Update 12.10 brings three new ships. American aircraft carrier Independence, Pan-Asian cruiser Tianjin and American battleship Rhode Island.
American aircraft carrier Independence, Tier VI
A fast light aircraft carrier built on the hull of a Cleveland-class cruiser. Nine carriers of this class entered service in 1943, taking an active part in all U.S Navy operations in the Pacific during the last two years of the Second World War.
Independence will join Yorktown and Essex as a part of the upcoming U.S. Aircraft carrier Tech Tree line.
The ship is armed with Torpedo bombers which need less time to reach the optimal spread when dropping torpedoes compared to other carriers—especially the American carriers of the already-existing branch. A single torpedo deals relatively low damage but enjoys high speed. Independence is also equipped with attack aircraft which fire a large number of HE rockets that have a good chance to start fires. As for the ship’s dive bombers, they have relatively low penetration and fire chance values, but there are numerous bombs per attacking flight. The ship will have access to one standard squadron (torpedo bombers), and two tactical squadrons (attack aircraft and dive bombers) which will have jet-assisted take-off.
Additionally, Independence can call upon a Patrol Fighter which can lock on quickly to enemy squadrons but suffers from a relatively low spotting range, similar to Bearn’s Fighter. As a result, these fighters take on more of a defensive and interceptive role. Independence will not have access to the Smoke Curtain Generator consumable.
American aircraft carrier Independence, Tier VI
Hit points – 40200. Plating – 16 mm.
Airstrike (DC):
Reload time – 25.0 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.
AA defense: 14×1 20.0 mm., 9×2 40.0 mm., 2×4 40.0 mm.
AA defense short-range: continuous damage per second – 116, hit probability – 95 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 259, hit probability – 100 %, action zone – 3.5 km;
Maximum speed – 31.6 kt. Turning circle radius – 820 m. Rudder shift time – 10.0 s. Surface detectability – 9.9 km. Air detectability – 9.0 km. Detectability after firing main guns in smoke – 0.0 km.
Aircraft:
Tactical Attack aircraft
Hit points – 1270, cruising speed – 153.0 knots, maximum speed – 193.0 knots, size of attacking flight – 5, aircraft per squadron – 5, aircraft restoration time – 80 s, detectability range – 10.0 km, number of aircraft on deck – 5.
Rockets in payload – 6, maximum rocket damage – 1900, armor penetration – 27 mm, chance to cause fire – 7 %.
Torpedo bombers
Hit points – 1780, cruising speed – 115.0 knots, maximum speed – 150.0 knots, size of attacking flight – 2, aircraft per squadron – 8, aircraft restoration time – 70 s, detectability range – 10.0 km, number of aircraft on deck – 16.
Torpedoes in payload – 1, maximum torpedo damage – 4367, aerial speed – 43.0 knots, torpedo range – 3.0 km, torpedo arming distance 577 m.
Tactical Dive bombers
Hit points – 2400, cruising speed – 117.0 knots, maximum speed – 152.0 knots, size of attacking flight – 6, aircraft per squadron – 6, aircraft restoration time – 101 s, detectability range – 10.0 km, number of aircraft on deck – 6.
Bombs in payload – 1, bomb type – HE, maximum bomb damage – 6200.0, armor penetration – 42 mm, chance to cause fire – 35 %.
Available consumables:
1 slot – Damage Control Party (Duration time 60 s; Reload time 90 s; Equipment is unlimited)
2 slot – Fighter (Duration time 600 s; Fighters 4; Action radius 3 km; Reload time 40 s; Charges 4)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Pan-Asian cruiser Tianjin, Tier IX
Tianjin is armed with nine 220 mm main battery guns which have good ballistics, accuracy, and shell penetration but deal low damage per minute. The ship has good armor and a large HP pool but low maneuverability.
Consumables are represented by a Fast Damage Control Team, Repair Party, and a choice between Fighter or Spotting Aircraft in the same slot.
Good positioning is essential for Tianjin to unlock her full potential, since the maneuverability of the ship is lacking, it might not be so easy to escape unfavorable situations. Consistently landing your salvos from a medium distance would be considered optimal gameplay for Tianjin. However, good survivability helps this ship to take more damage than an average cruiser, which can help Tianjin prevail in certain close combat situations.
Pan-Asian cruiser Tianjin, Tier IX
Hit points – 50500. Plating – 25 mm. Fires duration: 30 s.
Torpedo protection – 19 %.
Main battery – 3×3 220 mm. Firing range – 19.3 km.
Maximum HE shell damage – 3050. HE shell armor penetration – 37 mm. Chance to cause fire – 14%. HE initial velocity – 965 m/s.
