Jump to content

Search the Community

Showing results for tags 'tech tree'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • World of Warships - News and Information
    • News And Announcements
    • Updates and PTS
    • Developer's Corner
    • Community Volunteer Programs
  • Feedback and Support
    • Game Support and Bug Reporting
    • Player Feature and Gameplay Suggestions
    • Game Guides and Tutorials
  • General WoWs Discussion
    • General Game Discussion
    • Discussions about Warships
    • Player Modifications
  • Off Topic
    • Historical Discussions and Studies
    • Off-Topic
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • External testing groups
    • Supertest Academy
    • Supertest
    • Clantest

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Twitter


Website URL


Instagram


YouTube


Twitch


Skype


Location


Interests

Found 37 results

  1. Here is my proposal for what a full IJN Tech Tree might look in the future, including premiums ships, some known and some not know. I included images of most of the CVs basing them on real carriers that existed or were started construction but never finished (The only Exception being Hakuryu). Using light carriers for the Alt Support line as they should be and using strike carriers for the Alt Attack line. Hope you like, this is just a visualization and not in any way a gameplay Idea, so that way WG or you people can go creative with each concept to make the unique and different. View Directly https://imgur.com/a/HmWdsnH IJN Visualized Tech Tree.pdf
  2. Is there a good way to see the ships in the tech tree in a way that shows 'this is your next best option' instead of country by country? I'm working on the Honorable Service Campaign, so it's a lot of Tier 8+ Cruiser work so far... I have over 110 ships, with 11 open slots, some regions are zero, others are up to Level X (e.g. Germany Hindenburg, and Italy C. Colombo) my current selections I can make: Japan Ibuki, Yugumo U.S. Baltimore, Benson, Kansas U.K. Icarus Pan-Asia Harbin still short on Netherlands Halland, Haarlem should I hold out on Halland, Haarlem? or get one of the above?
  3. Kutejikashi

