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Found 117 results

  1. I have a Germany Battleship called Frederick the Great . Work down the line if Tiered ship to reach it. Can anyone please tell me how designate it as ELITE so that I may use it accumulate FREe XP? I have researched every previous ship in the line , if that is what is required. Thank you.
  2. Name: Worcester Ship type: light cruiser Class: Worcester Nation: United States of America Tier: X Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the third installment of Naval Intelligence, I bring you the last "all-gun" light cruiser built for any navy in the world; the pinnacle of the United States Navy light cruiser line: Worcester. My objective is to inform players about a different, and factual piece of information that hopefully will aid you in deciding whether to obtain this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “History doesn't repeat itself, but it does rhyme.” - Mark Twain Worcester belonged to a class of ten ships; however, the number was considered surplus to the war effort as the year of 1945 passed and so, only two vessels: Worcester (CL-144) and Roanoke (CL-145) were constructed. This new class of cruisers was conceived as a successor of the Cleveland-class, but their new 152 mm gun mounts and further modification (that were based on experience from World War II) turned them into a much heavier design. The development of the Worcester-class dates back to May 1942, as the General Board requested designs for a new light cruiser class; this new class would fulfill several roles and specifications: destroyer-like speed and maneuverability, dual-purpose artillery, destroyer flotilla leaders, cruiser dimensions, scouting operations, and seakeeping capabilities in almost any weather. USS Worcester was laid down on 26 January 1945 by the New York Shipbuilding Corporation in Camden, New Jersey. She was launched in February 1947 and entered service on 26 June 1948. Though she didn't participate in World War II or any particularly remarkable engagement afterward; Worcester played a secondary role at the beginning of the Korean War (1950-1953). The ship and her crew were complimented by their comrades and superiors several times during their short time in Asia; Worcester received some awards, citations and campaign ribbons during her service career (such as the Republic of Korea Presidential Unit Citation, and the United Nations Korean Service Medal). Being the embodiment of a design philosophy pertaining to a bygone era, Worcester was deemed obsolete shortly after her commissioning, and unlike the contemporary Des Moines-class of heavy cruisers, she did not find a new life in the era of the Cold War and newer technologies. USS Worcester was decommissioned on 19 December 1958 and was stricken from the Naval Registry on 1 December 1970. She was sold for scrap to Zidell Explorations, Inc. in July 1972. Two-hundred tons of Worcester's armor plating has been used by the Fermi National Accelerator Laboratory, in Illinois. Specifications “It's supposed to be automatic, but actually you have to push this button.” - John Brunner Worcester was powered by four Westinghouse 620psi boilers; each fed steam to a General Electric geared steam turbine that turned one shaft respectively. Her power plant was rated at 120,000 shaft horsepower and produced a speed of 33 knots. She had a maximum cruising range of 8,000 nautical miles at a speed of 15 knots. The cruiser was also considered as one of the largest ships of this type in the world; with a length of 207.3 m (680 ft), and a displacement of 14,700 tons when commissioned, she is truly one of the heaviest and biggest light cruisers to ever be commissioned (though the Courageous-class of battlecruisers built for the Royal Navy during World War I are considered by sources as "large light cruisers", which dwarf Worcester in comparison). In-game, her dimensions grant her a rated turning circle of 740 m with a stock rudder shift time of 8.1 seconds; the latter can be considerably decreased by utilizing (separately or simultaneously) Steering Gears Modification 2 in Slot 4 (-20% rudder shift time), and Steering Gears Modification 3 in Slot 5 (-40% to rudder shift time, and -80% to repair time). Her armament consisted of twelve 152 mm (6")/47 Mark 16DP dual-purpose guns encased in six twin turrets, with turrets 3 and 4 being the only ones in a superfiring position (this means that they're mounted at a higher level than the rest of the main battery mounts). These 152 mm guns have a stock rate of fire of 4.6 seconds and can be brought further down with the relevant Slot 6 Upgrade and the Adrenaline Rush skill. These guns are complimented by a 180° turret traverse speed of 7.2 seconds. The High Explosive (HE) (2,200 maximum damage, 12% base fire chance) and Armor Piercing shells (3,200 maximum damage, standard cruiser AP) used by the Worcester are fitting to the magnificent rate of fire that it possesses. They also have a base firing range of 16.7 km, which is sufficient for these guns due to their shell arcs; but more about them on the following section. The anti-aircraft suite on the Worcester is unrivaled in terms of damage and range. The 152 mm dual-purpose mounts have a stock average damage per second of 121.2, and a base firing range of 6 km. Worcester is also equipped with twenty-four 76.2 mm (3")/50 Mark 33/34 mounts which can also be found on Des Moines-class cruisers. Twenty-two of these barrels are mounted in Mark 33 dual mounts; ten of them are mounted on the sides of the cruiser while a single dual mount is located near the bow, they have an average damage per second of 306.9. The other two 3" barrels are located on the stern in single mounts with an average damage of 39.4. Both dual and single mounts share the same firing range of 5 km. The ship also has six dual 20 mm Oerlikon Mark 20 mounts that have an average damage of 73.2 and a stock firing range of 2.01 km. Worcester's armor is typical of an American light cruiser: thin armor plating covering the citadel with a relatively small portion of it