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I've seen many proposals for a Pan-EU super-cruiser line, but I've never actually seen a proposal for a Pan-EU CL line that actually convinced me, so I've decided to fix that problem myself. These cruisers will be very squishy, but have great firepower and range for their tier, as well as heals starting early on. On The Topic of Gimmicks: You know, I kind of want this to be just a line that plays it straight: no wacky gimmicks like a reload booster or anything. But seeing as WarGaming has gotten crazier and crazier with their gimmicks lately, I don't think we can have that. The first gimmick that comes to mind is Radar starting from Tier VIII, where the line loses the torpedoes, which I guess fits in with the line, but the game is already so [edited]oversaturated with radar that really I don't think it would be a good idea. But then what else could be added to make the ship line stand out? Give it the Austin treatment? Maybe. But I still want WarGaming to consider just adding a line with no particular gimmick every once in a while, and I think this line is a good candidate for that. Line Overview: Tier II: SMS Novara (1913) Tier III: Spanish cruiser Navarra (1923) Tier IV: HNLMS De Ruyter Tier V: Spanish Cruiser Miguel de Cervantes Tier VI: Greek Cruiser Elli II PREMIUM: Spanish Cruiser Mendez Nunes Tier VII: HSwMS Tre Kronor Tier VIII: Dutch Cruiser De Zeven Provincien Tier IX: Plan F Tier X: Dutch Cruiser Eendracht (Modernized)Tier II: SMS Novara Entered Service: 1915 Survivability: HP: 17900 Armor: Belt: 60 mm. Deck: 20 mm. Turrets: 40 mm faces; 8 mm sides. Conning Tower: 50 mm. Nose: 6 mm. The Novara is decently tanky for a Tier II cruiser. Now, I’m not sure if she has the same armored deck slopes that make other same-tier cruisers so hard to citadel, but if she doesn’t, it will bring her survivability down a bit. Maneuverability: Speed: 27 knots. Rudder shift: 5.4 s. Turning Circle: 450 m. Again, about average maneuverability for a Tier II cruiser. Let’s move on. Concealment: By Sea: 8.5 km Main Armament: 9 x 1 Škoda 10 cm K10 Rate of Fire: 10 shots/min. Reload: 6 seconds. 180 Degree Turn Time: 22.5 seconds. Base Firing Range: 9.5 km. Maximum HE shell damage: 1400 Fire Chance: 6% HE Shell Penetration: 16 mm. Maximum AP Shell Damage: 1700 Shell Velocity: 880 m/s. The guns on Novara are the smallest in her tier, but fire the fastest, setting the player up for the higher tier Cruisers in terms of ROF. Anti-Air: 1 × 7 cm (2.8 in) AA gun 1 × 47 mm (1.9 in) SFK L/44 gun I don’t think a Tier II cruiser should ever be seeing CVs, but since fail-divs exist, the AA here should provide for a nice light show for the CV player to enjoy before dropping the ship. Consumables: Standard DCP That’s it. What? Did you expect DFAA? Tier III: Spanish cruiser Navarra (1936) Survivability: Hull A: 20200 Hull B: 21800 Again, about average for a Tier III cruiser. Armor: Belt: 76 mm. Upper Belt: 13 mm. Deck: 16 mm. Citadel Deck: 76 mm. Turrets: nope. Conning Tower: 152 mm. Nose: 6 mm. This is actually a pretty good armor scheme for a T3 CL. The cruiser basically has an icebreaker; the armor belt stretching all the way to the bow. A 6-inch conning tower seems pretty overkill for crew protection, but whatever. Maneuverability: Speed: 25 knots. Rudder shift: 4.4 s. Turning Circle: 410 m. Don’t get me wrong, 25 knots is on the slower side of most cruisers at this tier, but the good turning circle, rudder shift, and the small size of maps at the Tier II-IV range make it not as big of a deal. It’s also faster than Katori, for whatever that’s worth. Concealment: Detectability by Sea: 11.4 km. Detectability by Air: 6.37 km. The phallic-looking superstructure doesn’t do the Navarra very many favors in terms of concealment. It looks funny though. Main Armament: 6 x 1 152 mm/50 Vickers Mk W Rate of Fire: 6 shots/min. Reload: 10 seconds. 