Captains, we’re now ready to share details about new ships being added for testing in Update 13.2. Read on to take a first look at their gameplay features and history.
French cruiser Montcalm, Tier VI
Montcalm is one of the La Galissonnière-class light cruisers. At the beginning of World War II, she operated in the North Atlantic and took part in the Norwegian Campaign. In June 1944, Montcalm covered the Allied landings in Normandy in the Omaha sector. Later in the war, the cruiser participated in the liberation of the Southern France.
Montcalm is armed with nine 152mm guns with good ballistics, long range, and high damage per minute for her tier. Her torpedo armament is rather light, with only two tubes per side which can be effective in special situations. In terms of consumables, Montcalm will supplement her main battery with the Main Battery Reload Booster, giving her already lethal main battery an extra punch. She will also have access to the usual Hydroacoustic Search or Defensive AA Fire consumables in one slot. While her base speed is relatively low, she will also not have access to the Engine Boost consumable, compared to most French cruisers.
To have the greatest impact in battle, captains will need to put Montcalm’s main battery to work. To this end, she will be best played at longer range, because of her low speed and overall low survivability. Her Main Battery Reload Booster will allow her to put out heavy burst damage and take advantage of enemy Damage Control Party cooldowns. At close range, enemy battleships and cruisers will make short work of her, so be sure to take advantage of island cover. Additionally, Montcalm may also be played effectively behind friendly destroyers, using their smoke screens to block enemy vision.
Ship’s parameters
French cruiser Montcalm, Tier VI
Hit points – 24800. Plating – 16 mm. Fires duration: 30 s.
Torpedo protection – 10 %.
Main battery – 3×3 152 mm. Firing range – 18.0 km.
Maximum HE shell damage – 2200. HE shell armor penetration – 25 mm. Chance to cause fire – 12%. HE initial velocity – 870 m/s.
Maximum AP shell damage – 3200. AP initial velocity – 870 m/s.
Reload time – 8.6 s. 180 degree turn time – 15.0 s. Maximum dispersion – 157 m. Sigma – 2.00.
Airstrike (DC):
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 – 2900.0.
Torpedo tubes – 2×2 550 mm.
Maximum damage – 14833. Range – 6.0 km. Speed – 60 kt. Reload time – 60 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
4×2 90.0 mm, range – 5.6 km.
Maximum HE shell damage – 1300. Chance to cause fire – 5%. HE initial velocity – 850 m/s
AA defense: 6×4 40.0 mm., 16×1 20.0 mm., 4×2 90.0 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 – 189, hit probability – 90 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 21, hit probability – 90 %, action zone – 4.6 km;
Number of explosions in a salvo – 1, damage within an explosion – 980, action zone 3.5 – 4.6 km.
Maximum speed – 31.0 kt. Turning circle radius – 650 m. Rudder shift time – 7.7 s. Surface detectability – 12.9 km. Air detectability – 5.7 km. Detectability after firing main guns in smoke – 6.7 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)
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 – Main Battery Reload Booster (Duration time 15 s; Main battery recharge time -50%; Reload time 120 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
British cruiser Orion’44, Tier VI
Orion, a Leander-class light cruiser, spent most of her combat career in the Mediterranean. She took part in the battles of Calabria and Cape Matapan, the battle for Crete, the defense of Malta, and covered the Allied landing operations in Sicily, Italy, Southern France and Greece. In June 1944, on D-Day, the cruiser Orion had the honor of being the first to open fire on enemy positions in Normandy.
Orion ’44 is armed with eight 152mm guns and one quad torpedo launcher per side. As is typical for British light cruisers, her main battery will only fire AP. However, compared to her sister ships, she will have better ballistics and increased AP shell penetration but she will deal lower damage per minute. Her torpedoes constitute a viable secondary armament; combined with Orion ’44’s good concealment, their low visibility and long range makes them an excellent stealth weapon.
In terms of consumables, Orion ’44 will be geared for the open waters. Specialized Repair Teams will allow her to recover heavy damage, while Engine Boost and Hydroacoustic Search will allow her to juke enemy fire and dodge enemy torpedoes. Note that unlike her sister ship Leander, Orion ’44 will not have access to Smoke Generator, and due to her low HP, weak armor, and poor turret angles, captains will need to be careful when engaging in skirmish against enemy battleships and heavy cruisers.
Ship’s parameters
British cruiser Orion’44, tier VI
Hit points – 27900. Plating – 13 mm. Fires duration: 30 s.
Main battery – 4×2 152 mm. Firing range – 14.5 km.
Maximum AP shell damage – 3100. AP initial velocity – 841 m/s.
Reload time – 9.5 s. 180 degree turn time – 25.7 s. Maximum dispersion – 133 m. Sigma – 2.00.
Depth charges:
Maximum damage – 5000.0. Number of charges – 2. Bombs in a charge – 2. Reload time – 40.0 s.
Torpedo tubes – 2×4 533 mm.
Maximum damage – 16767. Range – 10.0 km. Speed – 62 kt. Reload time – 115 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:
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: 2×4 40.0 mm., 7×1 20.0 mm., 4×2 102.0 mm.
AA defense short-range: continuous damage per second – 63, hit probability – 85 %, action zone – 1.8 km;
AA defense mid-range: continuous damage per second – 60, 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 – 710 m. Rudder shift time – 7.8 s. Surface detectability – 10.0 km. Air detectability – 6.4 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)
2 slot – Specialized Repair Teams (Duration time 20 s; HP per second 558.0; Reload time 80 s; Charges 3)
3 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)
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.
British battleship Rodney, Tier VII
The Rodney is a battleship with a unique layout, in which all three main caliber turrets are concentrated in the bow. This sister ship of the battleship Nelson participated in operations in the Atlantic, Arctic, North and Mediterranean during World War II. HMS Rodney played a significant role in the sinking of the battleship Bismarck in May 1941 and contributed to the success of the Allied landings in Normandy in June 1944.
Joining her sister ship Nelson, Rodney is similarly armed with nine 406mm guns. However, the turrets will traverse slowly and main battery guns have poor accuracy at long range. Supplementing her main battery, Rodney will be equipped with turning torpedoes, as found on the British battleship line. These will have a short reload, very wide launching angles and deal very high damage for the ship tier, but she can launch only one torpedo per side. For her consumables, Rodney will be equipped with fast-reloading Repair Party, while her low base speed may be improved by her Engine Boost.
In combat, Rodney will excel at close quarters combat, preferring to engage her enemies at short range. Similar to Soviet battleships, her dispersion formula will afford improved accuracy at close distances, but will lose performance sharply as the range increases. Thanks to her Engine Boost, Rodney will be able to get into the action fast, while her fast reloading Repair Party allows her to tank significant amounts of enemy fire. It’s also worth noting that Rodney will be able to recover an increased portion of both regular and citadel damage. Captains may end up needing this, as her citadel is quite vulnerable to enemy battleship fire.
The model for Rodney is still in development, so for testing purposes, we are using another ship – Duke of Bronte – with settings identical to Rodney.
Ship’s parameters
British battleships Rodney and Duke of Bronte, Tier VII
Hit points – 62900. Plating – 26 mm.
Torpedo protection – 19 %.
Main battery – 3×3 406 mm. Firing range – 18.0 km.
Maximum HE shell damage – 5950. HE shell armor penetration – 68 mm. Chance to cause fire – 45%. HE initial velocity – 792 m/s.
Maximum AP shell damage – 12000. AP initial velocity – 788 m/s.
Reload time – 30.0 s. 180 degree turn time – 45.0 s. Maximum dispersion – 247 m. Sigma – 1.80.
Airstrike (DC):
Reload time – 25.0 s. Available flights – 2. Number of Aircraft in Attacking Flight – 1. Maximum range – 9.0 km. Number of Bombs in Payload – 1. Maximum bomb damage – 3400.0.
Torpedo tubes – 2×1 450 mm.
Maximum damage – 29367. Range – 10.0 km. Speed – 67 kt. Reload time – 40 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability – 1.7 km.
Secondary Armament:
6×2 152.0 mm, range – 5.6 km.
Maximum HE shell damage – 2150. Chance to cause fire – 9%. HE initial velocity – 884 m/s
6×1 120.0 mm, range – 5.6 km.
Maximum HE shell damage – 1700. Chance to cause fire – 8%. HE initial velocity – 749 m/s
AA defense: 1×4 40.0 mm., 41×1 20.0 mm., 5×2 20.0 mm., 2×8 40.0 mm., 6×1 120.0 mm.
AA defense short-range: continuous damage per second – 410, hit probability – 70 %, action zone – 2.0 km;
AA defense mid-range: continuous damage per second – 102, hit probability – 75 %, action zone – 2.5 km;
AA defense long-range: continuous damage per second – 49, hit probability – 75 %, action zone – 5.2 km;
Number of explosions in a salvo – 1, damage within an explosion – 1260, action zone 3.5 – 5.2 km.
Maximum speed – 23.8 kt. Turning circle radius – 760 m. Rudder shift time – 15.3 s. Surface detectability – 14.8 km. Air detectability – 9.9 km. Detectability after firing main guns in smoke – 14.8 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 314.5; Reload time 40 s; Charges 4)
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.
Commonwealth cruiser Delhi, Tier V
Additionally, we are revealing the appearance of Delhi that was previously announced in DevBlog 504.
Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing.