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Vyazma: Tier IX Soviet Battleship 1952
A “Small battleship” (“Malyi linkor”) design, which was developed in the U.S.S.R. in the early 1950s. Such kind of ships were expected to operate in groups, being able to confront a full-fledged battleship.
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Ship Info:
Ship Name: IX Vyazma
Level: 9
Added for testing: 14.0
Nation: Russia
Current development status: Work in Progress
Vyazma is an event ship and will be removed after the event
Armor:
Hit Points: Start of battle 25,680 hp > Threshold 64,200 hp
Overall:18~495 mm
Fires Duration: 60 s
Hull Plating fore/mid/aft: 25-100/32-220/25-200 mm
Deck Plating fore/mid/aft: 25/50/25 mm
Casemate Fore Athwartships: 50 mm
Casemate Aft Athwartships: 50~190 mm
Citadel Fore Athwartships: 50~400 mm
Citadel Aft Athwartships: 50~180 mm
Armour Belt: 50 mm
Citadel Armoured belt: 220 mm
Citadel Torpedo Bulkhead: 60 mm
Citadel Deck: 100~120 mm
Citadel Bottom: 50 mm
Turret Plating: 230~495 mm
Torpedo protection damage reduction: 24%
Addressing Concerns of Limited Shells Mechanic
After the initial announcement of the new Limited Shells mechanic, some of you expressed concerns about its purpose and future. WG want to address these concerns:
- Limited Shells is a standalone mechanic and not a testbed for Premium Ammo.
- Limited Shells are tied to specific ships and function similarly to existing gameplay mechanics, such as the Burst Fire mode available on ships like Condé, Edgar, and Zorkiy, which also feature improved shell characteristics.
- Limited Shells will automatically restock after each battle, similar to consumable charges, and cannot be purchased with any currency, except as part of the standard ship servicing costs after each battle.
- The three ships mentioned above are planned to be available only for the duration of the event, after which they will be removed from the game. WG also want to highlight that these ships, like all ships entering the game - including Tech Tree ships, Premiums, and others - will undergo WG's regular live testing process to ensure they fit within the overall game balance.
Fight or Flight
The "Fight or Flight" mechanic enhances main battery reload and accuracy as Hit Points decrease, up to a Minimum effective Hit Points threshold. Going below this threshold does not provide additional bonuses.
Minimum Effective Hit Point Threshold:
- 16,050
Bonuses at the Threshold:
- Main battery reload time: -15%
- Main battery shell dispersion: -25%
Main Battery:
2x3 406 mm/50 B-37 on an MK-1 mount:
Max Range: 20.9 km
Reload: 29 s
180° Turn Time: 25.7 s
Dispersion at Max Range: 267 m
Sigma: 1.80σ
Shell Types:
HE Shells:
6x 406 mm HE Model 1937:
Alpha Damage: 5,800
Alpha Piercing HE: 68.0 mm
Ammo Type: HE
Shell Air Drag: 0.3045
Shell Always Ricochet At: 60.0°
Normalization: 8.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 406 mm
Shell Krupp: 250.0
Shell Mass: 1108.0
Shell Ricochet At: 91.0°
Shell velocity: 830.0 m/s
Chance of fire: 40%
AP Shells:
6x 406 mm AP Model 1937:
Alpha Damage: 13,250
Ammo Type: AP
Shell Air Drag: 0.247
Shell Always Ricochet At: 60.0°
Normalization: 6.0°
Shell Detonator: 0.033
Shell Detonator Threshold: 68.0 mm
Shell Diameter: 406 mm
Shell Krupp: 2300.0
Shell Mass: 1108.0
Shell Ricochet At: 45.0°
Shell velocity: 830.0 m/s
Upgrades Improving Main Battery Accuracy or Firing Range Are Unavailable
Limited AP Shells:
- AP shells with improved ballistics, penetration, reduced possibility of ricochet, shortened shell fuse time.
- Number of shells: 60 (Burst series expends 6 shells per turret)
- Maximum AP shell damage: 13,250
- The angle at which the check for ricochets is made for AP shells: 55 degrees
- The guaranteed ricochet angle: 65 degrees
- Initial Velocity: 900 m/s
Burst Series:
Reload time: 40.0 seconds
Burst interval: 1.7 seconds
Shots in the series: 2
Firing range: -37.9%
Depth Charge Airstrike:
Maximum bomb damage: 4,200
Available flights: 2
Attack aircraft per flight: 1
Aircraft HP: 2000
Range: 7.0 km
Bombs per payload: 2x PLAB-160
Reload time: 30 s
Chance of Fire: 24%
Secondaries:
2x2 180 mm/HE-32:
Alpha damage: 2500
Alpha piercing HE: 30 mm
Range: 7 km
Shell velocity: 1000 m/s
Reload: 6 s
Chance of fire: 13%
AA Defense:
Long Range:
2x2 180 mm/65 SM-45 on an SM-48 mount:
Action Zone: 0.1-5.8 km
Hit Probability: 75 %
Damage Within an Explosion: 1820
Continuous Damage Per Second: 42
Number of Explosions Per Salvo: 2
Continuous damage: 292
Action Zone: 3.5-5.8 km
Mid Range
12x2 57 mm ZIF-31B mount:
Continuous Damage Per Second: 357
Hit Probability: 75%
Action Radius: 0.1-4.0 km
Short Range
12x4 25 mm 110-PM on a 4М-120 mount:
Continuous Damage Per Second: 203
Hit Probability: 70%
Action Radius: 0.1-3.1 km
Mobility:
Maximum Speed: 31.6 kt
Turning Circle Radius: 1060 m
Rudder Shift Time: 12.8 s
Propulsion: 210,000
Detection:
Surface detectability: 16.9 km
Air detectability: 11.8 km
Detectability after firing main guns in smoke: 17.0 km
Consumables:
Slot 1: Damage Control Party:
Work Time: 5 s
Reload Time: 60 s
Slot 2: Specialized Repair Teams:
Charges 5
Action time 20 s
Reload time 60 s
HP per second +963.0 hp
Preparation time at the beginning of the battle 200 s
Slot 3: Engine Boost:
Charges: 3
Action Time: 180 s
Reload Time: 120 s
Max Speed: +15%
Slot 4: Hydroacoustic Search:
Charges: 3
Action Time: 100 s
Reload Time: 120 s
Torpedo Detection Range: +3.5 km
Ship Detection Range: +5.0 km
Slot 4: Defensive AA Fire:
Charges: 3
Action Time: 40 s
Reload Time: 80 s
Average AA Damage: +50%
Damage within the explosion radius of shells fired from medium and long- range AA defenses: 300%