180 Degree Turn Time: 30 seconds. Base Firing Range: 13.9 km. Maximum HE shell damage: 2100 Fire Chance: 8% HE Shell Penetration: 25 mm. Maximum AP Shell Damage: 3000 Shell Velocity: 900 m/s. Secondary Armament: 4 x 1 88 mm/42 SK C/30 Rate of Fire: 15 shots/min. Reload: 4.0 s. Maximum HE Shell Damage: 1000 Fire Chance: 4% Range: 3.2 km. Shell Velocity: 950 m/s. What Navarra gives up in concealment it gains in firing range: the rangefinder is situated at the very top of the tall superstructure, putting the Navarra’s gun range at the very top of all Tier III cruisers. Anti-Air: 4 x 1 88 mm/42 SK C/30 4 x 1 - 20 mm/70 Scotti-Isotta Fraschini M1939 Base DPS: 45/27 Range: 4.6/2.0 km. Hit Probability: 90% Number of Shell Explosions in a Salvo: 1 Damage By Shell Explosions: 1050 At least it has range? Consumables: Standard DCP Tier IV: HNLMS De Ruyter Entered Service: 1936 Survivability: Hull A: 21,600 Hull B: 24,400 Armor: Belt: 50 mm. Upper Belt: 16 mm. Deck: 20 mm. Citadel Deck: 30 mm. Bulkheads: 30 mm. Turrets: 100 mm Faces, 30 mm Sides. Conning Tower: 30 mm. Nose: 13 mm. The De Ruyter is an incredibly squishy cruiser, which means she fits right in among the other Tier IV Cruisers. It is surprisingly enough a straight downgrade from the Tier III though. Maneuverability: Speed: 32 knots. Rudder shift: 6.7 s. Turning Circle: 580 m. A huge upgrade from the Tier III in terms of speed. Concealment: Detectability by Sea: 13.1 km. Detectability by Air: 5.3 km. Just like the ship before, her tall main mast and towers really don’t do her much good in terms of concealment. Main Armament: 3 x 2 150 mm/50 (5.9") Wilton-Fijenoord MK9 1 x 1 150 mm/50 Wilton-Fijenoord MK10 Rate of Fire: 6 shots/min. Reload: 10 s. 180 Degree Turn Time: 22.5 s. Base Firing Range: 15.4 km. Maximum HE Shell Damage: 2100 Fire Chance: 9% HE Shell Penetration: 25 mm. Maximum AP Shell Damage: 3000 Shell Velocity: 900 m/s. One big advantage the De Ruyter has over most of its Tier IV contemporaries is the relatively normal armament layout with superfiring turrets; allowing her to bring all of her guns to bear on a target. Just like the Navarra, the De Ruyter gives up concealment for range: 15.4 km; the highest in its tier, a recurring theme within this line. Anti-Air: 5 x 2 Bofors 40 mm/60 4 x 2 12.7 mm/90 Browning Base DPS: 112/39 Range: 3.5/1.5 km. Hit Probability: 90% Less range and no flak, but higher raw DPS. A good tradeoff. I think. Consumables: Standard DCP 4 x Fighters 3 x Hydroacoustic Search Detection of Torpedoes: 3 km. Detection of Ships: 4 km. Action Time: 100 s. Reload: 120 s. The addition of Fighter aircraft will provide for extra protection from CVs. Tier V: Spanish Cruiser Miguel de Cervantes Entered Service: 1930 Note: Miguel de Cervantes wasn’t the lead ship of her class, but I chose to represent her class in the line because of her more conventional turret layout and her torpedo tube count which is more in line with the tech tree. Survivability: Hull A: 24900 Hull B: 28,000 Armor: Exactly the same as the Emerald’s. Maneuverability: Speed: 33 knots. Rudder shift: 7.6 s. Turning Circle: 720 m. Again, almost the exact same as Emerald’s, although Emerald has the improved acceleration dynamics. Concealment: Detectability by Sea: 11.6 km. Detectability by Air: 4.8 km. Main Armament: 4 x 2 152 mm/50 Vickers Mk 2 Rate of Fire: 7 shots/min. Reload: 8.5 s. 180 Degree Turn Time: 22.5 s. Base Firing Range: 15.3 km. Maximum HE Shell Damage: 2100 Fire Chance: 9% HE Shell Penetration: 25 mm. Maximum AP Shell Damage: 3200 Shell Velocity: 900 m/s. Not only does she have more barrels than Emerald, she can also bring all of them to bear to fire because of her conventionally arranged superfiring turrets. She does, however, fire slightly slower than the Emerald. Torpedo Armament: 2 x 3 533 mm TT. Reload: 80 s. Maximum Damage: 11967 Speed: 59 knots