don't ever take a premium version of an aircraft unless you hate credits. But do consider taking a premium version of your Repair Party. The combination of a reduced reset timer and additional charge can save your ship. Recommended Captain Skills The Graf Spee doesn't predicate taking any weird skills, thankfully. Though she might not gel particularly well with some of the secondary-heavy built Captains such as for the Bismarck or the Friedrich der Große. As ever, take Basic Fire Training for your first slot. This will bump up your AA power and give your secondaries a little bit of extra teeth. We're not focusing on building up our secondaries, but it will happen as a matter of course. For slot number two, Expert Marksman and Last Stand are both worthwhile. The former will reduce your 180' turret rotation down to 22.8s. Even though the Graf Spee looks the part of a Battleship, she does get her steering gears and engine blown out on occasion when you don't dodge properly. While not as chronic as that of the Konigsberg or Nurnberg, you may find Last Stand worthwhile. I would recommend Expert Marksman more though. At slot number three, Superintendent is my preferred choice with the caveat that you have to be making use of all of your consumable charges on a regular basis for this to be worthwhile. Otherwise go with Vigilance to spot torpedoes earlier. If you're particularly mean, you could also go with Torpedo Acceleration. This will reduce the Spee's torpedo range to the stereotypical 6km range of other German ships but launches them at a horrifying speed of 70 knots. Hilarious! Next up, Advanced Fire Training is definitely the best choice. This will give your AA power and Secondaries a nice boost to their range, bringing them up to 5.4km and 4.8km respectively. And finally, take Concealment Expert. This will reduce your surface detection range with camouflage down to 11.2km. You won't be able to stealth fire, but you will be better able to control engagements when you hold fire between reloads.
  17. Oldschool_Gaming_YT

    Review: T6 Geupard, French Destroyer

    Hey guys! Managed to get the mission for the T5&6 destroyers Jaguar and Geupard from some premium containers gifted to me from a subscriber so I thought I put my review here if any other players are struggeling with this ship and maybe want some tips and tricks on how to play it to its strength. The T6 Geupard is a pretty good representation of the French destroyer line or what to expect from the upcoming ships in the line. The T6 Geupard is the first ship in the line that can slot the upgraded speed boost module to get your French speed boost to last 4.5 minutes, but more important, it doesn't have access to the Main Battery Reload Booster that is the game changer for this line and what transformes the T6 Geupard to a very dangerous Destroyer Hunter/Killer if played right. I also have to say this. Having only played the T5 and 6 so far I can see a huge potential in this line. That said, I dont think this line is for everyone, I dont think this line is for the average, casual player. This line is high risk/skill, high reward!! But if you make mistakes in these ships you will get punished .... HARD! So for a DD main like me, that has been a DD main since CBT, and loves a challange, I see many fun games for me in the future, grinding this line. But having played all the other lines and also only having experience of the T5 & T6 of this line so far I think the skill floor for these destroyers are quite high, higher then any other DD line in my experence. All other DD lines usually have some redeeming treats, smoke, good stealth, good AA or maybe some heals. This line will reward players that knows when to stop fireing, players who know when to engage and when to go dark. Players that can read and interpret information given to him from the game and and the minimap. You dont have any heals in these ships. To become successful you need to rely on your cunning and ability to setup perfect ambush points on the map for the enemy DDs to maximize on the potential of your speed and MBRB. So here is my review on the T6 Geupard. First I will do a quick rundown of its stats and modules, then I will showcase a whole bunch of situations in games where I implement this Hunter/KIller playstyle that these ships exxel at. And last I will showcase a 6 kills 120 K damage game, many of my games in the Geupard end around 4 kills and 100 K damage, usually taken out 50-75% of their DD fleet. In the end I will showcase my captainbuild so far for this ship, still a WIP tho.
  18. T61 (WIP) vs Aigle (Release) - compared Greetings fellow forumites, in line with recent posts that have drawn heavily on available WOWS official wiki statistics, I present here a critical (but purely intended to be fun) comparison of basic vital statistics of these 2 new tier 6 premium dds. The conclusions I draw, are of course, entirely subjective, and conditional, as T61 is still in development, and we still have no release date. Obviously, these 2 beauties will be competing for our attention, one French, one German (really a Dutch design), one a nightmare for many of you to pronounce (I go with egg-le), the other very easy to pronounce if you can count up to 6. This survey is restricted to publically available statistics, many 'soft' stats are invisible to us, for example, the chance of engine failure, and the precise armour layout. For the same reason, I will not compare consumeables such as smoke (which of course, can and do carry and compensate many ships through their hard statistical weaknesses). Announcing T61 vs Aigle vs Survivability First off, let's take a look at the survivability of these ships, how much damage can they take, and how easily they can avoid taking damage. Damage potential Now let's take a look at the more exciting part of our comparison, damage potential. As we have seen in our survivability survey, concealment values are very important for stealth fire of torpedoes. Why the delay over the T61? Well of course, the sale of Aigle is one very good reason, to avoid having them both in the shop at the same time. Which is a better overall ship? These statistics cannot answer that question, but in random battles, well rounded vessels are easier to learn to play, while more specialized ships are much more reliant on positioning and favourable circumstances. Which would win a beauty contest, Aigle! Which would win a drag race? Aigle T61. Which do you prefer? How do they compare to tech tree ships?
  19. The following is a review of Giulio Cesare, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of October 20th, 2017. This was a triumph. (I'm making a note here: "Huge success".) It's hard to overstate my satisfaction. Quick Summary: Giulio Cesare feels like a traditional battlecruiser -- fast, hard hitting but with a poor protection scheme. She's incredibly agile for a ship of her size. Cost: $24.99 USD with a port slot. Patch and Date Written: 0.6.11.1 to 0.6.12.0, October 12th to October 19th, 2017 Closest in-Game Contemporary Kongo, tier V Japanese Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Kongo is about as close as you'll get to a ship with similar game play style to Giulio Cesare, but this is still a rather far cry from the Italian Battleship. Cesare is stealthy while Kongo is not. Cesare is agile while Kongo is not. Both ships excel at engaging enemy ships at medium distances, using their speed to dictate the range. Cesare exerts far more control than Kongo between her superior firepower, gun handling, agility and stealth. PROs Extended waterline belt armour helps bounce shells when properly angled. The inside of the prow has an 85mm armoured "beak" which makes citadel penetrations through the bow more difficult. Guns feel very accurate with a combination of a 1.9 sigma value and the turrets being mounted close together. HE shells have an excellent base fire chance of 35% and a rather large splash radius of 28m for damaging modules. Fast gun traverse of 5.0º/s Small, 640m turning circle, good rudder shift time of 13.0s and a fast top speed of 27.0kts, making her one of the most agile battleships currently in the game (yes, even more agile than Warspite). She's a small target, smaller than many light cruisers with an excellent surface detection range of 13.7km. CONs Exceedingly fragile with poor torpedo defense, low hit point total, a large exposed citadel and poor armour values overall. Secondaries are lackluster with a modest rate of fire and a combination of HE and AP shell fire. Poor anti-aircraft firepower and range. Feels blind without any form of spotter aircraft, float plane fighter or similar vision-assisting consumable. The Italian Battleships are here! Well, kinda. Giulio Cesare is an Italian battleship but for those who were hoping to be able to pin point what sort of flavour or gimmick they would have to differentiate themselves from the Germans, British, American and Japanese, you're going to be a bit disappointed. Giulio Cesare got the Dunkerque treatment in that there's nothing about her that points to some special flavour of the Regia Marina dreadnoughts. We shouldn't be too surprised given what's come before like with Hood and Tirpitz which were each poor indicators for the ship lines that came after. This doesn't preclude Giulio Cesare from being an interesting ship in its own right as you will see. I have to admit, even as a die-hard Royal Navy fangirl -- the Italian ships are simply gorgeous. Options Pretty run of the mill stuff here. Giulio Cesare has a standard battleship Damage Control Party with a 15s active period and a 120s / 80s reset timer depending on whether or not you go for a premium version. Her Repair Party is also standard for a battleship. Consumables: Damage Control Party Repair Party Premium Camouflage: Type 9/10. As of patch 0.6.12.0, type 9 and 10 camouflage patterns are identical. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Module Upgrades: Three slots, standard non-American battleship options. In your first slot, take Main Armaments Modification 1. In your second slot, take Aiming System Modification 1. If you really hate aircraft, you can take AA Guns Modification 2 instead. While this will help dissuade tier IV and V carriers, be advised this will not save you against tier VI+ carriers, even with a full anti-aircraft build. In your third slot, take Damage Control Systems Modification 1. Firepower Primary Battery: Ten 320mm rifles in an A-B-X-Y superfiring configuration. Secondary Battery: Twelve 120mm guns in 6x2 turrets and eight 100mm guns in 4x2 turrets I got so terribly excited when I saw the load-out of Giulio Cesare's secondaries on paper: a ten gun broadsides? That's almost German-good! Sure, this would be hamstrung somewhat by the 4.0km range, but I was gonna be happy and I was going to pew pew stuff in the face and be all, "Veni, vidi, vici!" on all of those gunship destroyers that think they're so great at tiers IV and V. Yeah, no. There are two little issues with my dreams of close-quarter conquests with a phalanx of secondary fire. Giulio Cesare's secondaries don't have quite the rate of fire I was hoping. Each gun fires 10rpm -- a whisker shy of the 12rpm I hope to see on secondaries at a minimum -- especially for low caliber weapons like 100mm guns. I mean, 10rpm isn't terrible but it's not ideal. Anyway, I could over look this in of itself... ...except that point number two is that her 120mm guns (which form the backbone of her secondary armament) fire AP shells. Blech. Now, don't get me wrong. In of itself, AP shells from secondaries can be good if they've got a lot of hitting power. But these ones don't. They have a maximum alpha strike of 2,000 damage per if they citadel and they're not going to do that often. It's like asking a cross-eyed Farragut to save your life from a rampaging Podvoisky and the fool loads AP instead of HE. As it turned out, getting that close with Giulio Cesare is generally a loser move anyway (see her protection scheme below), so having mediocre secondaries isn't that much of a loss. Still, it's a shame. I do love my low tier brawls. As it would fall out, I did find an elegant solution to that charging gunship-destroyer problem. Meet the problem solver. Giulio Cesare is one of the most comfortable gunnery experiences I've enjoyed in a