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  1. Why the USS Montana is perfectly fine as she is and does not need a buff ​I am bound to stir quite an argument with this, I am sure, but let me first present my arguments as to why I believe this. One thing is certain, the Montana is certainly not noob friendly, a welcome thing, in my eyes, in a game that is becoming increasingly noob friendly and bland. In continuation of this, the Montana caters to a different playstyle than her famed competitor - a playstyle which is far more dynamic than the dull bow-tanking playstyle of the top tiers. When taking apart the arguments most often thrown around on why she needs to be buffed, it becomes apparent that she is in no way inferior to Yamato. Neither does she seem to be to her german counterpart, though it should be said that I have no experience playing said ship. ​Like many battleship players, the first line I completed in the game was the Japanese battleship line, culminating in the Yamato. This was partly because the Yamato is undoubtedly one of the most famous battleships ever built, but also partly because more or less every forum post concerning the T10 battleships agree that the Yamato is a beast, albeit with weaknesses, as with all ships, and vastly superior to the dreadful Montana which is in dire need of a buff. (This was quite a while before the release of German battleships.) Thus I never bothered purchasing the Montana until recently, after having researched and played most ships in the game, and though I've had her researched for quite some time. The following arguments all assume that you're playing with a concealment build, which is in my opinion, playing to her strengths. Many of the points also tie in with each other. "I receive citadel hits too easily in my Montana" There is a reason for this. You are not playing her right. You should at no point show your broadside to the enemy when detected. Montana plays quite similar to the Amagi, a ship that I remember thoroughly enjoying. You have a menacing broadside, but it comes with a weakness. If you've reached Tier 10, there is no excuse whatsoever for not knowing this information already, as well as being more than competent at angling your ship. When angled, the Montana is surprisingly sturdy, taking minimal damage, even from a Yamato. Counter-arguments to this are of course that you're not able to fire your rear turrets when angling. Again, you've made it all the way to Tier 10, you should be familiar with wiggling your ship at this point. This is why the concealment build is so potent on the Montana: while undetected, you are able to show enough side to release your devastating broadside and being able to angle back before the enemy has a chance to return fire. Playing with the concealment build, get the rudder shift upgrade to aid in this - you don't need reduced repair on fire and flooding. If there are enemy battleships that have the opportunity to return fire instantly, let them fire off their salvos before you reveal your location with a deadly barrage of shells not even the Yamato can match. "The Yamatos guns are more accurate than mine" Yes, the Yamato has the most accurate battleship guns in the game, but the Yamato never really goes for a stealth build and often spends large portions of the game bow-tanking. Thus, the Yamato can only fire six shells at the time. That means that even with laser accuracy (which no battleships have), the Yamato is completely reliant on a substantial part of those six shells to hit. The stealth Montana on the other hand, doesn't have to depend on only six shells. Yes, she has worse dispersion, but the sheer volume of shells she puts out counters that. If you are bow-tanking in a Montana and only using your two forward turrets, or three turrets in case you're slightly angled, for the majority of the game, you're not playing her right. "Yamato is more manoeuvrable" Montana is actually quite comparable in terms of rudder shift and turning radius. This is assuming you're using the rudder shift mod as mentioned earlier. What mitigates the difference in favour of Montana is her detectability as well as speed. She has a much easier time disengaging and can trust her concealment to the point where she can turn undetected if not in the middle of the action (where you shouldn't strictly be as this leaves you vulnerable to flanking as well). The Yamato, for reasons unknown, is often more frequently targeted by enemy ships, including DDs, and suffers from worse concealment and might find turning and showing the side towards the enemy significantly more punishing. Not even the Yamato is immune from devastating blows to its sides. The Montana is 3 knots faster than the Yamato. This may not sound like much, and this might be slightly subjective on my part, but I find that I have a much greater ability to support my team in the Montana, owing to the superior speed, and I am less likely to be left behind by my cruisers (who often have an inclination towards advancing in the opposite direction the moment an enemy ship is detected on the horizon). This speed also lets you choose between more targets and as a Montana, nearly always on the move, you have a far greater selection of targets than the stationary bow-tanking Yamato, to which a torpedo attack or rain of fire is often inevitable. Fun-factor Finally, perhaps the most important point, the Montana is, in my opinion, infinitely more fun to play. She is a throwback to the fun of lower tier battleships while packing a significantly bigger punch. She offers an alternative to the boring and frustrating gameplay you often get with the Yamato, her vulnerable sides only offering more excitement, punishing the lousy players who shouldn't be sailing battleships in the first place. (It is also very satisfying to watch her shred enemy planes, though how she compares to the Yamato in terms of surviving aircraft carriers is debatable.) As you've probably noticed, none of the points above deal with one on one duels with Montana's counterparts. The thing to understand is that in many ways, the Montana plays similar to a Japanese cruiser or a stealth Missouri/Iowa. You are very vulnerable from the sides and you don't want to be caught brawling. Montana plays much more as a supporting ship and can play a much more significant role in aiding your team (by taking out cruisers and lower tier battleships more effectively than the Yamato). Your sea legs and concealment allow you to traverse the maps without too much difficulty helping your team secure capture points and strategic positions. However, and any tips are welcome to add to this, if you do find yourself in a one on one duel with the Yamato, your best bet is to close the distance and do a drive-by. This will negate the Yamato's superior armor and her turrets will be unable to keep up. As soon as you get close, lock your turrets to one side, pointing out from the middle of the ship, and as you pass the Yamato's citadel, let Montana's twelve guns tear her apart. This usually, if not always, results in a one-shot. I cannot give any advice against the Grosser Kürfurst as I have yet to end up in a pure one on one with one, but your best bet is probably to keep your distance and let your superior dispersion tip the battle in your favour. I have on numerous occasions completely wrecked enemy Grosser Kürfursts (including citadels at around 16 km range) by staying at range and angling between volleys, taking almost no damage in return. Again, any tips are welcome! Disclaimers: There are without doubt players out there far more capable than I am. I only play ranked to earn the commemorative flag every season. Playing intelligently and aiding my team are things I find more important than anything else. I have a 58% win rate in my Yamato and a 67% win rate in my Montana (along with a 2.5 destruction ratio and 1996 average XP). I have completed both the Japanese and U.S. battleship lines and I have the Bismarck from the German line without much interest in getting the Grosser Kürfurst for now. (I have also completed the US DD line, the IJN cruiser line and I am tier 8-9 in all other lines with the exception of the Russian and RN cruiser lines.) This post was not meant to say that the Montana is superior to the Yamato, but I would argue that she is not inferior either and can hold her own quite well when in the hands of a capable player (which I think everyone sailing a tier 10 should be). Also, a point often overlooked is that different ships suit different people and playing styles. If you are unable to make a ship work, you either stick at it or find another ship to play. It would be a shame if they buffed the Montana and that the fun of playing her somehow got lost in order to satisfy those who have no business sailing battleships at all.
  2. Paladin0503

    Battleship Spotlight: Tirpitz

    Do watch the video in 720p60 to get the full effect. Enjoy it​!
  3. yaseen_157

    Consumable idea - what do you think?