    Help with CL's and CA's

    I was pondering about what cruiser line to go up to. Before I left the game I was doing the japanese cruiser line and right now, i'm at tier VII, but since a lot of new cruiser lines were added to the game I was thinking about what other things does the other lines add. Can someone tell me what's up with the german, american, japanese, italian, soviet and the other cruiser lines? What makes them special? You know, what niche they have. Like for example, the italians and their SAP Please, or in another case, where do I find this kind of info about the cruiser lines? I really want to know. Thanks to all! -Kutejikashi
  4. I had previously posted this before last year but I'm now going to revisit it yet again … to make some changes to it. they have a more Gun focus at lower tier then more so a torpedo focus at higher tier and the line features guns of a smaller caliber and or Number than the current line that reloads faster with improved AP angles ,smaller hitpoint pool and lower stealth with the advantages of longer ranged hydro albeit shorter duration and quicker torpedo reload and engine boost and for gunfights with other destroyers 50mm plating starting from tier 9 along the sides of the hull Tier 6 : Partridge The Start of the line it ditches two torpedoes compared to acasta for Faster Firing guns of a lower caliber on the stock hull Specs: Hitpoints: Stock:12,100 Upgraded: 12,800 note: the stock hull has 5 guns in single mounts and the b hull gains the extra set of torpedoes and albeit ahistorical two twin mk. XIX mounts forward instead of Q and Y guns which get replaced by torpedoes and oerlikons Main Battery 102 mm/45 QF Mk V 5х1 pcs. Firing Range 10.7 km. Rate of Fire 15 shots/min. Reload Time 4 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage 1,500 Initial HE Shell Velocity 811 m./s. Chance of Fire on Target Caused by HE Shell 6 % uses Black Swan's old Ap shell with the same dmg all the turrets are 360 degrees except Y turret Torpedoes 533 mm QR Mk II2 х 4 pcs. Rate of Fire0.63 shots/min. Reload Time 95 sec. Rotation Speed 25 deg./sec. 180 Degree Turn Time 7.2 sec. Torpedo533 mm Mk V Maximum Damage 11,967 Torpedo Speed 59 knot Torpedo Range 6 km same as icarus but for balance reasons when upgrading to the upgraded torpedoes it only changes the range AA 40 mm/39 QF Mk VII1 х 4 pcs. . . . Average Damage per Second12.9 . . . Firing Range2.49 km. 12.7 mm Mk III 2 х 4 pcs. . . . Average Damage per Second 4.2 . . . Firing Range 1.2 km B hull replaces them with Oerlikons and a Single Hazemeyer Bofors Maneuverability Maximum Speed 36 knot Turning Circle Radius 560 m. Rudder Shift Time 4.2 sec. Concealment Surface Detectability Range 6.9 km. Air Detectability Range 2.84 km. She's slightly longer than Icarus at 345ft so she compensates with a higher detection radius and turning circle and slightly faster speed Tier 7 : Battleaxe From Partridge we are greeted by Battleaxe who lets you down on speed and is overall an improvement in the gun area Basically she's a black swan with torpedoes Hitpoints: Stock:12,300 Upgraded: 13,100 note: the stock hull has 4 guns in two turrets and two squid launchers in place of B turret and the b hull gains the extra turret but loses a squid and the remaining one gets relocated aft Main Battery 102 mm/45 QF Mk XIX 3х 2 pcs. Firing Range 10.7 km. Rate of Fire 15 shots/min. Reload Time 4 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage 1,500 Initial HE Shell Velocity 811 m./s. Chance of Fire on Target Caused by HE Shell 6 % uses Black Swan's old Ap shell with the same dmg all the turrets are 360 degrees unlike jervis who one has a 360 degree rear turret Torpedo Tubes 533 mm PR Mk II 2 х 5 pcs. Rate of Fire 0.5 shots/min. Reload Time120 sec. Rotation Speed25 deg./sec. 180 Degree Turn Time7.2 sec. Torpedo533 mm Mk VII Maximum Damage15,733 Torpedo Speed 59 knot Torpedo Range 8.02 km. Gets 1km more range than Jervis to help differentiate the two a bit more AA Defense 102 mm/45 QF Mk XIX 3 х 2 pcs. . . . Average Damage per Second 37.6 . . . Firing Range5.01 km 40 mm Bofors mark X in a STAAG mk 2 mount 2 х 2 pcs. . . . Average Damage per Second 26.8 . . . Firing Range 3.51 km. 40 mm Bofors Boffin2 х 1 pcs. . . . Average Damage per Second 17.4 . . . Firing Range 3.51 km same aa as jutland Maneuverability Maximum Speed 34 knot Turning Circle Radius 590 m. Rudder Shift Time 5.9 sec. historically a sluggish ship so its sluggish again Concealment Surface Detectability Range 7.1 km. Air Detectability Range 3 km despite being slightly longer and wider than Jervis it gets .2 km more detection to survive at the tier with the slow speed Tier 8 : Gurhka the odd ball of the line in a sense as it has the most gun barrels technically in both lines Hitpoints: Stock:12,900 Upgraded: 15,800 Main Battery 102 mm/45 QF Mk XIX 4х 2 pcs. Firing Range 11.5 km. Rate of Fire 20 shots/min. Reload Time 3 sec. HE Shell102 mm HE 35 lb Maximum HE Shell Damage 1,500 Initial HE Shell Velocity 811 m./s. Chance of Fire on Target Caused by HE Shell 6 % uses Black Swan's old Ap shell with the same dmg When Broadside she has four Turrets but most of the time can only use three due to bad firing arcs on the rear turrets the turrets are all 360 degrees for turning Torpedoes 533 mm QR Mk IV2 х 4 pcs. Rate of Fire0.57 shots/min. Reload Time126 sec. Rotation Speed25 deg./sec. 180 Degree Turn Time7.2 sec. Torpedo533 mm Mk IX Maximum Damage15,433 Torpedo Speed61 knot Torpedo Range8.01 km. AA 102 mm/45 QF Mk XIX 4 х 2 pcs. . . . Average Damage per Second 37.6 . . . Firing Range5.01 km 40 mm/39 QF Mk VII1 х 4 pcs. . . . Average Damage per Second12.9 . . . Firing Range2.49 km. 12.7 mm Mk III2 х 4 pcs. . . . Average Damage per Second4.2 . . . Firing Range1.2 km. slight downgrade in aa Maneuverability Maximum Speed 36 knot Turning Circle Radius590 m. Rudder Shift Time 5.3 sec. Concealment Surface Detectability Range 7.1 km. Air Detectability Range 3.1 km. Same odd ball of the line type as lightning but with one more barrel with higher reload and less pen with slightly more detect and less health to nerf it Tier 9 : Savage/ Cavalier/Caesar The gun count goes down significantly compared to the tier before like the jump from lightning to jutland and either one has the same stats the difference being the layout and Caesar is a rename of cavalier if the museum puts it in a situation like Haida Hitpoints: Stock: 14 ,700 Upgraded: 15,800 unlike the other dds in the line her hp was done using full load displacement for the stock hull as the standard displacement is too light for the tier and the upgraded one is the same calculation using short tons and buffed 800 hp Main Battery 113 mm/45 Mk IV 1 х 2 ,2 x 1/ MK V* 4 х 1 pcs. Rate of Fire 20 shots/min. Reload Time 3 sec. Rotation Speed20 deg./sec. 180 Degree Turn Time9 sec. Firing Range11.37 km. Maximum Dispersion100 m. HE Shell113 mm HE 5crh Maximum HE Shell Damage1,700 Chance of Fire on Target Caused by HE Shell8 % Initial HE Shell Velocity746 m./s. HE Shell Weight24.95 kg. AP Shell113 mm SAP 55 lb Maximum AP Shell Damage2,100 Initial AP Shell Velocity746 m./s. AP Shell Weight25 kg gets faster reload than Jutland's reload to compensate for having fewer guns at the same tier which when maxed out has a similar reload to daring's Reload but with worse aiming due to two/four of the guns being in single turrets of which one does not go 360 degrees and although ahistorical to the ship the b hull for savage gives it another twin mount in exchange for the two single mounts Torpedoes 533 mm PR Mk II 2 х 4 pcs. Rate of Fire0.45 shots/min. Reload Time 106 sec. Rotation Speed25 deg./sec. 180 Degree Turn Time7.2 sec. Torpedo533 mm Mk IX** Maximum Damage15,533 Torpedo Speed62 knot Torpedo Range9.99 km AA 113 mm/45 Mk IV 1 х 2 pcs. . . . Average Damage per Second29.8 . . . Firing Range5.01 km 20 mm Oerlikon Mk IV 5 x 2/ 2 х 1 pcs. . . . Average Damage per Second14.4 . . . Firing Range 3.01 Maneuverability Maximum Speed 36 knot Turning Circle Radius 590 m. Rudder Shift Time 5.3 sec. Concealment Surface Detectability Range 7.0 km. Air Detectability Range 2.9 km. Basically a Kagero and yugumo killer but savage /Cavalier will have trouble fighting off other dds due to the low hp Tier 10 : Gael The only paper ship in the line , it was to be an improved weapon class but its more of an improved savage its a secretive design and these are the only pictures I could find but if it was built it'd look similar to daring the armament specs are from wikipedia Hitpoints: 16,000 this puts her as the smallest high tier dd in terms of hitpoints and in terms of displacement she is the smallest by far being only 2780 short tons which was used to calculate her hp then rounded up Main Battery 113 mm/45 RP 41 Mk VI 2 х 2 pcs. Rate of Fire 21.43 shots/min. Reload Time 2.5 sec. Rotation Speed25 deg./sec. 180 Degree Turn Time7.2 sec. Firing Range12.78 km. Maximum Dispersion110 m. HE Shell113 mm HE 5crh Maximum HE Shell Damage1,700 Chance of Fire on Target Caused by HE Shell8 % Initial HE Shell Velocity746 m./s. HE Shell Weight24.95 kg. AP Shell113 mm SAP 55 lb Maximum AP Shell Damage2,100 Initial AP Shell Velocity746 m./s. AP Shell Weight25 kg. gets vampire 2's reload to compensate for the one less turret compared to daring and both go 360 degrees Torpedoes 533 mm PR Mk II2 х 5 pcs. Reload Time105 sec. Rotation Speed25 deg./sec. 180 Degree Turn Time7.2 sec. Torpedo533 mm Mk IXM Maximum Damage16,767 Torpedo Speed62 knot Torpedo Range9.99 km AA113 mm/45 RP 41 Mk VI 2 х 2 pcs. . . . Average Damage per Second53.4 . . . Firing Range5.01 km. 40 mm Bofors Mk V1 х 2 pcs. . . . Average Damage per Second12.3 . . . Firing Range3.51 km. 40 mm STAAG2 х 2 pcs. . . . Average Damage per Second26.8 . . . Firing Range3.51 km Maneuverability Maximum Speed 34.7 knot Turning Circle Radius 560 m. Rudder Shift Time 4.3 sec. Concealment Surface Detectability Range 7.0 km. Air Detectability Range 3.2 km. will struggle at tier ten with faster ships like kleber but will have a low enough detect to avoid them Consumables Short burst smoke generator Quick Hydroacoustic search 40s 3km torp detect 5km ship detect 6 charges Advanced Repair teams (tier9-10) 3 charges Engine Boost : 8% bonus 120 sec cooldown and duration same as premium dds ASW inglefield has the same asw performance as icarus same can be said for gurkha whose is the same as lightning but savage / Cavalier unlike jutland will put out 16 depth charges instead of 12 and like druid who has a squid launcher also battleaxe will put out the same amount of squids but gael will have double the amount of squids dropped at two sets of 18 instead Tier 6 Premium : Inglefield Specs: Hitpoints: 12,800 Main Battery 120 mm/45 QF Mk IX 5 х 1 pcs. Rate of Fire 11 shots/min. Reload Time 5 sec. Rotation Speed10 deg./sec. 180 Degree Turn Time18 sec. Firing Range10.55 km. Maximum Dispersion102 m. HE Shell120 mm HE Maximum HE Shell Damage1,700 Chance of Fire on Target Caused by HE Shell8 % Initial HE Shell Velocity808 m./s. HE Shell Weight22.68 kg. AP Shell120 mm AP Maximum AP Shell Damage2,100 Initial AP Shell Velocity808 m./s. AP Shell Weight22.68 kg. Same perfomance as Icarus Torpedoes 533 mm QR Mk II2 х 4 pcs. Rate of Fire0.63 shots/min. Reload Time 95 sec. Rotation Speed 25 deg./sec. 180 Degree Turn Time 7.2 sec. Torpedo533 mm Mk V Maximum Damage 11,967 Torpedo Speed 59 knot Torpedo Range 6 km same as icarus but for balance reasons when upgrading to the upgraded torpedoes it only changes the range AA 12.7 mm Mk III 2 х 4 pcs. . . . Average Damage per Second 4.2 . . . Firing Range 1.2 km Less than Icarus as it trades the Oerlikons for and extra gun Maneuverability Maximum Speed 36 knot Turning Circle Radius 560 m. Rudder Shift Time 4.2 sec. Concealment Surface Detectability Range 6.9 km. Air Detectability Range 2.84 km. She's slightly longer than Icarus at 330ft so she compensates with a higher detection radius and turning circle and slightly faster speed comment your thoughts below I think they'd work but are very vulnerable to burst damage
  5. It's no secret that the USN battleship line split was a disappointment to many. Not simply because of the performance of the ships (though there's certainly that too in the eyes of many players, at least prior to the T10) but also because it was only 3 ships and failed to add the many actually-built US Navy BB classes that remain unrepresented in WOWS. There's also the fact that a line that revolves around slow BBs just isn't for everybody. So here's my proposal to solve both those problems. For those who have a need for speed, there's the battlecruiser and fast battleship line. And to flesh out the slow BB line, I have revisions to both it and the standard line. I'm also suggesting that some names be changed, because I greatly dislike the fact that Kansas and Minnesota (which are not in fact paper ships) weren't given their real names South Dakota and Indiana. Because of this I've used the name Kansas for a paper ships and renamed the SoDak Kansas to Indiana. Minnesota remains as is because I'm replacing her current SoDak hull with a slightly larger paper ship. I would also suggest that the premium Florida's name be changed since the real Florida will be part my proposal. Though if WG doesn't want to do that, it could simply be Florida '11 or Utah for the Florida class BB and any other pair of state names for my paper ships. I also want to globally buff the American 127mm/38 twin secondaries from the ridiculously slow 6 second reload (a gun crew that slow would be getting hell from the XO at the very least) to the same 4 sec as Massachusetts and Georgia. Though not the enhanced accuracy; those 2 should remain special for secondary build purposes. If those ships weren't already quite strong I'd suggest buffing their secondaries to 3 sec reload. I'll start out with the fast line since it's (almost) entirely new, while a bunch of the standard and slow lines will be ships we already have. The common elements of this line consumable-wise is that they'll get regular Repair Party rather than the enhanced version of the standard BB line, and starting at T5 they'll get Engine Boost. Tier IV: USS Chesapeake Wyoming-equivalent battlecruiser Chesapeake is as the design description implies essentially a battlecruiser counterpart to Wyoming. She brings us into the line somewhat gradually, because her speed is (while not bad) is not as fast as the other T4 battlecruisers Myōgi and Moltke, and her 203mm belt armor is actually thicker than the next several ships. (That said she won't have much internal plating between that belt and the citadel. And since the armor scheme is based on Wyoming the 152mm upper belt will be just barely above the waterline. So even if you don't get citadeled you'll eat a ton of pens.) She's also the closest to the British concept of a battlecruiser, in that she's the direct counterpart to a battleship and gets her speed by losing some armor and a gun turret relative to that equivalent BB.. Tier V: USS President 1915 Preliminary Design No.145 President is is early in the design lineage that led to the Lexington class battlecruisers. While her predecessor eased you into the squishiness of the battlecruiser, she leaps right into it by having only a 127mm belt and a top speed of 30 knots. She also upgrades to 4x2 356mm/45 guns. The paper stats would suggest she's just a worse version of Kongō (which can make the same speed with equivalent armament while having a 203mm belt), this is where the core consumable of the fast line comes into play: Engine Boost. She gets the regular destroyer version rather than the longer duration and shorter cooldown version of Georgia, but that will change later in the line. Tier VI: USS Cumberland 1916 Preliminary Design No.169 Cumberland is the design that was originally chosen for Lexington, but US entry into World War I meant construction never started, and the design was comprehensively reworked afterward. This iteration is armed with 10x 356mm/50 with triple turrets superfiring over twins, an unusual layout (normally when there's mixed turrets, the heavier ones are at deck level and the lighter ones superfiring) that's shared by the T6 heavy cruiser Pensacola. She's also the fastest ship in the line and even without the Engine Boost activated she's the fastest "battleship" in the game at 35 knots. But she pays for this in lack of armor. Not only does she have only 127mm belt armor, her citadel is enormous. Worse yet, there are sections of it (directly below the 3 centerline funnels) where the boiler rooms extend above the belt armor and thus have only 26mm hull plating between the boiler room walls (whose thickness I'd guess would only be 19mm) and the air. IRL the US Navy clearly dodged a bullet by not building these things. In WOWS? Well she's a T6 BB that can exceed 40 knots (by using a Sierra Mike, Engine Boost and the Brisk commander skill). That's almost as hilarious as her terrible armor scheme and her 7 (count 'em) funnels. If those exposed boiler rooms are too much of a problem, well boiler technology was improving rapidly in this era. A refit that removes those upper boiler rooms yet maintains the same horsepower would be very easy if she was refitted even as soon as the mid 1920s, let alone the 1930s. In other words WG could just not model those as part of the citadel; they've done far less realistic things on other ships. Tier VII: USS Constitution Lexington class battlecruiser Constitution is the actual Lexington class battlecruiser. Constellation's sister ship, but without the 1940s style refit that WG gave her. As such she'd have only minor changes from the real life design, replacing the majority of the open-mouth 152mm secondaries with 127mm/25 AA guns, adding light AA in the copious empty deck space and adding a 26mm torpedo bulge. The belt is now 178mm and angled at 12°. Speed drops to 33.5 knots, but now you get the 180 second duration, 90 second cooldown version of Engine Boost. And most importantly, unlike Constellation she won't have lazy copy-pasted Colorado turrets and guns. She'll have the proper 406mm/50 Mark 2 guns. However they'll be firing a relatively lightweight shell (957.1kg) which many years ago was Colorado's stock shell. Not even the dowtiered premium West Virginia '41 has that shell. (Which is too bad in the sense that I can't go to gamemodels3d.com and look up the Krupp value of a shell that's no longer in the game files.) The krupp value can be set at whatever it needs to be for those relatively lighter shells to be a viable BB armament. But on the plus side you get a very high muzzle velocity of 853m/s. Tier VIII: USS America Battle Cruiser 1919 Scheme B In order to distinguish the T8 ship from Constellation in more than just the consumable loadout, I went with one of the other late designs from the Lexington preliminaries for America. She has the same guns (although designated 406mm/50 Mark 3; IRL the only difference between Marks 2 and 3 was the construction method) as Constitution but now fires the same 1016kg shells as Colorado and Constellation. In the longer-barrel gun this gives her a 820m/s muzzle velocity. The belt armor is 229mm rather than 178mm. Tier IX: USS Iowa Not much that needs explaining here. The fast line is Iowa's natural home, and there are no true battlecruisers designed by the US Navy post-1922. Her only changes will be losing the enhanced heal and gaining Engine Boost. Yes, she'll keep her 32mm plating. Oh and add 3x1 20mm Oerlikon on top of the B turret of the stock hull. More for aesthetic purposes than for an AA buff. Tier X: USS New Hampshire BB-65 Scheme 8 While as I said there were no more USN battlecruiser designs after 1922, New Hampshire comes close. She's essentially a battlecruiser version of Montana, keeping the same armor and speed as Iowa while having the same armament as Montana. What does it take to achieve this? A ship that's enormous with a powerplant that's frankly ludicrous. This ship is a whopping 320m long at the waterline (and therefore about 328.3m overall, based on having the same bow and stern design as Iowa). By comparison WG has told us that Großer Kurfürst is 313.3m overall. And to get up to 33 knots on that hull she has 6 shafts (no longer will the ridiculous Kearsarge be the only 6-shaft ship in WOWS) turned by engines producing 320,000 horsepower. For gameplay purposes she's pretty much just a faster less armored Montana. Though that gigantic length means a long citadel and she's a large target in general, and the detection by air gets into "visible from the moon" range. Next up we have the standard BB line. In terms of new ships it'll actually be getting more than the slow line, but that's because I'm moving 3 ships in the standard line now over to the slow line. This being USN battleships though, both lines will be slow until we get to T8. Though to differentiate them I'll give the standard line improved acceleration and lose less speed in a turn. Like the British CLs, but nowhere near as extreme as their magic rudders that let you gain speed in a turn. The reason I chose the specific ships I did to switch over to the slow line is to maintain the theme of the 3 ships Wargaming already added to the slow line: more guns of equal or higher caliber than the standard line, while the standard line reload faster and get better accuracy. Tier III: USS South Carolina Though on the subject of speed, I would buff SC's to 20.5 knots, which she actually achieved on trials. Tier IV: USS Florida Essentially like