Range: 6.0 km. I can’t actually find any info on what torpedoes the Spanish used for these ships, so I just took them from Emerald. Anti-Air: 8 x 2 - 37/83 SK C/30 5 x 4 - 20 mm/65 C/38 Base DPS: 49/112 Range: 3.5/2.0 km. Hit Probability: 90% The AA mounts on the Miguel are more numerous, and the short range aura is much more potent, but the German 37 mm gun is just such a poor AA mount that even though it has 6 more barrels the mid-range DPS drops by more than half. Consumables: Standard DCP 4 x Fighters 3 x Hydroacoustic Search Detection of Torpedoes: 3 km. Detection of Ships: 4 km. Action Time: 100 s. Reload: 120 s. 3 x Repair Party Action Time: 28 s. HP per Second: +0.5% Reload Time: 80 s. Similar to the RN Cruisers, the Pan-EU cruisers will get a heal starting from Tier V. Tier VI: Greek Cruiser Elli II Survivability: Hull A: 25600 HP Hull B: 29500 HP. Armor: Functionally the same as the Duca D’Aosta. Look, it’s a Duca with a heal and a hydro. The torps will only be 8 km, and the reload will be 8 seconds instead of 7.5, so this ship doesn't powercreep Duca out of existence. Lets move on. Tier VII: HSwMS Tre Kronor Entered Service: 1947 Survivability: Hull A: 26800 Hull B: 30700 Artificially massaged by a few thousand for balance’s sake. Armor: Belt: 70 mm. Upper Belt: 16 mm. Deck: 25 mm. Citadel Deck: 30 mm. Bulkheads: 30 mm. Turrets: 127 mm Faces, 50 mm Sides. Conning Tower: 25 mm. Nose: 16 mm. Tre Kronor’s armor is functionally the same as Smolensk’s armor while having around the same width (16m). You can see where that’s going. The Tre Kronor can basically sail flat broadside to any high-tier, high-pen BB, like the French (or Musashi), and receive only minimal overpen damage. Maneuverability: Speed: 33 knots. Rudder shift: 7.2 s. Turning Circle: 660 m. Concealment: Detectability by Sea: 11.8 km. Detectability by Air: 8.53 km. Main Armament: 2 x 2, 1 x 3 Bofors 152 mm/53 Kanon m/42 Rate of Fire: 15 shots/min. Reload: 4 s. 180 Degree Turn Time: 21.9 s. Base Firing Range: 16.7 km. Maximum HE Shell Damage: 2200 Fire Chance: 11% HE Shell Penetration: 25 mm. Maximum AP Shell Damage: 3100 Shell Velocity: 900 m/s. While Tre Kronor only has 7 guns, a pretty underwhelming number at a Tier where most CLs receive 12 - 15 barrels, she makes up for that with her insane reload of just 4 seconds, giving her almost unparalleled DPM at her tier, beaten only by Helena Torpedo Armament: 2 x 3 533 mm TT Reload: 70 s. Maximum Damage: 10700 Speed: 76 knots Range: 10 km. Swedish ship, Swedish meme torpedoes. You know how this works. Their extremely fast speed and reload, plus their long range gives her torpedoes much more utility than other cruisers at her tier, but the low alpha strike and tube count makes the Tre Kronor an extremely poor brawler. Also, this is the last ship in the line with torps, so enjoy them here while you can. Anti-Air: Here's where we run into some problems. Pre-refit, the Tre Kronor had an already impressive array of over 20 40 mm Bofors in 10 twin mounts, which by itself would have given her one of the most impressive AA suites at her tier. But post refit Tre Kronor has an AA suite of eleven single mount Bofors 40 mm L/70 and four single mount Bofors 57 mm. Without even taking the 57 mm guns into account, the 40 mm mounts would generate a mid-range aura of 517 DPS. That is more DPS than what the Minotaur generates. THIS IS WITHOUT TAKING THE 57 mm GUNS INTO ACCOUNT. Oh yeah, and the 6 inch guns were DP. Since it causes me actual physical pain to nerf ship performance from historical levels, I will leave the DPS values where they are now, but please know: these values will never make it into the game as is. This goes for every ship proposed in this line from here on out. Also, the superstructures on each hull will be different. Hull A: 2 x 2, 1 x 3 Bofors 152 mm/53 Kanon m/42 10 x 2 40 mm Bofors L/60 7 x 1 20 mm/66 