Three new ships will be added for testing in Update 12.11. Read on to take a first look at the gameplay features and learn more about the origins and history of these ships.
British destroyer Jupiter ’42, Tier VII
HMS Jupiter is one of eight J-class destroyers—the best ships of their type in the Royal Navy before the war. Commencing her service shortly before the outbreak of World War II, the ship would serve in both the Home Fleet and Mediterranean Fleet. From December 1941 onward, Jupiter played a role in Allied operations in Southeast Asia; however, on February 27, 1942, the destroyer was lost to a mine explosion during the Battle of the Java Sea.
Similar to her sister ship Jervis, Jupiter is armed with six 120mm guns. She has improved characteristics in the form of better reload, improved AP ricochet angles (identical to those found on British destroyers Jutland and Daring, for example), and longer range torpedoes, but in exchange has only one torpedo launcher, low damage per torpedo, less fire chance on her HE shells, and worse concealment.
Jupiter will play effectively as a second-line destroyer, helping her stealthier compatriots duel enemy destroyers. Her gunpower can also be put to good use harassing enemy capital ships, but captains will want to be careful as she lacks killing power in the form of torpedoes to finish them off.
Hit points – 14300. Plating – 16 mm.
Main battery – 3×2 120 mm. Firing range – 12.1 km.
Maximum HE shell damage – 1650. HE shell armor penetration – 20 mm. Chance to cause fire – 4%. HE initial velocity – 808 m/s.
Maximum AP shell damage – 1900. AP initial velocity – 808 m/s.
Reload time – 4.0 s. 180 degree turn time – 12.0 s. Maximum dispersion – 106 m. Sigma – 2.00.
Depth charges:
Maximum damage – 5000.0. Number of charges – 2. Bombs in a charge – 6. Reload time – 40.0 s.
Torpedo tubes – 1×5 533 mm.
Maximum damage – 11967. Range – 10.0 km. Speed – 59 kt. Reload time – 85 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.2 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once
AA defense: 2×4 12.7 mm., 1×4 40.0 mm., 1×1 102.0 mm.
AA defense short-range: continuous damage per second – 18, hit probability – 95 %, action zone – 1.5 km;
AA defense mid-range: continuous damage per second – 42, hit probability – 100 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 7, hit probability – 100 %, action zone – 4.0 km;
Number of explosions in a salvo – 1, damage within an explosion – 1050, action zone 3.5 – 4.0 km.
Maximum speed – 36.0 kt. Turning circle radius – 590 m. Rudder shift time – 3.5 s. Surface detectability – 7.4 km. Air detectability – 3.1 km. Detectability after firing main guns in smoke – 2.7 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)
2 slot – Short-Burst Smoke Generator (Duration time 10 s; Duration time 40 s; Radius 600.0 m; Reload time 70 s; Charges 6)
3 slot – Short-Range Hydroacoustic Search (Duration time 180 s; Torpedo detection range 3.0 km; Ship detection range 3.0 km; Reload time 120 s; Charges 3)
4 slot – Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Japanese destroyer Minegumo, Tier IX
An Asashio-class destroyer commissioned in 1938. Throughout the War in the Pacific, Minegumo was engaged in invasion operations in Malaya, the Philippines, and the Dutch East Indies. She took part in the Battle of the Java Sea and “Tokyo Express” runs. On March 5, 1943, during one of those transport runs, Minegumo was sunk by a U.S. task force in the Blackett Strait.
In most regards, Minegumo will be quite similar to her sister Asashio. Captains will recognize her slow-traversing, slow-reloading main battery of six 127mm guns, which nevertheless can pack a punch in short engagements. Her main armament can be considered her torpedo battery of two quadruple launchers; while in-game, Minegumo will be able to freely swap between two different varieties of torpedo. One will be long-range, but slow-speed and easy to detect, while the other will be incredibly fast and harder to spot, but with an extremely short range.
Bold captains who enjoy using F3 torpedoes on Shimakaze and Yūgumo to make point-blank attacks will find themselves at home with this ship. She will be best played by using her great stealth to make undetected attacks from close range, but can fall back on her longer range torpedoes when necessary. Captains should beware enemy destroyers and keep an eye on cruisers, as her slow speed and poor damage per minute can get her in trouble when forced to fight these opponents in the open.
ship’s parameters
Hit points – 15100. Plating – 19 mm.
Main battery – 3×2 127 mm. Firing range – 10.9 km.
Maximum HE shell damage – 2150. HE shell armor penetration – 21 mm. Chance to cause fire – 9%. HE initial velocity – 915 m/s.
Maximum AP shell damage – 2200. AP initial velocity – 915 m/s.
Reload time – 6.0 s. 180 degree turn time – 26.1 s. Maximum dispersion – 97 m. Sigma – 2.00.
Depth charges:
Maximum damage – 4600.0. Number of charges – 2. Bombs in a charge – 8. Reload time – 40.0 s.
Torpedo tubes – 2×4 610 mm.
Maximum damage – 20967. Range – 15.0 km. Speed – 57 kt. Reload time – 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.7 km.
Alternative torpedo:
Maximum damage – 21367. Range – 6.5 km. Speed – 77 kt. Reload time – 90 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.5 km.
AA defense: 2×2 25.0 mm.
AA defense short-range: continuous damage per second – 11, hit probability – 95 %, action zone – 2.5 km;
Maximum speed – 35.0 kt. Turning circle radius – 640 m. Rudder shift time – 3.6 s. Surface detectability – 6.6 km. Air detectability – 3.0 km. Detectability after firing main guns in smoke – 2.5 km.
Available consumables:
1 slot – Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)
2 slot – Smoke Generator (Duration time 20 s; Duration time 93 s; Radius 450.0 m; Reload time 160 s; Charges 3)
3 slot – Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Italian battleship Sicilia, Tier X
Battleship Sicilia takes her name from the famous island in southern Italy, as well as the swift and mighty ironclad of the same name, which served in the Regia Marina at the turn of the 19th and 20th centuries.
As a sister-ship to the Cristoforo Colombo, Sicilia will share the same main armament of four quadruple 381mm turrets. As key differences, Sicilia has a longer-duration and quicker-reloading Exhaust Smoke generator, better reload on her main battery, and her complement of secondary guns will fire SAP. To even out these differences, HE will replace SAP for her main battery.
Captains helming the Sicilia into battle will wish to factor in her high surface detection and play conservatively in the early game. Preserving HP for later on is important for seizing the opportunity to close with the enemy and use her SAP secondaries. The improved Exhaust Smoke Generator will assist in both the early and late games by allowing high speed maneuvering in smoke while evading or charging in to bring secondary batteries to bear.
Hit points – 89900. Plating – 32 mm.
Torpedo protection – 31 %.
Main battery – 4×4 381 mm. Firing range – 18.9 km.
Maximum HE shell damage – 5100. HE shell armor penetration – 64 mm. Chance to cause fire – 24%. HE initial velocity – 880 m/s.
Maximum AP shell damage – 12000. AP initial velocity – 850 m/s.
Reload time – 33.0 s. 180 degree turn time – 38.3 s. Maximum dispersion – 251 m. Sigma – 1.50.
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 SAP shell damage – 2700. Reload time – 6s.
6×3 152.0 mm, range – 7.5 km.
Maximum SAP shell damage – 3850. Reload time – 12s.
AA defense: 14×2 20.0 mm., 10×2 127.0 mm., 14×4 40.0 mm., 5×2 40.0 mm.
AA defense short-range: continuous damage per second – 147, hit probability – 70 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 455, hit probability – 75 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 172, 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 – 29.6 kt. Turning circle radius – 960 m. Rudder shift time – 18.0 s. Surface detectability – 17.3 km. Air detectability – 15.2 km. Detectability after firing main guns in smoke – 16.7 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 449.5; Reload time 80 s; Charges 4)
3 slot – Exhaust Smoke Generator (Duration time 60 s; Duration time 15 s; Radius 900.0 m; Reload time 120 s; Charges 4)
4 slot – Fighter (Duration time 60 s; Fighters 3; 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.