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July 30, 2019

Clan Battles: “Neighbors” Season - Free Commander Respec - Win up to 8,750 Steel: World of Warships


Updated: July 30, 2019

Commanders, the sixth season of Clan Battles, code-named "Neighbors", is knocking at your door.
WG have changed the rules of this Season to allow a larger number of players to participate in Clan Battles, with teams of six players invited to the fight.
All Tier VIII ships are eligible, except for aircraft carriers. Apart from this, each team is restricted to having just one battleship.
Between July 31 – August 16, you’ll have an opportunity to redistribute your Commanders’ skills for free. Plan your time properly when preparing for Clan Battles!

Dates:

CLAN BATTLES "NEIGHBORS" SEASON

Countdown Countdown
Gaming sessions are available on: Wednesday, Thursday, Saturday, and Sunday.
On the days of any update releases, no Clan Battles will be held.
As in the Fifth Season, players will enjoy the advantages of cross-server matchmaking.
Clan Commanders can select their preferred prime time for any of the four servers: EU, NA, Asia, or CIS.
If the "standard" prime time of your region happens to be inconvenient for your Clan on a given day, you can find opponents on another server at a more convenient time. The Clan will still receive any rewards due and your accounts will remain on your "native" server.

TIMES ON IMAGE ARE UK British Summer Time: -5hrs for USA EDT: +1hr for EU CEST
Please note: You can select your preferred prime time only once per day. The selected prime time settings will be reset once the prime time of the NA server ends, and you'll be able to select the most convenient time for you once again. The settings reset time can be found in the game client.
Remember that when you take part in battles in another region, the ping might turn out to be higher. This can be due to the server of the battle potentially being located in another region.

Leagues:
As you might remember, there are five main Leagues in the Clan Rating system. Each of these are divided into three Groups as follows:
  • Squall League (the starting League)
  • Gale League
  • Storm League
  • Typhoon League
  • Hurricane League (for the most battle-hardened Clans)
The Hurricane League doesn't have any interim Groups, hence there are no limits on the Rating points you can earn there. To progress to the next League, players need to win three out of five Progression Battles. When a Clan’s number of Rating points is 0, they will need to win three Relegation Battles to stay in the Hurricane League.

Clan rating:
The Rating of all Clans will be reset to standard values, but Clans will get 50 bonus points (up to a maximum of 200 points) for the first battle played in each of the Leagues (except for the Squall League) during the "Land of Fire" Season. All battles count towards a unified global Rating, which enables you to compare your results with those of other Clans from all over the world, as well as from your server.

achievements:
The new Season of Clan Battles brings a new set of special achievements for players. To claim them all, you’ll need to play at least one battle in each of the following Leagues:
League Condition
Squall Reach the Squall League or higher in the "Neighbors" season
Gale Reach the Gale League or higher in the "Neighbors" season
Storm Reach the Storm League or higher in the "Neighbors" season
Typhoon Reach the Typhoon League or higher in the "Neighbors" season
Hurricane Reach the Hurricane League in the "Neighbors" season
Neighbors Rank first in the "Neighbors" season

rewards:
During the "Neighbors" season, players can earn up to 8,750 Steel!
This change has been implemented due to the updated format of the Season. It will be easier to gather a team of six people, while Tier VIII ships will allow for the participation of Clan members without high-tier ships. Both of these factors will contribute to an influx of new players for this Clan Season, making it easier for veterans of Clan Battles to reach the Hurricane League. Accordingly, the amount of Steel that can be earned for completing combat missions in the Leagues has been reduced to correspond to the easier format of the competition.
For example, during the "North" season you could receive 200 Steel for 7 victories in the Squall League, another 500 Steel for 8 victories in the Squall League, and an additional 500 Steel for completing these two missions, making 1,200 Steel altogether. Now, each of the first 15 victories in the Squall League will bring you 80 Steel, totalling the same amount of 1,200 Steel.

maps:
Battles will rage on the following six maps in the new Season: Trident, Greece, Neighbors, Mountain Range, Sea of Fortune, and Hotspot. All battles will use Domination mode.
The following rules apply on all maps:
  • Number of key areas: 3
  • Capture time: 40 seconds
  • Points from a captured key area: 3 points per 4 seconds
Hotspot
Ship spawning points are now located opposite key area C. This will allow players to reduce the travel time to the contested key area and engage the enemy quicker.


