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Found 24 results

  1. 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.
  2. 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.
  3. 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!
  4. 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.
  5. LittleWhiteMouse

    Premium Ship Review: Kaga

    The following is a review of Kaga, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of June 1st, 2017.The awkward teenager. Quick Summary: An enormous carrier with specialized dive bomber and torpedo bomber squadron attack modes. Her fighters are not up to snuff.Cost: $43.99 USD including a port slot.Patch and Date Written: May 17th to May 30th, 2017. Patch 0.6.5 to 0.6.5.1. Closest in-Game Contemporary Hiryu, Tier VII Japanese Aircraft CarrierDegree of Similarity:Clone / Sister-Ship / Related Class / Similar Role / Unique Kaga is only superficially similar to a stock Hiryu. At least then Kaga shares Hiryu's fighters, torpedo planes and dive bombers. However, all of Kaga's strike aircraft have unique ordnance, strike patterns and squadron sizes. The physical ship itself shares very little with the other carriers, with her hull based on that of a battleship. PROs Large hit point pool. Well protected citadel, including anti-torpedo bulges. Specialized large dive bomber squadrons with super-accurate drops. Specialized, large torpedo plane squadrons with a special drop pattern. Enormous carrier capacity of 85 planes. Excellent (and optimized) Flight Control Group of 2-2-1, allowing her to use and abuse two torpedo squadrons at the same time. CONs Huge target with large, soft areas that are easy for any HE shell to penetrate. Her impressive looking secondary compliment is more for show. Fighter groups are only tier VI, making them the underdog in almost any match-up. Poor damage potential from her aerial bombs. Her larger flight groups lead to longer reload times for her strike aircraft. Only modest AA power. She turns as like a one legged cow. She's about as fast too. Very easy to spot. Enormous aerial detection range and a large surface detection range too. Kaga is a beast and she looks the part. This carrier is absolutely enormous and she looks armed to the teeth with huge aircraft squadrons cluttering her decks and massive, heavy-cruiser sized defensive batteries. Tack on all of the history behind the vessel and what's not to love? In World of Warships, she's a very interesting aircraft carrier and worth taking a closer look, even if you're not a fan of the ship type. OptionsKaga has the option of using two different Flight Control groups, divided between 1-1-3 squadrons and 2-2-1 squadrons between fighters, torpedo planes and dive bombers respectively. For the first Flight Control group, the hangar capacity is divided between 11 fighters, 21 torpedo planes and 53 dive bombers. The second splits the hangar capacity with 28 fighters, 43 torpedo planes and 14 dive bombers. Consumables:Damage Control Party Module Upgrades: Four slots, standard aircraft carrier upgrades. Premium Camouflage: Tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For upgrades, I would select the following: In your first slot, take Air Groups Modification 1. Your secondaries and AA guns aren't good enough to be worth hurting your fighters any further. In your second slot, you have a choice. Flight Control Modification 1 is probably considered optimal. Kaga's larger strike air groups have almost a 30s reload time between waves and this will reduce them down by about four seconds. Alternatively, you can try and make your fighters a credible threat by using Air Groups Modiifcation 2. Understand that if you go this route, it's an uphill battle. Your fighters alone aren't likely to win you air supremacy that wasn't already gift wrapped for you by your opponent selecting a Strike-Ranger. In your third slot, take Damage Control System Modification 1. This will get your anti-torpedo protection up to 24% which is quite nice for a carrier. And in your final slot, take Damage Control System Modification 2. You will come under attack and you will suffer fires and floods. It's possible this last module will be the difference between surviving or not. Besides, nothing can really help Kaga pretend to be nimble, so don't kid yourself that the other mods will do you any service. Air Groups Aircraft Types: Mitsubishi A6M2 fighter, Nakajima B5N2 torpedo plane, Aichi D3A1 dive bomber Flight Control Groups: One fighter, one torpedo plane and three dive bombers (1-1-3) or two fighter, two torpedo plane, one dive bomber (2-2-1) Base Squadron Sizes: Four fighters, Six Torpedo Planes, Six Dive Bombers Hangar Capacity: 85 Like Saipan before her, Kaga has some unique features where her air groups are concerned. Fighters Kaga uses tier VI A6M2 "Zero" fighters. These are the exact same fighters you first unlock on the tier VI Ryujo and use again with the stock tier VII Hiryu. They even come in the same squadron size of four fighters which can be upgraded to five if you take the Air Supremacy skill. With mirrored matchmaking between carriers, these fighters have an immediate disadvantage over most other fighters you will encounter. Proper use of the strafe mechanics is key to doing the most damage possible. This will buy your strike aircraft time to do their job. You'll hemorrhage fighters quickly in most cases and eat through even Kaga's substantial reserves. So long as this is used to make strikes to the betterment of your team, the losses are acceptable. It can be worthwhile to freely offer up your fighters to lock down those of your enemy to give your bombers a clear attack run -- with Kaga, this is often all that's needed. More than any other carrier, Kaga benefits from the skill, Dogfighting Expert. It's rare that she will ever face same-tier fighter squadrons, and this provides a ready boost to their (in)efficiency. While this won't give her close to parity in performance with A6M5s or Hellcats (never mind Corsairs), it will give them a bit more attack power to help draw out fights. A6M2 Zeroes hound a Ranger's TBF Avengers. Dive Bombers There are several odd points about Kaga's dive bombers. Superficially, they share the same baseline stats as Ryujo's tier VI D3A1s. This includes hit point total and speed, but the similarities end there. Kaga organizes her dive bombers in squadrons of six planes instead of the usual four found on standard IJN Carriers. Their turn around time in the hangar is 31 seconds up from 19 seconds for Hiryu's dive bombers. In addition, they use a different armament. Kaga's D3A1s are armed with the Type 99 N6 Mod 1 bomb. Compared to those found on Hiryu, they have less armour penetration, a smaller blast-size, reduced fire chance and, most crucial of all, they do less damage. All of these drawbacks are compensated by having an dispersion radius nearly half that of normal IJN dive bomber squadrons and could be closely compared to that from Saipan's. Unlike the American premium, Kaga can tighten this further with a manual drop, landing nearly all of her bombs with pin point accuracy. Properly aimed, you can guarantee all of her bombs will strike a target. This is very necessary as her bombs only do 858 damage per hit (or less on saturated targets). An upgraded squadron with seven planes is only going to put out a maximum of 6006 damage with their strikes which is a far cry from the destroyer-busting salvos from Saipan. With a manual drop, it's unlikely that more than a single fire will be lit as they will all cluster on a single section and most ships will laugh off this kind of damage. It's only through the use of multiple dive bomber squadrons that Kaga can stack any substantial amount of damage and it's not easy going. Moreover, it's often not worth the effort of trying to land these pinpoint strikes and this, in turn, diminishes the value of the 1-1-3 control group. I've found that it's not really necessary to manually drop Kaga's dive bombers. I will spend little more time with them than to align their approach vector along the long-axis of the ship and let them auto drop. This will not result in as many hits overall, but it is more likely to spread fires across multiple sections of the ship. This in turn taxes the Damage Control Party of my target and sets up follow up attacks with torpedo planes quite nicely Overall, Kaga's dive bombers are interesting but they're not the weapon of choice for maximizing damage with this vessel and they largely play a secondary or follow up role. Blast radius of the dive-bombers from tier VII carriers with a reference-Mahan for scale. Kaga is the least likely to detonate targets she strikes with bombs as hits must be grouped quite precisely over top of the magazines to set them off. Other carriers need only land them within the same postal code to have a chance at damaging a whole number of modules. Torpedo Planes Once more, Kaga borrows from Ryujo with the B5N2 torpedo plane. In this case this isn't acting at a disadvantage to Hiryu as both carriers use this aircraft. Immediately players will notice that Kaga's squadron size for her torpedo planes is enormous, comparable to the six-plane squadrons of USN carriers. Their reload time is 29 seconds compared to 21 seconds for Hiryu's squadron of four, but is far in advance of Ranger's 41 seconds. This even compares well to Saipan's 22 second rearmament with her Skyraiders. Taken in isolation, Kaga can turn around more torpedo bombers faster than any of the other tier VII carriers. The large squadron size also comes with the option with the 2-2-1 load-out to operate two squadrons simultaneously (with 31 reserve bombers!), opening up all sorts of brutal meta play. Kaga's torpedoes travel at 48 knots compared to the 35 knots of Hiryu's torpedoes with only a minor sacrifice of 400m worth of range, bringing their reach down to a 3km. This all comes without sacrificing damage which is obscene. Kaga's torpedo drop takes a unique pattern. Rather than dropping line abreast, the formation of six planes drops in two lines, one in front of the other. Each line has three fish. The torpedoes released closest to the target are spread further apart. The second line is more tightly packed -- akin to the initial spacing of USN aerial dropped torpedoes. Casualties taken from Kaga's torpedo planes removes aircraft from this second line first, diminishing the tighter cluster. Like all IJN torpedo aircraft, their torpedoes take a convergent path on a manual drop. The net of this drop is quite different from the usual pattern players are used to evading. By playing with the range of the attack and overlapping salvos, different combinations can be used depending on the target. The wide spread of advanced torpedoes can be ignored in favour of focusing on emphasizing the narrow spread that drops behind. These drops at near point blank range can see players panic to avoid the wide-spread fish only to expose themselves to the cluster coming in behind. The variations are many, especially when doubled up with a second squadron for a cross drop, bullet-hell nightmare that will make for some great YouTube montages. Kaga's torpedo planes allow her to assassinate most surface vessels outright through either a combination of overwhelming damage or a mix of direct assault and damage over time effects. She can afford to attack targets that other carriers might not brave grace of her deep plane reserves. Approximate size of manual torpedo drop spreads at minimum arming range for Ranger (left) and Kaga (right). Both carriers have comparable widths at this range, but Kaga's will converge the further her torpedoes run while Ranger's will diverge over distance. Reference-Mahan used for scale. Load Outs Given the ridiculous strengths of Kaga's torpedo bombers, her 2-2-1 build is optimal. A single torpedo hit against most targets will do more damage than an entire squadron of dive bombers. This build also gives her more fighters to work with to help unstick her attack planes from enemy bandits. The carrier-snipe potential from this build is very real and anyone facing a Kaga should be wary of misplacing Kaga's torpedo plane squadrons lest they find themselves ambushed. So while air superiority is difficult for this carrier to achieve, she can wrest it away by going for the source of enemy aircraft with alarming ease. Firepower Secondary Battery: Ten 200mm guns in single casemate mounts, sixteen 127mm 8x2 turrets. On paper, Kaga appears to carry more firepower than the mid tier IJN Heavy Cruisers. It would be a mistake to expect too much out of these weapons. First of all, they are divided into port and port and starboard batteries, giving her a maximum broadside of five 200mm guns and eight 127mm guns. Second, their fire angles preclude all of the guns from engaging a target in her forward aspect until they're 45º off her bow (or 30º off her stern). Third, their range is limited to 4.5km. And finally, Kaga is an aircraft carrier. She's not built to trade fire with surface ships. While it may be tempting to toss a secondary-specialized Captain in her, it's your funeral. Short of a low health, Soviet destroyer being stupid enough to stray into gun range, your secondaries aren't going to get a whole lot of exercise. Attempts to do so often end hilariously and with a sad trombone sound effect. Manoeuvrability Top Speed: 28.0 knotsTurning Radius: 1080mRudder Shift: 14.4s Maximum Turn Rate: 2.69º per second. Kaga doesn't do anything particularly fast. Her top speed isn't impressive and this leaves her dangerously vulnerable if one flank collapses. When it comes to agility, whole generations live and die before she can manage to turn herself 90º, never mind coming full about. DurabilityHit Points: 51,000Maximum Protection: 19mm + 76mm + 152mm Min Bow & Deck Armour: 19mm extremities, 21mm flight deckTorpedo Damage Reduction: 22% Kaga has an enormous hit point pool for a tier VII carrier, which she deserves given the size of her. Being built on a battleship hull, her layers of protection around her citadel are quite formidable. Her citadel itself has 76mm of protection and is almost entirely submerged. At medium to close ranges, one must also punch through 152mm armoured belt and 19mm anti-torpedo bulges. While this won't turn away battleship shells, it does provide a reasonable obstacle for cruisers and destroyers, giving Kaga some survivability in such encounters, so long as they're kept brief. The downside is that all of this armour around her citadel is made largely irrelevant when it comes to high explosive attacks. Kaga is enormous and most of that upper structure right to her deck is easily penetrated by any high explosive shells she's likely to face. It's almost impossible to miss her once you start shooting and her tall silhouette makes a tempting target. Her torpedo damage reduction isn't great, but at least she has some. Not every carrier can boast that. This can save her from flooding damage and frustrate would-be carrier snipers. Secondary batteries exchange between Kaga and Dunkerque. Don't try this at home. Concealment & Camouflage Base Surface Detection Range: 12.6km Air Detection Range: 13.6 km Minimum Surface Detection Range: 10.3km Minimum Aerial Detection Range: 11.4km Kaga makes Großer Kurfurst look like a modest design. This ship be huge. Specifically, Kaga is very tall. Her flight deck is almost at the same height as the top of Yamato's rangefinders. Yeah. She's that big. This comes with some understandable complications. Aside from just being easier to hit, she's also very easy to spot. Kaga has a larger aerial detection range than she does a surface detection range. Stray float planes and wandering enemy fighters are likely to uncover her at inopportune times. This makes taking an aggressive position filled with more risk than it might in a Hiryu or Saipan, for example, especially given her less than exemplary speed and agility. Once Kaga is detected by surface vessels, disengaging is all but impossible. She doesn't have the speed or stealth to open up the distance and, short of sinking her pursuers, she can only hope to make use of island cover to make her escape. Anti-Aircraft Defense AA Battery Calibers: 127mm / 25mmAA Umbrella Ranges: 5.0km / 3.1kmAA DPS per Aura: 81 / 70 Kaga's anti-aircraft armament isn't up to the task of keeping her safe. To be fair, it's only slightly behind that of Hiryu, but even being up to par with that CV wouldn't be anything worth bragging about. Kaga's fighter cover is really necessary to