battleship. It's kind of hard for me to believe she's stricken with German dispersion values. These are the worst in the game. Her guns feel far more accurate than what her dispersion value would suggest. This comes down to three factors: Her sigma value, the size of the ship and the number of guns she wields. Giulio Cesare boasts a sigma value of 1.9 which is a marginal improvement over the usual 1.8 value found on tier V battleships. The higher the sigma value, the more likely shells will land towards the center of the dispersion field. In practice this means there are fewer 'wonky' shots where shells fly every which way. They still occur, but more rarely than on other battleships like König or Iron Duke. The second factor is the proximity of Cesare's guns to one another. Cesare isn't a very large vessel -- she's shorter in length than many of the cruisers within her matchmaking spread. As a result, her guns are crammed closer together. This has the effect of reducing dispersion further This is part of why a ship like New Mexico feels more accurate than Fuso even though the latter has better dispersion values. Finally, Cesare has a ten-gun broadside. Had she only eight like Kongo, her dispersion wouldn't feel as generous. The sheer volume of fire does much to diffuse any perceptions of occasional inaccuracy grace that if you throw enough shells at a target, something's likely to hit. So despite the flaw of a large base dispersion value, you're seldom going to feel it. .Giulio Cesare's guns should be considered "good enough" in all other respects. She doesn't win out on DPM, alpha strike, penetration, or even fire chance (she's bested by Iron Duke, Oktyabrskaya Revolutsiya, New York, and Iron Duke again, respectively). However, she's a contender in each category without any serious weak spots. She has the second highest DPM for a battleship at her tier. Cesare's HE penetration value is artificially high. For a 320mm gun, we should expect her to be able to penetrate 52mm of armor. She can instead penetrate 55mm. This isn't an enormous difference, but it is a bonus. Cesare has a very high fire chance at 35% per hit. This contrasts with a more modest HE shell damage of 4,800 which is respectable but not great. Cesare's module blast radius is respectable for her tier at 28.35m even with her smaller caliber guns. Cesare is great at causing critical damage to enemy ships, including setting off magazines of light cruisers and destroyers. This just leaves Cesare's AP penetration to talk about. It's not terrible, but it's not great. Her shells have comparable penetration performance to Royal Navy 381mm guns found on Hood and Queen Elizabeth. This is perfectly serviceable at tier V and VI though it starts feeling a bit lackluster against some of the more heavily armoured American and German belt armour, especially at close to maximum range. Image courtesy of Wargaming's Armada video on Giulio Cesare. Cesare's penetration values lack the raw potential up close, though they preserve their power well over distance. Giulio Cesare is a battleship where you could be forgiven for spamming a single ammunition type and either one would yield good results. To be clear: Her AP shells are better than her HE shells, but the latter are no slouches. A player who elects to use just a single shell type won't perform as optimally as someone that's more dynamic with their ammunition choices. However, they will still do reasonably well. The only real weakness of Cesare's main battery armament (and I am really stretching things to call it a weakness) are her gun fire angles. They're not bad but they're not excellent. Her forward guns have a 288º fire angle. Her rear have a 290º fire angle. This means that to bring all eight guns on a target ahead, she needs to angle out to 35º -- this isn't auto-bounce territory (30º) so she needs to be careful lest she eat unwanted citadel hits. Towards the rear this is slightly worse at a 36º fire angle. Overall, Cesare has an excellent main battery armament that's not only easy to use but quite powerful. Summary: Good traverse rates and decent accuracy makes her guns very comfortable to use. Her per-shell damage may not be phenomenal, but the number of hits she can land more than makes up for this. Dynamic ammunition choice will yield the best results, but homogeneous fire of AP or HE can still score some impressive damage totals. Her secondaries are unfortunately lackluster despite the impressive number of weapon mounts. Giulio Cesare has got it where it counts. Manoeuvrability Top Speed: 27.0knotsTurning Radius: 640mRudder Shift: 13.0s Maximum Turn Rate: 4.9º/s Cesare is fast and Cesare is agile. Her twenty-seven knot top speed at tier V is excellent. She's not the fastest ship in her tier -- that honour goes to Kongo -- but she is much faster than all of her other contemporaries. What's more, she doesn't pay for this speed with horrible handling. In fact, Cesare is one of the most agile battleships in the game. While Warspite may boast a smaller turning circle, Cesare preserves more speed with her rudder hard over, allowing the ship to rotate faster and change direction more suddenly than every other battleship she faces. This gives her a maximum rate of turn of 4.9º/s compared to 4.7º/s of Warspite. As you can imagine, this makes Cesare great at dodging incoming shells and other forms of attack. Speed is life for Giulio Cesare. The value of being able to control engagement distances must not be underestimated. Cesare's speed wanes as you face higher tiered ships, however. While her twenty-seven knots feels blinding fast in the small, claustrophobic maps of tiers IV and V, when you're up-tiered, it doesn't quite measure up. The maps get significantly larger and you begin to face opposition that is as fleet footed (or faster) than you are. Still, like with Nagato, Cesare's 27 knot top speed is sufficient at tier VII though not especially quick. It pays to be a little more cautious because of it. One of the most satisfying elements of Cesare's speed and agility is that she is all but immune to torpedo attack form tier IV and V aircraft carriers, provided you keep your wits about you. Turning radius difference between Giulio Cesare (left) and Kongo (middle), and Warspite (right) using navigational buoys on the Ocean map as markers. One frame = approximately 3.0s. DurabilityHit Points: 45,500Maximum Citadel Protection: 250mm +24mm turtleback + 40mm Min Bow & Deck Armour: 19mm Torpedo Damage Reduction: 19% All of Cesare's speed comes at a price. She doesn't have a lot of hit points, for one. This in turn means that her Repair Party consumable isn't terribly impressive, healing back a maximum of 6,370hp per charge. For another, she's almost sufficiently protected, but there are significant problems with her armor scheme. First and foremost, there is no avoiding Cesare's most crippling flaw: Her citadel sits high over the waterline, stretching from in front of B turret to all of the way back behind X turret. Her citadel continues, submerged, beneath A and Y turrets. She doesn't have good armour protection around her citadel either -- not with how high it stands. The maximum citadel protection she receives is a bit of an illusion as her citadel sits so high that her turtleback will not always come into play -- nor will her thickest belt armour which is also submerged. Often, Cesare is forced to try and protect her machine spaces with as little as a 130mm upper belt armor and a 40mm citadel wall which doesn't stand up to punishment, even at very long ranges. If you give up this ship's side, you can expect to take citadel damage as a matter of course. Bow on, the story changes. While she has an extended belt armour which helps her face tank some shells, there's still a large section of 19mm worth of armor that can be overmatched directly head on. However, she is unlikely to take citadel hits from this angle as there's an interior 85mm armoured "beak" inside the bow to help deflect shells away from her magazines and barbettes. This wedge is a mixed blessing. While it does largely prevent citadel hits, it also upgrades many hits that would simply be overpenetrations into penetrating hits instead. So while it's unlikely for Cesare to take catastrophic hits when sailing directly bow onto an enemy, she'll still take large damaging hits as a matter of course. Cesare's extended belt armour covers her entire waterline to the rear, however, making her surprisingly tanky on the retreat. Just make sure you're aware of her worse gun fire angles when shooting over the shoulder so as to avoid giving up too much side when firing A and B turrets. Given these deficiencies in her armour scheme, it's best to take on a 15º to 20º angle towards enemies either on the attack or retreat to maximize the protection provided by your belt. Use her excellent agility to bait and dodge shells while unmasking your guns to return fire. Her agility should not be underestimated. Speed and camouflage will be your best defense in gunnery duels. Oh, and you can forget about Cesare having good protection against torpedoes. They hurt more than being stabbed twenty-three times. Concealment & Camouflage Base Surface Detection Range: 13.68km Air Detection Range: 9.42km Minimum Surface Detection Range: 11.41km Detection Range When Firing in Smoke: 10.86km Main Battery Firing Range: 16.37km Surface Detection Rank within Tier: Tied for first with Oktyabrskaya Revolutsiya Surface Detection Rank within Matchmaking: Tied for fourth with Oktyabrskaya Revolutsiya Giulio Cesare is incredibly stealthy for a battleship. When she's top tier, the only ships that have better potential concealment are rare premiums, Nikolai I and Arkansas Beta. When she's bottom tier, the closest tier VI ships are New Mexico and Warspite with Cesare enjoying a 400m advantage. The closest tier VII is King George V with Cesare enjoying a 700m advantage. Combining her great handling and top speed, Cesare can dictate engagement ranges when fighting other battleships, which is a good thing. She will be uptiered often and this measure of control makes such matches far more comfortable than they would be otherwise. Silencing her guns and turning tail will allow you to disengage from unfavourable encounters. This goes a long way towards increasing her survivability. This is especially important given how blind she is. Cesare suffers like many battleships do that lack float plane fighters or some gimmicky consumable like Hydroacoustic Search. When forced to do her own spotting, she's groping in the dark which makes spits of land all the more dangerous and dealing with enemy destroyers far more challenging. It's worth noting just how small Giulio Cesare is. Even Duca d'Aosta, a light cruiser, is longer than the new battleship. She has a comparable length to the short and squat (and very cute) USS Texas but with even better concealment values. Anti-Aircraft Defense AA Battery Calibers: 100mm / 37mm / 20mmAA Umbrella Ranges: 4.0km / 3.5km / 2.0kmAA DPS per Aura: 26 / 70 / 27 Planes are a problem for Giulio Cesare. For one thing, they have a nasty habit of negating Cesare's impressive surface detection range. For another, they like to drop explody things that make me have a sad. As mentioned previously, Cesare's agility will largely keep you safe from munitions from tier IV and V carriers so long as you keep a wary eye out. Cross drops from an expertly played Zuiho can still cause issues. Her anti-aircraft armament isn't terrible, but it's not good. At best you could say that she doesn't have the worst AA power among battleships of her tier. Her large caliber guns are hamstrung by a 4.0km aura. For much of the playtesting period, I used AA Guns Modification 2 to help compensate for this (mostly because Aiming Systems Mod 1 was not available to testers) and this provided her with enough teeth to shoot down two or three aircraft from same or lower tier carriers per attack run. When facing higher tiered planes, killing one plane was a victory. Killing two was a triumph. So keep an eye on the skies. You'll need to manoeuvre to avoid attack and that can leave you open to incoming fire. Be sure to evaluate threats appropriately. How to Train your Publius Crassus Your first ten skill points in Giulio Cesare are rather standard for a stealthy battleship. Start with Priority Target. For those players comfortable with their situational awareness, this can be swapped for Preventative Maintenance or Expert Loader. At the next tier, take Expert Marksman. You're going to be throwing Cesare about often in heavy manoeuvres. Her turrets can barely keep up with her maximum rotation rate and this will help get your guns back on target. Superintendent is your best purchase next to give you an extra charge of your Repair Party. And finally, take Concealment Expert at top tier to drop your surface detection range down to 11.4km. This will help you control fights, especially when you're bottom tier in the Matchmaker. The current meta will reward you best for taking survivability based skills after this. Fire Prevention (4) and Basics of Survivability (3), should all be considered high value skills. Fire damage is especially prevalent at lower tiers. For the remaining two points, Adrenaline Rush (2) is your best investment. If you're especially salty about aircraft and want to feel like a big fish in a small pond, you can build for AA-power with Advanced Fire Training (4) and Basic Fire Training (3) instead. Combined with AA Guns Modification 2, this will give you a rather healthy flak umbrella that will make tier IV and V carriers rather salty when they engage you. However, be advised this build is not only sub-optimal, it's all but useless when facing tier VI and VII carriers. Cool battleships don't look at exploding aircraft. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Giulio Cesare has one lesson to teach novice players -- don't show your sides. Beyond that, she's not a terribly complicated ships, with very forgiving attributes. She's agile enough to respond to belatedly addressed threats. Her AP and HE shells are both competitive even when the wrong ammunition choice for a task is selected. She's not so fast that you will easily outstrip your support. Skill Ceiling: Low / Moderate / High / Extreme Veterans will love her concealment value, agility and speed while celebrating the punishing hitting power of her guns. If she wasn't blind, she would be the perfect mid-tier battleship. She presents an interesting challenge on how best to maximize her armour and what few hit points she has. Mouse's Summary: 1.9 sigma, good muzzle velocity and her gun layout makes her feel more accurate than her dispersion stats would otherwise indicate. She does not stand up well to abuse. She's got enough armour to shrug off a few hits but under concerted fire, she's not going to last very long. Make sure the things that are shooting at you die painful deaths. Fast, agile, stealthy. She hates planes. She also hates torpedoes. Giulio Cesare had an interesting development cycle. Her first iteration was disgustingly overpowered with the ship enjoying the same horizontal dispersion value as Japanese Heavy Cruisers (!) with a 1.5 sigma value. The second iteration was the ship we see now but without the Aiming System Modification 1 upgrade which is what this review is based upon. As I write this, I haven't had a chance to play her with the accuracy increase and I'm very much looking forward to that. It's only going to make playing her more fun. Giulio Cesare is a battleship that rewards good gunnery and awareness skills -- so much so that I honestly believe she might be just a little overpowered but I'm on the fence. This ship is going to spit so much damage so regularly, that I anticipate she's going to end up near the top of the pile on the damage meters. The only thing that will hold her back is her survivability and that's not nearly as bad as some may be dreading. Overall, she's a very powerful ship in the right hands. What I found worked best was keeping engagement distances out to about 10km to 12km and holding it there. This let Cesare's guns land hits regularly while still giving her enough time to angle or avoid incoming fire. Against more serious threats like the Scharnhorst-class battleships, extending this range to 14km helped, as well as switching ammunition based on the opportunities provided. Cesare feels a bit idiot proof in that you can spam HE and get good numbers. I found myself leaning upon this ammunition a little more than perhaps I should have. As a consequence, this lead to more than a few detonations of enemy vessels -- a total of five out of forty-six games played. This number shouldn't be considered anomalous -- any battleship that spams HE at soft targets like cruisers and destroyers could get similar results provided they can land the hits in the vicinity of the ammunition lockers. Cesare was uniquely suited to this with not only her improved accuracy but also her speed which let me get her into positions to hammer these softer targets early on in a match. Much will be made of Cesare being a tier V battleship and suffering the ills of the current Matchmaking. This is a battleship that up-tiers very well -- at least provided there are no aircraft carriers present. In pure gunship fights, she has all of the tools necessary to contend with these larger vessels. I did not feel horribly disadvantaged facing a Colorado, Nagato or King George V. It was a challenge facing these ships, to be sure, but it wasn't a forgone conclusion like it might be had I been sailing a New York or König. When Cesare is top tier, it's really not very fair. There are only a few ships to give me pause in such match-ups. A well played Hosho, Kamikaze or Oktyabrskaya Revolutsiya might make me play a little more cautiously, but Cesare provides so many advantages it's hard not to feel confident when Matchmaker spat me out into such a game. Like the French cruiser, De Grasse, Giulio Cesare surprised me with how much fun she was to play. This is a ship I will be happily revisiting in my spare time when I can get her on my personal account. Would I Recommend? Well, I want her... PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Giulio Cesare is a real bully in PVE battles. Her operational costs are 11,500 to repair and typical ammunition costs amounting to this value again. This is an easy sum to recover in Co-Op. I highly recommend her for players that enjoy battering bots. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Giulio Cesare is a monster in Random Battles. She's got all of the tools needed to carry the day here. She's an easy recommendation for battleship lovers. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. I'm torn here and I think I would give her a pass. Giulio Cesare thrives in the chaos of a disorganized melee of Random or Co-Op battles. In the more structured (and often static) environment of a competitive arena, she may not fare as well where fire is often quite focused and manoeuvre plays second fiddle to hugging islands and concealment. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Giulio Cesare is one of the few battleships in WWII to have engaged in surface action against other battleships -- namely, HMS Warspite. For that reason alone (and her association with my favourite bae-bote), she gets a nod here, especially for those that like to recreate historical engagements in training rooms. For Fun Factor: Bottom line: Is the ship fun to play? Very yes. I had a lot of fun playing this ship. It reminded me of the good ol' days of playing Kongo back in Beta. What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE - Grossly uncompetitive and badly in need of buffs.Mehbote - Average ship. Has strengths and weaknesses. Doesn't need buffs to be viable, but certainly not advantageous.Gudbote - A strong ship that has obvious competitive strengths and unique features that make it very appealing.OVERPOWERED - A ship with very clear advantages over all of its competitors and unbalancing the game with its inclusion.
  20. A review of the Haida Brought to you by some jack*** This ship was released last year, however, I just picked it up recently and thought why not review it? So here we are. I don't actually play DD's that much, Haida is the one exception. Ever since picking it up I have had a blast in this ship and if you're an experienced player who downloaded this game through steam, I highly recommend that you to the Steam shop and purchase the Haida there. For 16$ you get the Haida, a Port slot, 6 Point Captian, 2000 doubloons and some flags. [https://store.steampowered.com/app/891780/World_of_Warships__Haida_Pack/] Brief overview The Haida is a T7 Canadian [Commonwealth] destroyer, this ship is the definition of a gunboat. Haida has 6, 120mm guns in 3 dual mounts, they're the same guns as on the Jervis and Gadjah Mada, except for the HE shell damage. The Haida's HE shells deal 1900 damage each that's the same as the Soviet 130mm guns. Haida however, sacrifices her torpedo armament having only a single quad launcher located in just behind the second funnel. She also comes with one of the largest Health pools at T7 with 15,700HP, combine her survivability with amazing guns and you get a ship that is an amazing gunboat. Haida also has very useful consumables at her disposal: Repair Party, Smoke Generator, Speed Boost, Hydroacoustic Search. The biggest thing about Haida is her smoke screen, she has the Perth smoke or creeping smoke screen. This means that as long as you move at 1/4 speed you can stay hidden within your smoke while you move. Do not get this ship as your very first premium. This ship is amazing but you need to be good at the game to get the most out of her. Survivability As mentioned before the Haida is an incredibly tanky DD for T7, with survivability expert you can get her health to 18,150HP that's more than the Shimakaze. Her armour is non-existent like every other Destroyer (I mean it was designed to protect against torpedo boats with a 7.7mm machine gun) so you have to use the HP you have wisely. Her consumables will help to keep you alive in battle, especially the Smoke Generator because it's active for 90s. Artillery As mentioned before the Haida gets some of the best guns in the game. They have adequate HE pen values, HE fire chance isn't that terrible (5%) due to its rate of fire, and the HE damage is the same as Soviet blessed 130mm. The Haida has one of the highest DPM's for a DD at T7 with a 22,800HP of damage in a minute. However, there are some drawbacks, mainly the firing arcs are terrible you often have to expose the broadside of the ship to fire all your guns. And the Haida's shells shoot like a rocket ship, it takes over 10 bloody seconds for the shells to reach their mark when shooting past 10km. This ship is designed to fight up close and personal if you try and play her like a Khaba or Shima you're doing it wrong. Torpedoes (note this picture is not mine, this photo is courtesy of Jerry Proc) The torpedos on the Haida are meh. Four fishes are all you get, they can either be fired off all at once or one at a time just like the British. They run at 62kts for 8km (not historically accurate... duh) and will be spotted at 1.4km this will give your adversary ~8.7s of reaction time. Each one of these pedoes ( ͡° ͜ʖ ͡°) will hit for a maximum of 16,767 damage. In short, the torps are decent, but you don't get many of them. AA Defense Jingles yelling at the planes is a more effective anti-air defence. The ship just will never fight off an air raid. Maneuverability Haida isn't the most maneuverable DD at its tier but it's also not the worst. With a top speed of 36.5kts without the signal flag or Speed Boost activated you'll be able to chase down a Mahan or T-22 but you'll be outrun by a Leberecht Maass or any Soviet bless ship in the game. In summary, the Haida is perfectly fine in maneuverability. Concealment Haida has one of the lowest detection ranges in the game at 6.49km completely stock and 5.67km detection range with the Concealment expert skill. The Haida has one of the lowest detection ranges in the game even out spotting the Shiratsuyu (6.66km) this allows Haida to spot the enemy before she's spotted and get off the first salvo. Closing thoughts The Haida is a very challenging but extremely fun ship to play. If you enjoy gunboat DD's then you'll enjoy Haida, and if you get her now from the Steam shop you can get her for a reasonable price. This ship is an amazingly fun ship to play nothing is more satisfying going 1v1 against a Mutsuki and absolutely DEVASTATING IT. For 16$ this ship is definitely worth the money.
  21. Please be aware that all of the statistics and performance discussed in this post reflect the version of the ship as she appeared during the testing period. These are subject to change before release. The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elabourate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Other articles in this series: Ships for Doubloons: Smith, Sims,Atlanta, Texas, Saipan, Tachibana, Atago, Ishizuchi, Aurora,Molotov, Mikhail Kutuzov, Emden, König Albert,Tirpitz, Campbeltown, Warspite, Limited Release Ships: Fujin, Kamikaze, Katori, Yubari, Gremyashchy,Leningrad, Diana,Murmansk, Krasny Krym, Imperator Nikolai I, Anshan, Lo Yang, Marblehead, Indianapolis, Arizona, Prinz Eugen,Scharnhorst, Dunkerque, Blyskawica, Belfast Gift & Reward Ships: Albany, Arkansas, Flint, Iwaki, Mikasa, Arpeggio of Blue Steel Ships: Kongo, Kirishima, Haruna, Hiei, Myoko, Ashigara, Nachi, Haguro Non Premiums: Gneisenau, Bismarck, Iowa,Isokaze, Bogatyr Condensed Reading: Mouse's Quick Summary of Premium Ships Without further ado: The Swiss-Army knife of destroyer mutilation. Quick Summary: A stealthy, Light-Cruiser gunship with a large number of consumables and an additional module upgrade slot. Cost: Undisclosed at the time of this review. Patch & Date Written: 0.5.12.1, October 12th & 13th, 2016. Closest in-Game Contemporary: Cleveland, Tier 6 American CruiserDegree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique At her core, the Belfast is a gunship. She has no torpedoes to speak of and she's armed with twelve 152mm rifles. This makes her, at least superficially, quite similar to the Cleveland in terms of play style. But once you add in all of the weird quirks she gets -- like which modules and consumables she can and cannot arm herself with, the Belfast quickly becomes her own beast. Some may want to point to other smoke-launching cruisers like the Kutuzov or Flint but she's much further apart from these ships because of her limited armament which largely dictates her play style. Maybe she'll find a closer analogue when the Royal Navy joins World of Warships in force. But for now, the Cleveland is the closest ship to which we can compare. PROs: Reasonably durable for a cruiser with 35,700hp and 114mm belt armour. The Belfast can stealth-fire with the proper setup of modules and camouflage, even without a 15pt Captain. Fast rate of fire at 8.0rpm and second highest DPM of the current 6" (150mm to 155mm) armed light cruisers. Good AA armament. Depending on your module & skill choices, the Belfast can have as low as a 8.7km surface detection range. Depending on your module choices, the Belfast can have a rudder shift as low as 4.6s. Has access to Radar and Hydroacoustic Search at the same time. She has access to a Smoke Generator with a longer-than-standard smoke duration. She can mount up to five module upgrades. She's currently the only tier 7 with access to this fifth slot. CONs: Very limited ability to deliver high alpha strikes. For a cruiser, she has a low base chance to start a fire at 9% per shell. Slow turret rotation at 7' per second. No torpedo armament. Low top speed for a cruiser, limited to 32.5 knots. Stock rudder shift is on the slow side at 9.6s. No access to Defensive Fire. No access to Propulsion Modification 2. Smoke Generator creates a tiny amount of smoke before shutting down -- enough for up to two smoke cloud Wargaming continues to outdo themselves in the quality of their models and textures. Can it truly be happening? Is the Royal Navy finally going to be joining World of Warships? Wargaming may just be initiating another Royal Navy tease. We've had the Warspite. We've had the Campbeltown. Now we have the HMS Belfast joining the game. This long awaited ship is a delight to see in game. The model is absolutely gorgeous, representing the post-war refits of this historic vessel. With her inclusion we now have a Battleship, Destroyer and Cruiser in the game. What's next? The Ark Royal? Who can say? But let's not get ahead of ourselves. Lert will be joining me today providing a comparison to some of the Belfast's rival cruisers in the Rivals sections. NoZoupForYou will also be joining us to provide his voice talents to our project. I even got them both to fill in the 'Recommendations' section, so enjoy! Thank you, Zoup! The Lertbox Once again LWM has allowed me space to express my thoughts and opinions about an upcoming premium ship, and this time it's a very interesting one. The HMS Belfast is the first premium Royal Navy cruiser, and possibly even the very first Royal Navy cruiser that you can get your hands on. As such, she will set expectations for the Royal Navy light cruiser line, when it comes out. Belfast as she appears in this game is a tier 7 light gun cruiser with a lot of interesting tricks up its sleeve. It's one of ten Town class cruisers, and she appears as she was after her 1959 modernization, which saw her superstructure rebuilt, lattice masts added and her torpedo armament removed. The premium camouflage Belfast carries is her 1969 museum-ship color scheme. Departing from the usual Lertbox style of direct stat comparisons I will write opinion pieces about how she in my experience compares to Cleveland and Indianapolis, the two ships she'll be most likely compared to. Options There's a whole lot of weirdness going on with the options for the Belfast. First of all, she has four consumables but no choices to change them out for something else. You cannot swap out Hydroacoustic Search for Defensive Fire, for example. In fact, she doesn't get access to Defensive Fire at all, which should surprise some people. Her Surveillance Radar is on par with the American version found on the Atlanta and Indianapolis, with an 8.49km range and 25s active period. Her Hydroacoustic Search is also the standard version found on other nations (as opposed to the souped up version found on the German ships). But it's her Smoke Generator that's truly the odd duck. The deployed smoke has a longer duration than most other nations (103s vs 85s) though it still falls short of the American (121s). However, there's only a 7s window to lay smoke clouds, limiting the Belfast to making only one or two "puffs". Another fun bit of weirdness for the Belfast is that she has five upgrade slots instead of the normal four found at tier 7. This extra slot gives her access to the Concealment, Target Acquisition System and Steering Gears modifications which are gain the normal purview of tier 8 and higher vessels. The Belfast seems to trade for this by being unable to equip Propulsion System Modification 2. Beware of sitting stationary in your tiny amount of smoke. Overall, the module upgrade options are phenomenal for the Belfast, allowing you to choose between excellent agility or improved concealment, depending on your preferred style of play. Consumables: Damage Control Party Hydroacoustic Search Smoke Generator Radar Module Upgrades: Five slots. Does not have access to Propulsion Modification 2 for it's fourth slot.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Twelve 152mm rifles in 4x3 superfiring turrets in an A-B-X-Y configuration. Secondary Battery: Eight 102mm guns in 4x2 turrets mounted amidships. If you strip away all of the toys on the Belfast, what you're left with is a no-nonsense gunship. She doesn't have torpedoes, so she's entirely reliant on the performance of her guns. This may look like a crippling flaw as the Belfast has some of the worst alpha strike potential of any 6" armed cruiser from her individual shells. Indeed, the Belfast is largely bereft of any ability to deal large amounts of damage in a single attack. Her weapons do not have great muzzle velocity either leading to a lot of hang time and necessary lead to land hits and precluding her from using AP against enemy cruisers until she's quite close. But this is all compensated for by a good rate of fire. When measured against other Light Cruisers in and around her tier with a similar armament, she comes in second for AP and HE DPM which is nothing to sneeze at. Just always keep her lack of torpedoes in mind when looking at these numbers. Gun performance comparison between 150mm to 155mm armed Light Cruisers The gun handling of the Belfast is reasonably comfortable. Her turret rotation is slower than I would want at 7' per second (25.7s for a 180' rotation). This value is similar enough to some of the Soviet cruisers like the Mikhail Kutuzov and Shchors and better than that of the upgraded Cleveland. It's not fast, but it's passable. Your shell flight time will always be on the long side, however. These are not the high velocity shells found on the Soviet cruisers or the Mogami's 155mm. They share a lot similar flight patterns to the USN Cleveland, so you're going to struggle a bit to hit anything but large or predictably moving ships at range. You can expect to see up to 11s lead times while stealth-firing, which this ship can manage at ranges from 14.5km with Concealment Modification 1 or 13.3km when combined with Concealment Expert. While the ship's range is nothing impressive at her tier, she is sneaky enough to easily get within range to be able to engage targets without risk of early detection. While this looks like good news, it's that low chance to set fires that really hurts the Belfast and precludes her from ever being considered an optimal fire-starting gunship. In the practical sense, when engaging other capital ships, her damage potential falls away if she cannot start sufficient blazes to give enemy Battleships pause. So she's rather RNG dependent in this regard. This is very important to keep in mind as the Belfast can (and will) go up against the more heavily armoured Battleships at tiers 8 & 9 where plating in excess of 25mm will result in zero-damage hits from her high explosive rounds. Still, the 9% fire chance is passable. It can do the job. It's just not optimal, especially when compared to her competitors.. Like all cruisers, her secondary armament is pretty forgettable. It has some good traits, though. She has a 5.0km base range with them and they fire 20rpm. But this isn't like you'll win a war with them. I did finish off a Leningrad with my secondaries, so that was cute. But I wouldn't expect this to be the norm with her. Overall, her guns are very well suited to putting the hurt on lightly armoured ships. Combined with other features, her weaponry seems almost ideally designed to make destroyers balk at being anywhere within 10km of a Belfast. She will also give pause to other cruisers, while being passable (but not ideal) for harassing Battleships in between interdiction missions. I'm not in love with her guns. They are decent though and they do the trick. Just don't expect miracles or fast results. You'll be dodging torpedoes a lot in the Belfast -- mostly because your guns, concealment distance and consumables make you an absolute nightmare for enemy destroyers. Rivals: The Cleveland Let's get the obvious comparison out of the way. At first glance Belfast comes across as an up-tiered Cleveland with added toys. This isn't an unfair assessment, as they share many attributes. Both are 32 knot, agile light cruisers with twelve rapid fire 6" guns. Neither have much armor, but both have a module layout that makes them a bit more survivable than their tier- and class mates like Budyonny, Shchors and the like. Both have a generous bag of hitpoints. Cleveland is more durable though. Her hit points last just a bit longer because of her lower tiering, and her citadel is notoriously difficult to hit reliably. Belfast feels a bit softer when under fire, mostly due to her citadel area being considerably longer than Cleveland's. The Cleveland is more agile with a faster rudder shift and a slightly tighter turning circle. Also, Cleveland gets a defensive fire consumable that Belfast doesn't, making her a nightmare for enemy carrier jockeys. Finally, Cleveland will theoretically light more fires per minute than Belfast. Where Belfast beats out the American fighting lady though is in pure volume of fire, 96 shells per minute verses Cleveland's 90. She has a higher base DPS on her AA, higher DPM on her guns and that very valuable fifth equipment slot which can fit either concealment to make a very stealthy cruiser or rudder shift to make her more agile than Cleveland will ever be. Also, the added value of smoke and radar can not be denied. It might not be fair to compare a tier 7 CL to a tier 6 one, but Cleveland is slated for an up-tiering when the CA / CL split happens, and since Belfast and Cleveland share so many play style elements the comparison holds. Belfast is by far the more versatile ship. Maneuverability Top Speed: 32.5 knotsTurning Radius: 680mRudder Shift: 9.6s The Belfast has a bit of a sluggish rudder shift. That's the bad news. The good news is that she can take two module upgrades to mitigate this, dropping it down as low as 4.6s which is downright awesome. With just the first module, you'll be looking at a 7.7s rudder shift time which is still a bit clunky but manageable. With her fair turning circle, she has a lot of hustle in her bustle. The Belfast doesn't get down to American levels of cruiser wigglyness (Zoup told me this was a perfectly cromulent word), but it's still more than sufficient to throw off the aim of enemies at range if you keep your patterns irregular. So, if you take a module or two to tighten up the response time of her rudder, the Belfast will feel very nimble with her handling. This compensates somewhat for her only modest top speed which is again, downright American in that respect. The 32.5 knots is the same legwork found on the Pensacola, Atlanta, Flint and Indianapolis. This lags well behind the more fleet footed Soviet and Japanese cruisers. As such, it will be impossible to run down all but the most complacent of destroyers. You'll also have a hard time fleeing from a fast Battleship that's intent on closing with you. There are few things more frightening than an Iowa bellowing, "Get in me belly!" while it chases your Belfast. Fire and maneuver is the name of the game with the Belfast -- tossing evasive maneuvers in between salvos. This isn't a ship with which you'll want to ever be caught stationary. Wargaming seems to be going out of their way to discourage this. First, they've removed the option to take Propulsion Modification 2 which would provide her with a lot more startup agility when caught sitting still. Second, her smoke screens are pathetically small requiring her to be at a near dead stop before activating or she risks slipping out of her tiny bank of fog. This makes her an easy target just before deploying her concealment and should make many a Belfast player think twice about using it this way. DurabilityHit Points: 35,700 Citadel Protection: Up to 114mm.Bow & Deck Armour: Minimum of 13mm each.Torpedo Damage Reduction: 4% The armour setup on the Belfast is a bit of a mixed bag. She has 114mm belt armour, which is rather good for a light cruiser, and certainly well above what we might see on her Soviet counterparts. Unlike ships like the Budyonny or Shchors, her citadel is at or below the waterline of the ship. Combine this with her 35,700hp and she's looking rather well protected -- or at least as well protected as a cruiser could be. And that's really the catch, isn't it? You cannot expect the Belfast to repulse Battleship caliber firepower, especially not at tier 7+. They will happily oblige you by emancipating your ship of it's hp poolt with a storm of 380mm+ shells. Don't give them the opportunity if you can at all help it. Use your agility and your stealth as your defense. What this level of armour plate will actually provide is reasonable protection from small-caliber (180mm or smaller) guns trying to throw AP at you. This can be rather commonplace as you close in with enemy destroyers and cruisers that will switch ammunition types if they think they can catch your broadside. Use your rudder, force those bounces off your angled sides. It is fun to note that the Belfast does have some small anti-torpedo bulges, providing a 4% damage reduction. Once you plug in Damage Control System Modification 1, this jumps up to 7%. It's not great by any means, but hey, cruisers should rejoice with any little durability bonuses they can claim. The angled belt armour of the Belfast bounces a 210mm AP round from a German Yorck-class cruiser. This is an uncommon occurence. Even bows on, the Belfast's prow is overmatched by 203mm shells or greater. Be very careful when engaging heavy cruisers at point blank range. Concealment & Camouflage Surface Detection Range: 11.3km Air Detection Range: 8.1 km Minimum Surface Detection Range: 8.7km Concealment Penalty while Firing: +4.56km (vs 15.4km gun range) Don't let these numbers fool you. Like her rudder shift time, the Belfast's concealment rating is something you can play with right out of the box with module choices. This is an either-or choice, though. You can either have gorgeous rudder shift or improved concealment rating, as they both take up the 5th module slot. This is very important feature to remember. With Concealment Modification 1 and her premium camouflage, a starting Belfast with a fresh Captain will have a 9.9km surface detection range and nearly a 1km window from which it can stealth fire at enemies from open water. Any Atago player will tell you the wonderful merits of a cruiser that's able to sneak within 10km of an enemy ship. This opens up the door for all sorts of clever play, including interdicting enemy destroyers and sneaking onto caps the enemy thinks are reasonably covered. Once you add a 15pt Captain with Concealment Expert, this range drops down to 8.7km which is just outside of the Belfast's radar range. This can quickly spell the doom for an enemy DD that's not paying attention to enemy team lists. It can find itself with a rapid fire light cruiser at point blank range, hammering it with salvos of 152mm with no easy way to escape. Hydro will sniff out any desperate torpedo drops. Radar will keep them lit even if they attempt to blow smoke. Her concealment allows the Belfast to contest capture points in Domination maps, especially from destroyers that have outstripped their support. In my test games, this became a rather common occurrence. Often happening not just once but twice in several encounters. Even without a 15pt Captain, I was comfortably able to pull off ambushes against lower tiered destroyers, like IJN Minekaze, Mutsuki and Kamikaze-class destroyers that often risked getting within 8km to launch torpedoes. USN and Soviet cruisers that popped smoke and began firing from within the cover of their concealment were simply ringing the dinner bell for my Belfast to come feast. Good times. This same concealment rating is also the Belfast's best armour when facing off against enemy cruisers. She has one of (if not the) best concealment ratings for her tier bracket. When you don't want to fight something, silence your guns and turn away. You're almost like an oversized destroyer in this respect. This ability to drop back into stealth is imperative given the rather modest top speed of the Belfast. You'll need to plan your escape at an early juncture if the enemies are pushing your flank aggressively. Lastly, special mention should be made towards the Belfast's Smoke Generator consumable. It's ... well, it's odd. It does not create a lot of smoke, but the smoke that it does leave down lasts longer than that of the Soviet or IJN ships. You have a little over a minute and forty seconds worth of concealment from the Belfast's smoke but you're not likely to get more than two smoke clouds out when you activate the consumable. It seems that Wargaming intends that the Belfast's smoke to be used primarily on the defensive rather than offensive role. This is further paid evidence to with her lack of the Propulsion Modification 2 -- slowing to a stop in your own tiny smoke screen is all well and fine, just be aware that you're not going to be able to get up and go in a hurry afterwards. Rivals: The Indianapolis Ah, the other tier 7 premium cruiser with a gimmick, this being radar in the Indianapolis' case. Here the difference is that the Belfast is a light cruiser and Indianapolis a heavy cruiser, armed with very potent 203mm guns. These USN 8" rifles have a very unique attribute: they are better at defeating angled opponents by virtue that they have a wider angle to work with before autobounce starts becoming a thing. This makes the American 203mm AP very dangerous to soft cruisers like Belfast. In a pure gun duel, I would imagine a smart Indianapolis drive to defeat an equal-skilled Belfast driver. The Belfast can't run away from the Indianapolis, so any duel between them comes down to using the environment and concealment versus gunnery skills, and the best the Belfast can do is try to not get shot too much. But these ships don't fight in a vacuum, and 1v1 fights are rare. Indianapolis' radar has proven itself a very useful piece of equipment, and Belfast gets access to an equally potent one. But where Indianapolis has to choose between hydro and defensive fire in one slot and radar and a fighter in the other, Belfast gets to use hydro, smoke and radar at the same time. It's hard to say which is the 'better' ship. They serve distinct roles. Indianapolis is better at putting the hurt on battleships and annoying carriers, Belfast is better at ferreting out destroyers, both can put the hurt on cruisers. But where Belfast might rely on a combination of HE spam, fire-hosing and some AP damage, Indianapolis can get away with relying on AP more. Anti-Aircraft DefenseAA Battery Calibers: 102mm / 40mmAA Umbrella Ranges: 5.0km / 3.5kmAA DPS per Aura: 72 / 140 The Belfast does not get access to the Defensive Fire consumable. This isn't a matter of having to choose between it and Hydroacoustic Search -- it's simply not an option at all. This immediately precludes the Belfast from being a dedicated anti-aircraft escort, which is a bit of shame because she has some rather impressive anti-aircraft firepower. When you compare her to the other tier 7 cruisers, her AA DPS is quite respectful -- the second highest overall. 224dps - Flint 212dps - Belfast 207dps - Pensacola 202dps - Indianapolis 182dps - Yorck 177dps - Atlanta 153dps - Shchors 151dps - Myoko Of course, there's a lot more to AA gunfire than raw DPS. Having it concentrated in the large caliber AA guns is important for a start. This is what makes the Atlanta and Flint so dangerous -- having enormous 127mm dual-purpose batteries. The Belfast does alright here, having 5.0km reach on her 102mm batteries with good DPS. She backs this up with the always reliable 40mm Bofors at a good defensive range of 3.5km. If the Belfast did have access to Defensive Fire, she'd be an absolute monster for enemy CVs. Without it, she's still a target to be respected but she won't be causing any form of disruption to aircraft groups. I was frequently shooting down a half dozen same-tier planes in games where there was an enemy CV present with only Basic Fire Training to improve my ships gunners. To this end, if you fancy playing the role of a makeshift AA escort, keep close to the ships in need of protective cover. Just be aware that you will never reach the same levels of anti-aircraft firepower as Defensive Fire spikes the DPS of the ship in question up tremendously when active, on top of its other benefits. Without Defensive Fire, even Dive Bombers present a serious threat to the Belfast as she has no way of disrupting their drop patterns. Her AA defense is good overall, and you can expect to seriously punish any groups making their attack runs against you. But you're still going to have to weather their drops. Overall Impressions Skill Floor:Simple/ Casual / Challenging / Difficult Skill Ceiling:Low/ Moderate / High / Extreme The Belfast looks complicated, but she's really not. For all of the confusing mess of consumables and modules, the Belfast is, at her core, a light cruiser gunship. It's all about avoiding the attention of warships bigger than you while picking on those that are smaller. Even a novice player can take her into a match, rig her for concealment and do reasonably well farming HE and fire damage off of enemy capital ships at extreme range. The meta for her is making destroyer lives miserable and bullying capture points which is a high-risk, high-reward style of play but one that can quickly decide a match when done correctly. The Lertbox Belfast is perhaps the most versatile ship in the game at this moment, depending on captain skills and equipment fitted. You could go for a ballerina build and bring her rudder shift down to ridiculous levels, or go for a concealment build and have an almost comically sneaky little cruiser. Her AA is formidable even lacking a defensive fire module and properly specced she can function as AA escort, but she can just as easily ferret out destroyers trying to hide inside their smoke screens, while sitting comfortably in her own. She can even lay down a strategically placed puff of smoke to help conceal her team. During playtesting I found that a very effective tactic was to appropriate a friendly smoke screen in or near a cap and popping my own when it started running out, thereby extending the duration of the smoke screen by a considerable margin. Not many people dare attack a smoke screen that threw as many shells as these did, as well as intermittent torpedo fire from the friendly destroyer which laid the original screen. One misses defensive fire and her fire chance is a bit low, but were those present she'd be overpowered at tier 7. I can't stress how potent the combination of hydro, smoke and radar available without having to choose between them is. It's enough to elevate what is basically a very potent tier 6 ship up to tier 7. Mouse's Summary: The Belfast is the Inspector Gadget of warships. You have a gizmo for most situations, especially when facing destroyers. You'll have to pick between awesome rudder shift and awesome concealment. The lack of Defensive Fire and a high-alpha strike attack keeps her from being immediately overpowered. Best played patiently with a slight aggressive streak where DDs are concerned. The Belfast makes me miss a lot of things. I miss Defensive Fire. I miss being able to deliver high alpha strikes. I miss going fast. But if she had access to any one of these things, she'd be overpowered. The Belfast is a very comfortable ship to play. Once you wrap your head around the fact that you're not going to kill any big ships quickly, it gets quite easy. Avoid being spotted by capital ships. Get wiggly when you are spotted. Punish destroyers that over extend. That's about it, really. Where she gets very interesting is all of the wonderful tools you have to make destroyer lives miserable while not quite having the absolute optimum load-out to do so. Out of the ships presently available in the game, it would still be hard to argue that the Belfast is probably the best destroyer hunter out there. And that's what the Belfast truly embodies -- it's the destroyer hunter that we've all been wanting. Radar is fun and all on an Atlanta or a New Orleans, but neither ship can risk getting in close to make use of it to counter the Udaloi, Bensons or Blyskawicas out there that are sitting in their smoke screens and dropping pew pews on our team. The Belfast can risk it. She's got the tools to get in. She's got the tools to quickly isolate and punish the enterprising destroyer. And she's got the tools to get out afterwards. Top on my wish-list to make her even better at destroyer hunting would be a little more speed. It's just not there. Her 32.5 knots means that you're relying on destroyers making mistakes more than actively pursuing them. Hear that, DDs? It's your own darned fault that I'm making a mess of your ships with my Belfast. That the Belfast is so good at putting the hurt on over extended destroyers is likely going to make her a high priority target when word gets out. The mere presence of this rapid fire cruiser near a cap point can lock down any attempts by the Red team to ninja cap. It becomes suicidal for an enemy destroyer to venture anywhere near the Belfast's zone of control without big guns backing her up. This ship may shake up the current Random Battle meta somewhat. It's certainly going to make playing the lone-wolf destroyer much more difficult. The Belfast counters the Minekaze just as readily as she does the Udaloi and I was very happy to see that consistently in play. The only thing that would make me back off from a destroyer would be a Battleship lurking in the area. But if this capital ship was distracted or more than 14km off from my area of engagement, I was still going to eat me some destroyer goodness. When it came to pelting bigger ships with her guns, the Belfast wasn't anything special. She bombards predictably moving capital ships about as well as you can expect. She'll set a fair number of fires but not a whole lot unless your enemy plays dumb. This can make trying to accumulate high damage totals a bit of a challenge, but it's again just a matter of patience and picking your targets. Your enjoyment of the Belfast will largely be determined if you can make these 152mm guns work. Like many light cruisers, you're dependent on fire damage to maximize your output against Battleships. They're perfectly suitable for blowing up enemy light cruisers and destroyers, however. Would I Recommend? Heh, this is one of those ships that I feel like it doesn't matter what I say, people are still going to grab it. It's the first Royal Navy Cruiser available in the game. On top of that, it's a Premium Cruiser leading the release of the Royal Navy Cruiser line, so people will be wanting to grab her for a training analogue for their Captains. To top it all off, she's a museum ship. This is a difficult ship not to recommend, with the only caveat of course being that if you don't like mid-tier cruiser game play, this ship will not sell you on it. ForRandom Battle Grinding: Mouse: The Belfast is a good Random Battle boat. She can cap and defend. She can harass big ships. She can interdict and assassinate destroyers. Her big weaknesses are, of course, competently played Battleships. You'll also have to worry a bit about good carrier and cruiser players, but not nearly as much as the big capital ships trying to delete you. As she's designed to pick on destroyers, she nets quite a healthy sum of credits and experience for even small damage totals off these fragile boats. When pressured by enemy BBs, however, her performance really starts to hurt as I had to go gun silent to avoid getting obliterated. This in turn really affected my rankings and experience gains. The other thing to consider is that if you go premium consumable heavy (and you can go really heavy in the Belfast), you'll eat into your earnings very significantly which will hurt the rate at which you're grinding credits. Lert: Yeah, Belfast is a fun and