Greetings, Captains. Update 13.0 brings with it new ships for testing, such as Spanish battleship Victoria, German cruiser Wiesbaden, and a long-awaited Tech Tree branch: Commonwealth cruisers!
The new Commonwealth cruiser branch features ships from Australia, India, New Zealand, and Canada. At low and mid tiers these ships will be light cruisers armed with 152mm guns, and beginning at Tier VIII they will receive a heavier armament of 203mm guns. Their main battery will be capable of dishing out a good amount of damage per minute, but in return will have somewhat poor shell ballistics and slow turret traverse. Starting from Tier III, they will additionally be armed with torpedoes. At Tier VII these torpedoes become long-ranged and may even be launched from stealth due to the excellent concealment of these ships. For captains interested in hunting submarines, from Tier V onwards the ASW airstrikes of these ships will have improved features: longer range, additional charges, and an increased splash radius for incapacitating modules. However, they will deal somewhat less damage in return. The improved features of this line will be balanced out by generally weak armor, low HP pools, and weak AA defense.
As is standard for most cruisers, the line will feature Hydroacoustic Search, available in its own slot at Tier IV and sharing a slot with Defensive AA Fire at later tiers. Starting at Tier V, the signature Commonwealth Crawling Smoke Generator will also be available in its own slot, with its long action time allowing slow movement while remaining concealed. Starting at Tier VIII, the ships will be equipped with a Repair Party of standard characteristics.
In battle, these characteristics will come together in a mid to close-range playstyle. The Crawling Smoke Generator coupled with their excellent concealment will allow these ships to take aggressive positions and make best use of their good damage per minute, while also being able to conduct successful retreats when in danger. Captains will want to avoid exchanging fire in open waters however, due to overall low survivability; in these cases, the long-range torpedoes may be employed while repositioning.
Commonwealth cruiser Sutlej, Tier I
Sutlej is one of the Black Swan-class sloops built in Great Britain, specifically for the Royal Indian Navy. During the Second World War, she took an active part in military operations in the Mediterranean and in the waters of the Indian Ocean. After India gained independence, the ship became part of the Indian Navy, in which she served until the end of the 1970s.
Commonwealth cruiser Sutlej, Tier I
Hit points – 6450. Plating – 6 mm. Fires duration: 30 s.
Main battery – 3×2 102 mm. Firing range – 8.5 km.
Maximum HE shell damage – 750. HE shell armor penetration – 17 mm. Chance to cause fire – 6%. HE initial velocity – 811 m/s.
Reload time – 5.8 s. 180 degree turn time – 18.0 s. Maximum dispersion – 79 m. Sigma – 2.00.
AA defense: 1×4 12.7 mm., 2×1 20.0 mm.
AA defense short-range: continuous damage per second – 42, hit probability – 85 %, action zone – 1.5 km;
Maximum speed – 19.0 kt. Turning circle radius – 320 m. Rudder shift time – 3.1 s. Surface detectability – 6.8 km. Air detectability – 4.8 km. Detectability after firing main guns in smoke – 2.2 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 25 s; Equipment is unlimited)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Port Jackson, Tier II
Port Jackson is one of the Town-class cruisers built in the 1910s in several different series in Great Britain and Australia, conceived to aid in trade protection. She was named after the place where the city of Sydney was founded.
Commonwealth cruiser Port Jackson, Tier II
Hit points – 20300. Plating – 6 mm. Fires duration: 30 s.
Main battery – 8×1 152 mm. Firing range – 12.3 km.
Maximum HE shell damage – 2100. HE shell armor penetration – 25 mm. Chance to cause fire – 8%. HE initial velocity – 773 m/s.
Maximum AP shell damage – 2750. AP initial velocity – 773 m/s.
Reload time – 9.1 s. 180 degree turn time – 18.0 s. Maximum dispersion – 118 m. Sigma – 2.00.
AA defense: 1×1 40.0 mm., 1×1 76.2 mm.
AA defense mid-range: continuous damage per second – 15, hit probability – 90 %, action zone – 3.0 km;
Maximum speed – 26.0 kt. Turning circle radius – 500 m. Rudder shift time – 5.9 s. Surface detectability – 10.0 km. Air detectability – 4.2 km. Detectability after firing main guns in smoke – 4.6 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Caradoc, Tier III
Caradoc is a Caledon-class cruiser that took part in the First World War and several other conflicts. In the 1920s, she served at the North American and West Indian Stations. During the early stages of World War II, Caradoc was based in Canada and participated in Allied operations in the North Atlantic. Even though the cruiser actually served under the British flag, Caradoc will represent the Royal Canadian Navy in-game due to her service record.
