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New Player Guide: Premium Ships for New Players

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Note: The information in this guide is current as of June 2020.  It is not likely to go out of date quickly, but nevertheless I will aim to update it every three months or so.  

Many new players reach out in-game or on the forums to ask what are good premium ships to buy, which ones are strong and what premium ships to avoid.  The purpose of this New Player Guide is to help navigate these issues to help you make the best decisions for yourself whilst being aware of all the key issues.  

Firstly, I want to reiterate that WoWS is entirely free to play, including at high tiers.  You are under no obligation to spend money on this game to have fun and do well.  Still, you may be interested in this video which goes into explaining the economics of WoWS and tips for making your credits go further as a free to play player. 

Furthermore, some players consider that - if you were going to spend money on the game - then purchasing 'premium time' is potentially a better investment as it will boost your credit and experience earning potential on whatever ship you are currently playing . That can be true, but eventually the premium time ends leaving you without a captain re-trainer, and you've possibly missed out on a fun experience using a premium ship.  Still, its ultimately a question of what you personally value, and it can be discussed at length elsewhere.  

 

1. What are premum ships

  • Firstly, it is important to realise that having a premium ship doesnt mean you automatically win, or if you are in a tech-tree ship facing a premium ship it doesnt mean you automatically lose.  In WoWS, premium ships can be stronger than tech tree equivalent ships, the same, weaker or just completely different to play.  Learning how to improve playing the game will make you perform better than just buying a premium ship. 
    • See the post immediately below this one for some guides on how to improve your game play.  
  • Premium ships are bought directly from the Premium Shop, purchased in-game through the Armoury for doubloons (many are available for large amounts of coal, and a small number are available for very large quantities of free XP), are given away by WG through a major event (usually through a long grind), sometimes as a reward for playing a lot on the Public Test Server (usually a crate for a T6 or T7 ship, one per quarter), or potentially won as an extremely rare drop from a Supercontainer (in 14,000 battles this has happened to me exactly twice). 
    • Sometimes, premium ships may become available to rent (either as a pop-up or through an event) - you may wish to consider taking up an opportunity to give them a go. 
    • Note: WG rotates the premium ships that are available in the premium ship and in the arsenal, so not all ships are available all the time.  If there is one you are particularly keen on, you will have to be quite patient as they tend to rotate slowly, or you could instead try another first and circle back if it still interests you.   
  • The WoWS Wiki has a list of all premium ships, including ones that are no longer available but you still may face in battle from time to time.  

2. What are the key benefits of premium ships

Premium ships have four main benefits: 

  • They generate additional credits (silver) per battle, enabling you to purchase new tech tree ships, equip modules,  retrain your captain to 50%, or other in-game actions such as servicing your ship post battle (before you can play it again).  
  • They generate additional ship experience; however, you cannot transfer this experience to your current ship grind without using 'doubloons' (ie, additional purchases) to convert it to free XP
  • They enable faster captain re-training by generating additional captain experience and - more importantly - allowing you to drop in any captain from that nation into that ship without a re-training penalty. 
    • For example, say you have just researched and bought (with silver) the American T3 cruiser St Louis.  Normally, you would move your T2  Chester captain to your T3 St Louis, but until he 're-trains' on the T3 St Louis his skills (such as Priority Target or Adrenaline Rush) will not be active. At this point, you could move him from your St Louis to your T3 Premium Ship Charleston, and his skills would be immediately active.  AND the experience earnt on the Charleston would help re-train him for the St Louis.  You can also move your American Battleship captain from the T8 North Carolina to the T3 Charleston to help re-train him for the T9 Iowa - ie, its not limited to just cruisers.  However, it is limited to each 'nation' - in this case, the United States.  
  • They potentially offer different play styles to the tech three ships - and thus can be more fun to play. 
    • For example, the tech tree T8 German cruiser Hipper has a faster reload, is stealthier and more agile but with no heal, and the Premium T8 German cruiser Prinz Eugen has a slower reload, slightly more armour, less stealthy, less agile but does have a heal - meaning you can take more risks in the premium ship but you sacrifice your firepower.  

3. What are the key considerations when deciding upon a premium ship

As a new player, this section is the most important to come to grips with given the huge number of premium ships that are available. Knowing what you are trying to achieve will really help narrow down the field to what the right premium ship is for you.  