    Hi - I'm not WG staff if it wasn't obvious, this isn't a planned consumable AFAIK, just wanted to ask what the community thinks of this. Who knows, maybe even a dev will see this if this gains traction. QUESTION:What would you think of a consumable if it was added to the game, that I will dub, Defensive Secondary Battery Barrage (Not to be confused with Defensive AA fire consumable)? The Idea behind it is simple:1) Increase the volume of secondary battery fire for a limited duration (40 seconds), at the expense of reducing Anti-aircraft capabilities for an extended time (60 seconds)2) Start with 0 charges on the ship by default. Upon paying credits/Doubloons, only one consumable charge available (Two for super intendent) 3) This implies no premium version of the skill, because the skill is not intended to be able to be used very often (4 minute cooldown with super intendent enabled ships)4) Battleship only consumable - Destroyers main smoke - Cruisers main defensive fire/radar/hydro - Battleships main repair party/DEFENSIVE BARRAGE - (excluding premiums, e.g. bringing in Musashi and giving her weaker secondaries than Yamato, but indefinite charges of this in the same way Atlanta gets indefinite defensive AA fire)5) In the same way defensive AA fire panic spreads torp and dive bombers, who says the same can't happen to a DDs torp launchers?I think it would be a powerful thing to add, but usage of which is carefully restricted by adding a hard to pay fee to simply enable it in each match (40k credits?), long cooldowns, and limited charges - furthermore bringing a greater sense of dynamic gameplay to future ships. Other points: Not all battleships will be granted access to it, perhaps a module needs to be mounted, or the consumable is only granted to certain battleship tiersCarriers would need a way of knowing when the consumable was active to make use of AA debuffsDestroyers need to be spotted within the secondary range of the ship for the torpedo spread debuff to take place (not so large its hard to hit torps, but not so small torps are still easy to hit)To prevent the consumable being useless in the above situation (you know an enemy DD is near but you haven't spotted it), perhaps any destroyer within secondary range of the battleship has their detectability range increased by 1.2km. Some visual indicator appears to signify that a ship on the enemy team has activated such a consumable in the same way RPF lets a player know they are located for example.The idea could do with finer tuning, and alot of my ideas are probably crazy but I think it would make for a very interesting mechanic. I would love to hear the community's thoughts on something like this in the game.
  4. Hey folks, Figured I'd leave two of my videos here. They're basically my 2 best games so far, and I hope you enjoy One is a 241k damage game in the Bismarck which is mostly brawling with enemy battleships towards the end during a cyclone which ends up with 7 kills and a kraken, 2 close quarters expert, a dreadnought, 2 dev strikes, high caliber and confederate, and over 200 secondary hits without manual fire control for the secondaries.. Second one is brand spanking new, uploaded last night and it's my highest damage game so far. 272k damage in the Montana, yet only getting one kill as I focus on wearing down enemies showing broadside and posing a major threat to my teammates, which results in 10 citadels (3 of them are on a Moskva relatively early on, and the rest are mostly at enemy BBs showing broadside at close range) Again, I hope you enjoy! Hellfire_dk (or iFartz on Youtube and.. everything else really. Old WG account, old name..)
  5. This video is part 1 of the Tier 5 Battleship Armor Modeling and Citadel breakdown video series. This video looks into the Kongo and the Wyoming's ability to citadel a New York. To test this out shots were aimed at the boiler room and underneath the turrets. Training room sessions were recorded to backup the findings. Tests with the Kongo will be provided in a future video coming later this week. Let me know what you all think! The Taste Channel https://www.youtube....ldHT-w/featured World of Warships - Tier 5 Battleship Armor Modeling and Citadel Breakdown (Part 1) This is the 2nd video of the tier 5 battleship armor modeling series. This video details the Kongo, the Wyoming and the Nagato's ability to citadel a Kongo at the boiler room and underneath the turret. It definitely points out how big of a beast the Kongo is in comparison to the New York. These areas were shot from various angles to best test the ships armor against varying caliber weaponry. Training room sessions were recorded to backup the findings. Let me know what you all think! World of Warships - Tier 5 Battleship Armor Modeling and Citadel Breakdown (Part 2)
  6. In this large post I've collected the known battleship designs with their appropriate design number which was eventually lead to the Fuso class (A-64) Battleships. But due to forum limitations I had to make two separate topics for these designs. This is part 1 containing designs A-47 through A-51. Imperial Japan used a pretty straightforward system for their warship development. Each consisted of a letter, followed by a umber representing the xth design and sometime a sub letter and number for subclass. But I will talk about these later in a different topic so now I show you these preliminary designs starting with A-47 and ending with A-57, note that Settsu (Or Kawachi) is A-30 and Fuso is A-64) So let's begin shall we? Design number A-47This is the first known proposal which led to the Fuso class, it is clearly shows the early European WW I battleships using echelon positioned turrets, but 6 of them are located on the hull. Layout is generally the same as the Argentinian Rivadavia class. Overview of this design:Dimensions: 187,4x29x9,1mDisplacement: 30.000tons Engine Power: 46.000shpMaximum Speed: 43km/h (23knots)Armour Thickness: 305mm Belt, 29mm DeckArmaments:6x2 356mm Cannons12x1 152mm Casemated Guns10x1 120mm Casemated Guns2x1 76mm AA Guns4x1 533mm Torpedoes Design number A-48General layout is the same that of the A-47, only difference is the smaller calibre main artillery of 305mm (12inch) instead of 356mm (14inch) and shorter hull and slightly smaller engine power. Overview of this design:Dimensions: 182,9x28,7x9mDisplacement: 28.000tonsEngine Power: 44.200shpMaximum Speed: 43km/h (23knots)Armour Thickness: 305mm Belt, 29mm DeckArmaments:6x2 305mm Cannons12x1 152mm Casemated Guns10x1 120mm Casemated Guns2x1 76mm AA Guns4x1 533mm Torpedoes Design number A-49General layout is again the same that of the A-46 and A-47, but the designers returned to the 356mm (14inch) calibre cannons in 5 twin turrets and made the hull even smaller together with the engine power. Layout is generally the same as the British Neptune and Colossus classes. Overview of this design:Dimensions: 173,7x28,3x9mDisplacement: 27.100tonsEngine Power: 43.500shpMaximum Speed: 43km/h (23knots)Armour Thickness: 305mm Belt, 29mm DeckArmaments:5x2 356mm Cannons12x1 152mm Casemated Guns10x1 120mm Casemated Guns2x1 76mm AA Guns4x1 533mm Torpedoes Design number A-50Here the designers abandoned the echelon style layout .and for the rest of the designed used the all centreline arrangement. Size of the vessel and weaponry did not changed from A-49 though the displacement lowered by 100tons. Layout is generally the same as the US New York class. Overview of this design:Dimensions: 173,7x28,3x9mDisplacement: 27.000tonsEngine Power: 43.300shpMaximum Speed: 43km/h (23knots)Armour Thickness: 305mm Belt, 29mm DeckArmaments:5x2 356mm Cannons12x1 152mm Casemated Guns10x1 120mm Casemated Guns2x1 76mm AA Guns4x1 533mm Torpedoes Design number A-51Almost identical to the previous A-50 design, the difference are the use of increased number but smaller calibre 305mm (12inch) cannons, introducing the triple turrets, uniform calibre secondary armament and lengthened hull. Layout is very similar to the Italian Conte di Cavour class. Overview of this design:Dimensions: 176,7x28,7x8,8mDisplacement: 27.700tonsEngine Power: 41.500shpMaximum Speed: 43km/h (23knots)Armour Thickness: 305mm Belt, 52mm DeckArmaments:2x3,3x2 305mm Cannons12x1 152mm Casemated Guns6x1 76mm AA Guns6x1 533mm Torpedoes
  7. Around the time of WW I, Japan conluded design studies of various warships apart from the usual sequence of design numbers like the A-46 through 57, A-110 through A-127 series of battleships and the similar battlecruiser series, there were also studies to what nowadays would call Super or Maximum battleships. These studies did not got numbers but rather alphabetical letters, from A through M. These studies are highly likely inspired or used as a basis for the Number 13 class (Hull number 13,14,15,16) class fast battleships or battlecruisers in the 1920's I've collected here the studies I've able to collect, and if data or drawing available post it. Currently I have information about the following alphabet studies: Design 'A','B','C','D','E','F','G','H','I','J','K','L','M' Their data: Displacement: 'A': 47.600t, 'B': 48.200t, 'C': 50.000t, 'D': 52.700t, 'E': 46.600t, 'F': 48.000t, 'G': 52.800t, 'H': 50.600t, 'I': 54.000t 'J': 50.000t, 'K': 49.000t, 'L': 56.500t, 'M': 57.200t Maximum Speed: 56km/h (30knots) for all of them Armour: Belt: 'A','B','C','D','E','F','G','H','I': 305mm, 'J': 279mm, 'K','L','M': 330mm Deck: 114mm for all of them except 'J' which had 102mm Armament: 'A': 5x2 41cm 16x1 14cm, 4x1 12cm AA 'B': 4x3 41cm 16x1 14cm, 4x1 12cm AA 'C': 2x3,2x2 41cm, 16x1 14cm, 4x1 12cm AA 'D': 6x2 41cm, 16x1 14cm, 4x1 12cm AA 'E': 3x4 41cm, 16x1 14cm, 4x1 12cm AA 'F': 2x4,2x2 41cm, 16x1 14cm, 4x1 12cm AA 'G': 2x4,3x2 41cm, 16x1 14cm, 4x1 12cm AA 'H': 3x4,1x2 41cm, 16x1 14cm, 4x1 12cm AA 'I': 4x4 41cm, 16x1 14cm, 4x1 12cm AA 'J': 4x4 41cm, 16x1 14cm, 4x1 12cm AA 'K': 4x2 46cm, 16x1 14cm, 4x1 12cm AA 'L': 5x2 46cm, 16x1 14cm, 4x1 12cm AA 'M': 4x3 46cm, 16x1 14cm, 4x1 12cm AA All of them had 8x1 61cm Torpedo tubes
  8. Here I present you a truly extravagant and post-modern (for it's time) battleship design from the Russian architect and brilliant naval engineer Vladimir Polievktovich Kostenko. He was already proposed a battleship design in 1916 to the imperial navy but due the state of Russian Naval Industry, the First World War, and the following Soviet takeover prevented it from being built. Kostenko while were imprisoned for a short time (1928-31) during the Soviet era, when he was returned he drew up a battleship design in 1936 September that could fire all or almost all of her guns in any direction providing a ship with unprecedented arcs of fire for her 406mm and 180mm guns. At long range all primary and secondary guns could fire at both sides while directly forward or aft, 66% of main guns and 50-66% of the secondary guns. Bot not just this which were revolutionary, the engines to power the ship would be as unique as well! 3 Gas turbines would provide the ship with an extraordinary speed of 61-65km/h together with the reduced mass the big and bulky boilers would take up (33-35knots) but Kostenko provided an alternative as a more conventional steam turbine power plant. The 3rd innovation would be the hull itself. To protect the ship from torpedoes and mines Kostenko designed the hull to have 3 kneels giving a somewhat trimaran kind of hull and the underside is concave shaped with an air lubricated hull which would contain either air or some sort of liquid (With which John Isaac Thornycroft tested and experimented in 1877). This defence against torpedoes together with the armour of 355mm belt and 200+40mm deck would provide the primary protection for the ship. The armoured citadel's size was also much smaller then on regular battleships: 150 x 24m, while there was 6m wide space between the citadel's armour and the outer hull plates of the ship. The important equipment and machinery would be placed in the centre section while the side ones would provide the extra protection. The nose had a shuttle-boat like shape and together with the 3 keels this hull shape could provide a good turning rate and a low water resistance to achieve the high speed I've mentioned before. The data:Design date: 1936 September 15Dimensions: 275 x 36 x 10,15mDisplacement: 52.700 tons Engines: 3x50.000shp Gas Turbines or alternatively Steam Turbines, 3 shafts Maximum speed: 61-65km/h (33-35knots) Armour: Belt: 355mm, (citadel size 150 x 24m) Deck: upper: 40mm, lower: 165+35mm Main turrets: 450mmArmaments:3x3 406mm Cannons6x1 102mm Guns4x3 130mm Guns 4x4 37mm AA The sketches: The Hull shape: And the man behind this idea: https://ru.wikipedia.org/wiki/%D0%9A%D0%BE%D1%81%D1%82%D0%B5%D0%BD%D0%BA%D0%BE,_%D0%92%D0%BB%D0%B0%D0%B4%D0%B8%D0%BC%D0%B8%D1%80_%D0%9F%D0%BE%D0%BB%D0%B8%D0%B5%D0%B2%D0%BA%D1%82%D0%BE%D0%B2%D0%B8%D1%87
  9. Isambard_Kingdom_Brunel

