7x New Premium Ships Announcement - Closed Test 14.9

7x New Premium Ships Announcement - Closed Test 14.9

7x New Premium Ships Announcement - Closed Test 14.9

WG have announced several new Premium Ships, VII Lanzhou, VII Nurnberg '44, IX Roussillon, X Bremen, X Aki, X Hawaii and X Surcouf.


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Pan-Asian Chinese Tier VII Cruiser Lanzhou

Pan-Asian Chinese Tier VII Cruiser Lanzhou

Hypothetical design of a cruiser with 180 mm main battery guns, a development of the Soviet Project 26 ships. The cruiser was named after an ancient city in northwestern China, one of the country's industrial centers and the capital of Gansu Province.

In battle, Lanzhou will primarily target enemy cruisers. Thanks to her great ballistics for the tier, you will be able to land hits on enemies with relative ease. This, together with good AP shell penetration, allows you to threaten even the heaviest Battleships you may face. Her long main gun range, further complemented by the High-Precision Spotter consumable that grants the same improved dispersion effect as that found on Tier IX cruiser Tianjin, will allow you to make the fullest use of your solid guns.
However, she has a small HP pool and her protection is quite limited, meaning you will have to be cautious of incoming fire, as the enemy doesn't have to get lucky very often to sink you in short order. Combined with fairly average concealment for her tier, being able to go undetected might not be as reliable as you may wish.
In summary, Lanzhou will excel in dealing with hostile cruisers, as well as being a useful supporting cruiser against battleships and destroyers. However, due to her fairly weak hull, enemy return fire will be quite effective in taking you out if you're not keeping track of what is going on around you.

Survivability:

Hit points - 31,500.
Plating - 16 mm.
Fires duration: 30 s.
Torpedo protection - 0%.

Artillery:

Main battery - 3x3 180 mm
Firing range - 17.6 km.
Maximum HE shell damage - 2,500. HE shell armor penetration - 30 mm. Chance to cause fire - 11.0%. HE initial velocity - 920 m/s.
Maximum AP shell damage - 4,300. AP initial velocity - 920 m/s.
Reload time - 8.4 s.
180-degree turn time - 22.5 s.
Maximum dispersion - 166 m.
Sigma - 2.00.

Airstrike (DC):

Reload time - 25.0 s.
Available flights - 2.
Number of Aircraft in Attacking Flight - 1. Maximum range - 6.0 km. Number of Bombs in Payload - 1.
Maximum bomb damage - 3,400.

Torpedoes

2x3 533 mm. Equipped with deepwater torpedoes that can not hit the destroyers, submarines.
Maximum damage - 15,867
Range - 8.0 km.
Speed - 61 kt.
Reload time - 134 s.
Torpedo detectability - 0.8 km.

Secondary Armament:

3x2 100.0 mm,
Maximum range - 5.6 km.
Reload time - 3.8 s.
Maximum HE shell damage - 1,400. Chance to cause fire - 6%. HE initial velocity - 895 m/s. HE shell armor penetration - 17 mm.

AA defense: 6x2 25.0 mm., 3x4 37.0 mm., 3x2 100.0 mm.

AA defense short-range: continuous damage per second - 91, hit probability - 85 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 77, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 46, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 1, damage within an explosion - 1,190, action zone 3.5 - 5.8 km.

Maneuverability:

Maximum speed - 35.0 kt.
Turning circle radius - 690 m.
Rudder shift time - 8.6 s.

Concealment:

Surface detectability - 12.7 km.
Air detectability - 6.5 km.
Detectability after firing main guns in smoke - 7.1 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 - High-Precision Spotter
Duration time - 30 s;
Main battery firing range +10.0%;
Maximum main battery shell dispersion: -10%;
Reload time - 100 s;
Charges 5.
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

German Tier VII Cruiser Nürnberg '44

German Tier VII Cruiser Nürnberg '44

The last German light cruiser ever built, she was the longest serving major warship of the Kriegsmarine and the only such ship to see service post-war, albeit under the Soviet flag with the name Admiral Makarov.

