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Found 41 results

  1. LittleWhiteMouse

    Premium Ship Review - Agincourt

    The following is a review of Agincourt, the tier V British premium battleship. This ship was provided to me by Wargaming for review purposes at no cost to myself; I did not pay to get access to this ship. To the best of my knowledge, the statistics discussed in this review are current as of patch 0.10.4. Please be aware that her performance may change in the future. Summary: A slow but stealthy WWI era Dreadnought armed with fourteen 305mm guns in seven turrets (!) and a powerful secondary battery. PROS Dispersed armour scheme with an icebreaker bow & stern and resilient upper hull and amidships deck. Comfortable forward fire angles for most guns and that gorgeous Friday 360º turret traverse. Massive broadside of fourteen 305mm guns. Improved HE penetration. Powerful, accurate secondaries with long range and increased rate of fire. Tiny surface detection. CONS None of her armour is especially thick, making her easy to damage with battleship AP if not perfectly angled. Painfully long 36 second reload. Horrible main battery dispersion with 1.5 sigma. Terrible ... nay, craptacular AP penetration. Reduced HE damage. Slow and cumbersome. No anti-aircraft firepower whatsoever. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme For an inexperienced player, Agincourt is a bit of a rough ride. This is all down to her horrible rate of fire. At 36 seconds, a missed volley is downright painful and this is further complicated by the poor performance of both her AP and HE shells. You might aim properly but still find everything shatter or ricochet. There are further challenges with trying to manage her poor armour values and sluggish handling. At least they don't need to worry about managing AA defence as she doesn't have any. Admittedly, Agincourt's skill ceiling all comes from managing the brawling side of things. If you ignore that potential, then her skill ceiling is no higher than Moderate. But Agincourt fully encourages you to get your brawl on and it's a lot of fun. Agincourt embarrasses a full health KGV in a joust with a Devastating Strike. Options One of the nice things about reviewing lower-tiered ships is that there are fewer options to worry about. Still, there's quite a bit of weirdness going on here so pay attention. Consumables Her Damage Control Party is standard for a British battleship. It is active for 15 seconds, repairing all critical damage and removing fires and floods. It has unlimited charges and an 80 second reset timer. Agincourt's Repair Party is strange only in that it's perfectly normal. It lacks the additional damage queue normally found on British battleships nor does it heal an additional amount. Instead it queues up 50% of penetration damage from shells, bombs, rockets and torpedoes, 10% of citadel damage and 100% of everything else. Each charge heals up to 14% of her starting health over 28 seconds. She begins with four charges and an 80 second reset timer. Upgrades Business as usual here. Start with Main Armaments Modification 1. Then take Damage Control System Modification 1. For your third slot, you have a choice between main battery optimization or going with some secondary craziness. Aiming Systems Modification 1 is generally optimal for your main battery performance though there's a good argument to be made for taking Main Battery Modification 2 to reduce the time it takes to switch aim between targets. HOWEVER, the Agincourt does very well with a secondary specialization (yes, you read that right), so taking Secondary Gun Battery Modification 1 is the start of that magical journey. Commander Skills There are two builds worth considering here. The first is your typical fire resistance specialization. Start with your choice of Emergency Repair Specialist (1) or Gun Feeder (1). That's 1pt spent. Grease the Gears (2) is next. That's 3pts total. Basics of Survivability (3) is the first of our fire-mitigation skills. We're now up to 6pts. And Fire Prevention (4) caps us off. That's 10pts. From here, you're encouraged to pick skills that again emphasize survivability and main battery performance where possible. Good skills include: Emergency Repair Expert (4), Concealment Expert (4), Adrenaline Rush (3) and Priority Target (2) along with doubling back for the tier 1 skill you skipped. The second build is a brawling spec. You want to pair this with the Secondary Gun Battery Modification 1 upgrade for maximum effect. It starts pretty familiar with either Emergency Repair Specialist (1) or Gun Feeder (1) again but we also toss on Pyrotechnician (1) as a tertiary option (in both meanings of the word). That's 1pt spent. Grease the Gears (2) is still the best option, though Priority Target (2) is equally good for dealing with low-tier lolibotes, so it becomes a choice here. Now we're up to 3pts. Long Range Secondary Battery Shells (3) is the first major deviation we're seeing. Grab it. This is 6pts spent. Finish this off with Improved Secondary Battery Aiming (4). And that's 10pts. From here, grab a mix of survivability and gun performance skills along with doubling back for some of your favourites you had to pass over. Good skills include: Emergency Repair Expert (4), Concealment Expert (4), Adrenaline Rush (3). Fire Prevention (4) and Basics of Survivability (3) still have their place but you'll have to make some compromises somewhere. It is worth mentioning two controversial skills for Agincourt's secondary build. These are Inertial Fuse for HE Shells (2) and Swift in Silence (4). The former will make Agincourt's 76mm secondaries capable of directly damaging most tier VI and VII destroyer extremities, along with buffing her 152mm secondaries to be capable of doing the same versus tier VI and VII battleships. This comes at the cost of gutting their fire chance, which is a pretty stiff blow when dueling other dreadnoughts, especially with the prevalence of dispersed armour schemes that even the improved HE pen on her 152mm won't be able to best. Still, it's hard to argue with more direct damage. As for the latter skill, I go into more detail in the agility section below. I'm not a fan. Camouflage Agincourt has access to two camouflage patterns, Type 9 and Veteran of Jutland. They are cosmetic swaps of one another and both provide the following bonuses: 3% surface detection +4% increased dispersion of enemy shells -10% to post-battle service costs +50% experience earned. You can unlock the alternative colour palette (the blue) by completing the appropriate section of the Royal Navy Destroyers collection. Agincourt's Jutland camo. Like the ship itself, this is only available from a loot box. Where's that puky emoji? Firepower Main Battery: Fourteen 305mm guns in 7x2 turrets in an A-B-P-Q-X-Y-Z layout. A-B are in a superfiring configuration. P faces forward, Q aft. Y-turret superfires over X and Z, with X facing forward. Secondary Battery: Twenty 152mm guns and ten 76mm guns. Fourteen 152mm guns are mounted in casemates in the upper hull, four mounted in casemates in the fore and aft superstructure and two deck mounts straddling the main bridge. Eight of the 76mm are mounted in casemates on the upper-superstructure with a pair of turrets one platform higher on the rear superstructure. Fourteen Guns and They're All Crap Agincourt's guns are terrible. Ostensibly she uses the same guns as Bellerophon and Dreadnought, the tier III British battleships. However, they somehow manage to be worse on a per-gun basis. Specifically, Agincourt's 305mm guns have a longer reload than her tier III predecessors, worse dispersion and gutted HE performance. Yes, you have fourteen of the bloody things, but they're terrible. Unequivocally terrible. If Oklahoma weren't a thing, Agincourt's guns easily takes the prize for the worst gun performance at her tier. Thankfully, they have two redeeming qualities. She has fourteen of them. She has improved HE penetration. The major issue facing Agincourt's gun performance is her AP shells. If Oklahoma's AP was bad, Agincourt's is worse. It's so bad you can't reliably penetrate battleship belt armour outside of 8km distances. This necessitates keeping a ready list in your head of what the armour thicknesses are of select battleships and, in turn, what ranges you can engage them. Does New York have in excess of 340mm of belt armour, or is it only 280mm? At what range can Agincourt citadel a broadsiding Izmail? How much relative armour does a Conte di Cavour have at a 50º angle? When in doubt, you can always aim higher and hope for penetrating hits but you're working against troll, 1.5 sigma dispersion. Now you could be forgiven for thinking that Agincourt's AP penetration woes would make her better at landing citadel hits on cruisers, but this simply is not the case. Unlike other low-tier, small-calibre guns, she does not have the shortened, 0.01s fuse timers ideally set to for dealing with the smaller breadth of low-tier cruisers. Instead she has the longer, 0.033s fuse timers that are better suited for plunging deep into a heavily armoured vessel in order to destroy machine spaces and magazines. Thus, Agincourt's AP shells work at cross purposes to themselves. She does not have the penetration to readily duel with other dreadnoughts and her fuse timers are poorly set for popping the thinner citadels of low-tier cruisers. About the only targets where this low penetration and long fuse timers work to her advantage is blasting shells down the length of bow-in ships you can overmatch. Waiting that painfully long 36 second reload, setting up for that perfect broadside shot only to watch everything thrown at your opponent over penetrate or shatter is heartbreaking. That's painfully commonplace. Agincourt has some of the worst AP penetration values at her tier. And just to make things more frustrating, she has abnormally long shell fuse timers too which makes over-penetrations against cruisers more likely. So they suck on both ends of the spectrum. The two differences between the HE shells on HMS Dreadnought and Bellerophon versus those of Agincourt. Graphic pulled from gamemodels3d.com which i cannot recommend highly enough for players looking to expand their knowledge into the more esoteric details of World of Warships. Things get a little better with Agincourt's HE shells, but it's not all sunshine, rainbows and puppies here either. You need only look at the difference between Bellerophon and Dreadnought's HE shells versus those Agincourt was dealt. Dreadnought's HE shells hit 18% harder than Agincourt's and have slightly improved fire setting characteristics. Thus Agincourt's broadside is the equivalent of a 12-gun British battleship, not 14. Agincourt's HE DPM is little better than Wyoming, the tier IV American battleship, though the differences count. Perhaps the best saving grace of Agincourt's HE shells is that they retain the 1/4 HE penetration of the British battleship tech-tree. At 76mm, the modest damage output of her HE rounds becomes much more formidable and she is capable of landing citadel hits on a whole list of cruisers within her matchmaking, including but not limited to such prominent targets as the American Omaha-class and Pensacola-class. Farming up some of those black ribbons with HE shells is very satisfying, especially after being repeatedly trolled by her AP, let me tell you. Guess which ammo you'll be relying on? Agincourt's a decent fire setter. If you can land the hits, a full broadside is quite formidable. The catch to that, of course, is landing those hits in the first place. Her dispersion isn't kind nor is her reload. There just isn't anything really redeeming about Agincourt's main battery firepower short of the number of barrels. That 36 second reload is painful in the extreme. Her 4º/s gun rotation is lame, but at least she cannot out-turn her turrets (even if you slap on a Sierra Mike signal and the Swift in Silence commander skill). Her fire arcs aren't great on the whole. Some of her gun turrets are amazing but in order to maximize her firepower, you have to expose a lot of broadside. Her ballistics are incredibly floaty, with her shells suffering from a heavy amount of drag. And finally there's that awful shotgun dispersion of her's which can foil even the most carefully aimed shot. On the flip side, every now and then you'll land this amazing, Devastating Strike and it will make you wonder why you can't do it more consistently. I'm not a fan of Agincourt's main battery guns, if you can't tell. You can make them work, don't get me wrong, but it's an uphill battle. Okay, making this graphic nearly broke my brain. Y-Turret is my favourite (TGIF! ♥). Not only does it have great arcs, it can also rotate 360º. So long as you keep P and Q turret masked, Agincourt's forward fire arcs are very good. Historically, these seven turrets were named after the days of the week, from Sunday through Saturday, fore to aft. One of my standard dispersion tests. This is 180 AP shells fired at 15km. Agincourt is equipped with Aiming Systems Modification 1. Shots are coming in from right to left with the stationary Fuso-bot effectively bow-tanking. Agincourt's 1.5 sigma makes her gunnery all kinds of wonky. Their low velocity has their shell fall angle coming in at a rather steep 17º angle. I Need a Hero! ♫ Agincourt's secondaries to the rescue. Low-tier secondaries have long sat in the shadow. This was largely owing to the old Manual Fire Control for Secondary Armament skill which provided a 60% dispersion reduction to tier VII+ ships that designated a target for their secondaries but only a 15% for lower tiered vessels. For four skill points, it just wasn't worthwhile. That's changed with the skill rework, with low-tier battleships gaining the same flat 35% dispersion reduction as higher tiered vessels. So while high-tiered battleships definitely had the potential of their secondaries nerfed with the rework, lower-tiered vessels had their's buffed. But there's more to secondary performance than how well it synergizes with a particular commander build. There are four main elements to look for to see if secondaries are worth specliazing into: Range. This is the real kicker. If your secondaries don't have the reach, they're not of much use. A 5km base range is really the minimum I consider to be viable for secondary builds. Between skills, signals and upgrades, a 5km secondary can reach out to 7.56km which is outside of torpedo range for most destroyers, giving the guns some comfortable use. Most low-tier secondaries sit between 4km and 5km in reach. Agincourt's have a 5.5km base range, maximizing out to 8.32km which is very usable in lower-tiered matches. Volume of Fire. You need a lot of guns and/or a fast rate of fire to make a secondary build worthwhile. This simplifies to looking at the damage-per-minute potential of the base secondaries and seeing if they're putting out big enough numbers to make opponents balk. Agincourt has more DPM potential than a lot of the high-tier secondary heavy-weights. Yes, really. The reload on her guns is ridiculously short, with a mere 2.7 seconds on her 76mm and only 4 seconds on her 152mm guns. She puts out a lot of fire, very quickly. Penetration. Having a lot of potential damage doesn't matter much if those guns are incapable of directly doing any harm to the targets they hit. This is what largely damns a lot of high-tier French battleships. This is one area where low-tier battleships luck out. Structural armour plate at low tiers allows for even small calibre guns to be useful. Agincourt's 76mm can still directly damage the hulls of all tier IV and V cruisers and destroyers and even those of the very light cruisers at tier VI and VII. Her 152mm are a threat to anything but tier VI+ battleships and select heavy cruisers. Accuracy. The final piece of the puzzle is accuracy. If this isn't present but all of the others are excellent, then it can be overlooked. However, having this is definitely the icing on the cake. Agincourt has improved secondary accuracy on ALL of it's guns, not just the casemate weapons as found on ships like Warspite and Iron Duke. This gives her Massachusetts-style dispersion patterns on her secondaries. Agincourt's secondaries fall under the "accurate" category. Agincourt ticks all of the right boxes. Good range, solid DPM, workable penetration and great accuracy. I am firmly of the opinion that if you do not specialize Agincourt with a deep secondary build, you are doing it wrong -- or at the very least, you are missing out on one heck of a ride. While I can appreciate that some people do not find the AI driven guns to be entertaining, there is no arguing their efficacy on this ship. Fully tricked out, Agincourt's secondaries shred exposed destroyers and I've seen them make cruisers and battleships panic. As if their direct damage weren't enough, they're INSANE fire starters -- like Worcester levels of fire starting potential. If you've already been throwing HE shells from your main battery guns about, your secondaries will often find targets that have their Damage Control Party consumable on cool down, making for some easy damage as you move in to a joust. I cannot sing high enough praises for these weapons. Bring them into range whenever possible. You won't be disappointed. Have some perspective. Of the 452k done by Agincourt's secondaries, 330k comes from her higher penetration 152mm casemates. These can be buffed with IFHE to make them capable of damaging the hull extremities of anything within her matchmaking. If mapping her main battery guns nearly killed me, this turned me into a trigonometry zombie. This maps the fire arcs of Agincourt's secondaries with her 152mm in red and her 76mm in light blue. Agincourt's secondaries have most of their arcs weighted rearward. However, do not ignore the fact that she can still bring six of her 152mm guns to bear on a 30º angle forward, giving her a very meaty weight of fire on a brawling aspect while maintaining auto-ricochet angles. Go ahead and take IFHE if you want. She's got FPM to spare. Summary Terrible (HORRIBLE) main battery AP shells but decent HE. Long reload and wonky dispersion makes for very trollish gunnery. Sometimes it works. Sometimes it's heart breaking. If you're not spec'ing Agincourt for secondaries, you're missing out. Seriously. Durability Hit Points: 48,400 Bow & stern/superstructure/upper-hull/deck: 19mm / 13mm / 152mm / 38mm Maximum Citadel Protection: 229mm belt + 38mm turtleback + 38mm citadel wall. Torpedo Damage Reduction: 14% Dispersed Armour The thickness of Agincourt's armour is a serious issue. In order to cram so many guns onto her hull, her armour was compromised, shaved down to the level of a WWI era battlecruiser. She simply does not have the overall thickness needed to repel battleship calibre AP shells at any range. Even heavy cruiser AP rounds become an issue at closer distances. Without careful angling, Agincourt surrenders too many hit points to high-penetration AP attacks. The thick plates covering the ship ensure that every AP shell that does best the armour will fuse for full damage. The only ray of sunshine here is that while she may not have thick armour overall, it is well dispersed which can be downright troll against certain attacks. For cruisers and destroyers slinging HE and SAP shells, Agincourt has only a few vulnerable areas, namely her bow, stern and her small superstructure. Everything else they throw at her will shatter or ricochet which makes Agincourt feel quite tanky. Similarly, these vulnerable points are the only areas where battleships can land overmatching penetrating hits when Agincourt angles correctly. With her icebreaker bow, waterline shots will simply ricochet off. It pays to keep her gun fire angles that we discussed earlier in mind. Unmasking P & Q turret will generally leave her vulnerable to returned AP shells. You don't want to nose in perfectly as this will bait shots into her vulnerable upper snoot and barbettes, but sit her at a slight angle. If you can unmask everyone's favourite day of the week (Y-Turret) then you're doing it right. Thus Agincourt's armour protection rewards player skill; both for the attacker and defender. Knowing how to exploit her weaknesses bipasses a lot of her strengths. Knowing how to properly angle her can mitigate a lot of incoming damage. Look at that lovely dispersed armour scheme. Agincourt's armour is excellent when angled in a close-range brawl, though it doesn't quite stand up to long-range punishment. Still, keep her angled and she'll serve you well, resisting AP, SAP and HE shells equally. Do it wrong and those thick armour plates will ensure that battleship calibre AP shells fuse and deal full penetration damage. Her big 19mm snoot and butt are obvious weak points. Citadel & Turret Protection Understandably, the issues with her thin belt carry over to a poor citadel protection scheme. In particular, Agincourt is highly vulnerable to 380mm+ calibre AP shells as there are sections of her citadel which may be overmatched; namely the walls of her boilers, machine spaces and the roof. Still, Agincourt isn't a free meal for overmatching weapons. There is a hidden 25mm and 38mm plate in her bow and stern that caps directly on top of her 102mm and 152mm belt respectively, along with her 38mm turtleback. While the 25mm plate cannot resist 380mm+ AP shells, the latter 38mm will foil shots that come in a bit higher. Her turtleback isn't a significant barrier on its own. However, if she is angled, it's one more plate that may prompt a ricochet and save her for from taking a citadel hit. And really, that's the best you can hope from Agincourt's citadel protection: to turn a catastrophic hit into merely a serious one. One of the things AP shells LOOOOOVE to fuse on are Agincourt's turrets. She has a lot of them and they act as catchers mits for battleship calibre rounds. This leads to a lot more damage than you might otherwise expect and it's definitely a weakness to exploit when going toe to toe against her. While their turret faces are a chunky 305mm in thickness, this isn't enough to repel anything but the longest range fire from the weakest guns out there. Furthermore, below deck, the barbettes of her P, Q and X turrets are just 76mm. Penetrating AP hits love arresting within these rings and blowing up your guns. Similarly, the roofs of her guns are only 76mm. While their slope alone is more than enough to see off AP and SAP shells, Royal Navy battleship HE can and will penetrate if you're unlucky enough to get hit there. This will deal HE penetration damage AND prompt a critical damage check and again, you may end up temporarily losing a turret. Because so much of Agincourt's deck space is taken up by main battery guns, they get hit often. This in turn means more critical damage rolls so be prepared to see more temporarily disabled weapons on this ship than you might otherwise be used to. That's okay, though. You have more where those came from. The last thing to touch upon here is that with Agincourt's citadel being so long (long, long maaaaaan! ♫) every torpedo that hits you will be causing citadel damage. Agincourt has almost nothing in the way of usable anti-torpedo defence. She floods easily and you're not healing back much (if anything) from torpedo hits. Agincourt's main battery turrets are not very well protected, with P, Q and X-turret having very thin barbettes. It is not uncommon for any of her weapons to be disabled or permanently knocked out over the course of the battle when trading fire with other battleships. Y and Z turrets mirror B & A's barbettes respectively. Furthermore, Agincourt's citadel has 25mm sections of it vulnerable to 380mm+ AP shells overmatching. Be careful when facing battleships with these higher calibre weapons. Do keep her hidden geometry in her bow to help protect from overmatching hits punching through her 19mm bow and stern. Also, there's a 38mm turtleback that runs from the 152mm plate in the fore to the one dittoed in the rear, adding to her citadel protection but it's angled incorrectly to prompt ricochet checks. Health and Heals The strangest thing about Agincourt's durability is that it's so normal. Royal Navy battleships have, since their introduction into World of Warships, had special Repair Party consumables. While the portable dry-docks of Nelson, Lion and Conqueror are perhaps the best known among the community, Warspite always healed back more damage per charge of her consumable while also queuing up more damage as well. Even Iron Duke queues up 60% of penetration damage. Agincourt doesn't have any of that. Her Repair Party consumable is completely normal, healing back a "mere" 14% of her starting hit points per charge (base) and queuing up a "mere" 50% of penetration damage. The only ships she has a leg up on are Soviet battleships with their reduced number of healing charges. So while she may have a comparable number of starting hit points to Oklahoma, for example, she has less overall healing potential. Similarly, while Iron Duke's theoretical hit point pool is smaller, the tech-tree battleship has more efficient heals. So there's nothing really worth getting excited about. Thanks to the smaller hit point pools of Conte di Cavour and Viribus Unitis, Agincourt has a better-than-average base hit point pool but that's nothing remarkable. Nothing too out of the ordinary here. For those wondering, Agincourt's maximum effective health is 2.61 Viribus Unitis while New York, the best of the bunch, has 3.05. Summary Agincourt's dispersed armour scheme is a mixed blessing. It's good against small and medium calibre HE and SAP but only good against AP when perfectly angled and useless when not. Her guns get knocked out often and this has a spillover effect leading to Agincourt taking more penetrating hits. Nothing special about her heals. VERDICT: Pretty average for a low-to-mid tier battleship. Better than some, worse than others. Agility Top Speed: 22 knots Turning Radius: 670m Rudder Shift Time: 13.4 seconds 4/4 Engine Speed Rate of Turn: 3.8º/s at 16.6 knots While Agincourt may have a battlecruiser's armour, she does not have a battlecruiser's speed. This is a slow, cumbersome ship. Her only saving grace is that there are a lot of slow, cumbersome ships at tier V so she doesn't feel horribly out of place. This said, her turning radius is one of the largest at her tier. And while a 670m turning circle radius looks pretty good if you're used to higher tiered ships, this is pretty bad down here in the kiddy pool where islands are plentiful. When paired with her pedestrian top speed, this results in one of the slowest rates of turn for a low-tier battleship. Agincourt feels big and sluggish. What's more, she doesn't get anywhere quickly. This isn't so bad if she ends up on a low-tier map, but when Agincourt gets uptiered, you really start to feel this lack of flexibility. Maybe there's room for the new Swift in Silence skill? I want to be able to recommend it. I would love it if the skill was competitive for certain ships and certain builds, but it's so hard to justify. With it and combined with a Sierra Mike signal, Agincourt's speed gets up to an impressive 25.4 knots, which largely corrects any flexibility deficiencies. That's incredibly enticing. The catch is, of course, that she needs to go undetected in order for this to work. Put one aircraft carrier in play or end up on a flank with a concealed lolibote and her boost goes away. One of the major reasons I want the extra speed is to allow Agincourt to kite but if she's detected (or firing her guns), that's not going to work. Furthermore, the skill and signal combined do not significantly boost her rate of turn, upping it to 4.0º/s. This comes at the cost of her turning circle, jumping up Agincourt's radius to 730m. At four skill points, it's just not quite there in my opinion. Maybe if the speed was always on? Maybe if it provided more speed? I dunno. Agincourt has some of the worst agility at tier V. She's not only slow, but she has a large turning radius at her tier too. Granted, that 670m is pretty small compared to higher tiered battleships, but still, it gives her some of the worst handling at her tier by a noticeable margin, making her feel like one of the higher tiered thunderchunkers when she tries to come about. VERDICT: Crap. Arguably one of, if not the worst at her tier. Anti-Aircraft Defence Flak Bursts: None Long Ranged: None Medium Ranged: None Short Ranged: None There are two ways of looking at Agincourt's complete lack of anti-aircraft firepower. The first is to look at it as a crippling flaw. Any aircraft carrier that knows that Agincourt is bereft of AA defence can attack her with impunity; especially if she's isolated. Furthermore, tier VI carriers can drop fighters on top of her and keep her perma-spotted until she sails out of their spotting range. At her slow speed, this will take quite a while and it strips her of her stealth advantage. The general lack of long-range AA support at low tiers makes this quite likely and carriers can engage her confident that they will less planes than if they attacked one of her supporting team mates. Playing on the receiving end, it's a bit disheartening to know you're going to take repeat drops and it necessitates changing some behaviours. We already know that Agincourt is not agile enough to pretend to Just Dodge™ ordnance but if the CV player is in a hurry, they might flub a torpedo or bomb drop. But what's most important is to properly gauge when to use her Damage Control Party. Don't make the mistake of dousing fires too early or patching up floods you could just heal through. The second and cynical way of looking at things is that Agincourt's lack of anti-aircraft firepower doesn't matter. Few tier V battleships have any kind of anti-aircraft firepower worth getting excited about nor can they see to their own protection. In this sense, Agincourt dispels any illusions of counterplay against a carrier. There's not much anyway, so removing it entirely provides a more "pure" CV vs Surface Ship experience. Man, that's [edited]. And they said there's no such thing as a free lunch. VERDICT: There is now a level zero. Vision Control Base/Minimum Surface Detection: 12.24km / 10.69km Base/Minimum Air Detection Range: 8.7km / 7.83km Detection Range When Firing in Smoke: 9.35km Maximum Firing Range: 15.34km Upgraded includes the use of a camouflage providing a concealment bonus and the use of the Concealment Expert skill and Concealment System Modification 1 upgrade if available. Agincourt has no right being as stealthy as she is. She is the stealthiest battleship in her matchmaking pool. If she were a tier V cruiser, she'd be sneakier than half of them. It's a shame she's not a faster battleship because she could then take full advantage. The closer Agincourt can get, the better. Her armour just isn't thick enough to trade at range and her own AP shell performance is piss-poor until you're up close -- sometimes point-blank-range close. As it is, you can almost (almost!) get her to within secondary battery range before she's detected which is pretty hilarious. You need simply sprint the last 2.37km to start opening fire. Unfortunately, that 2.37km "sprint" is more of a wobbling bag of rancid liposuction meat gently rolling downhill. 2.37km is pretty substantial for a ship that can only manage about 22 knots; it takes her a full 40 seconds to cover that distance. Without the use of island cover, boxing your target in or your opponent making a mistake, Agincourt's not sneaking up on anyone this way. Agincourt's stealth is meant to band-aid a lot of other flaws. Bad AP penetration? Sneak up and get closer. Reliant upon secondaries? You can almost sneak into range. Poor armour protection from long range fire? Keep silent and go stealthy to mitigate it. I mean, Agincourt's stealth certainly helps but again, that lack of speed really makes it difficult to fully capitalize upon. It's only on those claustrophobic, island choked maps where this stealth + speed combination works in her favour and can be used offensively. In all other aspects, Agincourt's stealth becomes a purely defensive ability and used whenever she holds fire. Now this can be used to great effect by an experienced player. Disengaging at the right time will keep you alive, after all. But there are a whole range of "what ifs" that undo it -- the most simple of which being a shadowing lolibote or aircraft. Agincourt's stealth is a trait that's nice to have but it's hard to argue that it's especially powerful without speed to control engagement distances. VERDICT: Cool to have but not game-changing. Final Evaluation As Drachinifel has elucidated, Agincourt has always been a troublesome vessel. Her acquistion caused problems then and it's causing problems now. The only way to get Agincourt at her launch was through gambling through loot boxes. There was no direct sale offered. Using my press account, it took me 11 pulls before she dropped. That's 8,250 doubloons worth if I bought the crates individually. I didn't, I bought a huge bundle so it technically would have cost me 13,750 doubloons. That's the cost of a tier VIII premium for a tier V ship. While receiving dragon signals is nice, I have no practical use for any of the other contents from the containers. Ergo, these loot boxes are worthless to me but for the ship and the permanent camos. If I didn't get access to Agincourt via Wargaming, I would not touch this vessel with a ten foot pole. And that's a shame. This is a really fun ship. I've enjoyed Agincourt immensely and I highly recommend her for anyone that misses brawling in higher tiered vessels. But I hate loot boxes. I cannot and will not support them. So hard pass on Agincourt until she's made available by more conventional means. Thank you for reading.