keep her safe from enemy attack, taxing her already over burdened (and up tiered) fighters even more. This makes Air Groups Modification 2 look even more appealing to provide her fighters with improved endurance to continue to harass and shoot down approaching attack planes. Given her large aerial detection range, you can expect to be sniffed out early and for many opponents to try their luck at taking you out with a snipe. Worse, her large aerial detection range far exceeds even the maximum upgraded range of her AA batteries, necessitating the use of fighters to search for and clear out spotters to keep enemy surface ships from trying their luck with a long ranged pot shot or two. How to Increase your Joy The commander skills needed to optimize Kaga aren't anything special. Her AA power and secondaries aren't really worth spending skill points into to try and emphasize. This leaves us with a focus of skills to improve her aircraft performance and rearmament times -- skills that mesh well with most of the other IJN carriers, making Kaga a decent training ship once the minimums have been selected. As usual, we'll be racing to select a top tier skill first before doubling back. To this end, we'll be selecting one skill from each tier for our first 10pts spent. Start with Aircraft Servicing Expert -- Kaga's reload timer with her strike aircraft is quite long compared to other IJN Carriers. Follow this up with Torpedo Acceleration at the next tier. This will drop your effective range of your torpedo planes to 2.4km but it will increase the speed of your torpedoes to 53 knots which is hilarious. Next, take Torpedo Armaments Expertise. Finally, take Air Supremacy. Now we can double back through the lines. For your 11th point, take Dogfighting Expert. Few carriers benefit from this skill as enormously as Kaga does with her tier VI fighters. With that, your fighter squadrons are now a credible threat to a stock Hiryu and a mismanaged Saipan. From this point, you can take skills to taste. I would strongly recommend taking Concealment Expert with your next 4 skill points -- Kaga gets spotted often and this can really help mitigate that. If you choose to live dangerously (or decide that being spotted is a forgone conclusion), you can elect to take Basic and Advanced Fire Training to prop up her modest levels of flak and pretend that her secondaries are a serious threat -- which they aren't. Skills like Expert Rear Gunner and High Alert are great follow up choices for the more serious minded. She's hyooj. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Carrier game play is largely unforgiving as a rule. That said, Kaga is about as suitable for a new player as any aircraft carrier is likely to be outside of tier IV. She's very auto-drop friendly and she can land a large number of bomb and torpedo hits, even if you don't know how to manually aim. In the hands of an expert, Kaga is easy-mode on a whole new level. I dread seeing the damage totals this thing will spit out when the veterans get a hold of her. She offers so much control of damage-over-time effects and high alpha strikes. The biggest hurdle will be proper management of her under-performing fighters while ensuring that her own strike craft deliver their payloads quickly and efficiently. Mouse's Summary: How did this get past testing in this form? The 2-2-1 load out is disgusting. The only real challenge with her is managing her under-strength fighter squadrons. The rest is easy mode. I'm sorry, Ranger. I am so sorry. Kaga is very powerful. Maybe too powerful. I get how Wargaming might considered her balanced. Her fighters, even when fully specialized, will never be match for her contemporaries. Kaga's strike squadrons take a long time to reload. Her dive bombers don't hit especially hard and, when manual dropped, aren't likely to set more than a single fire. She is awkward and she is slow to respond. She is clumsy. She's easily spotted even when she thinks she's being subtle and sneaky. And, of course, Kaga has really big guns that will only get her into trouble if she tries to flaunt them. I am getting high school flashbacks. This all goes towards making her 2-2-1 build acceptable at a cursory glance, which it really shouldn't be. I am not expecting the population at large to dominate with Kaga. Her performance is locked behind a skill wall. However, I do think attention needs to be justly placed on her potential. Facing off against a competently captained Kaga will be a nightmare. I had some serious open-Beta Midway flashbacks during my play-test sessions. It felt cruel how easy it was to stack floods, set up cross drops and largely abuse surface ships. I cringe to think why Wargaming decided this game play was unacceptable for Midway, yet perfectly cromulent for Kaga, especially when under performing ships like Ranger go without. Yet, Kaga won't paint any potatoes purple. She doesn't come with training wheels. Waste time setting up attacks and your team will melt around you. Botch a carrier snipe and you'll pay for it. Choose the wrong target and your planes will evaporate before placing their drop. Mishandle your fighters against a Saipan or HIryu and you'll be on your back foot from the word go. Kaga is easily a contender for the best carrier at her tier. She's hands down better than Ranger. On the attack, she's better than Saipan or Hiryu, but she's weaker than both defensively in terms of her fighters and also the vulnerability of the carrier herself. Is she overpowered? She definitely has facets -- or rather, one facet, that smacks of such. Would I Recommend? I should preface this with the following: Kaga isn't likely to convert any new carrier players to the fold. If you haven't enjoyed playing carriers before, I don't think she'll win you over. While the attack patterns of her dive bombers and torpedo planes are interesting, they are not some miracle fix to the disparate game play between carriers and surface vessels. For PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Very yes. Kaga can carry a PVE-match. Her damage output with the proper build is ridiculous. Snipe the enemy Kaga then farm damage at will. Her repair costs are just shy of a 34,000 credits while she'll gross between 75,000 to 100,000 easily on a decent match. For Random Battle Grinding This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. I could easily recommend Kaga to grind up through Random Battles, with the one provision that she only makes a suitable trainer for commanders with at least 10pts invested in aircraft carrier skills. Without these, she really struggles against anything short of a Strike Ranger. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. In competitive environments, a well commanded Kaga is a potential nightmare for the enemy team and a strong contender for one of the best carriers at her tier. In the hands of an expert, she can delete enemy ships at will. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Kaga has an extensive history, including her famous end at the Battle of Midway. For World of Warships players, she also represents the first IJN carrier premium, which is something in of itself. She's also the second carrier premium ever. For Fun Factor:Bottom line: Is the ship fun to play? I generally dislike carrier game play so it was hard for me to enjoy my time with Kaga. Take that with the necessary pinch of salt. I didn't find anything particularly compelling about playing her. 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.
  6. Please keep in mind that this article is a preview of an upcoming release. All of the statistics here reflect the ship as it was presented during the testing period and are subject to change. A special thanks to Wargaming (specifically NikoPower) for allowing me to play-test this vessel. -EDIT:11.04.2016 - True to the disclaimer above, the Saipan's statistics changed prior to release and after publishing this review. Changes will be reflected in a follow up post, but are listed in the spoiler at the end of the article. 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, Mikhail Kutuzov, Blyskawica, Anshan,Lo Yang, Saipan 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 Without further ado: The United States Navy Light Aircraft Carrier USS Saipan Quick Summary: Equipped with tier 9 aircraft but with only 2/3s the capacity of other Tier 7 CVs. Squadron sizes are odd, with tiny fighter and torpedo attack formations yet an enormous dive bomber squadron. Cost: Went on sale on April 12th for $42.99 including a port slot. One of the first ships in recent memory to be sold with the option of buying her without a bundle. PROs Comes with two load-out options, 3-0-1 and 2-2-0; the only USN CV with the option for two torpedo squadrons. Tier 9 Aircraft with high top speed (178 knots / 155 knots) SKYRAIDERS! Also Corsairs. But AMG, SKYRAIDERS! Massive dive bomber squadron of 8 planes and armed with 1000lb bombs Fast rearm on fighter (20s) and torpedo plane (22s) Good AA DPS. CONs Small hangar capacity of 48 aircraft. Painfully long rearm time for dive bombers (59s) Small fighter & torpedo squadrons. Fighters bleed ammo very quickly. Air Superiority load out is very poorly optimized. No secondaries at all -- completely defenseless at close range against surface ships. AA Armament is short-ranged (2.0km to 3.5km) and limited to personal defense. The long awaited USS Saipan, the first premium Aircraft Carrier in World of Warships. Our resident grumpy cat, Lert will be joining me to provide his insights on the Saipan. This will be a first for these Premium Ship Reviews, but not our first collaborative effort. Hopefully this will provide a different perspective and a bit more information for those looking for a well rounded opinion in regards to this vessel. Like with our Dmitri Donskoi Preview, Lert will have his own boxes (in italics) where he provides commentary on the individual characteristics of the ship before offering his conclusions and verdict. Would I Recommend? Short answer: If you love carriers, yes. If you don't, no. If you don't like carrier game play or if you haven't put a lot of time into carriers, the Saipan is probably not for you. She's a unique ship -- completely intended to be a departure from standard USN CV game play. The novelty alone may be worthwhile, never mind the bonus of finally having a decent ship with which to train your Carrier Captains and take advantage of the skills you've selected so far. For collectors, she's pretty much a must have. She's the first premium CV and her unique squadrons are just icing on the cake. I mean, I'm nerding out because it has one of my favourite planes. Like I said, the only people who will not enjoy this are those that don't like CV game play. And even for someone like myself, I must admit I've warmed up considerably after playing the Saipan and would probably enjoy taking her out every now and then if I acquired her. The Lert Box Do you really need an american CV premie, yeah. Saipan is the only choice. Do you want the ship for historical reasons, sure. She's certainly an interesting premium. Do you want a competitive ship to help tilt the fate of battles in your team's favor? No. Saipan isn't what you're looking for. Maybe someone with more experience in carrier play than me can make her shine, but for a CV noob like me, Saipan isn't the ship that makes me want to play flattops. My wallet will remain closed. It's disappointing, but not entirely unexpected, that the Air Superiority load-out for the Saipan should be so lackluster, performance wise. It sure looks cool though. Recommended Modules: As a tier 7 CV, the Saipan has four module upgrade slots. Air Groups Modification 1 is the best choice for the first slot. This will increase your aircraft gunnery by 10% and is pretty much a no-brainer for most CV Captains. For your second slot, you have a choice based on how you want to proceed. Air Groups Modification 2 will increase your fighter's hit points up to 2407 from 2006 (compared to 1506hp for the Hellcat and 1210 for the A6M5 Zero) and is probably the better choice. Flight Control Modification 1 is nice, but the lightning quick rearm of both fighter and torpedo plane squadrons makes it less optimal than with other USN CVs. Damage Control Modification 1 is your best choice for the third slot -- anything to help keep those fires down. Though generally speaking, if you're taking damage, you're in a lot of trouble anyway and nothing from this third slot is really going to help you much! I opted for Damage Control Modification 2 on the off chance I found myself twice-ablaze. My experience has taught me this nice but it's seldom going to save you. Steering Gears Modification 2 would probably be the nicer choice, dropping her rudder shift from 15.9s to 12.8s. It will really be up to personal preference here. Recommended Consumables: The Saipan can only mount a single consumable, a Damage Control Party. It shouldn't be necessary to upgrade this to the premium version. Her camouflage is the standard you would expect for a tier 7 premium ship, providing a 50% bonus to experience along with the disruption and concealment benefits. Recommended Captain Skills: The Saipan does not benefit much from anti-aircraft or secondary battery skills (having poor range on the former and none of the latter). So it's best to keep with a more orthodox CV build and focus on skills that will increase the performance of your planes. From tier 1, Situational Awareness is best. It will let you know when enemy planes are inbound or when you're about to die to a destroyer that's spotting you. If you intend to use the Air Superiority Build, then you may also enjoy Expert Rear Gunners which will turn your Skyraider squadron into a brutal thug of a formation if your opponents try to shoot it down normally instead of strafing. From tier 2, Torpedo Armament Expertise will reduce the service time of your torpedo bombers down to 16 seconds when combined with the tier 4 Aircraft Servicing Expert (which is insane). From tier 3, reach for Torpedo Acceleration. Yes, even if you intend to largely use the Air Superiority build. Dogfighting Expert never benefits the Saipan because her aircraft will always be same-tier or higher than any other planes she encounters. From tier 4, Aircraft Servicing Expert is your first port of call. 16s torpedo plane rearming! It's nuts. From tier 5, Air Supremacy is your best choice. It makes the Air Superiority build silly (9 bombers!) and it makes your fighter squadrons terrifying for any Hiryu opposite you.
  7. 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.
  8. I've been playing Wows since October 2015 and since around November I'm absolutely in love for the german ships (cruisers and battleships). Now that I finally got my Hindenburg the fun in the game is focused in upgrading my Roon captain to the Großadmiral rank (19 point captain). In the mean time I found interesting to share with the community my thoughts on what I consider the best line in the game: The germans. First things you should know before starting your grind the the great Hindenburg is that the germans are very unique in its ship characteristics. Your main strenght relies in your artillery, without a good artillery and aim these cruisers become utterly useless. Your AP rounds are the strongest in the entire game and, even though low tier has better results with HE, you need to know how they work because, starting on tier five, you will probably forget your HE (It's a trap, don't do it). However the main weakness of these ships is in their armor. German armor is among the worst in the game and the basic with german cruisers (along with knowing AP usage) is ship angling, without it you won't be simply useless, you will be demolished from the surface. With that being said I think it's time for me to review the individual ships (yeah, this was the intro, so be ready for some huge texts). The Hermelin, Dresden and Kolberg won't be reviewed by the simple fact that they are all just HE spammers, a lot of guns and are placed in a tier where strategy is often forgotten in battles. If any kind soul wants to write them down below, feel free I refuse to review the Karlsruhe for the simple fact that I consider it, by far, the worst ship in the game. For this reason I believe that I haven't played it correctly and once I have time to start playing it I'll post a good review here in the Forum. Königsberg Nürnberg Yorck Admiral Hipper Roon Hindenburg Special Hints: I hope you all have good games, captains!