Her wartime service was relatively quiet, following significant damage from a torpedo hit launched by the British Submarine HMS Salmon, she mostly served in the Baltic and around Norway as an escort and training ship. Until, like most surviving large Kriegsmarine Warships, she was sent to the Baltic to provide fire support to German forces as the Red Army advanced into Europe.
Following the capitulation, she was handed over to the Soviet Union, which operated her until newer ships entered service, and she was scrapped around 1960.
Nürnberg '44 is an AP-focused cruiser with good ballistics, penetration, and improved ricochet angles, making her lethal against enemy cruisers, as well as a solid threat to enemy battleships. Her torpedo tubes, while limited in number, benefit from torpedoes with good range, speed, and damage. This allows her to be a notable threat to whatever she may face.
Due to her short main battery range, Nürnberg '44 needs to get up close to do what she does best. However, she is extremely fragile for her tier, and it won't take many hits to send you back to the Battle On screen. To prevent this outcome, the ship comes with both good base concealment as well as a Short-Burst Smoke Generator. So use those tools wisely and choose your positions carefully to get the most out of your guns.
Overall, Nürnberg '44 will have a vicious bite, but your jaw is made of glass. Keep your wits about you, as everything will want to try and take a piece out of you.

Survivability:

Hit points - 27,700.
Plating - 16 mm.
Fires duration: 30 s.
Torpedo protection - 7 %.

Artillery:

Main battery - 3x3 150 mm
Firing range - 14.5 km.
Maximum HE shell damage - 1,800. HE shell armor penetration - 38 mm. Chance to cause fire - 12.0%. HE initial velocity - 960 m/s.
Maximum AP shell damage - 4,100. AP initial velocity - 960 m/s.
Reload time - 9.4 s.
180-degree turn time - 23.7 s.
Maximum dispersion - 147 m.
Sigma - 2.00.

Airstrike (DC):

Reload time - 25.0 s.
Available flights - 2.
Number of Aircraft in Attacking Flight - 1. Maximum range - 6.0 km. Number of Bombs in Payload - 1.
Maximum bomb damage - 3,400.

Torpedoes

2x3 533 mm.
Maximum damage - 14,400.
Range - 9.5 km.
Speed - 65 kt.
Reload time - 80 s.
Torpedo detectability - 1.3 km.

Secondary Armament:

4x2 88.0 mm,
Maximum range - 6.3 km.
Reload time - 4 s.
Maximum HE shell damage - 1,000. Chance to cause fire - 4%. HE initial velocity - 950 m/s. HE shell armor penetration - 15 mm.

AA defense: 4x1 40.0 mm., 1x1 20.0 mm., 10x2 20.0 mm., 2x2 37.0 mm., 2x4 20.0 mm., 4x2 88.0 mm.

AA defense short-range: continuous damage per second - 148, hit probability - 85 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 74, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 49, hit probability - 90 %, action zone - 4.6 km;
Number of explosions in a salvo - 1, damage within an explosion - 1,120, action zone 3.5 - 4.6 km.

Maneuverability:

Maximum speed - 32.0 kt.
Turning circle radius - 720 m.
Rudder shift time - 7.6 s.

Concealment:

Surface detectability - 10.5 km.
Air detectability - 4.8 km.
Detectability after firing main guns in smoke - 6.1 km.

Available consumables:

1 slot - Damage Control Party
Duration time - 5 s;
Reload time - 60 s;
Equipment is unlimited.
2 slot - Short-Burst Smoke Generator
Duration time - 10s;
Smoke screen dispersion time - 40s;
Reload time - 70s;
Charges - 6.
3 slot - Hydroacoustic Search
Duration time - 110 s;
Torpedo detection range - 3.8 km;
Ship detection range - 5.5 km;
Reload time - 120 s;
Charges - 3.
3 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.
4 slot - Fighter
Duration time - 60 s;
Fighters - 2;
Action radius - 3.0 km;
Reload time - 90 s;
Charges 3.
4 slot - Spotting Aircraft
Duration time - 60 s;
Main battery firing range +5.0%;
Reload time - 180 s;
Charges - 2.
Note: Permanent camouflage of Nürnberg '44 is still work in progress.

French Tier IX Battleship Roussillon

French Tier IX Battleship Roussillon

During the late 1930s, in light of increasing tensions around the world, the French Republic committed to a re-armament of all its military branches. This included the Navy, which was in the process of building the 4 Richelieu Class battleships. However, in light of intelligence regarding larger ships being considered by the Germans and Italians, they began work on a successor class.