Commonwealth cruiser Caradoc, Tier III
Hit points – 18700. Plating – 6 mm. Fires duration: 30 s.
Main battery – 5×1 152 mm. Firing range – 12.9 km.
Maximum HE shell damage – 2100. HE shell armor penetration – 25 mm. Chance to cause fire – 8%. HE initial velocity – 853 m/s.
Maximum AP shell damage – 2800. AP initial velocity – 853 m/s.
Reload time – 8.0 s. 180 degree turn time – 18.0 s. Maximum dispersion – 122 m. Sigma – 2.00.
Torpedo tubes – 4×2 533 mm.
Maximum damage – 10000. Range – 6.0 km. Speed – 53 kt. Reload time – 41 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.1 km.
AA defense: 2×1 40.0 mm., 2×1 7.7 mm., 2×1 76.2 mm.
AA defense short-range: continuous damage per second – 14, hit probability – 85 %, action zone – 1.5 km;
AA defense mid-range: continuous damage per second – 49, hit probability – 90 %, action zone – 3.0 km;
Maximum speed – 29.0 kt. Turning circle radius – 540 m. Rudder shift time – 5.5 s. Surface detectability – 9.8 km. Air detectability – 3.9 km. Detectability after firing main guns in smoke – 4.5 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Dunedin , Tier IV
The Dunedin is a Danae-class light cruiser that served from 1924 to 1937. She served in the New Zealand Division of the Royal Navy, which was the predecessor of the Royal New Zealand Navy. During World War II, the cruiser took an active part in operations in the Atlantic, capturing several enemy transports. On November 1941, Dunedin was sunk by a German submarine.
Commonwealth cruiser Dunedin, Tier IV
Hit points – 20200. Plating – 13 mm. Fires duration: 30 s.
Main battery – 6×1 152 mm. Firing range – 13.6 km.
Maximum HE shell damage – 2100. HE shell armor penetration – 25 mm. Chance to cause fire – 8%. HE initial velocity – 853 m/s.
Maximum AP shell damage – 2800. AP initial velocity – 853 m/s.
Reload time – 8.5 s. 180 degree turn time – 18.0 s. Maximum dispersion – 127 m. Sigma – 2.00.
Torpedo tubes – 4×3 533 mm.
Maximum damage – 10000. Range – 6.0 km. Speed – 53 kt. Reload time – 62 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.1 km.
Secondary Armament:
3×1 102.0 mm, range – 4.0 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity – 811 m/s
AA defense: 2×1 40.0 mm., 3×1 102.0 mm.
AA defense mid-range: continuous damage per second – 25, hit probability – 90 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 56, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 2, damage within an explosion – 1120, action zone 3.5 – 5.8 km.
Maximum speed – 29.0 kt. Turning circle radius – 550 m. Rudder shift time – 5.8 s. Surface detectability – 10.1 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke – 4.7 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.0 km; Ship detection range 4.0 km; Reload time 120 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Delhi , Tier V
Achilles, one of the Leander class cruisers, was commissioned to the Royal Navy in 1933. In 1936 she attached to the New Zealand Division of the Royal Navy and joined the newly established Royal Zealand Navy in 1941. During World War II, the cruiser played a crucial role in the Battle of the River Plate and took part in the Pacific campaign. In 1948, Achilles transferred to the Indian Navy and was renamed Delhi. As INS Delhi, the cruiser served for an additional 30 years.
Commonwealth cruiser Hobart, Tier VI
HMAS Hobart was commissioned to the Royal Australian Navy in 1939 as one of the Improved Leander-class cruisers. During World War II, she took part in the Mediterranean campaign and operations in the Indian and Pacific oceans. HMAS Hobart was also present at the signing ceremony of Japan’s surrender in Tokyo Bay.
Commonwealth cruiser Hobart, Tier VI
Hit points – 24000. Plating – 16 mm. Fires duration: 30 s.
Main battery – 4×2 152 mm. Firing range – 15.1 km.
Maximum HE shell damage – 2100. HE shell armor penetration – 25 mm. Chance to cause fire – 8%. HE initial velocity – 841 m/s.
Maximum AP shell damage – 2850. AP initial velocity – 841 m/s.
Reload time – 6.5 s. 180 degree turn time – 30.0 s. Maximum dispersion – 137 m. Sigma – 2.00.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 8.0 km. Number of Bombs in Payload – 1. Maximum bomb damage – 2700.0.
Torpedo tubes – 2×4 533 mm.
Maximum damage – 15433. Range – 10.0 km. Speed – 62 kt. Reload time – 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
4×2 102.0 mm, range – 5.0 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity – 811 m/s
AA defense: 4×1 20.0 mm., 3×2 20.0 mm., 4×2 102.0 mm., 2×8 40.0 mm.
AA defense short-range: continuous damage per second – 88, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 88, hit probability – 90 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 60, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 2, damage within an explosion – 1120, action zone 3.5 – 5.8 km.
Maximum speed – 32.5 kt. Turning circle radius – 640 m. Rudder shift time – 7.6 s. Surface detectability – 10.8 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke – 5.1 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.0 km; Ship detection range 4.0 km; Reload time 120 s; Charges 3)
2 slot – Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)
3 slot – Crawling Smoke Generator (Duration time 102 s; Duration time 10 s; Radius 450.0 m; Reload time 160 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Uganda, Tier VII
Uganda, which entered Royal Navy service at the height of World War II, belonged to the second group of Fiji-class cruisers. The ship took an active part in the landings in Sicily and Italy. In the fall of 1944, the cruiser was transferred to the Royal Canadian Navy and subsequently operated in the Pacific Ocean.
Commonwealth cruiser Uganda, Tier VII
Hit points – 31400. Plating – 16 mm. Fires duration: 30 s.
Torpedo protection – 4 %.
Main battery – 3×3 152 mm. Firing range – 15.8 km.
Maximum HE shell damage – 2100. HE shell armor penetration – 25 mm. Chance to cause fire – 8%. HE initial velocity – 841 m/s.
Maximum AP shell damage – 2850. AP initial velocity – 841 m/s.
Reload time – 6.5 s. 180 degree turn time – 30.0 s. Maximum dispersion – 142 m. Sigma – 2.00.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 3. Number of Aircraft in Attacking Flight – 1. Maximum range – 8.0 km. Number of Bombs in Payload – 1. Maximum bomb damage – 2700.0.
Torpedo tubes – 2×3 533 mm.
Maximum damage – 15433. Range – 12.0 km. Speed – 62 kt. Reload time – 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
4×2 102.0 mm, range – 5.6 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity – 811 m/s
AA defense: 5×4 40.0 mm., 7×1 20.0 mm., 4×2 20.0 mm., 4×2 102.0 mm.
AA defense short-range: continuous damage per second – 119, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 140, hit probability – 90 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 53, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 2, damage within an explosion – 1190, action zone 3.5 – 5.8 km.
Maximum speed – 31.5 kt. Turning circle radius – 600 m. Rudder shift time – 8.6 s. Surface detectability – 11.2 km. Air detectability – 6.4 km. Detectability after firing main guns in smoke – 5.4 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.0 km; Ship detection range 4.0 km; Reload time 120 s; Charges 3)
2 slot – Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)
3 slot – Crawling Smoke Generator (Duration time 102 s; Duration time 10 s; Radius 450.0 m; Reload time 160 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Auckland, Tier VIII
Cruiser Auckland, like the British Albemarle, is based on one of the heavy cruiser designs developed in Great Britain in 1940. This variant possessed nine 203 mm guns as the main battery, placed in three-gun turrets in a linear-elevated configuration. The ship was named after the largest city in New Zealand and represents the Royal New Zealand Navy.
Commonwealth cruiser Auckland, Tier VIII
Hit points – 39400. Plating – 25 mm. Fires duration: 30 s.
Torpedo protection – 19 %.
Main battery – 3×3 203 mm. Firing range – 17.1 km.
Maximum HE shell damage – 2950. HE shell armor penetration – 34 mm. Chance to cause fire – 18%. HE initial velocity – 841 m/s.
Maximum AP shell damage – 4350. AP initial velocity – 841 m/s.
Reload time – 10.0 s. 180 degree turn time – 30.0 s. Maximum dispersion – 151 m. Sigma – 2.00.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 3. Number of Aircraft in Attacking Flight – 1. Maximum range – 10.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 3400.0.
Torpedo tubes – 2×4 533 mm.
Maximum damage – 16767. Range – 12.0 km. Speed – 62 kt. Reload time – 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
6×2 102.0 mm, range – 6.6 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity – 811 m/s
AA defense: 16×1 20.0 mm., 6×2 102.0 mm., 4×8 40.0 mm.
AA defense short-range: continuous damage per second – 137, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 158, hit probability – 90 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 77, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 4, damage within an explosion – 1260, action zone 3.5 – 5.8 km.
Maximum speed – 33.0 kt. Turning circle radius – 720 m. Rudder shift time – 10.1 s. Surface detectability – 12.3 km. Air detectability – 7.1 km. Detectability after firing main guns in smoke – 7.2 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)
2 slot – Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)
3 slot – Crawling Smoke Generator (Duration time 102 s; Duration time 10 s; Radius 450.0 m; Reload time 130 s; Charges 3)
4 slot – Repair Party (Duration time 28 s; HP per second 197.0; Reload time 80 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Encounter, Tier IX
Encounter is a fast ship based on preliminary designs for a cruiser with 203 mm artillery, intended for construction at an Australian shipyard in the 1920s. In terms of silhouette and layout, the project partly replicates the British Hawkins-class cruisers. The cruiser inherited its name from one of the first ships of the Royal Australian Navy (a protected cruiser launched back in 1902) and joined the newly formed Royal Australian Navy in 1912.
Commonwealth cruiser Encounter, Tier IX
Hit points – 41700. Plating – 25 mm. Fires duration: 30 s.
Torpedo protection – 13 %.
Main battery – 3×3 203 mm. Firing range – 17.5 km.
Maximum HE shell damage – 2950. HE shell armor penetration – 34 mm. Chance to cause fire – 18%. HE initial velocity – 841 m/s.
Maximum AP shell damage – 4350. AP initial velocity – 841 m/s.
Reload time – 8.9 s. 180 degree turn time – 30.0 s. Maximum dispersion – 154 m. Sigma – 2.05.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 3. Number of Aircraft in Attacking Flight – 1. Maximum range – 10.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 3400.0.
Torpedo tubes – 2×4 533 mm.
Maximum damage – 16767. Range – 13.5 km. Speed – 65 kt. Reload time – 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
4×2 102.0 mm, range – 7.0 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity – 811 m/s
AA defense: 12×2 20.0 mm., 4×2 102.0 mm., 6×8 40.0 mm.
AA defense short-range: continuous damage per second – 172, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 231, hit probability – 90 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 56, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 2, damage within an explosion – 1330, action zone 3.5 – 5.8 km.
Maximum speed – 33.0 kt. Turning circle radius – 810 m. Rudder shift time – 10.3 s. Surface detectability – 12.3 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke – 7.2 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)
2 slot – Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)
3 slot – Crawling Smoke Generator (Duration time 102 s; Duration time 10 s; Radius 450.0 m; Reload time 130 s; Charges 3)
4 slot – Repair Party (Duration time 28 s; HP per second 208.5; Reload time 80 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Commonwealth cruiser Cerberus, Tier X
Cerberus is an enlarged, seaworthy version of the British County-class cruisers with more powerful armament. The ship is named after one of the pioneers of the Australian Navy (Her Majesty’s Victorian Ship Cerberus) built in the late 1860s for the naval forces of the Colony of Victoria. She served in Australian waters for more than half of a century.
Commonwealth cruiser Cerberus, Tier X
Hit points – 47300. Plating – 25 mm. Fires duration: 30 s.
Torpedo protection – 19 %.
Main battery – 4×3 203 mm. Firing range – 18.5 km.
Maximum HE shell damage – 2950. HE shell armor penetration – 34 mm. Chance to cause fire – 18%. HE initial velocity – 841 m/s.
Maximum AP shell damage – 4350. AP initial velocity – 841 m/s.
Reload time – 10.5 s. 180 degree turn time – 30.0 s. Maximum dispersion – 161 m. Sigma – 2.05.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 3. Number of Aircraft in Attacking Flight – 1. Maximum range – 11.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 3900.0.
Torpedo tubes – 2×4 533 mm.
Maximum damage – 16767. Range – 13.5 km. Speed – 65 kt. Reload time – 96 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
6×2 102.0 mm, range – 7.3 km.