  9. PRINZ EITEL FRIEDRICH REVIEW Yeah, I'm a little late to this ship to review but better late than never. So without further ado, here is the Prinz Eitel Friedrich review... obviously. About My Playstyle: I like the British battleship line and no I'm not the kind of person to be in the back it's very rare for me to still be at full health at the end of a battle, I am also the person who insists on firing AP from the British battleship line. When attacking I use the V technique, pushing aggressively towards an objective. Once under focused fire retreating so allies can take some damage while I recover my HP, this is repeated until the enemy collapses or support has been cut down sufficiently enough that capturing the objective would be suicide. Why This Playstyle: The PEF has very poor armour for a German battleship but has excellent speed, the V technique utilizes both of these traits to my advantage. The high speed allows me to decide the engagement distance and quickly close once at that distance the armour won't hold up for long and the quick speed allows me to quickly get to a distance where I'm not focused down. Minimizing time under fire will greatly improve the survivability of the PEF. Survivability: PEF has weaker armour than that of her German counterparts. Her bow, stern and most of the deck armour are all 25mm, this means that they can be overmatched by any ship with 15+" guns. This means that at long ranges she vulnerable to plunging fire [cough Hood cough] and bow on at close range is a death sentence unless that ship has 14" or smaller guns. This wouldn't be as big of a problem if the PEF didn't have the smaller casemates on the side of the ship. If you're wondering why I'm bringing this up allow me to explain, the casemates have angles that means PEF always has a relatively flat surface facing towards the enemy ship regardless of the angle. Hit Points: 52, 300 Competitors HP: Bayern (51,600), Normadie (48,300), Dunkerque (52,600), Fuso (57,100), Mutsu (58,400), NM (53,200), Arizona (57,200), WEEVEE (50,200), Izmail (55,900), QE (53,300), Warspite (53,800) Ranking: 8th Final thoughts: PEF has to be careful when fighting enemies her HP will most likely be lower and therefore already starts out with the low ground, captains should look for opportunities when the enemy is distracted or already lower on health. Still, with proper angling, PEF can remain afloat regardless of how much HP PEF or her enemy has. ARTILLERY: Main Battery: Eight 350mm guns in four dual turrets fire every 28s. PEF also has only a 27% chance of causing a fire on targets. The guns of PEF remind me of HMS Hood's old guns with their slow shell velocity. In fact, this entire ship seems to be like a mini-hood. Secondaries: 105mm L/65, 8x2, 5km firing range, 3.35s reload, 5% chance of fire. The secondaries of PEF are nothing extraordinary and all though you could run a secondary build, in my opinion, it's not worth it for various reasons I've already mentioned. Secondaries: 150 mm L/42 SK, 14 х 1, 5km firing range, 7.5s reload, 8% chance of fire being caused. The secondaries are nothing extraordinary although best in her tier only matched by Bayern however what you receive for a full secondary build is only helpful occasionally. Final thoughts: The main armament leaves a lot to be desired, their accuracy is better than that of other German battleships like Tirpitz, Bismarck and especially Gneisenau. The guns are made for what they were designed to do kill cruisers but struggle against battleships at a range. Hood had a similar problem however Hood had 15" guns which could overmatch some of the armour meaning that the lack of penetration didn't matter as much. But still we have to remember this ship is a BATTLECRUISER and the guns are perfectly fine for battling cruiser in a 1v1 fight. -> -> Maneuverability: This is where the PEF excels this ship is a speed machine for T6 reaching a speed of 28kts no other battleship at T6 is capable of running her down. This is her biggest and most useful advantage, because of your speed it allows you to get to the dominant place on the map first. Position well so you can help yourself to the weeping tears of broadsiding cruisers and battleships. The shape of the hull does give PEF a wide turning circle so make sure that if you're going to retreat you have enough space to turn around without doing a Notser. Concelment: 15.08km surface detect, 9.91 surface detect My build: Modules: Slot 1: Main Armaments mod 1, Slot 2: Damage Control Mod 1, Slot 3: Aiming Systems (because secondary builds aren't worth it), Slot 4: Ruddershift (this is because I'd prefer to mitigate damage and turning faster helps greatly with that). Captain skills 1: Priority target, the amount of information this little skill gives you is incredibly helpful. 2: Expert Marksman, because this is a battlecruiser and its turrets turn slower than internet explorer 3: Super Intendant, again PEF is like a British bb it takes tons of damage so being able to restore more hp is hugely beneficial 4: Conclement Expert, before you grab your pitchfork and torches let me explain. If you're training a captain for higher tier german bb's take Advanced firing training however for PEF secondaries are terrible so they're not worth spending 4 skill points on it. Other skills: Advanced firing training, Manual control for secondaries, Vigilance, Jack of all trades and Adrenaline rush are all good captain skill to take. What is PEF playstyle most like? PEF in my opinion from playing with her is PEF is a Brit in German uniform, she shares a lot in common with the British. They both take lots of damage, catch fire like a tea bag, have poor AP pen and fuse times, bad secondaries and reasonably good accuracy. What would be needed to make this ship outstanding? The accuracy should be improved just slightly along with the range of the guns. Buff the fire chance to 30% and give the AP better penetration angles like the Britsh battleships: Hood, DoY and Vanguard. This will give PEF a much better feel on the battlefield. How to do well in PEF: Treat her as a British battlecruiser, go for cruisers first and only shoot broadsides for effective results. Stay at medium range don't get to close or camp to minimize the plunging fire and flat shells that could overmatch you through the bow. Final thoughts: This ship can be the most fun thing you've ever played or the worst you've ever played, If you want more of a fast battleship get Hood, and if you want something more like a cruiser get the Scharnhorst. But if you want something in between than PEF is for you. On a scale of 1/10, I give this ship in its current state a 6/10 it's a good ship if you treat her the right way. (If you get this ship your feelings for it will probably be one of the following) Thank you so much for reading if you enjoyed this review please thumbs up, this is a lot of work and any of you who have done one yourself will know that. I honestly can't imagine what it's like for little white mouse about halfway through this I just wanted to say "screw it" but then I thought I'd hate myself even more. Anyways if you disagree let me know why or if you run a different build tell me what you did, I would love to hear what it is. Also which one were you after play PEF? Other than that have a great day and take it easy!
  10. LittleWhiteMouse

    Premium Ship Review: Mutsu

    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. Mustu-have? Quick Summary: A faster Nagato-class Battleship with less armour, less efficient AP shells and almost no AA power whatsoever. She does get deck mounted torpedoes, though. Patch and Date Written: 0.6.0.1 - January 30th, 2017 through to February 3rd, 2017. Cost: Undisclosed at the time this article was published. PROs Largest hit point pool of any of the tier 6 Battleships at 58,400hp. Her 410mm shells are the highest damage rounds found at tier 6. Able to easily overmatch the bows armour of any Tier 5 through 7 battleships. Decent accuracy, including a 1.8 sigma vertical dispersion value. Excellent range at 20.4km. Armed with deck mounted torpedoes (!) Very heavy secondary gun battery. Good top speed of 26.5 knots. CONs Her citadel sits high in the water and is vulnerable to long-range, plunging fire. Poor overall armour values. Low Krupp (and penetration) values on her 410mm shells. Secondaries are short ranged at 4.0km stock. Very limited fire arcs and performance on her torpedoes. Rather large turning circle of 770m. Enormous surface detection range of 16.9km and the largest aerial detection range of the tier 6 Battleships at 13.3km Mutsu sets a new standard for poor anti-aircraft defense. Like, seriously. Her AA power would be shameful at tier 4. Patch 0.6.0 removed the stock hulls for Amagi and Nagato in the research tree and rendered these hull designs into two new premiums, Ashitaka and Mutsu respectively. Mutsu is the first of these ships to be released -- we'll see Ashitaka later on in the year. For those unfamiliar with the IJN Battleship line, the stock versions of these hulls weren't exactly good. While not as hamstrung as Fuso while stock, they certainly were not competitive at their tiers. For this reason, Mutsu appears in World of Warships as a tier 6 vessel instead of at tier 7 like her sister, Nagato. This allows this ship to be re-balanced based on her own merits and flaws rather than trying to shoe horn her into a tier where she doesn't belong. Mutsu as she appears in game represents the ship after her 1924 refit, where she acquired her serpentine shaped funnel but before 1926 where she lost her torpedoes. Of course all of this date specificity is moot when you you realize that she didn't get her catapults until the 1930s. Yay, fiction! I'm joined once again by Lert who will be providing his usual smarmy comparisons of some of this ship's contemporaries. I'm also trying something new. GrafZeppelinKai, one of the Wiki-Staff volunteers has written a lovely piece on Mutsu's history which can be found on the ship's wiki page. The wiki staff perform some wonderful written work and I'm trying to help give them a little more just deserved attention. I hope you all enjoy a bit of history about the ships. The Lertbox Hello and welcome to another Lertbox, in which I try to offer a counterpoint to LittleWhiteMouse's more in-depth review of an upcoming premium ship. This time it's Mutsu, a ship that earned its place in history for the same thing Arizona did: tragically blowing up in port with a lot of people inside. The cause of Mutsu's destruction is slightly more controversial than Arizona's, a Japanese investigation concluded that a disgruntled crewman sabotaged #3 turret and blew up the ship, while an alternative theory is that of a fire caused by 20+ year old electronics near #3 turret. All we know for certain is that Mutsu took 1121 crew and visitors with her, only 56 less than Arizona's demise claimed. For this Lertbox I will discuss how you would take on an Arizona, a Warspite and a Dunkerque in a theoretical 1v1. I hope this will give the reader an idea how Mutsu will perform compared to her peers. Given the Mutsu's large surface and aerial detection range, in combination with her vulnerable armour scheme to ranged fire, it's often best to let some of your allies screen your advance. History with the Wiki: Mutsu By GrafZeppelinKai, Originally published on the Mutsu's page for the World of Warships Wiki The Nagato-class battleships were the last pair of battleships build by the Japanese Navy before the global hiatus on capital ship construction due to the ratification of the Washington and London Naval Treaties. As such, the Nagato-class is seen as the culmination of all the experience learned by the Japanese Navy in dreadnought design and construction up through the end of World War I. Led by famed naval architect Yuzuru Hiraga, planning and design for the Nagato-class began in 1916. By this time, Japan was a steadfast, growing naval power and wanted their designs to reflect such a status. As such, from the outset the Nagato-class were set to be first-rate dreadnoughts, competitive with the offerings of the other navies of the world (chiefly the Colorado-class battleships that were being built by the United States). Hiraga and his team were meticulous, delaying final completion of her plans until mid-1917 in order to incorporate the lessons learned from the Battle of Jutland the previous year. What ultimately emerged were the most advanced battleships afloat in the world. The Japanese determined that high-speed was an integral asset to making a battleship an effective weapon; as such, the Nagato-class were designed to be the fastest battleships in the world. It was decided to fit no less than twenty-one (21) Kampon boilers into them: fifteen (15) oil-fired and six (6) mix-fired. These boilers then fed into four (4) geared turbines that each powered a single screw. Altogether, they generated 80,000 shaft horsepower and propelled the ships to speeds above 26 knots, significantly faster than their competition. This was not a fact the Japanese Navy boasted about, however, instead electing to keep the true speed a closely guarded secret. In fact, the US Navy didn’t know the true speed of the class until well into the late 1930s. In electing to focus on propulsion and speed, weight had to be saved from the armoring. Ergo, the Japanese opted to implement the “all-or-nothing” armor principle that was championed by the US; maximal armor to the vital areas whist non-critical surfaces receives minimal armor. The main belt and the barbette rings received 12 inches of armor, whilst the conning tower and the turret faces received 14 inches and 18 inches of armor, respectively. While this was sufficient to rival other battleships of the period, British and US battleships all had heavier armor, with belt armors exceeding 13 inches for many classes. After experimentation with the six turret design of the Fuso and Ise classes, Hiraga and his designers decided to revert back to a quadruple turret design, determining this configuration to be the most effective. In order to not decrease overall firepower — by reducing the number of barrels from 12 to 8 — the caliber each rifle was increased from the traditional 14 inches to 16 inches; in fact, the Nagato-class battleships were the first ships in the world to mount 16-inch naval rifles. To supplement the primary artillery, twenty (20) 5.5-inch casemate guns were added to the hull. Interestingly, the Nagato-class retained the Japanese tradition of fitting torpedo tubes to their battleships. Historically, eight (8) total tubes were incorporated in the design; 4 above the waterline and 4 submerged (only the four above the waterline are available in-game). Mutsu (named after Mutsu Province) was the second of the two Nagato-class battleships, built at the Naval Arsenal in Yokosuka. She was laid down 1 June 1918, launched 31 May 1920, and completed 24 October 1921. The Nagato-class underwent a modernization in the late 1920s and a reconstruction in the 1930s to keep the designs combat-capable. During the 1920s modernization, the first funnel was replaced with a serpentine funnel with a raked-top in order to attempt to fix the issue of the superstructure being occluded with smoke; the very funnel seen in-game. Furthermore, the torpedo tubes were traded-in for anti-aircraft artillery, in order to counter the growing threat of aircraft. Unique to Mutsu, her bow was remodeled in order to decrease water spray to her foredeck. The 1930s reconstruction proved to be a more extensive overhaul. The iconic 7-masted superstructure was replaced with a pagoda-mast style design, and the first funnel was removed altogether. The old boilers were replaced; the overall number was also reduced to just ten (10). Interestingly, the old turrets were replaced by the ones of the incomplete Tosa class battleships, allowing for greater gun elevation, ergo greater range. Furthermore, torpedo bulges were introduced. To mitigate the loss in ship speed due to the added weight, the length of the battleships were increased. Finally, a catapult