Oerlikon M36 Base DPS: 92.2/198.33/53.2 Range: 6.9/3.5/2.0 km. Hit Probability: 90% Hull B: 2 x 2, 1 x 3 Bofors 152 mm/53 Kanon m/42 11 x 1 40 mm Bofors L/70 4 x 1 Bofors 57 mm/60 Bofors M50 Base DPS: 92.2/681 Range: 6.9/4.0 km. Hit Probability: 90% Number of Shell Explosions in a Salvo: 5 Damage by Shell Explosions: 1870 At least it doesn’t have a short-range aura. Consumables: Standard DCP 3 x Hydroacoustic Search Detection of Torpedoes: 3 km. Detection of Ships: 4 km. Action Time: 100 s. Reload: 120 s. 3 x Repair Party Action Time: 28 s. HP Per Second: + 0.5% Reload Time: 80 s. Well, at least it doesn’t have a fighter. Now THAT would have made the AA capabilities too OP /s. Tier VIII: Dutch Cruiser De Zeven Provincien Entered Service: 1953 This is pretty much just a copy-paste of my posts on reddit and this forum, with a few tweaks. Also, you convinced me @Lert, it's a Tier VIII ship. Happy? Survivability: Hull A: 28900 HP Hull B: 32700 HP Armor: Belt: 50-76mm Upper Belt: 25 mm. Citadel Deck: 20mm Deck: 30mm Turrets: 125 or 100mm faces, 50 mm sides. Conning Tower: 125mm. Nose Plating: 25mm First of all, you could probably get away with running the AA survival upgrade on this cruiser. The turrets are basically indestructible. I don’t think any other light cruiser has better turret armor. Secondly, while the 75mm belt might seem terrible at first glance, it's actually not as bad as it seems. Why? Well, consider that the De Zeven Provinciën’s beam is 17.25m, similar to Smolensk’s hull (17.25 vs 16 m. beam), and the belt armor is only at most 5 mm thicker than the Smolensk. What this means is that the De Zeven Provinciën can simply show flat broadside to most BBs and some cruisers at medium to close range and force overpens. That being said though, the ship still doesn't have that much HP, so it is still best for the player to avoid getting shot in general, whether that be through island humping or through skillful use of rudder. This cruiser is also prone to overmatch, due to the poor vertical protection, and poor firing arcs forward. The 25mm plating will bounce super-cruiser shells if angled, but most BBs will punch straight through. The belt armor implies that the cruiser has a stepped citadel, like the RN Cls, but the actual blueprints say that it's nearly at the waterline, so who really knows? Maneuverability: Speed: 34 knots. Rudder shift: 6.7 s. Turning Circle: 690 m. It’s ok. Turning circle and rudder shift times are actually quite good. The DZP was designed for only 32 knots, but since she managed 34 knots in her speed trials, we'll go with that number, for balance's sake. Concealment: Detectability by Sea: 13.7 km. Detectability by Air: 8.52 km. This ship may be smaller than most cruisers in the game, but this ship’s superstructure is the definition of a 5head- it's massive, and the antennas and radar equipment tower high above the ship. With the concealment upgrade, CE, and a camo, the concealment drops to 10.8 km, while the concealment by air drops to 6.9 km. Main Armament: 4 x 2 Bofors 152 mm/53 kanon m/42 Rate of Fire: 15 shots/min. Reload: 4 seconds. 180 Degree Turn Time: 21.9 seconds. Base Firing Range: 17.1 km. Maximum HE shell damage: 2200 Fire Chance: 11% HE Shell Penetration: 30 mm. Maximum AP Shell Damage: 3100 Shell Velocity: 900 m/s. The Bofors 152 mm were fully automatic, giving the DZP exactly 264,00 HE DPM, the highest in her tier (20k more than Cleveland, the current highest.). The gun had dual ammunition hoists which supplied AA (HE) and AP shells at different rates (15 vs. 10 RPM). This actually isn’t reflected in-game, but is a nice bit of trivia. The good range on the DZP can be owed to the advanced and modern fire control systems on it, and the height of the rangefinders, making up for the poor concealment. The Bofors 152mm/53 fires an HE shell with a similar weight to USN HE shells (101 vs 104 Lbs), but with a faster shell velocity (812 vs 900 m/s). This means most players will find that they can land shells relatively comfortably out to 17 km with this ship, but the firing arcs will likely still allow the player to fire over islands. The AP shells also are fired at 900 m/s, but are lighter than AP shells fired by most of the other cruisers, meaning they would a lot of their speed at range. The firing angles to the front are fine, but are worse when kiting. The playstyle of the De Zeven Provinciën would most likely be of a mid-to-long range HE spammer because of its weak armor but great firepower, and lack of torpedoes; using it's great rudder shift and turning circle to bait and dodge shells. Anti-Air: 4 x 2 Bofors 152 mm/53 kanon m/42 4 x 2 Bofors 57mm/60 M50 8 x 1 Bofors 40mm L/70 Base DPS: 106/628 Range: 6.9/4.0km. Hit Probability: 90% Number of Shell Explosions in a Salvo: 5 Damage by Shell Explosions: 1870 152mm guns are DP, capable of elevating to 60 degrees, and were radar-guided. With the new +20% AA DPs skill that you can take on cruisers, the DZP can potentially reach over 700 mid-range AA DPS. The 57 mm guns also bump the mid-range AA to 4.0 km, like on the Halland. Carrier players will quickly learn to stay away from the DZP. Consumables: Standard DCP 3 x Repair Party Action Time: 28 s. HP Per Second: + 0.66% Reload Time: 80 s. Starting from the Tier VIII, all ships will get the improved heal found on Colbert and Austin. 3 x Hydroacoustic Search Detection of Torpedoes: 3.5 km. Detection of Ships: 5 km. Action Time: 100 s. Reload: 120 s. Tier IX: Plan F (Kijkduin) https://www.nationaalarchief.nl/onderzoeken/archief/4.MST/invnr/3333/file/NL-HaNA_4.MST_3333 Here unfortunately, we start going into paper ships with a bit of fantasy added. The plans for this ship were real, but the amount of information on it are very limited Survivability: The amount the ship would’ve displaced is not mentioned in the plans, but we can speculate on it a bit: It would’ve had almost the exact same dimensions as the DZP, but with a different armament. So we can expect just a few-hundred ton difference between the two ships. Hull A: 32800 HP Hull B: 35700 HP Armor: Again, no armor is listed in the plan, but we can assume it’s the same as the DZP’s armor scheme. Maneuverability: Speed: 33 knots. Rudder shift: 6.9 s. Turning Circle: 680 m. Concealment: Detectability by Sea: 13.9 km. Detectability by Air: 8.52 km. Main Armament: 3 x 3 Bofors 152 mm/53 kanon m/42 Rate of Fire: 15 shots/min. Reload: 4 seconds. 180 Degree Turn Time: 21.9 seconds. Base Firing Range: 17.5 km. Maximum HE shell damage: 2200 Fire Chance: 11% HE Shell Penetration: 30 mm. Maximum AP Shell Damage: 3100 Shell Velocity: 900 m/s. You would think that one extra barrel won’t contribute much to the DPM, but with this rate of fire, it absolutely does. With 9 barrels firing away at 15 rounds per minute, the Kijkduin has a HE DPM of 292,000, completely unparalleled at the tier. Anti-Air: The AA suite is one of the only things listed on the plans. It calls for 14 x 40 mm Bofors mounts, most likely in twin mounts, and 8 x 12.7 mm machine guns. This would be a considerable downgrade from the previous Tier, but this is a mid-40’s proposal, so had it been built the Dutch would likely have completely replaced this suite by the 50s. For now, I will just fill it in with the DZP’s suite, but if anyone more well versed in Dutch shipbuilding practices could suggest something better, I would love to hear it. 3 x 3 Bofors 152 mm/53 kanon m/42 4 x 2 Bofors 57mm/60 M50 8 x 1 Bofors 40mm L/70 Base DPS: 112.2/628 Range: 6.9/4.0km. Hit Probability: 90% Number of Shell Explosions in a Salvo: 6 Damage by Shell Explosions: 1870 Consumables: Standard DCP 4 x Repair Party Action Time: 28 s. HP Per Second: + 0.66% Reload Time: 80 s. An extra charge. 3 x Hydroacoustic Search Detection of Torpedoes: 3.5 km. Detection of Ships: 5 km. Action Time: 100 s. Reload: 120 s. Tier X: Dutch Cruiser Eendracht The original proposal for the Endrachts would have made for a good Tier VI, but I think a heavily modernized version of it can make for a great Tier X. I know the DZPs were literally modernized Eendrachts, but whatever. We can think of this ship as just an alternate DZP, if that makes you feel any better about it. Survivability: HP: 39200 The Eendrachts as proposed actually displaced less than the DZPs ended up displacing due to the large amount of modern radars, FCS, and electronics put on the DZP. BUT, a modernized Eendracht with those same systems probably would have displaced even more because of the extra barrels and thicker belt armor. Armor: Belt: 100 - 75 mm. Upper Belt: 25 mm. Citadel Deck: 25 mm. Deck: 30 mm Turrets: 100mm faces, 50 mm sides. Conning Tower: 100 mm. Nose Plating: 25mm In theory a 100 mm belt should be better than DZP’s 76 mm belt, but in WoWs it isn’t. The extra thickness just means less of a chance for BBs to overpen your citadel, which is kind of a stupid concept, but I guess this is just an arcade game. Maneuverability: Speed: 32 knots. Rudder shift: 6.6 s. Turning Circle: 660 m. Concealment: Detectability by Sea: 13.5 km. Detectability by Air: 8.52 km. Main Armament: 2 x 3, 2 x 2 Bofors 152 mm/53 kanon m/42 Rate of Fire: 15 shots/min. Reload: 4 seconds. 180 Degree Turn Time: 21.9 seconds. Base Firing Range: 17.3 km. Maximum HE shell damage: 2200 Fire Chance: 11% HE Shell Penetration: 30 mm. Maximum AP Shell Damage: 3100 Shell Velocity: 900 m/s. With 10 6-inch barrels, the Eendracht has a HE DPM of exactly 330,000. Though that is 11k less than Worcester's DPM, she makes up for it with better shell arcs. Anti-Air: 2 x 3, 2 x 2 Bofors 152 mm/53 kanon m/42 4 x 2 Bofors 57mm/60 M50 8 x 1 Bofors 40mm L/70 Base DPS: 129.6/628 Range: 6.9/4.0km. Hit Probability: 90% Number of Shell Explosions in a Salvo: 6 Damage by Shell Explosions: 1870 Again, if any history buffs want to give me suggestions on how to make this different to the DZP, I’m all ears. On torpedoes: yes, the original proposal for the Eendrachts did call for 2 x 3 Torpedoes, but a 1950s refit of them would almost certainly have taken them off the ship. Consumables: Standard DCP 4 x Repair Party Action Time: 28 s. HP Per Second: + 0.66% Reload Time: 80 s. 3 x Hydroacoustic Search Detection of Torpedoes: 3.5 km. Detection of Ships: 5 km. Action Time: 100 s. Reload: 120 s. Premium(s) Tier VI Spanish Light Cruiser Méndez Núñez Survivability: HP: 21200 The Mendez Nunez is an incredibly squishy cruiser, having the lowest HP pool in its tier. Armor: Belt: 76 mm. Upper Belt: 13 mm. Citadel Deck: 25 mm. Deck: 16 mm Nose Plating: 13 mm. Again, incredibly squishy. What's new? Maneuverability: Speed: 29 knots. Rudder Shift: 6.4 seconds Turning Circle: 550 m. She is very slow for a Tier VI cruiser. She makes up for this with a tight turning circle and a good rudder shift time. Concealment: Detectability by Sea: 10.78 km. Detectability by Air: 6.44 The Mendez Nunez is a very stealthy cruiser, owing to her short superstructure. Main Armament: 8 x 1 120 mm/45 Vickers Mk F Rate of Fire: 20 shots/min. Reload: 3 seconds. 180 Degree Turn Time: 9.0 seconds. Base Firing Range: 13.2 km. Maximum HE shell damage: 1700 Fire Chance: 7% HE Shell Penetration: 20 mm. Maximum AP Shell Damage: 2100 Shell Velocity: 853 m/s. Her broadside DPM (Her turrets were arranged in a similar way as Atlanta's, meaning she could only fire 7 guns to a broadside) is 238,000, the best in tier. However, the HE shell she fired was very light (22 kg), meaning her shell arcs won't be very good. Anti-Air: 8 x 1 120 mm/45 Vickers Mk F 4 x 2 37 mm/83 4 x 4 20 mm/65 C/38 7 x 1 20 mm/70 Base DPS: 138/17/102 Range: 5.8/3.5/2.0 km. Hit Probability: 90% Number of Shell Explosions in a Salvo: 5 Damage by Shell