ZH1 - Tier IX German Premium Destroyer
The ship was originally laid down as Dutch destroyer Gerard Callenburgh in 1938. She was captured by the Germans in 1940 following the occupation of the Netherlands and—with some alterations to the original armament—completed in 1942 under the name ZH1 (stands for “Zerstörer, Holland, No.1”). During the Second World War, the destroyer served mainly off the coast of France and was sunk during the Normandy Landings at the Battle of Ushant in June 1944.
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Work In Progress
Key Features and Battle Tips
ZH1: Key Features
- Unique Armament: Features a powerful Dutch-inspired HE Airstrike with a large squadron size and high damage, though it has limited range and only one charge.
- Main Battery Layout: Unusual 120mm gun configuration (one twin bow turret, one twin and one single aft mount).
- Ammunition Characteristics: Improved HE penetration but lower alpha damage; hard-hitting AP shells offset by long reload times.
- Torpedo Performance: Reliable German-style torpedoes with a good balance of speed, range, and fast reload.
- Survivability & Stealth: Features a small health pool but benefits from good concealment to facilitate close-range engagements.
- Consumable Suite: Equipped with Short-Burst Smoke Generator, Hydroacoustic Search, and Engine Boost.
ZH1: Battle Tips
- Close the Gap: Most of your tools (Airstrike and guns) are short-ranged. Use your high concealment to get into position before unleashing your armament.
- Pick Airstrike Targets Wisely: Since you only have one charge at a time, wait for targets that are stationary or predictable to ensure the high-damage bomb load hits home.
- Play Defensively with Guns: Avoid fair 1v1 gunfights with other destroyers. Use your guns primarily for self-defense or finishing off weakened targets while relying on your "hybrid" tools for primary damage.
- Utility Management: Use your Hydroacoustic Search and Short-Burst Smoke in tandem to contest capture points or defend yourself from incoming torpedoes while capping.
- Focus on the Hybrid Cycle: Rotate between your fast-reloading torpedoes and your Airstrike. This "one-two punch" is your primary method of dealing damage rather than sustained gun fire.
Ship Info
Ship Name:
IX ZH1
Level: 9
WG introduction: January 8, 2026
Status during tests:
IX ZH1
Base value:
18,000
Estimated release: 15.2
Game Nation:
Germany
Armor
Hit points: 14,600
Fires duration: 30 s
Fore- and aft-end plating: 19 mm
Main Battery Armament
1 x 1 120 mm;
2 x 2 120 mm:
2 x 2 120 mm:
Firing range: 11.9 km
Reload time: 6.0 s
180-degree turn time: 18.0 s
Maximum dispersion: 104 m
Sigma: 2.0σ
Shell Types
HE Shells
5x 120 mm HE:
Alpha Damage: 1,400
Alpha Piercing HE: 30.0 mm
Ammo Type: High Explosive
Shell Speed: 800.0 m/s
Burn Probability: 7%
AP Shells
5x 120 mm AP:
Alpha Damage: 3,150
Ammo Type: Armor Piercing
Shell Speed: 800.0 m/s
Torpedoes
2 × 4 533 mm:
Maximum damage: 16,533
Maximum range: 10.0 km
Speed: 67 kt.
Detectability range: 1.2 km
Torpedo tube reload time: 85 s
180 degree turn time: 7.2 s
Chance of Flood: soon%
HE Bomb Airstrike
Airstrike range: 10 km
Reload time: 75 s
Available flights: 1
Number of aircraft in attacking flight: 15
Aircraft HP: 2200
Bombs in payload: 5
Maximum bomb damage: 4000
Armor penetration capacity: 32 mm
Chances of causing a fire on target: 23 %
Depth Charges
Maximum damage: 2400
Number of charges: 2
Bombs in a charge: 24
Reload time: 40 s
Secondaries
Not Available
Anti Aircraft Armament
Mid Range
Continuous damage: 54
2 x 2 37.0 mm:
Action Zone: 3.5 km
Hit Probability: 100 %
Continuous Damage Per Second: 18
Short Range
2 x 1 20.0 mm;
2 x 4 20.0 mm:
2 x 4 20.0 mm:
Continuous damage per second: 67
Hit probability: 95 %
Action zone: 2.0 km
Mobility
Maximum speed: 37.5 kt
Turning circle radius: 580 m
Rudder shift time: 3.4 s
Propulsion: soon hp
Detection
Detectability range by sea: 7.2 km
Detectability after firing a main gun shell: 11.9 km
Detectability after firing main guns in smoke: 2.7 km
Detectability when ship is on fire: 9.2 km
Detectability range by depths: 0.0-2.2 km
Detectability range by air: 2.2 km
Detectability after firing a main gun shell: 7.2 km
Detectability when ship is on fire: 4.2 km
Available Consumables
Slot 1: Damage Control Party
Charges: unlimited
Work time: 5 s
Reload time: 40 s
Slot 2: Short-Burst Smoke Generator
Charges: 6
Action time: 10 s
Reload time: 70 s
Smoke dispersion time: 40.0 s
Action radius: 0.6 km
Slot 3: Engine Boost
Charges: 3
Maximum speed: +8%
Duration time: 120 s
Reload time: 120 s
Slot 4: Hydroacoustic Search
Charges: 3
Torpedo detection range: 3.5 km
Ship detection range: 5.0 km
Duration time: 100 s
Reload time: 120 s