  • Nation
    • Captains can be dropped into any premium ship of the same nation.  If you are currently focused on French ships, then typically you would be looking at purchasing a French premium ship. 
    • Obviously, priority can be harder to work out if you are pursing multiple nations at the same time.  
  • Type
    • Typically captains are optimised for either DDs, CLs, CAs, BBs or CVs - if you are currently focused on a nation's cruiser line, it is logical and typically optimal to select a cruiser as a premium ship.  
    • Again, priority can be harder to work out if you are pursing multiple ship types at the same time.  
  • Tier
    • Players will typically out-grow T4 ships and below quite quickly; however, purchasing a high-tier ship too soon means you'll get repeatedly punished and underperform if you havent gone back and really learnt the game mechanics first.  
      • In this game, a new player who is obviously out of their depth playing a premium T8 German battleship Tirpitz is actually a meme - known as the 'Derpitz'.  Learn from their mistakes - learn to walk before running, there is no rush to get up to high tiers.  Personally, I find mid tiers (T5-7) the most fun to play anyway.  
    • Tier 6 and Tier 7 ships (including premium ships) can be used in PVE 'Scenarios' (aka 'Operations'), which are generally an excellent way to generate credits and experience very quickly; however, these tiers can suffer a bit from matchmaking in PVP Random battles, as they may be bottom tier more often (particularly T6). 
    • Tier 8+ ships (including premium ships) can be used on most 'Campaigns' that can award additional bonuses, such as the premium T6 Japanese destroyer Shinonome, legendary captains Yamamoto (IJN), Halsey (USN), and Swirski (Pan-European). 
  • Difficulty 
    • Simply put, some premium ships are easier to play than others - particularly for new players.  This can be hard to ascertain except through reading reviews of the ships. 
    • I have outlined some premium ships of each type below that are relatively easy for new players to grasp.  
    • Difficulty is not strictly limited to tier, or type, or nation, though generally battleships are the easiest to play. 
      • Cruisers can be deleted in a single salvo from a battleship, another cruiser at close range, or by a well-aimed spread of torpedoes from a destroyer (though this last point is true of all ship types, to be fair),
      • Destroyers tend to be in exposed forward positions with a small hit point pool, making mistakes costly. 
      • Carriers tend to be 'different' to play.
      • For understanding the different roles that ship types perform in this game, and how to counter them, you may be interested in my Ship Role Quick Reference Guide. 
  • Training
    • Some premium ships are excellent for training captains of the equivalent tech-tree line because the optimal 'build' for the premium ship is the same as the tech tree ship.
      • There are many examples of this, for instance premium German Battleships are excellent captain trainers.  
    • However, some 'unique' premium ships require captain skills that are materially different to the tech tree line.  Thus, whilst they may be fun to play, they are not as optimised as captain trainers (all other things being equal).  
      • For example, the T8 American Battleship Massachusettes is a poor captain trainer, because it is best optimised as a secondary-specialised battleship, but the USN tech tree battleship line all have poor secondary guns.  Players are then faced with training a unique Massachusettes captain to take advantage of the premium ship (which so happens to be great fun), or placing their tech-tree optimised captain into the premium ship and not get as much out of it.  This choice is not faced by the premium T8 German Battleship Tirpitz, whose optimal skills also synergise neatly with the tech tree T8 German Battleship Bismarck and subsequent ships to T10.  
  • Earning potential
    • High tier premium ships typically have additional earning capacity than low tier ships, in credits (silver), captain XP and ship XP (the latter of which can be converted to free XP with additional doubloons).
    • Some premium ships will have particular bonuses (eg, the T6 Pan-Asian Destroyer Anshan has an additional 30% free-XP generation, the T8 German Cruiser Prinz Eugen can have an additional camoflage that generates an additional 10 per cent credits, the T8 Italian battleship Roma and the T8 Japanese battleship Kii can be purchased with a special/expensive additional camo that greatly increases credit earnings and are potentially the highest earners in the game (other than the Missouri)). 
  • Cost
    • Low tier ships are cheaper in dollar terms than high tier ships.  
    • Destroyers at the same tier are (generally) cheaper than Cruisers, which are cheaper than Battleships, which are cheaper than Aircraft Carriers. 
    • Premium ships bought from the premium shop will come with a 'port slot' (worth 250 doubloons at normal prices - these can sometimes be bought for significant discounts during certain events through the year).  
  • Be smart when buying premium ships
    • IMPORTANT: Some premium ships can be purchased, earnt or won through other means such as events or - in particular - the Armoury for coal.  Coal can be earnt in-game for free (though it can take a while).  Keep this in mind, particularly if you are tossing up between two ships and one of which is not available in the Armoury for coal.  
    • Free Premium Ships: See @mabeenot's Guide for acquiring free premium ships - not everything needs to be bought with hard currency in this game; you can earn a substantial collection of premium ships through effort.  
    • ALSO IMPORTANT: By default, players have two 'coupons' (one for doubloons, one for 'resources' like coal) allowing them a percentage discount for purchasing ships in the Armoury (see example in the spoiler below) - these typically reset after about 6 months.  Furthermore, it *can* be cheaper to purchase doubloons (typically bundled with premium time) from the premium shop using money than just buying the ship directly from the premium shop - often the bundles will in effect give you some premium time for 'free'.  This benefit is in addition to using discount coupons. 
Spoiler

451920607_200119ShipCoupons.thumb.jpg.04b73d43e25b7f174f48227ee06af8b0.jpg

4. What is the best premium ship in the game?  

  • You'll be shocked to know that opinions vary.  
  • I think the Premium T5 Italian Battleship Guilo Cesare is probably the strongest premium ship in the game, tier for tier, as it is relatively easy for players to grasp and is much stronger than most of its competition. 
    • Unfortunately for you, it is also no longer for sale.  WG pulls premium ships that it considers too strong from sale, including the T3 Konig Albert, T4 Imperator Nikolai, T5 Gremyashy, T5 Kamikaze & sisters, T7 Belfast, T8 Kutuzov, and T9 Missouri.
  • What is more important than which premium ship is the best, is whether you have the 'right' premium ship for you, as a new player.  

