World of Warships Supertest – New Ships (510mm gun Battleship!)

Japanese battleship Yashima, tier X

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Yashima is an alternative project of Yamato, armed with 6 510-mm guns and modernized AA defense. The battleship has shells with high damage and very good penetration, but not the best ballistics. As these shells need to pass through a thick armor to detonate, there will often be over-penetration when lightly armored target is hit. But enemy battleships are a perfect target for Yashima.

Hit points – 97200. Plating – 32 mm.

Main battery – 3×2 510 mm.
Firing range – 26.6 km. Dispersion at this range – 272 m.
Sigma – 2.10.
Maximum HE shell damage – 8100. Chance to cause fire – 40%. HE initial velocity – 720 m/s.

Maximum AP shell damage – 19400. AP initial velocity – 720 m/s.
Reload time – 35.0 s.
180 degree turn time – 60.0 s.

Secondary Armament:
2×3 155.0 mm, range – 7.0 km.
Maximum HE shell damage – 2600. Chance to cause fire – 10%. HE initial velocity – 925 m/s
10×2 100.0 mm, range – 7.0 km.
Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity – 1000 m/s

AA defense: 24×2 40.0 mm, 16×3 25.0 mm, 10×2 100.0 mm.
AA defense short-range: continuous damage per second – 102, hit probability – 85 %, action zone 0.1-2.5 km;
AA defense mid-range: continuous damage per second – 438, hit probability – 75 %, action zone 0.1-3.5 km;
AA defense long-range: number of explosions in a salvo – 10, damage within an explosion – 1540, continuous damage per second – 235, hit probability – 75 %, action zone 0.1-5.8 km;
Number of explosions in a salvo – 10, damage within an explosion – 1540, action zone 3.5-5.8 km.

Maximum speed – 27.0 kt. Turning circle radius – 900 m. Rudder shift time – 18.7 s.
Surface detectability – 18.0 km. Air detectability – 12.8 km. Detectability after firing main guns in smoke – 20.9 km.

Available consumables:
1 slot – Damage Control Party
2 slot – Repair Party
3 slot – Fighter/Spotting Aircraft

European destroyer Orkan, tier VIII

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Orkan is a former British destroyer Myrmidon, given to the Polish fleet. The main Orkan’s strength in the game is her main caliber guns. Fast and long-range torpedoes act as an auxiliary armament due to not very high damage and having only 4 torpedoes in salvo. The destroyer has Surveillance Radar but no Smoke Generator.

Hit points – 15700. Plating – 19 mm.

Main battery – 3×2 120 mm.
Firing range – 11.6 km. Dispersion at this range – 102 м.
Sigma – 2.00.
Maximum HE shell damage – 1750. Chance to cause fire – 9%. HE initial velocity – 774 m/s.
Maximum AP shell damage – 2250. AP initial velocity – 774 m/s.
Reload time – 4.5 s.
180 degree turn time – 9.0 s.

Torpedo tubes – 1×4 533 mm.
Maximum damage – 10700.
Range – 12.0 km. Speed – 76 kt.
Torpedo detectability – 1.6 km.
Reload time – 70 s.
Launcher 180 degree turn time – 7.2 s.

AA defense: 1×4 40.0 mm, 6×1 20.0 mm, 1×1 102.0 mm, 3×2 120.0 mm.
AA defense short-range: continuous damage per second – 70, hit probability – 95 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second – 35, hit probability – 100 %, action zone 0.1-2.5 km;
AA defense long-range: continuous damage per second – 35, hit probability – 100 %, action zone 0.1-5.2 km;

Number of explosions in a salvo – 1, damage within an explosion – 1260, action zone 3.5-5.2 km.

Maximum speed – 35.0 kt. Turning circle radius – 590 m. Rudder shift time – 3.7 s.

Surface detectability – 7.0 km. Air detectability – 3.0 km. Detectability after firing main guns in smoke – 2.5 km.

Available consumables:
1 slot – Damage Control Party
2 slot – Engine Boost
3 slot – Repair Party (Duration time 10 s; HP per second 157, Reload time 120 (80) s; Charges 1(2));
4 slot – Surveillance Radar (Duration time 15 s; Detection of ships 7.5 km; Reload time 180(120) s; Charges 2(3)).

Japanese destroyer Arashi, tier VIII

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Arashi is equipped with 150-mm guns and Hydroacoustic search, unusual for the Japanese destroyers. The main part of the ship’s gameplay is conducting stealthy torpedo attacks.

Hit points – 13300. Plating – 19 mm.

Main battery – 3×1 150 mm.
Firing range – 11.4 km. Dispersion at this range – 100 м.
Sigma – 2.00.
Maximum HE shell damage – 2500. Chance to cause fire – 11%. HE initial velocity – 875 m/s.
Maximum AP shell damage – 3900. AP initial velocity – 875 m/s.
Reload time – 5.0 s.
180 degree turn time – 20.0 s.

Torpedo tubes – 2×4 610 mm.
Maximum damage – 20967.
Range – 10.0 km. Speed – 67 kt.
Torpedo detectability – 1.7 km.
Reload time – 112 s.
Launcher 180 degree turn time – 7.2 s.

AA defense: 4×1 25.0 mm.
AA defense short-range: continuous damage per second – 14, hit probability – 95 %, action zone 0.1-2.5 km.

Maximum speed – 35.0 kt. Turning circle radius – 640 m. Rudder shift time – 4.0 s.
Surface detectability – 6.8 km. Air detectability – 3.1 km. Detectability after firing main guns in smoke – 2.5 km.

Available consumables:

1 slot – Damage Control Party
2 slot – Smoke Generator (Duration time 20 s; Dispersion time 69 s; Reload time 240(160) s; Charges 2(3); Radius 450.0 m;
3 slot – Engine Boost
4 slot – Hydroacoustic Search(Duration time 100 s; Torpedo detection range 3.5.km; Ship detection range 5.0 km; Reload time 180(120) s; Charges 2(3))

German cruiser Ägir, tier IX

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Ägir is a big cruiser, which has the same hull as Siegfried and armed with 9 305-mm guns. She is especially efficient in fighting at close and medium ranges due to torpedo armament and secondary guns with improved accuracy and relatively quick reload, uncharacteristically strong for the class.

Hit points – 62850. Plating – 27 mm.

Main battery – 3×3 305 mm.
Firing range – 18.5 km. Dispersion at this range – 175 m.
Sigma – 1.8.
Maximum HE shell damage – 3600. Chance to cause fire – 27%. HE initial velocity – 865 m/s.
Maximum AP shell damage – 9400. AP initial velocity – 865 m/s.
Reload time – 22.0 s. 180 degree turn time – 30.0 s.

Torpedo tubes – 2×4 533 mm.
Maximum damage – 13700.
Range – 6.0 km. Speed – 65 kt.
Torpedo detectability – 1.3 km.
Reload time – 90 s.
Launcher 180 degree turn time – 7.2 s.

Secondary Armament:
9×2 128.0 mm, range – 7.6 km.
Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE in

itial velocity – 900 m/s

AA defense: 9×2 128.0 mm,10×4 20.0 mm,9×2 55.0 mm.
AA defense short-range: continuous damage per second – 119, hit probability – 85 %, action zone 0.1-2.0 km;
AA defense mid-range: continuous damage per second – 364, hit probability – 90 %, action zone 0.1-4.0 km;
AA defense long-range: continuous damage per second – 130, hit probability – 90 %, action zone 0.1-6.0 km;

Number of explosions in a salvo – 6, damage within an explosion – 1540, action zone 3.5-6.0 km.

Maximum speed – 33.5 kt. Turning circle radius – 880 m. Rudder shift time – 14.0 s.
Surface detectability – 15.1 km. Air detectability – 10.7 km. Detectability after firing main guns in smoke – 11.7 km.

Available consumables:
1 slot – Damage Control Party
2 slot – Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 180(120) s; Charges 2(3));
3 slot – Repair Party (Duration time 28 s; HP per second 314.25; Reload time 120(80) s; Charges 2(3));

Tier X European destroyer Lappland, which has the same parameters as tier X destroyer Halland was added in the purpose of the technical testing.

All stats are listed without crew and upgrade modifiers, but with the best available modules. Please note that the information in the Development Blog is preliminary and subject to change.

8 thoughts on “World of Warships Supertest – New Ships (510mm gun Battleship!)

  1. Yashima!! Is this the ‘Defender’ turning point for WOWS where power creep and OP premiums get out of hand!! Admittedly I only recently started playing WOWS and it hasn’t impressed me very much for a new player. Balance is already rather poor/awkward at Tier 5-7 with a torpedo soup in most co-op games. Torpedoes are completely unrealistic as they have 100% reliability/detonation regardless of the angle of impact. I have played a lot of Silent Hunter III in my days (1000+ hours) and I know a thing or two about torpedoes, and WOWS is complete BS.

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      1. With real money most likely. If WG can charge up to USD 240 for Puerto Rico (apparently a mediocre Tier X Cruiser) during the Christmas event, then they can charge a pretty penny for this Battleship. Either way, I can’t care much, as I won’t ever be getting that far into WOWS. I am just playing to get my ‘free’ tier 6 premium battleship (Warspite with the invite code).

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    1. Comparing a simulation with an arcade game big brain move eh.

      So if you know a thing or two then you would also know that ships don’t have HP in real live and that there is no such thing as unlimited ammo.

      But in regards to the ship it i have to say that it is nowhere near the “Defender” as in wows you already have things like the Missouri or the Belfast

      2nd the ship has nice guns and AA/secondaries but the rest is thrash as well as the velocity of the shells so the ship is most likely not tankie or a long range sniper it will be just another ok ship like others on tier 10

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    2. I don’t think so, first of all nothing is like the Defender, in WoT that is OP no matter what it is facing, as for the Yashima it seems they want her to be situational
      we already know that she won’t be able to cause full damage with AP unless she hits BBs, CBs and CAs, althoug some CAs known for the lack of armor might actually benefit from overpens
      then we also know she will be innacurate, in WoWs if you only have 2 guns per turret the ships become even more innacurate the larger the caliber of the guns
      lastly we know she will struggle to hit DDs and faster CLs with only 3º/s turret rotation (180º in 60 sec), the secondaries will help but won’t keep DDs away with a meager 7km range

      conclusion: stay back and cause a lot of damage to BBs, CBs and CAs with 1 or 2 hits every 30~35 seconds, then hope your team has finished off all the smaller enemy ships so that you can close in at the end of the match, if you become aggressive at the start of the match you will probably sink from torpedos

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  2. Yashima is a tier 10 premium, how you get it is either free xp, coal, steel.
    Not sure if WG sell tier 10 premiums for real cash.
    Considering my Yamato and Montana already do very little damage per battle with AP against even high tier cruisers, I don’t see a point in getting bigger guns whose AP is only effective versus other BBs.
    Its like playing an asashio and enemy team only brings 1 BB to the battle.
    The battle role becomes too specific.

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  3. can’t play wows and i don’t like it at all,i was a fan of bbs but i was forced to let the game because of he spam and torpedo spam.

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