above the waterline, while the rest of the citadel is submerged. The entirety of the cruiser's hull is covered by 25 mm of armor, which is sufficient against high tier cruisers, but is defective against any warship that sports a gun caliber equal or above 380 mm. The gun turrets have 38 mm covering their sides and rear, while their faces are covered by 127 mm of armor; though not heavily armored, these values allow the turrets to bounce incoming shells sporadically. The barbettes also possess a thin skin, which can make the main battery mounts prone to being knocked out (it is advised to equip the relevant upgrades and commander skills to enhance the turrets' survivability). Playstyle “Adapt what is useful, reject what is useless, and add what is specifically your own.” - Bruce Lee At first, she may not be that appealing to those that treasure short shell flight times and flat travel arcs; but she makes up for the lack of fast shell velocities with an impressive array of consumables and impressive rate of fire that allow Worcester to adapt to most situations that arise on the battlefield. It is noteworthy that Worcester's 152 mm guns benefit from utilizing Inertia Fuse for High Explosive Shells (IFHE); this commander skill increases shell penetration by 30% while reducing the probability of causing a fire upon hitting a target by 3%, though the sheer volume of fire is sufficient to compensate the fire chance reduction. The usage of this skill grants Worcester an HE penetration number of 33 mm, which is enough to cause penetration damage to any battleship with a conventional armor scheme (i.e. Conqueror/Montana). Those players that own the Tier VII USS Atlanta will find Worcester as a much-improved version of her. Worcester's core features are (similar to Atlanta's): the ability to hurl shells over islands towards incoming enemy vessels; searching and eliminating hostile destroyers; support the fleet with a no-fly-zone of anti-aircraft artillery; and, since she can handle open water engagements more appropriately than Atlanta (though perilous in nature), Worcester is capable of kiting and evading incoming shells while providing suppressive fire that can soften or sink hostile vessels outright. Worcester can prove to be a difficult enemy to bring down if handled correctly, though her fragility compensates the potential havoc she can bring down upon the enemy team. She is not to be taken lightly, as her varied consumable lineup mixed with a high rate of fire and proper positioning can turn Worcester into the fulcrum of her team in terms of damage and support; alas, like most warships in the game, Worcester requires a team that can synergize well to bring victory, and this cannot go unnoticed or unspoken. Consumables “You will need to be mature and pragmatic. You must use your heart to decide the destination, but use your head to plot the journey.” - Amish Tripathi Worcester has the most amount of consumables at Tier X; starting with a standard cruiser Damage Control Party, standard-issue Defensive Fire AA, Tier X USN Surveillance Radar (range: 9.9 km, duration: 40 seconds), cruiser Repair Party, and a standard Tier X Hydroacoustic Search with a 4.9 km range. Using these consumables at the right moment is key to performing well in Worcester; though running an all-premium consumable lineup is quite expensive without Premium Account, and necessary precautions must be taken if one is low on credits (such as prioritizing some premium consumables over others, signal flags, and camouflages). As a Tier X ship, Worcester gets access to a unique Legendary Module named "Enhanced Countermeasures". This consumable increases by 20% the duration of Hydroacoustic Search and Defensive Fire; additionally, it increases by 10% the duration of Surveillance Radar. Aesthetics “Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.” - Paul Rand This class of light cruisers, like those before it, were based on the hull of the Brooklyn class cruisers, which gives them an interesting appearance when looking at their bow from an oblique angle. The superstructure is not cramped, and the funnels don't have that "crooked" aspect that Cleveland-class cruisers have. The gun turrets, unlike Seattle's, are not overly wide nor tall, they give an interesting flair to the design which certainly makes it stand out from its predecessors. Conclusion “Any fool can know. The point is to understand.” - Albert Einstein This light cruiser is a challenging ship to master at the beginning, but once one gets used to the shell arcs, the odd engine acceleration, and the idea of being a support ship that has damage-dealing potential; it is one of the most enjoyable ships to play in my book. In my opinion, the grind to Worcester is worthwhile, and a triple division of Worcester's is a frightening sight to behold. "Ad Astra Per Aspera" Phantom out. References and resources Baterman, T. & Yarnall, P. (May, 2018). USS Worcester (CL 144). NavSource Online: Cruiser Photo Archive. Recovered from: https://www.navsource.org/archives/04/144/04144.htm GlobalSecurity.org. (July, 2011). CL-144 Worcester. Military. Retrieved from: https://www.globalsecurity.org/military/systems/ship/cl-144.htm Wargaming.net. (2018). Upgrades. Retrieved from: http://wiki.wargaming.net/en/Ship:Upgrades#Enhanced_Countermeasures Wargaming.net. (2018). Worcester. Retrieved from: http://wiki.wargaming.net/en/Ship:Worcester Wikipedia. (2018). Courageous-class battlecruiser. Retrieved from: https://en.wikipedia.org/wiki/Courageous-class_battlecruiser Wikipedia. (2018). 6"/47 caliber gun. Retrieved from: https://en.wikipedia.org/wiki/6"/47_caliber_gun Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes Armor scheme GIF created with GIF Maker, website: http://gifmaker.org/ In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  3. Best Credit Machine

    What are the best credit making machines that I can get whilst not going over 60$, so, in other words, not Musashi. I was thinking of Alabama or Lo Yang, since these are credit makers, not trainers, I don’t need to have the corresponding line. Thanks in advance!
  4. Howdy! Realizing that all of these Indianapolis missions, were actually all completed in vain, makes me a bit spicy. This is due to the apparent deadline on 07/16/18. As far as I know, there are only at most four missions left to be released this week & weekend. I am currently 16/21 missions. This really sucks if I won't be able to acquired the final one or two missions. I was unable to complete the first few due to not being able to play early on, as I was out of town a lot for work. I wonder if this post will fall on deaf ears or if there is a possibility for more missions to be released / have an extension. Thought I'd at least try. Thanks. :-)
  5. Name: Hood Ship type: battlecruiser Class: Admiral Nation: United Kingdom Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the third installment of Naval Intelligence, I bring you one of Britain's icons of World War II and the inter-war period, the premium Tier VII British battlecruiser: Hood. My objective is to inform players about a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “History will be kind to me for I intend to write it.” - Winston Churchill The ship belonged to a class of four battlecruisers known as the Admiral-class. Hood was the sole representative to be completed once the other three members -Howe, Rodney, and Anson- were canceled. Hood 's keel was laid down on September 1st, 1916 by John Brown & Co. in Clydebank, Scotland. She was launched on August 22th, 1918, and she entered service on May 15th, 1920. For twenty years, Hood remained as the world's largest and most powerful warship in the world. Her design was the result of maximizing a battlecruiser's traits (light armor, high speed, and battleship guns) while considering the occurrences regarding the Royal Navy's battlecruisers -three months prior to Hood's construction- during the Battle of Jutland. Two of the most significant adjustments made to the design, thanks to the loss of 3 battlecruisers at Jutland, was the increase in thickness of the main armor belt to 305 mm (12 in), and the internal armor plating that protected the forward magazines. This addition in weight plagued Hood with a lower freeboard, which attained her several nicknames such as: "Largest Submarine in the Fleet", "HMS Wobbly", and "The Seven B's" ("Britain's Biggest Bull*****ingest B***ard Built By Brown"). Throughout the inter-war period, Hood saw extensive service as the flagship of the Battlecruiser Squadron of the Atlantic Fleet and became the Royal Navy's poster boy (or girl, depending on personal perspective) due to her size, media coverage, and inter-war actions. She took part in a worldwide cruise which lasted from late 1923 to 1925, the purpose of the cruise was to project British naval power and influence to other countries and colonies (something that came to be known as "gunboat diplomacy"). Throughout her service, the ship became the pride of Britain and the Royal Navy, being appropriately referred to colloquially as "The Mighty Hood". After the cruise ended, she was refitted from 1929 to 1931 and continued to go on cruises, training, and minor refits. Through the 1930's, Hood's dire need of a major refit and modernization became apparent (such as her power plant's diminishing performance and the crew's inability to wash and bathe due to the fresh water evaporators being redirected to the boilers). She was scheduled to enter drydock in 1941 for a significant refit; however, the outbreak of World War II altered her fate in history. In 1940, Hood became the flagship of Force H and participated in the destruction of the French fleet that was docked at Mers-el-Kébir, French Algeria (present day: Algeria). She scored four 15" shell hits on the French battleship Dunkerque and was straddled in return by the same ship. Once the operation ended, Hood returned to Scapa Flow where she was replaced by Renown as the flagship of Force H. She participated in a couple of sorties without much success afterward. In honesty, Hood's recognition and popularity stem from the wrong reasons. During the Battle of the Denmark Strait, Hood, alongside the much newer battleship HMS Prince of Wales, was ordered to intercept the German battleship Bismarck and the heavy cruiser Prinz Eugen. Hood's participation in the engagement was brief, after one of Bismarck's 15" shells struck the leading battlecruiser and provoked a series of events which can, in majority, only be speculated upon; however, most theories converge on the idea of the German shell hitting Hood's after magazines and producing a jet of fire that erupted near the mainmast of the ship. The subsequent blast resulted in a fatal explosion that claimed Hood herself and most of her crew. Only three crewmen survived. Specifications “Technology is neither good nor bad; nor is it neutral” - Melvin Kranzberg Hood was powered by 24 Yarrow oil-fired boilers and 4 Brown-Curtis turbines. Her power output was rated at 144,000 shaft horsepower and produced a speed of 32 knots at the time of her commission; however, the lack of a major refit and meticulous repairs decreased her speed to 29 knots. She was armed with eight 381 mm (15")/42 BL Mk I rifles that were capable of firing a shell every 30 seconds. Her secondary armament comprised of fourteen 102 mm (4.01") QF Mk XVI dual-purpose guns on seven dual mounts (in-game their range as a secondary armament and an anti-aircraft gun is 5 kilometers, with an average damage of 65.8). The anti-aircraft suite on Hood was additionaly composed of twenty-four 40 mm QF 2pdr -also known as "Pom-Poms"- that were mounted on three sets of eight barrels (in-game range and average damage: 2.49 km, and 59.4); for close range she possessed four quadruple 12.7 mm Vickers Mk III machine guns (range/damage: 1.2 km/8.4), and finally she had the experimental UP AA Rocket Launcher Mark I -this particular armament was deemed inefficient and potentially dangerous by the Royal Navy- it never shot down any aircraft but in-game they possess a range of 1.5 kilometers and an average damage of 50 (though their historical range is 305 meters/1,000 feet). In the tradition of World War I warship design, Hood was also equipped with six 533 mm (21") torpedo tubes that were fixed in the hull. Four of the tubes, two on each side, were mounted above the waterline and remained onboard the ship until her demise in 1941. Meanwhile, the remaining two torpedo tubes were submerged and located near the "A" turret, but they were removed in 1937. Hood's essence is that of a battlecruiser, and her armor scheme reflects this. Her main armor belt is 305 mm (12") thick and is mostly underwater while being covered by her torpedo bulges which provide most of the ship with a torpedo damage reduction of 18%. Above the main belt, Hood's thinner armor belts can be found: the one directly on top of the main belt has a thickness of 178 mm and is relatively small when it is compared to her 127 mm (5") belt that ends at the weather deck. Internally, Hood's armor is also reminiscent of a World War I capital ship. Her citadel has a turtle back armor scheme which increases the protection of her vital parts at close range -though not as effectively as her German counterparts- and reduces her armor's effectiveness at long range due to plunging fire. Hood's citadel armored deck slopes have a raw thickness of 51 mm and are sloped inward. The battlecruiser's deck protection is also inherited from World War I designs. Her deck armor thickness is distributed among two decks in-game: the weather deck near the bow and the stern share a thickness of 25 mm, while the midships section has 51 mm. Her citadel's deck armor can be sectioned in two parts: machinery and magazines. The machinery spaces such as the engine rooms are protected by 38 mm near the centerline, and 51 mm on the sides; while the magazines of the main battery turrets are shielded by 76 mm of armor -with small portions near the ends of the front and after sections being protected by 108 mm and 127 mm respectively. In all, Hood's armor scheme is sufficient to make angling possible and shield the ship from cruiser-like armaments, but it gives out easily against high-caliber guns when showing a poorly angled broadside to enemy battleships. Her bow and stern are covered by 25 mm of plating; however, small 127 mm and 152 mm plates can be found next to the main belts (these can be used to bounce enemy shells through angling, but the Hood's captain should not actively look for close range engagements against capital ships of any kind. Playstyle “Adapt what is useful, reject what is useless, and add what is specifically your own.” - Bruce Lee Hood's style resembles that of Kongo's. To players of the Japanese battleship line, this comes to no surprise, as both vessels were designed as battlecruisers; ships equipped with battleship guns, relatively light armor, and a powerful array of boilers and turbines to give them a speed advantage over contemporary battleships. One must make the most of the battlecruiser's armament of eight 15" guns and their armor-piercing (AP) shells which have a short arm time, a maximum damage of 11,400 points, and a slow shell velocity of 731.5 meters per second which is shared with the guns' high-explosive (HE) shells. Hood's HE shells are respectable; possessing a 34% fire chance, a maximum damage of 5,300 points. Unlike most battleships of the Royal Navy, these HE shells are not subject to the 1/4 HE penetration rule. The lack of this rule provides Hood's 381 mm HE shells with a standard penetration value of 63 mm. Further, the battlecruiser's speed must be used wisely in maneuvers and fleet operations; such as a push or taking a defensive position. Her turning circle of 910 meters, accompanied by a rudder shift of 13.4 seconds and large dimensions make her commander think ahead of their maneuvers, and opt for open waters which allow the usage of Hood's speed and rudder shift. Related to the previous paragraph, the spotting of opportunities and potential flanks alongside friendly cruisers must be prioritized. Her short-fuzed AP shells make her an effective counter to enemy cruisers and lightly armored battleships; however, the shells' short fuze is also one of her weaknesses since they are unreliable at penetrating main armor belts at any range (most times they will shatter or bounce). The correct shell usage and proper aiming are necessary to obtain high damage games with the Hood. Her AA suite on its own is not impressive, but Hood has access to a unique Defensive AA Fire consumable that multiplies her UP Rocket's average damage by x25. But more on this consumable on the following section. Consumables “The more you leave out, the more you highlight what you leave in.” - Henry Green Hood comes equipped with standard British Damage Control Party and Repair Party consumables. The Repair Party is similar to those found on equal, and lower tier Royal Navy battleships. Additionally, Hood has access to a special Defensive Fire AA consumable that multiplies her short range aura -comprised of her rocket launchers- by 25 times for 60 seconds. This translates to an impressive 1,250 average damage while using stock values, and it can be enhanced by Advanced Firing Training, Basic Firing Training, AA Guns Modification 2 Upgrade, and the November Echo Setteseven signal flag. Aesthetics “Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.” - Paul Rand Her sleek, long, and lean hull make her a sight to behold. The superstructure is an interesting blend between World War I and inter-war designs. The funnels of Hood also project this peculiar idea that she possesses a massive power plant and can stretch her legs when she's needed to do so (that is if ships have legs... but that is a topic for another day or a more laid back discussion). Conclusion “Any fool can know. The point is to understand.” - Albert Einstein Personally, I quite enjoy her, especially considering her historical significance and the recognition from the H.M.S. Hood Association that this premium ship has. She is a formidable team member when used correctly, not as a brawler, but as a flanker and an opportunist that can hit hard and fight hard. Her presence in a match also allows for some light-hearted banter to take place between the teams at the start of a battle. And what better way to honor the real HMS Hood by making conscience about her through playing her in-game and getting to know her story and rise as a naval legend. "Ad Astra Per Aspera" Phantom out. References Allen, F., Bevand, P., & Charpentier Ltd. (2014). H.M.S. Hood Association-Battle Cruiser Hood - Ship Specifications and Armament: H.M.S. Hood - Notes for Visitors. Retrieved from http://www.hmshood.com/ship/pamphlet30s.htm Allen, F., Bevand, P., & H.M.S. Hood Association. (2014). H.M.S. Hood Association-Battle Cruiser Hood - Ship Specifications and Armament: Hood Factoids. Retrieved from http://www.hmshood.com/ship/hoodspecs7.htm Wargaming.net. (2018). Hood. Retrieved from http://wiki.wargaming.net/en/Ship:Hood Wikipedia. (2018). HMS Hood. Retrieved from https://en.wikipedia.org/wiki/HMS_Hood Wikipedia. (2018). Attack on Mers-el-Kébir. Retrieved from https://en.wikipedia.org/wiki/Attack_on_Mers-el-Kébir Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images. Due to my circumstance, I must make do with electronic sources and screenshots from other players or the wiki itself.
  6. What Wows is us pretty much getting excited for a new ship line, i.e., British and French battleships. But this forum is to see what the upcoming new trees will be. There has been quite the talk about German carriers and they already have the Graf Zeppelin as a premium tester ship. So I'm putting my doubloons on German CV's
  7. Name: Scharnhorst Ship type: battleship Class: Scharnhorst Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the second installment of Naval Intelligence, I will be sharing with you a review about one of the most loved battleships in the game, the premium Tier VII German battleship: Scharnhorst. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius The Scharnhorst originated from the idea of having to counter contemporary French, and British battlecruiser designs; such as Dunkerque, Hood, and Renown. France's Dunkerque and Strasbourg were scuttled in 1942, and Great Britain's battlecruisers were sunk during the early years of the war. The Kriegsmarine also considered that the Panzerschiff (also known as the pocket battleship, an example being the Admiral Graf Spee) was not intended to be a mainline ship made to fight battlecruisers and emerging fast battleships; instead, that particular type of ship was ideal for raider operations and anti-cruiser/destroyer roles. Furthermore, the compliance of the new Anglo-German Naval Agreement of 1935, which allowed the construction of a Kriegsmarine that would be restrained to a size equal to 35% of the Royal Navy, was also considered prior to the design of the first German battleships of the new era. With that settled, I will briefly talk about Scharnhorst's service record to make way for the ship's specifications. The battleship's keel was laid down by the Wilhelmshaven Navy Yard in 1935, in Wilhelmshaven, Germany. She was launched in 1936 and entered service in 1939. Though her sister ship, Gneisenau, was completed before Scharnhorst, the class was widely considered by many sources as the Scharnhorst-class regardless. Both members of the class saw service accompanied by one another. Where one would go, the other would follow. During a raiding cruise in November 1939, the merchant cruiser HMS Rawalpindi fell prey to the pair, engaging the two battleships despite overwhelming odds. In the April of 1940, the pair encountered the battlecruiser HMS Renown while supporting the German landings during the Invasion of Norway. The aging British capital ship scored hits on the Germans and successfully made the two battleships retreat. Two months later after repairs, the duo met the aircraft carrier HMS Glorious and her escort screen. Glorious was sunk with the loss of over 1200 hands (receiving the unfortunate distinction of being the only fleet carrier sunk by enemy gunfire in the war), but Scharnhorst was damaged yet again. Fast forward to 1942. Scharnhorst took part in the "Channel Dash".The two battleships, heavy cruiser Prinz Eugen, and 6 destroyer escorts made their way through the English Channel to reach German ports while evading Allied forces. The operation was a success, although Scharnhorst sustained damage by mines and remained at Kiel for most of the year due to repairs. On the day of December 25th of 1943, Scharnhorst would weigh anchor for the last time with orders to intercept allied convoys headed for the Soviet Union. Accompanied by five destroyers, she headed to the Atlantic to find the valuable transports to the Allied war effort. Distant from her destroyer screen, Scharnhorst moved in to engage one of the convoys, but she encountered an enemy escort screen lead by the battleship HMS Duke of York. Faced with insurmountable odds, Scharnhorst was sunk with the loss of 1968 of hands. Only 36 were rescued. The Battle of the North Cape would go down in history as a major British victory. A memorial stone dedicated to the ship and her crew can be found today in Wilhelmshaven, Germany. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Scharnhorst's power plant consisted of 12 Deschimag ultra-high-pressure oil-fired boilers which fed steam to 3 Brown, Boveri & Co. geared steam turbines and produced 160,000 shaft horsepower. Historically, she was able to produce 32 knots (36.8 mph/59.2 kph) at full speed but in-game, she is limited to a speed of 30 knots (34.5 mph/55.5 kph), a respectable number at Tier VII, which is only superseded by Gneisenau and Hood at the time of writing this review. Her rudder can shift from side to side in 14.5 seconds; it can be brought down to 11.6 seconds with the rudder shift upgrade. Lastly, her turning radius is rated at 800 meters. The ship's main armament is composed of nine 283 mm/11.1 in L/54.5 Drh LC/34 naval guns which are capable of firing every 20 seconds. The guns themselves are complemented by a firing range of 19.9 kilometers (this can increase temporarily to 23.88 km by a spotting aircraft, but the guns' effectiveness at that range is questionable). This rate of fire and gun caliber is uncommon among battleships and cruisers, which makes this ship the more unique to play due to her cruiser-killing capabilities. The accuracy of the main armament is not exceptional, but it allows the Scharnhorst to punish broadside targets at medium and short ranges with AP shells capable of dealing a maximum of 7,600 damage. While the HE shells are not exceptional, they possess a 20% fire chance and are subject to the 1/4 penetration rule, which grants them 70.75 mm of penetration. Scharnhorst's secondary armament comprises of 12 150 mm guns and 14 105 mm guns, making it a force to be reckoned with at close range. The 150's are encased in four dual turrets and four single mounts, while the 105's are encased in dual mounts. The secondary armament is evenly distributed along the ship's sides with the exception of a 105 mm mount which is located behind the Caesar (number 3) turret on the center-line of the ship. Her secondaries have a base range of 5.3 kilometers but can be increased to 8 kilometers with captain skills (most notably Advanced Firing Training, which increases the range of all secondary guns by twenty percent), Secondary Armament Modification 2 upgrade, and Mike Yankee Soxisix (this signal flag increases maximum secondary battery range by an additional five percent and reduces dispersion by that same amount). Scharnhorst's AA suite comprises of fifty 20 mm barrels mounted on single and quadruple mounts (short range aura: 2.01 km, 30 DPS) followed by sixteen 37 mm guns found on dual mounts (medium range aura: 3.51 km, 20.8 DPS). Lastly, the 105 mm dual mounts double up as anti-aircraft mounts (long range aura: 4.5 km, 116.2 DPS). The AA range and effectiveness can be increased with the relevant skills, upgrade, and signal flag. It must be noted that these numbers are stock values. The battleship also comes equipped with two triple torpedo launchers - one on each side - that have a short range of 6 kilometers and deal a maximum damage of 13,700, their reload is timed at 68 seconds. These tubes allow the Scharnhorst to excel at brawling and deal a considerable blow to any possible opponent, if not sink them outright. The Scharnhorst is one of, if not the most durable battleships tier-for-tier in the game. Her 350 mm main armor belt (red) is one of the thickest belts up there (when compared to ships like Nagato, Bismarck or Alabama) and can be used to bait enemy fire while presenting odd angles. The thinner plates on the fore and aft ends of the hull (yellow) offer the opportunity to bounce shells (or arm them without intending to do so), their thicknesses are 70, and 90 mm, respectively. The bow and stern are covered by 25 mm plating while the plating above the main belt is 45 mm thick. The deck itself is 50 mm thick, and the citadel deck plating found below the main deck is mostly 80 mm, increasing to 95 mm near the barbettes. The turrets have a face thickness of 360 mm, a roof thickness of 150 mm, and a side thickness of 220 mm. One of the most recognizable aspects of German battleships is their turtle back armor scheme, which makes them very durable at close to medium-range engagements. Scharnhorst is no exception to this, and her citadel is further protected by 110 mm slopes that are angled inwards on its sides, it is also worth noting that Scharnhorst's citadel sits below the waterline, making it near impossible to hit at close ranges. However, this armor scheme has the disadvantage of losing effectiveness at long range, so plunging fire can be effective against the Scharnhorst. Her torpedo bulges mitigate 24 percent of all torpedo damage that strikes this ship. The bulges don't cover any part of the bow or stern whatsoever; instead, they cover the citadel as much as the armor belt does. These disadvantages can be offset by the ship's maneuverability, good situational awareness, use of consumables (Scharnhorst does not get access to hydroacoustic search, but could utilize a fighter plane at the captain's discretion), and Vigilance (which adds 25% to torpedo acquisition range). Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Scharnhorst's style is a blend between a conventional battleship and a heavy cruiser. One has to prioritize lightly armored targets - most notably cruisers and thinly-armored battleships - to make good use of her 283 mm guns such as cruisers and battleships that have thin upper armor belts or plating. She is an opportunist that is able to push, retreat and relocate fairly quickly for a battleship, allowing her to pick fights carefully and spot opportunities to flank the enemy. She can keep up with friendly ships that are capable of ~30-knot speeds, so the opportunities of a major push or a flank can be exploited heavily if the Scharnhorst is located in an advantageous position. Strong armor allows the battleship to get up-close-and-personal with enemy cruisers or battleships, but one must be aware of positioning, angling, and numerical supremacy in order to succeed. Like any other vessel, she is vulnerable to focus fire, and she can be her team's damage powerhouse if she possesses ideal support from her teammates (especially against aircraft carriers and destroyers). This ship is not invincible, but she can be a force to be reckoned with if the Scharnhorst's captain uses her strengths to their favor. Remember, you are part of a team, and they depend upon you as much as you depend upon them. Coordination and knowledge can make way to a successful match (or at least a very good one that is worth remembering). Consumables or "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Scharnhorst has access to German battleship damage control, a good heal, and the option between a spotter aircraft for a temporary firing range increase or a fighter aircraft to counter aerial strikes (or give oneself a higher chance of dodging enemy shipborne torpedoes). Usually, I find myself using the heal so I can maximize my ability to tank and last longer in the main battle line or a brawl, so it is my personal recommendation to consider implementing Superintendent in your set of skills. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag Her design is composed of smooth curves, and her superstructure is not cluttered. This is only enhanced by the shape of her Atlantic bow, the shape of her gun turrets, and her secondary battery mounts on the weather deck and the sides of the superstructure. The battleship's fog horn has a satisfying yet menacing sound which can be used to taunt enemy warships or announce the battleship's arrival to a brawl. Finally, her premium camouflage is identical to the one she was using around 1943, and it is absolutely gorgeous (one that doesn't use skin modifications can only hope that Wargaming gives her sister ship the premium camouflage she deserves, unlike the one she sports in the game right now). Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Scharnhorst is a fine ship, and she is by far my favorite premium, but I have written this review with objectivity as a priority. In my eyes, she is a must-have if you're looking for a fun credit grinder or a German battleship commander trainer (cruiser commanders can also work, but normally they don't make much use of her secondary armament), then this ship is for you. I cannot stress enough how rewarding, and flexible this ship can be in the right situations. In Random Battles she is an absolute beast and can hold her ground against higher tier opponents rather well; however, she's not invincible or lacking weaknesses (such as her torpedo protection or small gun caliber). In Co-op and Scenarios, she is a joy to sail; her fast reload, maneuverability, and endurance make her a solid choice for any scenario that allows her access. If what you seek is history, then the Scharnhorst is definitely worthy of your port. As stated further above in the review, she saw her fair share of action and earned herself, and her crew, a place in modern history's halls of fame. "Ad Astra per Aspera" Phantom out. References Wargaming.net. 2018. Scharnhorst, website: http://wiki.wargaming.net/en/Ship:Scharnhorst Farley, R. 2017. Scharnhorst: Nazi Germany's Super Battleship or Paper Tiger? The National Interest, website: http://nationalinterest.org/blog/the-buzz/scharnhorst-nazi-germanys-super-battleship-or-paper-tiger-20078 Wikipedia. 2018. List of battlecruisers of World War II, website: https://en.wikipedia.org/wiki/List_of_battlecruisers_of_World_War_II Wargaming.net. 2018. Dunkerque, website: http://wiki.wargaming.net/en/Ship:Dunkerque The Authors of Encyclopaedia Britannica. 2013. Anglo-German Naval Agreement. Encyclopaedia Britannica, website https://www.britannica.com/event/Anglo-German-Naval-Agreement-1935 Wikipedia. 2018. Scharnhorst-class battleship, website: https://en.wikipedia.org/wiki/Scharnhorst-class_battleship Metz, K. & Van Lönnen, H. Memorial Stone Battle Ship 'Scharnhorst'. Traces of War, website: https://www.tracesofwar.com/sights/25374/Memorial-Stone-Battle-Ship-Scharnhorst.htm Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes Amor scheme image provided by @Naesqr Revision consulted with @Maceswinga In-game images and icons recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images. Due to my circumstance, I must make do with electronic sources and screenshots from other players or the wiki itself.
  8. Name: "Z-39" Ship type: destroyer Class: Type 1936A (Mob)/Narvik Nation: Germany Tier: VII Greetings fellow captains, supreme overlords, and dispersion divinities. Today, in the first installment of Naval Intelligence, I will be sharing with you my first review (and one of my first posts in the forum, fancy that); this review will be about no other, but the premium Tier VII German destroyer: Z-39. My objective is to inform players with a different, and factual piece of information that hopefully will aid you in deciding whether to purchase this ship or not. This review will go over its history briefly, her in-game characteristics, and other factors such as aesthetics, modules, and what you can expect if you so decide to give her a place in your port. History “Study the past if you would define the future.” - Confucius I will start off by sharing a bit of her past in this post. Z-39 was the last member of the Type 1936A (Mob)-class destroyers (also known as the Narvik-class by the Allies) that were ordered and built for Germany after the outbreak of World War II. Z-39 was built by the Germaniawerft, in Kiel, Germany. She was laid down in 1940, launched in December 2nd, 1941, and finally commissioned in August 1943. Z-39's service record under the Kriegsmarine flag is not exactly spectacular: she took part in sorties near Norway and the Baltic Sea. In 1944 she was damaged and was hit again while undergoing repairs, disrupting the process. She entered service once more in 1945 but nothing noteworthy occurred during that time. After the end of World War 2 in Europe, Z-39 was transferred to the United States Navy and was renamed DD-939. After extensive equipment trials, she was once again transferred, only this time to the French Navy, where she was cannibalized for parts in 1947 and was finally broken up in 1964. Specifications “We are stuck with technology when what we really want is just stuff that works.” - Douglas Adams Z-39 is powered by six Wagner oil-fired boilers that feed two Deschimag geared steam turbines, her power plant is rated at 70,000 shaft horsepower and produces 36 knots (66.6 kph, 41.4 mph). In the game, the destroyer can shift her rudder from one side to the other in 4.5 seconds stock and has a turning circle radius of 670 meters, her maneuverability