was added to launch scout planes off the deck. Service History Commissioned in October 1921, Mutsu survived the Washington Naval Treaty, was assigned to BatDiv (Battleship Division) 1, and began an uneventful interwar career. From 1927 to 1933, Mutsu would receive periodic modifications, but in September 1934 she entered drydock for a complete rebuild and modernization. She remained in yard hands until September 1936. With the beginning of war with China in July 1937, Mutsu — having returned to BatDiv 1 alongside Nagato — joined the fleet for security and blockade patrols off the China coast. Mutsu would continue operations off China until March 1941. In August 1941, Mutsu began preparations for combat as Japan planned for hostilities with the United States. Mutsu would spend the beginning of World War II, from December 1941 to May 1942, in reserve and training. In June, she and the rest of BatDiv 1 — now including Yamato — sortied as part of the Main Body for Operation MO, the invasion of Midway. Other than to receive the transfer of survivors from Akagi, Kaga, Hiryu, and Soryu, Mutsu would not participate in the battle, and returned to Japan. In July, BatDiv 1, less Yamato, was attached to the 2nd Fleet. In August, they departed for Truk after the US landing at Guadalcanal. In late August, Mutsu was assigned to support the Main Body for the Battle of the Eastern Solomons, where she fired at an aircraft shadowing the fleet. This would prove to be her only shots fired in combat during the war. In September, Mutsu landed a party to help train anti-aircraft crews at Truk. She would remain and participate in exercises until January 1943, when she returned to Japan. Excepting one aborted sortie to the Aleutians after the Battle of the Komandorski Islands in late March 1943, Mutsu continued to conduct training and gunnery exercises until June 1943. On 8 June 1943, Mutsu was moored in Hashirajima harbor when, at approximately 1200 hours, her No. 3 turret suffered an explosion. The blast tore her in two, and the section forward the No. 3 turret rolled over and quickly sank. Her stern section sank early the next day. Of her 1,474 crew, 1,121 were killed. An investigation concluded human error was responsible for the explosion, and the Japanese Navy consequently altered regulations for the handling of explosives aboard ships. Mutsu was struck from the Navy List on 1 September 1943. Post-war salvage attempts proved to be failures, though Mutsu’s No. 4 turret, anchors, and other parts of the ship — including her bow — were successfully recovered in the 1970s. The gun barrels from the salvaged No. 4 turret were restored and are now on display in separate locations in Japan: one at the Museum of Maritime Science in Tokyo, and the other outside the Yamato Museum in Kure. Options Mutsu has standard tier 6 IJN Battleship options. There's nothing out of the ordinary here. Consumables: Damage Control Party Repair Party Spotter Aircraft Module Upgrades: Four slots, standard non-USN Battleship options.Premium Camouflage: Tier 6+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy Firepower Main Battery: 410mm/45 3rd Year Type in 4x2 turrets in A-B-X-Y configuration @ 20.4km Range Mutsu fires a Type88 1000kg AP/APC shell up to a range of 20.4km with a 790m/s muzzle velocity. This is the largest shell found presently at tier 6, eclipsing Warspite's own 381mm, 879kg shell by a healthy margin. Don't mistake these shells for the same ones found on the upgraded Nagato. The ammunition Mutsu uses is a pre-WWII shell and was originally found on the stock Nagato and Amagi. They have worse overall performance than those found on the IJN Battleships at tiers 7 and 8, with lower alpha strike, muzzle velocity and Krupp values while being slightly lighter overall by 20kg. This gives Mutsu significantly less penetration power over distance to the lead of her class, with many shells shattering or ricocheting against enemy warships at medium to long range. Despite my incessant whining, Wargaming wouldn't provide me the exact penetration values present on Mutsu. For now, we have only two sources to give us with a glimpse into what the raw numbers might be. The first comes from Wargaming's own Armada Videos. These are few and far between, but thankfully have included a plethora of ships found in Mutsu's matchmaking spread. Statics drawn from the World of Warships The second, and admittedly more awesome source, is the work done by fnord_disc on the European Server, who reverse-engineered an approximate model of the penetration mechanics. The numbers they worked out provide the following estimated values for Mutsu's AP shells: 548mm at 5km 426mm at 10km 332mm at 15km Even as an estimation, this puts Mutsu's shell penetration among the worst for tier 6 Battleships, ahead of only Warspite at extremely short ranges and only ahead of Bayern at anything beyond that. The net result of this will be less damaging hits against heavily armoured (or angled) targets. Datamining reveals that Mutsu's gun accuracy is decent -- she boasted a 1.8 sigma during testing combined with the typically tight dispersion values found on IJN Battleships. This is superior to anything short of tier 9 and 10 USN Battleships specialized for accuracy. On paper, this should help compensate for some of the penetration issues found on the guns. However, with the small number of barrels Mutsu brings to bear, every shot feels considerably more precious than the 'shotgun blasts' fired by 12-rifle ships. Thus, Arizona which has more overall dispersion but the same sigma value, feels more accurate than Mutsu by combination of having more guns and better penetration values. You're going to simply do more damage more consistently with a ship like the Arizona or Dunkerque despite Mutsu's advantages in accuracy. Comparative data between the tier 6 Battleships + Nagato. Mutsu's strengths are her range, the high alpha damage of her individual AP shells and her ability to overmatch the bows of any tier 5, 6 or 7 battleship. She also has the highest potential DPM values of any of the 8-gun Battleships. Her weaknesses include her low muzzle velocity and poor Krupp and penetration valuesvalues. While Mutsu's guns look like they have the potential to perform, you may find they let you down at long range engagements. I'm trying not to sound too bleak about Mutsu's main battery firepower. There are two versions of Battleship Mutsu's guns. The first was the version that I play tested. The second is the version that's being released. Wargaming let me know in advance what the changes would be and I tried to keep them in mind while I tried out this ship. I'm taking it on faith that Mutsu will be released as Wargaming announced. Mutsu had a 35s reload on her main armament. This is being reduced to 30s. Mutsu had a turret rotation speed of 3.3º per second. This was buffed to 3.8º per second (from 54.5s to 47.4s for 180º rotation). In short, Mutsu's gun handling and rate of fire was buffed rather significantly. This in turn greatly affected the DPM we saw during play testing. This put her optimal DPM down to 170,057 AP damage and 89,143 HE damage. The buffs provided by Wargaming increase her DPM by a full 17% which I think we'll all agree is enormous. Summary: Her main battery has mix of significant strengths and telling weaknesses. Shells are individually hard hitting, long ranged and capable of overmatching the bows of any tier 5 to 7 battleship. However, she is severely restricted by poor penetration values at range, a low Krupp rating and small main-battery. Probably her best feature is her "new" 30s reload which gives her the best potential DPM of the 8-gun Battleships. Secondary Guns Secondary Battery: 140mm/50 3rd Year Type in 20x1 casemates, 127mm/40 Type 89 in 4x2 turrets @ 4.0km Range The lion's share of Mutsu's secondaries are composed of her 140mm casemates. These fire 7.9 rounds per minute at a disappointing 4.0km range. Like all IJN Battleships, her casemates fire an AP shell instead of HE which reduces their overall performance. While on paper, AP shells do more damage, their output isn't consistent. They cannot light fires. They are likely to ricochet and shatter against even slightly angled targets. Her 127mm rifles do fire an HE shell, but these are limited to two pairs of turrets on either side of the vessel. It's difficult to justify investing heavily in upgrading Mutsu's secondaries to improve their performance, primarily given their poor range and unreliability. Torpedoes Torpedo Complement: 4x1 Launchers firing a 533mm Type 6 torpedo at 57 knots for 7.0km. Move over, Kriegsmarine; the IJN now has deck mounted torpedo launchers too. While the Tirpitz introduced Battleship-launched torpedoes to fanfare and fireworks, Mutsu's torpedoes feel like they should be announced by a kazoo. The Type 6 is the same torpedo found on the Isokaze and Minekaze. This strikes for 10,833 damage which, when facing the anti-torpedo bulges of contemporary Battleships, feel lackluster. The devil is in the details with Mutsu's torpedo armament. While its true that she has limited fire arcs, these have a forward facing from 55º to 105º. In addition, these have a ridiculously short reload rate at a mere 21s. These torpedoes do not give her the strength to effectively brawl with enemy Dreadnoughts. While theoretically being able to interweave broadside main battery fire backed by torpedoes, alternating each in rapid succession, practical experience makes it too risky. Mutsu has to expose her vulnerable citadel to launch torpedoes. While this is easily done in the first moments while the engagement ranges are still closing, it becomes impossible to get a second salvo off as ranges close and the fight devolves into a "death circle" at point blank range. Still, if you get locked in a battleship brawl, her torpedoes can be a welcome trump card to end the engagement favourably. Keep in mind that Mutsu does not have the armour profile or secondary ammunition to brawl effectively. Firepower Summary: Main Battery firepower is optimized for a mid-to-short range engagement, between 7km and 12km. Her secondaries are plentiful but are painfully short ranged and focused around a heavy broadside of AP shells which limits their utility. Her torpedo armament reloads very quickly but a broadside does not hit very hard. It is only suitable for finishing off already crippled targets and should not be relied upon as a trump-card. Playtesting Mutsu with a 35s reload wasn't fun. She'll be in much better shape now. Rivals: Arizona Lert: You have longer range, more hit-points, better speed, better dispersion at a given range and your 16" shells will overmatch Arizona's 25mm bow and stern armor. Sounds like a foregone conclusion, right? Well, not quite. Arizona's bow (or stern) is a difficult target to hit at range. Also your large shells lose a lot of penetration when flying that far and are likely to shatter on anything that isn't Arizona's bow. Plus, a low volume of fire makes missing the American ship or shells shattering a relatively more painful event, cutting down your already lacking DPM. Meanwhile Arizona's range isn't that much shorter, and she has a much higher RPM with her 12 14" rifles. Plus, Mutsu's armor is so soft that you're bound to take significant pen damage from any Arizona return volley. If you can, point your bow straight at Arizona and close the distance with your superior speed. Arizona's 356mm AP will mostly bounce off your 25mm forward end with only stray shells going into your superstructure, and your 410mm return fire will go through Arizona's bow like butter - if you can hit it. The ideal situation is to set up a drive-by. Pre-aim your guns when you're almost about to pass, fire your torpedoes into the Arizona's path, quickly switch back to your AP and let loose a devastating volley of 16" AP at point blank range. Mutsu's guns are accurate enough to let you snipe, but they just don't have the penetration value to reliably deal the damage you want at those ranges. Pick your targets carefully. You can still score some pretty impressive early damage if you know who to aim for. Maneuverability Top Speed: 26.5 knots Turning Radius: 770m Rudder Shift Time: 14.7s Mutsu is rather fast for a tier 6 Battleship. Her top speed of 26.5 knots makes her faster than most tier 5 through 7 Battleships with the exceptions of Kongo, Scharnhorst, Gneisenau and Dunkerque which is rather respectable. While this doesn't give her tremendous flexibility, it does allow her to keep up with the pace of combat. She can attempt to dictate engagement ranges instead of having them set for her. Like most IJN Battleships, her turning circle isn't small nor does she answer her rudder especially fast. In truth, her Rudder Shift Time isn't terrible, it's just that when combined with her large turning circle, she doesn't feel especially maneuverable. During play testing, even with this slow handling, she was still quite capable of turning the ship faster than her turrets could compensate for. She initially had a 3.3º per second rotation speed on her main battery guns. I'm assured this will be buffed to 3.8º per second before release which will help. Mutsu has a 1.5 knot advantage over her sister, Nagato. This advantage comes grace of less armour protection. Durability Hit Points: 58,400 Citadel Protection: 305mm belt armour + 76mm turtleback Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 22% Mutsu shares a lot in common with Nagato, as one might expect. This provides a bit of good news right off the start: Mutsu has the highest hit point total of any of the tier 6 Super-Dreadnoughts. Their armour profiles are almost identical but for the following changes: Nagato has 25mm of extra armour across her sides in the form of anti-torpedo bulges. These afford the lead ship a 5% further reduction in torpedo damage along with their armour benefits. Nagato has reinforced main battery turret and barbette armour, with 457mm turret faces and 405mm barbettes. These values never exceed 305mm on Mutsu. Nagato's forward magazine is protected by a 289mm turtleback. Mutsu has only 76mm on this section of plate. The citadel deck of Nagato ranges from 44mm to 197mm. On Mutsu, these values range from 25mm (!) to 51mm. The Nagato-class has never been considered a heavily armoured ship and the deficiencies on Mutsu only exaggerate this weakness. While she can angle against 356mm rifles, if she doesn't angle properly she can (and will) get citadelled with alarming regularity. Her citadel sits over the waterline and while her belt armour and the turtleback protecting these machine spaces looks formidable, these are often bypassed by shots striking her from range, which need only contend with the 25mm + 70mm deck armour found amidships and the pathetic 25mm roof her citadel. She has objectively worse protection than the Warspite at all ranges. This emphasizes the gunnery strength of Mutsu which seems designed around a mid to short ranged engagement. However, with her citadel sitting over the waterline, short of bow-on angles of attack, she is far too vulnerable to risk at point blank ranges against other battleships. This illustrates some of the dangers of trying to make use of her torpedo armament. Angling out to take the lead on a closing enemy Battleship at the very least exposes her forward magazine to citadel hits. So to maximize her armour values, Mutsu seems best at medium ranges -- approximately 7km to 12km away from her targets. Of course, this all goes to pot if she's facing anything with 380mm rifles or larger which overmatch the 25mm sections of her armour. When facing tier 8 opponents, her armour feels very deficient indeed. Like all IJN Battleships, Mutsu is shackled with the worst Damage Control Party consumable in the game. This makes the Battleship exceedingly vulnerable to fire and flooding damage. Rivals: Dunkerqueueueeueeeuueueue Lert: You have the advantage in hit-points, range and firepower. Dunkerque beats you in speed, agility and size, being a smaller target. She has the speed to dictate the engagement, allowing her to keep you at the max of your range where your dispersion and low volume of fire means you won't hit many of your shells. The ones that do hit and manage to avoid the Frenchman's armored belt will bloody her nose, but that's not reliable enough to count on. Meanwhile Dunkerque's 330mm rifles will struggle to do meaningful damage to you as well, especially if you keep properly angled .. ... But that's when the dastardly Frenchy will just switch to HE and burn you down. While your own HE shells aren't bad, they have 5% less fire chance and you have a lower RPM, so in a fire-hose contest you're going to lose. If you're taking on a Dunkerque in your Mutsu you better hope that you're going to get lucky or your opponent is stupid, because barring luck a smart Dunkerque driver will just wiggle around at range and burn your lumbering stern to the ground. This will happen a lot. Concealment & Camouflage Surface Detection Range: 16.9 km Air Detection Range: 13.3 km Minimum Surface Detection Range: 14.1km Concealment Penalty while Firing: +12.3km (vs 20.4km gun range) Mutsu has arguably the worst detection range of any of the tier 6 Battleships. Actually, Mouse, Fuso has worse surface detection range, and while that's technically correct, Mutsu will be spotted from the air a full kilometer sooner while still having an astronomically huge surface detection range. If there's an enemy carrier present, you can expect to be the first ship spotted in Mutsu. This in turn means that you'll have every gun pointing at you first until squishier (and closer) targets get lit. Priority Target is well worth the investment. Given Mutsu's vulnerability to long range fire, it's important to engage in evasive maneuvers when she finds herself lit in these early moments of the engagement. Alternatively, she can elect to begin her own advance a little later than the rest of her team. Her large surface detection range makes disengaging from enemies exceedingly difficult. She does have the speed to help dictate engagement ranges against most Battleship opponents in her Matchmaking spread, along with the range to hammer them beyond their own reach. However, she is always going to be reliant on Allies to keep her opponents lit while attempting to keep enemies at arm's length in this manner. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 12.7mmAA Umbrella Ranges: 5.0km / 2.0km / 1.0kmAA DPS per Aura: 40 / 16 / 5 To say that this Battleship has poor anti-aircraft firepower is a gross understatement. Mutsu has worse anti-aircraft defense than any of the research-based Battleships at tier 4. She's setting a whole new standard for what "bad" anti-aircraft firepower is at tier 6. She has half the DPS of Fuso, a Battleship that has some of the worst AA firepower at tier 6. Combined with her horrible aerial detection range, the sight of Mutsu on the enemy team should ring a dinner bell for all CV players. Rivals: Warspite Lert: A more even match, since both of these ships operate on the same basic principle: trading in number of barrels and DPM for shells large and powerful enough to overmatch the 25mm bow plating found on even tier battleships. Again, you have the larger health pool, better range and larger shells, but Warspite is notoriously wiggly making her a difficult target at range, has a superior healing potion and her shells aren't that much smaller than yours to begin with. She'll overmatch your bow as easily as you'll overmatch the grand old lady's, so face-tanking incoming fire isn't a thing like it is against Arizona or Dunkerque. Use your superior range to whittle her down and your superior speed to keep her at range. Conversely, you could go for the same drive-by tactic that I recommended for taking on an Arizona, but be aware that Warspite's 15" rifles will smash through your bow plating and bite chunks offa your face while you do it. Where against an Arizona you would charge in head on, you might try closing the distance under an angle to try to lure Warspite's return fire away from your bow and into your armor belt, where it will bounce off instead of eat up large chunks of your hit-points. A lot of CV pilots "experimented" with the AA defense on Mutsu while I was play testing her, but most weren't too interested beyond a cursory strike or two. As word gets out about Mutsu's vulnerability to air power, you can expect more concerted attacks. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Mutsu, as a tier 6 Battleship, already has a couple of strikes against her when it comes to evaluating her suitability to a novice player. She punishes players for exposing her broadside while simultaneously having a gimmicky weapon system that encourages exactly that. With poor armour, a (relatively) small number of main battery guns and secondaries that won't be of much help, a novice player could be forgiven for struggling to get any kind of reliable performance out of this ship. For the expert, Mutsu will reward good gunnery with excellent DPM values for an 8-gun Battleship. Her torpedoes will be a fun (if seldom used) gimmick that will clinch select engagements. Still, her horrible surface detection range, poor AA defense and poor armour values will limit her carry potential. The Lertbox I wanted to like Mutsu, but I just can't. She's wonderful in co-op where she'll just eat off everyone's face with her brutality, but against other people I found her lacking. Her WWI era shells don't have the penetration or the Krupp hardness to do significant damage at range, and she doesn't have the armor to mingle up close. Her hit-point pool gives her some staying power in a brawl and her torpedoes are a nifty poison dagger, but this is a ship with weapons that want to move in close and a hull that wants to stay far away. Comparing her to other tier 6 battleships makes her look better than she is. Truth is, Mutsu starts falling apart quickly against higher tiers, and I would take any of the other three into a tier 8 battle over Mutsu. Plus, there's the T6 MM to worry about, and Mutsu really does not up-tier well. I won't say that Mutsu is a bad ship per say, just that she's an alright ship in a pond of great ships, namely the trio I pit her against. Mouse's Summary: I have a love-hate relationship with Mutsu's guns. It was awful play testing with that 35s reload, but I could still make some great plays with them. I am very excited about their 30s reload. While I wasn't landing citadels as often against Battleships, they're perfectly adequate for regular penetrations. Her armour is super squishy for a Battleship. Also -- fires. Oh god, the fires. Her torpedoes were nice to have, but its rare when I got any good use out of them. Mutsu's secondaries were disappointing. She's a perfectly adequate ship ... until she has to face tiers 7 & 8. Wargaming didn't want a repeat of the German Destroyer incident. They let us Community Contributors know in advance that the Mutsu we were playing wasn't the final version. There were all of three changes that they gave us, but let me be be clear -- there may be others. As values like vertical dispersion, Krupp and shell-drag coefficient are not intended to be public knowledge, there are lots of parameters that could still change before release. So while I appreciate Wargaming striving to keep us in the know about what the release version of the ship may be, it pays to keep that disclaimer at the top of this article in mind. There was a third change, beyond rate of fire and gun traverse that Wargaming informed us of. It was this: "Increase rudder deflection speed from 19.2 to 17.9." Now, you would think that would coincide with Rudder Shift Time, but her rudder shift time is 14.7s. Whatever this value is, it represents a 7.3% change. From the way it's worded, it could represent either a buff or a nerf. If anyone has any grasp on what this is, feel free to let me know. My contacts at Wargaming who were relaying the information didn't know what it was either and couldn't get it clarified, so obviously someone at St.Petersburg has the info and simply assumed that we'd also know what it was. And so, I played Mutsu with a 35s reload and a 54.5s for 180º turret rotation speed and was asked to evaluate her performance. I won a heck of a lot of games. One day's worth of playtesting saw me win 12 out of 13 matches. However, let me add a qualifier to this win streak: I still have not broken a 2,000 base experience game in Mutsu. It wasn't a case of not being able to get the damage totals -- getting in excess of 100,000 damage wasn't impossible. But I never had any truly spectacular games. My personal best is 1,716 base experience which is disappointing with the typical "good" game sitting around 1,300 to 1,500 base experience. I took the occasional break from Mutsu by playing with my Warspite and Nagato and easily crushed that 2,000 base experience ceiling. I should warn everyone: I love Nagato, so it's probably no surprise that I took well to Mutsu, The improvements this ship will receive in terms of reload and gun handling (and the changes to whatever the heck rudder deflection speed is) will be welcome. Still, the ship isn't without its disappointments for me. The increased vertical dispersion of her guns over Nagato and the poor range on her secondaries really made me have a sad. Overall, Mutsu is a decent IJN Battleship but she's not phenomenal. I don't think anyone was expecting her to be outstanding, though -- not as an early version of a Nagato-class Battleship. So in that regard, she doesn't disappoint. Now if only the Matchmaker would let her be top tier more often... Would I Recommend? Mutsu makes a great Co-Op warrior. She's got powerful guns and she faces enemies that are, quite frankly, dumb as posts. The bots are unlikely to shoot at you when there are still cruisers and destroyers alive. This gives you lots of time to exercise your 410mm rifles often at very close range where their penetration issues aren't present. You'll also be able to use your torpedoes a lot and score hits too. Outside of Co-Op, Mutsu begins to suffer. It would be one thing if she was top tier as regularly as a tier 7 or 8 ship, but she exists in that special Hell that is tier 5 and 6 Matchmaking. She doesn't up-tier very well -- holding her own against tier 7 ships (if at a bit of a struggle) but really hurting once she faces tier 8s. Of course, this could be said about most of the tier 6 premiums, so that's nothing new. For Random Battle Grinding Mouse: It's sad to say, but Japan is rather lacking when it comes to premium Battleship trainers. The Ishizuchi is okay but, let's be honest, she's no Scharnhorst / Tirpitz / Arizona / Missouri. While Mutsu is a better fit, I wouldn't say she's a great fit. She can do what she needs to, however, and if you're hard pressed for a training ship, then Mutsu can step up to the plate. But I think you might be looking over your shoulder for the next IJN Premium Battleship. Lert: No. Arizona is IMO a far better ship, as is Warspite. And both of those are available in the tech tree for doubloons at the writing of this article. Consider Mutsu if you really need a Japanese battleship crew trainer, but buy American or British if you want a good ship to carry in. GrafZeppelinKai: Mutsu is a dependable battlewagon. Her above average gun handling characteristics, combined with a little practice, will come into it’s own. Similarly, if you’re looking for a dedicated IJN BB Captain trainer, Mutsu is your best option for now. For Competitive Gaming Mouse: No. She's too squishy and too huge. Lert: No. If you need range, bring a Fuso. If you need overmatching ability, bring a Warspite. If you need staying power, bring an Arizona.GrafZeppelinKai: It will take a bit more work to make her shine here, and her deficiencies will feel more glaring. Similar to Warspite, having good planning ahead of time will mean you’re able to dish the damage while not being the focus of the enemy. For Collectors Mouse: Yes. She's a beautiful ship with an interesting history and a tragic story. Lert: Yes. Mutsu has a place in history, and her configuration might appeal to people who like WWI era dreadnoughts. GrafZeppelinKai: I’m gonna be honest here: I like 1920s Mutsu. She’s very pretty to look at, and there are many subtle details that make her very period accurate. For that reason alone, she has a spot in my port. For Fun Factor Mouse: Well I liked her. However, I don't think I would play her very often, not compared to the other premiums 6s.Lert: She handles comfortable enough, if a bit sluggish on the rudder. I would consider her a fun ship if her shells didn't tend to shatter at long range, or her hull held up a bit better under fire. Plus, her torpedoes are just funny, if you get a chance to use them. Those are big if's though.GrafZeppelinKai: I enjoyed my time testing Mutsu. To me, the gunnery felt familiar and comfortable, and you can never resist a giggle when you surprise an adversary by pooping out a torpedo. In a brawl with Bayern and Nurnberg. Mutsu uses her main battery to finish off the German cruiser while dumping fish into the bows of Bayern. Brawling is exceedingly risky with Mutsu. Don't expect your torpedoes to clinch a fight for you. Outfitting Mutsu Mutsu doesn't require anything beyond the norm for IJN Battleships, which is a welcome relief. Recommended Modules For your first slot, take Main Armaments Modification 1. This should be no surprise. The armour around Mutsu's main turrets along with her barbettes is pretty substandard for her tier, so this will help keep them in the game. It should also help mitigate damage to your torpedo tubes, but they tend to go belly up if anyone looks at them funny. For your second slot, you may be tempted to try a secondary build, but in my experience this is a mistake -- you can't get her range out high enough to make it a credible threat.. Aiming Systems Modification 1 is arguably the most effective choice here. For your third slot, take Damage Control System Modification 1. This will help mitigate fire and flooding damage while increasing your torpedo damage reduction to 24%. And finally, take Damage Control System Modification 2 to reduce the burn-time of fires. You can take Steering Gear Modification 2 if you prefer, especially if you've taken Captain Skills to mitigate fire damage. Recommended Consumables Don't skimp out on the premium consumables for this ship. Taking a premium Damage Control Party is an absolute must. I also strongly recommend taking a premium Repair Party as well to reduce the reset timer of your healing potion and to give you an extra charge. I don't see much need in breaking the bank with a Spotter Aircraft, so it's up to you to invest in the 22,500 extra credits to make this premium or not. Captain Skills For the core build, we're going to want to emphasize her damage control abilities. For your first skill, you have a choice between Priority Target and Preventative Maintenance. I prefer the former on my first pass -- it's helpful to know when potential damage is incoming. The latter has currency with Mutsu due to the relative fragility of her weapon systems compared to other tier 6 Battleships. Next, at tier two, grab Expert Marksman. This was absolutely essential with her 3.3º per second rotation speed and it will still be worth while when this gets buffed to 3.8º per second. At tier three, Basics of Survivability should be the skill to grab to help mitigate fire damage. And finally, when you hit tier 4, take Fire Prevention. After this first pass, there are other skills to consider. The best of the bunch are Adrenaline Rush and High Alert at tier 2 and Superintendent at tier 3. This is one of those rare ships where I will not recommend Basic and Advanced Fire Training as the top picks. While these will help prop up her horrible AA firepower, it's really not going to move the needle enough to make it anywhere near acceptable. Similarly, her secondaries are just a little too short ranged to be worth specializing into. You can certainly try it out for yourself, but I don't think you'll find it pays off as well as it would for her tier 7 sister.