Explosions: 1870 The long-range aura is incredibly potent at Tier VI: throwing up 5 flak bursts a salvo and good DPS alongside that. The mid-range aura consists of the infamous 37 mm cannon, which is just a terrible AA weapon. The short-range aura is pretty good, but very limited in range. Overall, a very good AA suite. Consumables: Standard DCP 4 x DFAA 3 x Hydroacoustic Search Detection of Torpedoes: 3.5 km. Detection of Ships: 4 km. Action Time: 100 s. Reload: 120 s. Recommended Builds for the Line: Incoming Fire Alert: The incredibly squishy nature of this line means that knowing when someone has fired on you is always an incredibly valuable piece of information. Expert AA Marksman: This skill is basically a 25% boost to your AA. And it is a flat buff. AR and SE: AR is just such a great skill to have on any ship. As for SE, I have found that while playing the Colbert with the same improved heal, I never actually used more than the four heals that came with the ship, so the HP pool buff was far more useful. IFHE: So you can pen more than 32 mm. CE: Concealment. AA Gunner: Because I hate planes.
New Swedish A26 Blekinge Class AIP Submarine. If it builds upon the technologies of the Swedish Gotland Class Submarine, this will be a very amazing non-nuclear submarine for countries to purchase. (More info here) http://www.hisutton.com/A26.html
Hello everyone. I occasionally write some ship proposals of ships i'd love to see in the game, and today i'm going to do over HSMS Tre Kronor, a late-war Swedish Light Cruiser. HP: 27,300 Armor: 20-25mm belt+70mm vitals (citadel) Turrets 125/30/80/50 F/S/B/R 130mm total deck (30mm outer) 127mm conning tower 16mm plating 13mm superstructure Source: Conway's fighting ships 1922-1948 27,300 is very low for T7 cruisers and isn’t great even against T6 cruisers either. The citadel does stick a fair bit above the waterline, according to this blueprint (7819x2906, had to photoshop 2 pages together), so you’ll have to use your rudder shift and to try and avoid incoming fire. The turrets themselves are quite well protected as well. Length 182m Beam 16.45m SHP 90,000 Speed 33kts Rudder Shift: 4.9s Turning Circle: est 670m With a maneuverable rudder, you should be able to bob and weave between enemy shells pretty well, considering you have a high effective range. Still, be wary of overmatch. WEAPONRY 1x3 152mm/53 Bofors model 1942 2x2 152mm/53 Bofors model 1942 10 rpm (70rpm from all guns) MV: 900mps TT: 20 deg/s IN GAME RANGE: 16.3 km (~10.5s shell travel) Firing Angles: 30 degrees front and rear, 360 degree traverse These guns are comfy. 360 degree traverse, and a very fast traverse speed, AND gun angles that allow you to stay in autobounce range should make a very comfortable experience. The 6s reload is also quite nice at this tier. AP 3200 AP Alpha Shell weight: 45.8kg AP Krupp: 2280 Drag: .348 224,000 (336,000) AP DPM Fuzes: Standard AP flight time and pen would be comparable to Duca Delgi Abruzzi (pen difference <15mm at nearly all distances, time to target within ~.7s to max range *note: couldn’t find an AP shell for this gun, so I played create-a-shell with supercontroller9 using the noted HE and AA muzzle velocities, and the similar characteristics to Italian cruisers, but Krupp and drag are values that are often used for balancing, rather than for historical performance. As you can see, the performance is very similar to the Italian 152mm guns currently in game. HE 2200 HE Alpha HE: 45.8kg *Similar weight to USN 152/47 HE shell* Fire Chance: 11% HE flight time would be better than USN at all ranges (11.3s to 16km compared to 14.1 for USN 152mm/47) 154,000 (231,000) HE DPM Krupp: 1100 Drag: .348 154,000 is on the low side for T7 cruisers- this is, after all, the tier with Boise and Helena. However, this is workable for one reason……. Well, I won’t spoil the surprise just yet. It’s coming though. This is the parabolic table for this gun (in Swedish). While these arcs aren't exactly what will be seen in game, they give a pretty good idea of the performance. 