These efforts resulted in the Alsace-class, but the design was never fully finalized due to the Fall of France in 1940. One of the options considered called for these ships to be armed with nine 406mm guns arranged in three triple turrets in a conventional configuration. Roussillon is based on this design variant. The ship is named after a historical province on the Mediterranean coast of France, formerly part of the Medieval Principality of Catalonia.
Roussillon will be a ship with mighty armament on a fragile hull. Her excellent accuracy for a French battleship, together with good shell ballistics, makes her a perfect choice for long-range engagements. Further improved with her Engine Boost, she is able to redeploy rapidly to wherever her support is required.
However, she suffers from a significantly longer-than-average base reload time of 36 seconds, meaning you will have to pick your shots carefully to make every salvo count. She does have access to a Main Battery Reload Booster with an impressive 67% reload reduction and 5 charges, albeit at the cost of a longer cooldown of the consumable. Additionally, her weaker armor plating means that if you are subject to concentrated fire, you will not be able to last long.
In summary, keep your distance and pick your targets carefully, as you won't get too many volleys in. You can use the Main Battery Reload Booster to maximize your impact at vital moments, but your weak armor will mean you won't last long in a sustained fight.

Survivability:

Hit points - 69,000.
Plating - 26 mm.
Fires duration: 60 s.
Torpedo protection - 44 %.

Artillery:

Main battery - 3x3 406 mm
Firing range - 23.4 km.
Maximum HE shell damage - 6,100. HE shell armor penetration - 68 mm. Chance to cause fire - 49.0%. HE initial velocity - 850 m/s.
Maximum AP shell damage - 12,100. AP initial velocity - 850 m/s.
Reload time - 36.0 s.
180-degree turn time - 30.0 s.
Maximum dispersion - 245 m.
Sigma - 1.90.

Airstrike (DC):

Reload time - 30.0 s.
Available flights - 2.
Number of Aircraft in Attacking Flight - 1. Maximum range - 10.0 km. Number of Bombs in Payload - 2.
Maximum bomb damage - 4,200.

Secondary Armament:

Range - 8.0 km.
12x2 100.0 mm.
Reload time - 4.0 s.
Maximum HE shell damage - 1,400. Chance to cause fire - 6%. HE initial velocity - 780 m/s. HE shell armor penetration - 17 mm.
3x3 152.0 mm.
Reload time - 12.0 s.
Maximum HE shell damage - 2,200. Chance to cause fire - 12%. HE initial velocity - 870 m/s. HE shell armor penetration - 25 mm.

AA defense: 10x2 25.0 mm., 16x2 37.0 mm., 12x2 100.0 mm., 3x3 152.0 mm.

AA defense short-range: continuous damage per second - 116, hit probability - 70 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 329, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 126, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 5, damage within an explosion - 1,330, action zone 3.5 - 5.8 km.

Maneuverability:

Maximum speed - 32.0 kt.
Turning circle radius - 910 m.
Rudder shift time - 16.6 s.

Concealment:

Surface detectability - 16.6 km.
Air detectability - 10.0 km.
Detectability after firing main guns in smoke - 16.2 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 - 345.0;
Reload time - 80 s;
Charges - 3.
3 slot - Engine Boost
Duration time 180 s;
Maximum speed +15%;
Reload time - 120 s;
Charges 3.
4 slot - Main Battery Reload Booster
Duration time - 20 s;
Main battery recharge time: -67%;
Reload time - 140 s;
Charges - 5.
5 slot - Fighter
Duration time - 60 s;
Fighters - 3;
Action radius - 3.0 km;
Reload time - 90 s;
Charges 3.
5 slot - Spotting Aircraft
Duration time - 100 s;
Main battery firing range +20.0%;
Reload time - 240 s;
Charges - 4.
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

German Tier X Cruiser Bremen

German Tier X Cruiser Bremen

A further development of the powerful light cruiser design based on the Admiral Hipper-class ("Cruiser K", in-game Mainz) with greater displacement and the main battery in four-gun turrets.

