British submarines Undine, Sturdy, and Thrasher; British cruiser Monmouth; British battleship Renown ’44, and German cruiser Leipzig will be added to the game for testing.
British submarines
Researchable British submarines VI Undine, VIII Sturdy, and X Thrasher will be added to the game.
The main armament of the newcomers is represented exclusively by acoustic torpedoes. There is a large number of torpedoes per salvo and they have a fast reload, but low damage. Also, Undine and Sturdy have a 76mm secondary battery gun, and Thrasher is armed with a 102mm main battery gun that can be directly controlled by the player. All of these guns fire SAP shells.
British submarines have a large dive capacity, but low maneuverability. They will be able to stay underwater for long periods of time, but it will be difficult to quickly change direction or retreat if detected. Attacks should also be executed with extreme caution, as the new submarines have a small HP pool, even compared to other nations’ submarines.
They perform best in close- and medium-range combat. It will be difficult for British subs to do effective damage from a very close range: acoustic torpedoes have low damage, and the submarines themselves have a low HP pool. Therefore, you should play British submarines more carefully, considering the torpedo range and large dive capacity.
British submarine Undine, Tier VI
Representative of a series of small submarines (U-class) originally conceived as training submarines. Armed with six bow-mounted torpedo tubes.
British submarine Sturdy, Tier VIII
One of the S-class submarines built during World War II. Armed with seven torpedo tubes.
British submarine Thrasher, Tier X
Representative of a series of relatively large submarines that formed the backbone of the British submarine fleet during World War II. The main armament is eleven torpedo tubes, eight of which are located in the bow.
Ship stats
British submarine Undine, tier VI
Hit points – 9600. Plating – 19 mm.
Dive capacity 300 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.
Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector – 25.0 s, double highlighted sector – 50.0 s; Ping velocity 500; Maximum range 8 km
Torpedo tubes – 6×1 533 mm.
Maximum damage – 5167. Range – 8.0 km. Speed – 75 kt. Reload time – 45 s. Torpedo detectability – 1.7 km.
Number of bow torpedo tube loaders 3.
Secondary Armament:
1×1 76.2 mm, range – 4.0 km.
Maximum SAP shell damage – 1700. Penetration – 22 mm. SAP shell initial velocity – 823 m/s
Maximum speed – 20.0 kt. Turning circle radius – 410 m. Rudder shift time – 5.9 s. Surface detectability – 5.5 km. Air detectability – 2.0 km.
Available consumables:
1 slot – Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
2 slot – Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 4)
3 slot – Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 360 s; Reload time 120 s; Equipment is unlimited)
British submarine Sturdy, tier VIII
Hit points – 12800. Plating – 19 mm.
Dive capacity 330 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.
Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector – 25.0 s, double highlighted sector – 55.0 s; Ping velocity 500; Maximum range 9 km
Torpedo tubes – 7×1 533 mm.
Maximum damage – 5167. Range – 9.0 km. Speed – 75 kt. Reload time – 45 s. Torpedo detectability – 1.7 km.
Number of stern torpedo tube loaders 1. Number of bow torpedo tube loaders 3.
Secondary Armament:
1×1 76.2 mm, range – 5.0 km.
Maximum SAP shell damage – 1700. Penetration – 22 mm. SAP shell initial velocity – 823 m/s
Maximum speed – 25.0 kt. Turning circle radius – 460 m. Rudder shift time – 5.0 s. Surface detectability – 6.1 km. Air detectability – 2.2 km.
Available consumables:
1 slot – Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
2 slot – Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 5)
3 slot – Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 360 s; Reload time 120 s; Equipment is unlimited)
British submarine Thrasher, tier X
Hit points – 16800. Plating – 19 mm.
Dive capacity 340 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 1 units/s.
Main battery – 1×1 102 mm. Firing range – 6.0 km.
Maximum SAP shell damage – 2250. SAP shell armor penetration – 30 mm. SAP initial velocity – 850 m/s.
Reload time – 5.0 s. 180 degree turn time – 18.0 s. Maximum dispersion – 60 m. Sigma – 2.00.
Sonar:
Reload time 6.0 s; Duration of a ping effect on a highlighted sector – 25.0 s, double highlighted sector – 65.0 s; Ping velocity 500; Maximum range 10.0 km
Torpedo tubes – 11×1 533 mm.
Maximum damage – 5167. Range – 10.0 km. Speed – 78 kt. Reload time – 40 s. Torpedo detectability – 1.7 km.
Number of stern torpedo tube loaders 3. Number of bow torpedo tube loaders 4.
Maximum speed – 26.0 kt. Turning circle radius – 580 m. Rudder shift time – 6.0 s. Surface detectability – 6.1 km. Air detectability – 2.3 km. Detectability after firing main guns in smoke – 2.0 km.
Available consumables:
1 slot – Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)
2 slot – Hydrophone (Duration time 30 s; Ship bearing distance 6.0 km; Interval between pings 4 s; Reload time 30 s; Charges 6)
3 slot – Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 360 s; Reload time 120 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.
British battleship Renown ’44, Tier VII
A fast-moving battlecruiser armed with guns similar to those mounted on battleships such as Queen Elizabeth. In the 1930s she underwent a comprehensive upgrade that included reinforced armor and anti-air armament.
The ship has many similarities with her counterpart – the British researchable battleship Renown. She has improved acceleration dynamics, high firing accuracy, AP shells effective against lightly armored targets, torpedoes with turning mechanics, and an improved Repair Party, as well as the Engine boost and Defensive AA Fire consumables. At the same time, she has weak armor and a low salvo weight.
However, the ship’s gameplay is slightly different from the researchable Brit. Renown ’44 is mainly a close-range battleship. In addition to 8 torpedoes with good damage, the ship is equipped with numerous secondary battery guns. In addition, it has a Hydroacoustic Search consumable in the same slot as Defensive AA Fire, which makes playing more comfortable at close range. However, this consumable has a small number of charges.
Renown as of 1944 is less suited to the progression of the British battleship branch than her researchable counterpart. The Renown ’44, if placed at Tier VI in the branch, would surpass even the Tier VII Rooke in terms of AA and secondary guns. So we are adding the Renown ’44 in a state she was historically a large part of her lifespan, as a separate premium ship. What’s worth mentioning is that she will actually be obtainable for free for particular in-game activities. We will share the details later.
Ship stats
British battleship Renown ’44, Tier VII
Hit points – 55200. Plating – 16 mm. Torpedo protection – 13 %.
Main battery – 3×2 381 mm. Firing range – 16.9 km.
Maximum HE shell damage – 5350. HE shell armor penetration – 64 mm. Chance to cause fire – 34%. HE initial velocity – 732 m/s.
Maximum AP shell damage – 11350. AP initial velocity – 732 m/s.
Reload time – 27.0 s. 180 degree turn time – 45.0 s. Maximum dispersion – 190 m. Sigma – 1.80.
Depth Charge Airstrike:
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 – 3400.0.
Torpedo tubes – 8×1 533 mm.
Maximum damage – 15867. Range – 8.0 km. Speed – 61 kt. Reload time – 95 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability – 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once
Secondary Armament:
10×2 113.0 mm, range – 5.6 km.
Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity – 746 m/s
AA defense: 1×4 40.0 mm., 8×1 20.0 mm., 18×2 20.0 mm., 19×1 20.0 mm., 3×8 40.0 mm., 10×2 113.0 mm.
AA defense short-range: continuous damage per second – 438, hit probability – 70 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 130, hit probability – 75 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 109, hit probability – 75 %, 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 – 29.9 kt. Turning circle radius – 840 m. Rudder shift time – 14.3 s. Surface detectability – 12.8 km. Air detectability – 10.3 km. Detectability after firing main guns in smoke – 12.2 km.
Available consumables:
1 slot – Damage Control Party
2 slot – Repair Party (Duration time 28 s; HP per second 276.0; Reload time 40 s; Charges 4)
3 slot – Engine Boost
4 slot – Hydroacoustic Search / Defensive AA Fire
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
German cruiser Leipzig, Tier VI
A light cruiser, a development of the Königsberg-class ships, which differs from its predecessors by a different turret layout and slightly modified defenses.
Leipzig, like her sister ship – researchable cruiser Nürnberg – is armed with nine 150mm main battery guns and four triple torpedo tubes, and is equipped with HE shells that have high armor penetration capabilities and AP shells with high damage. She has good concealment and the trademark German Hydroacoustic Search consumable. However, she has weak armor and AA weapons, as well as a slow main battery turret traverse speed.
Unlike Nürnberg, Leipzig’s gameplay is weighted toward torpedo attacks, as her torpedoes have a high range. Because of this, as well as her good concealment, the ship can attack targets with torpedoes from a comfortable range while remaining undetected.
Ship stats
German cruiser Leipzig, Tier VI
Hit points – 26200. Plating – 16 mm. Fires duration: 30 s. Torpedo protection – 4 %.
Main battery – 3×3 150 mm. Firing range – 13.5 km.
Maximum HE shell damage – 1700. HE shell armor penetration – 38 mm. Chance to cause fire – 8%. HE initial velocity – 960 m/s.
Maximum AP shell damage – 3900. AP initial velocity – 960 m/s.
Reload time – 7.2 s. 180 degree turn time – 30.0 s. Maximum dispersion – 126 m. Sigma – 2.00.
Depth Charge Airstrike:
Reload time – 30.0 s. Available flights – 1. Number of Aircraft in Attacking Flight – 1. Maximum range – 6.0 km. Number of Bombs in Payload – 1. Maximum bomb damage – 3400.0.
Torpedo tubes – 4×3 533 mm.
