Brennus: Tier X French Premium Super-Heavy Cruiser 1956 (Research Points Ship)


flag shipicon Brennus: Tier X French Premium Super-Heavy Cruiser 1956

A super-heavy cruiser akin to the Henri IV class, the primary distinction lies in its seven 305 mm main guns and enhanced torpedo weaponry. The ship's artillery is strategically positioned at both ends: the bow features two twin-gun turrets, while the stern boasts a single triple-gun turret.

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Key Features

  • Main Battery: Brennus boasts a powerful main battery with seven 305mm guns. These guns offer high AP penetration and excellent ballistics.
  • Long-Range Threat: Her good reload time, high speed, and accurate guns make her a formidable opponent at long range.
  • Consumables: Brennus has access to improved Engine Boost and Repair Party consumables in separate slots.
  • Close-Range Defense: In a tight spot, her six torpedoes per side can act as a deterrent against enemy ships at close range.
  • Limitations: However, Brennus suffers from slow turret rotation, a low number of barrels affecting her salvo weight, and poor armor.


  • High Speed and Positioning: Utilize Brennus’s high speed to take unexpected positions on the battlefield. This allows you to catch enemies off guard and exploit their broadsides.
  • Excellent AP Shells: Brennus’s armor-piercing (AP) shells are potent. Aim for vulnerable areas on enemy ships to deal significant damage.
  • Skilful Dodging: Due to her poor armor, skilful manoeuvring is essential. Dodge incoming fire from enemy battleships to survive longer in battle.

Brennus Info

Ship Name: flag shipicon X Brennus
Tier: 10
Paper Ship: Yes
Class: WG Project cruiser
WG Introduction: April 5th, 2024
Status during tests and/if early access and final: shipicon Special Ship
Estimated Release: 13.5/6
Base Value: doubloon 34,650
Resource: Research PointsResearch Points (Amount is yet to be verified)
Nation: flag France
Devs Status: Work in Progress


Hit Points: 53,300 hp
Overall Plating: 16-305 mm
Hull Plating (fore/mid/aft): 25/30/25 mm
Deck Plating (fore/mid/aft): 25/30/25 mm
Superstructure: 16 mm
Armor Belt: 30 mm
Plating: 45 mm
Fore Athwartships: 35 mm
Aft Athwartships: 35 mm
Citadel Fore Athwartships: 35-160 mm
Citadel Aft Athwartships: 35-140 mm
Citadel Deck: 80 mm
Turret Plating: 150-305 mm
Citadel Bottom: 40 mm
Tonnage: 23,201
Torpedo Protection, Damage Reduction: 19%

Main Battery Armament

1x3 305 mm/50 Mle 1930 in a turret:
2x2 305 mm/50 Mle 1930 in a turret:
Max Range: 20.3 km
Reload: 13.5 s
180° Turn Time: 30.0 s
Sigma: 2.05σ
Dispersion: 173 m

Shell Types

HE Shells

7x 305 mm HE OEA Mle 1932:
Maximum HE Shell Damage: 4,250
Ammo Type: High Explosive
Alpha Piercing HE: 51.0 mm
Shell Air Drag: 0.26
Shell Always Ricochet At: 60.0°
Normalization: 68.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 305 mm
Shell Krupp: 1.0
Shell Mass: 426.0 kg
Shell Ricochet At: 91.0°
HE Shell initial velocity: 905.0 m/s
Chance of causing fire: 25.0%

AP Shells

7x 305 mm AP OPf Mle 1932:
Max AP Shell Damage: 8,700
Ammo Type: Armor Piercing
Shell Air Drag: 0.245
Shell Always Ricochet At: 60.0°
Normalization: 6.0°
Shell Detonator: 0.033
Shell Diameter: 305 mm
Shell Detonator Threshold: 51.0
Shell Krupp: 2475.0
Shell Mass: 442.0 kg
Ricochet: 45.0°
Shell Speed: 870.0 m/s