  2. The following is a review of HMS Gallant, a ship kindly provided to me by Wargaming at no cost to me. This is the release version of the vessel and these stats are current as of July 19th, 2017. Please be aware that her performance may change in the future. Are you excited? I'm excited! More Royal Navy ships! Whoo! Quick Summary: A small, agile destroyer with an uninspiring main battery. She has a heavy torpedo armament with the ability to launch each fish individually, but she's held back by poor launch angles. Cost: Bundles started at $21.99 USD with a port slot. Patch and Date Written: June 8th, 2017 to July 18th, 2017, Patch 0.6.6 to 0.6.7.1 Closest in-Game Contemporary Gaede, Tier VI German Destroyer Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique As much as I would like to compare these to the Polish Grom-class, Gallant shares a lot in common with Ernst Gaede, the tier VI German Destroyer, especially when the German ship is armed with its (admittedly awful) 128mm guns. Am I foreshadowing bit? PROs Gallant has an 8% chance per shell to start fires and the highest Fires per Minute chance of any Tier VI DD. Powerful torpedo armament doing 15,433 damage per hit, with 8.0km range and 61 knot top speed. Torpedoes may be dropped individually in the same manner of Royal Navy cruisers. Tiny turning circle of 540m with excellent rudder shift time of 3.0s. Second best surface detection range at her tier of 6.8km. Small target -- less than 100m long. CONs Small hit point pool of 12,000hp. Weak main battery armament of four 120mm guns and low DPM. Short 10.2km range and clumsy firing angles on #4 turret. Worse shell ballistics than the American 127mm/38s with even more "float". Horrible fire angles on her torpedoes with a maximum forward fire angle of 68º off the bow. High learning curve with making optimal use of her torpedoes. An absolute laughable lack of any credible AA power. HMS Gallant surprised me when she was announced to be coming to World of Warships. As fighting vessels go, she was in the thick of the action in the early part of the war but she didn't participate in any major surface engagements as far as I could tell. It made me wonder why we were seeing Gallant represent the G-class destroyers in World of Warships when there were examples such as Glowworm which saw surface action against capital ships to draw from. Everything began making sense when the Dunkirk Scenario was unveiled. She's not the first British premium destroyer released in the game (that honour goes to HMS Campbeltown at tier III), nor is she first British-built destroyer in the game (that distinction goes to ORP Blyskawica). What she does provide, however, is a glimpse of what the British destroyer line may end up being in the future. It remains to be seen how many of the features on HMS Gallant will become standard to the British destroyers. Sharkbait_416 of the World of Warships wiki team has volunteered to join me in this review. He'll be providing a look into HMS Gallant's history and his impressions of the ship. Take it away! The Sharktank HMS Gallant, hull pennant H59, was a G-Class destroyer of the Royal Navy, launched on August 26, 1935. With the outbreak of WWII in 1939, Gallant began operating in the North Sea, primarily tasked with escort and patrol duties. Throughout the course of these duties, Gallant participated in rescue operations which saved the crews of multiple stricken ships, such as SS British Councillor, SS Santos, and HMS Princess Victoria. On May 25, 1940, Gallant was detached from North Sea operations to partake in Operation Dynamo, the evacuation of Allied forces from Dunkirk. On May 26, Gallant arrived in the channel. On May 27, Gallant and HMS Vivacious were notified that ORP Blyskawica was tasked to meet them. The Admiralty wanted the three ships to enter the port of La Panne to evacuate RAF personnel. However, Blyskawica was unable to locate the two British ships. The next day, Gallant embarked troops and transported them to Dover. Gallant made a second trip to Dunkirk on May 29, embarking more troops. Prior to arriving at Dover, Gallant was attacked by Luftwaffe dive-bombers. Despite suffering slight damage, Gallant managed to return to Dover under her own power. In total, Gallant rescued 1,466 personnel from the beaches of Dunkirk. In June 1940, Gallant assisted in the search for Scharnhorst and Gneisenau but was unable to locate the two German ships. In July, Gallant was tasked for duty in the Mediterranean, where she joined Allied forces to assist in operations in the West Mediterranean Sea. On October 20, 1940, Gallant used depth charges to assist in sinking the Italian submarine Lafolè. On November 27, Gallant fought in the Battle of Cape Spartivento as a part of Force B. While supporting convoy operations in the Straits of Sicily off Pantellaria, Gallant hit a mine on January 10, 1941. The force of the explosion tore the bow from the ship, killing 65 crewmen and injuring 15. The remainder of the ship was towed stern-first to Malta. Gallant began undergoing repairs, continuing into 1942. On April 5, 1942, a bombing raid resulted in a near miss that severely damaged Gallant. Due to extensive damage, Gallant was declared a constructive total loss. Gallant was used as a blockship in St. Paul’s Bay and scrapped in 1953. Rerences: http://uboat.net/allies/warships/ship/4391.html & http://www.naval-history.net/xGM-Chrono-10DD-25G-HMS_Gallant.htm Picture courtesy of Wikipedia. Options Gallant uses the same Smoke Generator consumable as the Japanese and Soviet Destroyers. This differs from Campbeltown, the other British premium, whose Smoke Generator echoes that found on American Destroyers. On the USN DDs. the emission time is longer and so is the duration of each individual cloud. This isn't the case on HMS Gallant. So, everything is standard here. Consumables: Damage Control Party Smoke Generator Engine Boost Module Upgrades: Four slots, standard cruiser upgrades Premium Camouflage: Type 10, tier VI+ Standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. Remember to equip as many premium consumables as you can reliably afford on a per-match basis. The module options you'll be using are the standard fare for destroyers. In your first slot, take Magazine Modification 1. Seriously, don't take take Main Armaments Modification 1 unless you're going into Ranked and taking Juliet Charlie signals -- you're more likely to have your entire destroyer blown out from underneath you before you permanently lose one of your weapon mounts to direct damage. This way you can mitigate some of those detonations. In your second slot, Aiming Systems Modification 1 is the way to go. Note, if you're playing the Dunkirk Scenario, you want to take AA Guns Modification 2 for the extra range. It's useless otherwise, but you WILL NEED IT in the scenario if you're trying for 5 stars. Don't skimp out on this. In your third slot, take Damage Control Modification 1. The other two are terrible (not that DCM1 is much better). And finally, in your fourth slot, take Propulsion System Modification 1. If you have access to Super Upgrades, there's only one really worth considering and that's Engine Boost Modification 1. This would replace your Damage Control Modification 1 upgrade in your third slot. Firepower Primary Battery: Four 120mm rifles in an A-B-X-Y superfiring configuration. Torpedo Armament: Eight tubes in 2x4 launchers rear mounted down the centerline of the ship. Gallant's gunnery is pretty close to terrible. They may have decent gun handling and a nice krupp rating on her AP shells, but almost everything else is awful. Her 120mm guns are the smallest caliber at her tier and an armament we would expect on tier IV destroyers, not VI. Understandably, on a per-shell basis, they have some of the worst alpha strike qualities, besting only German 128mm HE shells. With her four guns, this makes her volleys rather anemic. But there's worse to come: The ballistic arcs on her 120mm/45 guns are worse than the American 127mm/38s. While Gallant has better muzzle velocity than Farragut's weapons, the shells are lighter and lose speed more quickly. At ranges greater than 5.0km, Farragut's 127mm/38s have better shell flight times over distance. Gallant's shells take 8.62s to hit targets at 10km compared to Farragut's 8.31s with HE shells. Gallant's range normally caps out at 10.2km, so this slow shell time to distance cannot be seen in full measure without Advanced Fire Training. With it, you'll see shell flight times of approximately 1 second per km traveled at ranges in excess of 10km. This makes Gallant's guns utterly ill-suited to engaging anything short of a slow turning Battleship or Carrier at range. You can largely forget about making use of AP except at stupidly close ranges where you'd be better of dumping fish into them instead. To engage enemy destroyers, she needs to be close -- ideally no more than 7km to 8km at most before the lead times greatly inhibit accuracy. And more often than not, she will not want to engage enemy destroyers in the first place. Gallant has two saving graces where her guns are concerned. She has a decent (but not great) rate of fire. With a 5.0 second reload, she can put out twelve rounds per gun. So while she may not be able to compete with any of her peers on a per-volley basis, she can out-muscle Japanese destroyers in a protracted gunnery duel through sheer volume of fire. On paper, she should also be able to compete with Ernst Gaede, the German tier VI, however in practice this often proves to be a fool's errand. Gaede's guns have better ballistic arcs and, more importantly, a lot more health. The second saving grace is more memorable. Gallant has a very high chance to set fires per shell. At 8% per hit, when coupled with her four guns and rate of fire, Gallant becomes the best potential fire starter at tier VI. While this will not help her against enemy destroyers, it does speak to a specialization which favours making the lives of enemy Battleships quite miserable. Overall, Gallant is only a better overall gun platform than Fubuki and Hatsuharu which is pretty poor marks. She edges out Shinonome too, but only just. She needs to force a slug fest to out perform the IJN premium. The reliable 6-gun alpha strikes are quite valuable as they can often decide a duel against a mid to low health enemy destroyer, forcing them to back off even if they have a DPM advantage. It's Gallant's ability to set fires which really redeems these guns. Without it, her main battery would be utterly lamentable. The worst part is that Gallant's guns feel very comfortable to use -- so much so that you might grossly over estimate how well they perform. They turn decently. Their rate of fire is nice. They cause lots of fires. This got me into a lot of trouble when it came to dueling with other destroyers. I'd feel I had the advantage only to see just how uneven a contest it actually was when I got myself butchered. Do not make this mistake. Gallant's guns aren't good. They're not terrible, but they can cause you more problems than they'll solve. Gallant largely redeems the poor qualities of her guns with her torpedo armament. They aren't without their (oh-so minor) faults. For a torpedo specialist, her range of 8.0km is decent but not enough to make captains of the Japanese destroyers sit up and take notice. Their 1.3km detection range gives opponents nearly eight seconds to react which is alright, but not great. The same could be said of their 61 knot top speed which is perfectly adequate but, again, nothing special or worth celebrating. But here's where things get exciting: Gallant has the same launch options as British cruisers. To be clear, the two fire options for Gallant are a narrow spread or to fire off her torpedoes individually. She does not have the wide-spread option found on other destroyers. It's this single fire option which is so desirable. This greatly increases the flexibility of Gallant's torpedo armament, whether this be dropping more complex patterns for opponents to dodge or holding fish in reserve when a target may think themselves safe from harm. On paper, the advantages of Gallant's single fire torpedoes are many. In practice? Many of these advantages are locked behind an admittedly difficult set of player skills, acquired only from experience and the lessons learned from lots of mistakes. Veterans of British cruisers will have a leg up on the competition here. Gallant's torpedoes are individually hard hitting at 15,433 damage and with eight tubes, Gallant's potential damage for a full launch exceeds all ships with the exception of Shinonome and Fubuki which launch nine. Even so, Gallant's torpedoes hit harder individually than Shinonome, so she's not far behind these Japanese torpedo specialists. The are a couple of serious flaws with her torpedoes. They have a punitively long reload of 96s for one, even for a quad launcher. This is common to launchers with more tubes, and Gallant loses out so significantly to the other torpedo-specialists with shorter reloads on their triple launchers with Shinonome having only a 73s reload while Fubuki and Hatsuharu make due with 76s. The second drawback are the awful firing arcs of Gallant's launchers. They only have a 55º launch arc with a rearward bias. The furthest forward they can target is nearly 70º which is appalling and can really hurt Gallant in close quarter brawls or when navigating through islands. This limited fire sector also means she can't use her torpedoes defensively very well, as she has to present her broadside to dump them into the water. So for all of their good hitting power, Gallant cannot launch her fish often and when she can, you may find yourself fighting the fire arcs of her launchers in order to do so. Summary: Her torpedoes are powerful. Single fire torpedoes are awesome, but it's going to take some practice to make them work. The limited fire arcs of her torpedoes can be immensely frustrating. The only thing saving Gallant's guns from being a complete write off is their good rate of fire and high fire chance. Manoeuvrability Top Speed: 36.0knotsTurning Radius: 540mRudder Shift: 3.0s Maximum Turn Rate: 8.6º per second. Gallant is rather average for a tier VI destroyer when it comes to her top speed, though all of the destroyers with the exception of the Gnevny-class (including Anshan) slot in and around 35.5 to 36.5 knots. What she does have is great handling, however. She answers her rudder very quickly and can throw herself about in the water like no one's business. She's only held back by he modest top speed. She keeps over 30 knots in a turn, though just barely, and this limits her maximum rate of turn to 8.6º per second. DurabilityHit Points: 12,000Maximum Protection: 16mm Gallant's 12,000 hit points sits on the low side of average at her tier. She has more hit points than Farragut or Hatsuharu but less than the Gnenvy-class and Fubuki-class ships which make up more than half the destroyer population at tier VI. Gallant is tiny as far as ship length goes, but sadly she's also rather tall. This combines to make her a comfortable target to shoot at, unfortunately. Gallant does not have the DPM or accuracy over range to afford trading fire with other gunships. This is a risky venture even when she's top tier against tier V gunships like Podvoisky, Nicholas and Okhotnik. Only do so from a position of extreme advantage if you have to at all. Concealment & Camouflage Base Surface Detection Range: 6.84km Air Detection Range: 3.36 km Minimum Surface Detection Range: 5.97km Main Battery Firing Range: 10.18km Surface Detection Rank within Tier: 2nd Surface Detection Rank within Matchmaking: 16th of 34. Gallant has a decent concealment rating. Properly specialized with a 10pt Captain and with her Premium Camouflage, Gallant will get her surface detection range down to just a hair beneath 6.0km. The only ship at her tier that bests her here is Hatsuharu with a 5.8km surface detection range. This is good news for an under-gunned destroyer that struggles to trade blows with any of her contemporaries. Perhaps most impressive is her small aerial detection range which is better than any of the other destroyers at her tier. As a tier VI destroyer, Gallant sits in that unfortunate 'sweet spot' shared with tier VII destroyers where their concealment seems decent until measured up against the ships she faces. She's larger than most of the tier V destroyers she faces, and while she's much more stealthy than tier VII DDs, she finds herself out done by tier VIII gunships like Lo Yang, Benson and Akizuki -- all of which can make her life miserable in short order. It's a rare game where she'll ever be the stealthiest thing out on the water. Gallant is really built for this short-ranged attack. Her torpedoes give her a 2.0km stealth firing window which is enough room to comfortably manoeuvre. Sadly, this does fall within the range of radar equipped ships that begin appearing at tier VII. Skirting too close to the edge of her launch window also puts her dangerously close to the 5.58km range of Hydroacoustic Search on tier VIII German Cruisers It pays to take a moment to study team rosters and identify problem ships lest you trip over them at inopportune moments. Anti-Aircraft Defense AA Battery Calibers: 12.7mmAA Umbrella Ranges: 1.2kmAA DPS per Aura: 4 No. That small cloud of smoke is about to get really crowded with air dropped torpedoes in a moment. Pageantry and Gallantry Thanks to the Dunkirk scenario, there are going to be another build to consider for HMS Gallant, optimizing for achieving 5 stars in the scenario. For now, let me cover the basics for Random and Ranked Battles. As ever, we start with a core build of 10 skill points. Begin with Priority Target to increase your situational awareness when you no longer have concealment. Next, take the destroyer standby, Last Stand to give you passable engine power and rudder shift when these modules get damaged. You have a choice at the next tier. Torpedo Armament Expertise should be taken if you want to emphasize your torpedo rate of fire. Alternatively, take Demolition Expert to supplement your already excellent fire starting qualities on your guns. Do not double up on these at this stage. Finally, take Concealment Expert to get your surface detection down to 5.97km with camouflage installed. Here are the next skills to consider: Tier 1, Preventative Maintenance. For those who hate Priority Target, this can be taken as an alternative. This reduces the likelihood of critical damage occurring to any of your modules (except the Magazine). Tier 2, Jack of All Trades. This is handy for those players that like dropping smoke for their allies. Tier 2, Expert Marksman. This will increase your gun rotation rate from 10º per second up to 12.5º. Tier 2, Smoke Screen Expert. Are you a bro that drops smoke for your big friends in Ranked? Be an even bigger bro with bigger smoke! Tier 2, Adrenaline Rush. This is a long running favourite of many players. It increases your rate of fire of guns and torpedoes as you take damage. At 50% health, this shaves off almost 10s from your torpedo reload and increases your rate of fire from 12.0rpm to 13.2rpm. Always handy. Tier 3, Survivability Expert. This will increase Gallant's hit points from 12,000 to 14,100hp. Note that this won't give you advantage enough to reliably outgun other gunships that are at the same health you are, but it does provide more of a buffer. This can be especially handy in Ranked Battles. Tier 3, Basic Fire Training. Bump up that rate of fire from 12rpm to 13.2rpm. Don't worry about what it does to your AA power. It's not relevant in these game modes. Tier 3, Vigilance. Spot those torpedoes early for your big friends. Tier 4, Inertial Fuse for HE Shells. You can bump up her effective HE penetration from 19mm up to 25mm with this skill. This is enough to stack direct damage against any capital ship you face in Ranked Battles, provided you don't hit the armoured belt, as opposed to being stuck trying to hit the superstructure. Tier 4, Advanced Fire Training. I would recommend against taking this one, but it does have it's uses. This bumps up your maximum range from 10.2km up to 12.2km. Keep in mind your shell flight time is almost 1s per kilometer at those ranges. Tier 4, Radio Location. Like high tier IJN Destroyers, sometimes it's nice to know where the things you don't want to face in a gunfight are likely to be. I personally would recommend the following builds: Random Battles: Core skills (Demolition Expert and Torpedo Armament Expertise both for a total of 13pts). Then take Inertial Fuse for HE Shells and Adrenaline Rush. Ranked Battles: Core skills (Torpedo Armament Expertise or Demolition Expert, not both to start). Then take Survivability Expert. Spend the last six points where you will based on your play style. For cap control, take Basic Fire Training and Adrenaline Rush. For support, lean closer to Vigilance and Smoke Screen Expert. Finally we come to the scenarios. For Dunkirk, you want to emphasize your AA power (silly, I know, but you'll need it). Your core skills look like this: Take Preventative Maintenance first. No surface ships will be targeting you with their main batteries. Next, take Last Stand. The artillery will knock out your engines and steering gears on occasion. After that, take Basic Fire Training to buff your AA power. Then take Advanced Fire Training to buff your AA range up to a "massive" 1.44km. This build is pretty useless for outside of the scenario, but what are you going to do? This "AA Build" only works because of the funny low-health values of planes in this specific scenario, so don't hold any illusions this has any worth outside of it. Some other useful skills include: Tier 2, Jack of All Trades, to help bring your smoke generator off cool down faster. Tier 2, Smoke Screen Expert, to give your allied ships more cover when you drop your smoke. Tier 3, Vigilance, to spot those torpedoes sooner. That's it. This is such a specialized build, I really doubt anyone will have the spare Captain to do it, but maybe you have more doubloons available than sense? When in doubt, you can always suicide-torp battleships at close range. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Gallant is very much like IJN Destroyers where she requires just a little more understanding of destroyer game play to make her perform. She isn't utterly dependent upon her torpedoes for doing damage, but without a good grasp of how best to optimize them, inexperienced players will find this ship frustrating. The good news is that her guns are quite comfortable to play with. The bad news is that her guns will get her into more trouble than not which is a formula for disappointing many consumers. Skill Ceiling: Low / Moderate / High / Extreme Gallant will challenge players to really master aiming their torpedoes manually without the use of the leading marker. This is a new skill for some players to learn and it will only improve their overall game play. This bumps up her carry potential somewhat in the hands of a true expert. Her guns are also quite serviceable in the right circumstances, but knowing when to fight and when to cut your losses is something that comes only with experience (or spider sense). The Sharktank HMS Gallant can be a thorn in the side of the enemy team throughout a match if played properly. My overall impression is that she is very good at one thing—launching torpedoes from concealment. Her single-fire torpedo launchers enable her to achieve more hits than the wide-spread setting. This is exceptionally useful in launching torpedoes at ships that are bow-on, such as those charging a smoke screen. However, this may also result in missing all torpedoes if they are improperly aimed. Gallant benefits from excellent maneuverability and a tight turning circle, which enables her to weave and dodge incoming fire if spotted. Much like the British cruisers, Gallant is most effective when maintaining her concealment, whether it be in a smoke-screen or skirting her detection range. Her mediocre HP pool and poor gun performance mean that direct engagements with cruisers and other destroyers are not recommended unless in self-defense. Her abysmal anti-aircraft armament rating means that an enemy carrier may freely fly squadrons of planes over the Gallant, keeping her spotted. To have a great battle, it is imperative to pick-and-choose engagements wisely. Because of this, Gallant truly excels when she has a commander that is specialized with Concealment Expert. This provides Gallant with a 2-kilometer stealth-firing window for torpedoes, and ample range for maneuvering and repositioning while avoiding detection. Gallant’s playstyle is very appealing, but it is important that players have a solid understanding of spotting and detection mechanics in-order to utilize Gallant to her maximum potential. She is not the type of ship that can outgun an enemy destroyer in the beginning of the game after charging into the objective. Instead, patience and smart tactics will result in players being rewarded with opportunities to take advantage of Gallant’s primary strength, her torpedo armament. In summary, I feel that Gallant is a strong torpedo boat, but suffers from being situational, especially in matches with aircraft carriers. It requires a patient and vigilant captain who takes note of the positions where enemy ships were last spotted to predict their movements. These predictions are essential in maintaining concealment and succeeding in carrying out ambush style attacks on enemy ships, a tactic that Gallant excels at. Mouse's Summary: Gallant plays closer to an IJN DD than a Soviet or USN Destroyer Single fire torpedoes are nice .. but only if you can aim. They'll be a detriment otherwise. Her guns feel more comfortable to use than her torpedoes, but her torpedoes are more powerful than her guns. Like IJN Destroyers, she becomes more deadly the longer she can survive into the match. If you die early, you're not getting the most out of this ship. Stay alive. Then she'll shine. HMS Gallant is a pretty uninspiring premium. Her gimmick resides solely in her ability to drop single-fire torpedoes. Should the future British Destroyer line have this ability too, short of them having some flaw (like no HE shells), Gallant isn't going to age well. Her guns are okay, but she doesn't have enough of them and they don't hit hard enough. Her torpedoes are really good, but they didn't blow me away. Specializing a ship around their torpedo armament really makes their performance flirt with feast or famine -- either you have jaw dropping, amazing games or you strike out and muddle through with a pittance of rewards. It frustrated me to no end that her guns are comfortable to use and (generally) suck while her torpedoes are not comfortable to use and (generally) rock. If only I could bring the latter to bear more often without finding myself beached or making myself a bigger target for guns / torpedoes / airplanes. If only the former wouldn't let me down when I find myself going toe to toe with anything more shooty than a Fubuki. For all of the average components that make up HMS Gallant, she's not without her charms. The sum of her parts creates a versatile ship that, while vulnerable to enemy destroyer gunships (and aircraft -- but all destroyers suffer equally there), can still manage to be a thorn in the side of the enemy fleet. Success with this ship hinges on how well a player can make her torpedoes perform. And she's got most of the right tools for facilitating that. She's not slow. She's pretty stealthy. She handles like a dream. She's got enough guns to defend herself. In theory, Gallant should work for most players. I wasn't inspired, however. Gallant didn't romance me the same way some other premiums have -- even the lackluster ones. Is that a flaw of the ship? I think so. I couldn't get excited for this ship. Time will tell if I'm proven wrong and the community embraces this one as one of their own. Would I Recommend? PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Mouse: The big question is how will she do in the Dunkirk scenario? Well, she combines elements of both freely available destroyers. Gallant has the fast gunnery of Anthony and the Smoke Generator of Cyclone, so she'll do alright against the Schnellboots but she'll really struggle to shoot down aircraft unless you've built her with AA pew pews in mind. In regular PVE play, treat her like an IJN Destroyer and you'll do alright. Sharkbait_416: Yes; I would recommend Gallant for PVE battles. At Tier VI, Gallant has minimal service costs. She maintains a fair margin of profitability in well-played PVE battles, but premium consumables should be avoided to maximize income. Gallant fares well against bots due to her concealment. She can provide support to teammates, such as a smoke screen, while also engaging enemy ships with her single-firing torpedo launchers. However, her main battery guns are of a small caliber and suffer from long shell flight times, which makes hitting small and agile targets, such as PT boats, difficult. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Mouse: It all comes down to how well you think you can perform with your torpedoes. Personally, I would give Gallant a pass here. While she's perfectly adequate when top tier, she's really going to struggle when bottom tier in the same manner as Fubuki and Shinonome. If that's your cup of tea or you can stomach being the (severe) underdog, then go nuts, my friend. Sharkbait_416: Yes; I highly recommend Gallant for random battle grinding. She truly shines with a 10-point commander that is specialized with Concealment Expert. With this skill, Gallant has a 2-kilometer stealth-firing window for her torpedoes. Those who are familiar with single-firing torpedo launchers may be able to hit a target with every torpedo in the salvo. Good concealment and high-damage potential equate to a ship which is highly rewarding for those grinding for XP and rewards. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Mouse: Is Gallant better than the other tier VI destroyers for Ranked Battles? She's not better than Anshan or Shinonome, but I would say she's better than Gaede or Farragut in this environment. I'll give her a green-light here, but you'd be much better off with Shinonome or Anshan if you can your hands on them. Sharkbait_416: No; although Gallant is very powerful due to her torpedoes, she is easily countered by aircraft. Additionally, she is not very competitive in a fair fight with other destroyers of the same-tier, due to a smaller pool of hit points and poor gun performance. As much as I like her, Gallant is situational in competitive gaming scenarios. Generally, I would advise players to choose another ship for competitive gaming unless they are extremely competent in maintaining concealment, dodging incoming gunfire, and avoiding overextension on the map. Still, an aircraft carrier can easily ruin Gallant’s match by keeping her spotted with squadrons of aircraft. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. Mouse: Eh. HMS Gallant has some story to her, but my initial reaction when I heard this ship was coming was "why not Glowworm?". I suppose if you want to own a little piece of Dunkirk memorabilia then snag her up. Sharkbait_416: Yes; Gallant served the Royal Navy honorably. Throughout the course of her service history, she saved the lives of nearly 1,500 personnel and sailors. Though she may not have the fame of other ships in the Royal Navy, Gallant served in numerous operations and escorted multiple convoys before being mined in the Mediterranean Sea. With her addition to the game coinciding with the Dunkirk Scenario, players can recreate her heroic actions in saving over 1,466 personnel from the beaches of Dunkirk in May 1940. For Fun Factor: Bottom line: Is the ship fun to play? Mouse: Nope, I did not enjoy my time with Gallant. Her torpedoes are frustrating to use. Her guns aren't. Her guns suck though and her torpedoes don't. How to frustrate Mouse 101. Sharkbait_416: Yes; Gallant is very fun to play. As mentioned above, a captain specialized with Concealment Expert provides Gallant with a 2-kilometer stealth firing window for her torpedoes. Her single-fire launchers allow for the possibility of hitting every torpedo in a salvo. Gallant does best in battles with a high number of battleships and no aircraft carriers. In such games, Gallant can inflict serious casualties on the enemy team. It’s very satisfying to watch a single-file line of 8 torpedoes swim toward a battleship, knowing the unsuspecting battleship is in for a world of hurt! What's the Final Verdict?How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE– I hate it! Maybe it sucks. Maybe it's boring. Maybe I resent how it was implemented in the game. You won't know unless you read the full review, but this is quotable, gosh darn it, so you'll forget anything the article actually said and run with this. Mehbote – It's alright. Frankly, this describes almost every ship in the game. People get really cheesed when I describe their favourite, super-competitive ship as meh, so I do it often. Gudbote – The best thing ever. These are ships I like to play. Maybe it's good. Maybe it's fun. Maybe I'm trolling you. You dunno, but you'll make a big deal that I said X was a good ship when you preferred Y. OVERPOWERED – I hate playing against it!
  3. Grand_Admiral_Murrel

    [WIP] RN Battlecruiser Arc

    Been doing some research, and kinda started wondering why the Royal Navy couldn't stand to have a second branch of battleships in-game. Of course, they'd have to be different from the current line to be attractive, so why not have a battlecruiser line? There is no shortage of battlecruisers built by the royal navy; a new arc could likely start as early as tier 3, since the first battlecruisers were laid down at the same time as HMS Dreadnought. I would appreciate it if other players could recommend ships they'd like to see, if this new branch were to materialize in the near future. As battlecruisers (and not battleships), they would feature large calibre guns typically found on battleships, but sacrifice some armour for a speed advantage. As a side note, it would be nice to have Royal Navy battleships that don't sling OP HE all the time, and without an absurd repair party. Instead, I propose better AP (or at least standard compared to other nations) and not-so-OP HE. Also, many of the ships I have named carried some form of torpedo armament. Might be interesting (and make sense) for these to b the standard Royal Navy torpedo launchers, which can launch single torpedoes. The stats provided are historically accurate *cough*, so bear with me. All proposed HP values were calculated using player Fr05ty's tried and true formulas, which he graciously provided. In my work, I noticed that there seems to be a 12% increase in HP for the existing British battleships. This change has not been accounted for in the numbers I offer below. Designs yet to consider: https://warshipprojects.wordpress.com/2017/07/03/washington-cherrytrees-2/ https://warshipprojects.wordpress.com/2017/09/25/washington-cherrytrees-2-ii/ https://warshipprojects.wordpress.com/2017/09/27/washington-cherry-trees-ii-part-3/ I3 J3 K2, K3 L1 L2, L3 M2 M3 N3 X4 Design Y Design B, C1, C2, D Design A Design T1 LII LIII Battlecruisers K --> A Battleships L --> Z J3, I3, H3a, H3b, H3c – battlecruisers all-in; Nov.-Dec. 1920 O3 F2, F3 Here are my ideas for potential ships, by tier: TIER III Invincible class (HMS Invincible, HMS Inflexible, HMS Indomitable) Main armament: 4x2 305 mm guns 2x2 450 mm torpedo tubes (one on each side, amidships) 1x1 450 mm torpedo tube (stern-mounted) Secondary armament: 16x1 102 mm guns Speed: 25 knots (ridiculous speed at tier 3, let alone tier 4) Displacement: 21,084 tonnes HP: 35,700 (vs Bellerophon at 38,100) TIER IV Indefatigable class (HMS Indefatigable, HMS New Zealand, HMAS Australia*) Main armament: 4x2 305 mm guns Speed: 25 knots Displacement: 22,846 HP: 37,800 (vs Orion at 42,700) This ship is far below the average 43,900 of other tier 4 ships, and therefore would need to be buffed. HMS Neptune (below) - very similar to Imperial Germany's Kaiser class... nothing special in my opinion. Please let me know if there is any disagreement in the comments below. Premium... maybe? Succeeded by very similar Colossus class dreadnought (only real difference being more torpedoes... but who doesn't love a battleship armed with torpedoes?). TIER V Lion class (HMS Lion, HMS Princess Royal) - As there exists a Lion in-game, the latter name would be better Main armament: 4x2 343 mm guns Speed: 28 knots HP: 47,200 (current maximum HP at tier 4 is 46,400, with the average at 43,920. If this ship were to be used at tier 4, its HP would have to be nerfed moderately. HMS Queen Mary Main armament: 4x2 343 mm guns Speed: 28 knots HMS Tiger Main armament: 4x2 343 mm guns 2x2 533 mm torpedo launchers (one pair amidships on each side) Secondary armament: 12x1 152 mm guns Speed: 28 knots Displacement: 34,332 tonnes HP: 51,400 (vs Iron Duke at 47,100) HMS Canada (aka Almirante Latorre (below), could be the first South American (Chilean) battleship in-game) Main armament: 5x2 356 mm guns 4x 533 mm torpedo tubes Speed: 23 knots HMS Agincourt - unique in that it was armed with 7x 2 305 mm guns and 3x 1 torpedo tubes; this ship has an interesting story, but it isn't truly a battlecruiser (it is a true dreadnought), and therefore might make a very appealing premium ship rather than fitting into this proposed line. TIER VI Renown Class (HMS Renown (below), HMS Repulse) - could be a little OP at tier 6, stats similar to Gneisenau at tier 7 Main armament: 3x2 381 mm guns 2x1 533mm torpedo launchers (mounted in the bow) Secondary armament: 5x3 102 mm guns 2x1 102 mm guns Speed: 31 knots Displacement: 33,265 tonnes (slightly less than the HMS Tiger) HP: 50,130 (vs Queen Elizabeth at 55,300) (Note that this is slightly less than my calculated values for HMS Tiger at tier 5) FOR LOLZ: the Courageous class (HMS Courageous, HMS Glorious, HMS Furious), in particular HMS Furious, which had a grand total of 2x 457 mm guns... this would make an "interesting" premium light cruiser, considering it had the armour of a light cruiser. This thing could lol-pen anything within several tiers, but the number of guns is a "limitation". Personally I wouldn't buy it unless it had a decent reload, and even then... If enough interest arises in these ridiculous ships, I will post their stats, but here's a pic to satisfy your interest: TIER VII Admiral Class (HMS Hood, HMS Anson, HMS Howe, HMS Rodney) Main armament: 4x2 381 mm guns 10x1 torpedo tubes!!! Secondary armament: 12x1 139 mm guns Speed: 32 knots Displacement: 48,191 tonnes (based on Hood's displacement) HP: 67,800 (vs Hood at 67,700) TIER VIII G3 Battlecruisers (paper ships) Main armament: 3x3 406 mm guns 2x2 622 mm torpedo launchers (some serious calibre) Secondary armament: 8x2 152 mm guns Speed: 32 knots Displacement: 55,652 tonnes HP: 76,574 TIER IX *** Ideas welcome Different iteration of G3? Move rear turret closer to stern, faster reload? TIER X N3 Battlecruisers (paper ships) - the ship to rival the Yamato (difference in calibre of 3 mm) Main armament: 3x3 457 mm guns 2x3 (or 2x4) 533 mm torpedo launchers Secondary armament: 8x2 152 mm guns Speed: 30 knots (maybe increased for the tier) ----------------------------------------------------------------------------------------------------------------------------------------------------- *HMAS Australia would be a good addition to the Commonwealth tech tree Please send me suggestions by replying! Also, here's a link to a very similar topic on the Asia forum: https://forum.worldofwarships.asia/topic/3961-british-royal-navy-and-battlecruisers/
  4. As far as I can see, at this point in time, there only need to be 5 lines that need to be added to WOWS before we can stick a fork in it and call it done, only 5 lines to cover the main ships that actually fired their guns in anger in the first and second world wars. However, I have not seen any movement on these lines being implemented, so I decided that I need to do the heavy work for Wargaming, so they don’t have an excuse to pass this softball that I’m meandering over the plate. Below, I will list the line, the characteristics of the line, the historical reason that it should exist, the gameplay reason that it should exist, each tech tree ship in the line, each premium ship associated with the line, and god help me, when I get done with them, proposed stats for each stinking ship that I mention. A lot of thought and work will have gone into this, so if you hear me out, you have my thanks. Probably the line that needs to be added the least while still needing to be added to the game would be a line for British AA cruisers, so that is where I will start just due to the novelty of it. In terms of the historical reasoning for this line, during the 2nd world war, Britain was one of two countries to go all in with the idea of creating surface ships with a main role of screening against air attacks, and the first one to come up with the idea. In all, a total of 25 ships were built or refit as AA cruisers for the Royal Navy, more than any other navy in the world. These ships would serve from the beginning of the war, taking part in numerous surfaces actions, sometimes heavily outgunned, but punching far above their weight. At the end of the European theater, the Kriegsmarine would formally surrender on one of these vessels. Gameplay wise, there is a slight call for these ships to be added, with the feeling of CV’s being broken, perhaps a measure to help correct that. Really this is like a band-aid on a bullet wound, but a series of ships with noticeable AA advantages over their peers would be nice. Apart from that, the gameplay need is simple, new content to keep people engaged. So before we get into the individual ships of the line, we need to get into the characteristics of the line. The Feel of the Line. There are a lot of characteristics to this line that will be dictated by the characteristics of the historical ships in the line, and from here the remaining characteristics are added to flow with that established flavor. A lot of this has already been posted in my Bellona proposal, but as a refresher here are these restraining factors listed below. 1. These ships are small in comparison to other ships of their class and tier, this comes with the advantages of having best or near best in tier concealment, as well as best in tier or near best in tier agility, but at the detriment of having worst in tier or near worst in tier HP pools. 2. These ships have uninspiring armor, worse even than the British light cruisers. 3. The ships main battery are dual purpose mounts, and there is no secondary battery. They will have shorter range and are smaller in caliber than nearly every other cruiser gun in game. 4. The ships long range AA is going to be best in tier or pretty darn close. This is where most of the AA firepower comes from. 5. These ships are not particularly fast, in fact in many cases they are quite slow for a cruiser. So those are the historical constraints, and they already take care of the guts of the lines character. Now what needs to be filled in are any specific traits from the box of gimmicks to flesh things out. As far as this line specific traits, I have in mind a few. These traits being. 1. The ships have the RN CL energy retention in a turn. RN CL’s keep something like 98% of their top speed during turns while most other ships drop to like 80% or something. These cruisers would have that. They would not have the RN CL’s crazy acceleration. 2. The AA flak bursts would have lower accuracy than average. Currently, flak spawns in zones ahead of an aircraft carriers planes. The A zone is directly in front, and something like 80% of your shells spawn here. The B zones are off to the side, and shells have only a 20% chance of spawning here. I would have the flak bursts for these ships spawn either 50-50 between the A and B zones, or even 33-66 favoring B. the though behind this is that while it is easy to just turn and dodge the A zones and avoid most of the flak bursts, this would make it far more likely that you take from them. Finally, there is the question of what consumables would be used. As discussed with Bellona, I think that these ships should get AA defensive fire (they are AA ships after all) smoke, and a special radar. Pitchforks down please, hear my pitch. This smoke is going to be contentious but hear me out. I do not want these ships to have a repair party so any damage that they take should be permanent. Smoke is one of the few consumables that helps against aircraft (you pop smoke to frustrate their drops and can still shoot out of it) and would aid in this being an AA cruiser. Also, with one of the slots being AA defensive fire, there will be a fair few matches where that consumable is worthless, and you need a strong consumable to be able to rely upon. Also, to date I think that every cruiser that has smoke in game also has hydro-acoustic search, making it much harder to torpedo them in smoke. These won’t, which should make it much easier for countering HE spamming ships in smoke clouds. Finally, there is a little bit of democratization here, finally giving regular players who don’t buy premiums or farm silver in clan battles the ability to get their very on HE throwing cruisers in smoke. So the radar, good news, will be totally unable to detect ships. it’ll be a whole new type of radar, called “Air Search Radar” and its going to do 2 things. First is that it’ll detect planes. Through islands, sure, regular radar can. More importantly, through smoke, allowing the ships to totally on their own be able to smoke up and shoot out at aircraft with impunity and a degree of safety. The second thing that it will do is act as a combo of Radio location and incoming fire alert. When a enemy shoots at you from a far enough range (to be determined) the radar picks up the incoming fire and displays roughly where it is coming from, allowing you to make a educated choice on how to react to ships firing into your smoke from range. So, it is mainly a consumable against aircraft, but with a ship-to-ship combat benefit. So, there we go, in general, this is how the line would feel. Now to the individual ships. Stats will get added in as individual writeups are made. Ships of the Line Tier 4: The C class AA Cruiser. This is the AA ship that started it all. With the ships on hand and obsolete, the Royal Navy decided to do a refit after the Italian invasion of Abyssinia (Ethiopia) in 1935. The Italians had a large air force at this point, and the Royal Navy in the Mediterranean would have to deal with them. Thus, there were 3 series of refits to the C class cruisers to make them AA ships. The first two converted, Coventry and Curlew, had 10 single 4 inch cannons and 2 octuple pompoms. However, the standard outfit was 8 of the dual 4-inch mounts that are ubiquitous on British cruisers, as well as a single quad pom-pom and a pair of quad Vickers 50 cals. This would be the A hull for this ship. The B-hull would be the refit applied to HMS Colombo, being 3 of the dual 4-inch mounts, 2 twin 40mm bofors, and 14 20mm cannons arranged in 6 dual mounts and a pair of singles. Armor: 6 mm turret armor 10mm superstructure plating 13mm end plating, plating, and barbette armor 25mm auxiliary spaces roof armor, citadel and auxiliary room bulkhead 38mm extremities belt armor 57mm mid belt armor 76mm citadel belt armor Survivability: ? Artillery: 4x2 4."/45 QF MkXIX (Standard AP+HE) (3x2 for B hull) MV: 811 m/s Reload: ? 180 degree turn time: 18s Max dispersion: ? Max AP Shell Damage: 1800 Max HE Shell Damage:1500 Fire Chance: 4% Range:? AA Defense: 4 x quad .50 : 35 DPS @ 1.5 Km w/ 85% accuracy 1 x quad 40mm Pom Pom:35 DPS @2.5 Km w/ 90% accuracy 4 x 2 102mm/45 Mk XIX : 96 DPS @ 5.8 Km w/ 90% accuracy Shell explosions: 4 x 1396 damage @ 2.5 – 5.8 km 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 6 x dual 20mm Mk V: 81 DPS @ 2 Km w/ 85% accuracy 2 x 40mm bofors Hazemeyer : 126 DPS @ 3.5 Km w/ 90% accuracy 3 x 2 102mm/45 Mk XIX : 72 DPS @ 5.8 Km w/ 90% accuracy Shell explosions: 3 x 1396 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 29 Kts Turning Circle Radius: 580 m Rudder shift: 5.6s Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.0 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 5: The Proposed D class Cruiser AA refit. As a part of the AA cruiser refits, it was decided that the similarly obsolete but larger D class cruisers would get a slightly larger and better laid out version of the C class AA refit. These would be armed with 4 twin 4.5 in turrets (similar to the secondary battery of Ark Royal), a quadruple pom pom, and the 2 quad 50 cal Vickers guns. as below, but lose the aft pom pom and replace the 20mm cannons at the stern, behind x turret, and on the wing deck with a smaller amount of quad vickers guns, i'm thinking 4. B hull is as below, exactly as is. This means 3 quad pom poms, and 9 single 20mm mounts. This can be adjusted, but shows the general look and changes between hulls. Armor: 6 mm turret armor 10mm superstructure plating 13mm end plating, plating, and barbette armor auxiliary spaces roof armor, citadel and auxiliary room bulkhead 38mm extremities belt armor 57mm mid belt armor 76mm citadel belt armor Survivability: ? Artillery: 4x2 4.5"/45 QF Mk3 UD (Standard AP+HE) MV: 746 m/s Reload: ? 180 degree turn time: 18s Max dispersion: ? Max AP Shell Damage: 2200 Max HE Shell Damage:1700 Fire Chance: 6% Range:? AA Defense: 7 x single 20mm Mk IV: 56 DPS @ 2 Km w/ 85% accuracy 3 x quad 40mm Pom Pom: 105 DPS @2.5 Km w/ 90% accuracy 4 x 2 113mm/45 Mk III UD: 100 DPS @ 6 Km w/ 90% accuracy Shell explosions: 4 x 1470 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 30 Kts Turning Circle Radius: 590 m Rudder shift: 6.1s Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.5 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 6: Scylla HMS Scylla was a Dido class cruiser but modified to meet the urgent requirements of war. She and Charybdis were modified from the standard dido design to use 4.5-inch turrets originally made for the proposed D class AA cruisers, just because they were on hand and the ships could be completed much faster than waiting for the proper 5.25-inch mounts. She would also be modified for flagship duties, getting a action information organization room (same as a US navy C&C) and this would let her be the flagship at the D-day landings. Scylla would have the 4 twin 4.5 inch cannons, as well as 2 triple torpedo tubes, 2 quad pom-poms, and 8 20mm. b hull would replace the 8 20mm with six dual 20mm cannons. Armor: 6mm turret armor 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 25500 HP Artillery: 4x2 4.5"/45 QF Mk3 UD (Standard AP+HE) MV: 746 m/s Reload: 4.5 seconds (13.33RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage: 2200 Max HE Shell Damage:1700 Fire Chance: 6% Range:12.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km AA Defense: 6 x dual 20mm Mk V: 81 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 4 x 2 113mm/45 Mk III UD: 100 DPS @ 6 Km w/ 90% accuracy Shell explosions: 4 x 1470 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.65 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.5 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 7: Dido Dido was lead ship of the most numerous class of Royal Navy cruisers in WWII and had an absolutely stacked combat record that is far to lengthy to cover here, and is basically the main reason I'm doing this. Reference my profile, i'm a simp for this ship. Her A hull would have 4 twin 5.25 inch cannons, two triple torpedoes, 2 quad pom poms, and 2 quad .50 cal Vickers. B hull would have 5 5.25-inch cannons, the triple torpedo tubes, 2 quad pom poms, 2 single 20mm and 4 dual 20mm. Armor: 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 26000 HP Artillery: 5x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage: 2700 Max HE Shell Damage:1900 Range:13.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 4 x dual 20mm Mk V: 54 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 5 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.75 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 8: His Majesty’s Chongus Destroyer M1 One of the proposed 1943 light cruisers. Armed with 3 twin 5.25in turrets with improved gun and mounting, 6 dual 40mm mounts, 8 dual 20mm, and 2 quad torpedo launchers. There are literally no pictures of this thing. But have some characteristics to tide you over Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret face, and citadel roof armor 76mm auxiliary room and citadel belt armor Displacement:7,150 tons length at waterline: 520 ft Artillery: 3x2 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 9s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 2x4 533mm Mk IX Damage:15533 Range: 10 km Reload: 96 Speed: 62 kts Detectability: 1.3 km AA Defense: 8 x dual 20mm Mk V: 108 DPS @ 2 Km w/ 85% accuracy 6x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 3 x 2 133mm/50 Mk III*: 180 DPS @ 6 Km w/ 90% accuracy Shell explosions: 6 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:29 Kts (HP upgrade gives 30 kts) Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Tier 9: Cruiser proposal N2 The other proposed 1943 light cruiser. Armed with 4 dual 5.25 in turret like m1, with 8 dual 40mm mounts and 12 dual 20mm mounts, as well as 2 quad torpedo launchers. B hull would have 2 quad launchers per side, be capable of 30 knots. Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret face, and citadel roof armor 76mm auxiliary room and citadel belt armor Displacement:8,650 tons length at waterline: 550 ft Artillery: 4x2 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 9s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 2x4 533mm Mk IX (B hull gives 4x4) Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 12 x dual 20mm Mk V: 162 DPS @ 2 Km w/ 85% accuracy 8 x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 4 x 2 133mm/50 Mk III*: 240 DPS @ 6 Km w/ 90% accuracy Shell explosions: 8 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:29 Kts ( HP upgrade gives 30 kts) Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Tier 10: So, this has gone through a few a few iterations. Initially, this was going to be moving the current Minotaur to this branch, rebalancing it, and replacing it with a modernized Plymouth in the Main tree. A bad idea, to say the least. Luckily, a much better idea was proposed by @AYYYYYYMD , but then another better idea was recommended by @Lord_Magus, and then I had another better idea. so here we have 3 ideas for tier 10, and not really knowing which one to pick, going to just throw them all down. Option 1: His Majesty's Australian Ship Mini Neptune: This was recommended to me by @AYYYYYYMD as a tier 10, and its a much better idea than what I originally had, which was moving Minotaur to this line and replacing it with another ship and re-balancing it as well. The main issues with this ship are that it has very little supporting material for it, the specification is pretty vague as well, and in a perfect world this would go into a no kidding commonwealth tree. However, this ship is the one of the 3 proposals for tier 10 that best fits in with the rest of the line, having 12 5.25 inch cannons on a small ship with no secondary armament and a heavy AA focus. Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret roof, and citadel roof armor ? auxiliary room and citadel belt armor Displacement: 9000 tons length at waterline: 550 ft Artillery: 4x3 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 13.5s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 4x4 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 18 x dual 20mm Mk V: 243 DPS @ 2 Km w/ 85% accuracy 12 x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 4 x 3 133mm/50 Mk III*: 360 DPS @ 6 Km w/ 90% accuracy Shell explosions: 12 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:30 Kts Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Option 2: His Majesty's Ship Chongus Dido: This is my option for Tier 10, it does have some pluses, but also a lot of downsides, I don't know if I'm over the moon about this one, but am putting it in here for completions sake. This is the Z4C or Sketch D of the Minotaur Class Crusiers, and the one that was being the most actively developed. So, the good news is that this is basically a Dido, but upscaled. Nothing weird happens with gun caliber or characteristics, and there is a design precident for this ship. the main bad thing is that this breaks the feel of the line, being larger than the regular line ship by 30 ft and also being taller courtesy of the 3 deck high turrets. Being longer and taller it would no longer be as nimble or as sneaky as its in tree counterpart. Still, it is a option. Armor: 13mm superstructure plating 16mm end plating and plating 25mm Conning Tower 38mm Turret Roof, Machinery Space Citadel Roof 51mm Barbette, Turret Side, and Turret Rear 57mm Magazine Citadel Roof 102mm Citadel belt, Turret Front 127mm Citadel Bulkhead Displacement: 15280 (for reference, Minotaur has 13870 tons displacement) length at waterline: 645 ft Artillery: 5x2 6”/50 Mk XXVI (Standard AP+HE) MV: 768 m/s Reload:3.2 seconds (20RPM) 180 degree turn time: 4.7s Max dispersion: ? Max AP Shell Damage: 3200 Max HE shell Damage: 2200 Fire Chance: 9% Range:? Torpedoes: 4x4 533mm Mk IX Damage:16767 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 10 x dual 20mm Mk V: 135 DPS @ 2 Km w/ 85% accuracy 8 x 2 76.2mm/70 Mk VI: 508 DPS @ 4.0 Km w/ 90% accuracy 5 x 2 152mm/50 Mk XXVI: 360 DPS @ 6 Km w/ 90% accuracy Shell explosions: 10 x 1890 damage @ 2.5 – 6 km Manuverability Max Speed:33.5 Kts Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 5.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Option 3: His Majesty's Ship The Future: This is the ship proposed by @Lord_Magus and its pretty crazy. This is Sketch A of the 1960 cruiser, named so because the admiralty was convinced that in 1948 when they drew it that it would not be possible to make until 1960. It uses 4 of the very experimental N1 5"/70 cannons, with a proposed shell weight of 70 pounds, muzzle velocity of 1036 m/s, and maximum fire rate of 66 rounds per minute! This design has some pros, its a all gun ship, that would be new, would be a AA cruiser, and with a crazy low profile would fit in with the line to a good degree. the cons are the guns. at 127mm they would not benefit the same way that the 5.25 inch guns would from IFHE and thus the commander skills for this ship would be different from the rest of the line. More importantly, its crazy guns would be weird to balance. The High muzzle velocity would change the playstyle, not to mention the firing rate would need to be nerfed and the shell characteristics are wacky (the AP shell is basically SAP as specified, penetrating 1 inch of armor at "minimum striking velocity's and angles of 50 degrees" and having a bursting charge of 5 lbs, compared to the 6 inch cannons 3.75) this ship would be interesting to implement. Premium at Tier 6: Bellona A nice lower tier trainer for the AA cruisers. Have a write up here Armor: 10mm superstructure plating and machinery citadel roof 13mm barbette armor 16mm end plating and plating 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 27000 HP Artillery: 4x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 9s Max dispersion: 116m Max AP Shell Damage: 2700 Max HE Shell Damage: 1900 Range:12.7 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 4 x dual 20mm Mk V: 54 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 4 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.55 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Premium at Tier 7: Sirius A premium for the RN Cl line. It being a Dido class I put it here, but gameplay wise it would be 100% RN CL. Have a writeup here, Here are the stats if you don’t much care for the whole thing. Armor: 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 26000 HP Artillery: 5x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage 2700 Range:13.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 7 x 20mm Mk IV: 57 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 5 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.75 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Repair Party: 3 charges, 130 HP/sec, 28 seconds action time, 76 second reload time Hydroacoustic Search: 3 charges, 3 km torpedo detection, 4 km ship detection, 100 second action time, 114 second reload. Smoke: 3 charges, 15 second action time, 100 second dispersion time. 150 second reload. Premium at tier 8: K25F A paper design during the process of designing Fiji, has 8 of the twin 5.25in cannons. Would be a higher tier captain trainer. Armor: 10mm superstructure plating 13mm end plating 19mm deck and hull plating 25mm turret side and roof and barbette armor, citadel and auxiliary room bulkhead, and hull plating and roof over shell rooms (?) 32mm citadel deck over machinery 51mm auxiliary room roof and citadel roof armor over magazines 76mm auxiliary room and citadel belt armor at machinery, and turret fronts 89mm citadel belt armor at magazines Survivability: 31000 HP Artillery: 8x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion:? Max AP Shell Damage: 2700 Max HE Shell Damage:1900 Range:? Torpedoes: 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: some mixture of light and medium AA 8x 2 133mm/50 Mk 1: 180 DPS @ 6 Km w/ 90% accuracy Shell explosions: 6 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 31.7 Kts Turning Circle Radius: 670 m Rudder shift: ? Concealment: Detectability by Sea: 11.5 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage And those are the ships. Let me know what you think.
  5. Cossack is a stealthy British gunship destroyer armed with eight 120mm/45 naval rifles and a single bank of four, high-tier torpedoes. She is defined by her good concealment values and awkward firing arcs. Cossack also has access to the Engine Boost consumable while maintaining improved British acceleration and energy preservation. Game play wise, Cossack is very similar to Lightning with an overlap in consumables and commander skill choices. Wargaming has set her price tag at 9,600 doubloons. This is the second Tribal-class destroyer introduced into World of Warships following the release of HMCS Haida earlier this year. She is less remarkable than her sister-ship but that's largely owing to the unforgiving environment in which she plays. Cossack contends with being up-tiered more often than her Canadian counterpart and higher tiered matches are far more radar intensive. Moreover, at tier VII Haida has a defined role -- she's a lolibote-molester. This role is generally lacking among the other tin-cans at tier VII which makes Haida stand out. Cossack doesn't share this same kind of defined specialty. She's more of a generalist scout or gunship -- roles that are replicated by other destroyers at her tier. Thus, Cossack is a workhorse, one gunship among many. She gets the job done in a tough environment which is worth noting, though she is not deserving of any acclaim in this regard. PROS Good DPM performance on her guns and excellent chance at starting fires. Powerful torpedoes for a gunship which may launched individually. Improved engine performance with increased acceleration and energy preservation in a turn while also having access to the Engine Boost consumable. Ridiculous rate of turn, throwing herself about at almost 9.0º/s! Good concealment with a surface detection as low as 5.48km. Access to a long-lasting British Hydroacoustic Search consumable. CONS Poor fire angles on all weapons. Terrible gun ballistics -- worse than American 127mm/38s. Limited to a single torpedo launcher. Her anti-aircraft firepower is effectively non-existent. Poor quality Smoke Generator consumable with short emission time and duration. Overview Skill Floor: Simple / Casual / Challenging / Difficult Skill Ceiling: Low / Moderate / High / Extreme Cossack is not a forgiving ship to play. For a novice player, she has many strikes against her. She struggles to do damage, hamstrung with restrictive fire sectors on all of her weapons and poor performing guns. A deep skill build is necessary to allow her to do direct damage with her artillery against larger opponents and the range of targets she can engage is limited. Having a single torpedo launcher does her no favours either. She is at her best at what amounts to point-blank ranges. At high tiers this is a range where you will get killed in short order for making a mistake. Cossack has the speed, stealth and agility enough to make her attractive to a veteran but her engagement range, optimized for short-distances and limited attack power are a severe mark against her carry potential. Still, she has a diverse toolkit that will earn her some devoted supporters. – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Cossack's damage output and durability are best described as average. While she does have her strong points, a combination of drawbacks with her guns keeps Cossac from outperforming her peers. Her low hit point total similarly holds her back. She gets a rating in both categories. Her anti aircraft firepower is virtually non-existent and she earns a evaluation as a result. It's arguably worse than the IJN torpedo boats which is saying something. Where Cossack stands apart truly is her agility and stealth. She takes primacy from Lightning in terms of flexibility and speed. It's a closer contest for Vision Control, but she wins out against Loyang. She's the in both categories among tier VIII destroyers. Options Cossack's options are almost all standard for a British destroyer. Cossack like (new) British destroyers cannot make use of the Propulsion Modification 2 upgrade as she already has an improved version built in. Consumables Cossack's Damage Control Party is standard for a destroyer. It has unlimited charges, a 60s/40s reset timer and a 5s active period. Cossack uses a British destroyer Smoke Generator. This has 5 charges base and a 90s/70s reset timer (it's not just you, that number is stupid-weird). It emits smoke for 10s and each cloud lasts for 40s. Unlike other (new) British destroyers, Cossack has access to Engine Boost. This is a standard destroyer-version of the consumable providing an 8% speed increase with 2 charges base, an 180s/120s reset timer and a 120s active period. Cossack uses a British destroyer Hydroacoustic Search. This has 2 charges base, a 180s/120s reset timer and a 180s active period. It detects torpedoes and ships at a range of 3.00km. Upgrades Cossack should equip Magazine Modification 1 into its first upgrade slot. If you like to live dangerously, then Main Armaments Modification 1 is fine. In your second slot, the special upgrade, Hydroacoustic Search Modification 1 is optimal. If you do not have access to it, then the next upgrade you should reach for is the special upgrade Engine Boost Modification 1. If you're lacking that, then default to Propulsion Modification 1. Aiming System Modification 1 is optimal for slot 3. The only reasonable choice in your fourth slot is Steering Gears Modification 2. Similarly, the only reasonable choice in your fifth slot is Concealment Modification 1. Camouflage Cossack comes with Type 10 Camouflage. For 2,000 doubloons you may purchase Royal Navy - Cossack as a cosmetic swap. Both camouflages provide: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Cossack comes with Type 10 Camouflage in mottled grey. I personally think she looks prettier in Royal Navy - Cossack in green, black and grey, but that's only for players with deep pockets. Firepower Main Battery: Eight 120mm/45 guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Torpedoes: Four torpedo tubes in a 1×4 launcher mounted amidships. The 120mm/45s that Cossack uses for her main batteries have a lot of problems at tier VIII. While perfectly serviceable at tier VII with ships like Jervis and Gadjah Mada, against the upgraded opposition faced at higher tiers they're nowhere near as competitive on a per-gun basis. This is largely owing to penetration issues due to gun caliber but there are other things to remark. They have a modest rate of fire, damage per shell and poor ballistics. The mountings on HMS Cossack are poorly situated with limited fire arcs and a lackluster traverse rate. Their only real strength is a high fire chance per shell. Her saving grace is that she has a lot of guns -- quantity has quality all of its own. However, the competition is fierce at tier VIII and even armed with eight rifles Cossack struggles finding the edge she needs. Destroyer AP shells are highly circumstantial in their utility. Most simply do not have the penetration or damage output to make them worth chancing the risk of a bounce using except in specific circumstances. Still, when a broadside is offered, switching to AP provides a much improved damage increase -- especially if your target is already burning from fires set. HMS Cossack's poor penetration values limit the range at which she can make these exchanges successfully, with her ability to citadel enemy cruisers falling off at 4km and her ability to reliably penetrate the extremities of battleships dropping off between 9km and 11km.1 Cossack's HE damage potential looks impressive, though it's important to cross reference it with her penetration values. The chart on the right shows the armour value the respective guns can best while the extremity armour on the bottom lists the prevalence of different armour types for the bow and stern. The number in brackets is the (current as of 0.7.9) number of ships with these armour values. There is a long list of targets she is incapable of damaging directly which will necessitate her making the attempt with AP shells instead. The arcs of fire on A and Y turret are terrible, contrasting the excellent arcs on B and X. On top of this, B-turret may rotate 360º which facilitates keeping it engaged even while Cossack manoeuvres. It's thus very easy to keep six guns on target most of the time but especially difficult to keep all eight firing. Bringing all eight guns to bear makes her an easy and predictable target due to the limited fields of fire on her foremost and rearmost turrets. Sacrificing a turret makes Cossack's gunnery no better than a tier VII destroyer. Cossack doesn't have the DPM advantage to be able to best contemporary gunship destroyers. The race is very close. Once you factor in the hit point totals and detection consumables, the margins get even smaller. Against anything higher tier, Cossack comes out the worse for it. This said, Cossack does have the muscle to bully anything smaller than herself short of HMCS Haida. She can play the role of a destroyer hunter provided she can ensure the detection, hit point and DPM advantage, but she has nowhere near the primacy in these categories at her tier. Against larger vessels, Cossack's guns are a mixed bag. Her ability to deal direct damage is compromised with her poor penetration values but she's an excellent fire starter. Note that this is largely owing to volume and accuracy of fire -- Cossack must be cycling all eight of her guns onto a target and landing with most of her hits to be a credible threat this way. Where Cossack truly excels is her potential to set fires. This is especially true of she eschews the use of IFHE in her commander skill build and elects to just focus on Demolition Expert instead. While this is unlikely to ever give a hale and healthy cruiser pause, it is very effective against battleships. Note, in practice these values are approximately halved when striking ships and represent only the raw fire starting potential. Thus, against a Montana, Cossack with a DE build could expect to set about 4 to 5 fires per minute. Be warned, though, the efficiency of focusing on fires leaves a lot to RNG. Cossack's performance will not be consistent. The final issue facing Cossack's gunnery is one of range and detection. She has adequate reach but she suffers from horrible ballistics. British 120mm/45 guns have worse shell arcs than American 127mm/38s. Cossack has similar gunnery challenges to Loyang, Hsienyang, Kidd and Benson without their fast rate of fire to facilitate aim correction. Cossack is greatly endangered by the prevalence of Surveillance Radar within her matchmaking tier where her short engagement range is more likely to bring her within reach of this consumable. Furthermore, her Smoke Generator does not allow for long bouts of gunnery within the safety of concealment. Cossack must contend with much of her gunnery being done while she is vulnerable to return fire if she cannot make use of island cover. Thus, Cossack must be opportunistic. Whatever ability she has to bully other destroyers falls away as she faces same or higher tiered opponents. Her guns can terrorize lower tiered vessels, including battleships but they lack the caliber needed when facing higher tiers. Throw in the usual challenges of radar in this matchmaking spread and a pattern emerges: The power and flexibility of Cossack's guns varies considerably upon the hand which she's dealt by Matchmaking. Cossack's torpedo launchers have much better rearward arcs than forward. Like her guns, Cossack is going to have to give up her full broadside to be able to fire her torpedoes at a target. Cossack's torpedoes are decent individually, but she has too few of them and bad firing arcs to boot. Cossack has HMS Daring's torpedoes but at tier VIII instead of tier X, which looks nice on paper but that single launcher holds her back. The saving grace of Cossack's torpedo armament is her ability to fire them one at a time. While getting good accuracy with single-launch torpedoes is locked behind a skill wall, once mastered it helps greatly with making up for the lack tubes. For a gunship, Cossack has better individual torpedoes than those found on the Soviet, American or German destroyers. However, like with her guns, she places a distant second to Akizuki, lacking both striking power and being unable to keep up with her damage output Furthermore, Cossack's individually more powerful torpedoes in no way makes up for having only one launcher. Like Cossack's guns, her torpedoes perform much better when she's top tier than bottom. Their 10km range is fairly standard (and an improvement on the 8km on Lightning's), however as Surveillance Radar becomes more and more prominent in higher tiers, this reach just doesn't provide the same level of safety. Ideally, a player should be able to combine Cossack's torpedoes with her excellent fire setting to stack damage over time effects on a given target. In practice, this is much easier said than done. Their limited arcs makes finding opportunities to use them difficult, especially in a pinch. When the stars align (or skill prevails), Cossack can doom an enemy vessel in short order by overtaxing their Damage Control Party between fires and floods and score herself an easy kill. However, these will be rare events rather than commonplace. As discussed, use of Cossack's gunnery and torpedoes are both steeped in challenges. One of the drawbacks of British torpedoes is their large detection range. While not quite on the same level as Japanese destroyer torpedoes, this does limit their effectiveness. Summary: The potency of her guns varies considerably based on the tier of the target she faces. Her gunnery performance is inconsistent. Her torpedoes are individually excellent but they're difficult to use, locked behind a higher skill wall. Cossack must present a lot of broadside to cycle her weapons which can make her unfortunately predictable. Evaluation: What it would have needed to be : Cossack never quite gets her act together to seriously contest the Japanese gunships for their primacy at this tier. Yeah, I'm as shocked as you are that Japan now dominates the destroyer firepower meta at tier VIII. I always thought it would have been the Soviets, but here we are. Defense Hit Points: 15,200hp Min Bow & Deck Armour: 19mm The Lolibote with a redundant name sure looks OP when you lay out the maximum effective hit point total of the tier VIII destroyers like this. However, making perfect use of all four charges of her Repair Party happens so seldom. Still, she's way tougher than Cossack. Cossack has nothing going for her in this category. She has a downright middling hit point total and no fun quirks to her armour profile. This is a destroyer where you will have to manage any gunfire trades carefully to preserve your health. Her DPM advantage is not so high that she can afford to simply slug away at an enemy lolibote and hope to come out the better. The Survivability Expert skill, which ups her to an even 18,000hp should be considered mandatory lest she fall behind the staying power of other gunships. Veterans who are familiar with the play style of Loyang and Benson will no doubt be able to relate to the need to properly spend their hit points when making gunship attacks. The difference between Cossack and these American-based gunships is her worse Smoke Generator performance which limits her ability to make escapes when things go pear shaped. Cause they will. Evaluation: What it would have needed to be : Cossack is in the bottom half of the vast tier VIII destroyer population. It's going to take a lot to move her up in rank -- namely another 5,000 hit points or a Repair Party consumable. Agility Top Speed: 36.0 knots Port Turning Radius: 610m Rudder Shift: 3.6s Maximum Turn Rate: 8.9º/s There's a lot to cover here. Let's hope I can put it in some semblance of good order without melting the brains of my readers. Your take away should be this: Cossack is far more agile than her in-port stats might otherwise indicate. She comes about quickly. She accelerates fast. She doesn't lose speed in a turn. Stay with me here, this graph isn't as scary as it looks. In purple, we have the sustained 4/4 speed of the tier VIII destroyers with their rudder hard over. This is how fast these destroyers can move while wiggling, dodging and coming about. In green is their nominal maximum speed -- for Cossack and Lightning, that's 36 knots. In blue, we have their engine boost speed. What makes Cossack so remarkable is that her maximum speed and turning speed pretty much overlap AND she access to an Engine Boost. This makes her a much harder target to hit, akin to a fast Soviet destroyer in terms of her forward momentum but with the added bonus that she can change her heading much more quickly. Cossack doesn't have the straight-line speed of some of her contemporaries. However, she's functionally faster than many of them. Like destroyers from the Royal Navy tech tree, Cossack preserves almost all of her speed while under manoeuvres. Most destroyers bleed off between 15% and 18% of their top speed while wiggling and dodging. Cossack loses less than 2%. In addition, Cossack comes about almost as nimbly as USS Sims -- one of the most agile mid-tier destroyers in the game, and at a higher sustained speed. For enemies trying to pick her off at range, Cossack presents the dual challenge of a ridiculously high top speed with an nimble target, giving the best traits of both American and Soviet lolibotes in a single package. It doesn't stop there. From a dead stop, Cossack accelerates as much as 25% faster than a similar destroyer equipped with Propulsion Modification 2. From a dead stop, Cossack is quick to get moving again, helping her avoid sudden threats like incoming torpedoes or being lit by Surveillance Radar. Cossack gets the best of both worlds when it comes to upgrades; she enjoys better acceleration than she would have receive with Propulsion Modification 2 and she gets the improved rudder shift time of Steering Gears Modification 2. Unlike other Royal Navy destroyers, Cossack gets all of this without sacrificing access to Engine Boost. Combined with a Sierra Mike signal, she can get her speed up to 40.8kts for these brief spells while keeping all of the aforementioned bonuses to her handling. While ships like Kiev and the upcoming Le Terrible can outpace her in a straight line, Cossack wins out in overall handling and flexibility in combat situations. She trivializes dodging incoming fire and dancing torpedo beats. Paper stats won't tell the whole story. If you looked at a combination of Cossack's top speed, turning radius and rudder shift time, she'd look deceptively mediocre. The engine power of the Royal Navy destroyers and their energy preservation means that they perform on an entirely different level from the other lolibotes, making Cossack far more nimble than her stats otherwise indicate. Her Engine Boost consumable adds even more flexibility than even Lightning can boast, making Cossack the most agile destroyer at her tier.[/caption] Summary Boosted acceleration. Little to no loss of speed in a turn. Cossack can rocket-butt with Engine Boost unlike other British DDs. Evaluation: What would have to happen to DOWNGRADE to : Loss of her Engine Boost consumable would be enough. This is a closely contested category at tier VIII with Lightning being hot on Cossack's heels with better rate of turn and a smaller turning radius. Anti-Aircraft Defense AA Battery Calibers: 40mm / 12.7mm AA Umbrella Ranges: 2.5km / 1.2km AA DPS per Aura: 12.9 / 4.2 Hahaha, no. Cossack has no large caliber AA guns to speak of. Even cursory HE damage is likely to strip her of all of her remaining defensive weapons. Enemy aircraft carriers should feel completely safe in having their planes loiter over Cossack and friendly carriers should abstain from dragging enemy aircraft near Cossack. She'll be of no help. ... except I did. Evaluation: What it would have needed to be : Cossack only barely ekes out the worst AA rating at tier VIII. Asashio is only marginally better with less DPS but more range. In theory, it wouldn't take much to nudge Cossack up the ladder, but don't ever assume this would make her evaluation passable here. Refrigerator Base Surface Detection Range: 6.97km Air Detection Range: 3.90km Minimum Surface Detection Range: 5.48km Detection Range when Firing from Smoke: 2.48km Main Battery Firing Range: 11.89km Detection Consumables: Smoke Generator / Hydroacoustic Search There's a whole lot of weirdness crammed into Cossack's refrigerator. She is currently the rated tier VIII destroyer in terms of stealth and detection, however this is a title she doesn't claim easily. There are three elements which define her concealment: her surface detection range, her Hydroacoustic Search and her Smoke Generator. Surface Detection Spotting distance delta (in meters) between HMS Cossack and the destroyers within her matchmaking spread when fully upgraded for concealment. This chart is restricted only to those destroyers within +/- 500m spread of Cossack's optimized stealth rating. Note that a distance of at least 200m is necessary to have a plausible chance of a reactionary advantage over an opponent and more is preferable. There are few destroyers that can challenge her concealment rating. Cossack is one of the stealthiest destroyers not only at her tier but also within her matchmaking spread. Only the Kagero-class sisters (Kagero, Asashio, Harekaze) have an improved stealth rating as low as 5.374km to Cossack's 5.476km. In open water with every other match-up, Cossack will detect enemies before she herself is seen. Generally speaking, when Cossack is top tier, she will dominate scouting. It's only when she faces tier IX opponents that things get harried, with detection ranges being close enough that Cossack is likely to trip over an enemy destroyer without enough time to react. Surveillance Radar, always the bane of destroyers (and gunship destroyers especially), is a very real and especially prevalent threat to Cossack's well being. When she's bottom tier, Cossack faces several ships with radar that meet or outstrip their surface detection range. There is very little counterplay she can exercise against ships armed with this consumable short of having advanced knowledge of their approximate location. Keep a wary eye on team rosters and behave accordingly. Hydroacoustic Search HMS Cossack comes with a Royal Navy Destroyer safety blanket -- her Hydroacoustic Search. In the radar-heavy environment in which she plays, this lacks the offensive utility found on HMCS Haida and it's largely reserved for simply sniffing out torpedoes. Still, it is possible for Cossack to unmask ships hiding within smoke screens while using her consumable, however she needs to get even closer than her Canadian counterpart to do it. This tactic is largely inadvisable given Cossack's difficulties in getting away once detected but it can be pulled off in a pinch, especially in late game scenarios where an enemy destroyer lacks support. Exploit that three minute duration -- she can outlast the longer ranged (and easier to use) consumables found on Loyang and German destroyers. Outside of these very specific instances, Cossack's Hydroacoustic Search is better used defensively -- giving her the time necessary to avoid incoming torpedo strikes. In most games, this will largely be its purpose. Vigilance is a helpful skill in this regard for team play purposes if you can afford it. Still, this consumable provides a degree of flexibility to the ship that expert players can exploit and to underestimate or dismiss it would be a mistake. Cossack belongs up on the front lines, projecting vision forward for her team and sniffing out early torpedo threats. Smoke Generator There's a big ol' "but" looming over Cossack's superior vision control. She may have great surface detection. She may have a very handy detection consumable that keeps her safe from torpedoes and can be used offensively in a pinch. Butt, her Smoke Generator stinks. Shackled to the same terrible smoke consumable as the British destroyers in the tech tree, Cossack is held back by its low emission and duration times. She doesn't make many smoke clouds for one. What smoke she does make doesn't last nearly long enough to be comfortable, undermining both Cossack's survivability and her ability to deal damage. When used offensively, Cossack can only park in smoke for 40 seconds at a time. With American battleships boasting up to 20s worth of immunity with their Damage Control Party, Cossack isn't going to seriously contest her opponent's ability to put out fires. This necessitates other tactics to get the most out of the potential damage output of her guns. Borrowing the smoke from another ship is one way such as in a division. She can also take a page from American cruiser and destroyer game play and use island cover to lob her shells at enemies that cannot see her but her lack of reach makes this difficult. Finally she can simply elect to fire from open water and risk trading her hit points. I would hardly call this ideal given her low hit point total. Defensively, her smoke is also found wanting. At top speed in a straight line, Cossack drops all of three (count 'em) smoke clouds. If you install the special upgrade, Smoke Generator Modification 1 you get one more puff. That's it -- hardly worth the coal investment. Cossack's consumable is not so much a smoke screen as a squid's ink-squirt. If Cossack has been firing her guns, she may not being able to create enough smoke to block line of sight to multiple opponents (which will make you wonder why you even bothered). Fortunately, if you cut your speed the moment you activate her consumable, Cossack will come to a stop inside the last cloud. Don't wait on the throttle though -- you need to be decelerating the moment you begin laying down your rings. At least Cossack's smoke reset timer isn't punitive. The delay between dissipating and the availability of her next charge can be as little as 20 seconds with the correct commander and signal combination. With up to seven charges available, Cossack simply needs to hold her fire for brief intervals before setting up for another round of shooting. Patience and careful planning can almost make up for all of her consumable's shortcomings. Closely Contested Cossack is an excellent scout. Few destroyers at tier VIII can sit as comfortably on the front lines, broadcasting back enemy positions for their team as Cossack can. In addition, her forward position helps protect her allies from long range torpedo salvos which become quite commonplace within her matchmaking. This isn't a safe place to be, however, and Cossack lacks reliable smoke from her toolkit to give her a sense of security. Cossack may be one of the stealthiest ships at her tier and one of the best destroyers for controlling vision for her team. However, this is very little room for error. Summary Great open water concealment. Hydroacoustic Search combined with her great acceleration and handling makes enemy torpedoes launched at range a non-threat. Her smoke smells like butts. At least she gets a lot of quick-reloading charges. Evaluation: What would have to happen to DOWNGRADE to : Top spot among the tier VIII destroyers is heavily contested. The Japanese torpedo ships have the best raw concealment values. Loyang has arguably the best combination of detection consumables though her surface detection is too big to take the crown. Cossack wins out on primacy despite the flaw of her Smoke Generator, but not without contention. Keeping Oskar from becoming a Sam Skills rated by their utility in descending order from purple, to blue, to green, to red. For the colourblind, they're also rated by hearts. Cossack's initial skill choices are fairly standard for a gunship. Start with Priority Target. Next take Last Stand at tier 2. Survivability Expert is optimal at tier 3. And finish off your 10th point with Concealment Expert. Basic Fire Training should be a must on anyone's list after that and Adrenaline Rush is also optimal. From there, spend your last four points as you will. Final Evaluation I'm not one to blame matchmaking. However, Cossack's fortunes are more firmly tied to matchmaking than many other ships I've played in recent memory. I think it's largely owing to how Cossack performs when she up-tiers. To be absolutely clear, Cossack is a beast when she's the top of the pile. There are very few opponents she cannot engage comfortably and it's only those vessels at her own tier which give her pause. However, Cossack doesn't feel anywhere near as comfortable when she has to go up against tier IX and X opponents. This isn't a problem unique to Cossack, but it is more pronounced in her case. Her guns have a very limited menu of appetizing targets when she faces same or higher tiered opponents. It's not that she can't deal damage when bottom tier, it's simply more of a challenge than for other destroyers. She reminds me very much of most tier V battleships, where they can feel like real powerhouses in those rare times that matchmaking favours them and victims otherwise. Your mileage in Cossack will vary based upon not only where your placed on the Matchmaking roster but what's on the enemy team. So long as she's facing enemy destroyers and cruisers with soft squishy bits she can pelt with her pew pews, you're going to have a great time regardless of her tier. If you suddenly find yourself facing down tier VIII+ American and German heavy cruisers, a heavy battleship lineup or Japanese ducky-destroyers, life's going to be a lot more difficult. Fortunately, Cossack still has a role when she can't be the big dog. When she's no longer able to deal direct damage easily, she excels at simply putting eyes on targets and pressuring cap circles. It's difficult to dislodge an RNDD that has setup shop around a given cap short of using concerted air power or a constant barrage of radiation from Surveillance Radar to drive them back. Cossack won't come out of said matches with much to show for it other than a win if everything goes right, unfortunately. I do like Cossack, but she doesn't inspire the same kind of awe her sister ship, Haida did for me. There's a lot to enjoy with this ship. Few feels as comfortable as she does when top tier and even in those uptiered matches, she can serve you well provided you meet the right opponents. However, in those games where there's nothing but hard targets, the pickings get mighty slim. I dunno why, but I'm a fan of Cossack's alternative camouflage. I wish it didn't cost 2,000 doubloons to make my ship look pretty, but oh well. Would I Recommend? Cossack was originally made available through the Royal Navy event which ran in the last quarter of 2018. Wargaming assigned her a cost of 50 Guineas with players able to earn up to 48 Guineas over three patches. It's not you -- the math doesn't add up. The assumption is that players will have to pay for the difference with a Guinea setting you back around $1 USD. Otherwise, players may acquire her for the equivalent cost of 9,600 doubloons + the price of a port slot. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? No. Cossack does alright in Operation Dynamo, but her contribution is very one-sided with being largely limited to engaging the torpedo boats. Her AA power is virtually non-existent. Co-Op isn't kind to gunship destroyers, particularly those with only modest hit point pools and limited torpedo options. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. Yes with a butt. Cossack doesn't play much differently than the other Royal Navy destroyers and her skill choices overlap nicely (especially with captains for Icarus, Jervis, Jutland and Daring). The only issue is that earnings get a might bit slim of matchmaking doesn't love you. For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. There are better choices, namely Loyang and Akizuki. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. Now you too can own a memento of the ship that predicated the early invasion of Norway! Slap on a Hotel Yankee signal, board some enemies and cause an international incident! For Fun Factor: Bottom line: Is the ship fun to play? Yes. While I'd rather play Haida, that's my own Canadian bias speaking. Cossack is a fun ship though be warned, she is a tier VIII destroyer. That comes with all of the hangups that tier VIII destroyers face. What's the Final Verdict? How would the ship rate on an Angry YouTuber scale of Garbage - Meh - Gud - Overpowered? GARBAGE- The boat is unbalanced, not fun to play and weak. The ship desperately needs some buffs or some quality of life changes. Mehbote - An average ship. Has strengths and weaknesses. Doesn't need buffs to be viable however she's not going to be considered optimal. Gudbote - A powerful ship, often one of the best ships at a given role within its tier. Usually considered optimal for a given task. OVERPOWERED - The boat is unbalanced and powerful. Typically she's either horrible to play against or she redefines the meta entirely In Closing Is it over? I think it's over! Cossack (and Haida) have been on books since January of 2018 -- that's over nine months of work that has gone into reviewing her and her sister ship with too many different versions between them. As you can imagine, there was a lot of information to keep track of with her performance changing so regularly. While I'm happy the two ships aren't terrible, I'm very (very) glad to be able to stop worrying about Cossack for a while. I want to thank my readers and fans who helped keep me sane over these months and an especially well deserved thanks to my Patrons on Patreon who helped keep me fed. I won't have to dig her out again until there's another tier VIII destroyer to review for a comparative study. But that won't happen for another ... Aww, sh-- ...!  Appendix (1) Penetration data courtesy of Proships.ru (https://www.proships.ru) and World of Warships AP Calculator (https://mustanghx.github.io/ship_ap_calculator/).
  6. It Would be Pretty Cool if HMS Bellona was Added to the Game. So, remember when I said that while no ship needs to be added to the game, HMS Sirius really ought to be added to the game? HMS Bellona does not really need to be added to the game, but it would be pretty cool. Also, because Bellona is not the slam dunk that Sirius is, I must think a bit more about how it would be implemented and more importantly what the flavor of the ship would be. For Sirius, it was simple, extrapolate values from existent ships and characteristics and make it conform to British light cruisers. I know that it will be acceptably balanced (well, maybe some things need tweaking) and not meta breaking or making because that meta already exists. If I do the same thing for Bellona, that would be boring. So, same format as before, I’ll talk about the ship’s history, why this ship in particular needs to be added, the stats of the ship and expected playstyle, and then who will want to buy it. So, without further delay. HMS Bellona: A Primer. HMS Bellona was ordered as a standard Dido class cruiser in 1939 as a part of 5 war emergency ships. Construction continued until there was a pause in May of 1940 due to the fears of invasion, with the material and expertise being moved elsewhere. This allowed time for the Directorate of Naval Construction to look at what could be adjusted on these ships to make them more efficient. The chief thing on their mind was removing the topmost front turret. If they did that, it would give them the following benefits. 1. They were no longer fighting as much with the KGV’s for turrets. While less of a issue the further into the war they got, initially the Dido’s were finishing with 4 turrets and getting their 5th later because the KGV’s had priority. Less turrets in general meant this was less of a issue. 2. The overall height of the ship could be dropped. For their dimensions, the Dido class was tall, because the top of the bridge had to see over the third turret. With that turret removed the overall height could be removed, and these weight savings could be transferred to improving protection and AA armament, speaking of... 3. A mid-range AA gun could be added that covered the front arc of the ships. Any air attack that was not a torpedo run would go down the length, so a close in AA mount that could cover that angle was very desirable. So, the gun was removed. The remaining guns had their mounts improved with more power available from an additional generator to increase their rotation rate from 10 to 20 degrees per second. Added into their connection with the high angle Control system and radar, and the main armament became much more flexible against enemy aircraft. The funnels were straightened, and more 20mm cannons were added for close in air defense. In all, these ships could engage enemy aircraft much more effectively at the cost of effectiveness against surface units, but the trade was deemed to be a good one. So, at the end of October 1943 Bellona commissioned into the Royal Navy. With less than 2 years left in the war one may be forgiven for thinking that her career was uneventful. To the contrary, it was packed. At the start though, it was not looking good. Electrical faults kept it from joining the fleet until January of 1944, where it joined the English Channel force 26 as flagship, charged with keeping the German destroyers and E-boats bottled up as invasion preparations were set in motion, as well as attacking any convoys it ran across. In March, it finally ran across some E-Boats on the 15th in a mutually inconclusive action. At this point HMS Black Prince relieved it, and they prepared for supporting the invasion. During the invasion Bellona deployed off Omaha beach, providing naval fire support as well as AA picket duty, where during a night attack it got a confirmed aircraft kill. By mid-June, she was sent to reserve, and prepared to move to the Norway theater. She covered a carrier attack on Tirpitz in July, then returned to Plymouth and force 26 to hunt E-boats. In August, Bellona started racking up some kills. On the night of the 6th, she ran into a pair of convoys sinking 2 minesweepers, a patrol boat, and an aircraft repair ship as well as disabling 2 more vessels. with the help of the 4 tribal class destroyers she was assigned with (one of them being Haida). In September, she was refit, with more 20mm slapped on wherever possible. In October, she escorted Implacable for airstrikes in Norway. In November she joined force 2 with HMS Kent and 4 destroyers, running into a German convoy and sinking 2 merchantships and 2 minesweepers. December brought a trip to the arctic convoys. January, another anti shipping strike, with a force of one heavy cruiser, 2 lights (the other being Dido) 10 destroyers and 2 escort carriers they ran into a convoy of 8 ships, 4 being destroyers. All the merchantmen but one was sunk, no word on the destroyers. She would spend the rest of the war alternating between arctic and Norwegian duty. Clearly, Bellona’s service was worthy. But why add in a Bellona, and why this one considering their extensive postwar career with the New Zealand navy and Pakistani navy. Why Bellona. Bellona, in a perfect world, or at least one where I made the ships for WOWS, would be a tier 6 premium for the RN. The reason for her inclusion would be more than just because of her career or to add a Dido (remember in this perfect world we already have Sirius), it's to be a premium for a new line of Royal Navy anti-aircraft cruisers. So, this premium is also a sneak peek at how I would expect to balance this entire line, which by virtue of the ships included would already have a fair few parameters attached to them that make balancing tricky. Those parameters are as follows. 1.The lowest or really close to the lowest HP in the tier for cruisers, based on their small displacement. 2. Pretty uninspiring armor. 3. The highest or really close to the highest concealment for a tier based on the dimensions of the ship. 4. The highest or really close to the highest agility for a tier, based on the dimensions of the ship. 5. Mediocre to average speed at best. 6. Really good for tier AA, with lots concentrated at range. 7. Short-ranged cannons that are small for their tier. With these factors baked in, there is not a whole lot of room for balancing them via consumables. You’ll just have to see how I handle it. Oh, and as to why Bellona as opposed to the other modified Dido’s, Bellona has the most interesting career in the RN, and the lamest career postwar. Leave the others to a Pan Asian or Commonwealth tree. So, what does Bellona look like in World of Warships? HMS Bellona in World of Warships Armor: The armor on HMS Bellona required much more thought than I initially expected it to, but ended up with a answer that was a lot easier than I thought that it was going to be. The general layout is the same as on my proposed Sirius. The citadel is completely underwater, with the roof over the magazines being 51mm thick, but the roof over the engines being a measly 13mm. at the engines and boilers, the belt armor is 76mm thick, but once you punch through that your odds of a citadel are decent if your fire is plunging. The roof of the auxiliary room armor is 51mm as well, and the end caps are 25mm. So where is the more thought than initially expected? That comes from Norman freedman’s book “British Cruisers: Two World Wars and After.” This has the weight of armor for the Dido class as 718 tons, and the Bellona’s as 860. Where did this extra weight go? The answer is into splinter protection. Near misses from bombs, it was discovered, could cause flooding from splinter penetrations outside of the main belt. Therefore, splinter protection was improved on the Bellona’s, which had time to update for this. In game, we will model this as the ship having 16mm plating everywhere exempting the superstructure. Therefore, unlike with Leander and Fiji, Bellona will not have 8-inch shells autopen if they hit bow or stern. Such a small mercy, but this ship is not supposed to be the most survivable ship. This is reflected in her HP pool. With Sirius weighing in at 6850 tons deep load compared to Bellona’s 7200, she would have marginally more HP than 26000, but less than the 28700 of Leander. Making it simple, 27000 seems right. Armament: The good news is that now some of those stats from the KGV secondary’s start to become relevant again, bad news is that one of the other stats now needs massaging down to tier 6. That’s range. While I would love for the 13.5 km range of my proposed Sirius to still be in force it now outranges Leander, Perth, and Huang He. I can’t abide that. That means that this ship will have a pathetic range of 12.7 km, at best 13.1. Ouch. As to the gun’s stats, the AP remains similar to what I said for my proposed Sirius, with the 133mm shells doing 2700 damage on a citadel hit. On Bellona and the AA cruisers, the special RN AP with much improved auto-bounce and fuse times gets replaced with a regular old AP shell. This means that this ship will not be able to rely solely on AP for its damage. The HE shell can be lifted directly from KGV’s secondary battery’s. With 1900 damage per shell and a 8% fire chance, all that’s needed is the 6 round per minute fire rate to start comparing its potential DPM and fire-starting chances to the other cruisers at tier 6. As far as AP DPM goes, things are in theory not bad. With 80 rounds of max 2700 damage per minute, it clocks in at 5th out of 20 ships. HE looks better, coming in third overall with 152000 potential damage per minute and not being far behind the two ahead of it. However, when considering the smaller gun caliber and thus the reduced amount of things it can penetrate at this tier, this high potential HE damage is needed. Coming in 7 out of 20 as far as fire-starting goes, she does not look to be too disturbing on that count. However, we need to add in the effects of fire flags and IFHE. This ship, like most ships below 152mm at this tier just need IFHE. With that, the deck armor of most tier 6 and 7 battleships as well as the armor plating of tier 8 American and German heavy cruisers becomes penetrable. So, when factoring in IFHE on all ships that would benefit from it, as well as DE and fire flags, Bellona sits pretty much in the middle. Without IFHE Bellona crawls her way to the middle of the pack. Pretty clearly so far Bellona’s battery is not exceptional in any way apart from her extremely fast 20 degree per second stock turn rate. Whoop de do. Something of a sticking point, however, would be her angles of fire. Her turrets are alleged to be able to turn 340 degrees according to Norman Friedman, However the firing angles listed by the Armor Layout for Dido has her only being able to shoot on 280 degree arcs. What this means gameplay wise is that the ship has to be angled 40 degrees in order to get all of its guns on target, way out of the autobounce angles. The only respite from these crappy angles is that given that the guns can traverse to greater angles than they are limited to fire, the firing arcs of X turret can be increased to 320 degrees based on there being no physical obstructions to it having these firing angles. This means that the ship would only have to angle 20 degrees off the bow for it to get 3/4 of its armament on target. She also has a torpedo armament, and these should just be a direct copy of what’s on Fiji. For reference, that’s 8 km, 72 second reload, 15867 max damage, and 61 knots with ability to single fire. Concealment: Being based on the Arethusa (represented in game by Huang He) and being essentially the same height and length, I propose that Bellona have a standard detection range of 9.55, going down to 8.34 km. Agility: Bellona has a top speed of 32 knots. She should keep the incredibly high energy retention in turns of the other RN light cruisers, but not retain the absurd acceleration. Her turning circle should be as I proposed with Sirius, 620 meters, able to put her rudder hard over in 6.7 seconds, giving her a rotation rate of 7.86 degrees per second. Again, average speed at best, but very agile. AA: Bellona should have good AA. In real life, she entered service with 6 dual 20mm, 12 single mounts, 3 quadruple pom-poms, and the 4 twin 5.25 in cannons. After number crunching, she should do 189 DPS at 2 km (from 8.1 dps per single based on Nelson and 13.5 dps per double based on Edinburgh), 105 dps at 2.5 km (from 35 dps based on Haida, and 120 dps per second at 6 km (my made up number again). These base values are best in tier for continuous damage. Her flak barrage would be 4 bursts at 1617 per burst. Consumables: Alright, that covers our main stats. now that we have our meat and potatoes, time to give it some flavor. Which just means some consumables and any other stat modifiers. The main thing that will cover the flavor of this ship is the fact that this, and this line, is supposed to be AA cruisers. They are supposed to be exceptionally good against enemy carriers. So, it stands to reason that one of the consumables should be defensive AA. Fair enough. And now comes the disappointing part. The ship cannot carry any aircraft (none of the RN AA CL’s can) so catapult fighter and spotter aircraft make no sense. Engine boost just does not feel right, all of the RN ships are slow. Main battery reload booster, no, already using the reload rates firing pell mell. Torpedo reload booster? Don’t make me laugh. So now we have as our final contenders the most cancerous consumables. Radar, repair, smoke, and hydro (which to be fair is not that bad). So, before we get much further, lets rule radar right out and argue about the last 3. Repair is a decent choice; it helps with the issue of this ship having a low HP pool and crappy armor. That and the fact that all the other RN tech tree cruisers have it make it an obvious move. Smoke also isn’t bad. It allows the crappy short ranged average guns to sing without as much fear of retaliation. And hydro paired with smoke makes for a potent combo, allowing you to charge down people in smoke if they are inattentive, or get out of dodge when a wall of skill comes at you. But only one of these things helps to shoot down aircraft. And that is what these are all about. So I would give it smoke. Yes, that means that this premium, and this line, is all going ships that sit in smoke and spew HE. Before you get out any pitchforks, hear me out. I think that one of the main issue with every cruiser that has been introduced with smoke so far is the fact that they all get hydro. This allows them to sit comfortably with the knowledge that they are likely safe from a marauding destroyer ending them with a wall of skill. I do not intend for that to be an option for this ship. I want to have the player have to worry in their cloud of smoke unless they have taken the care to be sure they cannot have this happen to them. I think that would go a ways to making this feel a little less… cheap. Further, smoke allows this ship to perform better against carriers, seeing how Bellona could just pop smoke to frustrate the carrier’s attacks and continue to fire away at the planes. Yes, perhaps this would just make for bad meta, but I am not currently convinced. Ok, rant out of the way, I would propose this smoke to sit between RN destroyer and RN light cruiser smoke, with 5 charges of 15 second emission and 50 second duration, and a cooldown of 100 seconds. Pretty much dead between the two in all stats. Finally, as a last bit of added flavor, I wonder if perhaps these would be better against aircraft if their flak bursts were less accurate? Currently, flak bursts try to appear most in the area directly ahead of the incoming squadron. If you don’t turn, you get massacred. If you do turn, odds are with you that you will avoid most of the damage. Right now, 80% of the shells go to this A zone, the rest to the B zones at the sides, incidentally, where a plane would turn into. If the odds of a shell appearing in A were reduced to 50-50, would this make it more likely for a maneuvering squadron to eat flak bursts? If so, that would be an important part of the ship and the lines flavor, taking this from a decent AA ship, to pretty terrifying. And that, I think, is all there is to discuss with Bellona. Why people would buy Bellona Man, remember when Sirius had everything going for it? It filled a role that was currently not filled in game in a satisfying way, was a historical ship with a good career that collectors would really be interested in, and had an anime tie in that weebs would trip over themselves for? Bellona fills a role that does not currently exist (trainer for a non-existent tree), has no anime tie in, and is a historical ship with a good career, but frankly just not as good as Sirius. There’s only one good reason to include her in game, and that would be blunted if there was already a HMS Sirius added. I would get 2 didos (honestly, I would as many as they would offer to me) but a lot of people would have that collector itch scratched at one. Perhaps if ranked went to tier 6 (does it?) it could be quite powerful, but I don’t know. Really this is about testing a playstyle. So, what do you think? How does this thing sound to you?
  7. No one needs a premium ship. No tech tree line needs a trainer. No ship or ship class needs to be added to the game. But sometimes, man, I think that there are good reasons that a ship ought to be added to a game. Any one of those arguments above is decent on their own, but sometimes there is a ship that ticks more than one box to recommend its inclusion. Very rarely is there a ship that can tick every single box for being added into the game at the same time. HMS Sirius, as you could guess by the thread title, is that rare ship. This ship is the closest that I think we will ever get to a ship that needs to be added to World of warships. I am going to spend the next very many words detailing every reason why this ship should be added, how it should be added in, the role that it would fill, all the stats, how it should play, and why this ship is economically viable for Wargaming to add in the vain hope that maybe we can finally get a ship that WOWS blitz has had for years now. To start with, why on earth should people care about HMS Sirius to begin with? HMS Sirius, a Primer. HMS Sirius is a Dido class light cruiser, laid down in 1938, launched in 1940, and finally commissioned in May of 1942. In mid-1942, the main concern of the Royal Navy was the Mediterranean theater (although the Atlantic was not doing great either to be fair), and mainly the island of Malta. Malta served as an important base for intercepting Axis convoys to Rommel in North Africa, servicing submarines, aircraft, and light cruisers and destroyers. In mid-1942, the Germans and Italians were putting all their efforts to knocking Malta out of the war, which would vastly improve their supply situation. And they were getting close to doing that by July. Thus, the Royal Navy launched Operation Pedestal, a last-ditch attempt to resupply Malta with 15 ships of oil and supplies, along with major elements of the Royal Navy’s surface fleet. Included in this were 3 aircraft carriers, the Nelsons, and numerous destroyers and light cruisers. HMS Sirius was among them. I would be lying if I said that Sirius made or broke the operation, but this operation was the turning point in the battle of the Mediterranean. Only 5 of the 15 supply ships made it to Malta, but they made it, allowing the RAF to fly interception missions against the German and Italian merchant fleets, as well as ensuring that the submarines at Malta could continue operations. These would be a constant thorn in the Axis powers side, causing the chronic supply shortages that would lead to Rommel’s defeat at the Second Battle of El Alamein. Indeed, after Pedestal, with the strategic picture in the Mediterranean looking up, Sirius provided support for the Operation Torch landings, then was assigned to force Q, a cruiser and destroyer force with the goal of attacking Axis shipping. On December 2 of 1942, she had her first surface engagement at the Battle of Skerki Bank. In this battle Sirius, her sister ship Argonaut, Arethusa class cruiser Aurora and 2 Q class destroyers fought a convoy of 4 troop transports escorted by 3 destroyers and 2 large torpedo boats. At 40 minutes past midnight Sirius and Aurora stumbled upon the isolated German transport KT1, separated from the convoy by a missed signal to turn. The two cruisers quickly set it ablaze and it blew up. Knowing there were more ships out there, Aurora and Argonaut started looking for transports while Sirius looked to engage the escorts. One of the Italian destroyers charged at the cruiser line, and when Sirius illuminated a transport with searchlights the destroyer dumped a spread of torpedoes at her from a range of 2000 yards. Sirius dodged, and then sank the offending destroyer with help from Argonaut. Only a minute later Sirius mauled one of the torpedo boats, which fled without firing a shot. Sirius and Argonaut then set upon the transports, with Sirius torpedoing the largest of the 3 remaining and sinking it. A second Italian destroyer charged to make an attack, but Sirius and the two British destroyers fired upon it at 4500 yards, knocking out its weaponry and engines and leaving it a immobile hulk. Sirius had damaged or sunk 3 of the 5 Italian escorts, as well as 2 of the 4 transports. In all it was a crushing defeat for the Italians. Sirius would spend the better part of 1943 sailing from invasion to invasion providing naval fire support, and even being a landing craft for British paratroopers to take Taranto by sailing into the harbor with 3 other Didos just after the Italian surrender, preventing it from falling to the Nazis. In October it, along with Aretheusa class Penelope and two destroyers ran into a invasion convoy of a submarine chaser, a cargo ship, and 7 large landing craft. All but one was sunk. Hardly a week later after bombarding a harbor with Aurora, the ships came under air attack, Sirius was hit by a 250 KG bomb and raked with 4 near misses, causing a fire and 44 casualties, 30 wounded and 14 killed. The ship was repaired until February 1944, when she was sent to England to prepare for D-day. She provided naval bombardment at Sword Beach then was sent to the Mediterranean to assist with the Operation Dragoon landings, providing bombardment against St. Madrier. After this, she remained in the Mediterranean and Aegean for the rest of the war, being present at the liberation of Athens. Alright, now we know about the ship. Let’s get into why this particular ship should be added. Why a Dido Class? Before we answer why Sirius should be added to the game, we should probably discuss why a Dido class in general should be added to the game. The reason is simple. This was the largest class of British cruisers to serve in the war. Currently there are representatives of every class of British cruiser to serve in WWII except for the Didos, which served for the duration of the war and fought in every theater, and the Swiftsures, which had only one member commission in time for the war. This gap in the representation needs to be filled. So now, we can ask why Sirius. With 16 members of the class, what makes this ship the most laudable? First, I would discount the Bellona (or Improved Dido) subclass as being sufficiently different as to be its own class that should be added at some point. That removes 5 ships from the equation. Charybdis and Scylla are similarly different from the remaining Didos to be their own thing that should be added at some point in the future as well, so now we are down to 9 ships. I would cast out ships that were sunk in the line of duty, removing Naiad, Bonaventure, and Hermione. With 6 ships left, the field has narrowed. Now, I would prefer ships that fought in surface actions. Euryalus and Phoebe now hit the bricks. Argonaut and Cleopatra had their third front turret removed after combat damage, so unless their early armament is used, these should be removed from consideration. That leaves us with Sirius and Dido left. Let’s be blunt here, Dido had a more exciting career than Sirius. Dido has the same design and layout for the whole war as Sirius (except for the initial 4 turret layout because they just could not build enough turrets at the start of the war), is in surface actions, and has the Kriegsmarine surrender on her decks. So why am I not going with her as the premium ship? Deep down, in my heart of hearts, I want a tech tree to be added for Royal Navy AA Cruisers. And I want Dido, the lead ship of her class, to be in that tech tree. This leaves Sirius as the ship that should be implemented as a premium. So, how do I think that Sirius should be implemented? HMS Sirius in WOWS. Sirius would be a tier VII light cruiser for the Royal Navy. She would have all the benefits of the tech tree RN CL’s, meaning that she has great acceleration, she retains her speed in turns, has the special AP with improved auto-bounce and shell fusing but no HE, and comes with hydroacoustic search, repair party and smoke as consumables. In essence, after all this time, the RN CL line would finally have a ship that pairs well with the existent captain skills (and don’t come at me with that upcoming HMS Tiger nonsense). Tier VII may sound like a bit too much, but hopefully I will be able to explain myself well enough as to why this ought to be her tier. Alright, to stat listing I go. Survivability: Sirius will not be doing anything too impressive concerning her ability to take incoming shellfire. Her armor will be universally poor. The turrets and barbettes all have a maximum of one inch of armor, like on Leander. The belt armor is only 3.5 inches. The plating should be so thin that any HE shell will penetrate, and 8-inch AP will probably autopen a lot of the plating. The only quirks regarding the armor profile are with her citadel. the citadel should extend far above the waterline at the engine and boiler areas to the main deck and be situated behind the belt. In game the RN cruisers around her tier count the 10mm spall deck over the physical boilers and engines as the citadel roof, and Sirius should get this treatment too. However, Sirius would have a single advantage that sets it apart from Fiji and Edinburgh, that being the fact that her citadel is totally underwater unlike on the other RN CL’s where the top of the citadel rides just above the waterline. Also, the magazine citadel roof of Sirius is uniformly 51mm, meaning that unless the belt armor is penetrated at the boiler rooms and the shell plunges through the thin 10 mm roof at that section any ship will have issues getting a citadel on Sirius. Apart from that, the big question is on HP pool. I would say 26000 HP. That makes it last in the tier at tier 7 and pretty much last in tier even at tier 6. However, this ship would have a heal. 3 charges for 130 HP/sec for 28 seconds. Add these in and the ship gets a potential HP of 39090 base, and with the appropriate flags and captain skills can be bumped up to a whopping 47570 max possible HP. Not bad at all. With that taken care of, what would the guns look like? Armament: Sirius is armed with 5 twin 133mm turrets, the same as the secondary battery of the king George V’s. In game these have some stats, but because they are secondary weapons that only fire HE and Sirius won’t fire HE none of these stats mean anything to us. So, we are going to make them up on our own. First, lets take care of the reload rate. In game, the current rate of fire for one of these guns is one round every 6.25 seconds, or 9.6 rounds per minute. Over 10 guns that is 96 rounds a minute. Now, some note has been made that these guns could only sustain 7-8 rounds per minute in prolonged engagements. However, in bursts of nonstop fire for up to 2 minutes Euryalus fired off “some 200 rounds.” So, reloading every 6.3 seconds makes sense to me, but I would prefer a reload every 6, for an even 100 rounds per minute. The range of these shells should be greater than that of the Atlanta or Flint, but less than any other cruiser at the tier if possible. This really narrows the field. Atlanta has a range of 13.3 km, and Boise has a range of 13.6. We will give Sirius a 13.5 km range. Muzzle velocity is 814 m/s, and I think that based on its historical range it should hold its velocity well, but that can be messed with. The shells maintain the generous auto-bounce angles and extremely low fuse times that all RN CA’s get. As for the damage per shell, Norman Friedman in his book “British Cruisers: Two World Wars and After” has the bursting charge of the BL 6 inch cannon as 3.75 pounds, and 3.25 for the 5.25 inch cannon on the Dido’s. Taking a ratio from these and applying it to the 3100 damage per shell of the RN cruisers in game and we get around 2700 max damage per shell. When compared to the other ships of the tier, she come ahead of theoretical DPM of all the heavy cruisers, as well as Abruzzi and Lazo. While with her shells it will be hard for her to get citadels on higher tiered opponents, penetrating belt and deck armor for good damage against most of her opponents should be readily doable. Something that is not talked about much, but is very important, is train and fire angles. Sirius is a incredibly mixed bag on this front. On the plus side, the guns are able to train 360 degrees, so when switching sides to fire on instead of haveing to make a 180 degree plus rotation, they will simply be able to take the quickest route to get on target. This is very much like how the guns work on the tier VII-X Rn Destroyers. The bad news is that offically, they have firing arcs of 280 degrees, meaning that the ship must be angled 40 degrees off of dead on in order to get all of its guns on a target. this is far outside of Auto-bounce angles and means that this ship will have to show a lot of broadside in order to do mnax damage output. However, C turret can theoretically use firing angles of 300 degrees, meaning it can shoot 30 degrees over the shoulder without hitting the conning tower. better still, X turret can theoretically fire in a arc of 320 degrees, meaning that it can engage ships only 20 degrees off the bow. This would be how I would recommend having the firing arcs. There is no secondary armament. Torpedoes are a bit of a question mark. Either they should just be the same as on Fiji, (8 km, 72 second reload, 15867 max damage, and 61 knots with ability to single fire) or the same as on Edinburgh, with 10 km range. Again, playtesting. But I do love the idea of stealth torping with this thing. Which leads us to the concealment. Concealment: Based on the size of the Dido class, this should have more concealment than any other ship at the tier, with only the Atlanta’s being close. The real ships of similar size are a tier lower, with Leander being larger and having a base surface detection range of 10.3 km, and Huang He, with a base surface detection of 9.54 and being the stealthiest cruiser in game. Sirius, being based on the Arethusa class that Huang He is from, should be closer to this 9.54 rating. I would say 9.75 km base. With camo and commander skills, this goes down to 8.51 km. She also has a smoke screen, which should be identical to that of Fiji. 3 charges, 16.5 seconds to disperse, and it sticks around for 100 seconds. While mentioning this, she also has 3 charges of hydro so that you do not get surprised by torps in your smokescreen, and this would have the exact same stats as Fiji’s. Spots torps at 3 km, ships at 4, and lasts 110 seconds and recharges in 114. Agility: The Dido class has a rated speed of 32.25 knots. However, Sirius retains all the good features of the RN mobility, being the improved acceleration and the retaining speed in a turn. She would also have the same turning characteristics of Huang He, having essentially the same hull as that ship. This means that she has a turning circle of 570 meters and can put her rudder hard over in 6.7 seconds. However, after calculating how quickly Sirius would turn based on @LittleWhiteMouse's formula and data from this thread (by the way, massive thanks for doing that, it did kind of matter!) I quickly decided to bump the turning radius to 620 m, giving a rotation rate of 7.86 degrees per second. Despite turning at destroyer levels, she does not outrun her guns 10 degrees per second turn rate. So shes average speed, but very very agile, which combined with the relatively small size means she should be able to survive longer than expected under gunfire. Only one more thing to go. AA: AA poses something of an issue for this ship, because when deciding how this AA will work and what AA suite it will have, I am really deciding what paint scheme this ship will be operating under. The initial aa outfit that it had in the Mediterranean during Pedestal and Skerki Bank is the least whelming, sure, but the camo scheme is by far the most interesting. Look at it! In 1944 it has a pair of single mount 40mm bofors added, but, well… It’s boring. I am going with a mid-1943 Sirius then. This means that she has 7 20mm cannons, a pair of quadruple pom poms, and the 5 twin 5.25 inch cannons. So, after doing some wild calculations where I take the values of other ships mounts and apply them here, I have the AA values. Sirius would do 57 DPS at 2 km (based on dps of one 20mm mount from HMS Nelson times 7), 70 DPS at 2.5 km (based on Haidas quad pom-pom times 2) , and 150 DPS at 6 km (i made this one up, sorry). She would put up a flak barrage of 5 bursts doing 1617 per burst. She actually has a lower raw AA value than the other RN cruisers at her tier, but more of it is focused on the long-range aura. And that’s that for the stats. She is a smaller and stealthier Fiji, but with worse DPM and a lower Hitpoint pool to draw from. That was fun, but time for what matters. Why people will buy this ship if it gets implemented. However entertaining all of this may have been for me, and however worthy I deem Sirius of being introduced into the game, none of that is important. What matters is people dropping their hard-earned dollars into Wargaming’s bank account because of them getting this ship. that means that before Wargaming lifts a finger to add this ship, they must know there is an audience. In this case, lucky them, I believe there are several audiences. Let’s run though them. People looking for historical ships who are not interested in paper ships or ships of noncombatant navies will now have a chance to pick up a historical ship, that fired its guns in anger at other ships, that is a representative of a class not currently in game. For folks that like the more historical aspects of the game, Sirius is a good deal. People looking for a cruiser that they can train RN captains on, that keep their captain skills relevant, will like this ship because this will be only the second ship to fit that bill. People who dump dollars on Azur Lane stuff… Yeah, probably going to like this ship. That is 3 groups of people who would want this ship, and with its great concealment and good AA values, maybe it would even be good for ranked play. I don’t know, but maybe. From where I sit, it looks like a slam dunk.
  8. LittleWhiteMouse

    Premium Ship PREVIEW: HMS Hood

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

    Premium Ship Review: HMS Nelson

    The following is a review of HMS Nelson, a ship kindly provided to me by Wargaming. This is the release version of the vessel and these stats are current as of August 14th, 2017. The Walking Dead. Quick Summary: A slow Royal Navy battleship with all of her guns mounted forward on her bow. Her repair party consumable can allow her to come back from the dead twice over. Cost: 375,000 free experience. Patch and Date Written: 0.6.9. August 10th through 14th, 2017 Closest in-Game Contemporary Imperator NIkolai I, Tier IV Russian Battleship Degree of Similarity: Clone / Sister-Ship / Related Class / Similar Role / Unique Whoa, no one panic! Nelson is not the second coming of the Nikolai. She simply shares a very similar gun layout and achieves a similar state of resilience (though admittedly through different means). They also share the affliction of having a very high citadel which means they both fold like a deck of cards if someone catches their side with battleship AP. Finally, like Nikolai, Nelson's big weak spot is her bow. While the Russian battleship really only has to worry about shells punching through the upper part of her snout, Nelson's entire bow can be easily overmatched by most of her contemporaries, but this is a common affliction to all tier VII Battleships. PROs Powerful Repair Party consumable, restoring up to 40% of the ship's hit points per charge. Good armour protection versus American AP Bombs. Good 1.9 sigma value which helps tighten up her dispersion. Flexible gun layout, able to switch fire from port to starboard very quickly. Short fuse timers on her AP shells, leading to less over penetrations. Ridiculous HE performance, with 101mm of penetration, high alpha strike and a 46% chance of starting fires per shell. CONs She feels blind with no consumables to aid with spotting (plane, radar, hydro) Citadel sits high over the waterline. Lackluster penetration values, comparable to HMS Warspite at tier VI. Slow turret traverse of 4.0º per second Anti-aircraft firepower is concentrated in short range (and excessively fragile) batteries. Nelson is slow with a maximum speed of 24 knots. Large surface detection range of 15.3km. HMS Nelson is the last of the so-called "Big Seven Battleships" to find their way into World of Warships. These were the battleships of the United States, Japan and Great Britain that were allowed to be armed with 16" guns under the Washington Naval Treaty after World War One to put an end to the naval arm's race. They consisted the Nagato-class, represented by Nagato and Mutsu, the Colorado-class of three ships, Colorado, Maryland and West Virginia and Nelson-class with Nelson and her sister ship, HMS Rodney. Of these seven vessels, the Nelson-class are certainly the standouts where design is concerned. There's no denying that their silhouette is very distinctive. When play-testing her, I received many comments about her looks (often derisive, but a few people had the right of it and called her 'awesome looking'). I can say that her play style is as distinctive as her appearance. Let's get into the hows and wherefores of their performance in game. Options Nelson has access to an improved version of the Repair Party consumable. This restores 1,188hp per second for 20 seconds, healing up to 40% of the ship's hit points per charge. However, this only comes with two charges as opposed to the usual three for battleships. Nelson queues damage in the similar manner as other Royal Navy battleships. She uses the same Damage Control Party of other Royal Navy Battleships (except Warspite) with a 15 second active period. Consumables: Damage Control Party Repair Party Module Upgrades: Four slots, standard Battleship options. Premium Camouflage: Type 10, tier VI+ standard. This provides 50% bonus experience gains, 3% reduction in surface detection and 4% reduction in enemy accuracy. For your upgrades, you'll be picking standard battleship options. In your first slot, take Main Armaments Modification 1. You're going to be tanking a lot with your bow and turrets, so your guns take a lot of abuse. In particular, her B turret gets disabled and destroyed frequently. In your second slot, Aiming Systems Modification 1 is your best choice. Nelson's horizontal dispersion is not as good as previous Royal Navy premium battleships, so the extra accuracy is sorely needed. Her anti-aircraft guns and secondaries are not worth upgrading. In your third slot, take Damage Control System Modification 1. This will boost your torpedo damage reduction up to 21%. And in your fourth slot, you have a choice. Steering Gears Modification 2 will reduce your rudder shift down to 11.9s. Alternatively, you can take Damage Control System Modification 2 to reduce fire and flooding damage if that's your preference. Special Upgrades The only special upgrade that has any sort of application on HMS Nelson is Damage Control Party Modification 1. When applied to HMS Nelson, this would increase the active period of her consumable from 15 seconds up to 21 seconds without affecting the reset timer. This competes with Main Armaments Modification 1 in HMS Nelson's first upgrade slot. Given the amount of abuse her main battery takes, this special upgrade isn't worth applying. Firepower Primary Battery: Nine 406mm rifles in 3x3 forward facing turrets in an A-B-C layout on the bow with B superfiring over A. Secondary Battery: Twelve 152mm rifles in 6x2 turrets and six 120mm rifles Nelson's approximate penetration values for her AP shells are 550mm at 5km, 450mm at 10km and 350mm at 15km. Like Dunkerque, Nelson is largely defined by the layout of her primary gun battery. She mounts all nine of her guns ahead of her superstructure. Veterans who have played Izumo and are concerned about her gun handling can rest easy -- Nelson's gunnery is very comfortable; more akin to the Soviet tier IV Battleship, Imperator Nikolai I than the tier IX Japanese vessel. Her A & B turrets have excellent fields of fire with a 300º and 322º firing arc respectively. C is more limited, but still easy to use. It can engage enemies 25º to 137º off its side for a total combined field of fire of 224º. In most engagements, you'll be primarily making use of A & B turret with C being used to take opportunistic shots where possible. Nelson's turret rotation may not be fast at 4º per second (45 seconds for a 180º rotation), but with these guns all being forward facing, it's very easy to shift fire left to right as needed. Overall, Nelson's gun placement makes gunnery enjoyable. Even firing over the shoulder isn't too difficult. Nelson's accuracy, however, is a bit of a mixed bag. Her shell groupings are rather tight with a 1.9 sigma value, however she does not have the vaunted Royal Navy battleship shell dispersion seen previously on HMS Warspite and HMS Hood. Her linear horizontal dispersion appears to be the same as USN Battleships. This is still better than French and German vessels, but it's hardly enviable. As a result, when firing Nelson's guns, you can be blessed by a string of really tight shell groupings and then suffer some really wonky strays. Nelson's AP shells aren't terribly inspiring but her HE shells are phenomenal. The latter does not replace the former, however. Nelson's AP shells have almost identical penetration over distance to HMS Warspite's 381mm guns, while having a shorter- fuse timer as seen on HMS Hood. This is perfectly adequate (and even ideal) for bullying any cruiser within her matchmaking spread, but it's a different story where battleships are concerned. Her 406mm gun caliber ensures she can overmatch the bows of any cruisers she encounters, as well as the bows of battleships at tiers VII and below. Unfortunately, her ability to land citadel hits against enemy battleships has largely fallen away by ranges of 12km except for the softest skinned targets such as Oktyabrskaya Revolutsiya. Landing reliable penetrations becomes questionable outside of 14km. These ranges drop further when Nelson is bottom tier or she's shooting at thick skinned dreadnoughts. Closing the distance isn't always the best option with HMS Nelson. While this does greatly enhance the penetration powers of her 406mm guns, the backup provided by her secondaries is less than inspiring. Nelson's secondary gun complement is divided between 120mm dual-purpose guns in single mounts and six, large twin-gunned 152mm turrets. They are better positioned than those on Dunkerque, but these guns are still poorly laid out to support an attack. The volume of fire they put out is also less than stellar. Her 152mm guns fire a mere five rounds per minute with their AP shells. Her 120mm fire twelve rounds per minute with HE and a great 8% fire chance per hit, but these are largely rear facing and cannot begin engaging an enemy until they're alongside Nelson. Nelson does not appear to use the same dispersion model as Warspite and Hood. Her 1.9 sigma value keeps her groupings tight, however. Nelson's main battery HE shells are something to behold. They boast 6,900 alpha strike per shell, 101mm of penetration, and a 46% fire chance. The list of ships that Nelson can citadel with her HE shells is long -- long enough that a player might be tempted to think that spamming HE shells is an optimal way to play this battleship. While each penetrating hit does land an impressive 2,277 damage, this number quickly falls away as areas become saturated. This leaves her impressive fire starting ability to take over damage dealing which can be hit or miss on focused targets that already have blazes set. Nelson's AP shells should be relied upon as the principle damage dealer for this vessel, with HE used as situational backup. Nelson's HE shells are best used opportunistically, such as when an enemy battleship angles in at a distance, or as a one-off to help support a friendly CV by knocking out masses of AA guns in a single volley. The enormous 39.2m blast area of her shells will cause extensive module damage against any target she strikes, even if they fail to penetrate. These shells have a larger and harder hitting explosion than anything short of the Yamato, Lion and Conqueror. This can leave a formidable AA armament in tatters. It may also force ships to reach for their Damage Control Party consumable to repair disabled engines and steering gears, leaving them vulnerable to follow-up fires. It can even set off the magazines of destroyers and cruisers with the concussive force alone. An Iowa-class battleship can be stripped of all (yes, all) of it's small and medium caliber AA gun mounts in as little as two to three volleys of Nelson's guns. Peppering a few preliminary HE shells around like this in the early stages of a match can go a long way towards helping your CV allies out, especially before closing into more effective AP shell range. Just don't forget to prioritize nailing those cruisers with AP when you see them. Between gun handling, AP and HE performance, Nelson's firepower is incredibly forgiving. A novice player could, in theory, spam HE constantly and still amass some pretty respectable damage totals provided they survived long enough. They would definitely lose out to a Nelson commander who varied their ammunition choices, however. Rivals: Battlecruiser HMS Hood HMS Nelson is the second tier VII premium British battleship in the game, with HMS Hood preceding her by a few months. The two ships are so very different in design and game play as to be almost laughable. Nelson is a slow, enduring and relentless. Hood is fast, flexible and fragile. Nelson is victimized by aircraft and Hood is a nightmare target for enemy carriers. Both struggle when facing tier IX ships. It's HMS Nelson's gunnery which sets her ahead of HMS Hood, in my opinion. Nelson deals damage reliably -- something the British flagship cannot claim, even with its (much) improved accuracy. With the coming of the rest of the Royal Navy line, I wonder if we'll see HMS Hood get some minor tweaks and buffs to bring her into line with the rest of the British ships. Only time will tell. Manoeuvrability Top Speed: 24.0knotsTurning Radius: 750mRudder Shift: 14.9s Maximum Turn Rate: 3.71º/s Nelson is slow. 24.0 knots is almost acceptable. Almost. Nelson is a full knot slower than Nagato which is already a ship that struggles somewhat with agility. This limits Nelson's flexibility and her survivability. She cannot control engagement distances. She cannot escape by outrunning her opponents or the reach of their guns. These problems compound when she faces tier VIII and tier IX opponents where not only are most ships faster than her, the map sizes make her low speed especially punitive. It's only when Nelson is top tier that her low top speed is less of a liability as she faces more of the standard-type American battleships and the distances she needs to cover are further reduced by the smaller maps. Now don't get me wrong -- this isn't Arizona-slow. And while she does have a three knot advantage over Colorado, she does not get Colorado's special speed preservation in a turn. Like most battleships, Nelson bleeds off 25% of her velocity when she's under manoeuvres, slowing down to 18.0 knots with her rudder hard over. If you're applying WASD hax as you should, you'll often see your speed struggling to get over 20 knots and this can feel like a real crawl when you're trying to get into position or you're trying to get away. Nelson is a pig in a turn. Nelson's only saving grace is that she rotates 0.1º/s faster than a Nagato, which isn't saying much. The good news is that she's incapable of out turning her turrets, even with their slow rate of rotation. The bad news is that while she may answer her rudder quickly, the effect of her rudder just isn't substantial enough to throw the ship about. This makes her very vulnerable to torpedo and aircraft attacks. DurabilityHit Points: 59,400Citadel Protection: 32mm anti-torpedo bulge + 356mm belt. Min Bow & Deck Armour: 25mm Torpedo Damage Reduction: 19% Armour layout of Nelson's belt, turrets and citadel. The only additional protection is a 32mm outer hull and upper deck not shown. At first glance, Nelson has horrible durability for facing off against enemy battleships. She has a citadel that sits so high over the water line, you would think she was a copy-paste job of the old Iowa and Montana-class battleships. What's worse, she's tier VII so her enormous bow is only 25mm thick. It gets overmatched by all AP shells larger than 356mm which includes the guns of all tier VII+ battleships with the exception of Scharnhorst. While she does boast some decent armour values, with up to 356mm of belt armour and a 305mm transverse bulkhead on her citadel, they are both heavily overtaxed trying to protect her vitals. The sad reality is that it's this 305mm bow plate which is HMS Nelson's achilles heel. Even with perfect angling (approximately 25º to 26º) bow on to the enemy, this plate just cannot stand up to any guns that can overmatch her bows. Bayern, HMS Hood and Queen Elizabeth need to get close to citadel her through the bow like this. They can only do so at ranges of 12.0km or less. Warspite and Mutsu can pull it off at at 13.0km. Things jump up considerably from there. Colorado can do so reliably from 18.0km. Everything else can do so at ranges in excess of 20km. When under fire from enemy super dreadnoughts, angle as best you can, know your ranges and hold your breath. In short: She eats citadels for days and then begs for a second helping when facing enemy battleships with 380mm guns or larger. Things don't get much better in regards to soaking up torpedoes. HMS Nelson has terrible torpedo protection with only a 19% reduction that can be boosted to a mere 21% with Damage Control System Modification 1. While this is better than that of HMS Hood, at least HMS Hood begins her turns faster. I lost this ship more often to torpedoes than any other damage source. Sometimes it was my own dumb fault. In others, the lack of damage mitigation simply overwhelmed the modest hit point pool of this battleship. Finally, there's the issue of her turrets. I have not been able to isolate why it happens so frequently, but HMS Nelson has her main battery guns disabled very often. B-turret seems especially susceptible. This is strange given the thick armour of her turret faces (406mm) and her barbettes (356mm). My guess is that shells are striking her barbettes or catching the softer sides of the turrets and prompting the critical damage rolls. Whatever the reason, you can expect to have one of your guns temporarily disabled at least once in a match. Yet for all of the deficiencies and even her modest hit point total, Nelson is quite easily capable of being the toughest ship afloat at her tier. This is all thanks to her Repair Party consumable. Unlike most battleships that recover up to 14% of their maximum hit points over 28 seconds, Nelson recovers up to 40% over 20 seconds. Yes, you read that right. This works out to 23,760 hit points that Nelson can heal with each charge of her Repair Party consumable. Nelson will, time and again, appear to be on her last legs only to spring back, hale and healthy and itching for a fight. Adding a India Delta increases this value up to 48% (or 28,512hp) per charge. With Superintendent, this provided HMS Nelson with a theoretical maximum damage total of 173,448 hit points needed before she sinks, provided her consumable is used optimally. I cannot stress this enough. Warspite, a ship known to be a tough little monster, would call receiving 80,000 damage before sinking a good match. This works out roughly 1.5 times her starting health. For Nelson, that number sits around 150,000 damage -- in excess of 2.5x her health pool. You can delay the enemy team simply grace of being a damage sponge they cannot sink quickly. This makes Nelson an absolute beast when it comes to facing enemy cruisers. She can soak the bombardment and the resulting fires for days and deny them any progress with a touch of a button. The only thing that keeps this from being disgustingly overpowered is the aforementioned tendency for Nelson to eat citadel hits. Her Repair Party consumable only queues 10% of citadel damage into the healing pool, while 60% of normal penetrations and 100% of flooding, fire, ramming and over penetrations make it into the queue. Her consumable also shares the long reset timer of other battleships. Large alpha strikes or masses of sustained damage can (and will) sink this ship in between cooldowns. Finally, she only gets two base charges of her Repair Party as opposed to the usual three. Overall, Nelson is incredibly resilient to fire damage because of this consumable. She simply laughs it off and heals all of the damage back, undoing the burn stacked by cruisers, destroyers and dive bombers without issue. This makes this vessel particularly well suited to farming up Fireproof and Dreadnought awards. Nelson is a zombie. If you do not put her down properly, she will keep coming back from the dead. Head shots, in the form of citadel hits or mass torpedo strikes, are the only way to ensure she goes down for good. Concealment & Camouflage Base Surface Detection Range: 15.30km Air Detection Range: 12.36km Minimum Surface Detection Range: 12.76km Main Battery Firing Range: 18.21km Min Surface Detection Rank within Tier: 2nd out of 7 Min Surface Detection Rank within Matchmaking: 19th out of 37 Wargaming has hyped that the Royal Navy battleships at tiers VII+ will have great surface detection stats. That's not present here. Within her own tier, when all of the ships are rigged for stealth, she sits 500m behind King George V and ahead of the Scharnhorst-sisters by 300m or so. In a cross-section of all of the battleships she may face, she's decidedly average, sitting right in the middle of the pack. Regardless if she's top tier or bottom, there are potentially battleships that she'll spot first and others that will be more stealthy. Concealment for a slow warship helps keep them alive. When Nelson silences her guns, her surface detection range goes down to 12.8km with a full stealth build. This can allow her to sneak up on unsuspecting targets until she gets within a more optimal firing range or angle. Sadly, she does not have the speed to really allow her to take advantage of this. Short of one-time ambushes or picking on distracted enemies, it will be very difficult to sneak up upon wary targets. It should be noted that Nelson is a terrible ship for doing her own spotting. She's effectively blind without any consumables to help her in detecting enemy ships, aircraft and torpedoes. Skills like Vigilance become increasingly important for her as a result, especially when it comes to navigating around islands or through channels. Nelson's concealment is alright. It's not a real telling strength, but it's not a liability either until she's uptiered. Anti-Aircraft Defense AA Battery Calibers: 120mm / 40mm / 20mmAA Umbrella Ranges: 4.5km / 2.5km / 2.0kmAA DPS per Aura: 36 / 119 / 126 (133 in 0.6.10) Do not let the big DPS numbers fool you. Nelson's anti-aircraft firepower isn't as healthy as it looks. It boils down to two issues. Nelson's AA firepower lacks range. Nelson's AA firepower is concentrated in a small number of fragile mount-clusters. Nelson doesn't boast the best range with her anti-aircraft firepower. The 4.5km reach on her dual-purpose mounts is disappointing but would workable if they did more damage. Unfortunately, the majority of her strength is located in her small and medium caliber mounts. Nelson's 40mm pom-poms only reach out to a range of 2.5km and her 20mm guns reach out to 2.0km. This largely limits her anti-aircraft firepower to self defense actions only and she cannot provide fleet support, even when specialized with AA Guns Modification 2 and Advanced Fire Training. The small firepower total from her 102mm guns ensures that Manual Fire Control for AA Guns just isn't worthwhile. But it gets worse. Her anti-aircraft defense is easily knocked out by even small amounts of HE fire. Nelson only has six of the octuple pom-pom mounts. Losing one reduces her medium range AA firepower by 19.8dps, and four of these guns are mounted in pairs along the long axis of the ship, making them easy prey for bombs and HE spam. Things don't get any better with her 20mm Oerlikons. She has thirty five scattered across the surface of the ship (with two more being added in 0.6.10). However, they are packed closely together in large groups which reduces their survivability. For example, ten of these reside in a tight cluster on her bow in front of A-turret. Any HE salvos will usually knock out these small caliber mounts in handfuls, quickly decimating Nelson's AA effectiveness. The only real ray of sunshine is that Nelson has fairly decent protection against American AP Bombs. Tests have shown that only a rare drop with all bombs hitting will cause anywhere close to 10,000 damage. More often than not this sat at a considerably lower total. Preliminary tests with Graf Zeppelin's AP bombs were much more damning, however, but these are still in the development phase and very much a work in progress. In summary: Nelson has pretty good raw AA values, but this is only useful for self defense and it will not hold up over the course of a battle. Taking even minor HE damage can quickly gut the potency of her flak. While the ship is pristine, she'll put up a good fight against aircraft, but their short range means that the enemy will still drop their ordnance. With luck, you'll simply make it expensive for them to do so. Dive Bombers do not present Nelson with that much of a threat, even if they're armed with AP Bombs. She's able to heal back any resulting damage with ease. Torpedo bombers are another matter, however. Nelson's anti-aircraft firepower isn't up to the task of keeping her safe. Nevermind the Manoeuvres HMS Nelson is a little weird when it comes to choosing her skills: short of her core skills, she just doesn't care. Optimizing HMS Nelson really doesn't go beyond ensuring she has Superintendent and Concealment Expert. After that, do what you want. There are three general builds which will likely end up popular. Of these three, a Survivability Build is optimal. Next comes a general anti-aircraft build (minus Manual Fire Control for AA Guns which is all but useless for her). This second build will be pretty similar to low-tier (and very high tier) Royal Navy battleship builds. Finally, you can specialize towards spamming HE like a derp cause it's hilarious. The core for all three builds is as follows: At the first tier, Preventative Maintenance is the optimal choice, but only if your own situational awareness is elevated to such a degree that you can track threats when spotted. If not, then Priority Target should be your default choice. At tier two, take Adrenaline Rush. As you take damage, your DPM will increase. Note that with the huge jumps back and forth with Nelson's hit point pool, the gains from this skill vary considerably. Alternatively, you can take Expert Marksman for better gun handling, though Nelson isn't hurting here much. At tier three, take Superintendent. This will increase the number of charges of your Repair Party by one. And finally, at tier four, take Concealment Expert. You're a big ship, but you're not Fuso-Fat. This will help keep you alive and give you more time to use your Repair Party. You can place the next nine points where you wish. Survivability Build This is, in my opinion, the best way to build up Nelson. Reach for skills that will keep you in the fight longer and improve your damage output. High Alert, Basics of Survivability, Vigilance, and Fire Prevention are all great skills for this, so pick and choose your favourites. Make sure you take Preventative Maintenance too if you took Priority Target as your first skill. Your guns are going to get knocked out a lot. Anti-Aircraft Build Be aware that while Nelson has some pretty potent looking AA DPS numbers, her anti-aircraft firepower will only ever be for self-defense purposes and not fleet support. In addition, it's incredibly fragile and easily knocked out by even a small volume of HE fire. While the ship is pristine, she can be a thorny target for carriers but she's never going to be considered a "good" flak platform. If you wish to go this route, take Basic and Advanced Fire Taining for a total of 7pts. High Alert or Expert Marksman (or Adrenaline Rush if you opted for the other) are your best choices for the remaining two points. HE Spammer Now, for the player that wants to derp around with HE shells, let's talk about specific HE-boosting skills. DO NOT take Demolition Expert. The difference between 46% and 48% fire chance just isn't worth the investment. This is too expensive a skill for too little gain. Expert Loader might actually find some use, though, when you need to smarten up and reach for your AP shells. Now let's talk about Inertial Fuse for HE Shells. HMS Nelson is fully capable of damaging any ship within her matchmaking spread with HE without any need for taking this skill. This includes battleships and the armoured deck of carriers like Taiho. Her penetration is so high, she can citadel almost half of the cruisers in her matchmaking spread. Doing so provides a big boost to Nelson's damage totals, but this is a harder shot to land than with AP shells. Here's the list of cruisers HMS Nelson can citadel stock with HE: France: De Grasse, Charles Martel, St.Louis United Kingdom: Emerald, Leander Soviet Union: Kirov, Murmansk, Krasny Krym, Molotov, Shchors, Chapayev, Mikhail Kutuzov United States: Omaha, Marblehead, Pensacola, Atlanta, Flint, Indianapolis Japan: Furutaka, Aoba, Mogami, Ibuki Others: Perth. Taking Inertial Fuse for HE Shells only opens up small sections of battleships to penetration damage and none of them large enough to be worth it (with the exception of HMS Hood and Oktyabrskaya Revolutsiya which each have large sections of their upper hull that becomes vulnerable). It does nothing to help you with aircraft carriers or destroyers. Where it does come into use is against cruisers. Taking the skill adds the following ships that HMS Nelson can now citadel: France: La Galissonniere, Algerie, United Kingdom: Fiji, Belfast, Edinburgh, Neptune Soviet Union: Budyonny United States: Cleveland, New Orleans Japan: Myoko, ARP Myoko, ARP Ashigara, ARP Haguro, ARP Nachi, Eastern Dragon, Atago, ARP Takao You'll note the absence of German cruisers and the Italian premium, Duca d'Aosta. The spaced armour around their citadels prevents HE from penetrating their machine spaces (though the modules themselves can still be damaged by the shockwave). Note that all of the French ships listed above are also largely immune but they were included because of small sections directly beneath their turrets that will allow HE to citadel them. Landing citadel hits with HE is different than landing them with AP shells. HE shells detonate immediately upon contact with any surface. Thus, you need to bulls-eye the outer citadel wall to land these high-damage hits. On some of these vessels, the amount of surface area is painfully small -- sometimes only a sliver over the waterline. The only consolation is that HE shells don't concern themselves with angle at all. Whatever surface upon which they first make contact is the one affected by the attack, so you can do some rather rude things to select ships that might otherwise bounce AP shells. I must stress, however, that as fun as it may sound to citadel cruisers with HE shells no matter how they angle, Nelson can do this with AP shells most of the time anyway. AP shells also do more damage. As hilarious as it is to make Belfasts cry when you not only carve out most of their hit points with an HE volley but also blow apart their modules and set fires, your four skill points could be better spent elsewhere. You don't really need any special skills if you want to be an HE spammer in this ship. Feel free to toss your Belfast Captain in here if you want, though. Jack Dunkirk The Legendary Commander, Jack Dunkirk, makes a rather good Royal Navy Battleship captain. His Smoke Screen Expert bonus is wasted upon these Dreadnoughts, however, but the bonuses he provides to Jack of All Trades and Expert Marksman makes him very appealing for ships like Nelson. Remember, so long as the commander build includes the skills Superintendent and Concealment Expert, Nelson is largely forgiving. So, if Jack has skills specialized for one of your cruisers, he can still train in Nelson with only a small dip in expected performance. Boom, baby! Nelson using HE in the opening stages of a match, bombarding an enemy Scharnhorst at 17km. By her fourth salvo, Nelson had destroyed both of the Scharnhorst's torpedo tubes, set three fires and crippled her anti-aircraft battery. Overall Impressions Skill Floor: Simple / Casual / Challenging / Difficult Nelson is really going to punish novice players. They're going to make mistakes and Nelson is going to slap them around for it. Her armour needs a subtle touch to be angled properly. Spamming HE doesn't generate great damage numbers. Her AP will bounce a lot at long ranges. She's too slow and too big to easily extract herself from trouble situations or to position herself where she's needed most. Skill Ceiling: Low / Moderate / High / Extreme In the hands of an expert, Nelson becomes a different beast altogether. She just will not die. Proper management of her Repair Party will have her coming back from the dead twice over, ensuring that her team can have a near full-health battleship late in the game, even after tanking a ton of damage. Similarly, proper ammunition use can pay enormous dividends. Her carry potential is limited by her slow speed and lack of vision control, however. Mouse's Summary: She's like a zombie. Without a headshot to put her down for good, she keeps rising from the grave. Her HE shells are a hella fun to use, but it's a mistake to rely on them heavily. You'll kick yourself for every time you have HE loaded and some dumb cruiser or battleship suddenly offers up her broadside. She does not up-tier as well as Nagato, Gneisenau or Scharnhorst. This ship is so much fun. So I know the big question on everyone's mind: Can you spam nothing but HE shells and make this thing work? The answer is 'yes'. You won't do as much damage as you would if you fired AP shells, but it's entirely possible for you to just spit out walls of HE shells instead of anything else and rack up some decent damage and kill totals. The catch is always going to be that you could have done more damage if you fired AP instead. In close matches where the outcome is neck and neck, the lost opportunities to land AP citadel hits may well end up costing you the game. The wiki-editors and I challenged one another to try playing some matches where we shot nothing but HE. Topping 120,000 damage was more difficult than a mix of AP and HE, but it was possible, especially with stacking fires. So, go ahead and spit out nothing but flaming death onto your opponents if you want, just be aware that your damage (and win rate) will take a small hit as a result. This ship seems to be designed to farm salt from the enemy. Between the fires she can set and the absolutely trollish heals, she'll make the enemy want to focus you down hard and fast (lewd!). It's absolutely mean what you can do with her HE shells. See that Scharnhorst / Gneisenau / Tirpitz that's trying to brawl your friends? It would be a shame if someone tore off their torpedo tubes, wouldn't it? Or how about that North Carolina that thinks itself immune to air attack from your tier VII Kaga division mate? It would be a shame if someone stripped them of all of their close and medium range AA power. This is the kind of nonsense that Nelson's HE allows you to do better than other battleships at her tier and it's a very fun shakeup of the usual game play. For all of these tricks and hilarity HE can offer, her AP is still just so much better. Why butcher a New Orleans' AA firepower when you can just blow their citadels out of the water instead? While it's fun to congratulate yourself for a 5-shell, 11,385 damage high explosive volley, this is still less than a single AP shell citadel hit (barring fires of course). There are right times to fire HE, do not get me wrong, but AP should really be the staple of your damage totals in this vessel. Nelson is a good ship, but she's not great. She's got three big flaws in my opinion: Her citadel is too high. She's blind. She's too slow. That high water citadel is going to be a deal breaker for some. When you're up against someone that really knows how to aim (or simply in a tier IX battleship), her weak spots are all but impossible to protect. This all but negates the awesomeness of her Repair Party consumable. And speaking of negating her Repair Party, torpedoes have a habit of doing this too. She has no tricks to help her spot these warheads or their source before it's already too late -- destroyers can pester you with impunity. Given the island humping meta that's so essential to master, Nelson really feels the pinch when she can't send up a plane to take a quick peek on what's going on around the corner. Finally, she is slow. And, I think the worst thing about Nelson's slow speed is that she's not slow enough that many players will see it for the flaw that it is. Nelson will get caught out on occasion and it will cost you games -- not a lot of them, but enough to impact her overall performance. Her big gimmick, though, is damage management. I put an India Delta signal on my Nelson and I took no small amount of pleasure announcing in all chat, "Watch my hp," as my poor, battered dreadnought jumped from 1/3rd of her hit points remaining back up to a hale and healthy 5/6th remaining. The outrage was delicious. I even made a Belfast player complain Nelson was OP when I denied him a kill by healing up from 1,200hp to almost 30,000. Pulling this off requires careful management of your concealment and positioning, disengaging from the thick of the fighting to lick your wounds and then returning to the fray as fast as your slow speed will allow. If it weren't for those three aforementioned flaws, Nelson would be overpowered as all get out. As it is, she's an excellent competitor for any veteran player and she will challenge you to find balance between ammunition choices, fighting at the head of the pack and withdrawing to conduct repairs. Rivals: Battleship USS Missouri HMS Nelson is the second premium vessel to be made available for free experience. The first was USS Missouri, the tier IX American battleship. Missouri's price tag weighs in at a hefty 750,000 free experience -- double that of HMS Nelson. So the question becomes: if you had to choose one, which one would you get? Obviously, if a player prefers one nation's game play over another, that will bias them in favour of a given vessel, but in terms of raw utility, it's hard to argue against the American juggernaut. Missouri has an enormous credit-earning coefficient baked into the ship. She trivializes the earning of credits, with even a poor game netting players in excess of 200,000 to 300,000 credits. Players that own Missouri have posted battle results screens showing them earning over 1.5M credits in a single match. No other premium vessel in the game is as profitable. HMS Nelson simply cannot compete with her on that level. Would I Recommend? Nelson can only be acquired (so I'm told) by spending 375,000 free experience. At a 1 doubloon to 25xp conversion rate, this works out to a cost of $63.25 USD for this ship if you had to buy the 15,000 doubloons necessary at full price. Weigh this against the cost of Scharnhorst, another tier VII premium battleship which weighs in at $42.99 including the port slot (which you'll have to pay extra for with Nelson). PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Battleships almost always do well in Co-Op battles. Nelson does alright, though be aware that things can get a bit tight on coin if you run with premium consumables and you don't have a premium account. We haven't seen any tier VII scenarios yet, so it's difficult to say if she'll meet their requirements well or not. Random Battle Grinding:This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. If you're not going to get USS Missouri, then hells to the yeah. If nothing else, Nelson will print Fireproof and Dreadnought medals like you will not believe. She's not a bad Arsonist and Witherer farmer either if you want to derp around with HE shells. She's a great trainer for your Belfast Captains in this regard (even if there are going to be some wasted skills here and there). She also works well for training your RN Battleship commanders given that she accepts most builds with a shrug of her shoulders. For Competitive Gaming:Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. Nelson will rock people's socks in Ranked Battles. A fire slinging, super-healing, bow-tanking battleship? Unless she's put down quickly, she's just going to keep coming back and driving the enemy team nuts. When she's not on your team, you're going to hate it when your team mates waste ineffective firepower on her. She gets my vote. For Collectors:If you enjoy ship history or possessing rare ships, this section is for you. I would have preferred HMS Rodney -- Nelson's sister ship has a much more storied history. While HMS Nelson served throughout WWII, her exploits mostly involved catching 4 torpedoes and 3 naval mines through the course of her career. She saw little to no surface action, being too slow to catch the Scharnhorst-sisters and too far away to participate in engaging Bismarck. For Fun Factor: Bottom line: Is the ship fun to play? Depending on your play style and your tolerance for derp, Nelson is either going to be the most fun you can have in a battleship with your pants on or a lackluster mehbote that does nothing for you. I have a high stupid-tolerance, so I say yes. 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.
  10. Felipe_1982