    Disliked Ship Guide #3: Mikasa

    Disliked ship guide #3: Mikasa – why don't people take her seriously? (For final comparison to the Tier III Battleships, skip to the ‘overall’ section) At a glance: IJN Tier 2 1899 British Pre-Dreadnought, the most unique ship in the game with an equally unique playstyle Most similar to South Carolina, though this is pushing it. She’s still a very different ship. Has more in common with HMS Warrior than HMS Warspite, and boy does she feel like it! Above average credit earner, with substantially less repair than tier 3 Battleships Available from the store or in-game, for £8 First- An Opinion Mikasa is a ship both veterans and total noobs will feel under-powered in. Many believe she can barely compete at the tier and that cruisers are generally stronger. Having bought her myself without knowing a thing about her beforehand, my first few battles in her were indeed filled with trepidation. In fact, it can be very hard to decide what Mikasa's place actually *is* within a fleet. She's not support (that's the cruiser's job), she's not a heavy hitter, she's certainly not recon, she's not a sniper, she's not mid range artillery support; she's not even *really* a brawler with so few main guns. So how the hek do you use her, then!? In all honesty she doesn't really have an assigned place within the fleet; and this is just one of the reasons she's so unique to the game. Play her as a normal battleship and you'll become out-gunned fast. Play her as a cruiser and be out-maneuvered fast. Play her as a Destroyer and prepare to get fat eating torps. This is the reason so many people sell her for credits after buying her; they simply don't get the use of such a ship and, feeling out of their comfort zone, rage sell then whine that WG miss-sold them a ship. This fickle attitude not only demonstrates a distinct lack of patience, but also of a foundation appreciation for how Naval Architecture developed in reality. Thanks in part to her Japanese ownership, Mikasa was far from 'useless' in real life. Just look up the 'Battle of Tsushima' for proof... Mikasa during her heyday under Admiral Tōgō Heihachirō So to understand why she is so different, let’s first see what Mikasa actually classes as. She’s a pre-dreadnought. Not a Battleship (at least not in the way the game categorizes it), not a Battlecruiser; not even an Ironclad Warship. A Pre-Dreadnought. ‘Why so large of a distinction, Cowper? She looks just like a Dreadnought!’ Thing is, pre-dreadnoughts represent the end of an era; a massive transition and shift in naval doctrine. Within a century prior of HMS Dreadnought’s launch, the navies of the world went from being formed of little more than wooden rafts with sails and guns attached, to metal beasts powered by fossils fuels, capable of demolishing entire cities. In fact in the space of about 40 years, naval architecture (most notably British) went from using wooden sailing masts for propulsion to radar masts for lining up 20-km shots! It was by a very far margin, the fastest progression of technology in history. World of Warships itself has taken longer to develop than it took the great powers to fully adopt the Dreadnought concept….seriously! Don’t believe me? Look it up! It was an arms race of the highest degree. However, my point is that no other ship class, extent or dead, represents the final stage of this shift moreso than that to which Mikasa belongs. Within years of her launch she was made utterly obsolescent. If not for her far Eastern ownership, she would’ve been scrapped long before her time. As it was, however, she served with distinction in many conflicts; proving to the world the Pre-Dreadnought still had something to say... Mikasa is a very unique ship in WoWs. With the coming of the all-big-gun ‘Dreadnought’s, gone were the days of the ram, of the broadside and of the humble cannon ball. Mikasa, and all ships before her, became overnight relics. We’re honoured to have her in World of Warships. Survivability There are two things which make Mikasa what she is; built by the world’s finest ship-builders (the British), and a Pre-Dreadnought. Incidentally, it is also both these things which mean she’s one tough nut to crack! To begin with, she has the same health pool as a fully upgraded South Carolina. People seem to assume this is down to either poor armour or heal ability. This is the first common misconception about Mikasa; that she’s weak against other Battleships. This is true in part; her low number of main battery guns does put her at an immediete disadvantage against other Battleships. But it sure has nothing to do with her armour! While it certainly won't stand up to higher tier Battleship fire (Tier IV and higher), Tier III's will have to learn to treat Mikasa like an equal; or face a very long and potentially very damaging fight! Mikasa’s armour scheme, clearly showing the sloping deck citadel; the same used on much later IJN ships, such as Fuso and Nagato. Whether or not this was a wise scheme to keep on those later ships is a debate in itself; however, on Mikasa it provides more than adequate protection: For tier 2, Mikasa’s armour is god tier. No AP fired from another Tier 2 ship will penetrate her hull. When you consider that most of tier 2 is cruisers, this doesn’t seem so impressive…until you realize she pre-dates the vast majority of them by at least 20 years! Mikasa’s armour scheme was designed in around 1887…yet it can actually stand up to surprising punishment, both in life and in-game. Aside from bouncing everything a cruiser can throw at you, battleships also have a hard time cracking her open. Not to say they can’t, as Mikasa can actually be penned through the bow by Nassau. But they’ll have a hard time of it, mostly due to your heal which is equally as potent as theirs. Add to this that her belt is almost the same thickness as South Carolina’s, and her deck armour surprasses it; and you have one tough little ship. Be aware though, that fire will burn her to the ground. It’s normally a good idea to avoid notorious fire spammers such as St.Louis and Kolberg, and instead focus on firing into the enemy battleships. GAMEPLAY STRATEGY: Angle her well and don’t attract too much return fire from battleships. You’ll do well against cruiser shot, and even soak up some 11/12-inch AP damage in the process. Her sloped citadel will give you surprisingly high levels of protection. Even plunging fire isn't such a big issue, seeing as her combined deck thickness is more than that of the South Carolina! Artillery ‘This ship couldn’t hit the side of a barn…from the inside!’ – The Mighty Jingles Firepower is where the biggest misconceptions lie; and for once, I must agree with them in part. Mikasa only has a 2x2 turret layout; pitiful for a Battleship, regardless of its tier. This wouldn’t be such an issue, however, if only her guns didn’t have such wonky dispersion! Let me give you an example. This ship can quite easily one-shot cruisers with HE. Seriously, ask any good Mikasa captain and they’ll verify this can and does happen. Sadly, though, this is the exception not the rule. Much more of your time in this ship will be spent ripping your hair out over a distinct lack of love from RNGesus. It doesn’t get much better in ergonomic aspects, either. Your turret speed will not allow you to do a full turn while locked on. Your range is thoroughly average for tier 2, and a little below average for tier 3. You can only fire both turrets while presenting an almost perfect broadside. As if all this wasn’t bad enough, the reload on the guns is the same as higher tier Battleships. Not normally an issue, but you only have four guns allowing for on average two shells a round…so…yeah. Having said all this though, reliable damage is possible if you learn her dispersion. Telepathy may help too, but in general, practice with the ship will definitely yield better results. My average damage per game is anywhere between 5 and 18k with the main batteries. Doesn’t sound like much? Well, it’s only normally possible to land 10, maybe 15 shells through the course of a battle. So yes…that is a lot of damage relatively speaking. So her guns really aren’t as ‘useless’ as everyone says. Just a little…temperamental…is all! HOWEVER. And this is what everyone reading this has been waiting for me to get to…. Notice anything a little odd about this Tier 2 Battleship? Yup! It has four more useable secondaries than Nassau! Remember how I mentioned that Dreadnoughts were special because they had ‘…all big guns…’? Well, Mikasa, not being a Dreadnought, overall has more gun batteries than Yamato. Yamato; 8 tiers above her, has (from a historical perspective) considerably weaker secondaries. In fact, if it weren’t for WG nerfing the living daylights out of Mikasa to stuff her into tier 2, she’d be the most powerful secondary machine in the whole game. She has guns EVERYWHERE; even some which are just for show! AA guns? Nope! Fun fact: Mikasa has 80mm deactivated secondaries in her masts, as well as many extras along her decks which aren’t even used by the game! Historically they’d have fired out to around 11km as well. It’s only for balancing reasons they don’t work this way in World of Warships. In fact, the mast guns are very often misidentified as early AA-guns. Furthermore, you know those ‘AA’ guns on top of Ishizuchi’s turrets? Nope! Deactivated 4-inch secondaries! Ok, so they certainly have number; but they’e not individually bad, either. Rapid reloading damage dealing 5-inchers line her hull while countless smaller calibres are strewn across her various decks, intended to harass and goad the enemy. In a pure secondary fight, Mikasa can beat Nassau at it’s own game due to the higher HE and DPM damage she deals. You’ll melt cruisers, especially ones inexperienced enough to wander into your secondary range. However, this is where I come to the one down-side of Mikasa’s secondary might; and it’s a doozy. They only fire out to 3km (3.8km up-specced). It does seem a bit of an over-nerf on WG’s part to do this, but I guess that just goes to reinforce my point that Pre-Dreadnoughts still had a place in a 20th Century navy! But even this isn't a big of a problem as it sounds...most of the maps Mikasa will be on are tiny by comparison to the later ones. For instance, on 'Polar'; a popular Tier 2 map on which Mikasa frequently finds herself, your 3km secondaries will actually reach all the way across the cap circle and even into the center of the map! By relative comparison tothe secondary range on other IJN ships, this is phenomenal! GAMEPLAY STRATEGY: You will consistently get damage by following your team into the fray and acting like the damage soaker for your allies. If your team plays well, you'll be in the heart of the action with both secondaries and primaries going off. Also, given the *cough* lower end player-base *cough* you'll come up against