6x2 127 mm HE:
Range: 8.3 km
Reload: 4 s
Alpha damage: 1800
Alpha Piercing HE: 21 mm
Ammo Type: High Explosive
Air Drag: 0.3079
Always Ricochet at: 60.0°
Normalization: 68.0°
Detonator: 0.001 s
Detonator Threshold: 2.0 mm
Diameter: 127 mm
Krupp: 1.0
Mass: 31.5 kg
Start Ricochet: 91.0°
HE shell initial Velocity: 808 m/s
Chance of causing fire: 9%

Depth Charge Airstrike

Maximum bomb damage: 4900
Available flights: 2
Attack aircraft per flight: 1
Aircraft HP: 2000
Range: 8 km
Bombs per payload: 2x 650 LB Bomb MK 55 HE
Reload time: 30 s
Chance of fire: 28%


4×3 550 mm tube lance-torpilles:
Range: 9.0 km
Reload: 90 s
Alpha Damage: 14,833
Speed: 60 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.3 km

Anti-Aircraft Defense

Long Range

6×2 127 mm/54 Mle 1948 on an Mle 1948 mount:
Firing range: 6.0 km
Hit Probability: 90 %
Damage by Zone Area AA: 119
Damage Caused by Shell Explosions: 1680
Continuous damage: soon
Number of Explosions Per Salvo: 5
Action Zone: 3.5-6.0 km

Medium Range

8×4 40 mm Bofors on a Mk.2 mount:
Firing range: 3.5 km
Hit Probability: 90 %
Damage by Zone Area AA: 228
Action Zone: 0.1-3.5 km

Short Range

5x1 20 mm Oerlikon on a Mk.4 mount:
Firing range: 2.0 km
Hit Probability: 85 %
Damage by Zone Area AA:  39
Action Zone: 0.1-2.0 km


Maximum Speed: 35.0 kts
Turning Circle Radius: 840 m
Rudder Shift Time: 11.2 s
Propulsion: 220,000 hp


Surface Detectability: 16.0 km
Air Detectability: 8.3 km
Detectability by enemy Subs: 0-8.3 km
Detectability after Firing Main Guns in Smoke: 13.1 km

Available Consumables

Slot 1: Damage Control Party

  • Purpose: This consumable is used to repair any damage to the ship’s modules, such as engines, steering, and weapon systems. It also extinguishes fires and stops flooding, allowing the ship to maintain combat effectiveness.
  • Charges: Infinite, meaning it can be used any number of times during a match.
  • Work Time: 5 seconds, which is the duration the consumable effects last.
  • Reload Time: 60 seconds, which is the cooldown period before the consumable can be used again.

Slot 2: Engine Boost

  • Purpose: This consumable provides a temporary increase to the ship’s engine power, resulting in an increase in maximum speed. It’s particularly useful for quick maneuvers, escaping from dangerous situations, or closing the distance to engage enemy ships.
  • Charges: 3, indicating the number of times it can be activated during a match.
  • Action Time: 180 seconds, the duration of the speed boost effect.
  • Reload Time: 90 seconds, the cooldown period before the consumable can be activated again.
  • Boost: +20%, the percentage increase to the ship’s top speed when the consumable is active.

Slot 3: Repair Party

  • Purpose: This consumable allows the ship to recover hit points over time, effectively repairing damage taken from enemy fire. It’s essential for sustaining the ship’s presence on the battlefield and can be the difference between sinking and surviving longer in combat.
  • Charges: 3, the number of times the consumable can be used during a match.
  • Action Time: 28 seconds, the duration over which the ship regenerates health.
  • Reload Time: 80 seconds, the cooldown period before the consumable can be used again.
  • Regeneration: +266.5 hp/s, the rate of health regeneration per second while the consumable is active.
All statistics are presented without crew and upgrade modifiers, but with the best modules available. Please note that these statistics may change at any time.
Please be aware that all information in this post is 'Work in Progress', the announced adjustments and features may undergo multiple changes during testing, all changes will be added to this post immediately after they become available, the final details will be officially published and labelled in the ship info as 'Released' on this post.


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