is somewhat similar to Błyskawica's, and thus pales in comparison when compared to Sims', Gadjah Mada's or Mahan's. Her main armaments are one of the traits that set her apart from other nations' counterparts, considering she is armed with four 150 mm L/48 LDrh LC/38 guns, with two encased in a dual turret facing forward, and the other two on single mounts facing aft. This peculiar armament allows her to severely damage cruisers that are in close ranges and showing a broadside with her armor-piercing shells, while her high explosive shells are sufficient to set ships on fire and damage unarmored sections of a vessel; however, these guns will make gunfights with fast-firing destroyers more hazardous due to their rate of fire of 8 shots/min. (7.5 seconds) and a turret traverse of 8 deg/s that occasionally trails behind the desired aiming direction when executing hard or exceedingly aggressive maneuvers. Z-39 is also equipped with two 533 mm quadruple torpedo launchers that use the G7 "Steinbarsch" (rock bass) torpedo. This projectile travels at an adequate speed of 65 knots to a maximum range of 8.49 kilometers, its warhead is capable of dealing 14, 400 damage and can send any ship to the bottom or at least cripple them enough to finish the job with gunfire or assistance from other ships. The torpedo tubes are fully reloaded after a relatively small period of 90 seconds (1 minute, 30 seconds). The last specifications I will touch upon will be her anti-aircraft suite and her concealment since armor values for a destroyer do not vary that much; however, '39 is a big destroyer, and this makes her prone to activate fuzes on AP shells even when presenting herself horizontally to the enemy. The destroyer possesses an AA suite that is good enough to shoot down the occasional spotter or catapult fighter but doesn't have enough stopping power to shoot down entire squadrons if an aircraft carrier decides to target you. When fully specialized in concealment, her air detection is equal to her stock AA medium-range aura of 3.5 kilometers. Now, Z-39 is a stealthy tier 7 destroyer thanks to her ability to equip Tier VIII upgrades in the fifth upgrade slot (this includes the concealment system modification that reduces her detectability radius by 10% and increases the maximum dispersion of incoming fire by 5%). Her base detection ranges are not great, however, she's spotted at 7.74 km on the surface and at 4.38 km on the air, but this can be reduced by using camouflage, training Concealment Expert on your commander, and purchasing the concealment upgrade reaching detection ranges of 6.1 and 3.5 kilometers respectively. Playstyle “So we beat on, boats against the current, borne back ceaselessly into the past.” - F. Scott Fitzgerald Lovers of the German line and the 150 mm guns specifically will find themselves at home with this premium Tier VII destroyer, she is essentially a down-tiered Z-23 with all the bells and whistles that define her, such as a very large health pool for a destroyer of 19,600 hit points (100 more points than the B hull of her older sister). One can adopt a hybrid style, blending gunboat and torpedo-boat traits, also, the transition between torpedoes or gunnery as main damage factors is not uncomfortable; she can push when she's needed to do so, and she can also defend an area with a division or friendly destroyers exceptionally well with torpedoes. By the time of this review, I'm running Z-39 with a 10-point commander with a rather generic destroyer build: Priority Target, Last Stand, Superintendent, and Concealment Expert. Now, she can benefit from using skills like Adrenaline Rush, Preventive Maintenance, Jack of All Trades or Survivability Expert, so prioritize the usage of your skill points according to your playstyle or recommended builds proposed by the community. Note: Be careful of using Advanced and Basic Firing Training on this ship. Her main armaments exceed the gun caliber limit that is allowed by these two skills, which is 139 mm, making them only affect your AA guns. Consumables "...there is one thing we do know: that we are here for the sake of each other..." - Albert Einstein Where to begin when there are so many? Z-39 has access to your typical destroyer damage control party, German smoke, engine boost, and a hydroacoustic search consumable with a range of 4.4 km (unheard of amongst destroyers of Tier VII with the exception of Leberecht Maass). These consumables allow Z-39 to become a very adaptable and supportive vessel in combat, as stated before, her wide array of consumables and good combination of stealth, speed, and firepower allow her to perform any task one could ask for from a destroyer rather well; she needs her team's support in order to succeed and not succumb to focused fire. Keep this in mind when you see a Z-39 on your team. Aesthetics “Rules of taste enforce structures of power.” - Susan Sontag What better way to sink your opponents other than looking good while doing it? Z-39 is a looker when it comes to destroyers, her Atlantic bow adds a very nice touch to her profile and it combines really well with her bridge and her forward gun turret. It's almost as if you had a modern destroyer at the front and a slightly more old-fashioned design at the rear. This is a really nice combination in my book, and her premium camo only helps her case in my eyes. Conclusion “The ending is nearer than you think, and it is already written. All that we have left to choose is the correct moment to begin.” - Alan Moore Z-39 is a very capable destroyer that can reach its full potential in a division or with very good coordination with your teammates. She is a worthy opponent in Random Battles, and in Co-op, she is rather entertaining (though I found myself craving for other players on the enemy team to show off the ship's looks and capabilities). This destroyer is also quite expensive to run (just look at all those consumables and tell me it wouldn't hurt to have to replenish them all with your hard-earned credits after a battle) but overall, she is a very rewarding experience to play, once you've come to terms with her limits and niches. Did I mention she is a premium destroyer? If you're out on the market for a German DD/CL trainer, Z-39 is a very good and solid choice (and only one in the immediate future, since T-61 sailed into the sunset, and has yet to return). So there we have it, my first (and hopefully not the last) review! Captains, did you like it? Do you have any suggestions or questions? Please, let me know. "Ad Astra per Aspera" Phantom out. References Whitley, M.J. 1988. Destroyers of World War Two: An International Encyclopedia. Naval Institute Press. Pages: 67-68. Recovered from: https://babel.hathitrust.org/cgi/pt?id=mdp.39015020687821;view=1up;seq=9 Wargaming.net. 2018. Z-39, website: http://wiki.wargaming.net/en/Ship:Z-39 Wargaming.net. 2018. Błyskawica, website: http://wiki.wargaming.net/en/Ship:Błyskawica Wargaming.net. 2018. Gadjah Mada, website: http://wiki.wargaming.net/en/Ship:Gadjah_Mada Wargaming.net. 2018. Mahan, website: http://wiki.wargaming.net/en/Ship:Mahan Wargaming.net. 2018. Leberecht Maass, website: http://wiki.wargaming.net/en/Ship:Leberecht_Maass Wargaming.net. 2018. Upgrades, website: http://wiki.wargaming.net/en/Ship:Upgrades Quotes recovered from Goodreads, website: https://www.goodreads.com/quotes In-game images recovered from the Wargaming Wiki, all credit goes to their respective authors. Other images recovered from Google Images.