regularly, a lot of players will stray right into your secondaries. By which point, they'll either be sent back to port in very short order or will be very soon! Secondary range (in green). While they have a fairly poor range compared with the tier 3 BB's, given the right map, you can use them to control entire areas or even lay down defensive fire for your team! Also note that I am being spotted by everybody, with my detection range having gone far outside the map (bottom left light blue)! ∆ Me demonstrating Mikasa's explosive secondary potential ∆ To summarize, Mikasa is capable of murdering lower tier cruisers and destroyers alike, and has a good chance of setting enemy battleships alight with her HE shells. The only problem is you'll have to push hard to make light of these advantages. AA Mikasa has no AAA whatsoever. Given the tier she's at, she'll never meet a single plane unless a Katori happens to be on the enemy team. So this really doesn't matter one bit. Torpedoes Mikasa has no torpedo launchers. Given her lineage of having 4x 18-inch tubes, this is actually quite peculiar. Anyway, Destroyers at this tier are pretty deadly if used well. They can fire fast and in some cases (looking at you, Umikaze), to not inconsiderable range, too; so they are definitly a foe to watch out for. Nonetheless, a good captain will know exactly how to negate their advantages, and press his own (here being, secondaries). Gameplay Strategy: The best way of dealing with a Destroyer in Mikasa is to go bow-in straight toward him. Your excellent maneuverability should allow you to avoid the vast majority of his torps; all the while your secondaries can probably get some pot shots in!. Of course, if you're at range from him, just sail in the opposite direction; you'll generally have very heavy cruiser escort at this tier, afterall, so this isn't difficult. Maneuverability This is one aspect in which Mikasa uncategorically shines. Not only is she fast (18knots is impressive both for the ship type and her age), but she corners like a US Army Jeep. Pre-Dreadnoughts were well-know for this particular trait, thanks to their short overall length and wide rudder allowance; as well an inane ability to shut off one of the two screws powering the vessel; something far harder on a ship with quad screws. You'll find yourself almost ignoring most torpedoes fired at you with impunity. In fact, you can quite easily surf between Umikaze torps from the same launcher! All that's required is good situational awareness on your part and, if possible, the Vigilance captain perk. When dropped into Tier 3, despite not being much slower than the majority of other Battleships, it is prudent to stick near base in case it need defending. In fact, base duty is perfect for an up-tierd Mikasa (especially since update 0.5.12, where people are now more liable to push each other's base). Your secondaries can cover the whole cap circle in shells, your maneuverability can make you a difficult target for DDs and your short silhouette means it's easy to stay within the circle and reset the cap. Gameplay Strategy: Mikasa is very competitive in this regard. Use this to your advantage! Close to secondary range with enemy Cruisers and Destroyers (albeit with escort where possible), all the while using your great maneuverability to be as elusive as possible for enemies lining up torp shots! Just beware of entering the sights of a Tier 3 Battleship too soon...as you won't come out on top if he has any support or brain cells at all. Simply asking at least one allied cruiser to stay near you will greatly increase the chance of survival for both of you. Because of this and the fact you can soak damage for them, they'll usually oblige; especially in tier II where you'll probably be the only Battleship. Concealment This is a bit of a pointless section, really. Mikasa's from a age where cannons barely reached 10km, so concealment didn't matter one iota to a Battleship. Be prepared to be instantly spotted; almost the second you load in in fact if it's a small map full of DDs. Your gun range is far below your surface detection range and while you won't have to worry about planes spotting you, Destroyers will always light you up first; especially if you're front-line. Gameplay strategy: Don't go out on your own as you're such an easy target to be focused and neutralised. In tier II matches, this is somewhat negated by your awesome secondary firepower. But in Tier III you'll struggle to push without at least some form of support. Mikasa loves showing herself to the enemy team; never expect concealment unless you're hard up against an island; and even then, don't rely on it! Overall Let’s see how she compares competitively with Kawachi, South Carolina and Nassau Survivability: 2/4 - It won't surprise anyone that I'm announcing Mikasa to be a tiny bit more durable than South Carolina, but a little less so than Kawachi and a lot less than Nassau. Artillery: 2/4 - This is a difficult one, but I have to give artillery to Nassau for its overall quantity of firepower and South Carolina for its super-firing layout. Kawachi's lack of range and average secondaries leave her bottom. AA: 1/4 - She has none to speak of. Not that this is in any way a problem. Maneuverability: 4/4 - Great for a Battleship, no matter how you look at it Concealment: 1/4 - She doesn't know the meaning of the word 'Conceal', let alone how to do it. Ideal Build (In my opinion; these are only recommended and you can do whatever you feel is best!) Captain Skills 1 Point: Basic Firing Training. The buff this gives your secondary reload alone should make it a no-brainer. 1 Point (optional): Basics of Survivability. Fire is your biggest killer in this ship. I'd say use a point on this in rank 14 until your captain hits rank 15. 2 Points: Expert Marksman. You'll want whatever you can get to speed up these turrets. 3 Points: Vigilance. Ensures better dancing with DDs. 3 Points: (optional) Superintendent. Extra heal is always a good thing in a BB. I'd say use 3 points on this in rank 13 until your captain hits rank 15. 4 Points: Advanced Firing Training. An extra 700 meters onto your secondary range isn't to be missed. 5 Points: Manual Aiming. It goes without saying that Mikasa requires a secondary build. This skill, while expensive, will ensure you'll punitively murder anyone who gets too close; even many Battleships (it's extremely rare to find BBs using this skill in Tier 3...consistent secondary hits will allow you to compete ferociously with both South Carolina and Kawachi in close-range combat). Upgrades 1st Slot: Secondary Armament Modification. Losing turrets on Mikasa doesn't hurt as much as losing a large number of secondaries then finding your weight of broadside lacking when it matters most; which *will* happen without this upgrade. Especially important to mount if using the 5-point captain skill. To be honest, I've always used this upgrade and never lost a main turret on Mikasa once. They seem pretty beefy! Repair Party II is also a very good idea if you don't mind spending money on this ship. It'll help with the fires greatly. Signals and Camo The only one I can really recommend for such a low tier ship is boosted secondary range (Close Quarters Expert) purely because A) You need as much secondary range as possible, and B) Mikasa will generate more of this signal pretty much every match anyway. Increased fire chance (Arsonist) can help you too, but I'd only use it if you have a tonne lying around; otherwise it's a bit of a waste of what is a very good signal. Mikasa comes with a gorgeous 'Titanic style' camo which you'll want to use 9 times out of 10. However, if you really want to be unique and don't care so much for the XP bonus, take it off! I'm guilty for using Mikasa extensively minus the camo, simply because I love how much more 'Pre-Dreadnought-y' she looks without it! All other camo is wasted on this ship, in pretty much every way. Conclusion Mikasa can be an extremly situational, awkward, punishing, at times sadistic, stressful, bullying ship to play and on the strength of these things alone, I can't recommend her to any competitive player. End of discussion. HOWEVER, I can utterly recommend her with all my heart to the following types of player: Those with an active interest in history Those who enjoy having fun with secondaries Those who just love the thought of bringing a Battleship into a Cruiser's domain Those who love admiring their ships (seriously...Mikasa is just gorgeous with a supplied premium camo to match) Those who are after a good ship-taming challenge! She's unique. Utterly, utterly unique in World of Warships. If you match any 1 of the above five parameters, you won't regret dropping £8 on her; I can promise you that now. Even in Co-op she's worth the money; letting those bots get close and watching your secondaries turn them into Swiss Cheese is truly a sight to behold. And you ain't seen anything until you experience a Mikasa on Mikasa duel... With help, you'll get into brawls with Nassau and win. With help you'll excel in this ship; without help you'll be focused and killed. She is truly a team-player's ship, designed with the close-quarters player in mind. Oh, and did I mention she's fantastic for getting the 'Close Quarters Expert' award? 'Cos she is! To conclude; buy Mikasa today, join the brilliant Mikasa Appreciation Fleet, add my and jump in-game! What are you waiting for? Another massive shift in naval doctrine? -----------------------------
  10. Hello everyone, I am currently using the Fuso Battleship from Japan and I almost have my Nagato unlocked. I have noticed that at this late tiers of the game, the admiral of my Fuso for example, has a lot of perks and skills already unlocked. And my quetion is the following: Is it better to get a new admiral for the Nagato Battleship, or transfer my experienced Fuso admiral to my Nagato battleship? Also, I won't be able to access WOW's for a while, so, can someone explain me how admirals work if I have to transfer them from ship to ship, and the costs and/or time related to it until I can fully use my admiral into the Nagato Battleship. Thanks in advance!
  11. After seeing so many BBabies crying about their BB's being rubbish I've decided to create a counter thread where we manly men can share our manly experiences in our manly Big Ships. Post your manly battle results in here for all of us to measure our manliness against. If you don't have any secondary battery hits in your so called manly battle result then prepare to be ridiculed. I shall open with this: I admit, it may not seem manly enough as there are no dreadnought or fireproof awards but I did have to climb out of my ship to punch the enemy in the face and when I swam back I'd forgotten where I had parked my BB so I didn't get those awards. Anyway. Manly actions!!! Edit: added the team composition:
  12. Sperrus

    BB: Crossing T Sinnvoll?

    Hatte jetzt schon öfters den Fall, dass ich ein gegnerisches Schlachtschiff in meinem BB (Kongo/Fuso) von vorne begegne. Wenn ich ihn dann mit einer schönen Breitseite, auf die Wasserlinie gezielt auf ihn schieße, hab ich Glück, wenn mal eine Granate trifft. Jetzt stellt sich mir die Frage, ob diese Taktik überhaupt sinnvoll ist, oder ob es nicht schlauer ist, frontal auf ihn zu, oder weg zu fahren um die eigene Trefferfläche zu minimieren. Generell hoffe ich ja, dass noch etwas an dem Spread geändert wird. Wenn die beiden Granaten aus einem Turm jeweils links und rechts vom Gegner aufkommen ist das schon recht frustrierend... Gerade, wenn das bei einer ganzen Breitseite der Fall ist. Im allgemeinen habe ich mich mit der Genauigkeit von BBs angefreundet und mach auch so immer mal wieder 80k+ Schaden in meiner Fuso. Allerdings kommt all dieser Schaden von Treffern in die Seite. D.h. wenn ich ziemlich parallel zum gegnerischen BB fahre. Auf Kreuzer >10km entfernt und generell auf Zerstörer trifft man ja sowieso nix. Noch etwas: Ist es logisch , dass ein Schlachter auf 10-15km gegen einen Kreuzer der eigenen Stufe keine Chance hat? Während der Kreuzer auf diese Distanz jeder Salve, des sowieso ungenauen BBs ausweicht, trifft der CL mehr als 50% seiner Granaten zuverlässig mit einer deutlich kürzeren Nachladezeit. (3-5 Salven, pro BB salve)
  13. Right, this topic is a copy of a post i made on the NA forums, but i thought i'd post it here aswel. Here are two plans made by the Dutch government to aquire big ships with which to defend its colonial empire. Suffice to say, two big wars spoiled those plans. I might add some other Dutch ships (cruisers etc) later. Enjoy! Battleship plan 1912 In the years before the outbreak of the first world war, the Dutch government became concerned about the naval expansion of the Japanese fleet during and following the Russo-Japanese war. As The Dutch Indies (now Indonesia) were of considerable economic importance to the Dutch economy, plans were made to enlarge the fleet protecting the colonies. In 1912, the then minister of naval affairs J. Wentholt came up with the plan "Panzerschip 1912" (roughly translated into Armoured ship 1912) which called for the construction of four armoured cruisers armed with 11" guns. However the navy was against this plan, which it deemed inadequate, and wanted bigger and stronger ships. This caused quite a stir in parliament and ultimately forced the minister to resign. The new minister (then under the new name "minister of war", now called minister of defence) wasted no time and formed a committee for the design and construction of 9 battleships, to counter the Japanese threat. They were to have a displacement of 21,000 tonnes, top speed of 21 knots, an armored belt of 250mm (where 300mm was more common) and armed with 8 13" guns. At first, only the German Krupp-Germania company (which was already constructing the German Kaiser class dreadnoughts) was contacted to make three preliminary designs for these ships: Fully oil fired, fully coal fired and mixed oil-coal firing. Oil firing was preffered, even though oil (and the infrastructure for it) was still scarce within the Dutch colonial empire. Among the designs that followed, this beauty came along. As far as i can tell, this is one of the first modern battleship designs with two quadruple turrets, just like the later French Richelieu and Dunkerque class battleships. The French Lyon class with 4 4-barreled turrets was designed in the same period, but also never built. HERE you can find a 3D redering of this vessel. (Dutch site, but the video speaks for itself!) As The Netherlands did not have experience with properly designing and building capital ships, a large number of international shipbuilding companies were contacted to assist in the design and to ultimately construct the ships. Of these, only Krupp-Germania (builders of the German Kaiser class), Blohm & Voss and Vickers came with designs which were seriously considered by the Dutch government. By 1914 the max dispacement had risen to around 28,000 tonnes and the guns enlarged to 8 14"/L45 in four twin turrets and the engines would run on mixed coal and oil firing with a top speed of 22 knots. Armor was still the weak, battlecruiser like, with a maximum thickness of 250mm. In the end... In July 1914 a bill had been passed for the funding of the ships (order was scaled down to 5 or 7) and even though there was still some discussion going about which design to choose (even though the Krupp-Germania design was apparently preffered), the first keel would been laid down in December of that year with the ships being completed in 1918. However, the War spoiled those plans and no keels were ever laid down. In 1920 and 1921 a new Royal Commission investigated the need for new ships to defend the Dutch colonial empire, but did not recommend to construct battleships. This ruling, combined with the growing pacifist movement of that time pretty much killed off the project...until the 1930 battlecruiser project came along (more on that later). In hindsight The latest designs of the Dutch dreadnoughts were relatively up to spec with dreadnoughts or battlecruisers of other nations, except in one area: armor and seconday guns. Due to the relatively small dispacement of 21,000 to 28,000 tonnes, weight was saved by using a less thick armoured belt. In that respect these ships were comparable to the Japanese Kongo class battlecruisers gun and armor wise, but much slower. To sum it up: not enough armor and guns for a battleship and too slow for a battlecruiser. But maybe the relative large amout of ships (5 to 9 planned ships) might have made up for that...we'll never know! So...How about some battlecruisers? In the 1930's the navy once again became convinced that the two light WW1 cruisers of the Java class, a fleet of submarines and a few old armored gunboats were not enough to protect the Dutch Indies agains possible Japanese aggression. It was believed that if a war with Japan broke out, it would send the bulk of its large ships to fight the Americans and the British, leaving their cruisers to fight the Dutch forces. So the Dutch navy began a project to aquire three "super cruisers" along the "stronger than faster, faster than stronger" line of thought. Dutch intelligence did not expect the Japanese cruisers to be escorted by carriers, so even the threat of these ships in port (as a fleet in being) would be enough to discourage the Japanese of invading Dutch territory. Design In 1939 the go-ahead was given to begin the planning and design of these ships. Top speed was to be 32 knots, 9 11"guns in three turrets and a considerable secondary battery of dual purpose 120mm guns and 40mm AA guns. As with the dreadnoughts, the Dutch were incapable of designing a modern capital ship so they turned to other countries. At first they turned to the French in the hope that they would release plans to their Dunkerque class battleships. But as this turned out to be a futile effort, the Dutch turned to their easterly neighbours: Nazi Germany.After a number of rounds of negotiations, the Germans agreed to release rough schematics of "a battlecruiser in line with the German school of shipbuilding" (which looked A LOT like the Scharnhorst class). At first this was even without the armor protection scheme but after later negotiations these were also released except the part below the water line. The Dutch faced two problems with the German design: They did not trust the all-diesel propulsion system and favoured a steam turbine setup. (but there wasnt enough room in the design) The design totally lacked torpedo defences as the Germans refused to release these. The first problem was to be solved by enlarging the engine room, but this ment sacrificing armour to keep within the 16,000 tonnes displacement limit. (as the Dutch were not involved with the naval treaties, they did not have to adhere to the 10,000 tonnes limit for cruisers)The second problem was solved with the help of the Italians. They gave the Dutch permission to inspect their Vittorio Veneto battleship and its protection scheme AND the Italians knew a thing or two about the German Scharnhorst. The result of this trip was a complete rework of the internal subdivision of the ship and resulted in better protection against magnetic torpedoes with the use of a reworked double bottom. The latter had to be abandoned however, as it would exceed the maximum draft specified. And in the end...part 2 Up to March 1940 Dutch delegations went to Berlin to discuss the designs with 1944 as an estimated delivery year for the first ship, but just like with the dreadnoughts, war reared its ugly head and things ground to a halt. In May of that same year, Germany invaded The Netherlands so you could say that all work was for nothing. 1047 class compared to the Scharnhorst class In contrast to the earlier dreadnought designs, the class 1047 would be one of the finest battlecruisers designed in that time. It's armor would be a bit weaker than its Scharnhorst counterpart, but in all other aspects it would have been better. More reliable engines, twin smokestacks which improved engine performance even further, better elevation for the main guns, far superior anti-air systems (the 40mm Bofors emplacements with Hazemeyer mounts were also used on Dutch destroyers, and were later copied by the British and Americans to become the Mark IV twin mount (RN) and MK 1 and 2 guns for the USN...some of the most effective AA guns of the war). Also the use of dual purpose secondary guns instead of single purpose enhanced its effectivenes even further. Concluding / TL;DR For a small navy (with a big history i might add) the Dutch had big plans for big ships, but every time they were ready to place the order war broke out. Their effectiveness in WW2 if they had been built would have been questionable though. Especially considering Japanese airpower and the use of long lance torpedoes. MAYBE that the battle of the Java sea would have turned out differently, but that's a big if. Thank you for reading, and i hope to see some more lesser known beauties on these forums! :) Sources: Wikipedia (plan 1912) Wikipedia (class 1047) Netherlandsnavy.nl (plan 1912) Netherlandsnavy.nl (class 1047)
  14. TheDutchBaron