The cruiser inherited her name from her predecessor, SMS Bremen, which perished in the Baltic Sea during World War I and was in turn named after a city in northern Germany—one of the country's most important ports and shipbuilding centers.
Bremen will play very much like the Tier VIII Mainz, thanks to her battery of sixteen 150mm guns in four quadruple turrets, with the (usual for German cruisers) improved penetration of her HE shells, allowing her to effectively engage all manner of targets. Her AP shells also benefit from very good penetration for their size, making this ammo option effective in suitable scenarios. She is also equipped with a large number of torpedo tubes boasting long range.
You will primarily wish to fight at long range, thanks to her shells' flat ballistics and torpedo range to compensate for her large size, making Bremen more vulnerable in close-range encounters. Her armor scheme and improved German Hydroacoustic Search mean you can press the attack when required. However, her poor concealment and below-average handling make it difficult for her to engage in close combat without attracting enemy fire. Her consumable setup is your typical lineup of a Repair Party, Damage Control Party, a choice between Fighter or Spotting Aircraft, as well as the choice between Defensive AA Fire and Hydroacoustic Search.
In summary, Bremen is your classic long-range HE support cruiser, with the tools to close the range if required. Just be aware of your poor concealment and large size, as you will be a primary target of those you wish to engage.

Survivability:

Hit points - 51,700.
Plating - 25 mm.
Fires duration: 30 s.
Torpedo protection - 16 %.

Artillery:

Main battery - 4x4 150 mm.
Firing range - 18.1 km.
Maximum HE shell damage - 1,700. HE shell armor penetration - 38 mm. Chance to cause fire - 8.0%. HE initial velocity - 960 m/s.
Maximum AP shell damage - 3,900. AP initial velocity - 960 m/s.
Reload time - 6.0 s.
180-degree turn time - 23.7 s.
Maximum dispersion - 158 m.
Sigma - 2.05.

Airstrike (DC):

Reload time - 30.0 s.
Available flights - 2.
Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 2.
Maximum bomb damage - 4,900.

Torpedoes

4x5 533 mm.
Maximum damage - 13,700.
Range - 12.0 km.
Speed - 64 kt.
Reload time - 119 s.
Torpedo detectability - 1.3 km.

Secondary Armament:

10x2 128.0 mm
Maximum range - 8.3 km.
Reload time - 4 s.
Maximum HE shell damage - 1,500. Chance to cause fire - 5%. HE initial velocity - 900 m/s. HE shell armor penetration - 32 mm.

AA defense: 10x2 128.0 mm., 18x2 30.0 mm., 8x2 55.0 mm.

AA defense short-range: continuous damage per second - 350, hit probability - 85 %, action zone - 3.0 km;
AA defense mid-range: continuous damage per second - 315, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 140, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 6, damage within an explosion - 1,610, action zone 3.5 - 6.0 km.

Maneuverability:

Maximum speed - 32.5 kt.
Turning circle radius - 840 m.
Rudder shift time - 11.6 s.

Concealment:

Surface detectability - 16.2 km.
Air detectability - 9.9 km.
Detectability after firing main guns in smoke - 9.8 km.

Available consumables:

1 slot - Damage Control Party
Duration time - 5 s;
Reload time - 60 s;
Equipment is unlimited.
2 slot - Repair Party
Duration time - 28 s;
HP per second - 258.5;
Reload time - 80 s;
Charges - 3.
3 slot - Hydroacoustic Search
Duration time - 120 s;
Torpedo detection range - 4.0 km;
Ship detection range - 6.0 km;
Reload time - 120 s;
Charges - 3.
3 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.
4 slot - Fighter
Duration time - 60 s;
Fighters - 4;
Action radius - 3.0 km;
Reload time - 90 s;
Charges 3.
4 slot - Spotting Aircraft
Duration time - 100 s;
Main battery firing range +20.0%;
Reload time - 240 s;
Charges - 4.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

Japanese Tier X Battleship Aki

Japanese Tier X Battleship Aki

A new mighty Japanese beauty, originally created for World of Warships Legends.
What if the Japanese Navy had given a Yamato-class battleship the same conversion they had Ise? Well, that is Aki. The ship inherited her name from a battleship that served in the Imperial Japanese Navy in the early 20th century, which was named in honor of the historical province in the west of Honshu Island.