comfortable, reliable if fragile, very versatile ship. Smacking destroyers around is not only a lot of fun, but nets you a nice amount of credits and XP as well. Zoup: I find the Belfast to be highly enjoyable in random battles. Despite this, I don’t find that I’m putting the amount of damage out that I would like. I attribute this to the fact that the Belfast has a low burn percentage. It isn’t really a ship that you want to go toe to toe with against Battleships unless their attention is already occupied by other ships. Against other CLs, its more than capable though, with HE or AP. The Belfast has a specific mission, and that is to aide your team by being a destroyer’s worst nightmare. And that is exactly what the Belfast is. You get all the normal goodies that come with premium ships and premium ship camo, but the most important thing is that you have a trainer for the RN cruiser line. I don’t see myself playing the Belfast exclusively over and over in randoms, but I will definitely play it often. It’s fun and offers something different from the other ships in the game. For Competitive Gaming: Mouse: The Belfast would have been a very interesting choice in Season 4 of Ranked Battles, when tier 7 was the top. I don't think she would have been capable of toppling the unfortunate meta that resulted in that season, but she certainly has the concealment and spotting tools to have upset the occasional game. Her lack of any high alpha strike limits her somewhat and her fragility would make her a rewarding target that would no doubt get her focused early when lit. Lert: I can only imagine what havoc a ship as versatile as Belfast would've wrought on the tier 7 portion of the previous ranked battle season. It's almost like this ship was made for competitive play. While she lacks the firepower of larger gunned ships, competitive play ensures that there are teammates with said bigger guns ready to pick up the slack, while you concentrate on spotting and intercepting destroyers and other cruisers. Zoup: The jury is out whether or not the Belfast would have succeeded in the Tier 7 battles from previous ranked gameplay. I’m going to go out on a limb though and say that it would make a good competitive ship. For this basis, I am going to point to the Atago and its stealth capabilities. I believe that it’s the 8.7km concealment that will make the Belfast a valuable ranked cruiser if we ever go back to Tier 7. Its stealth combined with hydro and radar allow it to both cap while defending against enemy destroyers. It has the ability to remain hidden from larger ships by use of low surface concealment and smoke. While it may not have torpedoes and the healing capabilities of the Atago, I feel it is ultimately the Atago’s concealment which helps it to excel in ranked gameplay. The same likely will prove true for the Belfast. Only time will tell. For Collectors: Mouse: She's a museum ship. She's also gorgeous. Absolutely, yes. Lert: This is a storied ship that still exists as a museum ship you can visit to this day. How storied, you ask? She participated in the battle that sunk Scharnhorst as well as being part of the escort fleet to the carriers that launched an attack on Tirpitz that saw the latter disabled and immobilized for several months. Though Belfast never fired on Tirpitz, she did on Scharnhorst and it was her fire combined with that of Norfolk and Sheffield that turned Scharnhorst into the waiting jaws of the heavier task force that eventually sank her. Zoup: This one is easy. Absolutely. She’s dead Sexy and I still remember seeing her sitting on the Thames when I vacationed in England back in 2012. She will be a must buy for many. For Fun Factor: Mouse: The Belfast is a very comfortable ship to play. She has the same foibles as most cruisers -- notably the fragility when Battleships are looking at her. So if that doesn't appeal, I would keep away. But as a light cruiser enthusiast, I really enjoyed her. Lert: She's very comfortable and versatile. You can adapt her to almost any role you could conceivably want a light cruiser to play. If you like cruisers, you'll like Belfast. Zoup: You can customize the Belfast to your hearts desire in more ways than most ships. She's fun to play for the ability to live on the edge of danger with her awesome concealment and destroyer destroying capabilities. Care must be taken though. You're still a cruiser. If you hate taking damage or like to show your broadside often, this ship will make you pay for it. This ship plays like a big destroyer that lacks torpedoes. The fun factor is there indeed. The question is: How long will the novelty of the extra module last, or is this what we should expect with the RN Cruiser line as a whole? Outfitting your Belfast isn't complicated as she doesn't specialize for any role other than "make a destroyer's life miserable" very well. You can try and make her an AA cruiser but she'll never really compete with dedicated AA escorts. Outfitting your Belfast Unlike other cruisers, there aren't multiple builds for the Belfast to allow her to accomplish different rolls. Without access to Defensive Fire, she's never going to be a specialized AA escort. This isn't to say you can't try and improve her anti-aircraft firepower -- it's just not going to have the same effect as it might on a Soviet or American cruiser, for example. Recommended Modules The list of modules to equip your Belfast are pretty straight forward. Do keep in mind that she gets five module upgrade options instead of the normal four found at tier 7. For your first slot, Main Armaments Modification 1 is probably the best choice. This will help keep your four turrets in the game. However, as a Light Cruiser, you have to contend with detonations more frequently than a Heavy Cruiser or Battleship. So Magazine Modification 1 isn't a poor choice. I was detonated once during playtesting by a Fuso AP shell without this mod equipped. For your second slot, you have three choices. Aiming Systems Modification 1 is arguably the most optimal. This will tighten your shell fall and give a slight bump to your secondary performance. Anti Aircraft Modification 2 isn't a great choice but it certainly has its merits. This will extend your AA umbrella up to 6.0km which may cause a CV Captain to pull his planes back. I wouldn't count on it though. Lastly, Main Battery Modification 2 will accelerate her turret rotation from 25.7s for a 180's rotation down to 22.3s. This will cost you some of your DPM, bringing your rate of fire down from 8.0rpm to 7.6rpm. For your third slot, Damage Control System Modifcation 1 is the best choice. They're all pretty terrible really. For your fourth slot, Steering Gears Modification 2 is optimal. This will reduce your rudder shift time from 9.6s to 7.7s. And finally for your fifth slot, there are two interesting choices. Concealment Modification 1 is arguably the best choice. This drops your surface detection range with camouflage from 11.0km down to 9.9km. This will also allow you to fire from stealth at a range of 14.5km. Alternatively, if you want to give her destroyer like turning, take Steering Gears Modification 3. This will reduce your rudder shift from 7.7s to 4.6s. Recommended Consumables You don't have any consumable options for the Belfast, short of deciding if you're going to pay for the premium versions or not. Out of these, Damage Control Party is hands down the best one to take as a premium, as it will help mitigate fires and other critical hits. Taking premium versions of Surveillance Radar and Hydroacoustic Search really only come into play when facing multiple destroyers for an extended period of time. This will reduce their reset timers from 3 minutes down to 2 minutes. Keep in mind that stocking up on premium consumables will quickly eat into any earnings you're making and with four consumable slots, if you went all out, that's a 90,000 credit deficit you need to make back each and every game. Recommended Captain Skills From the first tier, Basic Fire Training is the best choice. This will give a boost to your AA firepower as well as accelerating the reload of your secondaries. From the second tier, you have a choice. Expert Marksman is nice for accelerating the turning speed of your main battery. WIth as much maneuver as you will be doing in the Belfast, this can assist with keeping your guns trained on target, or at least hasten bringing them to bear when re-engaging. Alternatively, Last Stand will help keep your ship operable when taking critical hits to the rudder or engine, which happens often enough in Light Cruisers. From the third tier, there are two very good options. Vigilance will help with spotting the torpedoes launched form the Destroyers you will be pursuing. Alternatively, Superintendent will provide an extra charge for three of your four consumables which is also handy -- especially if you're not taking the premium versions. Unlike most cruisers, it's Demolition Expert which is the hands down best choice at tier 4 for Captain Skills. This will bump up your chance to start a fire with your main battery from 9% to 12% which is huge. Advanced Fire Training is reasonable, but be aware that the AA power of the Belfast will forever be held back by her lack of Defensive Fire. This 20% increase to your range can get her reach out to 7.2km with assistance from the Anti Aircraft Modification 2. In addition, this will bump up your secondary gun range to 6km from stock or 6.3km with Aiming Systems Modification 1 which will come in handy when you're using radar and hydro to flush out destroyers. Finally, at tier 5, Concealment Expert is your best choice. This really puts the Belfast's stealth rating at whole other level, dropping her surface detection range to as low as 8.7km and allowing her to fire from stealth at a range of 13.3km.
  22. HMS HOOD REVIEW I'm not going to go into to much detail here because no doubt you've seen a review for this ship before. This is more specifically about Hood's guns which were "Buffed" at 8.0, and alike with most of that update, Hood's AP is right now in a bad place. Do I think that any of the CC's, Developers or anyone else who could make a change will see this review? No. I don't, neither do I think that WG will do anything about it. Frankly, I'm just putting this out there because I'm venting from WarGaming taking my money and making my favourite ship a dumpster fire. So without further ado, if you are ready then grab your metaphoric stick and let's start beating this metaphoric dead horse (BTW So everyone knows, I do not condone violence. This is just a joke so treat it as such. If somehow you are offended by this joke, it wasn't my intention to insult/offend anyone with this light-hearted joke) Hood's AP right now is bad... ok that might be a bit of an understatement, it's AWFUL. Hoods AP is lacking in every way and can't do anything unless you are within 2km and have the flat side of an AFK Musashi to shoot at. Ok, that's a little harsh but it is true that the AP is lacking in comparison with its old shell. I have hit the citadel of an NC, Nelson, Giulio Cesare, New Mexico and New York but all were within 10-2km and all were completely broadside. Which is pathetic, the Gneisenau could citadel an NC from 15km away. However, I'm not going to regale you all with boring stories that you probably haven't seen nor do you care about. I brought numbers to back me up... Yeah, I'm a nerd. ________________________________________________________________________________________________________________________________________________________________ So these numbers are from when Hood was first released so 1 thing in here is inaccurate "bulletDetonator" is now 0.033 instead of 0.015 but the rest remained the same. What I'd like to bring to your attention is the category "bulletKrupp" Krupp if you are unaware means how much armour a shell can penetrate before shattering. Krupp of Warspite is 2330.0 and the Krupp of Hood is 2190.0 this means that Warspite a T6 remember will pen more than Hood a T7. However, both Hood and Warspite have the same fuse time now 0.033s if you don't see what I am getting at here let me explain. Warspite a T6 will penetrate and detonate within Battleships at all ranges, she will also hit with more of her shells due to her higher sigma value. Warspite will overpenatrate cruisers because of her higher Krupp and fuse time. However, Warspite will not struggle to do damage, the higher sigma, fuse time and Krupp values are perfectly fine against battleships. Hood T7 a tier higher than Warspite will struggle to do any of the things listed above. Her Krupp is low enough that she can't reliably penetrate enemy battleships unless a suicide ranges. Fewer shells will hit the target because of her slightly lower sigma and yet she will still overpenetrate any cruiser she comes across. So THIS is why Hood needs to be looked at. Before the "Buff" Hoods AP shell would penetrate a cruiser and arm inside doing substantial damage. Citadeling a cruiser at 18.6km? No problem. Citadeling a cruiser at point blank range? No problem. But now Citadeling a cruiser at 18.6km? Overpen. Citadeling a cruiser at point blank range? Overpen. The old AP was also good against battleships too. If the Battleship was bow on? Aim at the guns, Hood's shells would hit the superstructure and arm inside of it due to the short fuse time. Battleship broadside on? Aim halfway up the hull, Hood's shells would pen the weak upper armour and arm due to the short fuse time. Now Hood's shells overpen the superstructure richocet of the deck armour and if T8 or higher richochet off the bow armour. Also now if a battleship turns broadside on Hood's AP overpens the weak upper armour and shatters against the belt armour unless it's a New York or Hood's at suicide ranges. Before the "Buff": Now I could go digging through my pictures and find many more but I know someone will say that all of those were nitpicked. To that, I say yes, of course, I chose some of the best games I had with her before the rework but I would commonly, easily do 90k damage a game. Hood's AP wasn't useless or broken it was people not knowing how to use it. I mean it really is that simple, people buying a battlecruiser, expecting it to be a battleship getting frustrated when the AP didn't work the same way it did on other ships and then complaining saying the thing was useless. This is what the current AP looks like: The more observant of you might realize that I died because of ramming, that ram caused 40k damage so in total with only my guns I managed to do 22k damage. Hood just can't do any consistent reliable damage. I WANT MY MONEY BACK. If you were considering getting Hood, don't because before she was usable but different now she is unusable and just a terrible ship. WG even got rid of her special Defensive AA consumable instead of multiplying short-range rockets by 25 it gets the standard +100% to medium long range AA guns. WG you either need to give me compensation for this terrible mess of a ship or put it back to the way it was. I paid $55 for Hood and now you just went in and messed up my purchase. It wouldn't be acceptable if a company went into your house and replaced your wooden table for a picnic bench. I don't like to hate on WG it's hard to make everyone happy but YOU BETTER NOT MESS WITH PEOPLES MONEY!!!!!! Your policy of "Never altering premiums" is great because then you don't end up with situations like this where you tried to help a dying horse and in the process accidentally killed it.