July 25, 2019

ST: New ๐Ÿ‡ฎ๐Ÿ‡น Italian Cruisers With Updated Ship Names and Destroyer WIP Stats and 360 Video World of Warships


UPDATED: July 25 2019

Added: New Ship Names and Stats

ST: Italian Cruisers and Destroyer Stats


After additional discussion regarding our name choices for Tier VIII-X Italian cruisers, we decided to choose a different set of names.

Your main concern after our previous clarification was that Verona, Torino and Milano had no naval theme, and we address it thus:

- Verona will be renamed to Amalfi. Amalfi is an historical port town on the West coast of Italy, and there was an armored cruiser with such name in the beginning of 20th century.
- Torino will be renamed to Brindisi. It is an historical port town on the East coast of Italy, and this name also belonged to a 1920-30 light cruiser.
- Milano will be renamed to Venezia. Apart from the obvious maritime theme, it was also a 1920-30 light cruiser.

The names Pisa, Napoli and Palermo will be reserved for possible future ships. We also reserve the right to use Verona, Torino, Milano and any other names in the future, should we run out of reasonably significant maritime options.

"NEW ๐Ÿ‡ฎ๐Ÿ‡น ITALIAN SHIPS STATS"
Researchable Italian tier I-X cruisers, as well as Italian Premium tier V cruiser Genova and Italian tier X destroyer Paolo Emilio will be added to the game in the upcoming super test session.

Italian cruisers have special consumable “Fuel Smokes”, unique ammunition — semi-armor piercing shells, good maneuverability and a high salvo weight with long reload time.

Semi-armor piercing shells have the features of two types of shells at once:
  • Semi-armor piercing shells can ricochet, but the angles of the ricochet are more comfortable than those of armor piercing shells (60–85°);
  • For semi-armor piercing shells, the 14.3-caliber rule will apply;
  • If the ricochet does not happen, the mechanics of semi-armor piercing shells is similar to high explosive ones;
  • Semi-armor piercing shells don’t have over penetrations;
  • Can’t cause a fire;
  • Damage and penetration is better than high explosive shells;
  • Semi-armor piercing shells deal only 10% of their damage to destroyers.

Semi-armor piercing shells are designed to deal stable high damage when armor piercing shells are not effective.

Fuel smokes are almost similar to a usual smoke generator, but a ship equipped with fuel smokes is able to be concealed at full speed. Therefore, Italian cruisers will be able to hide from enemy ships or aircraft, without sacrificing speed and the ability to maneuver. Fuel smokes last from 25 to 40 seconds and disperse in 10 seconds.

Italian cruisers are equipped with a small number of torpedoes with not the highest damage and speed, but with good range, low visibility and short reload time.

We also want to comment on the situation with the names of Italian cruisers. It is indeed true that Italian heavy cruisers of 1920–1930 were named after the cities conquered in WWI. However, from what we see, Italians specifically chose the cities that had significant value — either strategic or ideologic. Most of such symbolic names were all used up for historic ships already — like Trento, Fiume, Zara, Pola, Gorizia and Bolzano. Since no further heavy cruisers were actually built after Bolzano, it’s difficult to state with certainty what names they would have received.

We did consider a couple of options for new ship names, and we decided to go on with the “signature” Italian cities for their significance and strong association with Italy, even if they do not follow the tradition above. Hence, we have Milano, Torino, Verona and Genova. We also reserved Venezia for future possible ships.

It’s worth mentioning that Regia Marina did use such Italian city names before — if we look at armored cruisers of the 1910s and light cruisers of the 1920s — Pisa, Taranto, Bari, etc. So, this naming concept is not entirely made up or erroneous, it was used already.
"ERITREA" Tier I Italian Cruiser:
Hit points: 8100.
Plating: 6 mm. semi-AP
Main battery: 2x2 120 mm.
Firing range: 9.9 km.
Maximum HE shell damage: 850.
Chance to cause fire: 6%.
Reload time: 4.5 s.
180 degree turn time: 22.5 s.
Maximum dispersion: 90 m.
HE initial velocity: 750 m/s.
Sigma: 2.00.
Maximum speed: 20.0 kt.
Turning circle radius: 310 m.
Rudder shift time: 5.7 s.
Surface detectability: 6.8 km.
Air detectability: 7.1 km.
Detectability after firing main guns in smoke: 2.4 km.
Available consumables:
1 slot: Damage Control Party.

"NINO BIXIO" Tier II Italian Cruiser:
Hit points: 16600. 
Plating: 6 mm.
Main battery: 8x1 120 mm. 
Firing range: 11.4 km. 
Maximum semi-AP shell damage: 2850. 
Maximum AP shell damage: 2100. 
Reload time: 13 s. 
180 degree turn time: 22.5 s. 
Maximum dispersion: 111 m. 
Semi-AP initial velocity: 840 m/s. 
AP initial velocity: 850 m/s. 
Sigma: 2.00.
Maximum speed: 26.8 kt. 
Turning circle radius: 480 m. 
Rudder shift time: 4.8 s. 
Surface detectability: 8.1 km. 
Air detectability: 4.0 km. 
Detectability after firing main guns in smoke: 2.9 km.
Available consumables:
1 slot: Damage Control Party.

"TARANTO"  Tier III Italian Cruiser:
Hit points: 19600. 
Plating: 6 mm.
Main battery: 7x1 150 mm. 
Firing range: 10.6 km. 
Maximum Semi-AP shell damage: 3550. 
Maximum AP shell damage: 3700. 
Reload time: 13 s. 
180 degree turn time: 25.7 s. 
Maximum dispersion: 106 m. 
Semi-AP initial velocity: 835 m/s. 
AP initial velocity: 835 m/s. 
Sigma: 2.00.
Torpedo tubes: 2x2 533 mm. 
Maximum damage: 9067. 
Range: 8.0 km. 
Speed: 51 kt. 
Reload time: 47 s. 
Launcher 180 degree turn time: 7.2 s. 
Torpedo detectability: 1.0 km.
AA defense: 2x1 76.2 mm.
AA defense mid-range: number of explosions in a salvo: 1, 
damage within an explosion: 210, 
continuous damage per second: 18, 
hit probability: 74 %, 
action zone 1.0–3.0 km;
Maximum speed: 28.2 kt. 
Turning circle radius: 450 m. 
Rudder shift time: 5.7 s. 
Surface detectability: 9.4 km. 
Air detectability: 4.0 km. 
Detectability after firing main guns in smoke: 4.1 km.
Available consumables:
1 slot: Damage Control Party.

"ALBERTO DI GUISSANO" Tier IV Italian Cruiser:
Hit points: 24000. 
Plating: 10 mm.
Main battery: 4x2 152 mm. 
Firing range: 15.6 km. 
Maximum semi-AP shell damage: 3850. 
Maximum AP shell damage: 3000. 
Reload time: 15 s. 
180 degree turn time: 25.7 s. 
Maximum dispersion: 140 m. 
Semi-AP initial velocity: 950 m/s. 
AP initial velocity: 850 m/s. 
Sigma: 2.00.
Torpedo tubes: 2x2 533 mm. 
Maximum damage: 9067. 
Range: 8.0 km. 
Speed: 51 kt. 
Reload time: 47 s. 
Launcher 180 degree turn time: 7.2 s. 
Torpedo detectability: 1.0 km.
AA defense: 2x1 20.0 mm, 4x2 20.0 mm, 3x2 100.0 mm.
AA defense short-range:
continuous damage per second: 88,
 hit probability: 72 %, 
action zone 0.1–1.5 km;
AA defense long-range: number of explosions in a salvo: 1, 
damage within an explosion: 350, 
continuous damage per second: 35, 
hit probability: 77 %, 
action zone 1.5 – 4.6 km;
Maximum speed: 36.5 kt. 
Turning circle radius: 580 m. 
Rudder shift time: 7.0 s. 
Surface detectability: 11.1 km. 
Air detectability: 4.0 km. 
Detectability after firing main guns in smoke: 5.1 km.
Available consumables:
1 slot: Damage Control Party.
2 slot: Fighter.

"MONTECUCCOLI" Tier V Italian Cruiser:
Hit points: 26500. 
Plating: 13 mm.
Main battery: 4x2 152 mm. 
Firing range: 14.9 km. 
Maximum Semi-AP shell damage: 3850. 
Maximum AP shell damage: 3000. 
Reload time: 13 s. 
180 degree turn time: 30 s. 
Maximum dispersion: 136 m. 
Semi-AP initial velocity: 950 m/s. 
AP initial velocity: 850 m/s. 
Sigma: 2.00.
Torpedo tubes: 2x2 533 mm. 
Maximum damage: 12667. 
Range: 10.0 km. 
Speed: 51 kt. 
Reload time: 47 s. 
Launcher 180 degree turn time: 7.2 s. 
Torpedo detectability: 1.0 km.
AA defense: 10x1 20.0 mm, 3x2 100.0 mm, 4x2 37.0 mm.
AA defense short-range: continuous damage per second: 158, 
hit probability: 74 %, 
action zone 0.1 – 1.5 km;
AA defense mid-range: 
number of explosions in a salvo: 3, 
damage within an explosion: 350, 
continuous damage per second: 88, 
hit probability: 79 %, 
action zone 1.5 – 3.5 km;
AA defense long-range: 
number of explosions in a salvo: 1, 
damage within an explosion: 490, 
continuous damage per second: 35,
 hit probability: 79 %, 
action zone 3.5 – 4.6 km;
Maximum speed: 37.0 kt. 
Turning circle radius: 610 m. 
Rudder shift time: 7.6 s. 
Surface detectability: 11.6 km. 
Air detectability: 6.6 km. 
Detectability after firing main guns in smoke: 5.5 km.
Available consumables:
1 slot: Damage Control Party.
2 slot: Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).
3 slot: Fighter / Spotting Aircraft.

"TRENTO" Tier VI Italian Cruiser:
Hit points: 34500. 
Plating: 16 mm.
Main battery: 4x2 203 mm. 
Firing range: 16.9 km. 
Maximum semi-AP shell damage: 4800. 
Maximum AP shell damage: 4700. 
Reload time: 15 s. 
180 degree turn time: 25.7 s. 
Maximum dispersion: 150 m. 
Semi-AP initial velocity: 840 m/s. 
AP initial velocity: 840 m/s. 
Sigma: 2.00.
Torpedo tubes: 2x3 533 mm. 
Maximum damage: 12667. 
Range: 12.0 km. 
Speed: 51 kt. 
Reload time: 71 s. 
Launcher 180 degree turn time: 7.2 s. 
Torpedo detectability: 1.0 km.
AA defense: 10x2 20.0 mm, 4x2 37.0 mm, 6x2 100.0 mm, 4x2 13.2 mm.
AA defense short-range: 
continuous damage per second: 193, 
hit probability: 77 %, 
action zone 0.1 – 1.5 km;
AA defense mid-range: 
number of explosions in a salvo: 3, 
damage within an explosion: 490, 
continuous damage per second: 88, 
hit probability: 81 %, 
action zone 1.5 – 3.5 km;
AA defense long-range: 
number of explosions in a salvo: 2, 
damage within an explosion: 700, 
continuous damage per second: 53, 
hit probability: 81 %, 
action zone 3.5 – 4.6 km;
Maximum speed: 35.0 kt. 
Turning circle radius: 630 m. 
Rudder shift time: 9.5 s. 
Surface detectability: 14.5 km. 
Air detectability: 7.9 km. 
Detectability after firing main guns in smoke: 8.7 km.
Available consumables:
1 slot: Damage Control Party.
2 slot: Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).
3 slot: Fighter / Spotting Aircraft.

"ZARA" Tier VII Italian Cruiser:
Hit points — 37100. 
Plating — 16 mm.
Main battery — 4x2 203 mm. 
Firing range — 15.8 km. 
Maximum semi-AP shell damage — 5050. 
Maximum AP shell damage — 4800. 
Reload time — 15 s. 
180 degree turn time — 25.7 s. 
Maximum dispersion — 142 m. 
Semi-AP initial velocity — 900 m/s. 
AP initial velocity — 900 m/s. 
Sigma — 2.00.
Torpedo tubes — 2x3 533 mm. 
Maximum damage — 12667. 
Range — 12.0 km. Speed — 51 kt. 
Reload time — 71 s. 
Launcher 180 degree turn time — 7.2 s. 
Torpedo detectability — 1.0 km.
AA defense: 10x1 20.0 mm, 4x2 20.0 mm, 6x2 37.0 mm, 6x2 100.0 mm.
AA defense short-range: 
continuous damage per second — 158, 
hit probability — 79 %, 
action zone 0.1–1.5 km;
AA defense mid-range: number of explosions in a salvo — 3, 
damage within an explosion — 630, 
continuous damage per second — 140, 
hit probability — 83 %, action zone 1.5–3.5 km;
AA defense long-range: 
number of explosions in a salvo — 2, 
damage within an explosion — 840, 
continuous damage per second — 53, 
hit probability — 83 %, 
action zone 3.5–4.6 km;
Maximum speed — 32.0 kt. 
Turning circle radius — 580 m. 
Rudder shift time — 9.8 s. 
Surface detectability — 14.0 km. 
Air detectability — 7.5 km. 
Detectability after firing main guns in smoke — 8.3 km.
Available consumables:
1 slot — Damage Control Party.
2 slot — Fuel Smokes (Duration time 25 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).
3 slot — Fighter / Spotting Aircraft.

"AMALFI" Tier VIII Italian Cruiser:
Hit points — 42800. 
Plating — 25 mm.
Main battery — 3x3 203 mm. 
Firing range — 15.3 km. 
Maximum semi-AP shell damage — 5200. 
Maximum AP shell damage — 4900. 
Reload time — 16 s. 
180 degree turn time — 25.7 s. 
Maximum dispersion — 139 m. 
Semi-AP initial velocity — 950 m/s. 
AP initial velocity — 910 m/s. 
Sigma — 2.00.
Torpedo tubes — 2x4 533 mm. 
Maximum damage — 12667. 
Range — 12.0 km. Speed — 51 kt. 
Reload time — 95 s. Launcher 
180 degree turn time — 7.2 s. 
Torpedo detectability — 1.0 km.
AA defense: 6x1 65.0 mm, 12x6 20.0 mm, 12x1 90.0 mm.
AA defense short-range: 
continuous damage per second — 350, 
hit probability — 81 %, 
action zone 0.1–1.5 km;
AA defense mid-range: 
number of explosions in a salvo — 3, 
damage within an explosion — 910, 
continuous damage per second — 140, 
hit probability — 85 %, 
action zone 1.5–3.7 km;
AA defense long-range: 
number of explosions in a salvo — 6, 
damage within an explosion — 1050, 
continuous damage per second — 140, 
hit probability — 85 %, 
action zone 3.7–4.6 km;
Maximum speed — 37.0 kt. 
Turning circle radius — 680 m. 
Rudder shift time — 11.0 s. 
Surface detectability — 14.4 km. 
Air detectability — 9.5 km. 
Detectability after firing main guns in smoke — 8.7 km.
Available consumables:
1 slot — Damage Control Party.
2 slot — Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).
3 slot — Fighter / Spotting Aircraft.

"BRINDISI" Tier IX Italian Cruiser:
Hit points — 44800. 
Plating — 25 mm.
Main battery — 4x3 203 mm. 
Firing range — 16.7 km. 
Maximum semi-AP shell damage — 5200. 
Maximum AP shell damage — 4900. 
Reload time — 20 s. 180 degree turn time — 25.7 s. 
Maximum dispersion — 148 m. 
Semi-AP initial velocity — 950 m/s. 
AP initial velocity — 910 m/s. 
Sigma — 2.05.
Torpedo tubes — 2x4 533 mm. 
Maximum damage — 13900. 
Range — 13.5 km. 
Speed — 56 kt. 
Reload time — 95 s. 
Launcher 180 degree turn time — 7.2 s. 
Torpedo detectability — 1.1 km.
AA defense: 8x1 65.0 mm, 16x2 37.0 mm, 12x1 90.0 mm.
AA defense mid-range: 
number of explosions in a salvo — 11, 
damage within an explosion — 980, 
continuous damage per second — 526, 
hit probability — 88 %, 
action zone 1.0–3.7 km;
AA defense long-range: 
number of explosions in a salvo — 6, 
damage within an explosion — 1260, 
continuous damage per second — 158, 
hit probability — 88 %, 
action zone 3.7–4.6 km;
Maximum speed — 36.7 kt. 
Turning circle radius — 730 m. 
Rudder shift time — 10.8 s. 
Surface detectability — 15.5 km. 
Air detectability — 10.2 km. 
Detectability after firing main guns in smoke — 9.7 km.
Available consumables:
1 slot — Damage Control Party.
2 slot — Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).
3 slot — Fighter / Spotting Aircraft.
4 slot — Repair Party.

"VENEZIA" Tier X Italian Cruiser:
Hit points — 51800. 
Plating — 25 mm.
Main battery — 5x3 203 mm. 
Firing range — 17.1 km. 
Maximum semi-AP shell damage — 5200. 
Maximum AP shell damage — 4900. 
Reload time — 20 s. 
180 degree turn time — 25.7 s. 
Maximum dispersion — 151 m. 
Semi-AP initial velocity — 950 m/s. 
AP initial velocity — 910 m/s. 
Sigma — 2.05.
Torpedo tubes — 2x3 533 mm. 
Maximum damage — 13900. 
Range — 13.5 km. 
Speed — 56 kt. 
Reload time — 71 s. 
Launcher 180 degree turn time — 7.2 s. 
Torpedo detectability — 1.1 km.
AA defense: 8x2 65.0 mm, 10x4 37.0 mm, 12x2 90.0 mm.
AA defense mid-range: 
number of explosions in a salvo — 12, 
damage within an explosion — 1120, 
continuous damage per second — 665, 
hit probability — 90 %, 
action zone 1.0–3.7 km;
AA defense long-range: 
number of explosions in a salvo — 8, 
damage within an explosion — 1400, 
continuous damage per second — 228, 
hit probability — 90 %, 
action zone 3.7–4.6 km;
Maximum speed — 36.6 kt. 
Turning circle radius — 760 m. 
Rudder shift time — 11.6 s. 
Surface detectability — 15.7 km. 
Air detectability — 11.1 km. 
Detectability after firing main guns in smoke — 9.9 km.
Available consumables:
1 slot — Damage Control Party.
2 slot — Fuel Smokes (Duration time 40 s; Dispersion time 10 s; Reload time 240 (180) s; Charges 1 (2); Radius 510.0 m).
3 slot — Fighter / Spotting Aircraft.
4 slot — Repair Party.

"GENOVA" Premium Tier V Italian Cruiser:
Hit points — 30100. 
Plating — 13 mm.
Main battery — 4x2 203 mm. 
Firing range — 13.1 km. 
Maximum semi-AP shell damage — 4800. 
Maximum AP shell damage — 4700. 
Reload time — 20 s. 
180 degree turn time — 25.7 s. 
Maximum dispersion — 123 m. 
Semi-AP initial velocity — 840 m/s. 
AP initial velocity — 840 m/s. 
Sigma — 2.00.
Torpedo tubes — 4x2 533 mm. 
Maximum damage — 9067. 
Range — 8.0 km. 
Speed — 51 kt. 
Reload time — 47 s. 
Launcher 180 degree turn time — 7.2 s. 
Torpedo detectability — 1.0 km.
AA defense: 12x1 102.0 mm, 4x1 76.2 mm.
AA defense mid-range: number of explosions in a salvo — 1, 
damage within an explosion — 420, 
continuous damage per second — 35, 
hit probability — 79 %, 
action zone 1.0–3.0 km;
AA defense long-range: 
number of explosions in a salvo — 1, 
damage within an explosion — 490, 
continuous damage per second — 53, 
hit probability — 79 %, 
action zone 3.0–4.0 km;
Maximum speed — 34.5 kt. 
Turning circle radius — 660 m. 
Rudder shift time — 8.6 s. 
Surface detectability — 11.8 km. 
Air detectability — 11.1 km. 
Detectability after firing main guns in smoke — 6.6 km.
Available consumables:
1 slot — Damage Control Party.
2 slot — Fighter / Spotting Aircraft.

"PAOLO EMILIO" Premium Tier X Italian Destroyer:
Italian tier X destroyer Paolo Emilio is at the initial stage of testing and added to the game to test the model of the ship. Therefore, her characteristics will be announced later.


IMPORTANT! Because these Ships are still WIP (Work in Progress), the information in this Article is tentative and reflects the state of game development at the time of its publication. Changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after these Ships are released.

Symbols of ๐Ÿ‡ซ๐Ÿ‡ท France and Legion of Honour 30 x Bundles includes Tier IX French Destroyer Mogador.

Symbols of ๐Ÿ‡ซ๐Ÿ‡ท France Coal and Republic Tokens

Symbols of France  
Symbols of France are very much the same as Christmas 2018 Snowflakes, these tokens will bring you Coal and Republic Tokens for use in the Armory.

In Update 0.8.6 Symbols of France will appear on many of your ships. They work like stars, that give you a one-time daily bonus for a victorious battle. Symbols of France, however, can be awarded on your ships only once during Update 0.8.6.


Symbols of France will be displayed in the ships carousel in the Port next to stars, so you can easily see whether you have received your bonus for a certain ship or not. If a Symbol of France is still there, it's high time to "knock it off"!

SYMBOLS OF FRANCE

Countdown Countdown
0.8.6 Symbol of France Resource Bonuses.
Researchable Ships Tier V - VI.
 .Tier V = 200  Tier VI = 300 
Researchable Ships Tier VII - X.
Tier VII = 5  .Tier VIII = 10  Tier IX = 15   Tier X = 15 
Premium Ships Tier VII - X.
Tier II-IV = 200  Tier V = 300  .Tier VI = 400 
Premium Ships Tier II - VI.
Tier VII = 10  .Tier VIII = 15  Tier IX = 20   Tier X = 20 
Reward for a victory gained with these ships. Can be obtained only once.
The event will be available for all players, You can spend the earned resources in the Armory.

Symbols of France will appear on researchable ships of Tiers V to X and premium ships II to X.

To get the bonus, simply win one Co-op, Random, Ranked or Scenario Battle. knocking off Symbols of France will be rewarded with Coal and Republic Tokens. The type and amount of the resources varies depending on the type and tier of each ship.

Legion of Honour Bundle No.5 Includes Mogador & Perm Camo

You can only purchase the bundles in a specific order, the first 4 bundles can be purchased with Republic Tokens, and then you can purchase bundle No.5 which consists of 30x bundles.
The random "Legion of Honour" bundle is the final one in the set of five bundles, each of which can be purchased separately for 1000  Doubloons each in sequential order, starting from the first.
One of the 30 x bundles will contain the Tier IX destroyer Mogador.

Destroyer Mogador, French Navy Permanent Camouflage for Mogador Bundle:
MOGADOR
French Tier IX Destroyer
One of the most powerful ships of her type built for the French Navy before World War II. Thanks to her four 139 mm twin main battery mounts, Mogador outgunned most of her contemporary destroyers in terms of firepower.
  • Effective main battery artillery, comprising eight 139 mm guns with a firing range of 12.8 km, good shell ballistics and armor penetration capability, and moderate chances of setting enemies on fire with HE shells.
  • The Main Battery Reload Booster, an unusual consumable for a destroyer that improves the main battery's rate of fire when necessary.
  • Four torpedo tubes placed along each side of the ship that allow her to simultaneously fire ten fast torpedoes.
  • Her very high top speed of 43.5 knots can be further improved by activating the enhanced Engine Boost consumable that increases the ship's speed by 20%.
  • Special distribution of HP among the ship's hull components helps to compensate for the absence of the Smoke Generator.
  • The ship comes with a Commander with 3 skill points and a Port slot.
French Navy – Mogador
Permanent Camouflage
Honour, Motherland, Bravery, Discipline.
  • –3% to the ship's detectability range by sea
  • +4% to dispersion of shells fired by enemies at your ship
  • +100% XP earned per battle
  • –20% to the cost of the ship's post-battle service

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July 24, 2019

BAYARD Tier VIII ๐Ÿ‡ซ๐Ÿ‡ท French Premium Light Cruiser. World of Warship


UPDATED: July 24, 2019

Updated: Cost. 

Bayard Flag
Pierre Terrail, seigneur de Bayard (d. 1524), known as "Le chevalier sans peur et sans reproche" (French for "The knight without fear and beyond reproach"), was one of the brightest representatives of the chivalry. Several ships of the French Navy were named after him.
Wows Gamer Blog wichita Tier VIII ๐Ÿ‡ซ๐Ÿ‡ท French Premium Cruiser Bayard
A version that constitutes a further development in cruiser De Grasse's initial design, that featured greater firepower as a result of increasing the number of main turrets to four.
COST:
Standard Bundle in NA Portal Shop $49.03
WG Valued at   11,000 Doubloons
Can be won in containers as a combat mission during French Arc Event.
HULL:
  • Hit points: 34,700. 
  • Armour: 6~120 mm.
  • Fore - Aft Plating: 16 mm.
  • Central Plating: 27 mm.
  • Superstructure: 13 mm.
  • Torpedo Damage Reduction: -28%.
  • Propulsion: 120,000 hp.
MAIN BATTERY:
‎4 x 3 152 mm/55 Mle 1930:
  • Firing range: 16.4 km.
  • Reload time: 7.5 s. 
  • 180 degree turn time: 15 s. 
  • Maximum dispersion: 153 m. 
  • Sigma value: 2.0
Shells:
152 mm HE OEA Mle 1937:
  • Maximum HE shell damage: 2200.
  • Alpha Piercing HE: 30 mm. 
  • HE initial velocity: 870 m/s.
  • COF: 12%
  • Air Drag: 0.34.
152 mm AP OPfK Mle 1937:
  • Maximum AP shell Damage: 3300.
  • Projectile Speed: 870 m/s.
  • Air Drag: 0.323.
  • Projectile Krupp: 2225.
  • Detonator Threshold: 25 mm.
SCONDARY ARMAMENT:
3 X 2 100 mm/55 CAD Mle 1945:
  • Maximum HE shell damage: 1400.
  • Range: 5 km.
  • Alpha Piercing HE: 17 mm. 
  • HE initial velocity: 855 m/s.
  • COF: 5%
  • Air Drag: 0.34.
TORPEDOES:
2 X 3 550 mm tube lance-torpilles:
  • Damage: 14833 hp.
  • Reload: 90 s.
  • Speed: 60 knots.
  • Distance: 9  km.
  • 180 Deg: 7.2 s
  • Visibility: 1.3 km.
  • Type: Normal.
ANTI AIRCRAFT:
4 x 2 100 mm/55 CAD Mle 1945:
  • Aura Far.
  • Maximum Firing Range: 3.8-5.8 km.
  • Chance of Hit: 85%.
  • Area DPS: 88.
  • Bubble Damage: 1190.
  • Bubble Count: 4.
6 x 2 57 mm/60 ACAD Mle 1951:
  • Aura Medium.
  • Maximum Firing Range: 1.0-3.8 km.
  • Chance of Hit: 85%.
  • Area DPS: 455.
  • Bubble Damage: 980.
  • Bubble Count: 7.
Sector Reinforcement:
  • AA Sector Reinforcement: +25%:
  • AA Sector Reinforcement Time: 10s.
  • AA Sector Reinforcement Shift Time: 10s.
MANOEUVRABILITY:
  • Maximum speed: 34 kt. 
  • Turning circle radius: 730 m. 
  • Rudder shift time: 12.08 s. 
CONCEALMENT:
  • Surface detectability: 12.2 km. 
  • Air detectability: 7.16 km. 
  • Detectability after firing main guns in smoke: 5.9 km.
AVAILABLE CONSUMABLES:
Slot 1: Damage Control Party.
  • Duration time 5 s.
  • Reload time 90 s (60 s).
Slot 2:  Hydroacoustic Search.
  • Duration time 100 s.
  • Torpedo Detection Range 3.5 km.
  • Ship Detection Range 5.0 km.
  • Reload Time 180 s (120 s). 
  • Charges 2 (3).
Slot 2:   Defensive AA fire.
  • Duration time 40 s.
  • Average AA damage +100%.
  • Damage within the explosion radius of shells fired from medium- and long- range AA defenses 100%.
  • Reload time 120 s (80s).
  • Charges 2 (3).
Slot 3: Engine Boost.
  • Duration time 180 s.
  • Maximum speed +20%.
  • Reload time 120 s (90 s).
  • Charges 2 (3).
Slot 4: Main Battery Reload Booster.
  • Duration time 15 s.
  • Main battery recharge time -50%.
  • Reload time 180 s (120 s).
  • Charges 3 (4).

She's Great!
Trรจs bien et amusant.
The Guns: 4 x 3 152mm, fast reload, and good range, COF seemed better than 5%, I was getting a fire on every salvo, shell velocity was also good.
Turret Traverse: About average for 152's.
AA: Is great, Testing new ships always has the burden of being focus fired and the No1 target for CV's, but Bayard held her own with DFAA, not Minotaur standards, but she can zap those critters.
Manoeuvrability: I prefer to use PM2, but she still manoeuvred like Torvil and Dean on  ice. 
Speed: I was zooming past some DD's, yep! she is fast at around 40kts kitted out.
Concealment: One of my favourite things about this ship, Got her down to 9.6km sea detectability, kitted out, great stealth.
Torpedoes: Just below your stealth capability, but can catch those BB's by surprise and then go dark, Love em!.
Overall: I had fun playing Bayard, that's why i gave her 8/10 should really be 9/10. She will be one of my ships of choice when playing divs with my little brother, I think you guys will like, if not love this boat.
Would I buy Siroco: Hell Yeh! She can be won in containers as a combat mission during French Arc Event. Her value is 11000 doubloons, which is about £34 UK, Without a second thought (I can only manage 1 at a time) I would buy her if you can't win her.