5. So, what is the best premium ship for a new player?

  • Thank for your patience - you've made it this far.  Based on the important considerations in Section 3 above, I have aimed for a range of solid, dependable, relatively easy to play premium ships of each type at multiple tier brackets (low/medium/high).  These are my suggestions and considered opinion - but importantly it is up to you to make a decision as to which premium ship - if any - to buy for yourself.
  • Importantly, before buying your premium ship, I strongly encourage you to do your research.  You are welcome to look up their details on the WoWS Wiki, but I find @LittleWhiteMouse 's premium ship reviews as the gold standard in determining whether a ship is right for me.  

 

Low Tier Ships (1-4) - Cheap but effective

Destroyers

Cruisers

Battleships

Carriers

T2 Tachibana (IJN)

T3 Charleston (US)

T3 Dreadnought (UK)

N/A

T3 Vampire (Cwlth)

T4 Yubari (IJN)

 

 

 

Mid Tier Ships (5-7) - Best Value

Destroyers

Cruisers

Battleships

Carriers

T6 T-61 (Germany)

T5 Exeter (UK)

T5 Texas (US)

T6 Ark Royal (UK)

T6 Anshan (Pan-Asian)

T6 De Grasse (France)

T6 Arizona (US)

 

T7 Sims (US)

T6 Molotov (Soviet)

T6 Warspite (UK)

 

 

T7 Boise (US)

T7 Scharnhorst (Germany)

 

 

High Tier Ships (8-10) - More dollars than sense

Destroyers

Cruisers

Battleships

Carriers

T8 Cossack (UK)

T8 Atago (IJN)

T8 Massachusettes (US)

T8 Kaga (IJN)

T8 Loyang (Pan-Asian)

T8 Prinz Eugen (Germany)

T8 Tirpitz (Germany)

 

 

T8 Mainz (Germany)

T9 Georgia (US)

 

 

T8 Bayard (France)

 

 

 

T9 Alaska (US)

 

 


6. Super-quick summary

  • Best overall ships for 'value': Destroyers : T6 T-61 (Germany), Cruisers: T5 Exeter (UK), T6 De Grasse (France),  Battleships: T7 Scharnhorst (Germany). Carriers: T6 Ark Royal (UK).
    • To be clear, if you are unsure what is really best for you, all of these ships will perform strongly given their competition.  However, it is still possible to fail in them if played poorly and - for example - if you dont enjoy playing destroyers, then the T-61 isnt going to magically make you have fun.  
  • Honourable mentions - particularly in relation to fun factor: T5 Okhotnik (Soviet), T6 Graf Spee (Germany),  T7 Haida (Cwlth), T7 Atlanta (US),  T7 Leningrad (Soviet), T9 Friesland (Pan-European).
    • To be clear, these ships are all strong and they typically perform differently from their tech-tree equivalents; however, they can take a bit more experience to get the hang of.  But they are fun to play.  
  • Ships you should get your hands on if a reasonable opportunity arises: T8 Enterprise (US) only if carriers are your thing, T9 Musashi (IJN), T9 Jean Bart (France), T9 Benham (USN), T10 Smolensk (Soviet). 
    • Plus all of the 'Removed from Sale' ships mentioned above.  Note: Dont buy a bunch of crates at Christmas for a vanishingly small chance of getting them - they are not worth hundreds of dollars each.  

 

I hope this information helps. 

As always, I am interested in feedback on this guide - grateful for views from both experienced and new players as how best to improve it.  

Edited by UltimateNewbie
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Now that we've established the fact that having a premium ship is not enough for you to actually win, I thought I'd set out some guides that can help new players improve their performance in any kind of ship you are in.  As noted above, once you start on a nation and tech tree branch, its easier to select what premium ship(s) might be helpful in helping retrain captains etc - but starting the free tech tree branch first will expose you to the line and help you determine whether you enjoy that aspect of the game at all before pulling the trigger on a premium ship.  