  9. Ship XP

    Hi All; Sorry if this is the wrong thread to post this in. I have a Cleveland that I play from time to time and I notice that my ship XP keeps accumulating on the ship itself...I thought these XP points were supposed to go to your Free XP points...or something. Please let me know. Thanks Pepper
  10. Submarines

    Lets [edited]submarines with torpedoes and have depthcharges and sonar on ships. would be nice to have new maps that are open ocean and have some underwater reefs. Sub on Sub would be a nice mode too but I want to see them in the regular battles too On a side note, what about dingies with boarding parties?
  11. First off, idk man. I really just woke up one morning and went outside with a Milo cause I'm obese and thought - Man, why does Aus always get the cool stuff :((( I mean, the HMAS Perth is basically a Leander plus the special configuration that I forgot what was named and the HMNZS Gambia is basically just a Fiji but y'kno, more beer and stuff idk - p.s. pls no attack for this -p.s. 2.0 yes I know the HMNZS Achilles is more famous for it had sank the Admiral Graf Spee, but the Achilles was a Leander class, and the HMAS Perth is already an upgraded Leander. and yes I know it used to be the HMS Gambia, but throughout the rest of WW2 starting from 1943 it was loaned to the New Zealand Navy where it saw extensive use against the Imperial Japanese i just want some love man :(( Edit : Since I'm sure most people wouldn't scroll down to see a reply I did here's a link to check out on it's history : http://navymuseum.co.nz/hmnzs-gambia/ p.s. scroll down to replies to see some quick factos my guy The 2nd picture, the one with the 'camouflage' is after being transferred to the RNZN
  12. [-KS-] Killshot

    Welcome to Killshot! Killshot is a family where both casual and serious warship captains from around the world can play together. Our clan prides itself on being friendly and open, and we are always ready to accept new recruits and veterans alike. The goal of this clan is to be able to take advantage of clan base features when they are built, to have potential division mates, and a family that won't restrict your playing style or be so demanding as to kill the fun of the game. We are here to have fun in a mature, drama free atmosphere. We will not tolerate hatefulness. We are a LGBT friendly family. REQUIREMENTS: (1) Be Friendly. (2) Be active at least 4 times a week. (3) Be helpful. We do not have a website, discord, teamspeak, skype or any other communication means at this time. We play to have fun while sometimes taking it seriously. If you wish to join us, do a clan search in the game for killshot. our tag is [-KS-] Thank You
  13. So I bought the Tier VIII Monarch (renamed Thunderer as my personal in-game preference) last night and tried her out in some Co-Op battles and she seems kinda underwhelming compared to the BBQ fest that is the KGV (I kept her in my port). I'm hoping to focus on AP most of the time (and make that playstyle change in KGV as well). I'm inclined to give her a good break-in period before I make any judgement about the ship. When fully upgraded with concealment build like I'm thinking, she shouldn't be too difficult to play with the better concealment of ~11 km. Any thoughts?
  14. One thing I noticed is how on WG's other game, World of Tanks, they have more symbols to represent the differences between their playable vehicles (Source). So I figured that maybe WG ought to do the same thing here. With that in mind I went ahead and made some symbols as a proof of concept. Please note, these aren't really specific suggestions. For instance some of the ship classes (like PT Boats) are pretty nation-specific. This is mostly a way to hopefully break the ice on a conversation about how the addition of extra historically-accurate classes might help benefit the game by adding some more diversity and depth to it. That's all I'm trying to say really. Corvette or PT Boat Frigate or Destroyer Escort Destroyer Light Cruiser Heavy Cruiser Battlecruiser Dreadnought or Battleship Now just for more fun I made some to sub-divide carriers, I don't think this part is very necessary but it was fun to do anyway: Escort Carrier Fleet Carrier What do you guys think?
  15. I have the Bretagne and Normandie. How do I win more containers to get the Lyon and Richilieu? I cant remember if I got them from a challenge, mission or campaign. The event ends on the 16th so I don't have a lot of time. I don't want to grind 72,500 XP in Normandie to upgrade to Lyon. Ughhhhh Icy
  16. Buying USS Texas

    I wanted to buy USS texas. Can some one please send your referral event link to me at chantikomaravolu@gmail.com so that I can buy USS Texas. Referral event link https://playtogether.worldofwarships.com/ Please help me out. I am dying to buy USS Texas.
  17. Hi, Suppose I finish the Gold of France Campaign with a free aigle, Will I get perma camo even if I dont own the Richelieu .
  18. French Ship Promo

    I completed the French Addition and French Progression challenges. I completed all the collectables. I received "my personal mission" to win the Bretagne tier 5 ship, which I won. Now what? I don't understand; can participants only win 1 of 4 possible ships? And then it's over? Or, do we have additional opps in the next update? Don't understand; is there a way to work your way to the Richelieu or is it just luck of the draw?
  19. Ship Detatched

    While playing the Schors in Narai Operation of the Week, I had the following bug occur. While playing, the ship became permanently detached from the camera and I could no longer view from the ship. I could not aim my guns, or move the camera around, it remained frozen miles behind my ship. After returning to port, I could view no ships etc. I had to fully exit the game and restart.
  20. The saddest sounding horn....

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

    Good evening or whatever time you may be looking at this forum statement, It has come to my attention and maybe a few other people's attention that maybe we could see a premium ship. Great Gorgon Closest Earth Counterpart: Zuikaku The skies turn black with Great Gorgon's swarms of stitch-winged bat constructs! I could be looking at this too closely but I may also be right as we may see the Zuikaku as a premium whether it's a earned ship or a buyable ship. I'll just leave you captains up to what you may think about it
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