  23. LittleWhiteMouse

    Premium Ship Review: Shinonome

    The following is aimed at new(ish) players looking to find a little more information about various ships from events, for premium currency or for real-world cash. The goal is to allow players to make an educated decision before parting with their time and money and to find premium vessels that suit their chosen style of play, whether that is competitive, cooperative, or simply for fun. The idea here is to elaborate on information not commonly available through reading statistics and provide some (heavily) biased anecdotal evidence to encourage or dissuade you from making your purchase. The usual disclaimers apply: everyone knows the Matchmaker clearly loves me because I spend money so that's why I occasionally get really good games, not because I have any particular skills of note. Without further ado: Workhorse. Quick Summary: An almost-stock Fubuki-class Destroyer but with three, slow firing turrets instead of two. Her torpedo armament has an 8.0km range. Patch & Date Written: 0.5.15, December 1st, 2016 Closest in-Game Contemporary: Fubuki,Tier 6 Japanese Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class/ Similar Role / Unique The Shinonome is the sixth ship of the Fubuki-class. Veterans of the IJN line will recognize her three-turret layout as being that of the A & B Hull Variants when the ship was a tier 8 destroyer. Her torpedoes are much more powerful due to their longer range over the stock Fubuki. Otherwise, she's very similar to her tier 6 stock-counterpart with only small differences here and there. PROs Armed with six 127mm rifles -- yay, old-school Fubuki is back! (Or is it!?) Guns have a flat arc with a high velocity shell that makes aiming up to maximum range a simple feat. Armed with three triple torpedo launchers which allows for all sorts of tactical options when it comes to torpedo runs. Good individual torpedoes with 14,600 alpha strike, an 8.0km range and 63 knot top speed. CONs Short reach on her main battery of 9.0km and very poor gun handling with a 6'/s rotation. Slow rate of fire (6.67rpm) with the new shell damage, resulting in only modest to poor DPM. Large turning circle for a destroyer at 640m and only a modest top speed of 35.0 knots. Almost no AA power. The Shinonome is a reward ship, joining the ranks of vessels like the Flint, Kamikaze R and Emden. With patch 0.5.15, any player can earn her by completing a series of missions through the campaign system. Overall, the campaign difficulty is quite low, with only two real hurdles to overcome. First, the missions require a tier 8 to 10 vessel. Second, completing the campaign takes a lot of time. Players can, if they so choose, simply repeat the same missions over and over at each stage. This lets them cherry pick the easiest missions, though this is where a lot of the time requirement comes in. Alternatively, they can attempt more challenging missions to speed up the process, but these may take multiple attempts to achieve. So acquiring the Shinonome becomes a question of inevitability rather than outright difficulty. The timing of the Shinonome's arrival is quite fortuitous as it overlaps the revamp of the IJN Destroyer tech tree. For players without any form of premium vessel, the Shinonome would arm them with a premium trainer ideally suited to helping them redistribute their Captains to the new vessels they would be adding to their ports. But would she be any good as a training ship? Could she perform? Did Wargaming give away a beautiful gem of a ship like the Kamikaze R or is the Shinonome more forgettable? Leading the way. IJN Destroyers make good scouts with their low surface detection range compared to the other ships they face. Sadly, they're rather undergunned for dealing with any enemy destroyers they encounter. The Shinonome is no different, despite having six guns to the usual four of IJN tin cans at her tier. The real struggle that most DDs encounter is in the opening minutes of match where so many of their number are culled early. Options There are no surprises to be found here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard destroyer options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Firepower Primary Battery: Six 127m rifles in 3x2 turrets. One on the prow, two on the stern in a superfiring configuration. Torpedoes: Nine tubes in 3x3 launchers mounted dorsally. Let me be a little different with this review and start with her torpedoes. As a Fubuki-class destroyer, the Shinonome comes with a very heavy torpedo armament that's guaranteed to make Battleship players poop themselves with rage and terror. She comes with three triple launchers, all mounted dorsally with good fields of fire. These tubes reload in a minute and twelve seconds each, making it very easy to keep a constant cycle of fish in the water. Sounds all pretty nice so far, doesn't it? Well, read on. The Shinonome uses the stock torpedoes found on the Hatsuharu and Fubuki. These do 14,600 damage each with a 63 knot speed and 1.6km detection range. These aren't as hard hitting as the upgraded tier 6 torpedoes found on the IJN ships which cap out at 16,267 damage, but they are faster. But what makes these fish memorable is their range. Unlike the stock torpedoes on the Fubuki and Hatsuharu which are limited to 6.0km, the Shinonome's fish reach out to a very serviceable 8.0km without any reduction in speed or damage for the upgrade. So short of missing out on a bit of alpha strike, you can perceive the Shinonome as having a nice compromise between the faster stock fish and the longer ranged upgraded torpedoes they eventually unlock. They even match well against the Anshan's, being faster, hitting marginally harder and reloading more quickly. I've found them to be a quite comfortable fit. The real danger of these torpedoes is just how many she can fire at a time. The Fubuki-class can dump two launchers worth and hold her third in reserve. Firing only these six still gives her parity with every other destroyer at her tier short of the Farragut. The flexibility of being able to hold back her third launcher is incredibly powerful. It opens up all sorts of opportunities to catch unwary ships with a blindside of fish when they think themselves safe for having avoided two full spreads already. Without going into length, a complacent enemy might commit to a turn to avoid the first salvos only to be struck by the third. Or they may assume that all of the fish have been launched only to be caught out by a surprise point blank ambush with the last launcher. The only real downside is that the Fubuki can make her torpedoes better than the Shinonome through the use of the Captain Skill Torpedo Acceleration. This would change the 10km, 59 knot Fubuki torpedoes into 8km, 64 knots torpedoes with their more powerful warhead. While the Shinonome would still enjoy a faster rearm process for her fish, it's hard to argue that these stealthier, faster and harder hitting Fubuki torpedoes aren't an improvement. Still, I am very pleased with the Shinonome's torpedo armament. It's quite powerful and unique. The Shinonome may seem like a fun throwback when it comes to her guns, at least for veterans of the IJN line. Players of the original Fubuki will recognize the weapon layout as that of the class before 0.5.15 if you used the A or B-Hull rather than the anti-aircraft C-Hull variant. I was more elated to see this than perhaps I should have been. Not only was her gun layout preserved but so too was her rate of fire. To say that her gun performance is rather lackluster is a bit of an understatement. * includes the use of the Advanced Fire Training Captain Skill where necessary. Gun performance values for tier 6 Destroyers. This lower rate of fire is combined with the nerfed shell performance from 0.5.15 which reduced HE damage per shell from 2,100 to 1,800. Her base fire chance is also reflective of the new shells at 7% per hit as opposed to 9%. While this does put her ahead of the Hatsuharu and Fubuki in terms of raw DPM and Fires per Minute (FPM), she lags considerably behind the Ognevoi, Anshan and the Farragut. In addition, she doesn't have that much of a lead on the IJN Destroyers. I was personally hoping to see the Shinonome with a Hatsuharu or at least a Fubuki's rate of fire. But being stuck at 6.67rpm instead of 7.5rpm or 8rpm is a big disappointment. This is compounded by the stereotypical poor gun handling of the mid tier IJN Destroyers. The guns take 30s to rotate 180' so you can forget brawling. The final nail in the coffin for me in regards to her guns is the 9.0km range. Their only saving grace comes from the good ballistics of her shells. Like all IJN 127mm Destroyers, her guns are very high velocity with very flat trajectories. This makes accuracy not much of a problem and it's more than sufficient to slap a prospecting hunter in the face. They can also be used sufficiently to finish off wounded prey if you're still in the vicinity after dumping your awesome fish. The Shinonome encounters a Hatsuharu inside a squall. Her primary battery allows her to battle from a position of superiority against other same-tier IJN Destroyers. Rivals: Hatsuharu The Hatsuharu doesn't come off looking to good in comparison to the Shinonome. Her torpedo armament is worse. She might have better rate of fire, but with only a 20% increase in reload speed compared to the 33% increase in available guns on the Shinonome, the Hatusharu falls well behind in that regard. Well, at least she has better range than the Shinonome. Sort of. That 300m is hardly decisive. About the only place where the Hatsuharu is hands down superior to the Shinonome is in regards to her agility and concealment. The Hatusharu is faster and she handles better. She's also got a 300m stealth advantage over the premium ship. Both of these traits are nice but when it comes to outright performance, I've got to give the laurels to the Shinonome in this comparison. Maneuverability Top Speed: 35.0 knotsTurning Radius: 640mRudder Shift: 3.2s The Shinonome nearly clones the Fubuki when it comes to her agility. This puts her on the slow side for a tier 6 destroyers, with a largish (but not unprecedented) turning circle and a rudder shift that lags behind the lead of her class by 0.7s. So while not terrible, the Shinonome doesn't have good handling either. She can and will out turn her sluggish turret traverse and you will find yourself tempted to touch the rudder to correct your aim or to speed up bringing your guns to bear. I find this to be largely a mistake as it can lead to all sorts of navigational problems, including often fatal beachings. DurabilityHit Points: 12,900 Bow & Deck Armour: Minimum of 12mm The Shinonome has less armour than the Fubuki, believe it or not. A few millimeters of missing armour plate aren't going to make a whole lot of difference, though. Any gun in the game can penetrate your bows with HE shells, so it's not like you'll enjoy any form of immunity to any kind of attack short of bouncing 152mm AP shells tossed into your face at point blank range. Her hit point pool is decent, though a far cry from the 15,500hp found on the Ognevoi or the 14,400 of the Anshan. Still this is on par with the Fubuki and it's higher than that found on any other USN or IJN destroyer at tier 6. This isn't really enough to make trading DPM with her main armament feasible, but it can provide a buffer to make picking on a damaged ship more worth risking. Rivals: Ognevoi & Anshan These ships are faster than you, tougher than you, with better DPM. These ships from the Soviet Block have the muscle to bully you off of objectives and drive you away from making attack runs on their big friends. They're anything but stealthy, however. And while their guns look more impressive, they're not that much better at slinging high explosive shells than you are. Properly equipped (with boosted hit points) and with the advantage of getting the first volley, you might be able to out trade these ships with your Shinonome. But beware if they switch over to armour piercing shells. They'll pull away on damage. Still, the only real contender for the Shinonome is the Premium Anshan, which preservers the gunship qualities of the Ognevoi but adds a potential 8km torpedo armament. This pales compared to the three triple launchers of the Shinonome, though. You can also console yourself that the Anshan has similarly poor gun handling, so neither one of you is going to want to adjust your heading while trading blows. Like a sick game of chicken, the first one to make a mistake or to veer away loses. Aware that she would be horribly outgunned and outclassed by the Akizuki, the Shinonome makes use of an island