Aki boasts immensely powerful 460mm guns in her forward pair of triple turrets. They will allow her to engage any target effectively, and due to their forward placement, you do not have to risk exposing the famous Yamato-class 'cheek' to bring all your firepower into action.
She is the most Battleship-like of the Hybrids, retaining her main guns' ability to end almost any fight with only a few direct hits. Compared to Yamato herself, her main guns are more accurate and have a faster reload time of 28 seconds. However, they have a shorter range and her turrets suffer from a slow traverse speed, so you will struggle to react to surprises.
The key element of Aki is her access to an HE dive bomber squadron, giving her the ability to target ships outside her main battery's range. This squadron’s strength lies in the large number of bombs it drops, as well as these bombs' decent damage and good penetration—though their long fall time is a drawback.
Aki has a rather weak citadel, and while her armor is solid and she comes equipped with a Repair Party, she’s best suited for captains who prefer to play it safe and keep their distance from enemies. That said, thanks to the placement of her main guns, a bow-in push remains an option if the situation demands it—but be warned, it’s likely to be a one-way trip.
In general, Aki will perform a role similar to that of Yamato and Louisiana, with the ability to strongly influence a battle through her powerful main guns, but with the additional capability to target ships outside her main gun range.

Survivability:

Hit points - 97,200.
Plating - 32 mm.
Fires duration: 60 s.
Torpedo protection - 55 %.

Artillery:

Main battery - 2x3 460 mm.
Firing range - 26.1 km.
Maximum HE shell damage - 7,300. HE shell armor penetration - 77 mm. Chance to cause fire - 35.0%. HE initial velocity - 805 m/s.
Maximum AP shell damage - 14,800. AP initial velocity - 780 m/s.
Reload time - 28.0 s.
180-degree turn time - 60.0 s.
Maximum dispersion - 246 m.
Sigma - 2.1.

Aircraft:

Dive bombers
Hit points - 1,550,
cruising speed - 133.0 knots, maximum speed - 173 knots,
size of attacking flight - 8, aircraft per squadron - 8,
aircraft restoration time - 200 s,
detectability range - 10 km,
number of aircraft on deck - 8.
Bombs in payload - 2, bomb type - HE, maximum bomb damage - 5,500.0, armor penetration - 41 mm, chance to cause fire - 24 %.

Airstrike (DC):

Reload time - 30.0 s.
Available flights - 2.
Number of Aircraft in Attacking Flight - 1. Maximum range - 11.0 km. Number of Bombs in Payload - 2.
Maximum bomb damage - 4,900.

Secondary Armament:

Range - 7.3 km.
2x3 155.0 mm.
Reload time - 12.0 s.
Maximum HE shell damage - 2,600. Chance to cause fire - 10%. HE initial velocity - 925 m/s. HE shell armor penetration - 26 mm.
12x2 127.0 mm.
Reload time - 7.5 s.
Maximum HE shell damage - 2,100. Chance to cause fire - 8%. HE initial velocity - 725 m/s. HE shell armor penetration - 21 mm.

AA defense: 36x3 25.0 mm., 14x1 25.0 mm., 12x2 127.0 mm., 14x2 40.0 mm., 2x2 13.2 mm.

AA defense short-range: continuous damage per second - 295, hit probability - 85 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 256, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 140, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 4, damage within an explosion - 1,610, action zone 3.5 - 5.8 km.

Maneuverability:

Maximum speed - 27.0 kt.
Turning circle radius - 920 m.
Rudder shift time - 18.7 s.

Concealment:

Surface detectability - 17.6 km.
Air detectability - 10.0 km.
Detectability after firing main guns in smoke - 19.4 km.

Available consumables:

1 slot - Damage Control Party
Duration time - 10 s;
Reload time - 80 s;
Equipment is unlimited.
2 slot - Repair Party
Duration time - 28 s;
HP per second - 486.0;
Reload time - 80 s;
Charges - 4.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

American Tier X Cruiser Hawaii

American Tier X Cruiser Hawaii

Hawaii was the 3rd of 6 planned Alaska-class 'Large Cruisers' of the United States Navy. She was the first USN ship named for the then Territory of Hawaii.