  11. Awe5ome

    Exeter Review

    HMS EXETER Review Exeter (V) is one of the newcomers to World of Warships and an exceptional one at that. Here is my review of Exeter. Similar ships: Furutaka (V) - Probably the most similar in terms of in gameplay style and feel. Furutaka like Exeter is a T5 ship with six 203mm (8") guns in 3 turrets. Both have long reload times but this is compensated for by the fact they can overmatch the bow and stern of other T5 cruisers. Aoba (VI) - The T6 Aoba shares many things in common with Exeter, however, those are already listed above. Leander (VI) - Those of you who are familiar with the British cruiser line will know how fragile they are and this holds true for Exeter. Both Leander and Exeter have to be careful not to get caught out in the open without a meat shield. Both are also VERY weakly armoured. Survivability: (Fig top left: Exeter's armour layout, Fig top right: Exeter's citadel armour) Hit Points: 29,400 Torpedo Reduction: 4% Amount Healed from 1 use of Repair Party: 4,116hp Amount Healed after all Heals used: 16,464hp (superintendent included) Exeter pathetically light armour actually works well for her in this instance, because of her small citadel and light armour she takes a lot of over-penetration and HE damage but is rarely citadelled. Still sailing broadside is not recommended unless you want to reenact the second battle of the Java Sea. If you are playing Exeter think of yourself as a light cruiser with big guns. Fight enemy light cruisers and destroyers then kite away from battleships and heavy cruisers of higher tiers. If you are the person shooting at an Exeter know you will over-penetrate that cruiser and hope that you catch one while it's angling. Artillery: (Fig above: Exeter aiming her 8" guns) Main Battery: Six 203mm guns in 3 dual turrets Secondary Battery: Eight 102mm guns in 4 dual turrets Main Battery Firing Range: 14.3km Exeter's firepower for a T5 ship is exceptionally powerful the guns have a long range of fire and with the help of the "Adrenaline Rush" perk the reload of these guns can get down to ~13s. The guns have really good sigma values and are capable of accurately hitting targets even at maximum range. The shell velocity is also decent, 855m/s for AP and HE means Exeter doesn't have to adjust her lead when switching between ammo types. Finally, we have a British cruiser with HE (ex. Belfast) and with a fire chance of 15% she will light ships up quickly. This all means that regardless of the circumstances Exeter is always able to effectively strike back. Torpedoes: (Fig above: Firing arcs of Exeter's Torpedo tubes) Torpedoes: 3x2 torpedo tubes Torpedo speed: 61kts Torpedo range: 8km Max Torpedo damage: 15,867hp Exeter's rather small but deadly torpedoes are a force to be reckoned with, each one is quick travels for a decent range and hits for lots of damage. The quick reload time of 72s also helps with the rather small amount of torpedoes. And of course like all British things with torpedoes they can either be fired off in a narrow spread or can be single launched. AA Defense: 2x4 12.7mm AA guns 2x8 40mm vickers AA guns 4x2 102mm dual purpose mounts Exeter's weak spot is her AA defences, simply put: she don't have none. But Exeter does have access to the fighter consumable which helps greatly with the AA attacks launched by enemy aircraft carriers. Don't spec into AA defences because she won't ever be good enough. Maneuverability: (flags not included) Top Speed: 32kts Turning Radius: 650m Rudder Shift Time: 8.4s Exeter is a very maneuverable ship with a combination of good rudder shift and small turning circle Exeter is quite good at trolling enemy battleships (just hope you don't run into Hood). I highly encourage you to take the propulsion modification for the second upgrade because sitting dead in the water is not good when enemy battleships can see you. Just keep moving and keep shooting make yourself a hard target to hit and Exeter will reward you well. Concealment: (camo and concealment expert are included) Detectability by sea: 9.6km Detectability by air: 5.1km Detectability when firing in smoke: 6.1km Exeter is extremely stealthy she can out spot just about every other T5 cruiser giving her a considerable advantage in a gunfight. She also doesn't receive the same smoke firing penalty that cruisers of other nations get. Exeter is best used pushing in spotting making a few salvoes than kiting away to restore HP lost. Using her concealment to wear down enemies over time or if it's a 1v1 one engagement Exeter should try and close to medium to short range and just demolish the enemies with her guns and torpedoes. Consumables: R= Damage Control Party I/II T= Repair Party I/II Y= Hydroacoustic Search I/II U= Fighter Aircraft I/II Upgrades: (my recommended upgrades) slot 1: Main Armaments Mod 1 slot 2: Propulsion Mod 1 slot 3: Aiming Systems Mod 1 Captain skills: (Again this is MY build you can do whatever you wish to it) T1: Priority Target - Because I like to know how many people are trying to make me their next meal T2: Adrenalin Rush - For faster reload T3: Superintendent - To Heal more HP T4: Concealment Expert - To make full use of her amazing concealment Personal thoughts: I like this bote, packs a good punch and it's fun. I would highly recommend if you like the British cruisers but felt like the small calibre was underwhelming or if you were frustrated by the lack of High Explosive shells that you pick up this bote. There are very few things Exeter is bad at and she all around is just an absolute joy to play. Thank you for reading, if the words I put down don't make sense in some places it's because I'm running on 5 cups of coffee and I don't think my 6th will help. I'm tired writing this so yeah... other than that let me know what you think of Exeter, you going to buy her? Grind her? Different build? Let me know! I love hearing about others ideas, and until next time take care, stay warm (my fellow Canadians) and have a good day!
  12. 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 Mighty. Quick Summary: A modified Iowa-class Battleship with reinforced forward and rear citadel protection, a radar consumable and tremendous credit earning potential. Cost: 750,000 free experience. This works out to 30,000 doubloons for conversion, or approximately €100 ($110 USD). Patch & Date Written: 0.5.15, December 6th, 2016 Closest in-Game Contemporary Iowa, Tier 9 American BattleshipDegree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique I don't think anyone is surprised here. The differences between the Iowa and the Missouri are minor and well advertised. The Missouri loses the aircraft of the Iowa and gains radar instead. There's slight differences to their AA load out. Most telling, the Missouri has reinforced citadel armour along the transverse bulkheads, making her better at bow-tanking while avoiding citadel damage at this angle. PROs: Reinforced forward bulkheads, providing better forward protection than the Iowa. Versatile guns with tremendous AP hitting power for their tier. Guns can specialize for either the best medium range battleship accuracy in the game or for the best battleship DPM at her tier. Excellent range of 23.4km which can be increased to 27.1km with a module. Very good anti-aircraft firepower, especially at medium range. For a Battleship her size, she's very fast at 33.0 knots. Has the same Radar as the Tier 9 Baltimore-class Cruiser. Choice of two camouflage patterns. Earns 100% bonus experience. Earns 50% more credits than a tier 8 Premium, 100% more than a tech-tree ship. Available for "free" just by playing the game. CONs: Extremely vulnerable citadel that sits high over the water. Bow is easily overmatched by the 460mm rifles of the Yamato. Poor torpedo defense with only a 25% reduction from hits. Large base dispersion values coupled with a low muzzle velocity on her AP rounds. Without the accuracy module, the Missouri is one of the least accurate ships in the game. Wide 920m turning circle and 19.4s rudder shift time. The amount of free experience required to unlock her is prohibitively high and will nominally require clever use of premium time, consumables or simply spending money to acquire her. The Missouri doesn't correct a lot of the problems found on the Iowa-class. In fact, for those accustomed to the Iowa, she will seem familiar -- perhaps painfully so. The Missouri is the twelfth premium Battleship to be added to World of Warships (not including the Arpeggio Kongo-class sisters) and she certainly tops all of the others for the attention she's grabbing. The promotion of a certain action-hero aside, the Missouri is an important historical vessel. Wargaming has paid a nod to both their Hollywood endorsement and the Mighty Mo's 15 minutes of fame with fun details visible on her decks in port. But perhaps most importantly to players of World of Warships, the Missouri represents a departure from premium ships that have come before it. This is a premium tier 9 ship with accelerated economic boons. She earns 50% more experience and credits than tier 8 premiums. It's this latter ability that made me raise an eyebrow. A lack of credit earning has long been the bottleneck in progression in World of Warships and the Missouri steps all over this. If you have her, earning a couple million credits in the span of an hour's worth of casual game play is laughably simple. Players with this ship will be at a marked advantage over those who don't when it comes to acquiring new vessels or simply financing premium consumables or high tier content. In fact, the Missouri could be an utter potato boat and she'd be worth looking at if only for these economic gains. But let's take a closer look at what Wargaming has cooked up for us and see if she's worth the astronomical sum of 750,000 free experience. NoZouforYou puts together a nice summary of the ship. OptionsThere's two big points to mention in regards to the Missouri's options. The first, during testing we had two camouflage patterns to play with. These both did the same thing, providing a bonus 100% to experience gains as opposed to the 50% normally provided by premium ship camouflage between tiers 6 and 8. This is on par with premium camouflage purchased for tech tree ships at tiers 9+, though, so it's good to see the Missouri keeping pace. Note that the Missouri's credit earning potential isn't baked into her premium camouflage, but rather the ship itself. The camouflage also doesn't provide any reduction to repair costs. So your choice between the two is purely cosmetic. Or you could use some other camouflage in your reserves if you prefer. It won't hurt your credit earning. In addition, the Missouri has access to Radar. This has a 9.45km range with a 35 second active period. This is identical to the radar found on the tier 9 USN Cruiser, Baltimore. She does not have the option for any kind of aircraft. Consumables: Damage Control Party Repair Party Radar Module Upgrades: Six slots, standard USN Battleship options. Premium Camouflage: There are two versions of the Missouri's camouflage. Both provide a 3% concealment bonus, a 4% increase to enemy gunnery dispersion and a 100% bonus to experience gains. The two colour schemes for the Missouri. One nearly matches the colour scheme of the premium camouflage of the Iowa. Firepower Primary Battery: Nine 406mm rifles in 3x3 turrets in an A-B-X configuration. B is stationed in a super firing position over top of A. These have a stock range of 23.4km. Secondary Battery: Twenty 127mm dual purpose rifles in 10x2 turrets along the sides of the ship. The American 406mm 50-calibers Mk7 rifles are interesting. They combine some of the hardest hitting shells at their tier with some of the worst gun dispersion. Yet, thanks to the combination of modules the American ships can take, the Missouri can potentially be the most accurate Battleship in the game at ranges around 12km, and on par with the IJN Battleships at about 18km but at the cost of her rate of fire. It's that 6th module slot which unlocks at tier 9 which is the culprit for this. Every other nation in the game gets a 7% dispersion reduction module for their 2nd slot (found at tier 5+) with Aiming Systems Modification 1. The American Battleships instead have a range boosting module. It's only with the 6th slot where the USN can reduce their dispersion. Artillery Plotting Room Modification 2 provides an 11% reduction to dispersion. However this comes at a price. The other module competing for everyone's attention in the 6th slot is Main Battery Modification 3 which provides a rate of fire increase. This forces USN players to choose between DPM and Accuracy. Player preference will largely dictate which setup they prefer. If a player chooses to accelerate her reload then the Missouri, like the Iowa, will have the best DPM of any of the tier 9 Battleships with her AP shells. At 13,500hp per citadel hit, these can quickly doom anyone rash enough to make themselves a target. I personally believe that the accelerated reload is the way to go though there's a firm argument to be made in favour of accuracy. There are two primary downsides to these guns. The first has been touched upon already. Their dispersion, unless properly mitigated, can be downright trollish. This is combined by a rather slow muzzle velocity for her shells of 762m/s with her AP rounds. They thankfully retain energy well due to their heavy mass but this still leads to a longer lead time than with the IJN guns, for example. The only other 'bad' point worth mentioning is that due to the overmatch mechanics, anything with 32mm of bow armour can tank the Missouri's guns and remains largely immune to her AP shells so long as they keep their prow pointed towards her. This includes all tier 8+ Battleships which can make for long, drawn out stalemates. The secondary gun batteries of the Missouri are regrettably forgettable. While deadly enough to a low health destroyer that strays within range, the Missouri doesn't put out the same fearsome volume of fire of the German or Japanese Battleships. While it's possible to specialize into their performance, this usually happens as a happy coincidence rather than a deliberate act, with skills such as Basic and Advanced Fire Training being taken primarily to boost her AA power rather than with an aim to increase her secondary potency. Summary: Versatile guns that can be specialized for either high DPM or high accuracy. Excellent range. Very hard hitting AP shell with excellent alpha strike potential. Struggles somewhat against angled enemy Battleships due to overmatch mechanics. Secondaries are adequate but weaker than her contemporaries With a range that can exceed 27km, the Missouri often finds herself engaging enemies from one extreme of the map to another. Without an accuracy modification, doing any damage at these distances is chancy at best. Like all Battleships, she really starts coming into her own at medium to close range, however her fragility makes getting this near to the enemy extremely risky. Sometimes the rewards are worth it. Maneuverability Top Speed: 33.0 knotsTurning Radius: 920mRudder Shift: 19.4s The Missouri has some very long legs. It's a shame she so seldom gets to flex them in the current high-tier meta. At 33 knots, the Missouri and Iowa are the fastest Battleships in the game, bar none. This should, in theory, allow her to dictate the range of any engagement with other Battleships while also allowing her to redeploy as needed. However, this straight line speed comes at a cost. Her handling is downright horrific with a 920m turning circle and a sluggish rudder shift to boot. So while you can navigate from point A to B with alacrity, you're not going to want to do so under fire as it will expose your Missouri to enemy artillery and torpedoes. Dodging the latter, never mind the former will be an extreme challenge. DurabilityHit Points: 78,300Maximum Protection: Up to 368mm + 38mm external citadel protection, 432mm turret faces, 439mm conning tower. Min Bow & Deck Armour: 32mm (immunity to 420mm rifles)Torpedo Damage Reduction: 25% The Missouri is much lauded for its improved forward protection with the reinforcements made to her transverse bulkheads. This beefs up her citadel protection to 368mm + 19mm at best or 297mm + 19mm at worst, depending on how high or low these forward penetration shells strike. The only ship that will severely be testing these forward bulkheads is the Yamato unless you over angle your Missouri. While this looks great on paper, it pays to look at the Missouri (and the Iowa-class overall) objectively where her durability is concerned. For people hoping that the Missouri would correct the errors in the Iowa citadel placement, don't hold your breath. It's still enormous. It's still extends well above the water line. She bow tanks decently, and that's about it. The buffs to her transverse bulkheads aside, the Missouri isn't the fixed Iowa-class some have been praying for. The German Battleships created a new standard for what "good" armour protection is back when they were introduced in the third quarter of this year. I hate to parrot my Iowa-review, but the Missouri doesn't have good protection. Her citadel is placed far too high in the water for that. If an enemy ship catches her broadside, you will take citadel damage -- it's almost a matter of course. Combined onto this, she has weak torpedo defenses with a paltry 1/4 reduction of torpedo strikes She also still has that enormous hole in her citadel protection directly to the rear, just beneath her #3 turret. In order to stay safe, the Missouri needs to bow tank -- keep all of her enemies directly in front of her. In this way, she can bounce an enormous level of punishment, forcing enemies to instead pick on her superstructure or switch over to high explosive fire in order to stack any reasonable form of damage. This isn't a trait unique to the Missouri or the Iowa-class as a whole. The Friedrich der Große is just as good at it, if not better with her improved deck armour around the turrets which can make even Battleship caliber HE explode for no damage. So what does this buff to the Missouri's transverse forward bulkhead mean, exactly? Well, it means it's a little harder for a Yamato to citadel you through the bow. It might occasionally come into play if you over angle and another battleship tries to bulls-eye your citadel from the front. I couldn't test this out in a training room to see for certain so pay close attention to this if you pick her up. Bow-tanking. It's not pretty. It's not historical. But it is effective. Concealment & Camouflage Surface Detection Range: 16.2km Air Detection Range: 14.2 km Minimum Surface Detection Range: 12.16km Concealment Penalty while Firing: +12.2km (vs 27.1km gun range) For a tier 9 Battleship, the Missouri has good concealment, particularly if she specializes into keeping herself undetectable by enemies. This allows her to finally make use of her speed and redeploy without nearly as much fear of having her citadel blown out the moment she's not presenting her bow towards her opponents. This all goes away the moment you fire her guns though, but that's to be expected with any Battleship. Anti-Aircraft DefenseAA Battery Calibers: 127mm / 40mm / 20mmAA Umbrella Ranges: 5.0km / 3.5km / 2.0kmAA DPS per Aura: 151 / 318 / 104 One of the most significant differences between the Missouri and the Iowa is her AA power. The Iowa has nineteen quad 40mm Bofors mounts while the Mighty Mo has twenty. The Iowa bests her with small caliber guns with thirty two dual-20mm Oerlikon mounts (for a total of 60 guns) to the twenty-nine single mounts found on the Missouri. It's these Oerlikon mounts which makes the difference giving the Iowa a 75dps advantage over the Mighty Mo up close. In practical terms? No CV player is going to want to get close to the Missouri when there are softer targets available, especially lower tiered carriers. Still, she shouldn't venture alone when there's an enterprising CV present. Midway and Hakuryu are more than capable of overwhelming even the formidable guns of the Missouri and ruining her day, especially with her general lack of agility to facilitate dodging a point blank drop. Nope.jpg. Try again, Hiryu. Overall Impressions Skill Floor:Simple/ Casual / Challenging / Difficult Skill Ceiling:Low/ Moderate / High / Extreme How patient are you? Patience and planning largely defines success in the Iowa-class and the Missouri is no different. Reckless aggression will get you sunk in a hurry. Being overly cautious may preserve your ship but it won't win you any battles as your guns keep idle for fear of reprisals. This is a challenging ship to do well in, largely because of her fragility and how the bow-tanking and passive meta found in high tier game play will make finding those juicy targets so much more difficult. When top tier, you carry the heavy burden of needing to punch at your weight class and do a lion's share of the damage, but the Missouri's fragility to being caught broadside makes finding those opportunities difficult. Much of what I said in my Iowa review holds true to the Missouri. She's not terribly forgiving. If you catch the enemy in a bad position, you will look like a total rockstar, farming enormous amounts of damage. But if you just opt to trade fire with wary opponents, your results will be very lackluster. The truly excellent Iowa players look for and create these opportunities to shine while the mediocre wait for those one off games which hand them great results. Mouse's Summary: Excellent guns. Her protection almost seems good enough until it isn't. Which is often. Turns like a pregnant Yak in a mud wallow. Very respectable AA power. Pees on the high-tier economy and laughs at everyone who struggles to afford their tier 10 boats like they were filthy peasants. I spent a lot of time in Co-Op with the Missouri trying to isolate her credit earning potential. I suppose I owe the few not-bot team mates a sincere apology for my lack of performance in said matches. The only way to reliably get a measure of just how much the Missouri earned compared to other premiums involved getting myself killed without doing anything of consequence. A half dozen matches in the Missouri and the same done in the Tirpitz, Atago and Mikhail Kutuzov helped pin down the value of the Missouri's credit income. I can say with confidence: She earns approximately 50% more credits than a tier 8 premium ship. This is before any expenses, of course. For repair costs, the Missouri will set you back 60,000 credits. Compare this to the Iowa with premium camouflage, which spends 96,000 credits to fix the ship and earns only half of what the Missouri does. In the days leading up to the Missouri's release, there's been a lot of talk about equivalents to the Missouri's earning potential. This naturally comes at a consequence of the very high cost of the Missouri. 