Turgut Reis: Tier VIII European Turkish Premium Battleship 1921
A hypothetical project for a fast battleship, incorporating features of several battlecruiser designs developed by Great Britain in 1920–1921. If the design had been realized, the acquisition of such a ship in the late 1930s could have been of interest to the Turkish Republic, which was concerned about the growing naval strength of its neighbors.
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Key Features
Turgut Reis is armed with powerful 419mm main guns with an unusual layout: two double-barreled turrets in the bow and one triple-barreled in the stern. Unlike the new Tech tree European battleships, Turgut Reis bets more on her main guns and their power. While their maximum range is moderate and reload time is long, she has pretty good accuracy to strike the enemy right in their heart.
Turgut Reis is a fast ship and has good concealment for her Tier, allowing effective tactical repositioning in battle to find the best target for her seven guns. Surveillance Radar with a fast reload and short duration is also a key feature.
Battle Tips
In battle, you should play at medium range and pick carefully where to strike with your highly accurate guns and make every shot count. Although she's equipped with torpedoes, they are only your weapon of last resort.
Use your speed and low detectability to escape especially dangerous situations and abstain from duels with more durable enemy battleships. The fast-reloading Radar can help scan for looming threats often. As she has a small HP pool and weak armor, you want to detect possible threats beforehand and avoid them.
Ship Info:
Ship Name:

VIII Turgut Reis
Level: 8
WG introduction: September 25th, 2025
Rarity Level: Soon
Status during test and early access:

VIII Turgut Reis
Base value:

11,000
Estimated Release: 15.0
Nation:

Pan-European -

Turkey
Current development status: Work in Progress
Armor:
Hit points: 59,200
Plating: 19-419 mm
Torpedo protection: 13 %
Side plating fore/mid/aft: 32/32-305/32 mm
Deck plating fore/mid/aft: 32/32-102/32 mm
Armor Belt: 32-305 mm
Side Plating: 32 mm
Superstructure: 19 mm
Turret Plating: 184-419mm
Citadel Bottom: 40 mm
Tonnage: 41,082 tn
Main Battery:
1 x 3 419 mm/45 Mk.I on a Mk.I mount:
2 x 2 419 mm/45 Mk.I in a turret:
Firing range: 18.5 km
Reload time: 35 s
180-degree turn time: 30 s
Maximum dispersion: 203 m
Sigma: 1.90
Shell Types
HE Shells
7x 419 mm HE Mk I:
Alpha Damage: 6,150
Alpha Piercing HE: 70.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.31
Shell Always Ricochet At: 60.0°
bulletCap: true
Normalization: 8.0°
Shell Detonator: 0.001
Shell Detonator Threshold: 2.0
Shell Diameter: 419 mm
Shell Krupp: 1.0
Shell Mass: 995.0 kg
Shell Ricochet At: 91.0°
Shell Speed: 792.0 m/s
Burn Probability: 47%
AP Shells
7x 419 mm AP Mk II:
Alpha Damage: 13,050
Ammo Type: Armor Piercing
Shell Air Drag: 0.2353
Shell Always Ricochet At: 60.0°
Normalization: 6.0°
Shell Detonator: 0.033
Shell Detonator Threshold: 70.0
Shell Diameter: 419 mm
Shell Krupp: 2548.0
Shell Mass: 1157.0 kg
Shell Ricochet At: 45.0°
Shell Speed: 747.0 m/s
Depth Charge Airstrike:
Aircraft: Consolidated PB4Y-2 Privateer
Plane HP: 2000 hp
Reload time: 30 s
Available flights: 2
Number of Aircraft in Attacking Flight: 1
Maximum range: 10 km
Number of Bombs in Payload: 2x 650 lb Depth Bomb
Maximum bomb damage: 4,200
Chance of fire: 24%
7
Torpedoes
4 x 1 533 mm/Torped M1944:
Maximum damage: 17,500
Range: 6 km
Speed: 70 kt
Reload time: 80 s
Launcher 180-degree turn time: 15 s
Torpedo detectability: 1.5 km
Secondary Armament
4 x 2 113 mm HE 5crh
Maximum range: 6.6 km
Reload time: 5 s
Maximum HE shell damage: 1,700
Chance to cause fire: 8%
HE initial velocity: 746 m/s
HE shell armor penetration: 19 mm
12 x 2 152 mm HE Mk V
Maximum range: 6.6 km
Reload time: 12 s
Maximum HE shell damage: 2,150
Chance to cause fire: 9%
HE initial velocity: 884 m/s
HE shell armor penetration: 25 mm
AA Defense:
Long-Range:
4 x 2 113 mm/45 QF Mk.I/III on an RP10 Mark II BD mount:
Continuous damage per second: 42
Hit probability: 75 %
Action zone: 5.8 km
Number of explosions in a salvo: 2
Damage within an explosion: 1330
Continuous damage: 270
Action zone 3.5: 5.8 km
Mid-Range:
8 x 2 40 mm/56 OQF Mk.1/2 on a Mk.IV mount:
Continuous damage per second: 312
Hit probability: 75 %
Action zone: 3.5 km
Short-Range:
32 x 2 20 mm Oerlikon Mk.II on a Mk.V mount:
Continuous damage per second: 403
Hit probability: 70 %
Action zone: 2.0 km
Mobility:
Maximum speed: 31.9 kt
Turning circle radius: 950 m
Rudder shift time: 14.9 s
Propulsion: 151,000 hp
Detection:
Surface detectability: 14.8 km
Air detectability: 10 km
Detectability after firing main guns in smoke: 15.1 km
Available Consumables:
Slot 1: Damage Control Party:
Charges: unlimited
Work Time: 15 s
Reload Time: 80 s
Slot 2: Repair Party:
Charges: 4
Duration time: 28 s
Reload time: 80 s
Regenerated hp per Second: +296 hp/s
Slot 3: Surveillance Radar:
Charges: 4
Duration time: 15 s
Detection of ships: 10 km
Reload time: 90 s
Note: All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change at any time.
Important: 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.
Real Turkish BB Yavuz..nope..made up pretend BB yes. EVERYTHING WG does is high tier pretend nonsense with complete disdain and disregard for historic ships because they'd have to be "low tier" and according to WG low tiers no longer exist
ReplyDeleteThey also add Yavuz on Tier IV
DeleteThey could easily make a Yavuz '46 refit as high tier just like the polish DD
ReplyDelete