Due to wartime priorities, work on her didn't begin until1943, meaning she was incomplete at war's end, and her construction was ultimately cancelled in 1947. However, as her large hull had not been fitted out with many of her systems, she was a prime candidate for conversions into other roles. One such role that was considered was that of 'Large Command Ship' under the code SCB 83, from August 1951.
This would have seen her superstructure completely rebuilt and her armament to consist of numerous modern 127mm and 76mm guns, as well as numerous radars and advanced communication equipment so she could coordinate Amphibious landings and Fleet Command. This option, among others, was rejected, and she was scrapped in the 1960s.
In battle, Hawaii will take advantage of the reasonably tanky Alaska-class hull, with its high amount of HP and solid armor protection. Her main guns boast good reload speed and solid ballistics. She also benefits from an Alternative Fire Mode, which provides a major boost to reload speed at the cost of significantly reduced main battery range and altered ballistics that make it difficult to shoot accurately at long distances. Her set of consumables includes a Surveillance Radar (with the same parameters as that of Tier X cruiser Salem) and Repair Party in separate slots, as well as a choice between standard Hydroacoustic Search and Defensive AA Fire.
Her downsides, as you can expect, are her sheer size for what is essentially a supersized take on Tier X cruiser Austin, and poor concealment. Lastly, penetration of her HE shells leaves much to be desired.
Overall, Hawaii will serve as a rapid-firing support cruiser for your team, with the ability to maximize her damage output in close-range engagements via her Alternative Fire Mode. Combined with her consumable set, she will be able to both support your team and mitigate her vulnerability to torpedoes due to her large size.

Survivability:

Hit points - 71,100.
Plating - 27 mm.
Fires duration: 60 s.
Torpedo protection - 13 %.

Artillery:

Main battery - 12x2 127 mm.
Firing range - 18.3 km.
Maximum HE shell damage - 1,800. HE shell armor penetration - 21 mm. Chance to cause fire - 9.0%. HE initial velocity - 808 m/s.
Maximum AP shell damage - 2,400. AP initial velocity - 808 m/s.
Reload time - 6.0 s.
180-degree turn time - 4.5 s.
Maximum dispersion - 159 m.
Sigma - 2.05.

Alternative Fire Mode:

Reload time - 3 s.
Burst interval - 1.0 s.
Shots in the series 1.

Airstrike (DC):

Reload time - 30.0 s.
Available flights - 2.
Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 2.
Maximum bomb damage - 4,900.

AA defense: 6x2 76.2 mm., 12x2 127.0 mm.

AA defense mid-range: continuous damage per second - 340, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 308, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 11, damage within an explosion - 1,750, action zone 3.5 - 6.0 km.

Maneuverability:

Maximum speed - 33.0 kt.
Turning circle radius - 840 m.
Rudder shift time - 13.8 s.

Concealment:

Surface detectability - 15.0 km.
Air detectability - 9.3 km.
Detectability after firing main guns in smoke - 8.2 km.

Available consumables:

1 slot - Damage Control Party
Duration time - 5 s;
Reload time - 60 s;
Equipment is unlimited.
2 slot - Repair Party
Duration time - 28 s;
HP per second - 355.5;
Reload time - 80 s;
Charges - 3.
3 slot - Hydroacoustic Search
Duration time - 100 s;
Torpedo detection range - 3.5 km;
Ship detection range - 5.0 km;
Reload time - 120 s;
Charges - 3.
3 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 - 4.
4 slot - Surveillance Radar
Duration time - 40 s;
Detection of ships - 8.5 km;
Reload time - 120 s;
Charges - 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

French Tier X Submarine Surcouf

French Tier X Submarine Surcouf

The one. The only. Surcouf was the only member of her class built by the Marine Nationale, originally as a way to get around Treaty limitations on cruisers—by arming a large submarine with similar firepower.