2x3 Torpedo Launchers Torped 14 12km range 62 knots 12,800 alpha Detect: 1.4km Flood Chance: 215% Reload: 69s Sweden really only used one torpedo throughout WWII, the Torped 14. The torpedo itself was quite nice, though it did have a small charge (248kg), which is similar to the Mahan’s Mk 15 mod 0 torpedo, which has a 224kg charge. Therefore, the torpedo would have just under 13k alpha, which is make up for by the competitive speed and quick reload. While I’m not certain of the exact angles the tubes would have, they should be quite good forward, but a bit lacking to the rear, due to the design having cranes on it. AA Weaponry 1x3 152mm/53 Bofors model 1942 30.9 dps @6km 2x2 152mm/53 Bofors model 1942 50.4 dps @6km 10x2 40mm/70 Bofors Model 1948 270 dps @4.2km 7x1 25 mm L/64 Bofors Model 1932 ~29.9 email@example.com I almost considered not doing this section considering it will be pointless before this ship will ever be in game, but i figured that I should add it in just so you could get an idea of how insane the AA is. The Bofors that litter most ships above tier 6 are the 40mm/60 caliber bofors, but the mounts on the Tre Kronor are the 40mm/70 cal model 1948. Well, so what? They’re a few years newer, sure, but that doesn’t explain the insane range and DPS boost compared to the standard. Well, the rate of fire of the 40mm/70 was double that of the standard 40mm/60 Bofors gun currently found in game (240 as opposed to 120rpm)-AND the range was also better than the predecessor. I estimated a bit for the 25mm gun, as the gun was said to be more effective than the 20mm oerlikon, so i estimated about 1.2x the dps of a single mount of that, but info about this specific gun is hard to find-not that it realistically matters, considering the insanity of the 40mms. Just be glad I’m not proposing the refitted version which saw those 25mm guns replaced with 7 more 40mm Bofors. Either way, you’re going to BULLY T6 Carriers, and you should be able to at least hurt the T8s. CONSUMABLES Slot 1: Damage Control (standard Slot 2: Hydro (standard Slot 3: Radar (25s, 8.49km) OR MBRB (-33% to reload speed, 45s duration, 180/120s cooldown, 1/2 charges) No DFAA. CVs are going to suffer enough trying to touch this thing. I’m not that evil. >T7 Premium CL >Late War I-think-we-all-know-where-this-is-going.jpg I know, I know, another T7 premium CL with Radar. But realistically, if Tre Kronor is going to survive at T7, she certainly needs the radar…..or does she? I’m also proposing that Tre Kronor have the option to fit a unique MBRB. Now, the 152mm gun that Tre Kronor has could fire 10 RPM at surface targets and 15 RPM in an AA function. What this unique MBRB does is allow Tre Kronor to have a 45 second period in which she has a 4 second reload against surface ships. In case you’re wondering why I had a second DPM number in parenthesis when discussing those numbers earlier, that’s why. Why does Tre Kronor need these powerful consumables? Well, you’ve probably noticed that I drew a lot of comparisons to Duca Delgi Abruzzi, another T7 cruiser. The issue with that is that the Duca is pretty underwhelming at T7, and is generally regarded as one of the worst T7 cruisers. However, Tre Kronor fixes major issues that the Duca has (mainly, range). The problem is that Tre Kronor is a perfect T6.5- it would need nerfs to fit into T6, and needs some help fitting into T7. I chose the latter option. The door is always open to giving it a heal. I didn’t want to make it more gimmicky than it already is, though. Thanks for reading. I look forward to and appreciate your feedback! ccccccc https://imgur.com/a/ZMN54AR https://cdn.discordapp.com/attachments/424389257818275843/534135447136239641/Tre_Kronor_Blueprint.jpg