1. What nations and types are easier for players to begin with? 

For new players, I recommend the following nations and tech tree branches as easy to learn and to play: 

  • Destroyers: American destroyers are the easiest to play - their fast firing guns, and torpedoes on both sides (at low tier) means that its a fast, fun run-and-gun style, with great smoke screens.  They are very forgiving - rush in, gun enemy destroyers, and if you win and live, then rush up to a battleship and shove him up with torps... once you get more experience, you can do all of those things better, faster, longer etc. 
  • Cruisers: French cruisers are probably the easiest to play at low-mid tiers. Load HE, shoot slow targets at near your max range to set them on fire - when they repair those fires, set more.  Dodge incoming shells (particularly from battleships) by slamming into full reverse and throwing the rudder over into a hard turn - then accelerate away again before the next salvo comes.  Use your long-range torpedos to shoot down narrow alleys where the enemy is coming from - sometimes you'll get a hit, and it'll be great. More fires!
    • DO NOT start on the British Light Cruiser line (ending in Minotaur) - these ships take detailed understanding and experience of the game mechanics in order to play; things like target selection, map positioning, map awareness, spotting mechanics, AP bounce and shatter mechanics, smoke screens, fire detection range in smoke, sonar and torpedo aim all to be functional. Experienced players even struggle with this line.  Steer clear.  
  • Battleships
    • British: These are sturdy battleships that have excellent HE direct damage and high fire chance - unlike most battleships, shooting HE at things will make them go boom. Because of that, and because they have decent armour protection generally, these battleships are easy to learn: aim well, and profit. 
    • German: Much stronger armour, but wonky/inaccurate main guns - you'll mostly be shooting AP shells at enemy battleships and cruisers.  However, your battleships have good to excellent secondary battery (particularly from Tier 7) and are a defining feature of the line.  Because they are meant to be played up close to the enemy, these ships are easier to aim, take solid damage, and encourage your team to push the capture point you're currently on, helping to win games. 
    • French: Low tier these ships arent anything special; however, by mid tier they become multi-barrelled shotguns and by T8+ they become (less armoured) speed demons - a truly varied line that might help you determine what kind of ship you like playing. I found them fun.  
  • Aircraft carriers: Personally, I suggest avoiding them entirely for now - they are very different to play and hard to do well at.  However, as a general principle Royal Navy carriers are easier to play but less impactful on the battle - seek out enemy ships that have just used DCP in order to set lots of fires that stick.  Japanese carriers do far more direct damage with their AP bombs and heavier torpedo plane squadrons, but they are harder to play and you need to understand AP bomb pen mechanics and search for citadels.  USN carriers are somewhere in between - see @iChase 's video guide to get a grasp of the basics.  

2. How do I use the ship that I am in effectively?

Conceptually, the ship types - in a very general sense, with exceptions - fall into the following roles:

  • Destroyers (DDs): Stealthy ninjas - they use their speed and concealment to set up ambush attacks on enemy capital ships with their torpedos, and they use their fast firing but low damage guns against other destroyers. 
    • Note: some DDs are optimised for torpedoes (ie, better at killing enemy capital ships), and others are optimised for their guns (ie, good at killing enemy destroyers) - this national flavour is common to this game, and you'll have to learn this as you go. The table linked below should be very helpful explaining these differences.  
  • Cruisers (CA/CLs): High damage-per-minute and accurate guns, but very squishy (ie, easy to kill) ships - their fast firing and moderate damage guns wreck destroyers and can put serious hurt into battleships if they are left unmolested... but cruisers are extremely vulnerable to enemy battleship guns in particular as they have no effective armour - instead, they must use hard cover (like islands) and smoke screens (including those deployed by friendly destroyers) to stay alive long enough to bring their firepower over time onto the enemy - caught out up close or in the open, they do a lot of dying. 
    • Cruisers are possibly the hardest conventional class to do well in. 
    • CA = Heavy Cruiser (ie, armed with 8 inch guns or higher), and CLs = Light Cruiser (ie, armed with 6 inch guns or smaller). 
  • Battleships (BBs): High Alpha, usually low-ish damage per minute ships that can strike from  relatively long range - they are less accurate than cruisers, but by late tiers you dont really feel the difference. They have high hitpoints, and strong armour, but that does not make you immune to damage - torpedos, fires and battleship guns can all bring you down.  As you tend to be easily spotted by enemies, slow and not agile, make sure you are always near teammates in cruisers and destroyers who can help you screen faster/lighter enemies away from you.  
  • Aircraft carriers (CVs): A completely different style of play, where you control a squadron of aircraft to drop ordnance on enemy ships.  Dominance of the air means that you can spot enemy ships, use rocket planes, dive bombers or torpedo bombers to attack enemy ships, and use your fighter consumables to help protect friendly ships from enemy carrier attacks.  
    • Carriers have a disproportionate impact on your team's chances of winning - I recommend plenty of practice in coop before moving on to randoms. Also, be aware that a vocal subset of the game's community hate carriers with a passion, so resilience in the face of derision is helpful.  Still, play your own game, and playing CVs means you get better at countering them when you play other ships.

All of this can be hard to remember.  However, I have written a Ship Role Quick Reference Guide that helpfully distinguishes these roles and - as a bonus - outlines how you should counter-play an enemy in that ship type if you run into one.  I suggest you bookmark it for future reference.  

3. How do I know where I should be going and what I should do when I get there? 

Ultimately, being able to read the maps and anticipate what the enemy is going to do is very challenging for new players - it will simply come with experience.  