750,000 free experience is nothing to sneeze at. If you weren't already sitting on a significant pile of free experience before the price was leaked, you weren't likely to see this as an affordable sum -- not without some herculean grinding tolerances. While ships like the Montana and Iowa can match the Missouri for experience gains, they cannot touch her where credit earning is concerned. Tier 8 premiums are comparable to her earnings but even they fall short. In terms of time spent to rewards earned, the Missouri will outpace the tier 8 premiums. You'll need to play 3 games in your Atago to equate 2 in the Missouri for income earned. For those players who feel perpetually strapped for credits, I cannot stress how liberating this ship will be for them once they own it. Bad games in Random Battles will net you 200,000 to 300,000 credits. Good games can score upwards of a million. Even Co-Op becomes economically feasible for grinding credits with the Missouri and a premium account. So long as you can earn a minimum of 250 to 300 base experience, you will make money (not much at that low experience, but a fair chunk at 500xp games or higher). Once you peel back all of this money talk, the Missouri is an Iowa-class at the end of the day. She can bow tank. She can spank enemies with her 406mm rifles just as well as the Wisconsin ever could. But the buff to her forward armour didn't solve the vulnerability problems inherent with the class. The Iowa-class has always been reasonably strong when bow tanking -- that's not where the problem was. It's that enormous, high-water citadel that causes so many issues for the ship and that's not corrected in the Missouri. If you were hoping for an improved Iowa, I'm sorry to disappoint, the Missouri is only an incremental improvement in that regard and not the big step forward some of us were hoping for. Link to the Q&A Regarding the Missouri from this Thread: http://forum.worldofwarships.com/index.php?/topic/106264-premium-ship-review-uss-missouri/page__st__80__pid__2604109#entry2604109 Cool stuff like this only happens when someone royally screws up. Would I Recommend? So let's talk about cost. The Missouri will set you back 750,000 free experience. This will make her largely inaccessible for non-veteran players in World of Warships and reflects a rather unique way of selling a premium ship. Theoretically, any player of World of Warships could earn her for free given enough time. Realistically and practically speaking, most players are going to end up spending some form of real-world money to facilitate acquiring this ship. There's some pretty ingenious suggestions out there, such as combining signal flags and premium camouflage onto an Anshan or tier 9+ tech tree ship with premium camouflage for maximum free-experience gains. For someone to pay for enough doubloons for the equivalent, the EU server has a bundle of 30,500 doubloons (500 more than needed) for €100 -- which is about $110 USD. Of course, said bundle isn't (currently) available on the NA server which means on this side of the pond, a player will be shelling out about $130 USD. For different players, this represents an obstacle of varying difficulty. Some will be able to throw that kind of quid at the ship without a second thought while others will see it as insurmountable. Few ships create such a change in the game experience as the Missouri, if only from trivializing credit earning. Let me be clear, it's not like the amount of credits she earns cannot be obtained by other means. She simply makes it easier and laughably so. Time is money, after all, and those with the Missouri will have time to spare. ForRandom Battle Grinding: I would absolutely recommend her for grinding. She is, hands down, the best USN training ship and credit earning ship in the game -- a fact that is unlikely to be challenged anytime soon. The only ship that comes close to her totals is the German Prinz Eugen for Captain Training, but the German ship doesn't come close to her credit earning potential. So if you want to earn bank and accelerate training up your Captains, the Missouri is a must have. For Competitive Gaming: Is the Iowa-class competitive? You'd be a fool to take her instead of the Friedrich der Große, IMO. But this whole question is sort of moot with there being a distinctive lack of tier 9 competitive game play. If it ever comes up? No, don't use your Missouri. Use the Friedrich instead. For Collectors: What's wrong with you? Yes, it's the Missouri. For Fun Factor: I don't like the current high-tier meta in Random Battles of World of Warships. So the Missouri wasn't fun for me. I prefer my action up close and personal and that's difficult to achieve in high tier games on the North American server. Most Battleships seem terrified of getting anywhere near the cap circles. Engagement ranges are usually up in the 18km vicinity. It's passive, dull and heart breaking. It involves waiting for one side to make a mistake and punishing those that try and make a move. Outfitting your Mighty Mo I'm totally cutting corners here and repeating what I said for the Iowa. When you're equipping your Missouri, there are two primary roles to consider. The first is whether or not you intend to fully specialize her as an AA-Ship or not. This is hardly an optimal build, but if you hate Carriers with a vengeance, it has its merits. If you decide against this, you can instead choose one of two gunship builds which focus on either accuracy or firepower. Recommended Modules If you are selecting an AA build, you want the following choices to best optimize your firepower. This will provide extra range and extra DPS off of your AA guns. In addition, this build also adds to your agility, reducing your rudder shift time. For your first slot, take Main Armaments Modification 1. Even if you're specializing for anti-aircraft firepower, you're still a Battleship and increasing your main battery survival should be near paramount. If you really hate detonations, you can alternatively take Magazine Modification 1. This will make the chances of it happening absolutely miniscule. For your second slot, take AA Guns Modifaction 2 to increase your AA range by 20% if you want to be a flak-boat. Otherwise, you should be taking Artillery Plotting Room Modification 1. This will boost your secondary range and accuracy by 5% and your main battery range by 16% which is huge. For your third slot, AA Guns Modification 3 is your next choice for an AA-ship. This will add an additional 25% to your AA power. If you're choosing to be a gunship, now you have the choice. If you want to go for rate of fire, take Main Battery Modification 3. If you want to go for accuracy, take Artillery Plotting Room Modification 2. All of the choices in the fourth slot are pretty terrible. At least Damage Control System Modification 1 will add 2% to your torpedo damage reduction, so take that one. You're again faced with a choice here for the fifth slot and each have their own merits. If you want to improve your rudder shift time, take Steering Gears Modification 2. If you would prefer to reduce the amount of damage you take from fires that are left to burn for their full duration, then Damage Control System Modification 2 is your best choice. And lastly, for your sixth slot, between the two options, Concealment Modification 1 is the better option for all builds. Recommended Consumables When it comes to premium consumables, it's easy just to splurge with the Missouri because of how many credits she tends to earn. The only players that need really concern themselves with their inherent costs would be those without a premium account looking to focus primarily on Co-Op. However, there are some that are just worth taking from a game play perspective. The premium version of both the Damage Control Party and Repair Party are both very important for mitigating damage in a Battleship. This reduces their reset timer considerably and it can (and will) save your ship on numerous occasions. Of less importance is taking a premium version of the Radar consumable. This will reduce the reset timer from three minutes down to two. I find the Radar on the Missouri to be highly situational. I went for a premium version, but to be honest, I seldom use it. Recommended Captain Skills Again, depending on whether or not you want to specialize as an anti-aircraft vessel or not will affect your Captain Skill choices. Optimally, you'll want to build towards specializing her for concealment and firepower, not for anti-aircraft duties. From tier 1, Basic Fire Training is your best choice. Basics of Survivability is a nice follow up after you've unlocked your 16th skill point. From tier 2, Expert Marksman is best. At tier 3 you've got a choice. Superintendent is nice for the extra charge of your Repair Party, but is only really worthwhile if you regularly find yourself going through all four charges that you have with the premium version of the consumable. Alternatively, Vigilance can assist with spotting torpedoes early which is of more importance on the Missouri without access to a float plane. Lastly, High Alert is handy for reducing the strain on your already taxed Damage Control Party. At tier 4 this is where you will differ between AA and gunship builds. For both builds, take Advanced Fire Training first. AA builds should follow up with Manual Targeting for AA Armament to make CV lives miserable. Lastly at tier 5, Concealment Expert is very handy for the Missouri. It gives her the opportunity to finally use her long legs and redeploy as needs be -- or simply fade from a gunfight she doesn't want to participate in anymore. For more articles in this series, please visit: LittleWhiteMouse's Mega Ship Review Guide
  13. 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.
  14. 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.
  15. 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
  16. ValkyrWarframe

    Valkyr's Ship Guides: Kronshtadt

    After another 200 or so battles in the Stronkshtadt Kronshtadt, I figured I might as well write a guide on her. Anyway, down to the guide. Listen to this while you're reading. Guide written as of: 0.7.7-0.7.8 Project 69 Heavy Cruiser Stronkshtadt Kronshtadt The Stalinium Cruiser Battleship Yes, you read that right, Kronshtadt is considered a heavy cruiser by Soviet standards. This might seem outrageous, but Soviet designs are very big for their armament. Time for a history lesson from a Russian perspective! Quick Summary Anyway, down to comparisons. Most Relatable Ships: Stalingrad Alaska Scharnhorst Resemblance: Clone / Sister-Ship / Related Class / Similar Role / Unique In terms of being unique, Kronshtadt is pretty high up. She’s only barely related to Stalingrad and otherwise just has a similar role to Stalingrad, Alaska and Scharnhorst as fast-firing cruiser killers. Think of playing Kronshtadt as a less aggressive Scharnhorst, more like a British battleship. You stay at range, shooting at people when the opportunities arise. Speaking of how to play, we should break down the skill requirements. For those of you who don’t know what these are, “skill floor” is the experience needed to play the ship. “Skill ceiling” is the max amount of effect you can have on a match. Skill Floor: Low / Low-Medium / Medium / Medium-High / High / Extreme Skill Ceiling: Low / Low-Medium / Medium / Medium-High / High / Extreme This ship is pretty easy to play. It doesn’t require much attention to detail, but taking advantage of opportunities in this ship can be extremely beneficial. With the amount of vision control one has with a spotter plane AND radar mounted simultaneously, you can bully cruisers around with your big guns, scare battleships off, and chase destroyers with radar. The only thing you can’t do anything against is carriers, trusting your comrades’ AA fire is how you’re gonna have to live. Equipping defensive fire is pretty meaningless, cause your AA mounts get knocked out fast, and your AA is still poor anyway. Strengths: Large HP pool beating Tier VIII battleships. Only cruiser that has more is comrade Stalingrad. Turrets are very well protected against cruisers 230mm belt and very low citadel makes her basically immune to cruiser AP citadels. 305mm guns have massive amount of penetration, equivalent to 406mm guns in some regards. Rate of fire is pretty good for such powerful guns. Turret arcs are insanely good, you can fire all your turrets while safely angled. Very high speed for a ship of such large size, extremely good engine response due to a very large engine output of 231,000 shp, only beaten by Hakuryu (240,000), and Stalingrad (280,000). Long range radar at 11.7 km, can drive away destroyers and British cruisers just with the fear factor, and is great for pushing caps. Very good turning radius and response for such a large ship. Concealment, when fully built, is 700 meters from your radar range, making it very possible to detect destroyers that wander into your spotting range. An easy tactic is to get spotted, wait a few seconds, then radar, and kite away. Has unrivaled vision control with the ability to mount Spotter Plane and Radar at the SAME time. Weaknesses Massive citadel rivaling the Soviet Union in length, has extended citadel hitboxes on the ends that can be overmatched. The entire ship outside of the 230mm main belt and turrets has no armor, making her susceptible to HE spam and AP overmatch. Do not bow-tank with her. Fires last 45 seconds instead of 30 seconds. Gun turrets eat a lot of penetrations from battleships, causing incapacitations. AP bounces if your target is angled even slightly. AP flies a bit too fast at times, it will overpenetrate most cruisers below 10 km if you aren’t going for underwater penetrations. You outturn your turrets with Main Battery Mod 3, even with Expert Marksman to help mitigate it. Dispersion ellipse is about as big as the Soviet Union, even with 2.05 sigma, the ship will sometimes completely miss battleships. The AA is about as effective as Stalin’s Five Year Plan on the Soviet Economy You will get citadeled by AP bombs and you will go to Gulag. Rudder shift time is sluggish, very slow compared to most cruisers. Radar lasts a measly 20 seconds, enough for you to, at most, get off 2 salvos at your target (this can be fixed to an extent with equipping Surveillance Radar Modification 1, making you guarantee 2 salvos usually). With how much AA is at T8-10, spotter planes will get destroyed pretty fast if you are using them too close. Long and Comprehensive Review Kitting Out Your Battlecruiser Long story short, I can tell you what to do, or you can ultimately decide what you want yourself based on what I’ve told you. I hope at this point you’ve come to realize several things. The ship’s AA is horrible, don’t even bother trying to improve it, sooner or later CVs would be a dead race. Getting close and then start kiting is how the ship should be played, building for concealment and survivability is a good thing, given that the ship has good survivability in the first place. The accuracy is bad, accuracy gets better when you are closer. I will recommend you the following upgrades (choices). Slot 1: Spotter Plane Modification 1, for extended spotter plane duration and extra spotting. If you cannot obtain it, take Main Armaments Modification 1 to make your turrets more survivable. Slot 2: Surveillance Radar Modification 1, for extending the 20 second radar duration. If you cannot obtain it, take Damage Control System Modification 1, to help reduce the chance of fire and floods. Slot 3: Aiming Systems Modification 1. It reduces the dispersion to help mitigate the bad accuracy, if only slightly. Slot 4: Either Damage Control System Modification 2 or Steering Gears Modification 2. The former will reduce your fire and flood duration, ultimately making the ship able to take more hits, while the latter allows you to evade a bit more comfortably. Slot 5: Concealment System Modification 1, no brainer here, concealment is king, especially when you want to get close to your radar range. Slot 6: Main Battery Modification 3, to help compensate for the long reload by putting more shots off per minute. Your traverse will take a hit, but it’s worth the reload reduction. And for the commander skills. First Skill (1 point): take Priority Target, as it will help you see who is shooting you at all times. Second Skill (3 points): take Adrenaline Rush, faster reload is always good. Third Skill (6 points): take Superintendent, for extra charges of spotter plane, radar, and heals. Fourth Skill (10 points): take Concealment Expert, as concealment is the key to playing this ship like a vision control machine. From there, you can choose a variety of skills. Expert Marksman is recommended because of the turrets sluggish traverse. Jack of All Trades is a good one too, for reduced consumable cooldown. Basics of Survivability is another good one, further reducing flood/fire durations. Fire Prevention can be taken too. All in all, this ship is very good for training a Soviet cruiser captain, at least for the core skills. From the 5th skill onwards you can specialize it to cruiser or battleship, but all you really need are the four skills specifically mentioned in bullets. Worth the Price? This is the biggest question people often ask about Free XP Premiums, are they worth it? If you want to start training a Soviet battleship captain, this ship is a very good basis. In terms of starting a Soviet cruiser captain, she’s quite good too. How are her economic gains? I personally would put her in between Missouri and Musashi. She’s a lot better at influencing a match than battleships are, so you’ll probably be earning more anyway. The biggest thing that I see with this ship in question is the fun factor. Is she fun to play? Well, if making lots of money and pretending to be a battleship as a cruiser is fun, I think you’ll thoroughly enjoy Kronshtadt. Kronshtadt dominates a cruiser-heavy meta, but suffers from a destroyer meta or when there’s a carrier in the match. I’d advise getting her now and enjoy her before the British Destroyer storm comes in. And that concludes my guide! I want to thank you for spending the time to read it, even if only part of it, or even if you didn’t, just clicking on the link. I want to especially thank everyone who helped me writing this guide, notably @Phoenix_jz for Alaska's info and @LittleWhiteMousefor teaching me how to calculate turn rate. Thank you all and have a great day! EDIT: Minor fixes and formatting errors, also added some pictures.
  17. ExplodingPeach

    Clan Battles Season 3 Review

    Ladies and Gentlemen, Boys and Girls, welcome to ExplodingPeach's Clan Battles Season 3 Review Since I have yet to see someone post a review of the clan battles season, I have decided to do it myself. This is going to be a review of the lower side of Clan Battles, as a caller for an entry level clan, we did not make it past Storm league. Future season reviews will provide higher league insight. First, I will introduce myself, I am a veteran Wargaming player having spent the largest amount of my time in World of Tanks. As tanks began to bore me I turned to warships and found that my expertise as a tank commander has given me the skills to become a proficient Captain. Unfortunately, I cannot boast the stats of a superunicum player, but I am proficient. While my experience playing warships has been over many years, I have less battles than expected so it will be up to you if you want to trust my teachings. The community I am a member of is STW, specifically their Dead Sea Fleet as I was a recruit and refining my calling process. Many members in STW-D had tier 10 ships, however it was not uncommon for rental ships to be used. My opinion on rentals: unless you’re very good at that ship they’re a massive waste, a few kilometers of concealment makes a difference in competitive play. So, avoiding rentals was always my first move. Before I go into which line ups you should be using, the strategy that you want to use is important. The easiest way to win is to take two caps and defend them from a distance. This allows you to earn points while being a hard target to sink in the process. Everyone knows this, and all maps have a home cap and a contest cap, so how do you beat an enemy who’s probably doing the same thing you are? Well first it’s all about scouting, if you know where their ships are, you can put yourself in the best possible positions to vanquish your enemies. Destroyers are the most important ship in the game, they cap for you, spot for you, kill other destroyers, and if they’re good, some torpedo hits. The longer they’re alive, the better chance you have at winning, so don’t always try to get cap circles early and over expose your destroyers. The best thing you can do at the beginning of the battle is to find a destroyer and kill them. Early DD kills critically wound any team. My favorite and most successful way of killing destroyers was catching them in the cap circle with radar. I’d always put at least one cruiser within radar range, and other cruisers in a position to shoot the DD. Either he is going to run, and you can have your DD take the cap circle behind him, or you’re going to kill him. So, my fellow destroyer players out there…make sure you know where the radar is before capping, otherwise you’re in for a world of pain. After taking cap circles or preventing the enemy from taking the cap circle, find open ocean to give your team vision. Spot as many ships as you can without being spotted. You can’t shoot what you can’t see. Battleship: Two things a good battleship player should do; take hits and deal hits. You want him in a position that gives him the ability to dish out pain when there is an opportunity but also enough protection that he isn’t getting torpedoed to death, I found that as a caller I had lots of success with my battleship going bow in to the enemy BB and near the cruisers to help screen for torpedoes. There is not much complications when it comes to be a BB player when it comes to clan battles, picking a good position, stay with friends, and have good accuracy. The latter is probably one of the most important aspects, having a BB with terrible accuracy means less hits, less kills, and more pain for the rest of the team. Cruisers, my second favorite class of ships (sorry I just love playing DDs) are much more difficult to place as they depend on the type and how many you bring. The cruiser is the ship that is most flexible, boasting respectable DPM (damage per minute), concealment, armor, and maneuverability. Some cruisers are better at these than others. Hindenburg and Moskva are good ships for long range combat, while the Hindenburg is an excellent brawling ship, she excels at a distance. Both ships have good, accurate guns, that are effective at all ranges. Use them wisely, not pushing them too hard or sitting back and never brawling. Islands are helpful, but the high velocity of their guns make it difficult to use islands effectively. My advice is to initially keep them at a distance with your battleship, yet be prepared to push them went the opportunity presents itself. Use their good armor at range to your advantage. Note: Hindenburg pushes much better than Moskva The Americans; Des Moines, Salem, Worcester. Des Moines and Salem are better armored but even cruisers can citadel if you’re not angled well enough. Worcester is a Minotaur with HE and without smoke. Americans do their best when using islands to radar cap circles, fire over islands with their high arcs, and remain undetected. When spotted, they tend to melt quickly when focused. So, put your American captains in safe places where they can shoot over an island and they’ll have a happy battle. Henri IV: honestly, I hardly ever see this ship and if you just look at her statistics, it’s not surprising. The Henri is quick, decent armor, but has a terrible reload time, dispersion that is laughable, and a concealment rating that makes the thought of using this ship made me fall out of my chair. Higher fire chance than the Zao but without a fourth turret she’s useless. Zao: “meh” armor, very sneaky, fast and maneuverable, hard hitting torps, her reload is not great, fire chance is wonderful. A Zao’s biggest advantage is stealth, especially with a concealment module, the only ship that can out spot her is a Minotaur and destroyers. I’ve seen Zao’s have great games and bad games, largely because it requires a skilled player to know when it is the right time to fire the guns. This ship gives me mixed feelings; some games a Zao is an easy kill, others she’s the scariest ship on the map. Minotaur: a floating citadel, a cruiser will sometimes pen the citadel of this ship when its bow on. It is one of the easiest kills in the game, if you don’t let her stealth up. British ships have super heals, combined with the +20% flag it is like printing a new ship. Very few captains are successful in this ship at lower levels of clan battles but if you’ve got big enough balls you’ll want her just outside of radar range or behind an island firing that ridiculous DPM. Recap: Hindy and Moskva are your tanks and long range damage dealers. Americans are your radar and close range DPM who like to stay hidden. Henri and Mino are bad ideas at lower levels, Zao is a ship of opportunity and stealth. Use these ideas and if you don’t broadside a battleship you’ll survive longer. Next, what line up gives your team the best chance to win? I will go over multiple line ups that I used and saw win games and explain their strengths and weaknesses. PB&J Line-Up 1. Gearing 2. Gearing 3. Hindenburg 4. Hindenburg 5. Des Moines 6. Des Moines 7. Montana Gearings are not the stealthiest, but they’re the best overall DD in the game. The Yue Yang is comparable and in many cases, can be used effectively, but the gearing gets more HP, better accuracy, and longer smoke. The torpedoes are good enough to make someone hesitate, and can/will beat any other destroyer providing you don’t get close to a Khabarovsk. Again, I cannot iterate enough, your DD players should be the best you can get, the ship can help you, but skill almost always wins DD fights. Hindenburg is a hard ship to kill, her versatility and survivability make her one of my favorites and most teams have at least one. I prefer two so that if I want to kite a part of the map and slow down the enemy, the Hindenburg is the best for the job and having two give me flexibility. Des Memes are important because of radar and their ridiculous DPM. While one could be substituted for another American or a camping Moskva I prefer two DMs in this comp. Stealth Line-up 1. Yue Yang (or gearing) 2. Yue Yang (or gearing) 3. Hindenburg 4. Zao 5. Des Moines (Worcester) 6. Des Moines 7. Montana Not a strategy I got to use much since we did not have a lot of players with the flexibility, but very effective in the hands of a competent Zao captain. The idea is to take two caps, and use your vision advantage that the two DDs and Zao give you for long range shooting, the DMs for radar and close-range prevention. You don’t have to take two cap circles right away, but at the very least make sure the reds don’t take it or have it for very long. This line up requires more skill, but creates the ability to constantly spot your enemies while actively trying to conceal yourself. The Worcester can be substituted, but only in the hands of a good player. The Worcester is a devastating ship at closer ranges but easy to kill so make sure you have a player that knows how to use islands and disappear. It’s Shima Time 1. Gearing (or YY) 2. Shima 3. Hindenburg 4. Hindenburg 5. Des Moines (or Moskva) 6. Des Moines 7. Montana This was a strategy that was used often largely due to ship availability. This only works with a Shima player who knows how to spot and survive. What would happen a lot is the shima and Hindy would take the offside cap and the Hindy would kite away to defend. The shima must live to spot targets for the Hindy otherwise this strategy is a waste. If the rest of your team can take or contest the other cap circle, the tough armor and good guns of the Hindy, the torps and concealment of the Shima will hold your cap circle from the offside push. NOTE: make sure your shima has concealment and radio location so he knows where the closest ship is, this makes survival much easier on a shima. Other Line-ups could work for your team, these are just the ones I noticed had a much smoother time winning games. A big thing I noticed was many teams took two destroyers, while in Season 2 I often took one, this season required the flexibility and vision of two destroyers. The only viable exception I could see is a Zao instead of a DD. If you have other suggestions feel free to add comments. Conclusion: No rentals – they’re just a bad idea Be Patient – take the easy cap, and contest the other, no need to push aggressively Kills are more important than cap circles Vision is how you win or lose games – pick good DD players that can stay alive Taking two caps is great, but survival is better Learn from your mistakes and continuously get better Leave a comment: what you do or don’t like about my review, things I missed, places to improve. I will be making reviews for future seasons and would love to improve and provide better information and insight to clan battles. Special thanks to my clan STW-D and the Sun Tzu Warriors community for giving me the opportunity to learn and teach during the clan battles season. Thanks, -ExplodingPeach
  18. SEÑORES CON USTEDES EL TRAILER DE WORLD OF WARSHIPS LATINOAMERICA -//- ACADEMIA NAVAL! DISFRUTENLO , SUSCRIBANSE Y NO OLVIDEN COMPARTIRLO! SUERTE CAPITANES! -Youtube- https://www.youtube.com/channel/UCchnD2jtcgdfJciV099VIhg -Facebook Wows Lat Am- https://www.facebook.com/groups/Wows.Lat.Am/ -Discord- https://discordapp.com/invite/W8pShgm
  19. If you're thinking about getting this Tier VII Italian Premium, DONT! is much worse than the Tier VI Duca D' Aosta? How is this ship a tier VII? IDK (Worst $40 I've ever spent) The citadel sits way to high. if a Battleship fires, you will get hit in the citadel bottom line. So the fact they added a repair party is just a gimmick. If you give this ship such a crap armor then at least compensate it with some fire power, but not here. Your 152mm HE guns cannot start a fire to save its life (even with the commander perk) so don't even try to salvage it by wasting 3 points. is not worth it. I would start 1 fire about every 80 hits. (WITH FLAGS AND COMMANDER PERK) AP is a joke, you would think they would at least give it some rail guns, same as the lower Tier vi Duca D' Aosta right? NOPE. Its actually one of the worst armor penetration in the game. (IFHE is going to have to carry you most of the match) So here you have a ship that has crap armor and crap fire power. Hopefully this thread helps someone save $40, OR at least be warned this tier VII premium will get erased by tier V's.
  20. New review up Since this ship is available for Coal. I hope it will give you a Idea if it is the right fit for you.
  21. I have not posted a review in a while and will start to revisit old ships
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