Wyoming but with 1 less turret. In exchange for the reduced firepower you get better firing angles (particularly the forward angles) and more importantly better accuracy. Tier V: USS Kansas BB-36 Scheme A The first paper ship of the standard line is essentially an 8 gun version of the Nevada class. I didn't put Nevada herself here because her armor is so much better than New York that they're just not equivalent. We've already seen with Oklahoma what it takes to put a Nevada class in T5, and it ain't pretty. Kansas will have 28 second reload and high accuracy to make up for her low gun count. Well that and a refit that gives her B hull 28mm torpedo bulges that give good torpedo damage reduction and also can't be overmatched 381mm AP shells. Tier VI: USS Nevada Nevada will be in her post Pearl Harbor refit which is very similar to Tennessee. Being a tier lower she won't get 35mm torpedo bulges but she will get 32mm. Her 30 second reload won't entirely make up for having only 10 guns at this tier, but again she'll have excellent accuracy. Tier VII: USS Colorado The biggest change to Colorado is that the above (representing Maryland in 1945) will either become a C hull or just replace her current B hull. Honestly I'd kinda prefer to rename her Maryland (fun fact: Colorado was completed 2 years after Maryland despite being the "lead ship") and rename the West Virginia '41 premium to Colorado. But WG isn't likely to do that. At any rate, this gives her better AA and secondaries. Tier VIII: USS North Carolina Nothing particular changes other than the line's flavor of improved acceleration and rudder. Tier IX: USS Maine BB-65 Scheme G Unfortunately I can't find a sketch of this one anywhere. It's an early Montana preliminary design that's in the same size range as Iowa. Basically a slow Iowa with a 391mm belt. Tier X: USS Montana Nothing particular changes other than the line's flavor of improved acceleration and rudder. And now the slow line. The core flavor remains the same, more guns of at least the same caliber with less accuracy and slower reload. Tier III: USS Delaware Delaware is very similar to the standard line T4 Florida, but at T3 she'll have 3 major handicaps. First is reduced accuracy. Second is much worse firing angles for the Y turret. you'll have to be really careful when bringing all 10 guns to bear. Most important is 37 second reload. If you think this is too strong for T3 then Knyaz Suvorov says hi. Though I'd rate Delaware as the least important ship to include, she still is a real ship and thus I put her here. Tier IV: USS Wyoming Nothing changes. Tier V: USS New York Nothing changes. I would've remove the buff she got not long ago to her reload just to keep the "flavor" of slower reload, but her performance is bad enough that nerfs wouldn't be justified. Tier VI: USS New Mexico Only change is adding the above (USS Idaho with 10x1 127mm/38 secondaries; the only use of 5"/38 single turrets on a battleship) as a C hull. Tier VII: USS North Dakota 1917 Preliminary Design No.164 Pretty simple, North Dakota is a 10-gun Colorado. Turret layout is the same as Nevada. Because of the extra barrels she gets saddled with a 37.5 sec reload and less accuracy, and also the older shells that don't perform as well. Tier VIII: USS Indiana The ship we currently know as Kansas. But she'll be getting some buffs. The current totally fictional guns get removed in favor of the 406mm/50 Mark 2. This will be the same gun as on Constitution and the reload will be buffed to 38.5 seconds. Tier IX: USS Minnesota February 1919 Preliminary Design for a Fast Battleship Minnesota gets reworked into a slightly longer ship. "Fast" Battleship is relative, this design was intended to reach only 25 knots. And since she's in a post Pearl Harbor style refit along with me altering the design to retain the 343mm belt of the 1920 SoDak she'll be a bit slower than that. She'll get the same 406mm/50 Mark 3 as America and a reload of 37.5 seconds. Tier X: USS Vermont Minimal changes than buffing speed to 25 knots, the actual design speed of the Tillman IV-2 she's based on. She'll still be by far the slowest in tier, but less painfully so. Possibly add 1 more 127mm/38 turret per side. Or possibly replace replace the 127mm turrets with the twin 152 mm/47 DP Mark 16 of Worcester. But Vermont isn't outright terrible like her slow-line predecessors; the 457mm guns hit hard enough to make up for her shortcomings. General notes: The names of the battlecruisers came from prominent age of sail US Navy warships, as that had been the intended naming theme with the Lexington class CCs. While I was hoping WG would change Congress's name to a territory before it was released (it's a CB, not a CC) I left it out anyway. For the pair of Montana preliminaries I used the names of the 3rd and 4th ships of the class (2nd ship was Ohio which is already in use). Since United States has now been used for the US supercarrier, I changed the T8 CC to America. Since I was constraining myself to the theme WG already established for the slow line (more guns of at least same caliber as the main line's same tier BB) I sadly didn't have a place for Pennsylvania and Tennessee. But since their sister ships are already in the game I considered all the other Standard Type and pre-Standard BB classes that aren't implemented in any form a higher priority anyway. I didn't list AA values or basic dispersion values because I don't have a clue how WG derives either of those. Concealment, turning circle and rudder shift values were just taking a wild guess on the basis of other ships in the game with similar hull sizes, and firing range was whatever seemed like a good idea at the time. The AA armaments were again based on what other same-tier American BBs get (and real-life AA for the real ships). I actually started out trying to make a USN BB split years ago, before the CV rework (back when AA values were simple), and made adjustments in my free time in response to other ships WG has added. Originally my 2nd BB line idea (I'd yet to make any effort at all at a battlecruiser and fast BB line) didn't actually have any coherent theme, it was just a grab bag of the ship classes that weren't in the main line. So as much as I think WG botched the slow BB line, at least they forced me to do something coherent. And here's a chart summarizing the 3 lines: CC/Fast BB line Standard BB line Slow BB line 3 South Carolina Delaware 4 Chesapeake (Wyoming equivalent CC) Florida Wyoming 5 President (1915 Preliminary No.145) Kansas (BB-36 Scheme A) New York 6 Cumberland (1916 Preliminary No.169) Nevada New Mexico (with Idaho as the C hull) 7 Constitution (Lexington as designed) Colorado (with Maryland as the B hull) North Dakota (1917 Preliminary No.164) 8 America (Battle Cruiser Scheme B) North Carolina Indiana (1920 SoDak) 9 Iowa Maine (BB-65 Scheme G) Minnesota (Feb 1919 Preliminary Design) 10 New Hampshire (BB-65 Scheme 8) Montana Vermont I think that's everything. I guess at some point I'll need to do this for Commonwealth CA and DD lines, too.
  6. It has been brought to my attention that World of Warships is too realistic for some folk and have a hard time differentiating real-life and in-game. I have a proposal to fix that very problem; add the sub 1-401 to the mainline techtree as a free tier 10 premium that comes already equipped with modules that people can sell if they so choose to. Implementing this change will allow for a more positive gaming experience; everyone will be provided the free premium so that no one can complain about credits being hard to collect. In addition, people will have a safe way to experience Tier 10 in a nonexpensive format. Not to mention, the commander model of Iona is already implemented in the game. Now, let's discuss the many features of sub 1-104; Corrosive Warhead Torpedoes, Anti-Masker torpedoes, Active Decoys, Passive Decoys, Anti-Sub missiles, and the auxiliary Super-Graviton Cannon. Some of you may be thinking, "That is much too powerful to be implemented in-game." My reply to that is, it already is in-game. The Corrosive Warhead torpedos will act like standard homing torpedos; the active decoys can be deployed when submersed to fool the enemy radar by displaying either the active player sub and the decoy or displaying only the bait on the radar. Likewise, anti-subs missiles will work like standard homing torpedos. The auxiliary Super-Gravition Cannon can only be used once per match and only be used if you can score four sonar hits within one minute and thirty seconds for a complimentary high damage citadel hit. Ships can quickly cleanse all of the sonar pings, especially when they know that sub 1-104 is already in the occurring match. For all the people, who want to, "Reeee!, anime in my naval simulator!" World of warships isn't a simulator, and it is an arcade game. If you're angry about that fact, head to the gym and squats some weights until you're ready to discuss this like a calm person. Main Points: Free premium ship for all Sub 1-104 Balanced World of Warships is an arcade game, not a simulator. If you're mad, pump some iron in the gym instead of Reeeing in the chat. On a real note, if this bothers you, I propose self-reflection and get comfortable wearing pink(I swear, some people act like it's poison[Not venomous, there is a difference]). A special thanks to Kongo; I saw her profile pic, which inspired me to make this post. I won't say the username since she may not want to get involved. Reference: I-401 | Aoki Hagane no Arpeggio Wiki | Fandom. (n.d.). Retrieved September 20, 2021, from https://aokihagane.fandom.com/wiki/I-401
  7. Well I said my next project would be proposing a Commonwealth cruiser line, so here it is. In the absence of T9-10 options that aren't straight clones of Neptune and Minotaur (or British export designs offered to South America and thus better-suited for the Pan-America line) and because of several Australian CA designs, I opted to make it a heavy cruiser rather than light cruiser line. This also differentiates the tech tree from the existing Commonwealth CL premiums yet also retaining the signature Crawling Smoke Generator consumable. I had to revise this line because just less than a month ago my long-intended Tier 10 choice was announced as a British premium. But what's bad for uniqueness within the line might be better for keeping a coherent line progression. With 190mm guns at T4, it's the lowest tier transition from CL to CA of any tech tree. Tier I: HMCS Prince David For T1 we could do a lazy copy-paste of one of the Black Swan class of India or Pakistan, but there's something more interesting. A passenger liner. No really. HMCS Prince David is a relatively small (5700 ton) passenger liner that was converted to an armed merchant cruiser. She was surprisingly cruiser-like in appearance after the conversion with 4x1 152mm guns in AB-XY superfiring pairs. Which might have saved her when she allegedly encountered Admiral Hipper in 1941; since German cruisers on surface raiding missions were supposed to avoid battle with enemy cruisers to avoid damage. But in reality this reported confrontation was probably invented for propaganda, and what she really chased off was a supply ship for U-boats or at most one of Germany's disguised auxiliary cruisers. I have no idea what if any formula WG uses to come up with HP pools of T1 cruisers. It's not the same that they use for other cruisers. So I'm arbitrarily giving Prince David 10k HP. She's an ocean liner hull, the only armor is the gun shields. She's also the biggest target with the worst concealment of any T1. She needs a big HP to survive. Tier II: HMAS Encounter Challenger class protected cruiser At T2 we use the Challenger class protected cruiser HMAS Encounter. (Gratuitous ship's cat photo now.) She has a very hefty armament of 11x1 152mm guns with up to 6 gun broadside, so I'm nerfing her muzzle velocity to 784m/s (the velocity using light instead of heavy charges) to make the shells floatier and reduce the AP alpha to 2800, and restricting the reload speed to 10 sec. I haven't been able to find any pictures that show her gun layout, but the preceding Highflyer class had the same layout: As a protected cruiser, she has no actual belt armor. Her protection is entirely from the deck armor. Most T2 cruisers are like this. When being shot from the front or rear she does get the advantage of 127mm engine room hatches, which mean part of the citadel athwartships is quite thick. Tier III: HMAS Adelaide Birmingham class light cruiser The CL HMAS Adelaide would be my choice for T3 (she's basically the British T2 Weymouth except with the addition of an extra 152mm gun and more importantly some actual armor). I'm choosing her instead of HMCS Niobe (which I see as T3 premium material) because of Adelaide's historical importance of actually being built in Australia and also to lead into the T4 cruiser. During WW2 her armament was rearranged so that she had only 7 guns but retained the same 5 gun broadside. But since those refits would be counterproductive in WOWS (the AA would still be bad even after the refit, and even after subs get added a T3 ship will never see them) I'd skip those.   Instead I'll go with a fictional blend of the 2 refits to create a B hull with a 6 gun broadside: Tier IV: HMAS Darwin Improved Birmingham Variant B HMAS Darwin is an enlarged alternative design that was considered for Adelaide, armed with 190mm guns in turrets all down the centerline. The longer hull and slightly increased horsepower also gives her 1 knot more speed. Gameplay-wise this is where the Crawling Smoke Generator makes its first appearance in the line. I'm also altering the design by adding a triple torpedo launcher on each side. Turret thickness in my stat sheet is guesswork based on the similar turrets of WW1 British armoured cruisers with 190mm guns, but it might be much thinner on account of the smaller ship. Tier V: HMNZS Canterbury Vickers Design 1242 While this Vickers export design was offered to Australia, I decided to spread things around a bit by giving her to New Zealand instead. The hull and armament are extremely similar to the British T5 premium Exeter. But as a Commonwealth CA she gets Crawling Smoke rather than Repair Party Tier VI: HMAS Australia Kent class heavy cruiser HMAS Australia is a ship that was actually built and saw extensive wartime service. She's a Kent class CA and thus half-sister to London and Devonshire. She has a thicker main belt than them, but it's not as tall. Whether that's good or bad depends on what's shooting at you. You'll probably get more pens but also more overpens from shells that go high rather than hitting the citadel, and the citadel itself is slightly better protected with the 127mm rather than 114mm belt. But since you don't have Repair Party, any damage you take is going to stick. Tier VII: HMAS Brisbane Cockatoo Naval Yard heavy cruiser design of 1924 At T7 we see the Cockatoo Naval Yard Heavy Cruiser of 1924, which uses a slightly enlarged version of the Hawkins hull but mounts 3x3 203mm guns. This one is an oddball on several levels. The casemated secondaries (an oddity even on the conceptual level for a heavy cruiser) are apparently American 5"/51s and the Hawkins hull is badly armored. But the main armament is such an obvious upgrade over Australia means she needs to be a tier higher. And the fact that she's an indigenous design of Australia's shipyard means she can't just be skipped over. Of all the paper ships of a Commonwealth CA line she's probably the most important one to include. But Australia herself is also too important to skip so I can't toss her at T6 and find something else to be T7. If her armor is kept the same as Hawkins she'll have a 38mm icebreaker but also a massive citadel that's only 64 to 76mm thick on belt along with citadel deck and bulkheads that are only 16mm thick in parts. Personally I'd just lower the citadel (though it's still above waterline) and beef up the belt armor around the citadel portion to 127mm. The B hull would probably also remove the casemate secondaries to make room for 102mm AA guns. Tier VIII: HMAS Newcastle Vickers Design 1074X Newcastle is Vickers Export Design 1074X, another 3x3 203mm cruiser. This is essentially an enlarged York class (or Vickers 1242) with triple turrets rather than being in the direct lineage of the British County class CAs. Another interesting feature is that it calls for 4x3 622mm torpedo tubes. IRL the only ships ever to mount this weapon (the 24.5" Mk I torpedo) were the Nelson class battleships in fixed underwater tubes. But despite the huge caliber these wouldn't hit any harder than British 533mm torps. They only had a 337kg warhead, actually a tiny bit smaller than the Mk IX series of torps that mid to high tier British cruisers carry. The purpose of the huge size was to increase range, with the lowest range setting being 13.7km at 35 knots (though remember that all ship launched torps have their speed in WOWS set to ~20 knots faster than IRL). I'm going to make fictional upgraded versions of these torps for the T9-10 CAs, just for "flavour" purposes. Given that British cruiser design of the time had near-nonexistent 25mm belts (to meet the 10k ton treaty weight limits) but were suspiciously easily to refit with thicker belts once the treaties were breached by Japan and Italy, probably the same is true of Vickers 1074X. So I'll just give her a 152mm belt and call it a day. Tier IX: INS Vikrant 1940 21,500 Ton Cruiser Design B At this point we've run out Australian CA designs, so I'm resorting to the leftovers that WG didn't use in the British CA line. T8-10 of that line are based on early 1940s British design studies for post-treaty heavy cruisers. But there are more such ships that WG didn't use. Bringing back the 9.2" (234mm) as a cruiser gun was Winston Churchill's pet project as First Lord of the Admiralty. After becoming PM he was less directly involved in naval affairs and that's when the project died. But one of these large cruisers was instead armed with 4x3 203mm and weighed in at 21500 tons standard (so maybe 23000 tons full load). That's the design I'm suggesting for T9. This is a hull very similar to Drake in the British line but with a larger number of smaller guns. I'm putting this one under the Indian flag as INS Vikrant. Tier X: HMCS Canada 4x4 203mm Goliath And here we have it, the dreaded copy-paste turret-swap. I'm left without any other options for this tier since the British T10 premium Gibraltar is using the design I'd originally wanted. But maybe it's better this way, since suddenly springing a 234mm gun cruiser at T10 after 5 straight tiers of 203mm wouldn't be the smoothest transition. I'm going to give this one to Canada under the name HMCS Canada. And here's some potential associated premiums: Tier III: HMCS Niobe Diadem class protected cruiser Niobe was the 2nd ship of the Royal Canadian Navy, and the 1st that's workable for this game. I chose her as a premium because she's just so different from the rest of the tree. She has a lot in common with St. Louis but there are a few differences. She has even more guns and better HE DPM, but worse AP DPM and much worse shell velocity. She has even bigger HP pool (800 more HP than South Carolina!) and a thicker turtleback deck over the citadel, but no belt armor at all. Tier III: HMAS Sydney Chatham class light cruiser Sydney is a direct predecessor of Adelaide. Largely the same ship as stock Adelaide but with 1 less gun. The layout is identical to British T2 Weymouth. But she's too strong for T2 so here she is. I'm just including her for historical importance as the ship that won the very first battle in the Royal Australian Navy's history. On November 9, 1914 she hunted down and defeated the German cruiser SMS Emden (already in WOWS as a T2 German premium) in the very one-sided Battle of Cocos. This is what Emden looked like afterward: To somewhat make up for the weaker armament she gets faster reload. Tier IV: HMCS Prince Robert d Prince Robert is the sister ship of the T1 cruiser Prince David. Initially she was given the same conversion as an armed merchant cruiser. While her sister ships were converted again to infantry landing ships for D-Day, Prince Robert was instead refitted as an AA escort. With 5 twin 102mm, a pair of quad 40mm pom-poms and 12 single 20mm Oerlikons she should be a bit of a surprise T4 CV players who are used to nonexistent AA. Those 10 fast-firing guns mean great DPM as well. But she's still a merchant ship hull with no armor, and unlike her T1 sister her HP pool is now rather low for the tier. Everything can pen her everywhere, including HE shells and rockets through the belt. She's also slow. The protected matchmaking spread of T4 isn't a luxury for her but a necessity. You'll need to make use of islands and your smokescreen to stay alive long enough to make use of the DPM. Tier V: HMAS Canberra Kent class heavy cruiser HMAS Canberra is Australia's is sister ship. She's a tier lower for a good reason though, which you'll be able to see in stats. The 25mm belt is not a typo. She's one of the County class that didn't have time to get refitted with a proper belt. Which probably didn't help at the Battle of Savo Island where she was lost, though the 3 New Orleans class cruisers with 127mm belts also sunk in that battle indicate it wouldn't have mattered. Otherwise she's pretty much a stock Australia. With arbitrarily lower shell velocity and AP alpha (same as the inaccurate velocity WG used for Devonshire). This is the definition of glass cannon cruiser. At one point I would've put Canberra in the tech tree at T6 and Australia at T7, with the Cockatoo heavy cruiser as a T7 premium. But cruiser powercreep starting with the USN cruiser split meant that ceased to be viable. And a no-belt-armor CA in the tech tree would've been awkward anyway. I didn't include the Dido class cruisers PNS Babur and HMNZS Royalist in my premium ideas because @Commissar_Carl already covered them in detail (the links are to his posts). There's also 1944 Australian light cruiser design that's essentially a mini-Neptune (4x3 133mm guns instead of 152mm) that would fit at T8. But aside from not being thematically related to the CA line, in the event that suitable T9-10 designs can be found other than copy-pasting Neptune and Minotaur she'd be a good fit for a Commonwealth CL split. Such a split could consist of T4 HMS Dunedin (a Danae clone representing the New Zealand Division of the Royal Navy; the Royal New Zealand Navy proper didn't come until 1941), T5 HMNZS Achilles/INS Delhi (the same ship, a Leander with 1 turret removed), T6 HMCS Quebec (ex-HMS Uganda, a Fiji with 1 turret removed like the premium Mysore) and T7 HMCS Ontario (an improved Fiji but still with only 3 turrets, could get buffed reload to fit into the tier). While the CL line would have fewer paper ships, it would also be less unique so I went with CAs. I would like the CL line to happen as well, maybe even just stopping at T8 until proper top-tier ships can be found like WG initially did with the IJN DD split. In the unlikely event that WG ever expands low-tier in the way I've proposed before by redesignating the T1 ships as "Tier 0" and putting small turn of the century cruisers and destroyers at T1 along with pre-dreadnought BBs at T1 and 2 (so that T1 would become part of the normal tiers instead of a walled-off training area) I'd put the small protected cruiser HMS (later HMNZS) Philomel at that new T1.
