Z-57: German Super Destroyer
A large destroyer with powerful artillery armament, based on one of the last unreleased designs developed by the Kriegsmarine – the “Type 1945” destroyer.
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Key Features
Main Battery:
- Guns: 4x2 128mm
- HE Penetration: Good, enabling effective damage against heavily armored targets.
- AP Damage: High, especially effective against ships showing broadside.
Torpedoes:
- Launchers: Enhanced with one extra tube per launcher for a total of 10 torpedoes.
- Attributes:
- Damage: Not the highest, but balanced by:
- Reload Time: Quick for frequent engagements.
- Range: Good operational distance.
- Speed: Fast enough to be a threat.
- Detection: Low detection radius for stealth attacks.
Consumables:
- Smoke Generator: For concealment and tactical positioning or escape.
- Engine Boost: Boosts speed for quick maneuvers or repositioning.
- Hydroacoustic Search:
- Detection Range: Improved to 7km for ships, ideal for countering enemy destroyers without revealing position.
Lineage and Design:
Successor to Z-52: Z-57 maintains the strengths of German destroyers with added firepower and enhanced detection capabilities.
Z-57 is tailored for players who appreciate a destroyer with robust offensive capabilities in both gun and torpedo combat, plus tactical advantages in detection control.
Gameplay Tips
General Strategy:
- Leverage Smoke and Hydroacoustic Search: Use the Smoke Generator for concealment and the enhanced Hydroacoustic Search for spotting enemy ships, making Z-57 a prime cap contender.
Engagement Tactics:
- Gun Usage: With good HE penetration and high AP damage, you can bully enemy destroyers out of capture points or punish broadsiding ships. Be cautious against gun-focused destroyers like Zorkiy; fight on your terms or use smoke.
- Torpedo Play: Your torpedoes have good range, speed, and detection. Use them for ambushes or defensive plays. You can deploy up to ten at once, potentially overwhelming enemies.
Survivability:
- Avoid Radar: Without a Repair Party, every hit counts. Be mindful of radar cruisers and avoid their detection range.
- Support Awareness: Coordinate with your team. Knowing where your allies are aids in deciding when to engage or retreat.
Map Awareness:
- Concealment and Positioning: Use your stealth to pick battles. Avoid direct fights unless advantageous or with support. Use smoke for capping or ambushing.
- Enemy Position Tracking: Make active use of Hydroacoustic Search to detect enemies, particularly destroyers, without being seen yourself.
Match Pacing:
- Patience is Key: Play patiently due to your vulnerability to sustained damage. Engage when advantageous, manage consumables, and avoid overextending without backup.
Ship Info
Ship Name: Z-57
Level: 11
WG Introduction: January 2, 2025
Status and Name During Testing and Final: Z -57
Estimated Release: Update 14.3
Nation: Germany
Current Development Status: Work in Progress
Z-57, when released as a researchable ship, will cost * 45,000,000 Credits.
To obtain Z-57; you must first have researched X Z-52 of the corresponding branch.
Only players who own or have researched at least 3 (three) Tier X (10) ships will have access to superships.
Armor
Hit points: 22,000
Overall Plating: 19 mm
Main Battery Armament:
4x2 128 mm:
Max Range: 12.8 km
Reload: 4.1 s
Minimum Shell Type Switching Time: 4.1 s
180° Turn Time: 10.0 s
Dispersion at Max Range: 111 m
Sigma: 2.0σ
Shell Types
HE Shells
8x 128 mm:
Alpha Damage: 1,500
Alpha Piercing HE: 32.0 mm
Ammo Type: High Explosive
Shell Speed: 830.0 m/s
Burn Probability: 7%
AP Shells
8x 128 mm:
Alpha Damage: 3,000
Ammo Type: Armor Piercing
Velocity: 830.0 m/s
Depth Charges:
Maximum damage: 2,400
Charges: 2
Bombs per charge: 18
Reload time: 40 s
Burn probability: 10%
Torpedoes:
2 × 5 533 mm:
Max Damage: 15,600
Range: 12.0 km
Reload: 90 s
Speed: 69 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.4 km
AA Defence:
Long Range:
4x2 128.0 mm:
Firing range: 5.8 km
Hit Probability: 100 %
Damage by Zone Area AA: 74
Damage Caused by Shell Explosions: 1680
Number of Explosions Per Salvo: 4
Action Zone: 3.5 - 5.8 km
Continuous Damage: soon
Mid Range:
4x1 55.0 mm:
Firing range: 4.0 km
Hit Probability: 100 %
Damage by Zone Area AA: 126
Short Range:
6x4 30.0 mm:
Firing range: 3.0 km
Hit Probability: 95 %
Damage by Zone Area AA: 186
Mobility:
Maximum speed: 39.0 knots
Turning circle radius: 740 m
Rudder shift time: 4.8 s
Propulsion: soon hp
Detection:
Surface Detectability: 7.7 km
Air Detectability: 3.8 km
Detectability by enemy subs: 0-3.8 km
Detectability whilst firing in smoke: 3.0 km
Consumables:
Slot 1: Damage Control Party:
Charges: Infinite
Work Time: 5 s
Reload Time: 40 s
Slot 2: Smoke Generator:
Charges: 3
Action time: 20 s
Reload time: 160 s
Lifetime: 81 s
Slot 3 Engine Boost
Charges: 3
Duration time: 120 s
Reload time: 120 s
Maximum speed: +8%
Slot 4: Hydroacoustic Search:
Charges: 3
Action time: 120 s
Reload time: 120 s
Submarine spotting range at max depth: 2.0 km
Torpedo detectability: 4.0 km
Ship detectability: 7.0 km