Her most notable and obvious feature was her 203mm gun turret, using the same weapons as those found on French Inter-war Heavy cruisers. Eventually, the loophole Surcouf exploited was closed by subsequent treaties, but she was retained and operated throughout the interwar period. During this time, it was determined that she would be able to surface and fire the weapon in just over 3 minutes.
After France fell, she fled to England, where she was seized by the British and eventually turned over to the Free French Naval Forces. In February 1942, the Submarine went missing. Subsequent investigations determined that it may have been the result of a collision with a Merchant ship, or even a case of Friendly fire by a patrolling PBY Anti-Submarine Aircraft. As the wreck has not been discovered, it is still unknown what caused her loss.
Surcouf combines the general playstyle of a destroyer with the ability to dive rather than deploy a smoke screen. Her characteristics lend her to play primarily on the surface, thanks to her large gun armament, Improved French Engine Boost (usable underwater as well), and a large amount of hitpoints. Her twin 203mm gun turret is supplemented with a Main Battery reload booster typical for ships of the French Navy. Surcouf really is one of a kind. She will also be the first Submarine to have access to the ASW Airstrike. On the other hand, she doesn't have access to Hydrophone, and her Submarine Surveillance consumable has reduced parameters.
Her torpedo armament is also unique for a Submarine. Surcouf is the first submarine in our game that does not have access to acoustic torpedoes or Sonar. She has four forward torpedo tubes and two stern-based triple launchers capable of firing to each side, but only when surfaced. This allows her to present a limited torpedo threat from her broadside to help compensate for her poor agility. Her torpedoes in general have good damage, solid range, and decent speed for her tier, but a long reload.
In general, Surcouf is a well-armed and versatile vessel when operating on the surface, with her solid gun and torpedo armament allowing her to engage all manner of targets effectively. Submerging should generally be reserved for stealthy movements, since a large part of Surcouf’s toolkit becomes unavailable underwater.

Survivability:

Hit points - 31,600.
Plating - 19 mm.

Diving:

Dive capacity - 260 units.
Dive capacity depletion - 1 units/s.
Dive Capacity recharge rate - 1 units/s.

Artillery:

Main battery - 1x2 203 mm.
Firing range - 13.5 km.
Maximum HE shell damage - 2800. HE shell armor penetration - 34 mm. Chance to cause fire - 15.0%. HE initial velocity - 850 m/s.
Maximum AP shell damage - 4800. AP initial velocity - 820 m/s.
Reload time - 8.0 s.
180-degree turn time - 10.0 s.
Maximum dispersion - 116 m.
Sigma - 2.00.

Airstrike (DC):

Reload time - 45.0 s.
Available flights - 1.
Number of Aircraft in Attacking Flight - 1. Maximum range - 6.0 km. Number of Bombs in Payload - 2.
Maximum bomb damage - 4,900.0.

Torpedoes

Bow Torpedo tubes - 4x1 550 mm.
Stern Torpedo tubes - 2x3 400 mm.
Maximum damage - 16,333.
Range - 12.0 km.
Speed - 69 kt.
Reload time - 70 s.
Torpedo detectability - 1.4 km.
Number of stern torpedo tube loaders 2. Number of bow torpedo tube loaders 4.

Maneuverability:

Maximum speed - 32.0 kt.
Turning circle radius - 610 m.
Rudder shift time - 9.7 s.

Concealment:

Surface detectability - 5.7 km.
Air detectability - 2.2 km.
Detectability after firing main guns in smoke - 3.7 km.

Available consumables:

1 slot - Fast Damage Control Team
Duration time - 5 s;
Reload time - 45 s;
Charges - 4.
2 slot - Submarine Surveillance
Duration time - 60 s;
Submarine spotting range at maximum depth - 6.0 km;
Preparation time at the beginning of the battle - 330 s;
Reload time 120 s;
Charges - 2.
3 slot - Main Battery Reload Booster
Duration time - 10 s;
Main battery recharge time: -75%;
Reload time - 100 s;
Charges - 4.
Available only while surfaced
4 slot - Engine Boost (Duration time 180 s; Maximum speed +20%; Reload time 90 s; Charges 3)
Duration time - 180 s;
Maximum speed +20%;
Reload time - 90 s;
Charges - 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

Additionally, WG would like to reveal the rarity of the following ships:
American cruiser Bridgeport, Tier VIII - Epic
American battleship Indiana, Tier IX - Epic
British aircraft carrier Ocean, Tier X - Rare
Pan-Asian destroyer Lüshun B, Tier X - Epic

Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.

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