    Thunderer!

    Following advices taken (here) i got my first "real" coal ship: Thunderer Unfortunately, by now i have about 30% wins on it. Trying to play in the back as people told it is a ship to snipe and not a ship to engage in fights.
  11. HMS Vanguard is the ghost of the Royal Navy battleship tech tree everyone wanted to see. Ostensibly, HMS Vanguard was designed to be a tier VIII version of HMS Warspite. However, Vanguard falls short of this aspiration. For a high-tier Royal Navy battleship, she's surprisingly not idiot-proof, with a vulnerable citadel that needs to be protected with angling and manoeuvres. What's most exciting: Her AP shells are wonderful. Wargaming has offered some concessions to both of the fans of the current Royal Navy battleship line. They included HMS Monarch's excellent high explosive shells to Vanguard's arsenal, ensuring that these two players can continue spamming HE without a guilty conscience while everyone else rolls their eyes. I want to thank Wargaming for providing me access to this ship. This is the release version of the vessel and all of the statistics discussed here are current as of November 15th, 2018. PROS Large hit point pool of 71,700hp. Main battery has a quick 25s reload and excellent gun handling. Has the same dispersion pattern as Warspite, Hood and Queen Elizabeth and boasts 2.0 sigma, making her one of the most precise battleships in the game. Excellent AP and HE performance for a 381mm shell, including good penetration and damage values, rewarding versatile ammunition choice. Very fast rudder shift time for a battleship of 9.7 seconds. Improved Repair Party, queuing and healing back more than standard and with fast reset timer. CONS Exposed, above-water citadel. Absolutely appalling firing angles on her main battery. Main battery is only eight 381mm rifles creating issues with overmatching and DPM. AA defense is for self defense only and is concentrated in 3.5km range, medium caliber mounts that are easily knocked out. Large turning radius of 850m and slow rate of turn exacerbates the issues with her fire angles. Overview The maximum rotation positions of X and Y turret (her rear guns). They are not new-player friendly. They're not even veteran-player friendly. Vanguard's terrible fire angles so utterly dominate her game play, I felt the tremendous compulsion to wear white-lace and beg her to be gentle. These fire angles screwed me over more times than I can count. Skill Floor: Simple / Casual / CHALLENGING / Difficult Skill Ceiling: Low / Moderate / HIGH / Extreme Vanguard encourages players to sail with their broadsides exposed. With her above-water citadel, you can imagine how well she's going to go over with novice players. You know what? Never mind the novices. The veterans are going to find this frustrating too as it limits the amount of firepower she can dish out when trading. She's a battleship that reward cautious, opportunistic play -- which is review-speak for "hide in the back, shoot when you can and don't brawl". – One of, if not the worst at its tier. This is a pronounced weakness. – Middle of the pack at its tier. Not terrible, but not terribly good either. – Has a significant advantage over her tier mates. A solid, competitive performer. – No other ship at its tier does this as well as this ship. Vanguard has strengths and weaknesses across the board, giving her a rating in Offense, Agility, Anti-Air and Vision Control. It's only in Defense where she stands out with a rating. Her citadel is very vulnerable for a battleship, however she counters this with a the largest hit point pool at her tier and an amazing Repair Party consumable. Options Aside from Vanguard's Repair Party, there's nothing out of the ordinary to be found here. Consumables Vanguard's Damage Control Party is standard for a British battleship. She has unlimited charges. It has a 15 second action time and a 120s / 80s reset timer. Her Repair Party is improved. See the DEFENSE section below. There's a lot to go over. This starts with 3 charges base. Upgrades Optimization of Vanguard's upgrades will see the usual suspects rear their tired old heads. Start with Main Armaments Modification 1. Next take Damage Control Systems Modification 1. You've got a choice in your third slot. As ever, emphasizing gunnery is best so your first pick here should be Aiming Systems Modification 1. However, if you're salty about CVs, taking AA Guns Modification 2 is an okay choice. It's not great, but it's okay. Damage Control Modification 2 is arguably the best choice for most players in slot 4. You can elect to take Steering Gears Modification 2 to emphasize the strengths of her already quick rudder shift time. Be aware this is harder to make use of optimally even if it can yield higher results -- it's easier to tank damage than it is to dodge it, after all. Finally, take everyone's favourite no-brainer: Concealment Modification 1. Camouflage Vanguard comes with Type 10 Camouflage. This provides: 50% bonus experience gains 10% reduction to maintenance costs 3% reduction in surface detection 4% reduction in enemy accuracy. Firepower Main Battery: Eight 381mm guns in 4x2 turrets in an A-B-X-Y superfiring configuration. Secondary Battery: Sixteen 134mm guns in 8x2 turrets. These are superfiring with two forward facing and two rear facing per side. Secondaries Let's start with the small guns. You can largely forget that Vanguard has secondaries. These 134mm guns lack the range, reload time and volume of fire needed to present a credible threat to opponents. This is really unfortunate given their nice shell weight and fire chance. If they had the range or they had the rate of fire, maybe a secondary build would be fun to play around with. Lamentably, it's a mistake to invest anything in upgrading these weapons -- they simply can't do what you need them to. At best they might be able to start a fire on an enemy capital ship that strays too close. However, with Vanguard's high citadel, getting into a brawl is a death sentence, so stay out of secondary range. Main Battery Precision There's so much to like about Vanguard's main battery. First of, there's her precision. Vanguard is a blast from the past, sharing same horizontal dispersion value of the older British premium battleships, including Hood and Warspite. Inside of 12km, she overtakes even the vaunted Japanese battleship accuracy, making her much more adept at picking off close range targets like destroyers. Combined with her 2.0 sigma value, landing hits feels very comfortable, even at long ranges. Standard dispersion test for my reviews -- 180 shells fired at 15km locked onto a stationary target Fuso without camouflage. She was equipped with Aiming Systems Modification 1. Vanguard doesn't quite enjoy the same level of precision as Warspite owing to her faster shell velocity and energy preservation. This gives her a larger vertical dispersion area at all ranges. However, this does lead to improved shell lead times making gunnery easier. Note that Vanguard suffers from a lot of "downward drift" which adds a margin of error to these shell maps as I had to readjust aim with every volley fired. Thus the dispersion area maybe slightly smaller than shown. Shell Performance Vanguard's HE shells don't share the same performance anachronism as her dispersion. They're modern, almost (but not quite) matching HMS Monarch's HE, including her shell damage and penetration. Monarch's have a 1% higher chance to set blazes over Vanguard, though -- don't ask me why. Vanguard doesn't quite match up to the tech tree Royal Navy battleships for fire setting ability. This is good news to me -- it removes some of the brainless quality of HE spam. When you do reach over for her AP shells, you're rewarded with a welcome change from other Royal Navy battleship AP. Like Warspite before her, Vanguard has a longer fuse timer with her AP. This has a few effects. The downside is that she's more likely to overpenetrate soft targets, including broadside cruisers and battleship extremities. The upside is that it provides her AP with increased bite for reaching machine spaces and magazines buried deeper within the core of enemy warships -- especially those with spaced armour protecting their citadels. Vanguard is especially good at punishing broadside battleships at range. Approximate penetration values for Vanguard's AP shells. Vanguard's HE shells are fixed with 95mm of penetration -- not quite enough to punish the few exposed citadels found on high tier cruisers. Inertial Fuse for HE Shells will add a few more ships to the roster that her HE can punish, but it's not worth the points investment. Data pulled from World of Warships AP Calculator. Site linked in the appendix. Penetration wise, her AP shells are well setup, having comparable bite to Tirpitz and Bismarck. It pays to keep their caliber in mind, however. Her 381mm shells cannot overmatch the 27mm bows of American and German heavy cruisers. As good as Vanguard's AP shells are, spamming nothing but won't do you any more favours than if you used HE shells exclusively. Switch shells often in Vanguard and she'll reward you. Vanguard's fast 25 second reload facilitates swapping between ammunition while also padding her damage output when it comes time to cycle her guns. Damage output among the tier VIII battleships is very close. Vanguard keeps pace with her fast rate of fire, compensating for her smaller armament. As ever, take these numbers with a pinch of salt -- they do not represent the challenges of getting shells on target or penetrating when they get there. For whatever reason, Vanguard's HE shells only have a 34% base fire chance as opposed to Monarch's 35%. This creates an increased gap in their fire setting potential and makes Vanguard no better of a fire starter than American battleships. Still the increased damage she dispenses makes this more than worthwhile. Before any of you get yourself all hot and bothered about Monarch's fire setting, Cleveland (the gold-standard of tier VIII burnination) can spit out 9.97 fires per minute with the IFHE penalty and no other buffs. The same disclaimers apply for this chart as the others -- this is merely an indicator of performance and does not represent actual in game results. A myriad of factors will always conspire to mitigate a ship's ability to set fires including (but not limited to), target selection, opportunity, shell dispersion, fire resistance, etc. The Deal Breaker All of these strengths are present to pad for one massive weakness: Vanguard's appalling fire angles. Vanguard has a fast rate of fire, great HE shells, fast turret traverse and excellent precision because her fire angles are so bad. It's all meant to be compensation because Vanguard must present a near perfect broadside in order to fire all eight of her guns at a target. This leaves her incredibly vulnerable to reprisals. She is functionally incapable of autobouncing enemy shells while firing her full armament and instead she must rely on her armour thickness to repel shells. At anything but the longest of ranges, this is a fool's errand. Thus, Vanguard often has to sacrifice firepower in order to properly angle against her enemies. This is why her gun performance is so good: she's often forced to fight with only half of her weapons. Wargaming have done everything they can to make it easier to bring the other half to bear when possible. Her gun traverse is quick. Her reload is fast. She answers her rudder quickly too to help swing her butt out to unmask her guns. I'm not going to lie: These bad fire angles are enough to put me off this ship entirely, which is saying a lot given all of the wonderful perks her guns otherwise enjoy. Vanguard has the same (terrible) forward firing angles as the King George V-class battleships. However, her rearward firing angles are worse than the tier VII battleship. No matter how you choose to engage an enemy, when you use all eight of Vanguard's guns, you open yourself up to return-fire and potential citadel damage. Bad firing angles are one of my personal pet-peeves. I can stomach a lot of things, up to and including sluggish gun traverse, but not bad fire angles. This has greatly soured my opinion of this ship. Summary Secondaries are bad. Her main guns perform beautifully provided you can use all of them. Her fire angles will get you killed. Evaluation: What it would have needed to be : I almost gave her a rating here -- that's how bad her fire angles are. However, there's just too many perks glued onto her weapons to make that a fair assessment. She'd need a much faster rate of fire before I would consider bumping this up. Or, you know, completely redesign the ship to give her better fire angles. That would work too. Defense Hit Points: 71,700 Min Bow & Deck Armour: 32mm Maximum Citadel Protection: 356mm Torpedo Damage Reduction: 25% Armour Protection The 356mm/343mm armour is replicated again around her rear magazine. Her turret faces are 343mm front, 228mm side, 178mm rear, and 152mm on top with 305mm barbettes. Let's start with the elephant in the room: Vanguard's citadel sits over the waterline. Much fuss will be made over this and rightly so. Only Roma shares this high-water vulnerability and the Italian ship is much better equipped to angle and bounce incoming fire. The net effect is that Vanguard is more likely to take citadel damage than other battleships when someone catches her side. This isn't to say that citadel damage is an exclusive weakness to Vanguard. However, it pays to keep her vulnerability in mind. Her aforementioned firing angles on her main battery guns exacerbates this problem. When Vanguard is firing all eight of her weapons, whatever she's shooting at has an easy target from which to farm damage. What makes Vanguard's fire angles such a liability compared to other battleships has to do with autobounce mechanics. Let's get technical for a moment to explain why. If AP shells cannot overmatch armour, there's an autobounce check. This occurs before any penetration attempts are made. The angle of the shell is compared to the angle of the surface it strikes. Normally, battleship AP shells that hit with an acute angle of 30º or less will auto-ricochet. This is why bow-tanking is so prevalent -- shells simply slide off the ship's bow and deck, unable to bite into the armour. No matter how much penetration a shell has, if it strikes at too shallow of an angle, your ship can avoid damage. Normally, battleship AP shells that hit with an angle of 45º or more cannot autoricochet. Any shells that strike between 45º and 90º to the hull will follow normal penetration mechanics. In between these two values, the auto-ricochet chance scales linearly. For Vanguard, when she fires her all eight guns forward at a 43º angle, any return fire from her target has only a 13% chance of suffering a ricochet. When she fires all eight guns to the rear at a 40º angle, this improves to a 33% chance. Most battleships are capable of firing all of their guns 35º off their bow, allowing them to ricochet shells automatically 2/3s of the time. The steeper they angle themselves, the better this defense. This mechanic is absolutely essential for keeping battleships safe from the monstrous levels of penetration found at higher tiers. Not only does it provide a better chance of automatically deflecting shells, it adds relative thickness to their armour belts. The steeper you angle, the greater the effective thickness. Vanguard's belt has between 503mm and 522mm worth of protection at 43º. However, if she could fire at 35º off her bow, this would increase to 598mm to 621mm. Data pulled from proships.ru (link in the Appendix). Values are approximate, usually with about 5% higher estimates than Wargaming's values published in their Armada series of videos. You can see by these values that at range, Vanguard makes an excellent bully when top tier -- with rare exceptions, she can unmask her X and Y turrets and fire, confident that her belt will be proof against return fire. This falls away when dueling with tier VIII+ opponents. With few exceptions, they all have the raw penetration needed to best her belt while she fires a broadside. Her citadel protection isn't all bad, though. First off, AP bombs can't citadel you. Hooray! Second, shots that land high that attempt to bi-pass her belt and drop down into her citadel have to contend with a 32mm citadel roof. Only Yamato and Musashi's 460mm guns can overmatch this, meaning that any other shell will skip off the top of her machine spaces for only penetration damage. Thus it's only shots fired directly at her waterline which can damage her citadel. The use of Priority Target is almost a must to alert you when enemies are looking your way to give you time to angle in and protect yourself. Vanguard needs time to stack damage -- to find those moments where she can sit broadside and make excellent use of her precision and rate of fire but don't push your luck when you're taking hits. There's one last little point of contention with Vanguard's protection scheme: With the entirety of her deck and extremities boasting no more than 32mm of armour, Vanguard is a juicy target for light cruisers. Expect to burn a lot if they catch you out in the open. Provided you can protect Vanguard's citadel (and that's a pretty big if), she has the largest effective hit point pool of any of the tier VIII battleships. With optimal use of her consumable, her theoretical maximum (less Survivability Expert) effectively doubles her hit point pool. In practice, you're never going to see that kind of number. Repair Party If Vanguard appears a little squishy, she all but makes up for it with her excellent Repair Party consumable. While she doesn't boast the same portable dry-dock found on HMS Lion, Nelson and Conqueror, she has the next best thing. Here's the bonuses she has baked in: Her Repair Party resets quickly. The reset timer on consumable is 90 seconds / 60 seconds for standard / premium. Compare this to the usual 120 seconds / 80 seconds of the normal Repair Party. She queues up 60% of penetration damage. This is admittedly standard for Royal Navy battleships, so Vanguard doesn't stand apart from the rest of the ships in her line. For most other battleships it's 50%. Vanguard queues up 33% of citadel damage. This is huge. While it would best to avoid taking citadel damage of any kind, Vanguard heals up more than the 10% of other battleships. Keep in mind, this also applies to torpedo damage which is the most common form of citadel damage battleships receive. This is especially good in Vanguard's case given her poor anti-torpedo protection. She heals up to 16.8% of her hit points per charge. Normal Repair Party mechanics heal up only 14% over 28 seconds -- or 0.5% per second. Vanguard enjoys a 20% boost over this like Warspite, healing 0.6% per second over the same time period. With up to five charges at her disposal through the use of premium and skills, Vanguard's faster reset timer ensures that she's able to make full use of her health regeneration. Her enormous hit point pool also guarantees big returns as Repair Party scales with a ship's starting hit point total. Summary For all of Vanguard's potential vulnerability with her high citadel, she's well equipped to mitigate and manage said damage. When she's top tier, the vulnerability of her citadel drops down considerably, making her very powerful. Light cruisers are always going to be pain in the butt, though, and beware HE spam from battleships too. Vanguard isn't done yet with her tricks, though, as you'll see in the AGILITY section below. Evaluation: What it would have needed to be : Can a battleship with an exposed citadel even be considered ? It feels a bit of a stretch to me, but if you can keep her citadel protected, Vanguard is hella tough. That's a pretty big 'if' though when she's not top tier. She may lose her current rating when the North Carolina Repair Party buff goes through. Agility Top Speed: 30.0 knots Port Turning Radius: 850m Rudder Shift Time: 9.7 seconds (!) 4/4 Engine Speed Turning Rate: 4.1º/s The big thing to talk about here is Vanguard's rudder shift time. Now I've harped on rudder shift before -- it's a mean to an end, not an end of itself. Boasting that a ship has a great rudder shift time is like boasting that a ship has great range on its main battery guns -- it's nice to have but it's not a good indicator of a ship's performance. The same applies here. Vanguard answers her rudder quickly and her movements are much more precise as a result, but it would be a mistake to call this ship agile. Vanguard's rate of turn holds her back. 4.1º/s is painfully average for a high tier battleship. She sits well behind ships like the Richelieu-class sisters and the South Dakota-class sisters. This is caused by two things. One, her turning radius is big. Two, she doesn't have any baked in bonuses to help her preserve speed in the turn. The upside to her modest handling (and it's a stretch to call this a benefit) is that she can't out turn her turrets. She starts with a 5.0º/s rotation on her main battery guns and Expert Marksman only widens the gap, making adjusting her fire very comfortable if it weren't for those damned firing arcs. Vanguard's fast rudder shift time is almost good enough to allow her to fire her guns and angle back quickly enough to avoid reprisals. Almost. The simple fact of the matter, going from a 30º aspect to a 43º and back again takes too long. I never managed better than 15 seconds during trials. You might be able to pull this off against an inexperienced opponent but this is owing more to their mistakes rather than the merits of the ship itself. If you want to be able to fire all eight of Vanguard's guns while not getting your citadel blown out, you're going to have to play clever. Now just because Vanguard can't wiggle-wiggle-shoot doesn't preclude her from being able to dodge. This is something she's quite good at and where her rudder shift time makes her deliciously unpredictable. You'll still need range in order to pull this off, but you can pretend to begin unmasking your guns in order to bait shots and then double back on your course to bounce their shells. Similarly, the amount of bounce and twirl in her badonkadonk makes her a real nuisance for destroyers to land torpedoes. Vanguard is all about frustrating gunnery -- both yours and your opponents. Evaluation: What it would have needed to be : She's not a speed demon like the French botes nor wiggling like the SoDaks. She's also not a thunderbutt like Kii, so there's that. I was personally hoping to see her preserve a little more speed in the turn to get her rotation rate up -- that would have done it, but it didn't pan out during testing. Anti-Aircraft Defense AA Gun Calibers: 134mm / 40mm AA Umbrella Ranges: 5.2km / 3.5km AA DPS per Aura: 68 / 413.1 For personal defense, Vanguard's anti-aircraft firepower is excellent -- comparable to the American battleships. However, that's about as far as it extends. Vanguard lacks the weight of fire with her dual purpose guns to be a credible threat to aircraft further out. This precludes any claims of efficiency with Manual Fire Control for AA Guns -- too much of her flak is focused upon her 3.5km 40mm batteries. This adds a second weakness: her medium caliber weapons don't stand up to punishment very well. If you've taken even a light dusting of HE shells, odds are your anti-aircraft firepower is nowhere near as formidable as it once was. So, while you're pristine and perfect, you'll shred planes. It's worth investing in Advanced Fire Training to help boost this further, but that's about as far as improving her anti-aircraft firepower should go. Hey look, I made it through a section without mentioning her awful fire ang -- aw, damn it. Evaluation: What it would have needed to be : She's very close. Were it not for FOUR American battleships all having very similar AA firepower (and Kii besides), she might be able to muscle in and make her presence felt. As it is, she sits in their shadow. Refrigerator Base Surface Detection: 16.04km Air Detection Range: 13.7km Minimum Surface Detection Range: 12.04km Detection Range When Firing in Smoke: 14.73km Main Battery Firing Range: 20.0km There's not much to go over here. Vanguard's concealment is "sufficient unto the task" and nothing more. She sits in the middle of the pack for surface detection behind Monarch (14.6km), Roma (14.9km) and North Carolina (15.7km) and just ahead of the Alabama-twins (16.2km) and Bismarck-sisters (16.4km). Vision Control consumables are rare at this tier, being limited to Bismarck's Hydroacoustic Search and various spotter and float plane fighters found on select ships. Vanguard doesn't have access to any of them and she ends up feeling blind without them. Evaluation: What it would have needed to be : More stealth or a spotting consumable other than an aircraft. Alpha and Omega There's not much to say in regards to the skill choices for Vanguard. You can buff up her anti-aircraft firepower if you're super salty about CVs, but on the whole a generic battleship captain build emphasizing fire resistance would serve you better. Start with Priority Target. Take Adrenaline Rush as your second skill. Follow this up with Basics of Survivability at the third tier. For your 10th point-skill, choose between Concealment Expert and Fire Prevention with your 14th point-skill, take the alternative. With your remaining 5 points to spend, customize as you will. Advanced Fire Training will serve you well if you want a little more teeth to your AA guns -- especially when paired with AA Guns Modification 2 from your upgrades. For your remaining 1pt, take either Preventative Maintenance or Expert Loader. Alternatively, you can mix and match between Superintendent, Expert Marksman, Jack of All Trades and High Alert. Keep those tier 1 skills in mind as filler. Final Evaluation She has two main flaws and only two: Her citadel sits high over the water and her fire arcs suck. If you can mitigate these two weaknesses, this boat is amazing. She's been padded with all of the perks possible to compensate for these challenges. If you can't mitigate them, or you find it frustrating, Vanguard is a steaming pile of doo. "The second coming of Warspite" has such a nice ring to it. So many of us were hoping that the Royal Navy battleship line would have borrowed heavily from Warspite's game design -- namely her gun's precision, sluggish gun handling, good agility and improved heals. Instead we got a pack of flame throwers with cloaking devices and portable dry-docks. Complaining about what became of the Royal Navy battleships is so 2017, though. I had pinned my new hopes that Vanguard would be my baebote #2, echoing a lot of what made Warspite great. She almost got there which is pretty surprising. But let's not sugarcoat things -- Vanguard fell short of the mark. This isn't a tier VIII Warspite. So is Vanguard "good"? Well, yes. Yes, she is. However, there's a big ol' butt attached. She's good but she's also potentially frustrating as all get out. I've grumbled enough about her fire arcs. This is a personal pet peeve of mine, if you can't tell. This right here is what would relegated Vanguard to a port-queen for me. For others, her exposed citadel is going to be a big no-no. Why play a battleship that can get her machine spaces easily blown out when you could play something similar that doesn't have to put up with that nonsense? Her inability to overmatch select heavy cruisers will be a turn-off for others. It will keep her from being a contender in competitive play because of it. Finally, her longer AP fuse timer gives her an increased chance of overpenetrations. There's few things as heart breaking as lining up that perfect shot on a cruiser only to watch your shells sail clean through, inflicting minimal damage. One of the ways a premium ship can get in my bad books is by forcing a player to take extra steps to accomplish the same task as other vessels. Vanguard ticks this box. If Famous and HIstorical Monarch can do what Vanguard does and with less frustration, why bother picking up Vanguard? If the comparison to Monarch is bringing you pause, good. The two ships have very similar play styles with the tech tree ship being idiot-proof. I think this is perhaps the most damning thing that could be said about Vanguard: like Monarch, she's a little dull. Thankfully, Vanguard does borrow just enough from Warspite to spare her being called the second coming of the King George V that never was. I'm just not sure it's enough to redeem the ship in my eyes. Her perks are compelling, but it keeps coming back to those frustrating elements for me. I suppose that says it all right there. Know thyself. If those elements seem like turn-offs to you, then stay away. Otherwise, she'll do you no wrong. Would I Recommend? Vanguard acted as the gatekeeper to the initial offering of HMS Dreadnought. If you wanted the latter you had to also buy the former. Make sure you weigh the merits of both ships before pulling the trigger on a purchase like that. PVE Battles How well does the ship maintain profitability in Co-Op modes and how does she fare against bots? Yes. Bots are dumb. Battleships vs bots is always a good fit. Random Battle Grinding: This includes training captains, collecting free experience, earning credits and collecting signal flags from achievements. No. You are absolutely spoiled rotten for choice when it comes to Royal Navy premium battleships. Warspite, Hood, Nelson, Duke of York and Dreadnought are all on offer. Vanguard does have the advantage of being the highest tier, and thus potentially making the most bank, but you could do almost as well for yourself in most of the others. (I can't believe I'm recommending Duke of York as a reasonable alternative...) For Competitive Gaming: Competitive Gaming includes Ranked Battles and other skill-based tournaments. This also includes stat-padding. No. Get yourself Massachusetts or Alabama instead. For Collectors: If you enjoy ship history or possessing rare ships, this section is for you. Yes. She's the last Royal Navy battleship ever -- built in steel and she's drop dead gorgeous. For Fun Factor: Bottom line: Is the ship fun to play? No. I didn't find her fun to play. However, that's because I'm a whiner when it comes to firing arcs. Maybe your own mileage will be different. What’s the Final Verdict? How would the ship rate on oh-so scientific, not-sarcastic at all, Angry YouTuber scale of Garbage – Meh – Gud – Overpowered? 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! In Conclusion It's only a week late. That's unfortunately going to be the status quo going forward as I perpetually play catch-up with releases. Since Dreadnought and Vanguard were ninja-announced last week, Bourgogne has been finalized. In addition Charleston was released without any warning, so there are three new reviews in the queue. What's more, the Black Friday ships, Massachusetts, Tirpitz, Atago and Asashio are on their way out. While Tirpitz and Massachusetts' reviews are still reasonably up to date, the changes to the latter two could warrant a revisit. Given the limited access I'm going to have with Bourgogne, I'll probably be prioritizing that one as my next review unless something else comes up. Thank you all for reading. Thank you very much to everyone that supports me on Patreon for helping me produce this content.  Appendix Armour penetration data was pulled from two sites: http://proships.ru/stat/ships/ https://mustanghx.github.io/ship_ap_calculator/
  12. Hi All, A wile back when WG announced that there was going to be RN CVs I was exited. I was never a big CV player but was always a fan of Royal Navy carriers like HMS Ark Royal and HMS Glorious. I was hoping they would include the HMS Glorious on the tech tree but sadly it was not to be. I know we got HMS Furious and I am happy. I love the ship. But My heart was set on Glorious. We did get the Legendary Ark Royal as a Prem. Like it or hate it she is in game. If they where to bring her in gave would she make a good T6 CV? She would not be a Clone of the Furious since she was what they call a "half-sisters" ship and her design and construction where very different. What does every one else think? Oh Note: Please No CV hate on this thread. We already know many do not like CVs.
  13. Hello all, I've got some thoughts and questions on destroyers I'm currently playing, and I'd like other opinions. This is really me just thinking out loud, because I'm a middling player (you're welcome to check my stats) and I've been playing on and off since closed beta. 1. Playing my German Destroyers Like everybody else I started off as a BB and CA/CL main. That's still the case, but I jumped onto the German DDs a few years ago when they came out. I'm now on the tier 9 because I grind up pretty slowly, so that's the highest tier I have currently. I think I'm playing too aggressively to be honest. I try to cap fairly early, and after reading the forums and giving it more thought I'm thinking that's just not a good idea. Between RADAR and the proliferation of attack planes these days, it just feels like a recipe for failure. After bumping around the forums and reading DestroyerKuroshikai's (I can't spell the name properly) posts, I'm thinking I'm playing more aggressively than I ought to be, and that I need to be hanging back more in my German DDs? Is that everybody else's experience? I don't feel like I can effectively contest caps anymore because torpedoes usually don't actually kill enemy destroyers, and the guns on the German DDs just feel weak honestly. The anemic HE damage gimps you if you try to use HE, and I do frequently use AP, but it's so easy to get the angle wrong and either overpenetrate or simply ricochet with it. At least that's my impression at the moment. I'm not averse to using my guns, but honestly? It's so frequently not worth it. Battleship AP wrecks you, and the agility isn't enough to agility tank. So all that HP you have just ends up being useless. I'm not sure what to do. 2. Switching to British Destroyers On the other hand, I'm about to get the tier 5 British destroyer (Acasta) and honestly I've been having a blast in the Wakeful. I know a lot of that is simply because the standards at tier 4 are much lower, but it feels like a useful DD. The guns fire fast, the torpedoes reload fast enough (for someone who grew up on German DDs) and the single shot torpedo system is just fantastic! I don't struggle to hit things, and even a single torpedo hit feels useful and satisfying. The smokes are awful short, but at least they come back quickly! I'm hearing the next few tiers of British DD are much more difficult to play. Is that really true? I'm not expecting it to be as bad as the T-22 at least. I want to know if people really do think they're weak, and I'm interested in hearing how people are playing them, especially after the recent buffs. I have a 10 point captain, I just haven't allocated my points yet. On that, is using the Bert/Jack Dunkirk special captain a good idea here? I'm trying to decide if I want to use him on my British DDs or my BBs. 3. Premiums I want to get a premium DD. Right now I'm looking at the Gallant and the T-61, but the Z-39 has also caught my eye. I hear good things about the T-61, so that's appealing. However I may end up playing British DDs more in the new meta, we'll see. I also hear good things about the Z-39, but maybe not as many good things about it as I do the T-61. Finally I don't know a whole lot about the Gallant. I'm also grinding up the French, American, and Soviet DD lines (yes I'm doing too many things at once, it's why I don't have a tier 10.) I'm really enjoying the French (they do so much damage!) and the Soviets, though they're a definitely style-change. I already own the Monaghan, and take that out sometimes to derp around. Been having great fun using that to sink subs in the submarine mode. If you got to the end here, thanks for reading. I'm rambling a lot I know. I hope you all have a great weekend though!
  14. i want to have some t8 premium BB but i dont know which onesni should get. I have alabama and i am not very found of her. I will surely get Amagi pack: Ignis Purgatio and Ragnarok. i was thinking into get at least 2 more of these ships. are they worth of it? i seen youtubers video and wg video regarding them and couldnt decide... I see some Roma in battles, no Lenin, no Amagi and much Massachusetts. should i get any? should i get 2? none? all of them?
  15. Providences

    FXP to Lion?

    Hi, so I just got back into WoWS since the whole quarantine thing happened, and I'm finishing lines that I've already started. Started playing the North Carolina and absolutely loved it. It didn't even feel like a grind, it was more of me just having fun with a great ship. The Monarch, however, is dreadful in comparison. I don't even know where to begin. It has garbage guns that are lower caliber. 15 inch guns with Bismarck-esque (or even worse) dispersion, VERY poor penetration compared to the NC, and even lower fire chance than the KGV. Not to mention the back gun arch is awful too. The Monarch also sucks in HP, being the lowest of all tier 8 BBs. Not to mention that everything pens you and you have a massive superstructure to farm HE damage off of. Apparently one of the strengths of the Monarch is the armor, but that's not working either. I'm not doing bad in the ship, but I absolutely hate playing it. I don't even understand what kind of role this ship is supposed to play. I knew the Monarch was a let down after the KGV, but I was not expecting this pile of heaping 💩 Please, correct me if you can. I hope that I'm wrong and just not playing the ship correctly. However, I do not think that's the case. I understand that it has great concealment, but I can rarely use it because I'm usually plane spotted. What role did this ship even fulfill? How are you SUPPOSED to play it? Or, is the better alternative just to FXP to the Lion because I'm certainly tempted to follow that path.
  16. black_hull4

    Depth charges?

    So I was in the HMS Gallant, still had most of my hp left(green healthbar), on the winning team, and that's when the enemy Izmail shows up to charge me. Being in a DD I outmaneuver him and fire depth charges to detonate underneath & snap his keel. Now that submarines have gone live, you can use depth charges by pressing G. Or at least, that's what the game tells you. But...I pressed G...none of the K-guns fired. wth?! So I did no damage, he kills me for all my trouble. I do, however, get the It's Just a Flesh Wound award since I got torps away-all 8 hit after I died. So if it isn't G, what do you actually press to use depth charges?
  17. The hunt of HMS Splendid and HMS Spartan, both nuclear-powered submarines on Argentine aircraft carrier ARA Veinticinco de Mayo during the Falklands War. (Fun Fact: ARA Veinticinco de Mayo is formerly HMS Venerable, a Colossus-class WW2 carrier) After seeing this latest video from Mark Felton, I feel more excited for submarines to come to WoWS.
  18. HMS Repulse (1939) Tier V Battleship Premium Suggestion Characteristics Class and Type: Renown-Class Battlecruiser Tier: V Displacement: 34,600 long tons (35,200 t) Length: 794 ft 2.5 in (242.1 m) (o.a) Beam: 89 ft 11.5 in (27.5 m) Draught: 29 ft 8 in (9 m) Installed Power: 112,000 shp (84,000 kW) Propulsion: 4x shafts, 4x direct-drive steam turbines Speed: 30.5 knots (56.5 km/h; 35.1 mph) Range: 3,650 nmi (6,760 km; 4,200 mi) Complement: 1,181 Armament: 3x twin 15 in (381 mm) main battery guns (Range: 30.6 km) 3x triple 4 in (102 mm) secondary guns (Range: 12.6 km) 2x 0.5 in (12.7 mm) Vickers Mark III AA guns (Range: 4.1 km) 6x single 4 in (102 mm) AA and Secondary guns (Range: 14.5 km) 2x quadruple 1.6 in (40 mm) 2-pounder "pom-pom" AA guns (Range: 6.2 km) Amour: Belt: 2-9 in (51-229 mm) Decks: 1-4 in (25-102 mm) Barbets: 4-7 in (102-178 mm) Gun Turrets: 7-9 in (178-229 mm) Conning Tower: 10 in (254 mm) Bulkheads: 3-4 in (76-102 mm) Seaplanes: Fairy Swordfish catapult fighters Aviation Facilities: 1x double-ended aircraft catapult Pros: Large main battery caliber of 381 for tier V Main battery range of 30.6 km Secondary battery range of 12.6-14.5 km Good top speed of 30.5 knots for tier V Fairey Swordfish Floatplane (Boss Music Intensifies) Cons: Weak Armour Weak AA Large target for torpedoes Easy to citadel Summary: Extremely Broken Battlecruiser Gallery:
  19. What are your thoughts on the Royal Navy heavy cruisers in WoWS so far?
  20. You guys can cry all you want about CV's... we're getting Ark Royal soon The biggest question is at what tier... T6 almost makes more sense than T8 for Ark Royal given what planes she carried (no Swordfish will = a major crapstorm) and her lighter hanger space compared to the other T8's (especially Kaga's almost 2.5 times sized wing).
  21. Ahhh man... what are you doing Wargaming... I was hoping for an RN Super cruiser, but I'll take any Royal Navy ship you throw at me... Any guesses? My money's on HMS Temeraire, the second Lion Class laid down, as the bow shape is more consistent with a Lion than a KGV (although it could in theory be the long awaited PoW's). The rudder is wrong though; Lions had a large single unbalanced skeg mounted rudder, and that looks to be a regular semi-balanced non-skeg rudder. Also the Stern clearly is a Transom so that pretty much makes it not a KGV class for sure. We already have Vanguard so it isn't that. And the proportions are way off to be a G3 or N3 (given the relative size of the AA guns visible).
  22. Anyone else consider RN attack aircraft a waste of deck space? I'm talking about the Sea Hurricane, Firefly, Seafire and Wyvern. They're fighters They're slower than the bombers they accompany Their speed boosts last barely a few seconds (so in no way compensate for ultra slow speed) Rockets highly RNG dependent when you finally get to target They're very fragile. I get slow speed and fragility for rocket-carrying Hurricanes (an out-dated, adapted fighter). I get fragility for Seafires (designed to be an interceptor, and as such was the fastest naval fighter of the war). I don't get slow speed and fragility for the Firefly (which was actually built to be a rocket strike and recon aircraft. Yes. That is why it was a heavy fleet fighter. The second person was for long range navigation and recon.) I don't get the slow speed and fragility of the Wyvern (which was actually built to be a strike fighter). People say "use them to spot". I say ... what? At that speed? And use my torp/carpet bombers as at least their speed boost has some sort of duration and means my intel is sort of timely. People say "use them to contest cap" ... what? By the time they get there, the DD has done their job. And that perfectly aligned rocket drop goes ahead, behind, above and below the target - not on it. People say "use them to deliver fighter cover" ... what? By the time they get there, the squadron has either been shredded by enemy ships or the ship they are supposed to support has been sunk. People say "it's about the flavour" ... I say Seriously, they're only there to fill the time between waiting for the torp and carpet bomber squadrons to restock. I'm really, really hesitant to consider buying Indomitable (a shame as I'm such a big RN carrier fan). She's only going to carry fighters: Sea Hornets. The Sea Hornets were among the fastest piston engined aircraft ever built. They were also ultra nimble, and ultra-long ranged. I shudder to think what Wargaming will do to them.
  23. Do the lower-tier British carriers feature the venerable Swordfish in their air wings?
  24. So. I was just messing around and I found the list of the ships that the British that took part in the Falkland war and I noticed something, most ships were equipped for air defense and for ASW. Since my knowledge of naval warfare post 1945 consist of watching Hunt for the Red October and other sub movies please could someone please answer me how was a surface combat between destroyers, frigates and other ships of the like supposed to be conducted by RN ships? Whit what weapons and whit what possible startegy? PS: Yes, I know that submarines would had sunk anything that was too close (Like the Belgrano) but still, there had too be some doctrine to engage other ships whit their own.
  25. Today I am going to showcase my experience in the Tier 8 Royal Navy Destroyer, the Lightning. Overall a decent ship, but my experience in it was "something different" compaired to other ships I have played.
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