  8. Hello there! Welcome to a post where I decide to stop doing single ADLAs on ships and instead try my best at guessing what a tech-tree line might look like. Here's my proposal for the Italian Aircraft Carriers tech-tree line. French Marine Nationale Aircraft Carriers Traits The French aircraft carriers are notable for their improved boost speed on their strike aircraft and the maneuverability and durability of their bombers. The strike aircraft get to choose between many conventionally-deployed light rockets and larger rockets deployed at a shallow angle at higher tiers, the dive bombers have good aiming stability while maneuvering during a dive and the torpedo bombers are fast-aiming and fast-arming. The bombers also have a longer-lasting boost but feature a slower recovery rate for it. Good strike aircraft Good speed (Slightly slower than the USN) Improved boost speed (50kts vs 40kts) Above average durability Above average maneuverability Deploys ordnance in a creeping path Choice of 2 ammunition: Numerous but individually weak HE rockets deployed in a creeping path Small amount of more powerful HE/SAP rockets deployed at low altitude, shallow angle and high speed to hit broadsides Good dive bombers Slow speed (Faster than USN, slightly slower than British) Good durability Above average damage output Good stability during dive Average torpedo bombers Average speed (Faster than USN, slightly slower than British) Fast aiming and short arming distance Good durability Weak torpedo damage Warships Tier CV Prem. 1 2 3 4 Bearn / Foray (PA3) Duquesne / Dixmude 5 6 Joffre Arromanches 7 8 Danjou (PA25A2) Clemenceau (PA28) 9 10 Latouche-Tréville (PA31) / Lafitte (Jean Bart CV) Tech-Tree Aircraft Carriers Forey class Aircraft Carrier (T4) A 1930 design for a small carrier incorporating lessons learnt from Béarn. She incorporated an island, a single hangar and larger caliber dual-purpose artillery than Béarn. Design date: 1930 Survivability Displacement: 13,500 standard; 15,000t full (33,100hp standard; 33,650hp full) Armour: 50mm belt, 80-30mm deck, 40mm underwater protection Flight Group Flight group: 21 Aircraft Attack Aircraft: Loire-Nieuport LN.401 Speed: 112kts (50kts boost) Durability: 1340 Payload: 4x T10 140 (1900 damage, 6% fire, 28.1mm) Attack flight (Squad size): 3 (6) Torpedo Bombers: Levasseur PL.7 Speed: 90kts (35kts boost) Durability: 1520 Payload: 1x 40cm 26DA Torpedo (5367 damage, 45% flood, 3km @35kts) Attack flight (Squad size): 2 (6) Dive Bombers: Gourdou-Leseurre GL-633 Speed: 98kts (35kts boost) Durability: 1600 Payload: 1x 200kg G.P H.E. bomb (6800 damage, 38% fire, 42mm penetration) Attack flight (Squad size): 2 (6) Weaponry Secondary Battery: 6x2 100mm/45 Mle 1931 guns Reload: 4-6s (10-16) HE Shell: 13.5kg @780m/s (1400 damage, 6% fire) AA Battery: 6x2 100mm/45 Mle 1931 (18dmg = 62dps @5.8km 100% acc) Mobility Speed: 30kts - 80,000hp Size: 190m long, 23m wide, 6.6m deep Consumables Standard Damage Control Party Notes PA3 design from 1930 Analysis The Forey is a small aircraft carrier like many at its tier, however it does have a few distinguishing features that make it quite unique; it has a speed of 30kts which is extremely good at its tier and the other feature is that it has a rather heavy secondary battery. Plane-wise, the planes are serviceable and relatively durable, but without the same strike potential of those from other nations. As with all low-tier aircraft carriers, neither the planes nor the platform itself are spectacular. The speed it has will make it a slippery adversary when found as it can outrun many of its opponents. Should be a fine introduction to the French aircraft carriers! Bearn Aircraft Carrier (T4) Built from the hull of a Normandie class battleship, it was France's first aircraft carrier and the only one in service by the time WW2 started. It was key to the development of French Naval Aviation and served in many ways as an experimental platform for ideas to be implemented in subsequent aircraft carriers. Design date: 1920 Survivability Displacement: 22,146t standard; 28,900t full (36,150hp standard; 38,550hp full) Armour: 80mm belt, 24mm flight deck, 24mm upper hangar deck, 60-28mm lower hangar deck, 70-24mm casemates, 30mm torpedo bulkhead with coal bunker Flight Group Flight group: 35-40 Aircraft Attack Aircraft: Loire-Nieuport LN.401 Speed: 112kts (50kts boost) Durability: 1340 Payload: 4x T10 140 (1900 damage, 6% fire, 28.1mm) Attack flight (Squad size): 3 (6) Torpedo Bombers: Levasseur PL.7 Speed: 90kts (35kts boost) Durability: 1520 Payload: 1x 40cm 26DA Torpedo (5367 damage, 45% flood, 3km @35kts) Attack flight (Squad size): 2 (6) Dive Bombers: Gourdou-Leseurre GL-633 Speed: 98kts (35kts boost) Durability: 1600 Payload: 1x 200kg G.P H.E. bomb (6800 damage, 38% fire, 42mm penetration) Attack flight (Squad size): 2 (6) Weaponry Secondary Battery: 8x1 155mm/50 Mle 1920 guns Reload: 12s (5) HE Shell: 59kg @870m/s (2200 damage, 11% fire) AA Battery: 6x1 75mm/50 Mle 1924 guns (5dmg = 17dps @3km 100% acc), 8x1 37mm/50 Mle 1925 guns (8dmg = 28dps @3km 100% acc), 16x1 13.2mm/76 Mle 1929 machineguns (24dmg = 84dps @1.5km 95% acc) Mobility Speed: 21.5kts - 37,500hp Size: 182.6m long, 31m wide, 9.3m deep Consumables Standard Damage Control Party Notes A hull AA battery: 6x1 75mm/50 Mle 1924 guns (5dmg = 17dps @3km 100% acc), 16x1 13.2mm/76 Mle 1929 machineguns (24dmg = 84dps @1.5km 95% acc), 4x1 8mm/80 Mle 1914 machineguns (4dmg = 14dps @1.5km 95% acc) Analysis The first aircraft carrier used by France, it is quite a lot more massive than other aircraft carriers at T4 though due to the hitpoint scaling of the T4 CV HP formula it doesn't have a much larger hitpoint pool than already existing aircraft carriers at T4. Its battleship origins do mean that the Bearn is quite heavily armoured so it might be a tough cookie to crack with small-caliber gunfire, though its slow speed and poor concealment should make it an easy target to constantly keep spotted and under fire. The AA suite for the Bearn is quite poor as it lacks any long-range aura, but then again AA is not particularly impressive in any of the T4 aircraft carriers. The Bearn should provide a durable, if ungainly, platform for your planes. PS: I know that WG has decided on Bearn being a T6 premium, but I had it pegged (and still think) as France's T4 CV. Joffre class Aircraft Carrier (T6) A project for light fleet aircraft carriers to accompany the French fleet. They featured an improved AA suite, plane-carrying capacity, speed and protection when compared to its predecessors. They were laid down but were not completed due to France’s capitulation. Design date: 1938 Survivability Displacement: 18,000t standard; 20,000t full (41,050hp standard; 41,750hp full) Armour: 105mm belt, 70-40mm deck, 20mm turrets, 20mm barbettes, 20mm conning tower, 45-25mm torpedo bulkhead Flight Group Flight group: 40 Aircraft Attack Aircraft: Bloch MB.150 Speed: 145kts (50kts boost) Durability: 1500 Payload: 8x T10 140 (1900 damage, 6% fire, 28.1mm) Attack flight (Squad size): 2 (8) Torpedo Bombers: SNCAO CAO.600 Speed: 127kts (35kts boost) Durability: 1740 Payload: 1x 40cm 26DA Torpedo (5367 damage, 45% flood, 3km @35kts) Attack flight (Squad size): 2 (8) Dive Bombers: Vought V-156-F Speed: 121kts (35kts boost) Durability: 1770 Payload: 1x 500kg No.2 G.P H.E. bomb (9300 damage, 54% fire, 55.5mm penetration) Attack flight (Squad size): 2 (8) Weaponry Secondary Battery: 4x2 130mm/45 Mle 1932 DP guns Reload: 5s (12) HE Shell: 29.5kg @840m/s (1900 damage, 9% fire) AA Battery: 4x2 130mm/45 Mle 1932 DP guns (15dmg = 52dps @6km 100% acc), 4x2 37mm/50 Mle 1933 guns (6dmg = 20dps @3km 100% acc), 7x4 13.2mm/76 CAQ Mle 1929 machineguns (26dmg = 90dps @1.5km 95% acc) Mobility Speed: 33.5kts - 125,000hp Size: 236m long, 34.5m wide, 6.6m deep Consumables Standard Damage Control Party Standard Fighter Squadron Notes Base planes: Morane-Saulnier MS.474 (attack aircraft) Dewoitine D.750 (torpedo bomber) Nieuport Ni.140 (dive bomber) Requires a modernized AA fit Analysis The Joffre is a rather excellent platform for its planes as it fulfills most of the things that a captain would like; at 33.5kts it is the second fastest aircraft carrier at its tier, it is relatively well protected in terms of armour and has a decent long-range AA battery. Planes-wise, they still lack some of the strike potential of some of their tier mates, however they’re still resilient and quick enough to ensure that they’ll get through AA bubbles and multiple flights will be capable of delivering their ordnance against a target. Overall, it is a good and somewhat forgiving aircraft carrier which will reward you for using the right squadron against the right target as many of the squadron’s weapons’ penetrations are very close to crucial thresholds at the tiers. Danjou class Aircraft Carrier (T8) A wartime design which incorporated many lessons from allied navies regarding aircraft carrier construction. It featured extensive protection including an armoured deck, enclosed hangars and a heavy AA battery. Design date: 1944 Survivability Displacement: 28,000t standard; 31,550t full (50,850hp standard; 52,000hp full) Armour: 90mm armored belt, 50mm flight deck Flight Group Flight group: 54 Aircraft Attack Aircraft: Dewoitine D.790 Speed: 153kts (50kts boost) Durability: 1660 Payload: 12x T10 140 (1900 damage, 6% fire, 28.1mm) Payload alternate: 4x EA41 (3500 damage, 20% fire, 39mm) Attack flight (Squad size): 3 (9) Torpedo Bombers: Bloch MB.175T Speed: 134kts (35kts boost) Durability: 1960 Payload: 1x 40cm 26DA2 Torpedo (5367 damage, 45% flood, 3km @40kts) Attack flight (Squad size): 3 (9) Dive Bombers: Breguet Br.810 Speed: 129kts (35kts boost) Durability: 1930 Payload: 1x 500kg No.1 G.P H.E. bomb (9500 damage, 57% fire, 56.2mm penetration) Attack flight (Squad size): 3 (9) Weaponry Secondary Battery: 4x2 100mm/55 CAD Mle 1945 DP guns Reload: 3s (20) HE Shell: 13.32kg @855m/s (1400 damage, 5% fire) AA Battery: 4x2 100mm/55 CAD Mle 1945 DP guns (21dmg = 71dps @5.8km 100% acc), 8x4 40mm/56 Bofors (62dmg = 214dps @3.5km 100% acc), 4x1 20mm Oerlikon (9dmg = 31dps @2km 95% acc) Mobility Speed: 32kts - 144,000hp Size: 224m long, 36m wide, 6.5m deep Consumables Standard Damage Control Party Standard Fighter Squadron Notes Base planes: Latecoere 675 (attack aircraft) Breguet Br.810 (torpedo bomber) Potez 632 (dive bomber) A hull (PA25A2 design): AA suite: 4x2 100mm/55 CAD Mle 1945 DP guns (21dmg = 71dps @5.8km 100% acc), 8x2 40mm/56 Bofors (47dmg = 162dps @3.5km 100% acc), 20x1 20mm Oerlikon (45dmg = 155dps @2km 95% acc) Used length of 224m, engine power and plane capacity from PA27A2 Analysis The Danjou is a rather average platform for its planes as far as the ship’s characteristics go. It possesses adequate speed, AA defenses and hitpoints, with its most notable characteristic being its armored deck reminiscent of British aircraft carriers. It is not very remarkable as a ship beyond that. The Danjou’s focus, as with any aircraft carrier, are its planes and they do not disappoint. The attack aircraft it carries have 2nd highest hitpoint pool at the tier while also being the 3rd (2nd when on boost) fastest planes which should ensure that your planes reach their targets with minimal losses and get to execute multiple attacks. Furthermore, the attack aircraft can select from two different loadouts; they can continue with the standard payload of numerous small rockets as has been the case so far or they can switch out for a payload of larger rockets with a stronger alpha strike, penetration and fire chance with a shallow trajectory which is far more likely to hit the broadside of ships and their armoured belts. The dive bombers carry a rather powerful bomb, although it is a single one per plane and they are rather slow, though durable, for the tier. The torpedo bombers are once again durable and decently fast, but the most important feature is that the torpedoes have increased their speed to 40kts and are fast to arm while the bombers themselves are fast to aim and maneuverable. The planes of the Danjou try to compensate with accuracy of delivery what other nations achieve by sheer amount of payload delivered. The attack aircraft are the highlight of the ship and should make you feel comfortable hunting destroyers and cruisers. Latouche-Tréville class Aircraft Carrier (T10) A post-war design for a large fleet carrier. She would've been the largest aircraft carrier to be built by the French Navy and featured extensive protection of the flight deck and hangar as well as an impressive AA suite. She wasn't built due to lack of funds and a suitable dry dock to accommodate the hull. Design date: 1947 Survivability Displacement: 38,000t standard; 48,750t full (60,550hp standard; 64,000hp full) Armour: mm armored belt, 50mm flight deck, 100mm hangar deck, 30mm main deck Flight Group Flight group: 74 Aircraft Attack Aircraft: SNCASO SO.8000 Narval Speed: 174kts (50kts boost) Durability: 1820 Payload: 16x T10 140 (1900 damage, 6% fire, 28.1mm) Payload alternate: 6x EA41 (3500 damage, 20% fire, 39mm) Attack flight (Squad size): 3 (9) Torpedo Bombers: SNCAC NC.1070 Speed: 140kts (35kts boost) Durability: 2180 Payload: 2x 40cm 26DA2 Torpedo (5367 damage, 45% flood, 3km @40kts) Attack flight (Squad size): 3 (9) Dive Bombers: SNCAC NC.1070 Speed: 138kts (35kts boost) Durability: 2100 Payload: 2x 500kg No.1 G.P H.E. bomb (9500 damage, 57% fire, 56.2mm penetration) Attack flight (Squad size): 3 (12) Weaponry Secondary Battery: 8x2 127mm/54 Mle 1948 DP guns Reload: 4s (15) HE Shell: 31.5kg @808m/s (1800 damage, 9% fire) AA Battery: 8x2 127mm/54 Mle 1948 (41dmg = 141dps @6km 100% acc), 12x2 57mm/60 ACAD Mle 1951 (142dmg = 489dps @3.8km 100% acc) Mobility Speed: 32kts - 150,000hp Size: 252m long, m wide, m deep Consumables Standard Damage Control Party Standard Fighter Squadron Notes Base planes: SNCASE SE 582 (attack aircraft) Nord 1500 Noreclair (torpedo bomber) Nord 1500 Noreclair (dive bomber) PA31 design: 38,000t displacement, 10,300t protection Estimated flight group size, speed, size, AA weaponry and full-load displacement (will be rectified when we get information from the archives in Vincennes) Analysis The Latouche-Tréville (hereafter called LT) is yet again an average platform for its planes as far as the ship’s characteristics go. It possesses adequate speed, AA defenses and hitpoints, with its most notable characteristic being its armoured silhouette. It is not very remarkable as a ship beyond that. The LT’s focus, as with any aircraft carrier, are its planes and they will not disappoint you. Looks-wise, the SNCASO SO.8000 attack aircraft it carries are the most beautiful planes in the game, have the 2nd highest hitpoint pool at the tier and are the 2nd (1st when on boost) fastest planes which should ensure that your planes reach their targets with minimal losses and get to execute multiple attacks. Just like the Danjou’s attack aircraft,they can once again choose which kind of payload they want but with an increased number of rockets in both cases. The dive bombers are rather slow, though durable, for the tier and carry twice as much ordnance as the Danjou’s, providing a rather powerful punch (only behind the USN’s HE bombs) provided they can land them. The torpedo bombers are once again durable and decently fast, but the most important improvement is that they now carry two torpedoes per plane, increasing your strike potential and combined with their maneuverability should provide reliable damage. The planes of the LT are a wonderful thing, a vast improvement over previous tiers and providing a more balanced plane loadout with all the plane types becoming competitive instead of slanting towards a single type. Overall, the LT is what the French Navy could’ve built had it not had issues with funding and dry docks. Lafitte class Aircraft Carrier (T10) A wartime proposal for the conversion of battleship Jean Bart to a full-length aircraft carrier to be carried out in the United States. She would’ve carried a very heavy AA armament though her aircraft carrying capacity was not very impressive for her displacement and cost. Design date: 1944 Survivability Displacement: 42,000t standard; 52,000t full (61,850hp standard; 65,000hp full) Armour: 150mm main deck, 330mm belt Flight Group Flight group: 60 Aircraft Attack Aircraft: SNCASO SO.8000 Narval Speed: 174kts (50kts boost) Durability: 1820 Payload: 16x T10 140 (1900 damage, 6% fire, 28.1mm) Payload alternate: 6x EA41 (3500 damage, 20% fire, 39mm) Attack flight (Squad size): 3 (9) Torpedo Bombers: SNCAC NC.1070 Speed: 140kts (35kts boost) Durability: 2180 Payload: 2x 40cm 26DA2 Torpedo (5367 damage, 45% flood, 3km @40kts) Attack flight (Squad size): 3 (9) Dive Bombers: SNCAC NC.1070 Speed: 138kts (35kts boost) Durability: 2100 Payload: 2x 500kg No.1 G.P H.E. bomb (9500 damage, 57% fire, 56.2mm penetration) Attack flight (Squad size): 3 (12) Weaponry Secondary Battery: 12x2 127mm/38 Mk12 DP guns Reload: 6s (10) HE Shell: 24.5kg @792m/s (1800 damage, 5% fire) AA Battery: 12x2 127mm/38 Mk12 DP guns (60dmg = 207dps @5.8km 100% acc), 10x4 40mm/56 Bofors (75dmg = 259dps @3.5km 100% acc), 24x1 20mm Oerlikons (49dmg = 169dps @2km 95% acc) Mobility Speed: 32kts - 162,000hp Size: 247.9m long, 35.4m wide, 9.9m deep Consumables Standard Damage Control Party Standard Fighter Squadron Notes: Estimated dimensions, displacement, AA battery & flight group Conversion proposal for incomplete Jean Bart into a full-fledged aircraft carrier in the United States Analysis The Lafitte is yet again an average platform for its planes as far as the ship’s characteristics go. Compared to the Latouche-Tréville, it possesses the same speed, poorer AA defenses and better hitpoints, with its most notable characteristic the fact that it is a converted battleship and thus features strong vertical and horizontal protection. It is not very remarkable as a ship beyond that. The same commentary on the LT’s planes applies here. I’d rather we got the LT as a T10, but the Lafitte is an alternative (and what Wargaming is most likely to use). Clemenceau P.A.28 Aircraft Carrier (T8 Premium) A post-war design for a light aircraft carrier. She featured a modern AA suite but was almost completely unarmoured. She was ordered but cancelled before being laid down due to the shifting requirements regarding jet aircraft. Design date: 1947 Survivability Displacement: 15,700t standard; 20,110t full (46,800hp standard; 48,250hp full) Armour: Flight Group Flight group: 49 Aircraft Attack Aircraft: SNCASE SE 582 Speed: 160kts (50kts boost) Durability: 1740 Payload: 14x T10 140 (1900 damage, 6% fire, 28.1mm) Attack flight (Squad size): 3 (9) Torpedo Bombers: SNCAC NC.1070 Speed: 140kts (35kts boost) Durability: 2180 Payload: 2x 40cm 26DA2 Torpedo (5367 damage, 45% flood, 3km @40kts) Attack flight (Squad size): 3 (9) Dive Bombers: SNCAC NC.1070 Speed: 138kts (35kts boost) Durability: 2100 Payload: 2x 500kg No.1 G.P H.E. bomb (9500 damage, 57% fire, 56.2mm penetration) Attack flight (Squad size): 3 (12) Weaponry Secondary Battery: 8x2 100mm/55 CAD Mle 1945 DP guns Reload: 3s (20) HE Shell: 13.32kg @855m/s (1400 damage, 5% fire) AA Battery: 8x2 100mm/55 CAD Mle 1945 DP guns (41dmg = 142dps @5.8km 90% acc), 8x2 57mm/60 ACAD Mle 1951 (93dmg = 321dps @3.8km 90% acc) Mobility Speed: 32kts - 105,000hp Size: 229.5m long, 36m wide, 6.5m deep Consumables Standard Damage Control Party Notes: Analysis Welcome to French Saipan!
  9. Grand_Admiral_Murrel