to keep out of line of sight of the fearsome IJN gunship. Pick your battles! Concealment and Camouflage Surface Detection Range: 7.0km Air Detection Range: 3.8km Minimum Surface Detection Range: 6.11km Concealment Penalty while Firing: +3.81km (vs 9.0km gun range) With her large hit point pool, it's perhaps not surprising that the Shinonome is a big boat. Her 7.0km surface detection range, while not so troublesome when the Fubuki was tier 8, is a little more problematic at tier 6. Thankfully she goes up against the likes of the Ognevoi (7.7km), Farragut (7.6km) and Anshan (7.2km). She really begins to hurt when up-tiered (as all sub tier 8 destroyers do) which face enemy tin cans that have access to Concealment Modification 1 which provides them with an immediate detection advantage. Still, her 7.0km is serviceable. Right out of the box with her premium camouflage, she has a 6.8km surface detection range, giving you a very comfortable 1.2km concealment window from which to deploy your torpedoes against larger ships. Fully upgraded, you can get the Shinonome's surface detection range down to 6.1km. This does open up a tiny opportunity to stealth fire from open water if her Captain takes Advanced Fire Training. Don't think that this will redeem her gunnery, however, as it's only a 900m window. Anti-Aircraft DefenseAA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 Hahaha! No. Turn this travesty off and leave it off. You've got more hopes of Wargaming implementing mid-air collisions than getting the Shinonome to shoot something down. Rivals: Farragut The Farragut contrasts the Shinonome greatly. Faster, more agile, with nimble guns that unleash a blistering rate of fire -- out of all of the tier 6 Destroyers the Shinonome might encounter, the Farragut is her worst nightmare. Armed with up to five 127mm rifles which cycle once every four seconds, she can stack the hurt in a hurry and disable weapons and systems under her incessant volley. With a pair of quadruple torpedo launchers with a 6.4km range, you have to be wary of where and when you turn when a Farragut engages. You're not going to out trade a Farragut. In a straight line, you're not going to outrun her either. Your best bet is to point your stern into their faces and run, firing back with your four rifles. If she wants to keep up, the Farragut will have to go bow on and only be able to reply with two. But no Farragut should be fool enough to fall for that trick for long. Disengage when you see a full health Farragut prowling near you. You've got a very small stealth advantage over her. Use it and look for greener pastures. After encountering a Lo Yang inside of 6km, the Shinonome blows smoke and heads out to open sea after dumping fish. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme As an IJN Destroyer, the Shinonome is a pretty forgiving boat. While she struggles with her guns, it's just hard to argue the point that being able to spit out nine torpedoes from three launchers doesn't facilitate hitting targets and doing damage. I would say that the baseline difficulty for the Shinonome is higher than that of the Fubuki. Her extra guns are nice but not enough to provide a solid deterrent to would be aggressors. 10km torpedoes are easier to use than 8km torpedoes, if only from a survivability perspective. Efficacy remains up for debate. It's this same torpedo armament which in the hands of an expert player become a real nightmare. Three triple launchers provides a whole measure of control that's all too dangerous in the right hands. Combined with stealth and agility, a Shinonome, like a Fubuki, that's left unchecked into the later stages of a match can quickly spell the end for an unwary team that has lost their vision. Mouse's Summary: The Shinonome looks less impressive than she is. It's easy to get caught up on how she's not-quite a Fubuki. Her gun armament will disappoint many who are expecting great things from it. She's no gunship. Overall, she's a good workhorse premium, with no flash or pizazz. I was initially disappointed in the Shinonome. While I was working on trying to figure out a way to summarize her for people that asked me what she was like, I found it easiest to compare her to what people knew. She's a stock Fubuki, with three turrets instead of two. She reloads more slowly. She has 8km torpedoes instead of 6km. That really doesn't sound like a ringing endorsement. In fact, it sounds downright lackluster. But that's undermining just how good the Fubuki is at tier 6 and how the Shinonome, as a Fubuki herself, does just fine as a result. I am delighted that they included this ship as a reward vessel accessible to anyone with a tier 8+ ship and time to grind out the Campaign Missions. This will give players who don't normally have access to premium content, and who might be newer and have missed out on previous promotions, a chance to grab a trainer and credit earning ship to assist them in playing World of Warships. The Shinonome will work well for anyone that's looking to help retrain their Captains, especially with the changes to the IJN Destroyer line. The only unfortunate part is that the time needed to complete the campaign may make their own acquisition of the Shinonome so delayed as to be moot for this purpose. Oh well, she'll be ready the next time she's needed. The Shinonome is a workhorse. Like the Kamikaze-class before her when the Minekaze still reigned king, she does not look that impressive compared to her non-premium counterpart. Don't let that fool you. You don't drive the Shinonome to be fancy or to be noticed. She's there to get the job done, and she's got all of the right tools to assist you in doing so from start to finish. Rivals: Fubuki The Fubuki outclasses the Shinonome in everything but main battery firepower. But let's be thorough and go over the specific differences compared to the upgraded ship. In parenthesis, the Fubuki will be first, Shinonome second. The Fubuki is better armoured (16mm bow vs 12mm) The Shinonome has a larger main battery (4 guns vs 6) The Fubuki reloads faster (8s vs 9s) The Fubuki is longer ranged (10.0km vs 9.0km) The Fubuki has better torpedoes (16,267 damage, 59 knots, 10km range, 1.5km detection vs 14,600 damage, 63 knots, 8km range, 1.6km detection) The Fubuki has better AA DPS (19 vs 4) The Fubuki has better Rudder Shift Time (2.5s vs 3.2s) The Fubuki is an excellent destroyer at tier 6 -- arguably one of the most powerful destroyers at her tier and certainly in contention for being one of the most powerful destroyers tier for tier in the game (provided we pointedly ignore the Gremyashchy). That the Shinonome compares so closely to this strong destroyer really speaks well for this premium ship. The Fubuki and Shinonome. The Fubuki has the busier camouflage scheme between the two of them. Visually, they are quite similar though still distinct. The Shinonome is easily identified not only the number of turrets but by their style, which are slender and boxy. Would I Recommend? The Shinonome is a free ship (for now). The only way to acquire her is to put in time to the Campaign and unlock her through the step by step process of completing Missions. Time is precious, and it's ultimately up to the individual how to spend their precious hobby hours. With this in mind, here are my recommendations: For Random Battle Grinding: Yes, she's worth it. As I said earlier, she a stable, reliable work horse. The Shinonome is perfect for helping grind out your IJN Destroyer Captains and she's no slouch for your cruiser Captains either. She synergizes well with most of the Captain Skills you could want for either the gunship or torpedo boat line for the destroyers. Do keep in mind that as a tier 6, she will be facing against higher tiered opponents more often than not. It will be rare that you're not facing off against tier 7 opponents at the very least. Make use of her concealment, sneak those caps where you can and put fish into their big stuff to gradually accumulate the experience and credits you need. Stay away from anything with radar. For Competitive Gaming: It's harder to recommend her here. The Fubuki is better. Still, she can be pressed into performing if needs be. Like I said, it's hard to argue with the merits of three triple launchers. Personally, she wouldn't be the destroyer I would reach for. For Collectors: The end of the historic Shinonome is a mystery. Even the whereabouts of her remains haven't yet been confirmed. Like the Arizona, she didn't have a wartime career and is more famous for the events surrounding her sinking than in any action in which she participated. For Fun Factor: For Captains who love their IJN Destroyers, the Shinonome is a good fit. She doesn't have any gimmicks to make her stand out. But if you like Fubuki-style game play and wish you could make a few more credits and experience while enjoying that style, then the Shinonome is a great investment. She will not convince someone who does not like Destroyer game play, particularly Japanese destroyer game play, to change their colours however. Outfitting your Shinonome Recommended Modules There shouldn't be any surprises in this section. For your first slot, I strongly recommend Magazine Modification 1 for all destroyers. This turns detonations from an uncommon (but jarring) occurrence to a statistical outlier. You will take gun hits in your destroyers and they can and will result in the complete annihilation of your vessel with some frequency (as much as 1 game in 20). This will reduce this down to almost 1 game in 67 at most. If you feel like living dangerously, or if you intend to always equip Juliet Charlie signals, then Main Battery Modification 1 isn't a bad choice. Just don't complain when someone asplodes your boat. For your second slot, it's a no brainer. Aiming Systems Modification 1 is best. The third slot options are still pretty terrible. Take whichever one you like. I usually go with Propulsion Modification 1 in the vain hopes that my engine might bust less often. It doesn't seem to be working. Finally, for your fourth option, Propulsion Modification 2 is handy, particularly if you find yourself accelerating and decelerating to take advantage of smoke. For aggressive players that like to ninja caps, this is definitely the best option. Steering Gears Modification 2 isn't bad, but this only nets you a 0.64s gain on your rudder shift which is hardly noticeable. Recommended Consumables The Shinonome isn't too pricey when it comes to maintaining her consumables. Due to her decent stealth window, you can eschew the use of a premium Damage Control Party if you wish. The 60s reset timer on the standard version is normally sufficient for a vessel that doesn't intend to use her guns that often. The same can't be said for your Smoke Generator. Don't skimp out on that and spend the 22,500 credits to increase the number of charges you get and to reduce the reset timer from four minutes down to two minutes and forty seconds. I wouldn't bother with a premium Engine Boost consumable. Its use is highly situational. You can just hold onto it until you really need it. Recommended Captain Skills With the way the IJN Destroyer tree has branched, it's not uncommon to see some skill choices that seem less optimal for select destroyer types. The Akizuki has very specific demands, for example. To this end, they may not mesh up perfectly with the Shinonome. Here's the skills I recommend for her optimal performance. For your first skill, Basic Fire Training is best. This will bump up her anemic reload rate from 9s to 8.1s. Next, grab Last Stand to keep your engine and steering gears operational after taking damage. Torpedo Armament Expertise is very powerful on the Shinonome, reducing her reload from 72s per launcher down to 65.7s and should probably be acquired on a subsequent pass through the list. Lastly, Expert Marksman is alright, but it won't suddenly make the guns amazing. I would skip it personally. At tier three, Superintendent is probably the best choice. This will give you an extra (and welcome) charge of your Smoke Generator and Engine Boost consumables. At tier four, you have three reasonable choices. Advanced Fire Training seems like the optimal choice, increasing your gun range from a pathetic 9.0km to 10.8km which is much more versatile. Alternatively you can reach for Demolition Expert to nudge the fire chance of this ship from 7% to 10% per shell which is respectable. However, I feel that Survivability Expert is probably best for the Shinonome, bumping her hit points up to 15,300. And finally, at the last tier, Concealment Expert remains too good of a choice to pass up for Destroyers. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
×