Hel - Tier VII European Cruiser
Hypothetical transfer of a small light cruiser of the MLK series of designs (Zmodernizowany Krążownik Lekki in the Polish language), specifically MLK-8-152, to Poland from the Soviet Union during the 1950s following the establishment of the Warsaw Pact.
Named in honor of the Polish city of Hel on the Baltic coast.
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Key Features and Battle Tips - Tier VI to Tier VII Cruisers
Key Features
- High-Speed, Long-Range Torpedoes: Equipped with torpedoes that are easier to land due to their high speed and range (similar to the Halland line), though balanced by lower individual damage and a long reload time.
- High Main Gun DPM (Short Range): Strong main battery damage per minute, balanced by a low firing range.
- Exceptional Mobility: Good base speed complemented by access to Emergency Engine Power (time-based with a large time reserve).
- Stealthy & Fragile Frame: Weak armor layout offset by very good base concealment.
- No Standard Utility Consumables: Lacks access to traditional cruiser consumables such as Hydroacoustic Search, Smoke Generator, or Surveillance Radar.
Battle Tips
- Flank and Disengage: Capitalize on your high base speed, great concealment, and time-based Emergency Engine Power to take aggressive flank positions. This brings you close enough to land torpedoes reliably while allowing you to disengage quickly before taking heavy fire.
- Utilize Stealth and Cover: Rely on island cover or allied smoke to fire your main battery safely. Without a Smoke Generator, Hydroacoustic Search, Surveillance Radar, or long firing range, you must use landmasses or kiting maneuvers to deal gun damage without overexposing yourself.
- Zone and Deny Areas: Use your long-range torpedoes to deny areas and score stealthy strikes from safety. Avoid contesting objectives directly due to your lack of utility consumables.
- Protect Your Citadel: Your weak armor layout means you will take massive damage quickly once spotted, especially if caught out of position or mid-maneuver. Always plan an escape route before opening fire.
Ship Info
- Ship Name:
VII Hel- Tier / Level:
- 7
- WG Introduction:
- Estimated Release:
- Update 15.10
- Resource TT Cost:
70 500
5 650 000- Nation:
Europe
How to obtain: Details will be shown just before release
Researchable ships usually enter early access first, I will provide details on how to obtain them just before early access release
The stats on display in this post are mostly WG Devs stats, full stats will be added when they become available.
Armor
Health Points: 29,400 hp
Fires Duration: 30 s
Torpedo Protection: 4%
Fore and Aft-end Plating: 16 mm
Main Battery Armament
4 x 2 152 mm:
Firing range: 13.7 km
Reload time: 6.1 s
180 degree turn time: 13.8 s
Maximum dispersion: 128 m
Sigma: 2.0.
Shell Types
HE Shells
8x 152 mm:
Max HE Shell Damage: 2,200
Alpha Piercing HE: 25.0 mm
Ammo Type: High Explosive
Shell Velocity: 950.0 m/s
Burn Probability: 12%
AP Shells
8x 152 mm:
Max AP Shell Damage: 3,300
Ammo Type: Armor Piercing
Shell Velocity: 950.0 m/s
Alternative Fire Mode - Main Battery
Not Available
Secondaries
Not Available
Torpedoes
2 x 4 533 mm
Max Damage: 10,700
Range: 12.0 km
Speed: 76 kts
Torpedo detectability: 1.6 km
Reload: 120 s
180 degree turn time: 7.2 s
Depth Charges
Not Available
Depth Charge Airstrike
Plane: Consolidated PB4Y-2 Privateer (Level 6)
Aircraft HP: 2000
Reload time: 25.0 s
Available flights: 2
Number of Aircraft in Attacking Flight: 1
Airstrike range: 6.0 km
Bombs per payload: 1x 350 lb Depth Bomb
Maximum bomb damage: 3400
Chance of fire: 19%
Anti Aircraft Armament
Continuous damage: 241
Long Range
4 x 2 152 mm:
Firing range: 5.8 km
Hit Probability: 90 %
Damage Within an Explosion: 1470
Damage by long-range AA guns: 67
Number of Explosions Per Salvo: 2
Action zone: 3.5 - 5.8 km
AA Defense priority reinforcement: 50%
Mid Range
Not Available
Short Range
12 x 2 20.0 mm:
Firing range: 2.5 km
Damage by short-range AA guns: 494
Hit Probability: 85%
Concentrated AA Fire
- Activated Effect
- Continuous AA damage increase: 25 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 10.0 s.
- Progress Accumulation and Loss
- Progress gain per second: 3 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
Mobility
Maximum speed: 35.0 kt
Turning circle radius: 640 m
Rudder shift time: 8.2 s
Propulsion: soon hp
Detection
Detectability range by sea: 10.5 km
Detectability after firing a main gun shell: 13.7 km
Detectability after firing main guns in smoke: 4.9 km
Detectability when ship is on fire: 12.5 km
Detectability range by depths: 0.0-6.4 km
Detectability range by air: 6.4 km
Detectability when ship is on fire: 8.4 km
Available Consumables
Slot 1: Damage Control Party
Charges: unlimited
Work time: 5 s
Reload time: 60 s
Slot 2: Repair Party
Charges: 3
Action time: 28 s
Reload time: 80 s
Regeneration per second: +194 hp/s
Slot 3: Emergency Engine Power
Max speed: +20%
Total usage time: 160 s
Action time: 10 s
Reload Time: 20 s