    [WIP] RN Battlecruiser Arc

    Been doing some research, and kinda started wondering why the Royal Navy couldn't stand to have a second branch of battleships in-game. Of course, they'd have to be different from the current line to be attractive, so why not have a battlecruiser line? There is no shortage of battlecruisers built by the royal navy; a new arc could likely start as early as tier 3, since the first battlecruisers were laid down at the same time as HMS Dreadnought. I would appreciate it if other players could recommend ships they'd like to see, if this new branch were to materialize in the near future. As battlecruisers (and not battleships), they would feature large calibre guns typically found on battleships, but sacrifice some armour for a speed advantage. As a side note, it would be nice to have Royal Navy battleships that don't sling OP HE all the time, and without an absurd repair party. Instead, I propose better AP (or at least standard compared to other nations) and not-so-OP HE. Also, many of the ships I have named carried some form of torpedo armament. Might be interesting (and make sense) for these to b the standard Royal Navy torpedo launchers, which can launch single torpedoes. The stats provided are historically accurate *cough*, so bear with me. All proposed HP values were calculated using player Fr05ty's tried and true formulas, which he graciously provided. In my work, I noticed that there seems to be a 12% increase in HP for the existing British battleships. This change has not been accounted for in the numbers I offer below. Designs yet to consider: https://warshipprojects.wordpress.com/2017/07/03/washington-cherrytrees-2/ https://warshipprojects.wordpress.com/2017/09/25/washington-cherrytrees-2-ii/ https://warshipprojects.wordpress.com/2017/09/27/washington-cherry-trees-ii-part-3/ I3 J3 K2, K3 L1 L2, L3 M2 M3 N3 X4 Design Y Design B, C1, C2, D Design A Design T1 LII LIII Battlecruisers K --> A Battleships L --> Z J3, I3, H3a, H3b, H3c – battlecruisers all-in; Nov.-Dec. 1920 O3 F2, F3 Here are my ideas for potential ships, by tier: TIER III Invincible class (HMS Invincible, HMS Inflexible, HMS Indomitable) Main armament: 4x2 305 mm guns 2x2 450 mm torpedo tubes (one on each side, amidships) 1x1 450 mm torpedo tube (stern-mounted) Secondary armament: 16x1 102 mm guns Speed: 25 knots (ridiculous speed at tier 3, let alone tier 4) Displacement: 21,084 tonnes HP: 35,700 (vs Bellerophon at 38,100) TIER IV Indefatigable class (HMS Indefatigable, HMS New Zealand, HMAS Australia*) Main armament: 4x2 305 mm guns Speed: 25 knots Displacement: 22,846 HP: 37,800 (vs Orion at 42,700) This ship is far below the average 43,900 of other tier 4 ships, and therefore would need to be buffed. HMS Neptune (below) - very similar to Imperial Germany's Kaiser class... nothing special in my opinion. Please let me know if there is any disagreement in the comments below. Premium... maybe? Succeeded by very similar Colossus class dreadnought (only real difference being more torpedoes... but who doesn't love a battleship armed with torpedoes?). TIER V Lion class (HMS Lion, HMS Princess Royal) - As there exists a Lion in-game, the latter name would be better Main armament: 4x2 343 mm guns Speed: 28 knots HP: 47,200 (current maximum HP at tier 4 is 46,400, with the average at 43,920. If this ship were to be used at tier 4, its HP would have to be nerfed moderately. HMS Queen Mary Main armament: 4x2 343 mm guns Speed: 28 knots HMS Tiger Main armament: 4x2 343 mm guns 2x2 533 mm torpedo launchers (one pair amidships on each side) Secondary armament: 12x1 152 mm guns Speed: 28 knots Displacement: 34,332 tonnes HP: 51,400 (vs Iron Duke at 47,100) HMS Canada (aka Almirante Latorre (below), could be the first South American (Chilean) battleship in-game) Main armament: 5x2 356 mm guns 4x 533 mm torpedo tubes Speed: 23 knots HMS Agincourt - unique in that it was armed with 7x 2 305 mm guns and 3x 1 torpedo tubes; this ship has an interesting story, but it isn't truly a battlecruiser (it is a true dreadnought), and therefore might make a very appealing premium ship rather than fitting into this proposed line. TIER VI Renown Class (HMS Renown (below), HMS Repulse) - could be a little OP at tier 6, stats similar to Gneisenau at tier 7 Main armament: 3x2 381 mm guns 2x1 533mm torpedo launchers (mounted in the bow) Secondary armament: 5x3 102 mm guns 2x1 102 mm guns Speed: 31 knots Displacement: 33,265 tonnes (slightly less than the HMS Tiger) HP: 50,130 (vs Queen Elizabeth at 55,300) (Note that this is slightly less than my calculated values for HMS Tiger at tier 5) FOR LOLZ: the Courageous class (HMS Courageous, HMS Glorious, HMS Furious), in particular HMS Furious, which had a grand total of 2x 457 mm guns... this would make an "interesting" premium light cruiser, considering it had the armour of a light cruiser. This thing could lol-pen anything within several tiers, but the number of guns is a "limitation". Personally I wouldn't buy it unless it had a decent reload, and even then... If enough interest arises in these ridiculous ships, I will post their stats, but here's a pic to satisfy your interest: TIER VII Admiral Class (HMS Hood, HMS Anson, HMS Howe, HMS Rodney) Main armament: 4x2 381 mm guns 10x1 torpedo tubes!!! Secondary armament: 12x1 139 mm guns Speed: 32 knots Displacement: 48,191 tonnes (based on Hood's displacement) HP: 67,800 (vs Hood at 67,700) TIER VIII G3 Battlecruisers (paper ships) Main armament: 3x3 406 mm guns 2x2 622 mm torpedo launchers (some serious calibre) Secondary armament: 8x2 152 mm guns Speed: 32 knots Displacement: 55,652 tonnes HP: 76,574 TIER IX *** Ideas welcome Different iteration of G3? Move rear turret closer to stern, faster reload? TIER X N3 Battlecruisers (paper ships) - the ship to rival the Yamato (difference in calibre of 3 mm) Main armament: 3x3 457 mm guns 2x3 (or 2x4) 533 mm torpedo launchers Secondary armament: 8x2 152 mm guns Speed: 30 knots (maybe increased for the tier) ----------------------------------------------------------------------------------------------------------------------------------------------------- *HMAS Australia would be a good addition to the Commonwealth tech tree Please send me suggestions by replying! Also, here's a link to a very similar topic on the Asia forum: https://forum.worldofwarships.asia/topic/3961-british-royal-navy-and-battlecruisers/
  10. I am a huge fan of the super cruiser playstyle. I have been since the Admiral Graf Spee came into the game, and I have enjoyed the playstyle that the other super-cruisers have had to offer. Some, I'll admit, are harder to love than others (looking at you, Azuma), but I do like them all, none-the-less. Therefore, I have taken it upon my self to do research and see if it was possible to bring a tech tree line of super-cruisers into the game. Here, I present the USN Larger Cruisers. My next project will be the KM Panzerschiffes, which I am currently sources for. Tier VIII Heavy Cruiser Scheme 4-A “Convertible” (Alaska Preliminary Design) USS Montgomery Perhaps my favorite design in this line, the Montgomery is based off of Scheme 4 in a series of designs that lead to the creation of the Alaska-Class large cruisers. At this time, the USN is trying to decide if a 12” gun cruiser was viable or even needed. One of the ideas was to build 8” gun cruisers that could later be converted into 12” gun cruisers if/when it was needed. This is one of the designs used to investigate the feasibility of this. Turrets A, B, and Y sit on barbettes designed for twin 12” turrets, while turret X sits on a much smaller inverted conical barbette, which is common for triple 8” turrets. When installing the 12” turrets in-game, the X barbette will be deleted, allowing for the Y turret to freely rotate 360 degrees. While the Montgomery has the 12" guns, for health and fire duration it is a cruiser. Tier IX 12” Gun Cruiser Study CA2-A USS Samoa One of the CA2 series of designs that would yield the Alaska-Class. Samoa is named for one of the canceled Alaska-Class, and is an attempt to make an actual Tier 9 Alaska, instead of the Tier 9.5 that that ship currently is. Samoa has super-cruiser health and fire duration. Tier X USS Guam Instead of trying to pare down the Alaska to a Tier 9, it seemed easier to push her up to Tier 10. Increased reload, better range, better turret rotation, and increased health are some of the things that have been improved. The idea is to make a balanced tier 10 Alaska, without being too strong or too weak. Premium Tier VI-VII Heavy Cruiser Scheme 3 USS Sacramento Similar to Scheme 4, but with the 12" guns mounted, when using the super-cruiser formula, the Sacramento's health drops considerably. Because of this, I think she would make a good Tier 6 or 7, depending on balance of consumables. She'd be roughly analogous so Graf Spee in terms of both health and dpm, but with slightly larger guns. With the Mk.7 12" guns, she'd have the same AP DPM that Graf Spee, but better HE. She'd also be more accurate, but lack the torpedoes of the Spee. Since Radar is rare at Tier 7, I figured I'd force the play into a tough choice of either Radar or Repair party. As Sacramento uses the super-cruiser health formula, she also burns like one. Tier VIII “Improved Wichita” armed with 12” guns USS Madison [Picture Not Available] The “Improved Wichita” would eventually become the Baltimore-Class. There was discussion on what it would take to equip this ship with 12” guns. Mostly this entailed increasing the length by some 6 feet in order to make room for the ammunition. She should handle much like the standard Wichita, for the most part, just with bigger guns. Madison uses cruiser health and fire duration. Tier IX CA2H USS Phillipines Where the Samoa is a faster, more lightly armored Alaska, the Philippines is a slower, more heavily armored one. CA2-H featured deep torpedo defenses, fashioned in the same style as USN Battleships, as well as thick armor. While I do not have deck plans of her, I believe she would look similar to the other CA2 designs, and a cross-section can be seen above. Possible Tier VI or VII Premium In 1929, when the details of the Deutschland-Class became available, there was a proposal to rearm USN CA with twin 10”/50 in place of their triple 8”/55 turrets. To reflect this in game, a Northampton, Portland, or (more probably) New Orleans could get a turret swap. The new turret should fit on the old barbettes, meaning little new modeling would need to be done. The biggest mystery at the moment, and the reason I haven’t drawn up stats for such a ship yet is that I cannot find any additional information about these guns. While they were not made, there was preliminary design work that was done, as these theoretical guns were used as stand-ins for the Deutschland’s guns while preparing the CA2’s Immunity Zone calculations. I have tried approximating these guns by up-scaling 8” ammo (Mark 8 and Mark 9) and down-scaling 12” ammo (Mark 12 and Mark 13). All designations are made up by me, as I have just about zero information on this weapon. 254”/50 Mark 4 Ammo: 254mm HC Mk.9 Max Damage: 3,050 Fire Chance: 16% Shell Pen: 42mm Muzzle Velocity: 808m/s 254mm HC Mk.13 Max Damage: 4,250 Fire Chance: 24% Shell Pen: 42mm Muzzle Velocity: 808m/s 254mm AP Mk.8 Max Damage: 5,500 Muzzle Velocity: 762m/s 254mm AP Mk.12 Max Damage: 8,150 Muzzle Velocity: 762m/s There is also mention of a study for a 15,000t cruiser with either six 11”/50 or 12”/50 guns, though I have not been able to find any more information on these, and I down even less work was done on the 11” guns than on the 10”. Thank you taking the time to read this and feel free to ask question or critique my choices. I enjoy the discussion about as much as doing the research for these ships (which I do, or else I wouldn't do it).
  11. While the Atlanta is not generally my cut of tea, I know that a lot of people enjoy playing her and Flint. As I am currently working on USN Large Cruisers (spoiler alert), I felt it would would be nice to make their polar opposites, the Anti-Air Cruisers. The line will start at tier 6, branching off of the engine of the Omaha-Class. I was not entirely satisfied with my previous USN CLAA line, and I am using this as a chance to make up for that. With additional information now at my disposal, I am able to make this line more like how I originally envisioned it, with a split into 5”/54 and 6”/47 DP armed guns, while still trying to keep that authentic Atlanta feel. These ships, despite being CLAA, have fairly poor inner AA auras. What they excel at is flak, and at higher tiers, boosting the AA of their allies. This makes them better for protecting other ships with their larger numbers of flak bursts at a further distance from themselves than most ships are able to do. This is particularly evident in the 6” line, that can cast it’s long range aura out to 6.9km. A note about the naming: I used a random US city generator to pick which cities to name these cruisers after, and then checked them against a list of USN Cruisers, so there shouldn’t be any naming conflicts. Pros: +Lots of Flak for their tier +Rapid Fire guns +Air-Search Radar +USN DD Smoke +Decent Torpedoes +Below Water Magazine Cons: -Poor Concealment -Floaty Shells -Next to No Armor -Poor Concealment -No Surveillance Radar -Relatively Poor Medium and Short AA Auras Tier VI Scheme IA, 1936 Arlington-Class One of the designs from the Light Cruiser Studies of the mid-1930, this design came about because the Navy wanted a light cruiser to work with the destroyer force. The requirements were rather vague, with the first round trying to mount a usable mix of 6” and 5” guns, preferable all dual-purpose, on as small a ship as possible. Later designs, of which this is a part, decided to go with uniform dual-purpose guns of either 5” or 6”. Tier VII Oakland-Class The namesake of the Oakland sub-class. While I had originally designed to go with the Juneau II-Class, I settled on the Oakland sub-class after finding the design that I based the Arlington-Class on, despite the Oaklands being already represented by the Flint. This is because I felt that it would tie the line together better, as she was armed with torpedoes and had a different (and weaker) AA armament, which, again, helped tie in with the rest of the line. 5”/54 DP Cruiser Line The 5”/54 Mk.16, mated to the excellent Mk.41 DP turret defines this line of ships just as the 5”/38 Mk.12 guns in the Mk.29 DP turret defined the Atlanta and her half-sisters. While the later gun produced floaty shells that took their time reaching their targets, the new projectiles out of this newer gun, with it’s higher muzzle speed, produces a much more level flight, cutting out much of the hang time. Also, these shells hit harder, round-for-round, and advancements in design allow for higher rates of fire. To assist in their survival, these ships are given a Specialized Repair Team consumable to stretch their limited life farther. Specialized Repair Teams Heal Rate: 2.0%/s HP Restored: 50% Citadel Restored: 33% Duration: 20s Cooldown: 80s Charges: 3 American Cruiser Smoke Radius: 0.45km Emission Time: 30s Dispersion: 104s Cooldown: 160 Charges: 3 American Tech-Tree Destroyer Defensive Fire – Anti-Air Duration: 40s Effect: +100% Continuous Damage, all ranges. Damage from flak bursts is Quadrupled. Cooldown: 80s Charges: 4 Air Search Radar Duration: 30s Effect: All allies within 6km have their AA continuous damage hit chance set to 100%. All enemy planes within (Tier 8: 15km; Tier 9: 20km; Tier 10: 25km) are spotted. Cool Down: 90s Charges: 3 Tier VIII 5”/54 Cal. D.P. Cruiser – Design Study “A” Jersey City-Class Essentially, this was an Atlanta hull, fitted with the new 5”/54 guns in the twin turrets that had been developed and ordered for the Montana-Class battleships. Ultimately, this design, as well as the others in it’s series, weren’t ordered, and instead a new run of Atlantas were. Tier IX 7500 Ton Cruiser Orlando-Class A smaller version of the 8100t CLD that sits as the crowning jewel of this line, the Orlando was designed without torpedoes or depth charges as weight saving measures. A fantasy Hull B can reintroduce those into this design to help unify the line. Tier X CLD, 8100 Ton 5” Cruiser (Double Purpose) Colorado Springs-Class Basically, an enlarged Atlanta, the Colorado Springs is a high DPM fire breather. This is the finished CLD design. 6”/47 DP Cruiser Line A split from the 5” gun-armed Atlanta style ships, these try to replicate that play style while using the larger 6” DP developed by the USN. Compared to the 5”/54 ships, these are larger, but with fewer turrets and no torpedoes. In return, these ships don’t suffer from as severe of a health handicap and the 5”/54s, and so receive less in the way of consumables to keep them alive, like having a normal Repair Party, for one, and lacking smoke, for another. American Tech-Tree Destroyer Defensive Fire – Anti-Air Duration: 40s Effect: +100% Continuous Damage, all ranges. Damage from flak bursts is Quadrupled. Cooldown: 80s Charges: 4 Air Search Radar Duration: 30s Effect: All allies within 6km have their AA continuous damage hit chance set to 100%. All enemy planes within (Tier 8: 15km; Tier 9: 20km; Tier 10: 25km) are spotted. Cool Down: 90s Charges: 3 Tier VIII 6” A.A. Cruiser Scheme “C” - 4 Twin Turrets Tampa-Class A preliminary design for the Worcester-Class armed with 4 twin 6” turrets. While, the ship only has 8 guns, it still has a tremendous DPM. With Armor Piercing, the Tampa ranks 3rd out of all Tier 8 Light Cruisers, behind the Cleveland and Mainz. With High Explosive, the Tampa takes the top spot. Note: Jersey City beats the Tampa out in both category. Tier IX 6” A.A. Cruiser Scheme “D” – 5 Twin Turrets Scottsdale-Class Another preliminary design for Worcester, this one mounts 5 turrets and mounts it’s aviation facilities amidships. Scottsdale, again, ranks high with both AP and HE, losing out only to Seattle and Neptune (in AP DPM, obviously), so long as you don’t count Orlando. Tier X 6” A.A. Cruiser Scheme F – 6 Twin Turrets (Revised of 30 Dec `42) Anaheim-Class Yet another Worcester preliminary design, and part of the same design series as the others, Anaheim ties with Worcester in terms of DPM, which is not surprising as they use the same guns. While she is armed similarly, the Anaheim can be told apart at a glance. Her turrets are placed such that they are super-firing over each other, meaning that all the forward or rear turrets can be brought to bare while nose in, though this really only works with 8” guns or smaller, as her 16mm plating has an overmatch threshold of 229mm. While Anaheim can (barely) deflect Russian 220mm, anything 9.1-inches or larger, the British 234mm or French and Dutch 240mm guns can punch through. In terms of DPM numbers, Anaheim falls behind other top tier Light Cruisers, losing to the Minotaur, Smolensk, and Colbert.
  12. As far as I can see, at this point in time, there only need to be 5 lines that need to be added to WOWS before we can stick a fork in it and call it done, only 5 lines to cover the main ships that actually fired their guns in anger in the first and second world wars. However, I have not seen any movement on these lines being implemented, so I decided that I need to do the heavy work for Wargaming, so they don’t have an excuse to pass this softball that I’m meandering over the plate. Below, I will list the line, the characteristics of the line, the historical reason that it should exist, the gameplay reason that it should exist, each tech tree ship in the line, each premium ship associated with the line, and god help me, when I get done with them, proposed stats for each stinking ship that I mention. A lot of thought and work will have gone into this, so if you hear me out, you have my thanks. Probably the line that needs to be added the least while still needing to be added to the game would be a line for British AA cruisers, so that is where I will start just due to the novelty of it. In terms of the historical reasoning for this line, during the 2nd world war, Britain was one of two countries to go all in with the idea of creating surface ships with a main role of screening against air attacks, and the first one to come up with the idea. In all, a total of 25 ships were built or refit as AA cruisers for the Royal Navy, more than any other navy in the world. These ships would serve from the beginning of the war, taking part in numerous surfaces actions, sometimes heavily outgunned, but punching far above their weight. At the end of the European theater, the Kriegsmarine would formally surrender on one of these vessels. Gameplay wise, there is a slight call for these ships to be added, with the feeling of CV’s being broken, perhaps a measure to help correct that. Really this is like a band-aid on a bullet wound, but a series of ships with noticeable AA advantages over their peers would be nice. Apart from that, the gameplay need is simple, new content to keep people engaged. So before we get into the individual ships of the line, we need to get into the characteristics of the line. The Feel of the Line. There are a lot of characteristics to this line that will be dictated by the characteristics of the historical ships in the line, and from here the remaining characteristics are added to flow with that established flavor. A lot of this has already been posted in my Bellona proposal, but as a refresher here are these restraining factors listed below. 1. These ships are small in comparison to other ships of their class and tier, this comes with the advantages of having best or near best in tier concealment, as well as best in tier or near best in tier agility, but at the detriment of having worst in tier or near worst in tier HP pools. 2. These ships have uninspiring armor, worse even than the British light cruisers. 3. The ships main battery are dual purpose mounts, and there is no secondary battery. They will have shorter range and are smaller in caliber than nearly every other cruiser gun in game. 4. The ships long range AA is going to be best in tier or pretty darn close. This is where most of the AA firepower comes from. 5. These ships are not particularly fast, in fact in many cases they are quite slow for a cruiser. So those are the historical constraints, and they already take care of the guts of the lines character. Now what needs to be filled in are any specific traits from the box of gimmicks to flesh things out. As far as this line specific traits, I have in mind a few. These traits being. 1. The ships have the RN CL energy retention in a turn. RN CL’s keep something like 98% of their top speed during turns while most other ships drop to like 80% or something. These cruisers would have that. They would not have the RN CL’s crazy acceleration. 