Still, there are a few key points that you can apply early on that can hurry up this learning process: 

  • Recognise whether you are on the 'strong flank' or the 'weak flank'.  In almost all WoWS battles, your team will split up unevenly - about 1/3 will go one way (lets say towards Capture Point A) and 2/3 will go the other way (lets say to Capture Point C).  Within the first minute of the battle, see if you can work out if you are on the strong of the weak side of your team.  
  • Similarly, recognise whether the enemy in front of you is either strong or weak.  Just as your team broke up unevenly, so did the enemy team. 
    • Also, in addition to absolute numbers, pay attention to their composition including type and tier - for example, are all their high tier battleships on one side, but with no destroyer or cruiser support? This could be a delicious hunting ground if you are a destroyer, and your grave if you are a bottom-tier battleship. 
    • This is where 'spotting' the enemy team to see where they are early on is very important - this is typically the job of destroyers and aircraft carriers.  But a destroyer who gets good spotting in early is at extreme risk of being killed by the enemy team.  Keeping your destroyers alive to late battle is far, far stronger and more important than rushing in at the start - so you need to be close enough to give them supporting fire but not expose yourself to too much return fire.  Its a delicate balancing act.  
  • IF you are on the strong flank and you are facing the enemy's weak flank, and you have an interest in winning, then you have an obligation to push your flank to defeat the enemy on your side of the map - before the enemy can wipe out your teammates on the far side of the map.  Once you have defeated the enemy locally, mid-battle move towards the centre of the map to support your team on the far side of the map - try to shoot at the enemy from the side and rear.  
    • If you are going to do something aggressive, like push a flank, I've always found announcing what you are going to do in team chat (green - not the white global chat!) about 30 seconds to a minute in advance can help garner some support.  Not always, though, and relying on your team to perform critical tasks as always a hiding to nothing (see LittleWhiteMouse's guide on how to control your winrate for further guidance). 
  • IF you are on the weak flank and you are facing the enemy's strong flank, then DO NOT PUSH the enemy - they will focus fire you and melt you down quickly.  Instead, you should try to turn away and 'kite' them (see some later posts in my Ship Role Quick Reference Guide for a longer description on kiting the enemy).  
    • Your primary job is to keep the main enemy force occupied and to slow them down so that you buy time for your strong flank to defeat the enemy on the far side of the map, then come and help you out late battle.  This can be hard to do and takes a lot of practice.  Also, I've found letting your team - politely - know in chat that the enemy is strong on your side of the map and they should immediately push harder on the far flank can help.  
  • IF you and the enemy are evenly matched - whether strong/strong or weak/weak, the outcome of the battle is usually determined through personal skill of the players involved. 
  • Regardless of the situation you are in, there are important things you can do to help your side win: 
    • Shoot weakened ships until they are killed - an enemy on 1% health still shoots back with 100% firepower, can spot you and your team for their teammates to shoot you, and each enemy ship alive is worth points that could result in their victory even as the fighting rages on. 
    • Focus fire - if your teammates are shooting an enemy ship, then you should shoot at it too even if it doesnt present the best target for you.  This is to knock out as many enemy ships as fast as possible, which preserves your own team's HP for later (when it is more important) and can have a psychological impact on the enemy team, who may turn defensive instead of pushing you.  
    • Always shoot at a spotted enemy destroyer - these stealthy ships can run the entire battle undetected but have few hitpoints; shoot at them so they are more concerned about their own survival rather than lining up you or your teammate as their next victim.  
    • Never be alone - enemy carriers and destroyers (in particular) see a lonely enemy ship as simply food.  Even the mightiest battleship alone will still die surprisingly quickly.  This is a team game, so sticking together and working as part of a team is most likely to result in success. 
  • Staying alive as long as you can and doing your job well are important contributors to winning, but controlled aggression is the key to winning this game - getting the balance right between taking risks, and when to hold your fire to: get out of the hot spotlight and heal up; remain undetected and slip behind enemy lines; or wait until the enemy is committed to a turn before shooting at an exposed broadside to get maximum damage. Camping at the back loses battles.  Rushing into the middle of the map at the start of battles with no exit plan (patricularly as a cruiser) gets you killed and loses battles just the same.
    • On that note, always having an exit plan ready to go before you start shooting at a new enemy is a really helpful way to rapidly build map awareness - typically this involves deciding which island to turn behind to keep you safe from enemy fire, but could mean you need to start turning your guns around before you start firing.  Planning ahead saves lives!  

Finally, its really important to recognise that losses will happen and to demonstrate resilience when confronted by defeat. 

  • In PVP, it is typical for players to lose 50% of their matches. 
  • Losing steaks are deeply frustrating but they really do happen. 
  • Even the very best of players, with vast experience, fully equipped ships and highly trained captains, divisioned up with 2 other players of similar high calibre, still lose over 30% of the time. 

Before rushing into the next battle, think about what you pesonally could have done differently or better to not die as early, or not lose that battle - remember, your error could have been 5 minutes before you actually were sunk, particularly if there was "nothing you could have done" to win that battle.  WoWS is more like a game of chess than a FPS.  

4. Where is some guidance material that is super bloody useful??

Once you have a few more battles under your belt, I strongly encourage you to read the following: 

 

Edited by UltimateNewbie
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Wanted to add that if a new player has practice progressed up to tier 7 then the Scharnhorst can be a great ship for them as it can take some hits, can heal HP, and basically has good “point defense guns” in its secondary gun defenses and torpedoes which increases the odds that if a new player has gotten in over their head in a battle with enemy ships closing in they can at least take some extra damage points with them, perhaps some kills, and maybe even survive their intense skirmish.

Another tier 7 BB that’s actually good for new players as well is the Duke of York which has 10 good guns, reasonably well armored, decent AA, and the Hydro that can help ensure they detect torpedoes early enough to have more time to dodge them. Only having a max of 4 heals will not be as much of a problem for new players as the likelihood of them surviving up to use a 5th heal is lower, but they can certainly survive longer by being able to evade torpedoes.

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A few inputs, at least from my viewpoint. 

Haida isn't the best for a new player. She relies alot on knowledge of how to abuse her detection, taking risks to use the crawling smoke offensively and good aiming because the ballistics of her main battery are bad to say the least. I would rather add Leningrad as a useful introduction to open water gunboats. 

Mainz could also be a good addition to "starter" premiums; has no need of IFHE since it's built in which is a big sacrifice for most CLs. 

Finally, when it comes to tech tree, I would recommend every player gets a Kongo and a Furutaka. The former gives a good approximation of how speedy BBs function at higher tiers, the latter is a first taste of how CAs function and the power that cruiser AP can have at a relatively low tier.

Other than that, pretty decent writeups, +1 :cap_like:

Edited by warheart1992
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3 hours ago, Estimated_Prophet said:

Good job.

Thanks!! 

Sadly, I couldnt remark that the Leander is the most OP ship in the game because its a tech tree ship.  Alas... ;)

2 hours ago, Admiral_Thrawn_1 said:

Wanted to add that if a new player has practice progressed up to tier 7 then the Scharnhorst can be a great ship for them as it can take some hits, can heal HP, and basically has good “point defense guns” in its secondary gun defenses and torpedoes which increases the odds that if a new player has gotten in over their head in a battle with enemy ships closing in they can at least take some extra damage points with them, perhaps some kills, and maybe even survive their intense skirmish.

Another tier 7 BB that’s actually good for new players as well is the Duke of York which has 10 good guns, reasonably well armored, decent AA, and the Hydro that can help ensure they detect torpedoes early enough to have more time to dodge them. Only having a max of 4 heals will not be as much of a problem for new players as the likelihood of them surviving up to use a 5th heal is lower, but they can certainly survive longer by being able to evade torpedoes.

I agree on the Scharnhorst, but I'm not so sure about the Duke of York.  I understand your point about hydro, but really its not that strong of a battleship (its not as weak as LittleWhiteMouse's review of her implies, but it really isnt strong or newbie-friendly, in my opinion.  And I should know, as I am a newbie :p ).  I'd take Nelson over DoY any day - a super heal can make up for many mistakes, and 16 inch guns with strong HE can still punish the enemy...

47 minutes ago, warheart1992 said:

A few inputs, at least from my viewpoint. 

Haida isn't the best for a new player. She relies alot on knowledge of how to abuse her detection, taking risks to use the crawling smoke offensively and good aiming because the ballistics of her main battery are bad to say the least. I would rather add Leningrad as a useful introduction to open water gunboats. 

Mainz could also be a good addition to "starter" premiums; has no need of IFHE since it's built in which is a big sacrifice for most CLs. 

Finally, when it comes to tech tree, I would recommend every player gets a Kongo and a Furutaka. The former gives a good approximation of how speedy BBs function at higher tiers, the latter is a first taste of how CAs function and the power that cruiser AP can have at a relatively low tier.

Other than that, pretty decent writeups, +1 :cap_like:

Many thanks for this feedback, I really do appreciate it.  

I was on the fence with Haida.  She is a very strong destroyer for her tier, but what you say is true - she will likely take an experience hand to not screw up in her.  I might just move her from the relevant table to the 'Honourable Mentions' list.  I think Leningrad can still be hard for a new player to play - she has the speed to get into trouble, but really doesnt have the turret traverse to help her fight her way out of it.  Still, having 7km torps on a Soviet DD is like mana from heaven.  I'll give it some more thought.  

Edit: Regarding Mainz, I am a bit hesitant to recommend a ship that I havent played yet.  The few times I've fought it directly I havent been impressed, but its possible that players were still just learning as its only recently been released.  I see your pont regarding IFHE and I do like it, but I would be far more inclinded to include her if she retained her 'heavy cruiser' pattern armour, instead of the downgrade to light cruiser armour.  As a general rule for new starters, easy survivability trumps easy firepower, but obviously this isnt always true as otherwise you'd never have a DD on any list for new players. I have been impressed by the Orkan though (it helps having super unicums drive it), so both Orkan and Mainz are on the watch-list as possible revisions/edits in future. 

Edited by UltimateNewbie
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19 minutes ago, UltimateNewbie said:

Many thanks for this feedback, I really do appreciate it.  

I was on the fence with Haida.  She is a very strong destroyer for her tier, but what you say is true - she will likely take an experience hand to not screw up in her.  I might just move her from the relevant table to the 'Honourable Mentions' list.  I think Leningrad can still be hard for a new player to play - she has the speed to get into trouble, but really doesnt have the turret traverse to help her fight her way out of it.  Still, having 7km torps on a Soviet DD is like mana from heaven.  I'll give it some more thought.  

Leningrad has 8km torps and can get up to 6.66km detection, giving her a very comfortable window to stealth torpedo. Also the revised turret upgrade doesn't apply a nerf to RoF anymore, so you can get workable traverse even without Expert Marksman. 

Something else you could consider regarding newbies, is Armory content. There are some relatively decent ships like Revolutsiya, Anshan and Blyskawica.

Edited by warheart1992

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3 minutes ago, warheart1992 said:

Leningrad has 8km torps and can get up to 6.66km detection, giving her a very comfortable window to stealth torpedo. Also the revised turret upgrade doesn't apply a nerf to RoF anymore, so you can get workable traverse even without Expert Marksman

I had forgotton about the buffs to the turret traverse module.  You've convinced me - I'll add Leningrad to the Honourable Mentions.  

Also, I think I edited my earlier response about Mainz just as you posted as well.  

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I feel the Tier-6 IJN BB, Mutsu is underrated.  :-)
Good guns, good speed for a BB at her tier, and equipped with a small number of quick-loading torpedoes for targets of opportunity.  Versatile, but somewhat squishy when hit on her broadside, she's fun in Operations.  :-)

I second the opinion that Scharnhorst is a good bang-for-the-buck, at Tier-7.  She's a good performer in Co-op & Random, and enjoyable to play in Operations.  :-)

Thanks for starting this topic, @UltimateNewbie

 

Edited by Wolfswetpaws
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2 minutes ago, Wolfswetpaws said:

I feel the Tier-6 IJN BB, Mutsu is underrated.  :-)
Good guns, good speed for a BB at her tier, and equipped with a small number of quick-loading torpedoes for targets of opportunity.  Versatile, but somewhat squishy when hit on her broadside, she's fun in Operations.  :-)

I second the opinion that Scharnhorst is a good bang-for-the-buck, at Tier-7.  She's a good performer in Co-op & Random, and enjoyable to play in Operations.  :-)

Thanks for starting this topic, @UltimateNewbie

 

No worries :)

Actually, Mutsu was the first ship I won from a supercontainer a few years ago.  Personally, I never liked her - I felt the guns (or rather, the shells) were weak, generating either overpens or shatters far too often.  And she is a bit squishy, as you noted.  Mind you, I havent brought her into Operations, so my opinion could be biased.  Ultimately, whilst your opinion/experience is valid, if I dont feel comfortable in a ship then I dont think I'm going to recommend it to a new player.  

Last time I played Boise I was really happy with her - but it was before the iFHE changes.  Anyone got an update on how she is travelling now?

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1 minute ago, UltimateNewbie said:

Last time I played Boise I was really happy with her - but it was before the iFHE changes.  Anyone got an update on how she is travelling now?

I don't have her, but my CV's have faced-off against her often enough.
She's still got AA that discourages my planes from lingering in the vicinity.  :-)

Against BB's she's still a "Target".

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30 minutes ago, UltimateNewbie said:

Thanks!! 

Sadly, I couldnt remark that the Leander is the most OP ship in the game because its a tech tree ship.  Alas... ;)

I agree on the Scharnhorst, but I'm not so sure about the Duke of York.  I understand your point about hydro, but really its not that strong of a battleship (its not as weak as LittleWhiteMouse's review of her implies, but it really isnt strong or newbie-friendly, in my opinion.  And I should know, as I am a newbie :p ).  I'd take Nelson over DoY any day - a super heal can make up for many mistakes, and 16 inch guns with strong HE can still punish the enemy...

Many thanks for this feedback, I really do appreciate it.  

 

If you have the Duke of York try playing her a few battles with AP shells being the primary shell choice 99% to 100% of the time like is in most BBs. DOY has a hidden secret many of those of us that enjoy using the ship have found. The AP shells hit really hard and can be so devastating to targets. Which oddly enough I could never manage to do with King George V, so something about DoY’s AP shells are greatly improved. And to be honest I initially fell for the opinions that DOY was bad, but started using the ship a little each day to collect daily XP bonuses to maybe accelerate the the training of my QE / Warspite, / Nelson captain. Then DOY kept performing so well that my opinions on the ship changed after a short while to my loving the ship. And within a month and without premium time my Captain was 19 points from getting cycled between those ships each day and now HM Hood has joined them in using that captain.

( Also will let you in on a little secret about LittleWhiteMouse reviews. The rating of the ship is literally a joke that she often tricks players who skip the reviews and simply check the rating. Which is not fair to Miss Mouse after how much work she puts into her reviews. So it’s best to read every bit of info she has taken the time and effort to put into her reviews to help decide things. Like she had called Graf Spee Garbage and people that actually use Graf Spee properly can attest that the ship is definitely not garbage. Can give you a hit even tier 8 BBs fall to my Graf Spee on numerous occasions.) 

I do have to agree that the Super Heals on Nelson are very good at keeping the ship alive and the armor is pretty strong. Plus the side armor actually is not as bad as the stereotype might suggest although it’s still very risky being broadside in the ship. And the speed of Nelson does prevent new players from yolo charging. Although the slow speed can sometimes punish bad navigational decisions if they try heading the wrong way they can get isolated, but at least that tends to be less lethal than heading at high speed into trouble.

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21 minutes ago, Admiral_Thrawn_1 said:

If you have the Duke of York try playing her a few battles with AP shells being the primary shell choice 99% to 100% of the time like is in most BBs. DOY has a hidden secret many of those of us that enjoy using the ship have found. The AP shells hit really hard and can be so devastating to targets. Which oddly enough I could never manage to do with King George V, so something about DoY’s AP shells are greatly improved. And to be honest I initially fell for the opinions that DOY was bad, but started using the ship a little each day to collect daily XP bonuses to maybe accelerate the the training of my QE / Warspite, / Nelson captain. Then DOY kept performing so well that my opinions on the ship changed after a short while to my loving the ship. And within a month and without premium time my Captain was 19 points from getting cycled between those ships each day and now HM Hood has joined them in using that captain.

Fair enough.  Your experience was different to mine.  I earnt the Duke of York in the 2017(?) Christmas event and - whilst it was heresey at the time - I did use AP quite a bit on cruisers and on the upper belt of any battleships.  Kinda like a Scharnhosrt in that regard.  But even so, I was underwhelmed by her.  As such, I dont think I would recommend to new players.  If anything, a similar experience of Hydro on a battleship can be had with the free T8 Bismark - if a new player found that enjoyable, then they can go nuts on the Duke of York. 

Quote

( Also will let you in on a little secret about LittleWhiteMouse reviews. The rating of the ship is literally a joke that she often tricks players who skip the reviews and simply check the rating. Which is not fair to Miss Mouse after how much work she puts into her reviews. So it’s best to read every bit of info she has taken the time and effort to put into her reviews to help decide things. Like she had called Graf Spee Garbage and people that actually use Graf Spee properly can attest that the ship is definitely not garbage. Can give you a hit even tier 8 BBs fall to my Graf Spee on numerous occasions.) 

I realise that some of them are tongue in cheek.  I can guarantee you that her views on the Duke of York are not one of them - she actively hates it, even if the ship itself isnt so bad.  Indeed, I remember getting into an argument with her and Lert (mostly Lert) about the DoY - my point was that it wasnt underperforming on WoWS numbers as much as the review implied that it would (ie, it was doing fine).  Lets just say that the 'discussion' that followed was the closest thing to a flame war I've let myself get into.  

Also, LWM's review of the Graf Spee notes it as a 'Gudbote', not garbage.  At least, on the summary page, which is more recently updated.  

Edited by UltimateNewbie

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8 minutes ago, UltimateNewbie said:

Fair enough.  Your experience was different to mine.  I earnt the Duke of York in the 2017(?) Christmas event and - whilst it was heresey at the time - I did use AP quite a bit on cruisers and on the upper belt of any battleships.  Kinda like a Scharnhosrt in that regard.  But even so, I was underwhelmed by her.  As such, I dont think I would recommend to new players.  If anything, a similar experience of Hydro on a battleship can be had with the free T8 Bismark - if a new player found that enjoyable, then they can go nuts on the Duke of York. 

I realise that some of them are tongue in cheek.  I can guarantee you that her views on the Duke of York are not one of them - she actively hates it.  Indeed, I remember getting into an argument with her and Lert (mostly Lert) about the DoY - my point was that it wasnt underperforming on WoWS numbers as much as the review implied that it would (ie, it was doing fine).  Lets just say that the 'discussion' that followed was the closest thing to a flame war I've let myself get into.  

Also, LWM's review of the Graf Spee notes it as a 'Gudbote', not garbage.  At least, on the summary page, which is more recently updated.  

I really have to wonder how much AP Mouse used with DOY as that is the key and it’s like flipping a switch that changes how the ship performs. But using HE is different from the tech tree RN BBs being better with HE except for Queen Elizabeth. That is the amusing thing about the RN is that the tech tree and the premiums are so different in terms of which ammo is their primary. With the exception of 1 premium and 1 tech tree ship. Of course perhaps you are right about DOY not being a good new player starter ship. But certainly is good once they have at least a little experience in the game. I too had earned the ship in that event and since I had joined WOWs early 2017 I did not have an over abundance of experience to make DOY work, less than year playing. So DOY can’t be as bad as they say if I made it work back then. ( Duke of York was released December 20th 2017)

It was Mouse’s original Graf Spee reviews that stated the ship was garbage. Then far too many of us were using the ship far too effectively that she eventually had to change the review. 

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Outstanding article that was well organized and very informative.    Copied and added to my own files.

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