Maximum HE shell damage – 1500. Chance to cause fire – 6%. HE initial velocity – 811 m/s
AA defense: 8×6 40.0 mm., 16×2 20.0 mm., 6×2 102.0 mm.
AA defense short-range: continuous damage per second – 207, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 284, hit probability – 90 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 70, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 4, damage within an explosion – 1400, action zone 3.5 – 5.8 km.
Maximum speed – 34.0 kt. Turning circle radius – 790 m. Rudder shift time – 11.0 s. Surface detectability – 12.3 km. Air detectability – 8.2 km. Detectability after firing main guns in smoke – 7.3 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)
2 slot – Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)
3 slot – Crawling Smoke Generator (Duration time 102 s; Duration time 10 s; Radius 450.0 m; Reload time 130 s; Charges 3)
4 slot – Repair Party (Duration time 28 s; HP per second 236.5; Reload time 80 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Please note that some of the ships announced are still in development. The characteristics of Delhi, as well as the images of her and Uganda will be available at a later date. Additionally, further improvements in terms of models are expected for Dunedin, Hobart, Auckland, Encounter and Cerberus.
German cruiser Wiesbaden, Tier VIII
Wiesbaden is a hypothetical design for a light cruiser whose main armament is composed of dual-purpose 128 mm guns developed for the Kriegsmarine in the early 1940s. The ship’s naming follows the German Navy’s tradition of naming cruisers in honor of members of the same type sunk in combat. This original “small cruiser”, named after the capital of The Grand Duchy of Hesse, was lost during the Battle of Jutland on June 1, 1916.
Wiesbaden is armed with twelve 128mm main battery guns which have high damage per minute but low range. Typical for German ships, her AP shells will deal high damage while her HE shells feature improved penetration, but low shell damage and fire chance. The ship is also armed with a total of 12 torpedo tubes; these will launch torpedoes with good range and low visibility. While she has excellent concealment, Wiesbaden’s drawbacks will include weak armor, low speed, and lackluster maneuverability.
For her consumables, Wiesbaden will be equipped with a Smoke Generator in its own slot, similar to the one found on German destroyers, as well as the signature German Hydroacoustic Search, which will share its slot with the Defensive AA Fire consumable.
Captains familiar with the Z-52 destroyer line will feel at home with this ship due to her similar armament. The combination of effective main battery and torpedoes will allow for flexible gameplay options, while Wiesbaden’s excellent concealment and Smoke Generator will enable her to take favorable positions for close-range combat. However, captains will need to be careful; once spotted, it will be difficult for this ship to engage in open waters or escape from the enemy due to her slow speed and poor maneuverability.
German cruiser Wiesbaden, Tier VIII
Hit points – 34100. Plating – 16 mm. Fires duration: 30 s.
Torpedo protection – 10 %.
Main battery – 6×2 128 mm. Firing range – 15.0 km.
Maximum HE shell damage – 1350. HE shell armor penetration – 32 mm. Chance to cause fire – 5%. HE initial velocity – 960 m/s.
Maximum AP shell damage – 3100. AP initial velocity – 960 m/s.
Reload time – 5.0 s. 180 degree turn time – 10.6 s. Maximum dispersion – 137 m. Sigma – 2.00.
Depth charges:
Maximum damage – 2200.0. Number of charges – 2. Bombs in a charge – 2. Reload time – 40.0 s.
Torpedo tubes – 4×3 533 mm.
Maximum damage – 14400. Range – 9.5 km. Speed – 65 kt. Reload time – 68 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
AA defense: 6×2 128.0 mm., 18×2 30.0 mm., 4×4 30.0 mm., 4×2 55.0 mm.
AA defense short-range: continuous damage per second – 473, hit probability – 85 %, action zone – 3.0 km;
AA defense mid-range: continuous damage per second – 161, hit probability – 90 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 88, hit probability – 90 %, action zone – 6.0 km;
Number of explosions in a salvo – 5, damage within an explosion – 1470, action zone 3.5 – 6.0 km.