Maximum damage – 13700. Range – 10.0 km. Speed – 59 kt. Reload time – 68 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
3×2 88.0 mm, range – 5.6 km.
Maximum HE shell damage – 1000. Chance to cause fire – 4%. HE initial velocity – 950 m/s
AA defense: 4×1 20.0 mm., 3×2 88.0 mm., 4×2 37.0 mm.
AA defense short-range: continuous damage per second – 39, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 21, hit probability – 90 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 46, hit probability – 90 %, action zone – 4.6 km;
Number of explosions in a salvo – 1, damage within an explosion – 1050, action zone 3.5 – 4.6 km.
Maximum speed – 32.0 kt. Turning circle radius – 700 m. Rudder shift time – 7.3 s. Surface detectability – 9.7 km. Air detectability – 5.5 km. Detectability after firing main guns in smoke – 4.4 km.
Available consumables:
1 slot – Damage Control Party
2 slot – Hydroacoustic Search (Duration time 110 s; Torpedo detection range 3.8 km; Ship detection range 5.5 km; Reload time 120 s; Charges 3)
3 slot – Defensive AA Fire
4 slot – Fighter
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
British cruiser Monmouth, Tier X
A heavy cruiser with 234 mm main battery artillery housed in three four-gun turrets.
Monmouth is a cruiser designed for medium-range combat. With her eight guns positioned at the ship’s fore, she can fire effectively without having to show her broadside. The guns are armed with standard AP shells and signature British HE shells that have high damage, armor penetration capabilities, and chance to cause fire. Monmouth is also armed with two quadruple torpedo tubes with the ability to launch torpedoes one by one. Monmouth has thick deck armor, but low speed and mediocre maneuverability. The ship is equipped with a choice between Hydroacoustic Search or Defensive AA Fire in one slot, as well as a Specialized Repair Teams consumable.
Why “Monmouth”?
The British reverence for their history and the peculiarity of their customs are famed. In the early years of the 20th century, the Royal Navy was bolstered by a series of ten armored cruisers named after the counties. The lead ship was Monmouth, named after the county of Monmouthshire on the border with Wales. Since then, the “County” class has become a traditional naming scheme for British cruisers, as well as the missile destroyers and frigates that replaced them.
But among the ships of this turn-of-the-century class, Monmouth was a name that never reappeared in future cruisers, perhaps because the first one was lost in the battle off Coronel in 1914. Meanwhile, HMS Monmouth (F235), one of 16 Type-23 frigates, did serve under St. George’s Ensign from 1993 to 2021. However, ships of this particular class were no longer named after counties, but after British ducal titles. Moreover, unlike her sisterships, HMS Monmouth (F235) was named after a title, bestowed only once, exactly 330 years ago: nobleman James Scott, who would go on to be executed in the XVIIth century for rebellion against the KIng, was the 1st Duke of Monmouth, and remained the only one since then.
We at World of Warships couldn’t get past such an unusual background, and
decided to immortalize it with the name of a new cruiser.
Ship stats
British cruiser Monmouth, Tier X
Hit points – 59400. Plating – 25 mm. Fires duration: 30 s. Torpedo protection – 13 %.
Main battery – 3×4 234 mm. Firing range – 16.9 km.
Maximum HE shell damage – 3850. HE shell armor penetration – 59 mm. Chance to cause fire – 24%. HE initial velocity – 841 m/s.
Maximum AP shell damage – 5750. AP initial velocity – 841 m/s.
Reload time – 18.5 s. 180 degree turn time – 22.5 s. Maximum dispersion – 149 m. Sigma – 2.05.
Depth Charge Airstrike:
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 – 4900.0.
Torpedo tubes – 2×4 533 mm.
Maximum damage – 16767. Range – 10.0 km. Speed – 62 kt. Reload time – 106 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once
Secondary Armament:
6×2 113.0 mm, range – 7.3 km.
Maximum HE shell damage – 1600. Chance to cause fire – 7%. HE initial velocity – 746 m/s
AA defense: 5×6 40.0 mm., 16×2 20.0 mm., 7×2 40.0 mm., 6×2 113.0 mm.
AA defense short-range: continuous damage per second – 196, hit probability – 85 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 330, hit probability – 90 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 126, hit probability – 90 %, action zone – 5.8 km;
Number of explosions in a salvo – 6, damage within an explosion – 1610, action zone 3.5 – 5.8 km.
Maximum speed – 32.0 kt. Turning circle radius – 840 m. Rudder shift time – 12.6 s. Surface detectability – 14.1 km. Air detectability – 9.3 km. Detectability after firing main guns in smoke – 9.5 km.
Available consumables:
1 slot – Damage Control Party
2 slot – Specialized Repair Teams (Duration time 20 s; HP per second 1188.0; Reload time 80 s; Charges 2)
3 slot – Hydroacoustic Search/Defensive AA Fire
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 all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. Source: WoWS Devblog
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