    In my ever lasting lust for shiny new premiums, I saw the new premium package the ''Combined Fleet Package'' (opens in new window) and I just thought ''what the hell, its only money'' so after I left check-out and received my ship I just had a quick look at it to post the stats Survivability: 31 200 HP Artillery: Main: 2 x 2 - 305mm guns Secondary (1/2) : 18 x 1 - 76.2mm guns Secondary (2/2) : 14 x 1 - 152mm guns Maneuverability: Max Speed: 18.3 KNT Turning Circle: 450m Ruder Shift Time: 13.3 seconds Concealment: Surface: 11.5 km Air: 7 km Lets go over all the data and come up with a conclusion and call it a day. Guns In the fire power department its not all to bad, yes the fire power under your trigger finger might be a bit limited, but the combined power of Main and Secondary guns a true sight to behold. The only downside of that is that you need to get into (near) suicide ranges to make use of that (three kilometers to be precise). But there is one thing I have not told you about the guns, and that is the range, the range on those guns are 9.5 kilometers, which is not as good as the South Carolina, but it is better that the Kawachi. The damage here is a mixed bag, the HE does more average damage, and the AP does less. The HE does 5100 damage which is a good 1000 more than the South Carolina and the same as the Kawachi but the AP does 7700 damage compared to the 8100 damage from the South Carolina and the 7900 damage of the Kawachi Health She has 31200 HP so you can take hits and just keep on your way, and to put this into perspective and continuing with the Kawachi and South Carolina I'll quickly put them side by side. Mikasa: 31 200 HP Kawachi: 35 800 HP South Carolina: 29 000 HP So nothing really special here, moving swiftly on to... Evasion and Speed One of the best things about this ship is the rudder shift time, only 13.3 seconds! Which is better than both the Kawachi and the South Carolina. Now, concealment is a whole different story, and its a bit of a weird one. it has a surface detect. range of 11.5 km, the South Carolina has 13.9 and the Kawachi... is a ninja compared to these two 9.5 km but the air range is only 7 km South carolina is 7.5, and the Kawachi 8.3 and whilst trying to bring glory to the emperor at a speed of 18.3 knots it kind of left behind by its tier 3 counterpart which travels at 20.4 knots and the American in the room goes about its daily life at a speed of 16.2 knots And there you have it. Its a wrap. We can all go home. The bundle is 19.99€ or your regional equivalent. Maybe I write more of these, I'll have to see what people think and when I have time ( it took me a good hour and a half to get everything neat and tidy, and failing at doing it most likely)
  15. Hi all, Do you guys use 4th row Captain Skills on you BBs (and if YES - which ones)? I am asking because I currently have 4 BBs: "New Mexico" (used it with great success for 4th Ranked up to Rank 15) "Colorado" (using it now with great success in 4th Ranked for below Rank 15) "North Carolina" "Tirpitz" For all of them I have 13 points Captains but all Skills I am using are in rows 1-2-3 ... Leo "Apollo11"
  16. Hallo Liebe Leute und liebes Wargaming Team, wann werden die Schlachtschiffe mal richtig überarbeitet: 1. Wann werden die Granaten angepasst, hinsichtlich Flugbahn, Trefferquote. 2. Warum drehen sich die Türme immer noch so langsam. 3. Die Nachladezeit ist für ein Kriegsschiff im Gefecht, unter Feuer viel zu lang. In der Realität wurde effektiv schneller geladen. 4. Teamplay: Ich würde auch gerne mal meiner eigentlichen Aufgabe als Schlachtschiff-Spieler nachgehen, Schlachtschiffe anzugreifen und nicht mehr gegen Zerstörer und den Rest der Flotte kämpfen zu müssen, weil mein Team nur an die Kills denkt. 5. Sichtweite der Schlachtschiffe auch so ein Problem. Mitten in der Schlacht verschwinden urplötzlich die Gegnerschiffe auf die man vorher geschossen hat und können quasi als Ghostship weiter schießen, ohne dass sie aufgedeckt werden. Selbst in Sichtweite. 6. Inseln: Schön für Zerstörer aber sehr schlecht für Schlachtschiffe. Auch hier kann man den guten Mittelweg wählen und ein paar Inseln weniger. Denn weniger ist mehr. 7. Ach ja was taktischen Spielen angeht, vergessen wir es, mein Finger hat schon eine Hornhaut vom F8 drücken. 8. Wo bleiben die Moderatoren im Chat und auch in den Foren? Ein wenig mehr Aktivität wäre doch sehr schön. Ich bin doch nicht Knigge im Spiel! Vielen Dank und ein gutes Wochenend Ach ja und anstelle von MIMIMI lieber BIDU BIDU BIDU
  17. JeepGucci_2

    Fix the TIRPITZ...PLEASE!

    Yesterday I noticed the odd appearence of the Tirpitz while in the Harbour, I dont know how when this happened but I believe it came with one of the last patches. Could you please fix this? I read that the NA Server had the same issue and patched it rescently
  18. Isambard_Kingdom_Brunel

    Mikasa/Pre-Dreadnought Appreciation Fleet

    Welcome to the Mikasa/Pre-Dreadnought Appreciation Fleet! Ahoy Captains! I bring you the second incarnation of the Official Mikasa Appreciation Society thread! This is a place for tips, gameplay, history and gossip on all things Mikasa/Pre-Dreadnought! You can also check out our original society thread; which is literally brimming to the top with content and info! Never destined to set the game world on fire, she is still a fun ship and one I believe is greatly under appreciated by many. So whether you like her for game-play or historical reasons; even if you don't own her, join our society today and spread the word of this fun little vessel...or just talk about her with like-minded people. If you want to add her to your port, visit here: https://eu.wargaming.net/shop/wows/vehicles/3214/ or purchase her in the tech tree for 2000 Doubloons. If you're interested in getting straight into the game with her and wrecking everyone with some serious lower tier firepower, check out my full Mikasa play guide here! Or, if you want to know more about what you're buying, then read the full premium ship review of her from the excellent NA reviewer, LittleWhiteMouse; just click here! Finally, if you, like me, LOVE the fact these ships had multiple calibres everywhere, check out my secondary sound mod here! We furthermore have an in-game chat channel for the use of the fleet captains.The hope is that it makes it easier for them to find one another and communicate; possibly even do battle together! The channel is called: Mikasa Appreciation Society (it should appear if you type "Mikasa" into the channel search) and the password for it is: tsushima Anyone who wants to join the fleet and have their name added to the member list below, please let me know in your comment/post. Thanks! HMS_Worcester (Society Founder) Cpt_Cowper_Coles (Admiral) 1MajorKoenig 506_Mephisto aguir Amon_ITA aquiles7389 AtomskHD Bellegar Bismarck_chan broja_jacra BrotherSurplice Carl_Edward_Sagan Chocan CLyDeThaMonKeY Combat_Hamster Condor1976 creamgravy DarthDon49 Defcon13 dr_julio84 Drunken_Jedi Egoleter Elbschlucker Elo_Naj Eloyan Exocet6951 Ferry_25 GhostRider_24 GoT_PcDealer Hanszeehock Ictogan imply_tha_best kfa Knightmare_Moon Kaseko _Kyoshi LadyJess lafeel Larky2k LordOzma MadnerKami Maximilian_Graf_von_Spee MaxxyNL mingbat MrFingers Namolis NyronGT orlathebeast peoplescavalry Petao_Sofronije PeterBrooks_1 Procrastes puxflacet RedStorm1 Robber_Baron RUMIRUMI SapperMark SBS Scipio_Africanus1829 ShockPirat Soft_Kitty_Warm_Kitty Sonic_157 soulmask Spuggy StringWitch Szatanshow Takru TeeKay_ Temeteus82 Tirande TMTNEZ Todger_Fairmile TopDawg triumphgt6 Tuccy Vanhal VonBroich Wargael Westyll WolfGewehr Xevious_Red
  19. NC is one of my favorite BB, I am 5mil short of purchasing it. What a joy it is to find out that the new Permanent Cammo is based on Type Measure 12 used in 1942. I would just like to say thank you WG for binging this. Anyone else think the same? I also brought Hipper Cammo and eagerly awaited for her Atlantic bow visual upgrade in one of the recent patches. Please do more
  20. TheDutchBaron

    US Premium Battle Ship

    After my first post regarding my displeasure of the fact that the warspite is no longer on sale I have decide to stop being gloomy about it and look ahead. That brings me to my first question, does any one have the vaguest idea what the first premium battle ship for the US navy will be? I'm also curious about what you guys and gals think it would/should/could be
  21. SebBrady6602