2. The AA flak bursts would have lower accuracy than average. Currently, flak spawns in zones ahead of an aircraft carriers planes. The A zone is directly in front, and something like 80% of your shells spawn here. The B zones are off to the side, and shells have only a 20% chance of spawning here. I would have the flak bursts for these ships spawn either 50-50 between the A and B zones, or even 33-66 favoring B. the though behind this is that while it is easy to just turn and dodge the A zones and avoid most of the flak bursts, this would make it far more likely that you take from them. Finally, there is the question of what consumables would be used. As discussed with Bellona, I think that these ships should get AA defensive fire (they are AA ships after all) smoke, and a special radar. Pitchforks down please, hear my pitch. This smoke is going to be contentious but hear me out. I do not want these ships to have a repair party so any damage that they take should be permanent. Smoke is one of the few consumables that helps against aircraft (you pop smoke to frustrate their drops and can still shoot out of it) and would aid in this being an AA cruiser. Also, with one of the slots being AA defensive fire, there will be a fair few matches where that consumable is worthless, and you need a strong consumable to be able to rely upon. Also, to date I think that every cruiser that has smoke in game also has hydro-acoustic search, making it much harder to torpedo them in smoke. These won’t, which should make it much easier for countering HE spamming ships in smoke clouds. Finally, there is a little bit of democratization here, finally giving regular players who don’t buy premiums or farm silver in clan battles the ability to get their very on HE throwing cruisers in smoke. So the radar, good news, will be totally unable to detect ships. it’ll be a whole new type of radar, called “Air Search Radar” and its going to do 2 things. First is that it’ll detect planes. Through islands, sure, regular radar can. More importantly, through smoke, allowing the ships to totally on their own be able to smoke up and shoot out at aircraft with impunity and a degree of safety. The second thing that it will do is act as a combo of Radio location and incoming fire alert. When a enemy shoots at you from a far enough range (to be determined) the radar picks up the incoming fire and displays roughly where it is coming from, allowing you to make a educated choice on how to react to ships firing into your smoke from range. So, it is mainly a consumable against aircraft, but with a ship-to-ship combat benefit. So, there we go, in general, this is how the line would feel. Now to the individual ships. Stats will get added in as individual writeups are made. Ships of the Line Tier 4: The C class AA Cruiser. This is the AA ship that started it all. With the ships on hand and obsolete, the Royal Navy decided to do a refit after the Italian invasion of Abyssinia (Ethiopia) in 1935. The Italians had a large air force at this point, and the Royal Navy in the Mediterranean would have to deal with them. Thus, there were 3 series of refits to the C class cruisers to make them AA ships. The first two converted, Coventry and Curlew, had 10 single 4 inch cannons and 2 octuple pompoms. However, the standard outfit was 8 of the dual 4-inch mounts that are ubiquitous on British cruisers, as well as a single quad pom-pom and a pair of quad Vickers 50 cals. This would be the A hull for this ship. The B-hull would be the refit applied to HMS Colombo, being 3 of the dual 4-inch mounts, 2 twin 40mm bofors, and 14 20mm cannons arranged in 6 dual mounts and a pair of singles. Armor: 6 mm turret armor 10mm superstructure plating 13mm end plating, plating, and barbette armor 25mm auxiliary spaces roof armor, citadel and auxiliary room bulkhead 38mm extremities belt armor 57mm mid belt armor 76mm citadel belt armor Survivability: ? Artillery: 4x2 4."/45 QF MkXIX (Standard AP+HE) (3x2 for B hull) MV: 811 m/s Reload: ? 180 degree turn time: 18s Max dispersion: ? Max AP Shell Damage: 1800 Max HE Shell Damage:1500 Fire Chance: 4% Range:? AA Defense: 4 x quad .50 : 35 DPS @ 1.5 Km w/ 85% accuracy 1 x quad 40mm Pom Pom:35 DPS @2.5 Km w/ 90% accuracy 4 x 2 102mm/45 Mk XIX : 96 DPS @ 5.8 Km w/ 90% accuracy Shell explosions: 4 x 1396 damage @ 2.5 – 5.8 km 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 6 x dual 20mm Mk V: 81 DPS @ 2 Km w/ 85% accuracy 2 x 40mm bofors Hazemeyer : 126 DPS @ 3.5 Km w/ 90% accuracy 3 x 2 102mm/45 Mk XIX : 72 DPS @ 5.8 Km w/ 90% accuracy Shell explosions: 3 x 1396 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 29 Kts Turning Circle Radius: 580 m Rudder shift: 5.6s Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.0 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 5: The Proposed D class Cruiser AA refit. As a part of the AA cruiser refits, it was decided that the similarly obsolete but larger D class cruisers would get a slightly larger and better laid out version of the C class AA refit. These would be armed with 4 twin 4.5 in turrets (similar to the secondary battery of Ark Royal), a quadruple pom pom, and the 2 quad 50 cal Vickers guns. as below, but lose the aft pom pom and replace the 20mm cannons at the stern, behind x turret, and on the wing deck with a smaller amount of quad vickers guns, i'm thinking 4. B hull is as below, exactly as is. This means 3 quad pom poms, and 9 single 20mm mounts. This can be adjusted, but shows the general look and changes between hulls. Armor: 6 mm turret armor 10mm superstructure plating 13mm end plating, plating, and barbette armor auxiliary spaces roof armor, citadel and auxiliary room bulkhead 38mm extremities belt armor 57mm mid belt armor 76mm citadel belt armor Survivability: ? Artillery: 4x2 4.5"/45 QF Mk3 UD (Standard AP+HE) MV: 746 m/s Reload: ? 180 degree turn time: 18s Max dispersion: ? Max AP Shell Damage: 2200 Max HE Shell Damage:1700 Fire Chance: 6% Range:? AA Defense: 7 x single 20mm Mk IV: 56 DPS @ 2 Km w/ 85% accuracy 3 x quad 40mm Pom Pom: 105 DPS @2.5 Km w/ 90% accuracy 4 x 2 113mm/45 Mk III UD: 100 DPS @ 6 Km w/ 90% accuracy Shell explosions: 4 x 1470 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 30 Kts Turning Circle Radius: 590 m Rudder shift: 6.1s Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.5 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 6: Charybdis HMS Chardybis was a Dido class cruiser but modified to meet the urgent requirements of war. She and Scylla were modified from the standard dido design to use 4.5-inch turrets originally made for the proposed D class AA cruisers, just because they were on hand and the ships could be completed much faster than waiting for the proper 5.25-inch mounts. Charybdis would have the 4 twin 4.5 inch cannons, as well as 2 triple torpedo tubes, 2 quad pom-poms, and 8 20mm. b hull would add 10 more 20mms. Armor: 6mm turret armor 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 25500 HP Artillery: 4x2 4.5"/45 QF Mk3 UD (Standard AP+HE) MV: 746 m/s Reload: 4.5 seconds (13.33RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage: 2200 Max HE Shell Damage:1700 Fire Chance: 6% Range:12.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km AA Defense: 18 simgle 20mm Mk IV: 144DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 4 x 2 113mm/45 Mk III UD: 100 DPS @ 6 Km w/ 90% accuracy Shell explosions: 4 x 1470 damage @ 2.5 – 5.8 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.65 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 2.5 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 7: Dido Dido was lead ship of the most numerous class of Royal Navy cruisers in WWII and had an absolutely stacked combat record that is far to lengthy to cover here, and is basically the main reason I'm doing this. Reference my profile, i'm a simp for this ship. Her A hull would have 4 twin 5.25 inch cannons, two triple torpedoes, 2 quad pom poms, and 2 quad .50 cal Vickers. B hull would have 5 5.25-inch cannons, the triple torpedo tubes, 2 quad pom poms, 2 single 20mm and 4 dual 20mm. Armor: 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 26000 HP Artillery: 5x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage: 2700 Max HE Shell Damage:1900 Range:13.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 4 x dual 20mm Mk V: 54 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 5 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.75 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Tier 8: His Majesty’s Chongus Destroyer M1 One of the proposed 1943 light cruisers. Armed with 3 twin 5.25in turrets with improved gun and mounting, 6 dual 40mm mounts, 8 dual 20mm, and 2 quad torpedo launchers. There are literally no pictures of this thing. But have some characteristics to tide you over Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret face, and citadel roof armor 76mm auxiliary room and citadel belt armor Displacement:7,150 tons length at waterline: 520 ft Artillery: 3x2 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 9s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 2x4 533mm Mk IX Damage:15533 Range: 10 km Reload: 96 Speed: 62 kts Detectability: 1.3 km AA Defense: 8 x dual 20mm Mk V: 108 DPS @ 2 Km w/ 85% accuracy 6x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 3 x 2 133mm/50 Mk III*: 180 DPS @ 6 Km w/ 90% accuracy Shell explosions: 6 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:29 Kts (HP upgrade gives 30 kts) Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Tier 9: Cruiser proposal N2 The other proposed 1943 light cruiser. Armed with 4 dual 5.25 in turret like m1, with 8 dual 40mm mounts and 12 dual 20mm mounts, as well as 2 quad torpedo launchers. B hull would have 2 quad launchers per side, be capable of 30 knots. Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret face, and citadel roof armor 76mm auxiliary room and citadel belt armor Displacement:8,650 tons length at waterline: 550 ft Artillery: 4x2 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 9s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 2x4 533mm Mk IX (B hull gives 4x4) Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 12 x dual 20mm Mk V: 162 DPS @ 2 Km w/ 85% accuracy 8 x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 4 x 2 133mm/50 Mk III*: 240 DPS @ 6 Km w/ 90% accuracy Shell explosions: 8 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:29 Kts ( HP upgrade gives 30 kts) Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Tier 10: So, this has gone through a few a few iterations. Initially, this was going to be moving the current Minotaur to this branch, rebalancing it, and replacing it with a modernized Plymouth in the Main tree. A bad idea, to say the least. Luckily, a much better idea was proposed by @AYYYYYYMD , but then another better idea was recommended by @Lord_Magus, and then I had another better idea. so here we have 3 ideas for tier 10, and not really knowing which one to pick, going to just throw them all down. Option 1: His Majesty's Australian Ship Mini Neptune: This was recommended to me by @AYYYYYYMD as a tier 10, and its a much better idea than what I originally had, which was moving Minotaur to this line and replacing it with another ship and re-balancing it as well. The main issues with this ship are that it has very little supporting material for it, the specification is pretty vague as well, and in a perfect world this would go into a no kidding commonwealth tree. However, this ship is the one of the 3 proposals for tier 10 that best fits in with the rest of the line, having 12 5.25 inch cannons on a small ship with no secondary armament and a heavy AA focus. Armor: 13mm superstructure plating 16mm end plating and plating 25mm turret top, side, and barbette armor, and citadel and auxiliary room bulkhead 51mm auxiliary room roof, turret roof, and citadel roof armor ? auxiliary room and citadel belt armor Displacement: 9000 tons length at waterline: 550 ft Artillery: 4x3 5.25”/50 QF Mk3* (Standard AP+HE) MV: 814 m/s Reload:3 seconds (20RPM) 180 degree turn time: 13.5s Max dispersion: ? Max AP Shell Damage: 2700 Max HE shell Damage: 1900 Fire Chance: 8% Range:? Torpedoes: 4x4 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 18 x dual 20mm Mk V: 243 DPS @ 2 Km w/ 85% accuracy 12 x STAAG Dual Bofors mounts: ? @ 3.5 Km w/ 90% accuracy 4 x 3 133mm/50 Mk III*: 360 DPS @ 6 Km w/ 90% accuracy Shell explosions: 12 x 1617 damage @ 2.5 – 6 km Manuverability Max Speed:30 Kts Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Option 2: His Majesty's Ship Chongus Dido: This is my option for Tier 10, it does have some pluses, but also a lot of downsides, I don't know if I'm over the moon about this one, but am putting it in here for completions sake. This is the Z4C or Sketch D of the Minotaur Class Crusiers, and the one that was being the most actively developed. So, the good news is that this is basically a Dido, but upscaled. Nothing weird happens with gun caliber or characteristics, and there is a design precident for this ship. the main bad thing is that this breaks the feel of the line, being larger than the regular line ship by 30 ft and also being taller courtesy of the 3 deck high turrets. Being longer and taller it would no longer be as nimble or as sneaky as its in tree counterpart. Still, it is a option. Armor: 13mm superstructure plating 16mm end plating and plating 25mm Conning Tower 38mm Turret Roof, Machinery Space Citadel Roof 51mm Barbette, Turret Side, and Turret Rear 57mm Magazine Citadel Roof 102mm Citadel belt, Turret Front 127mm Citadel Bulkhead Displacement: 15280 (for reference, Minotaur has 13870 tons displacement) length at waterline: 645 ft Artillery: 5x2 6”/50 Mk XXVI (Standard AP+HE) MV: 768 m/s Reload:3.2 seconds (20RPM) 180 degree turn time: 4.7s Max dispersion: ? Max AP Shell Damage: 3200 Max HE shell Damage: 2200 Fire Chance: 9% Range:? Torpedoes: 4x4 533mm Mk IX Damage:16767 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 10 x dual 20mm Mk V: 135 DPS @ 2 Km w/ 85% accuracy 8 x 2 76.2mm/70 Mk VI: 508 DPS @ 4.0 Km w/ 90% accuracy 5 x 2 152mm/50 Mk XXVI: 360 DPS @ 6 Km w/ 90% accuracy Shell explosions: 10 x 1890 damage @ 2.5 – 6 km Manuverability Max Speed:33.5 Kts Turning Circle Radius: ? Rudder shift: ? Concealment: Detectability by Sea: ? Detectability by Air :6 km Detectability of Gunfire in Smoke: 5.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Air Search Radar: 4 charges, 60 second duration, 90 second cooldown. Option 3: His Majesty's Ship The Future: This is the ship proposed by @Lord_Magus and its pretty crazy. This is Sketch A of the 1960 cruiser, named so because the admiralty was convinced that in 1948 when they drew it that it would not be possible to make until 1960. It uses 4 of the very experimental N1 5"/70 cannons, with a proposed shell weight of 70 pounds, muzzle velocity of 1036 m/s, and maximum fire rate of 66 rounds per minute! This design has some pros, its a all gun ship, that would be new, would be a AA cruiser, and with a crazy low profile would fit in with the line to a good degree. the cons are the guns. at 127mm they would not benefit the same way that the 5.25 inch guns would from IFHE and thus the commander skills for this ship would be different from the rest of the line. More importantly, its crazy guns would be weird to balance. The High muzzle velocity would change the playstyle, not to mention the firing rate would need to be nerfed and the shell characteristics are wacky (the AP shell is basically SAP as specified, penetrating 1 inch of armor at "minimum striking velocity's and angles of 50 degrees" and having a bursting charge of 5 lbs, compared to the 6 inch cannons 3.75) this ship would be interesting to implement. Premium at Tier 6: Bellona A nice lower tier trainer for the AA cruisers. Have a write up here Armor: 10mm superstructure plating and machinery citadel roof 13mm barbette armor 16mm end plating and plating 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 27000 HP Artillery: 4x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 9s Max dispersion: 116m Max AP Shell Damage: 2700 Max HE Shell Damage: 1900 Range:12.7 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 2 x 20mm Mk IV: 16 DPS @ 2 Km w/ 85% accuracy 4 x dual 20mm Mk V: 54 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 4 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.55 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage Premium at Tier 7: Sirius A premium for the RN Cl line. It being a Dido class I put it here, but gameplay wise it would be 100% RN CL. Have a writeup here, Here are the stats if you don’t much care for the whole thing. Armor: 10mm superstructure plating and machinery citadel roof 13mm end plating, plating, and barbette armor 25mm all turret armor, auxiliary spaces roof armor, citadel and auxiliary room bulkhead 51mm Magazine citadel roof armor 89mm auxiliary room and citadel belt armor Survivability: 26000 HP Artillery: 5x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion: 116m Max AP Shell Damage 2700 Range:13.5 km Torpedoes: 2x3 533mm Mk IX Damage:15867 Range: 8 km Reload: 72s Speed: 61 Kts Detectability: 1.3 km Or 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: 7 x 20mm Mk IV: 57 DPS @ 2 Km w/ 85% accuracy 2 x quad 40mm Pom Pom: 70 DPS @2.5 Km w/ 90% accuracy 5 x 2 133mm/50 Mk 1: 150 DPS @ 6 Km w/ 90% accuracy Shell explosions: 5 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 32.25 Kts Turning Circle Radius: 610 m Rudder shift: 6.7s Concealment: Detectability by Sea: 9.75 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Repair Party: 3 charges, 130 HP/sec, 28 seconds action time, 76 second reload time Hydroacoustic Search: 3 charges, 3 km torpedo detection, 4 km ship detection, 100 second action time, 114 second reload. Smoke: 3 charges, 15 second action time, 100 second dispersion time. 150 second reload. Premium at tier 8: K25F A paper design during the process of designing Fiji, has 8 of the twin 5.25in cannons. Would be a higher tier captain trainer. Armor: 10mm superstructure plating 13mm end plating 19mm deck and hull plating 25mm turret side and roof and barbette armor, citadel and auxiliary room bulkhead, and hull plating and roof over shell rooms (?) 32mm citadel deck over machinery 51mm auxiliary room roof and citadel roof armor over magazines 76mm auxiliary room and citadel belt armor at machinery, and turret fronts 89mm citadel belt armor at magazines Survivability: 31000 HP Artillery: 8x2 5.25”/50 QF Mk1 (Standard AP+HE) MV: 814 m/s Reload:6 seconds (10RPM) 180 degree turn time: 18s Max dispersion:? Max AP Shell Damage: 2700 Max HE Shell Damage:1900 Range:? Torpedoes: 2x3 533mm Mk IX Damage:15533 Range: 10 km Reload: 72 Speed: 62 kts Detectability: 1.3 km AA Defense: some mixture of light and medium AA 8x 2 133mm/50 Mk 1: 180 DPS @ 6 Km w/ 90% accuracy Shell explosions: 6 x 1617 damage @ 2.5 – 6 km Maneuverability: Max Speed: 31.7 Kts Turning Circle Radius: 670 m Rudder shift: ? Concealment: Detectability by Sea: 11.5 km Detectability by Air :6 km Detectability of Gunfire in Smoke: 4.4 Km Consumables: Damage Control Smoke: 5 charges, 15 second emission, 50 second duration, 100 second cooldown Defensive AA: unlimited charges. 40 second action time, 70 second reload, +50% continuous damage, +300% shellburst damage And those are the ships. Let me know what you think.
  13. Alright, I've done one of these before, but it got lost when they changed the forums, and it needed an update for Agir, Seigfried, and Odin, any how. The first two (or three) ships in this list are Große Kreuzers (Large Cruisers), followed by a proto-Deutschland, Deutschland, a small battlecruiser, and then a split into a heavily armored line and a larger, faster, harder hitting line. Tier III Victoria Louise Displacement: 6491t max (Vineta and Hansa topped out at 6705t) Length: 110.6m Breadth: 17.4m Speed: 19.2 max Slopes: 100mm Citadel: 150mm Armament: 2x2 21cm SK L/40 8x 15cm/40 QF (casemate) 10x 88cm/30 QF (casemate) Hull(B) Armament: 2x2 21cm SK L/40 6x 15cm/40 QF (casemate) 10x 88cm/30 QF (casemate) 1x 88cm/30 QF Consumables: (Same on Hull A and B) Damage Control Party Victoria Louise, with her heavy armor, slow speed, large health pool, and heavy guns would serve as a good introduction to what players could expect from the first part of the line. Her two turret configuration would also serve as practice for larger ships, as well. She should allow for some low-tier supercruiser-esque gameplay. Tier IV Furst Bismarck Displacement: 11,461t max Length: 127m Breadth: 20.4m Speed: 18.7 kts Belt: 100-200mm Citadel: 200mm Armament: 2x2 24cm SK L/40 QF (actual bore diameter is 238mm) 12x 15cm/40 QF (casemate) 10x 88cm/30 QF (casemate) Consumables: Damage Control Tier V Entwurf I/26 Displacement: Length: 186m Breadth: ~20m Speed: 28kts Belt: 100mm Citadel: 0mm Armament: 2x3 28cm SK C/28 4x2 12cm DP (unknown 40mm and 20mm can be added) Consumables: Damage Control Spotter -or- Fighter A draft of for the Deutschland-Class latter in the design process, she'll play much like the finalized Deutschland, but with less tools in his tool box (ie missing the torpedoes, hydro-acoustic search, and repair party). I still expect him to be a strong ship at tier 5, though he'll be vulnerable to strike craft from carriers, due to the lack of non-flak AA. Tier VI Deutschland Basically as Admiral Graf Spee. If you want the raw stats, I can list them. Tier VII Battlecruiser Design 1928 Displacement: 19,192t Length: 206m (waterline) Breadth: 25m Speed: 34kts Belt: 100mm Citadel: 0mm Armament: 4x2 30.5cm QF 3x3 15cm QF 4x1 8.8cm DP Consumables: Damage Control Hydro-Acoustic Search Fighter -or- Spotter Repair Party I included the 1928 Battlecruiser Design more out of a lack of anything else suitable for the spot. While the design was criticized for lacking staying power, in WoWs terms, she should have plenty, with a good chunk of health and repair party, though her weaker belt means that broadsiding will be punished severely. If anyone has any better suggestions, I welcome them. D-Line Split The slower, heavily armored line. Tier VIII D-Class Displacement: 20,000t Length: 230m Breadth: 25.5m Speed: 29kts Belt: 220mm Citadel: 50mm Armament: 2x4 28cm/52 QF 4x2 15cm/55 QF 4x2 10.5cm/65 DP (Various AA can be added) 2x4 Torpedo Tubes Consumables: Damage Control Hydro-Acoustic Search Fighter -or- Spotter Repair Party The mounting of quad turrets was discussed if there were any available. Using them in this design would provide a slightly different flavor, instead of using turrets from a ship 2 tiers lower. This line is about survivability, not firepower, so I think it is fine. Tier IX Neuentwurf II Displacement: 30,950t Length: 223m at waterline Breadth: 29.3m Speed: 28 kts Belt: 300mm Citadel: 45mm (Turtleback: 95mm) Armament: 3x3 28cm QF 8x1 15cm QF 5x2 10.5cm Consumables: Damage Control Hydro-Acoustic Search Fighter -or- Spotter Repair Party Neuentwurf II is distinct from Agir by have smaller, slightly faster firing guns, sacrificing speed for armor, a slightly beefed up secondary armament, and a lack of torpedoes. If it is felt that more firepower is needed, the triple 28cm turrets can be swapped for quadruple ones. Tier X Wargaming Fantasy Design (unless someone has a better alternative) P-Line The faster, harder hitting line. Tier VIII P-Class Displacement: 25,689t Length: 230m Breadth: 26m Speed: 33 kts Belt: 145mm Citadel: 60mm Armament: 2x3 30.5cm QF 2x2 15cm/55 QF 4x2 10.5/65 QF 2x4 Torpedo Tubes Consumables: Damage Control Hydro-Acoustic Search Fighter -or- Spotter Repair Party Tier IX O-Class Displacement: 35,400 max Length: 256 m Breadth: 30 m Speed: 35 kts Belt: 180mm Citadel: 80mm Armament: 3x2 38.1cm/47 QF 3x2 15cm/48 QF 4x2 10.5cm/65 DP 4x2 3.7cm/83 AA 20x1 20cm AA 2x3 Torpedo Tubes Consumables: Damage Control Hydro-Acoustic Search Fighter -or- Spotter Repair Party Tier X Wargaming Fantasy Design (unless someone has a better alternative) Let me hear what ya'll think.
  14. I am interested in one of these 3 DDs. Just these 3. Which one do you recommend? Z-46, Östergötland or Jutland?