Maximum AP shell damage – 5550. AP initial velocity – 965 m/s.
Reload time – 17.5 s. 180 degree turn time – 27.7 s. Maximum dispersion – 166 m. Sigma – 2.05.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 7.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4200.0.
Secondary Armament:
6×2 130.0 mm, range – 7.0 km.
Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity – 900 m/s
AA defense: 6×2 130.0 mm., 4×4 57.0 mm., 10×2 37.0 mm.
AA defense mid-range: continuous damage per second – 330, hit probability – 90 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 109, hit probability – 90 %, action zone – 6.0 km;
Number of explosions in a salvo – 5, damage within an explosion – 1610, action zone 3.5 – 6.0 km.
Maximum speed – 33.5 kt. Turning circle radius – 920 m. Rudder shift time – 13.4 s. Surface detectability – 14.9 km. Air detectability – 8.6 km. Detectability after firing main guns in smoke – 9.9 km.
Available consumables:
1 slot – Fast Damage Control Team (Duration time 10 s; Reload time 40 s; Charges 4)
2 slot – Repair Party (Duration time 28 s; HP per second 252.5; Reload time 80 s; Charges 3)
3 slot – Fighter (Duration time 60 s; Fighters 4; 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.
American battleship Rhode Island, Tier X
A battleship based on one of the variants of the 1938 “fast battleship” design but with an alternative set of main battery weaponry. The ship’s main armament consists of 356 mm guns, originally planned for development in 1937 for the North Carolina-class battleships. The ship is named after the State of Rhode Island, one of the first U.S. states, and inherits the name from an old pre-dreadnought battleship scrapped in 1923.
Rhode Island is armed with twelve 356 mm main battery guns—a rather low caliber for her Tier—that have decent accuracy thanks to improved dispersion, and AP shells with improved ricochet angles. The ship is also armed with a large number of relatively fast-firing secondary guns, but has overall low survivability for its class and Tier. However, consumables are the strong suit of this ship, as she is equipped with an Enhanced Repair Party consumable with reduced reload time, a choice between Fighter, Spotting Aircraft or Surveillance Radar in the same slot, and Engine Boost on a separate slot.
Rhode Island’s gameplay is closer to that of a (Battle)cruiser, as she is mobile and can be very effective against destroyers and lightly armored ships thanks to her accurate and fast-firing guns. In close combat situations, this ship can maneuver through enemy torpedoes, while her secondary guns can also deal good damage and her Surveillance Radar consumable can provide vision even through smoke screens, making it difficult for enemy ships to hide. Due to her small HP pool and weak armor, it’s not recommended to engage in open confrontations against other Battleships or to engage in extended fights against other ships.
American battleship Rhode_Island, Tier X
Hit points – 74100. Plating – 27 mm.
Torpedo protection – 26 %.
Main battery – 3×4 356 mm. Firing range – 21.0 km.
Maximum HE shell damage – 4750. HE shell armor penetration – 59 mm. Chance to cause fire – 22%. HE initial velocity – 861 m/s.
Maximum AP shell damage – 9500. AP initial velocity – 823 m/s.
Reload time – 25.0 s. 180 degree turn time – 36.0 s. Maximum dispersion – 225 m. Sigma – 1.70.
Airstrike (DC):
Reload time – 30.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 11.0 km. Number of Bombs in Payload – 2. Maximum bomb damage – 4900.0.
Secondary Armament:
10×2 127.0 mm, range – 7.5 km.
Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity – 792 m/s
AA defense: 16×2 76.2 mm., 10×2 127.0 mm., 40×1 20.0 mm.
AA defense short-range: continuous damage per second – 273, hit probability – 70 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 529, hit probability – 75 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 168, hit probability – 75 %, action zone – 5.8 km;
Number of explosions in a salvo – 8, damage within an explosion – 1680, action zone 3.5 – 5.8 km.
Maximum speed – 33.0 kt. Turning circle radius – 890 m. Rudder shift time – 16.5 s. Surface detectability – 16.4 km. Air detectability – 11.3 km. Detectability after firing main guns in smoke – 14.9 km.
Available consumables:
1 slot – Damage Control Party (Duration time 20 s; Reload time 80 s; Equipment is unlimited)
2 slot – Repair Party (Duration time 28 s; HP per second 370.5; Reload time 40 s; Charges 4)
3 slot – Engine Boost (Duration time 180 s; Maximum speed +15%; Reload time 90 s; Charges 3)
4 slot – Surveillance Radar (Duration time 40 s; Detection of ships 9.0 km; Reload time 120 s; Charges 3)
4 slot – Fighter (Duration time 60 s; Fighters 4; Action radius 3 km; Reload time 90 s; Charges 3)
4 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.