    The tirpitz

    Hello this is my first post in the forum i usually steer clear of these things, but i am a massive fan of US Battleships its a hobby of mine, so naturally i have be smashing away at the game trying to get to one of my favourite classes, the North Carolina. Finally got there (Wippie) However the same day i got this the Tirpitz landed in the shop and now its bloody everywhere. Can someone please give me their opinion because its brilliantly fun dodging and weaving cruisers and trying to smash their hulls open and fair enough sometimes it fails, and the good old "dinosaur slog fest" with other battleships. The along comes the Tirpitz. Well thats a lie. Along come three. Im tier 8, they are tier 8 which should mean this is an equal fight right? Wrong. How come, and theres nothing in any forum posts about patching or nerfing this ship but how come is it so powerful, ive turned to writing this after literally just finishing a game where i was at full health 66K and verses a tirpitz at about half health on fire. Now then, the range is about 6km and im firing from head on, meaning citadel isnt exposed. im blasting and blasting away, 5 even 6 hit salvos at this guy with the secondary armament blazing. Im Doing nothing to him! im lucky to do more that 6K, im aiming at the magazines at waterline with AP, and HE is just useless against it anyway, and then he turns around blats me with a broadside -30K immediately some bounce thank heavens. Oh look torpedos. weave a few smash smash now im flooding. repair module. He turns second broadside and im dead. I had 47 hits in that engagement with my main armament. FORTY SEVEN. And inflicted no more than NINE-THOUSAND hit points of damage. This is seriously beginning to grind my gears because this happens almost every game so much so that i never even bother shooting them anymore because im only going to lose against one. Whats going on?! Anyone else have this problem... ++Rant over++
  22. I am wondering how the French battleship Richelieu*, with all her main guns facing forward, will be like, game-play wise? Since there is no practical possibility for a fighting retreat, her first push will very likely be her last. (Unless she would somehow be able to go faster in reverse than other battleships, but that would seem ludicrous.) On the other hand, the Richelieu will be able to get all her eight 380 mm guns to bear on the same target, even while angling. If she would also have equal gun and armour characteristiscs compared to other battleships, she will pack one hell of a punch. A divison of Richelieus could be devastating. I must admit that I'm curious as to if, and how, this battleship will be implemented in World of Warships. What do you say, fellow forumites? Any thoughts? *And other battleships with the same turret layout. The French battleship Richelieu, 1943
  23. GhostRiderMax123

    The kongo

    Hi all I have just unlocked the Kongo and I was wondering if anyone could give me any tips on the best way to use it ect I am currently finding that when stock it is a bit lack luster does it get much better??? many thanks in advance.
  24. wotertool

    IJN Myogi

    Hello everyone, The Myogi Battleship is currently Tier IV and comes with following layout when bought: Survivability: 50 42 800 HP Artillery: 46 3x2 356mm L/45 Type 41 6x1 76/80mm L/40 Type 41 152mm L/50 Type 41 Maneuverability: 29 Max Speed: 25,3 knots Turning Circle Radius: 730 m Rudder Shift Time: 20 seconds Concealment: 27 Surface Detectability Range: 17,1 km Air Detectability Range: 10,7 km Main Battery: 356mm L/45 Type 41 1,8 rpg 10 000 damage with AP shells 5 700 damage with HE shells 60 seconds for 180° turn time Hull: Myogi A 42 800 HP 3x2 main artillery 22 secondary artillery Gun Fire Control System: Type 4 Mod. 1 Firing range: 13,9 km Engine: Propulsion 68 250 HP Maximum Speed: 25,3 Knots Following modules are offered: Hull: Myogi B (220 000 credits) 45 700 HP (+2900) Secondary Artillery: 20 (-2) Survivability: 53 (+3) Maneuverability: 33 (+4) Gun Fire Control System: Type 4 Mod. 2 (1600 RP / 130 000 credits) Firing Range Increase: 10% (+10) Firing Range: 15,3 km (+1,4) Artillery: 47 (+1) Engine: Propulsion: 77 000 HP Maximum Speed: 29 knots (+3,7) Maneuverability: 42 (+13) Hull: Myogi C (360 000 credits) 45 700 HP (+2900) Secondary Artillery: 22 AA Mounts: 14 (+14) Survivability: 53 (+3) Artillery: 49 (+3) AA Guns: 20 (+20) Maneuverability: 33 (+4) Concealment: 29 (+2) One can research the Tier 4 Carrier Hosho for 8400 RP and the Tier 5 BB Kongo for 20 000 RP. It also offers a Damage Control Party I and a Repair Party I. Following Upgrades are available: Secondary Battery Modification I (125 000 credits): +20% to secondary battery surviveability Main Battery Modification I (125 000 credits): -20%: chance of magazine detonation / critical damage to main battery / main battery repair time Now since a basic thread is done, I come to my questions regarding this ship. First of all, I do not think that the Myogi B modul is necessary. I see it as a waste of credits, but what about the Myogi C, should I buy it? Same goes to the Fire Control System. Is it worth it on that tier ... or that ship in special? I also think that both upgrades (at least on this ship) are waste of credits. So far I only bought the stronger engine, which really helped. Also, what kind of playstyle do you recommand. Stay in second line and cover DDs (which I prefer) or play as lone wolf and hunt others? Last but not least: please try to stay more or less ontopic (I saw a few HE vs AP threads already - it should not be the focus here to discuss what is better and what not) and don't insult others. Thanks.
  25. Alright, so here's the deal: I was scouring wikipedia at work, and I stumbled upon French BB's. I didn't really have the time to put in the hours required for anything resembling an internet-research (ie making reasoned assumptions based on logic, the old Mk I. eyeball and the available, often contradictory information), but what I gathered generally points towards the French using smaller calibre but high(er)-penetration main armament. All that I'm about to write down is from wiki, so it may be inaccurate (although I'll try to get into sources as we go along), and so I invite all of you guys to comment and add to it if you know your stuff. Right, let's start: Tier III Okay, we start off on a bad foot here: The French simply don't seem to have an all-big-gun BB armed with the right number of 12" guns. We either have a fairly RNG-dependent option, or one that would be probably overpowered at that level. Courbet-class Main armament: 6x2x 305mm (12")/45 Mle 1906 guns Secondary armament: 22x 138mm /55 Mle 1910 guns 4x 47mm Hotchkiss guns Armour: 30-300mm Belt: 270mm Speed: 21kts Weapon layout Now what we have here is a ship that has the same broadside as the Ishizuchi. Not only that, but she also has a great big pack of secondary artillery, capable of setting anyone alight quite reliably by the sheer volume of fire alone. She can of course be balanced to have a reduced rate of fire, or slow turret turn times, but I don't think it'll matter that much if someone knows what he's doing in a BB. She could also be a Tier IV premium BB in case she doesn'T get chosen. Tier IV For this tier, I would suggest the Bretagne-class. I was also considering the Normandie-class, but I decided to go with the Bretagne for two reasons: The Bretagne-class was actually realised, while the Normandie was not, And the Normandie-class would, in my opinion, have too much firepower for the tier: armed with 4x3 340mm guns she would have the most powerful broadside of any Tier 4 ship, while the 5x2 340mm guns of the Bretagne-class would sit just right at the tier. Right then, the Bretagne-class: Main armament: 5x2x 340mm (13,4")/45 Mle 1902 guns Secondary armament: As built 22x 138mm/55 Mle 1910 guns 4x 47mm Hotchkiss guns After 1935: 14x 138mm/55 Mle 1910 guns 8x 75mm/50 Mle 1922 guns (DP) Armour: 40-340mm Belt: 270mm Speed: 20kts Weapon layout I think she would sit right well between the Wyoming (12x 12") and the Myogi (6x14") in terms of firepower, whilst in speed she'd be on the slow side (like pretty much everyone in that period). AA would only appear on the B hull, and even then it wouldn't be anything significant (I'm guessing some MG's would be present to complement the 75mm guns, but that's all). Tier V For this tier, I suggest either the Normandie-class Normandie class (planned) Main armament: 3x4x 340mm/45 Mle 1912 guns Secondary armament: 24x 138mm/55 Mle 1910 guns 6x 47mm Hotchkiss guns Armour: 40(?)-340mm Belt: 300mm Speed: 21kts I guess she could have some sort of upgrade to her AA at the expense of some secondary guns, something like the Bretagne-class got. But that's for my next post, since now I have to go. Kudos to Poster_2015 and Historynerd for their input