  15. I make no secret that I like the battlecruiser playstyle. To that end, I would like to see more battlecruisers in game, and the natural choices are the British and the Germans. German battlecruisers were generally better armored than their British counterparts, with smaller guns. The are counted as Battleships in game and the line branches off from the main German line via the engines of the Kaiser. Pros +Good armor +Better Acceleration than Tech Tree counterparts +Potential for Good Secondaries (with modernization) +External belt (as opposed to the internal belt of the later British) Cons -Tend towards smaller gun calibers than British Counterpart -Few barrels (After Moltke, never more than 8) -After Mackensen, no Turtleback (reliant on coal as armor) Tier IV Moltke-Class Displacement: 22,979t (Design) 25,400t (Full) Health: 40,800 Length: 186.6m (612ft 2in) Beam: 29.4m (96ft 5in) Belt: 280mm Speed: 25.5kts (28.4kts max) Main Armament 5x2 28cm L/50 AP: 7,400 HE: 3,200; Fire Change: 20% Secondary Armament 12x 15cm/45 SK C/09 guns in casemate 12x 8.8cm/45 SK Consumables Damage Control Part Repair Party Opening the line at tier IV is the Moltke-Class. A straight upgrade to the Nassau that precedes him, the Moltke loses a turret, but gains the ability to fire all guns on a broadside if cross-deck firing is allowed, or merely equals the barrel count if not. The armor is largely the same, but the guns are slightly superior and the mobility is greatly improved. Armor and firepower are inferior to Kaiser, but again, mobility is the key. Speed is actually so great in this ship that it might be best to tone down her max if it seems that she is having too easy of a time hunting cruisers. Other factors like reload and turret traverse can also be used to help reign in this potential monster. Tier IV -Premium- SMS Von der Tann Displacement: 19,370t (Design) 21,300t (Full) Health: 35,600 Length: 171.7m (563ft 4in) Beam: 26.6m (29ft 3in) Belt: 250mm Speed: 24.8kts (27.4kts max) Main Armament 4x2 28cm L/45 AP: 7,200 HE: 3,200, Fire Change: 19% Secondary Armament 10x 15cm/45 SK C/09 guns in casemate 16x 8.8cm/45 SK Consumables Damage Control Part Repair Party SMS Von der Tann, the first German Battlecruiser. While I'd put HMS Invincible at tier III, I put Von der Tann at tier IV because, while lesser than the Moltke, he is still a potent package. One less turret, and with weaker guns and armor, to boot, this ship will still run circles around other, true Battleships. The ship is historically significant for a number of reasons and deserves to be remembered in-game. That I believe he is still capable of holding his own, while being weaker than the tech tree ship makes this a perfect premium choice. I throw my money behind it. Tier V Derfflinger-Class Displacement: 26,600t (Design) 31,200t (Full) Health: 47,700 Length: 210.4m (690ft 3) Beam: 29m (30ft 2in) Belt: 300mm Speed: 25.5kts (26.6kts max) Main Armament 4x2 30.5cm SK L/50 C/08 AP: 8,400 HE: 3,500; Fire Chance: 23% Secondary Armament 12x 15cm/45 SK C/09 guns in casemate (14 on Lutzow & Hindenburg) 12x 8.8cm/45 SK Consumables Damage Control Part Repair Party The first battlecruiser with a fully center-line mounted battery and the trend-setter for the rest of the line, Derfflinger losses some of the edge over his tier mate, the Kaiser, though better acceleration and turning should make this battlecruiser still feel more agile than the true BB. While not a dud, I am not as excited for this ship as I am for some of the others. Tier V -Premium- SMS Seydlitz Displacement: 24,988t (Design) 28,550t (Full) Health: 44,500 Length: 200.6m (658ft 2in) Beam: 28.5m (93ft 6in) Belt: 300 Speed: 26.5kts (28.1kts max) Main Armament 5x2 28cm L/50 AP: 7,400 HE: 3,200; Fire Change: 20% Secondary Armament 12x 15cm/45 SK C/09 guns in casemate 12x 8.8cm/45 SK Consumables Damage Control Part Repair Party The Moltke, but better, I think Seydlitz deserves to be a Tier V premium. With armor to match the Derfflinger-Class and definite cross-deck firing, the Seydlitz sacrifices shell diameter for an extra turret and speed. This would be a fun ship to zip around in, though it might be a little seal-clubby. Tier VI Mackensen-Class Displacement: 31,000t (Design) 35,300t (Full) Health: 52,500 Length: 223m (731ft 8in) Beam: 30.4m (99ft 9in) Belt: 300mm Speed: 28kts (Possibility of an engine upgrade if needed) Main Armament 350mm/45 SK C/14 AP: 10,500 HE: 4,000; Fire Chance: 27% Secondary Armament 14x 15cm/45 SK C/09 guns in casemate 8x 8.8cm/45 Flak Consumables Damage Control Part Repair Party Launched, but never completed, the Mackensen-Class is the last of the tech tree battlecruisers in this list to be designed with a turtleback armor scheme. A member of this class is already in-game, the Prinz Eitel Friedrich, and it one of the ships that inspired me to make this list. A possible modernization to this class is the addition of 4 twin 15cm and 6 twin 10.5cm should WG design to further differentiate this ship from the P. E. Friedrich. Tier VII Ersatz Yorck-Class [Name] Displacement: 33,500t (Design) 38,000t (Full) Health: 55,700 Length: 227.8m (747ft 5in) Beam: 30.4m (99ft 9in) Belt: 300mm Speed: 27.3kts Main Armament 4x2 38cm/45 LC/1913 AP: 10,900 HE: 4,500; Fire Chance: 35% Secondary Armament 14x 15cm/45 SK C/09 guns in casemate 8x 8.8cm/45 Flak Consumables Damage Control Part Repair Party Engine Speed Boost A Mackensen with 15-inch guns, the Ersatz Yorck-Class is not a fantastic ship, and would definitely be served to have Engine Boost, to keep him up to speed. Tier VIII GK 2 Hela-Class [Image to Come] Displacement: 38,000t (Design) ~43,320 (Est. Full) Health: 62,000 Length: 235m Beam: 30.4m Belt: 300mm Citadel: 240mm Speed: 29.5kts Main Armament 4x2 38cm/45 LC/1913 AP: 10,900 HE: 4,500; Fire Chance: 35% Secondary Armament 16x 15cm/45 SK C/09 guns in casemate 8x 8.8cm/45 Flak Consumables Damage Control Part Repair Party Hydro-Acoustic Search Engine Speed Boost The GK 2 is what was wanted instead of the Ersatz Yorck-Class, though the Mackensens were too far into production and it was thought that it would be better to continue their construction. After a fictional modernization, it should be possible to give this ship Bismarck-esque secondaries. Tier VIII -Premium- GK 11 Hetzog von Falkenstein-Class http://www.dreadnoughtproject.org/plans/SM_Studienentwurf/GrosseKreuzer_11_100dpi.jpg Displacement: 37,000t (Design) ~42,180 (Est. Full) Health: 60,700 Length: 230m Beam: 31.0 Belt: 300mm Citadel: 200mm Speed: 28kts Main Armament 4x2 38cm/45 LC/1913 AP: 10,900 HE: 4,500; Fire Chance: 35% Secondary Armament 16x 15cm/45 SK C/09 guns in casemate 8x 8.8cm/45 Flak Consumables Damage Control Part Repair Party Engine Speed Boost This is the last design that I could find that had turtleback armor. GK 1-3, 6-10, and 12 do not, instead relying on coal stores to act as extra armor. This extends to the other GK series designs that I could find. For his extra survivability, I think it would be fair to take away his Hydro, since it would help differentiate the GK 11 from GK 2. A modernization can help make him more secondary-heavy. Tier IX GK 4532 [Name] http://www.dreadnoughtproject.org/plans/SM_Studienentwurf/Schnelle_GrosseKampfschiffe_4532_100dpi.jpg Displacement: 45,000t (Design) ~51,300 (Full) Health: 71,400 Length: 240m Beam: 33.5m Belt: 350 Citadel: 300 Speed: 30kts (31kts max) Main Armament 6x2 42cm/45 SK AP: 13,300 HE: 5,000; Fire Chance: 41% Secondary Armament 8x 15cm/45 SK C/09 guns in casemate 4x 15cm/45 AA Consumables Damage Control Part Repair Party Hydro-Acoustic Search Engine Speed Boost Armed with three two-gun 16.5-inch guns, the GK 4532 is armed fairly heavily. Extensive modernization can be carried out, increasing the ship's speed significantly and additional AA can be placed to increase the ship's secondaries. The GK 4532 has 4 centerline 15cm guns which can be converted into DP mounts. Adding additional 12.8cm twin DP guns will give this ship formidable AA and secondaries. With his turret layout, the GK 4532 is better at kiting away than pushing. Tier X GK 5041 [Name] http://www.dreadnoughtproject.org/plans/SM_Studienentwurf/Schnelle_GrosseKampfschiffe_5041_100dpi.jpg Displacement: 50,000t (Design) ~57,000 (Full) Health: 78,200 Length: 270m Beam: 33.5m Belt: 350mm Citadel: 300mm Speed: 30kts (31kts max) Main Armament 8x2 42cm.45 SK AP: 13,300 HE: 5,000; Fire Chance: 41% Secondary Armament 8x 15cm/45 SK C/09 guns in casemate 4x 15cm/45 AA Consumables Damage Control Part Repair Party Hydro-Acoustic Search Engine Speed Boost The last of the line, the biggest battlecruiser that I could find designed by the German Navy. I did a rough springsharp of this ship, and a modernized GK 5041 could easily fit Grosse Kurfurst secondaries and 34kt speed. This was done without doing the more complex operations, like factoring in the armor taper or the like, which makes me believe that such a modernization would be more than capable of being fielded. Special thanks to @OccultRogue for helping me translate the German.
  16. I am a great fan of the Super-Cruisers in game, especially the American cruisers Alaska and Puerto Rico. Before you, I humbly submit a proposal for a branch split from the American Heavy Cruiser line, starting from Tier VII. Names of the tier VII & VIII ships are randomly generated and checked with a list of USN Cruisers from WWII to avoid repeats. Pros: +Big Guns +Large Health Pools Cons: -Large Size -Poor Concealment The line is initially entered by researching the FCS for the New Orleans, and is a same-tier side-hop, similar to how the Battleship and Destroyer lines branch off. Tier VII Heavy Cruiser Study, Scheme 2 (Alaska Preliminary Design) USS Arlington Displacement: 15,750t Health Points: ~34,250-39,200 Length: 700ft at waterline Beam: 72ft Speed: ~32-34 kts Belt: ~6-inches (152mm) Main Armament 4x3 8"/55 Mk 15 (w/o super-heavy shells) AP: 4,600 dmg HE: 2,800 dmg, 14% Fire Chance -Longer Reload and Turret traverse than New Orleans, worse dispersion Secondary Armament 6x2 5"/38 (127mm) Additional AA Guns Consumables Damage Control Party Defensive AA Fire -or- Hydroacoustic Search Scheme 2 was the smallest of the Alaska-Class premils. She's about 20% larger than the New Orleans-Class and represents the player's first forays into the Large Cruisers of the USN. While similar to the CA-B, which is the Baltimore-Class in-game, she still a different ship. Without the Super-Heavy AP and certain balancing choices, she should be able to feel like her own ship. Her inclusion is by no means mandatory, though she is meant as a transitional ship. She represents the difference between the traditional USN CA line and the Large Cruiser, in that they get bigger, quicker. Tier VIII Heavy Cruiser Scheme 4-A "Convertible" (Alaska Preliminary Design) USS Montgomery Displacement: 17,500 Health Points: ~37,500-42,500 Length: 710 ft at Waterline Beam: 74.5 ft Speed: 33.1 kts Belt: ~7.5-inches (190.5 mm) Main Armament 4x3 8"/55 (w/ super-heavy shells, 203mm) AP: 5,000 dmg HE: 2,800 dmg, 14% Fire Chance Upgradeable: 3x2 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 Additional AA Consumables Damage Control Party Repair Party Defensive AA Fire -or- Hydroacoustic Search Radar This is probably the most interesting ships in the line for me, as there are two ways to play her, depending on which gun you choose. If you stick with the stock 8", she'll play like a traditional USN CA, just bigger. She should have similar DPM to Baltimore, but she should still edge her traditional cousin out just slightly. Something around a 15 second reload, more or less, though I am always willing to change this. To avoid completely overshadowing the Baltimore, this ship will be more sluggish on the helm, slightly slower start/stop and a wider turning circle, coupled with a slower turret traverse and some other factors, which will hopefully make the Baltimore feel better closer in, though the exact details would need to be done in play-testing. The neat trick with this this ship is that there are 2 ways to play her. The second way is unlocked with her upgraded guns, switching from four turrets, each armed with three 8-inch guns to three turrets, armed with dual 12". These guns are the same found on Alaska, just with less of them. The arrangement is still AB-X, like on the Alaska, just with one barrel less per turret. The cost of mounting these guns will be a loss of DPM. Potential damage per salvo drops from 60,000 to 53,400, which might be enough justification to keep the reload the same, but if the ship performs too well, the reload can be increased to 20 seconds. These guns should allow for this ship to hit harder, but there should still be merit to taking the 8-inch guns, leading to a diversity of gameplay within the same ship. -Premium- Tier VIII Heavy Cruiser Scheme 3 (Alaska Preliminary Design) USS Akron Displacement: 17,500 Health Points: ~37,500-42,500 Length: 710 ft at Waterline Beam: 74 ft Speed: 32 kts Belt: ~7-inches (177.8mm) Main Armament 3x2 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 Additional AA Consumables Damage Control Party Repair Party Defensive AA Fire -or- Hydroacoustic Search Radar This is much like her tech tree counterpart, but without the convertible feature, she is just a straight 12-inch gun cruiser. A possibility is to give her a gimmick, like removing Radar for smoke or something, but she is largely there as a trainer for this line of ships and as for something to buy to support the game. She should be slightly worse than a fully upgraded Montgomery. Tier IX 12" Gun Cruiser Study CA2-A USS Samoa Displacement: 25,600 Health Points: ~49,300-57,500 Length: 800 ft Beam: 85.1 ft Speed: 33.5 kts Belt: ~7-inches (177.8mm) Main Armament 3x3 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 4x4 1.1"/70 Mk 1 AA Numerous 20mm Consumables Damage Control Party Repair Party Defensive AA Fire -or- Hydroacoustic Search Radar -or- Catapult Fighter -or- Spotter Aircraft Bad news first: This ship is inferior to Alaska. This, however, is not only by design, but desired, as Alaska is more of a Tier 9.5, while this ship can be properly balanced for Tier 9. She has less HP and armor, but she still has the same hard-hitting 12" guns (reloads adjustable for balance), and her AA has taken quite a bit of a hit to her med-range AA, having only 4 quad 1.1" instead of the 14 quad 40mm Bofors of Alaska, but that can be fixed with a Hull B, if need be. All-in-all, she should be a nice ship for the tier, without the hang-ups that nerfing a premium like Alaska could bring. Tier X USS Guam [Insert Alaska Here] Displacement: 34,803 Health Points: 60,800 Length: 808.5 ft Beam: 91 ft Speed: 33 kts Belt: 9-inches (228.6mm) Main Armament 3x3 12"/50 Mk 8 (305mm) AP: 8,900 dmg HE: 4,300 dmg, 27% Fire Chance Secondary Armament 6x2 5"/38 (127mm) 14x4 40mm Bofors 34x1 20mm Oerlikans Consumables Damage Control Party Defensive AA Fire -or- Hydroacoustic Search Radar -or- Catapult Fighter -or- Spotter Aircraft Alaska, but better. That is how this ship should be described. Slightly faster guns that are slightly more accurate, among other things to make up the .5 tier difference between Guam and Alaska. A possibility is to give her a 'what-if' weapons overhaul, replacing her 40mm bofors with the twin 3" mounts seen on Worcester and Des Moines. She won't have the raw tankiness of Puerto Rico, but she shouldn't, she is a different ship. Where Puerto Rico, with her 12 guns and BB dispersion, relies on weight of fire to hit targets, Guam can more comfortably rely on her Cruiser dispersion to achieve hits. Below are now defunct stats, preserved for reference sake. Next on my list are: USN Battleship Cruisers USN Secondary-Focused Battleships USN Anti-Aircraft Cruisers USN Battle Scouts RN Battlecruisers KM Battlecruisers KM Panzerskiffe Redux (Again) Prelim Investigations: (Don't expect anything to come of these, they are more to see if I can get enough information to build these) USN Torpedo Destroyers USN Hybrids IJN Battlecruisers IJN Secondary Battleships IJN Light Cruisers RN Alt. Destroyers KM Light Cruisers
  17. Hey all, so could you guys give your opinions on the best tech tree tier 9 ships? I havent played that many and am considering who deserves free permacamo. Best 3 tier 9 ships: Best 3 tier 9 dd: Best 3 tier 9 ca: Best 3 tier 9 bb: thanks in advance
  18. Does anyone know how to see all of the ships tech tree? Everything has been good till I got to the ship V Konig. On the tier 3 hull, I cannot see the research tab as it is covered by the Ships Slots at the bottom of the screen.
  19. OVERVIEW: I made a tiering experiment with several metrics enabled, which I believed should fit more tiers into a game: 1. "full manual secondary battery control (to varying efficacy)" to make armoured cruiser/pre-dreadnought battles less tedious, and also more vicious/realistic DD deathmatch knife-fights. 2. "slightly more historical shell flight speeds and aiming" i.e. "until radar fire control is a thing, sail straight for at least a few moments at a time if you want to actually hit anything reliably. Cruisers should rejoice at battleships no longer deleting them nearly as often!" 3. Stealthier torpedoes to balance full 2ndary control on battleships--oh you can hear the torpedoes in the water if you or a nearby ally has hydrophones (they supposedly sound like loud high-speed drills in the water), but to get more than a general bearing (or multiple overlapping bearings with several allies nearby--and yes there is a crew skill that allows hydrophone operators to coordinate to get an approximate track of a torpedo) is dangerously hard. Also, slower ship speed and moving in a straight line = better torpedo accuracy when releasing. 4. Anything that's a noticeable design alteration or improvement/downgrade is potentially a tier change. 5. Retrograde tier progress is allowed. In other words, you can shift to another line or research block, and go back one or more tiers. 6. If you spot a target, fire control systems need time to dial up to your nominal accuracy and are helped by ranging shots. However, if someone else is spotting a target for you and you aren't in range to spot them yourself, it takes MUCH longer to dial in. CONDITIONS: START: Approximately the fielding of a self-propelled torpedo on a boat END: Last all-gun warships. This yielded, all in the 1874-1877 bracket, "First torpedo boat", "first recognizable pre-dreadnought ancestor", "first British armoured cruiser", and "first all-steel Royal Navy ship" The reason I went all the way to the first torpedo boat is because going to HMS Swift, the first recognizable DD ancestor, was 26 tiers, which is not a nice round number. The end date was the last all-gun destroyers such as the Darings (3x2 113mm @ 18-24 RPM), Forrest Shermans (3x1 127L54 @40 RPM + 2x2 76L50@50 RPM), and Norfolk (DL-1) 1960 (4x2 76L70@90-100 RPM), Now I know I habitually use a term many here wouldn't recognize, so RPM = Rounds Per Minute (per gun), or Reloads Per Minute, obviously only for gunnery. Note that some ship models that are "noticeably different" IRL (i.e. larger beam, weapon loadouts, etc.) could need be rebalanced by gunnery ROF here. Ultimate Goal: To contemplate the possibility of a game where getting +2 MM is really quite minor other than for the lowest tiers of sheltered MM (horrid idea for making money, I know, as the suffering is what makes people pay for prem time and goods). Images included where I could find any. For example, here's some illustrations of roughly how daring and close quarters the first 12 or so tiers of "destroyers" should seem. This post has been revised to be an index. I made a BIG diagram for the Royal Navy, the only Navy I've finished so far besides carriers. Because there are destroyers, light cruisers, heavy cruisers and battleships, you NEED five unit types to get a "each class is strong vs 2 other classes and weak vs 2 other classes". Most likely the target is, with the classes lined up like so: DD CL CA BB CV DD strong vs CV (your planes are not hitting me properly and spotting of fire by others carries an accuracy penalty if it's not ) and BB, weak vs CL, CA. CL strong vs DD and CV, weak against CA and BB, CA strong against DD and CL, weak against BB and CV (Because agility is a thing), BB strong against CL and CA, weak CLICK THE IMAGES FOR CLARITY. The colours are for heaviness/lightness in my opinion within an overarching group (except for the motorboats which I left the same colour as destroyers as early torpedo craft were commensurate and you can get into those zoom-zoom boats really early in the tech tree... but you need to grind out the L/M class if you want to research the 1942 Battle from a fast attack boat. ERRATA in Royal Navy Diagram: (2nd Class/Heavy Cruisers) Atlantic Cruiser Design B series is in the wrong order, B3 should be before B1/B2 (2nd Class/Heavy Cruisers) Another alternative design added at each of Tier 28 and 29. (1st Class Cruisers) Edgar/Blake switched, Devonshire/Powerful switched. I made a mistake trying to keep the speed under control with the Edgar/Blake issue, and didn't realize the gun model and Krupp steel had changed after the Diadem class (immediately after the Powerful class chronologically, side by side in the tech tree) I'll be updating this table of contents below over time: British Torpedo Craft Main Line Up to Tier 23: Post #2 British Torpedo Craft Research Blocks And Top Tiers: Post #3 Please note that every research block is supposed to cost approximately the same in total to get to Daring (unless you went the motorboat way). Battle has the same research cost no matter where you research it from. This does imply that researching Tier 22 through 26 costs the same XP as researching a Tier 28 and a Tier 29, but that's reasonably normal for any MOBA game of this sort. HOWEVER, it also implies that researching 22-26 (5 tiers) = 28 + 29 (2 tiers) = 7-11 + 13-15 (8 tiers), so the tiers' research costs don't ramp up as sharply as in WG titles to date, but they result in enough play time for players to familiarize themselves with ships. British Torpedo Craft Alternatives and Side Lines: Post #4 British Third Class and Lesser Cruisers (i.e. Light Cruisers) Tier 1-15: Post #5 British Light Cruisers Tier 16-30: Post #6 British Second Class Cruisers (i.e. Heavy Cruisers) Tier 1-15: Post #7 British Heavy Cruisers Tier 16-30: Post #8 British First Class Cruisers Tier 1-17: Post #9 British Battle Cruisers Tier 18-30 (along one branch): Post #10 British Battle Cruisers Canonical Branch (Tier 24-30): Post #15 British Battleships Tier 1-17 (pre-Dreadnought): Post #16 British Battleships Tier 18-25 (Dreadnought to Nelson): Post #17 British Slow Battleships Tier 26-30: Post #18 British Fast Battleships Tier 26-30: Post #19 British Balancing Quirks: Post #20 I realized quickly that the amount of photos I was putting in each post was making the page ludicrously huge, but couldn't delete the rest of my early reserved posts so that I could stimulate more discussion with updates to the thread, so I parcelled things out to consume my 10 reserved posts relatively quickly, and now hopefully people comment some to push us onto the next page.
  20. Basically, just that. With just about every other USN, IJN, and Russian regular tech tree ship I can think of, the name of the ship ingame is that of the class leader. Of course, some of the RN surface ships and German DDs aren't like that, but that's because either A: They were classed with a single letter or a series of numbers, e.g. the British A, I, G, and J-class and the German Z-23-class DDs, or B: Their class distinctions described their naming custom, e.g. the British Town, Crown Colony, and County-class cruisers. Even then there are exceptions, like how the T-22 should be called the Elbing because that too was the name of the class, but one thing at a time. Meanwhile, I can't think of a single reason why the Helena isn't called the Brooklyn in the tech tree, since that was the name of her class. It'd fit with the names of the rest of the USN ships and would even allow WG to sell the Helena as a premium. If anyone knows why WG made this call when they didn't on any other USN tech tree ship I can think of, sharing it with me would be very much appreciated. Sincerely, 1Sherman.
  21. With the Indian Celebration a couple of weekends ago and the request for Indian ships in WoWS, I was reminded that at one point the subcontinent was part of the Commonwealth (and still participates in the Commonwealth Games). I would like to propose a new Commonwealth Tech Tree that contains mostly real ships in all four of the classes from Australia, Canada, India, New Zealand, and Pakistan. Characteristics: It is already established that the Commonwealth tech tree ship characteristics already include the creeping smoke generator, as well as both HE and AP for their main guns. For additional characteristics, I think it is appropriate that they be given an anti-submarine specialization once subs become part of the regular matchmaking. This can be approximated by giving all ships Depth Charges and an improved anti-sub Hydroacoustic Search Consumable. Aircraft carriers would have access to a squadron that could drop depth charges on top of Subs that they encounter. Cruisers: These will be Light Cruisers with better than average concealment and lower than average HP. Tier 1 - (AUS) Warrego (Grimsby-class) A sloop that provided escort duties in WWII. Provided some defence during the bombing of Darwin in 1942. Slow at 16.5 knots, it has three 4-inch guns so it will probably fit the RoF at Tier I, not like many people stay around at that level anyways... Tier 2 - (AUS) Pioneer (Pelorus-class) Built in 1897, transferred to Australia and commissioned in 1913, saw more actual combat than any other Australian ship of WWI, capturing several German merchants and helping blockade German East Africa. A bit slow, but should be serviceable at this tier. Tier 3 - (CAN) Aurora (Arethusa-class) Involved in the Battle of Dogger Bank in WWI, she was transferred to Canada in 1920. Became the victim of budget cuts and her equipment was cannibalized for other Canadian ships through the 1920s. Her specialty could be only 2 main guns and a lot of secondaries. However, she may be undergunned for the tier and may also be confused with the Russian Cruiser of the same name. Perhaps the Sydney and Adelaide should both be moved down one Tier with something else (paper ship?) to replace at Tier V. Alternately, choose: (CAN) Niobe (Diadem-class) Commissioned in 1898, was transferred to Canada in 1910 as one of the first ships of the new RCN. Reassigned as a depot ship partway through WWI, she was damaged in the Halifax Explosion of 1917. She has a lot of guns, similar to St Louis. Tier 4 - (AUS) Sydney (Chatham-class) Commissioned in 1913, she defeated SMS Emden at the Battle of Cocos. Had Depth Charge chutes, so would be good for Anti-submarine warfare (ASW). Tier 5 - (AUS) Adelaide (Birmingham-class) Similar to Sydney but with an extra main gun. Might be a too-highly tiered, but WG can probably tweak the design to fit at this level. Tier 6 - (NZL) Achilles (Leander-class) The legend. Similar to Perth. (AUS - Premium) Canberra (County-Class) This would be the one Commonwealth Heavy Cruiser option, with characteristics similar to Devonshire/London but with crawling smoke. Or maybe can fit it at Tier VII if the smoke makes it that survivable. Tier 7 - (PAK) Babur (Dido-class) Originally HMS-Diadem which covered convoys and raided german shipping routes in WWII, transferred to Pakistan in 1956 and participated in the Indo-Pakistani wars of 1965 and 1971. This class would have a similar performance profile to the Atlanta/Flint cruisers, so should fit at this tier. It was small, so should have the best concealment at it's tier and small HP pool to match. There might be an option to add the variant that had 5 turrets instead of 4. Tier 8 - (CAN) Ontario (Swiftsure-class) Commissioned for the RCN in 1945, she was too late to see service in the WWII Pacific theatre and had a relatively uneventful career. It has the same guns a Fiji with one less turret, but more secondaries. Since it wouldn't be a clone, there is leeway to make it's specs that would fit at this tier. If the original main battery RoF is too slow, have the ability to research and mount the Neptune guns to increase RoF. Tier 9 - (IND) Mysore (Crown Colony-class) Acquired by India in 1957, she served as flagship of the Western Fleet and commanded the missile attack on Karachi Harbour during the 1971 Indo-Pakistani War. Granted this is an uptiered Fiji, but having access to both Slot 5 and 6 upgrades (possibility of improved concealment and RoF) should keep it competitive with other Tier IX CLs. If WG really wants to, maybe give it an option to upgrade the main battery and torpedos to Neptune guns/torps so it will be squishy offset by high DPM. Tier 10 - (???) Commonwealth (Minotaur-class?) May as well use the RN TX design here, but could make a complete new design (not like many of the TX ships were ever real anyways). But should still have both HE and AP, Crawling Smoke, and ASW options instead of radar. Destroyers: These will be similar to RN DDs, with crawling smoke, Depth Charges, and improved ASW Hydro. Tier 2 - (CAN) Patrician (M-class) WWI destroyer transferred to the Royal Canadian Navy in 1920. Tier 3 - (CAN) Vancouver (S-class) Acquired from RN in 1927, ended up used as a training ship. Tier 4 - (AUS) Stuart (Scott-class) A Flotilla Leader purchased from Britain in 1933, saw action throughout the Mediterranean and Pacific during WWII. Tier 5 - (CAN) Saguenay (River-class) Active in the Atlantic duing WWII, survived a torpedo hit and a ramming before eventually serving as a training ship until the end of the war. Tier 6 - (IND) Rajput (R-class) Originally HMS Rotherham and used in WWII, she was transferred to the Indian Navy in 1949 and saw active service in the 1971 Indo-Pakistani War. Tier 7 - (AUS) Norman (N-class) Commissioned for the RAN in 1941, she was active in the Indian and Pacific oceans and was involved in freeing Burma, the Madagascar campaign, and Battle for Okinawa. Tier 8 - (CAN) Athabaskan (Tribal-class) This ship was built to replace the original Athabaskan that was sunk in the English Channel while operating with her sister ship HMCS Haida. Note that the Guns are 4x2 102mm, differing it both from the Haida and Cossack. Tier 9 - (PAK) Khaibar (Battle-class) Originally HMS Cadiz, she was sold to the Pakistani Navy in 1956 and was sunk during the 1971 Indo-Pakistani war by Styx anti-shipping missiles from Indian Fast Attack Craft. Tier 10 - (AUS) Vendetta (Daring-class) Commissioned in 1958, she had a relatively quiet career except for providing naval gunfire support during the Vietnam War. Carriers: To differentiate these CVs from others in the game, they should have an ASW-aircraft option. Crawling smoke might be fun on this as well. Additionally, these could pioneer a Light Carrier concept: Being a CV with only 2 squadrons available instead of 3, with faster regeneration and captains can choose what squadron types they want on board (flexibility for the Captain, uncertainty for the opponent). Another option is to design them like regular CVs, but with smaller squadron sizes that regenerate faster. Or just have higher tier Aircraft available. Tier 4 - (CAN) Puncher (Ruler-class) Mostly a Bogue by any other name. A bit of a cheat, was run by the RN but crewed by Canadians. Tier 6 - (AUS) Vengeance (Colossus-class) WWII carrier that didn't see active service, she was loaned to the RAN from 1952 until 1955 then sold on to Brazil and renamed Mineas Gerais. Propeller aircraft included the Fairey Firefly and Hawker Sea Fury. Tier 8 - (CAN) Magnificent (Majestic-class) It was this ship or the HMCS Bonaventure, but this seems to fit better at its tier and the Bonnie only ever operated jet aircraft. Participated in transporting Peacekeeping forces to Port Said during the Suez Crisis in 1956. Aircraft are later generation Firefly and Sea Fury. Tier 10 - (IND) Viraat (Centaur-class) Originally the HMS-Hermes that participated in the Falklands Conflict. This is a real stretch as it operated early versions of jet aircraft and I don't know what type of aircraft complement WG would want to give it, but this could be the one carrier that gets jets (Sea Vixens and Buccaneers) and ASW prop-job Gannets. I'm not sure what else could fit at Tier X. Battleships: Not much choice here, as really there was ever only one class. Tier 5 - (NZL - Premium) New Zealand (Indefatigable-class) This Battlecruiser was paid for by the New Zealand government but spent most of it's time defending Britain During WWI. She participated in the battles of Heligoland Bight, Dogger Bank, and Jutland. Much more interesting history than her sister ship, HMAS Australia. Some might say this should be Tier IV, but Tier V is the breakpoint for a lot of directives and matches what WG did with the Viribus Unitis.
  22. May I suggest you put any existing ships currently available for purchase on the tech tree? In the IWBN category (it would be nice), a full blown National line would be even better. You could note if the ship was available, retired, etc... It would help immensely when wanting to see what you are going up against too, as sometimes finding out a ship's equipment is not so easy. I know it's doable because there's a mod available for it; but I, so like many others, don't like having to continually update mods every time the game updates. Wah. So on the day you haven't anything to do, maybe you could plan it out. A true QoL upgrade would be awesome in your update schedule. Like once a quarter or at least twice a year. tia fyc
  23. I will start with a big sorry for the question but i am very curious about it. What is the difference on incoming regarding premium ships x tech tree ship? If i buy a perma camo for a tech tree she will receive the same amount as a premium ship money? is there a hidden value for beeing premium? if premium ship camo gives +20% income and a tech tree camo gives +20% income, isnt there an advantage to premium ship? They sell premium ships saying their income is better. is it not an advantage if we get a perma camo for a tech tree?
  24. I understand there's a lot of these ideas out ranging from an entirely different line from tier 3 to 10; however. Doing this makes it, no longer a split it would now be an entirely different line. What I propose is a split, starting at tier 5. AA armaments can be installed through a series of hypothetical loadouts. Tier 5: (Constructed design) Nevada Armament: 10-14 inch (356 mm) guns, (Original configuration) 21-5 inch (127mm )guns, (1930 refit), 12-5 inch guns, (1942 refit) 16-5 inch guns. Armour: 14 inch belt (13.5 to be exact) Speed: 21 knots Tier 6: (constructed design) Pennsylvania Armament: 12-14 (356 mm) inch guns, 22-5 inch (127 mm) guns, (1930 refit) 16-5 inch guns Armor: 14 inch armor belt, (13.5 inches exact) Speed: 21 knots Tier 7: (Paper design, though based on a constructed design) Proposal 40, Design 1913 Preliminary design of the Colorado (I understand I'm going to get a lot of fire, for having a paper design. I'm not going to use a Tennessee because I already have a 12-14 inch armed battleship at tier 6, no need to have another) (with hypothetical AA loadouts) Armament: 8-16 inch (406 mm) guns ,20-6 inch (152 mm) guns, (if given a 1940 hypothetical refit, would probably be given 16- 6 inch guns (most likely DP guns, dual purpose). Armor: 14 inch belt, (13.5 inches exact) Speed: 21 knots Tier 8: (Constructed Desgin) South Dakota The South Dakota was armed with 16-5 inch guns, instead of 20 unlike the rest of the class Armament: 9-16 inch guns (406 mm), 16-5 inch guns (127 mm) Armor: 12 inch belt (This is supposed to have more extensive protection than the North Carolina) speed: 28 knots Tier 9 (paper design) Tillman 3 or South Dakota (1920's) Either of these two designs could work as they both have similar armaments and protection. The armament shown here would be the top configuration for either one of them. (this would also have to be a hypothetical modern design. Armament: 12-16 inch guns (406 mm), 20-6 inch (152 mm) guns Armor: 14 inch belt (13.5 inch belt, exactly) Speed: (Tillman 3) 30 knots, (South Dakota 1920's) 23 knots) Tier 10 (Paper design) Tillman 1 The original Tillman 1 called for 21-5 inch guns, but the proportions I have will be only 20 guns and they will all be 6 inch guns DP. Since this is a Tillman its not entirely out of the question that it would be armed with 6 inch guns. This is going to be a hypothetical modern design. Note: that the main guns would be the Montana's MK 7s, so they would be equipped with the super-heavy type shells. Also, the secondary armament would be the Worcester's guns, as those are 6 inch and they are duel purpose. Armament: 12-16 inch guns (406 mm), 20-6 inch (152 mm) guns. Armor: 18 inch belt Speed: 26.5 knots (This could be increased to 27 knots, since it would be 27 knots if rounded.) I know I used paper designs but, reason for this is because I feel having 2 ships with 14 inch guns with the same number of them at tiers 6 and 7 is just I will get pictures up later Alright here's a premium suggested by someone else here. Premium Tier 8 (Paper design, though based on constructed one) Proposal 167B, Design 1917 This was a preliminary design of the Colorado, of course though 8-16 inch gun armament was selected over this one. (Note: the original design actually calls for 22-5 inch guns all in casemates, I've altered the original design to include 20-5 inch 38s there going to be in duel mounts DP. So, I added the letter B to represent the alterations done to the original design.) This is going to be a hypothetical modern design and like the rest of the line, its a secondary focused tanky line, main downside about this ship compared to the other U.S tier 8 premiums is that its slower. The armor scheme will be similer to Arizona with a turtle backed styled armor (well sort of ) Armament: 10-16 inch (406 mm) guns, (all duel turrets), 20-5 inch guns (127 mm, same guns as the Iowa and Georgia). Armor: 14 inch belt (13.5 inches to be exact) Speed: 21 knots Here are the photos, from tiers 5-10 then premium. Note: I selected the photo of the South Dakota 1920s, since both desgins are very similer to each other I chose the Tillman 3 to represent both of the two options I selected for the 9 position (just so there wont be a lot of photos discombobulating everything)
  25. IndexStart and stop times Earning Royal Tokens (Directives, Daily Chains, & Daily Shipments) Spending Royal Tokens (Cmdr, dubs, premium time, flags, camo, & credits) UK CA London and UK CA Cheshire premium ships and the UK CA (heavy cruiser) Tech Tree released Random Token Bundles for Doubloons Updates to Normal Upgrades Start and stop times. Patch 9.1 is scheduled to drop at 8am EST on Wed, Feb 12th. The maintenance window starts at 5am EST. Patch 9.1 is expected to end at 5am EST on Wed, Mar 11th when the maintenance window for 9.2 starts. A new Directive starts each week and ALL Directives end at 2am PST Mon, Mar 9th, so plan on being done by end of day on Sun, Mar 8th. Directive I starts with the patch drop, likely 8am EST, Wed Feb 12th. Directive II starts 5am EST, Mon Feb 17th. Directive III starts 5am EST, Mon Feb 24th. Directive IV starts 5am EST, Mon Mar 2nd. You must complete Dir I, before you can start on Dir II, even if Dir II has started. Daily Chains will have Royal Tokens starting 5am EST, Thu, Feb 13th and will end at 2am PST Mon, Mar 9th. So 25 days from Feb 13th to Mar 8th is the 20 per day between the two Daily Chains for the total of 500 Tokens. Daily Shipments will start at 8am Wed, Feb 12th and end at 2am PST Wed, Feb 26th. So the last day to collect a Daily Shipment is Tue, Feb 25th. To collect all 10 rewards, you have to start collecting by Sun, Feb 16th. Daily Challenge will have Royal Tokens for victories with 3 specific UK CAs starting 5am EST, Wed, Feb 12th and will end at 2am PST Wed, Mar 11th. So 28 days from Feb 12th to Mar 10th is the 10 per day that you can get for a total of 280 Royal Tokens. Earning Royal Tokens (1,380 total available, but only 1,100 total available if you do not have T8 Albemarle tech tree ship and/or the T6 London premium ship) You will be able to earn Royal Tokens in the Directives, Daily Chains, Daily Challenges and Daily Shipments only during 9.1. You will be able to spend the Tokens in Armory from 9.1 through 9.2. When 9.3 drops they will be converted to credits. So 9.3 is scheduled for Wed, Apr 8th currently and Royal Tokens will be converted at the rate of 1 for 9,000 credits when that patch drops. Directives (550 total Royal Tokens) There will be 4 Directives with one coming out each week. Each Directive will likely have 8-10 Missions (36 total) and you will likely need to complete 5-7 Missions to complete a Directive. There will be 550 Royal Tokens in the Directives. Note the underlined sentence in the screenshot below. It probably means that the Missions to complete each Directive may have Nation, Ship Type, and/or Tier restrictions to complete the mission. So do not be surprised if you get a mission for torp hits on DDs by one particular nation, secondary hits by BBs of a particular nation, bomb hits by a carrier of a particular nation, or something else similar. Those with fleets of a few to one nations and/or ship types may have problems completing Missions for the Directives. We will not find out the Mission details until the patch drops on Wed, Feb 12th. A new Directive starts each week and ALL Directives end at 2am PST Mon, Mar 9th. Directive I starts with the patch drop, 8am EST, Wed Feb 12th. Complete 4 of the 9 Missions to complete the Directive and the reward is 100 Royal Tokens. Directive II starts 5am EST, Mon Feb 17th. Complete 4 of the 9 Missions to complete the Directive and the reward is 150 Royal Tokens. Directive III starts 5am EST, Mon Feb 24th. Complete 4 of the 9 Missions to complete the Directive and the reward is 150 Royal Tokens. Directive IV starts 5am EST, Mon Mar 2nd. Complete 4 of the 9 Missions to complete the Directive and the reward is 150 Royal Tokens, the T6 premium ship London, a Victorian White perma-camo for London, a port slot, and a 3 pt Cmdr. You must complete Dir I, before you can start on Dir II, even if Dir II has started. Daily Chains (500 total Royal Tokens) The Daily Chains from Thu, Feb 13th through Wed, Mar 9th will have a TOTAL of 500 Royal Tokens. That is 25 days of Daily Chains with 20 Royal Tokens per day which would be 10 per Daily Chain that day. We do not know if you get Tokens for each task in the chain or only for completing each of the two chains. We will get that detail on Thu, Feb 13th. You get 2 Royal Tokens for each stage and 4 Royal Tokens for completing a Daily Chain. So each Chain is 10 Tokens and both in a day are 20 Tokens. Daily Shipments (50 total Royal Tokens) The Daily shipments run from Wed, Feb 12th through Tue, Feb 25th. If you want to collect all the Daily Shipment, you have to start by Sun, Feb 16th at the latest. To collect a Daily Shipment, you need to log into the game and go to the Daily Shipments tab to click and collect your Shipment for that day. You can set the Shipments tab to come up automatically when you log into the game in the Shipment tab. Shipments Rewards are below. 1st - 3x Union Jack one-use camouflages 2nd - 50,000 credits 3rd - 10 Royal Tokens 4th - 3x Union Jack one-use camouflages 5th - 50,000 credits 6th - 10 Royal Tokens 7th - 1 day of Warships Premium Account 8th - 10 Royal Tokens 9th - 50 doubloons 10th - 20 Royal Tokens You can buy Royal Tokens in the Random Bundles that will be in the Armory for 9.1 and 9.2 patches. See the dedicated Random Bundles section below. Daily Challenges (280 total Royal Tokens) There will be Daily Challenges (2nd option under the Combat Missions tab in port) for the T8 CA Ablemarle tech tree ship, T8 CA Cheshire premium ship (end of Feb release) and T6 CA London premium ship (likely patch day release). You can get up to 10 Tokens per day for a victory in those those 3 ships (not each ship). So 10 Royal Tokens for one victory in one of those ships. The T6 London will likely cost between $20 and $24 for the ship itself and there will almost certainly be bigger bundles of stuff available. The T8 Cheshire will likely cost between $44 and $48 for the ship itself and there will almost certainly be bigger bundles of stuff available. The T8 Ablemarle will change from early access to Tech Tree ship this patch. So you will be able to grind it like any other tech tree ship after the patch drops on Wed, Feb 12th. Spending Royal Tokens NOTE: IF you want to get the UK Cmdr Andrew Cunningham for Royal Tokens, he will cost 1,000 of the 'free' total of 1,380 Royal Tokens. So hoard your Tokens if you want the Cmdr. He will come back in the Armory for coal in patch 9.7, which is likely late July to Aug as a SWAG. You will need to complete ALL 4 Directives and get most of the Daily Chains to get the 1,000 Royal Tokens you will need. There will be Random Bundles you can buy for doubloons that will have camo, flags and Royal Tokens, see more below in that dedicated section. You can spend Royal Tokens in patches 9.1 and 9.2, but can only earn 'free' Royal Tokens in patch 9.1. In patch 9.2, you will still be able to buy the Random Bundles for doubloons that will have Royal Tokens. The time to spend Royal Tokens is scheduled to be from Wed, Feb 12th to likely Wed, Apr 8th. When patch 9.3 drops, on what is scheduled to be Wed, Apr 8th, any left over Royal Tokens will be converted to credits at the rate of 1 to 9,000 credits.  The big item to spend Royal Tokens on is the UK Cmdr Andrew Cunningham who will have the following special bonuses and talents. You can buy the following with Royal Tokens in the Armory from Wed, Feb 12th to very early morning likely Wed, Apr 8th: 1,000 Royal Tokens = UK Cmdr Andrew Cunningham 140 Royal Tokens = 200 Doubloons 70 Royal Tokens = 1 day WoWs premium time 50 Royal Tokens = 450,000 credits (NOTE: this is the same as waiting for them to be converted on Apr 8th.) 10 Royal Tokens = 1 Union Jack one-use camouflages 84 Royal Tokens = 10 Victor Lima signal flags (+0.5/1% causing fire bonus and +4% causing flooding bonus) 40 Royal Tokens = 10 Sierra Mike signal flags (+5% to ship's max speed) 40 Royal Tokens = 10 India Delta signal flags (+20% to the amount of HP recoved from Repair Party) 32 Royal Tokens = 10 India Yankee signal flags (-20% to fire duration) 32 Royal Tokens = 10 Juliet Charlie signal flags (-100% detonation chance, still 0% if you mount flags with a det chance) 32 Royal Tokens = 10 November Foxtrot signal flags (-5% reload on comsumables, stacks with Jack of All Trades) UK Premium ships and Tech Tree ships The UK CA London will be the reward for completing the 4th Directive in patch 9.1. The premium ship will come with a port slot, Victorian White perma-camo, and a 3pt Cmdr. It may or may not have the Type 10 premium ship perma-camo and my guess is that it will not get that normal perma-camo. You will need to complete the 4th Directive by 2am PST Mon, Mar 9th, so plan on being done by the EOD Sun, Mar 8th. If you buy the premium ship before earning it, you will get doubloon compensation, but the amount has yet to be disclosed. A guess would be 4,850 to 5,800 doubloons, but this is only a guess. The T6 London will likely go on sale in the premium shop on Wed, Feb 12th for around $20 and $24 for the ship itself and there will almost certainly be bigger bundles of stuff available. London leaves the premium shop at 2am PST Friday, March 13th. So if you want to purchase it, buy it by EOD on Thursday, March 12th. The T8 Cheshire will go on sale in late Feb and likely cost between $44 and $48 for the ship itself and there will almost certainly be bigger bundles of stuff available. Cheshire is on sale as of February 28th and leaves the premium shop at 2am PST Friday, March 13th. So if you want to purchase it, buy it by EOD on Thursday, March 12th. $45.20 for the ship, $78 for the mid-bundle, and $90 for the big bundle. UK CA Tech Tree ships The Early Access T5 Hawkins, T6 Devonshire, T7 Surrey, and T8 Albemarle will become tech tree ships as the full UK CA split is dropping. Any Cmdrs NOT trained for the early access ships will need to undergo training once the ships are tech tree ships, like normal tech tree ships. The UK CA line will branch off of the Emerald or Danae CL and run to the T10 Goliath. Random Bundles (1,920 total Royal Tokens) There will be Random Bundles you can buy in the Armory for 1,000 doubloons each. There will be 48 total bundles and 6 Bundles in each category. You will be offered one bundle and if you buy it, you will then be offered another bundle. Since there are only 6 Bundles in each category, you can only get a bundle six times. The bundles have 6 Union Jack one-use camos, 6 Draconic signals, 10 combat signals and 40 Royal Tokens. The breakdown is below. 6 Union Jack one-use camos, 6 Dragon signals, 10 Sierra Mike signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Wyvern signals, 10 India Yankee signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Red Dragon signals, 10 Juliet Charlie signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Ouroboros signals, 10 November Foxtrot signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Hydra signals, 10 India Delta signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Basilisk signals, 10 Victor Lima signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Scylla signals, 10 Mike Yankee Soxisix signals, and 40 Royal Tokens 6 Union Jack one-use camos, 6 Leviathan signals, 10 November Echo Setteseven signals, and 40 Royal Tokens https://wiki.wargaming.net/en/Ship:Flags Updates to Upgrades Normal upgrades in slots 2 through 5 are being changed and added to. Here are the details. Free demounting of modules until very early morning Thu, Feb 20th, so make sure to get all your upgrades set by EOD on Wed, Feb 19th. Articles referenced British Cruisers: Obtain Cruiser London https://worldofwarships.com/en/news/game-updates/british-cruisers-london/ Patch Notes: https://worldofwarships.com/en/news/game-updates/update-091-british-cruisers-part2/ Premium shop: https://worldofwarships.com/en/news/sales-and-events/premium-shop-091/ Edits 0837 Tue, Feb 11th added Upgrades section Wed, Feb 12th Directives, Daily Challenges, etc. Multiple updates today 1010 Thu, Feb 13th Daily Chains and free module demount time 1306 Fri, Feb 28th premium ships
×