Maximum speed – 32.0 kt. Turning circle radius – 650 m. Rudder shift time – 9.1 s. Surface detectability – 10.5 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke – 4.5 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot – Smoke Generator (Duration time 20 s; Duration time 69 s; Radius 450.0 m; Reload time 160 s; Charges 3)
3 slot – Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km;
Reload time 120 s; Charges 3)
3 slot – Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Spanish battleship Victoria, Tier IX
Victoria is a fast battleship, similar in layout and characteristics to Italian ships of the Vittorio Veneto class. The possibility of building these battleships in Spain was discussed between the governments of the two countries in 1939–1940. The implementation of these plans was prevented by the growing momentum of the Second World War and the state of the Spanish economy. This battleship, just like two ships of the line and a modern frigate of the Spanish Navy, carries the name Victoria, in honor of the carrack that made history by being the first ship to circumnavigate the world
Victoria is armed with nine 381mm main battery guns which have long range but long reload time. She will also feature a new unique mechanic – alternative shell types. At any point in the battle, Captains will be able to choose between two firing modes:
- Standard mode, in which her shells will deal high damage, with high fire chance for HE shells. In return, the shells will have quite poor ballistics, requiring extensive lead time for fast targets or targets at long range. Thus, the standard firing mode is best used either in short ranged engagements or against slowly moving ships.
- Alternative firing mode, in which her shells will have greatly improved ballistics, allowing for easier leading of fast ships or ships at range. However, this firing mode will have reduced shell damage and reduced fire chance for HE shells compared to the Standard firing mode. Captains will want to use this mode primarily for long-range gunnery or for engaging fast targets.
It is important to note that despite the radical difference in the velocity of shells of the different firing modes, the AP penetration of both the standard and alternative shell is similar. This is due to the fact that the alternative shell is significantly lighter in order to achieve higher velocity.
Victoria additionally has excellent armor and good concealment for a battleship but will have low HP and weak AA defense in return.
Consumables are represented by a standard Repair Party and a choice between Fighter and Spotter in the same slot.
At the center of her gameplay lies the new variation of Alternative Firing Mode. Astute Captains will be able to switch between these modes as the situation demands, allowing Victoria to be effective in most combat situations. To make best use of this ship, aggressive Captains may use her good armor and concealment to engage targets at close range with the Standard Firing mode to deal maximum damage.
Spanish battleship Victoria, Tier IX
Hit points – 64800. Plating – 32 mm.
Torpedo protection – 38 %.
Main battery – 3×3 381 mm. Firing range – 20.7 km.
Maximum HE shell damage – 5250. HE shell armor penetration – 64 mm. Chance to cause fire – 30%. HE initial velocity – 750 m/s.
Maximum AP shell damage – 13800. AP initial velocity – 750 m/s.
Maximum Alternative HE shell damage – 4750. HE shell armor penetration – 64 mm. Chance to cause fire – 11%. HE initial velocity – 950 m/s.
Maximum Alternative AP shell damage – 10650. AP initial velocity – 950 m/s.
Reload time – 32.0 s. 180 degree turn time – 30.0 s. Maximum dispersion – 267 m. Sigma – 1.80.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 10.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4200.0.
Secondary Armament:
12×1 90.0 mm, range – 7.0 km.
Maximum HE shell damage – 1300. Chance to cause fire – 5%. HE initial velocity – 860 m/s
4×3 152.0 mm, range – 7.0 km.
Maximum HE shell damage – 2100. Chance to cause fire – 7%. HE initial velocity – 950 m/s
AA defense: 6×2 20.0 mm., 14×4 20.0 mm., 2×1 37.0 mm., 4×3 152.0 mm., 4×1 55.0 mm., 2×2 55.0 mm., 12×1 90.0 mm.
AA defense short-range: continuous damage per second – 221, hit probability – 70 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 259, hit probability – 75 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 179, hit probability – 75 %, action zone – 4.6 km;
Number of explosions in a salvo – 8, damage within an explosion – 1400, action zone 3.5 – 4.6 km.
Maximum speed – 30.0 kt. Turning circle radius – 810 m. Rudder shift time – 15.5 s. Surface detectability – 16.1 km. Air detectability – 11.9 km. Detectability after firing main guns in smoke – 15.3 km.
Available consumables:
1 slot – Damage Control Party (Duration time 15 s; Reload time 80 s; Equipment is unlimited)
2 slot – Repair Party (Duration time 28 s; HP per second 324.0; Reload time 80 s; Charges 4)
3 slot – Fighter (Duration time 60 s; Fighters 3; Action radius 3 km; Reload time 90 s; Charges 3)
3 slot – Spotting Aircraft (Duration time 100 s; Main battery firing range +20.0%; Reload time 240 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing.