15.9 - New Ships - Closed Test
WoWs Devs are pleased to present the ships arriving in Update 15.9: the first two ships of the new European cruisers branch that we announced in this blog, along with four new Premium ships spanning four nations, including one of the most famous aircraft carriers in naval history—Akagi!
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European cruiser Dragon, Tier IV
The former HMS Dragon was a British Danae-class cruiser, constructed near the end of the First World War, that served with the Royal Navy through the interwar years and the early part of the Second World War. In February 1943, she was transferred to the Polish Navy, becoming ORP Dragon. After taking part in various convoy escort duties, she provided gunfire support at Sword Beach during Operation Overlord. On July 7th, 1944, she was attacked by a German manned torpedo and suffered heavy damage; she was subsequently scuttled to form part of the breakwater for the Mulberry artificial harbour on July 20th, 1944.
Ship's Parameters
Armor
- Fore- and aft-end plating: 13 mm.
Survivability
- Hit points: 20500.
- Torpedo protection. Damage reduction: 4 %.
- Fires duration: 30 s.
Artillery
- Main battery: 5x1 152 mm:
- Maximum range: 12.7 km.
- Reload time: 4.6 s.
- 180-degree turn time: 18.0 s.
- Maximum dispersion: 121 m.
- Sigma: 2.0
- HE Shells:
- Maximum damage: 1700.
- Armor penetration capacity: 25 mm.
- Chances of causing a fire on target: 8 %.
- Initial velocity: 853 m/s.
- AP Shells:
- Maximum damage: 2250.
- Initial velocity: 853 m/s.
- Secondary armament:
- Maximum range: 4.0 km.
- 1x2 102 mm:
- Reload time: 3 s.
- Maximum damage: 1500.
- Chances of causing a fire on target: 6 %.
- Armor penetration capacity: 17 mm.
- Initial velocity: 811 m/s.
AA Defense
2x1 20.0 mm., 5x2 20.0 mm., 2x8 40.0 mm., 1x2 102.0 mm.
- Continuous damage: 99.
- Short-range:
- Damage by short-range AA guns: 126.
- Hit probability: 85 %.
- Firing range: 2.0 km.
- Mid-range:
- Damage by medium-range AA guns: 112.
- Hit probability: 90 %.
- Firing range: 2.5 km.
- Long-range:
- Damage by long-range AA guns: 21.
- Hit probability: 90 %.
- Firing range: 5.8 km.
- Damage by shell explosion: 980.
- Number of shell explosions in a salvo: 1.
- Priority sector reinforcement: 50%.
- Firing range: 5.8 km.
- Concentrated AA Fire:
- Activated Effect:
- Continuous AA damage increase: 25 %.
- Damage from AA shell explosions increase: 100 %.
- 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 %.
- Activated Effect:
Maneuverability
- Maximum speed: 29.0 kt.
- Turning circle radius: 550 m.
- Rudder shift time: 5.9 s.
Concealment
- Detectability range by sea: 7.8 km.
- Detectability after firing a main gun shell: 12.7 km.
- Detectability after firing main guns in smoke: 3.5 km.
- Detectability when ship is on fire: 9.8 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.
Consumables
- 1 slot: Damage Control Party
- Duration time: 5 s.
- Reload time: 60 s.
- 2 slot: Repair Party
- HP per second: +135.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 3.
- 3 slot: Emergency Engine Power
- Maximum speed +20%.
- Minimum usage time: 10 s.
- Total duration: 150 s.
- Reload time: 20 s.
European cruiser Kralj Petar I, Tier V
Kralj Petar I represents a hypothetical additional Arethusa-class light cruiser that the Kingdom of Yugoslavia could have ordered from Great Britain in the 1930s, following the construction of the destroyer Dubrovnik. She is named in honour of King Petar I of Serbia, who led the nation through the First World War and then became the first king of the newly founded Kingdom of Serbs, Croats, and Slovenes.
Ship's Parameters
Armor
- Fore- and aft-end plating: 13 mm.
Survivability
- Hit points: 22600.
- Torpedo protection. Damage reduction: 4 %.
- Fires duration: 30 s.
Artillery
- Main battery: 3x2 152 mm:
- Maximum range: 13.0 km.
- Reload time: 5.6 s.
- 180-degree turn time: 18.0 s.
- Maximum dispersion: 123 m.
- Sigma: 2.0
- HE Shells:
- Maximum damage: 1450.
- Armor penetration capacity: 25 mm.
- Chances of causing a fire on target: 9 %.
- Initial velocity: 841 m/s.
- AP Shells:
- Maximum damage: 2150.
- Initial velocity: 841 m/s.
- Secondary armament:
- Maximum range: 4.3 km.
- 4x2 102 mm:
- Reload time: 3 s.
- Maximum damage: 1500.
- Chances of causing a fire on target: 6 %.
- Armor penetration capacity: 17 mm.
- Initial velocity: 811 m/s.
Torpedoes
- 2x3 533 mm:
- Maximum damage: 7533.
- Maximum range: 9.0 km.
- Speed: 72 kt.
- Detectability range: 1.6 km.
- Torpedo tube reload time: 90 s.
- 180 degree turn time: 7.2 s.
Airstrike
- Airstrike range: 5.0 km.
- Reload time: 20 s.
- Available flights: 1.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 1.
- Maximum bomb damage: 2900.
AA Defense
8x2 20.0 mm., 2x8 40.0 mm., 4x2 102.0 mm.
- Continuous damage: 124.
- Short-range:
- Damage by short-range AA guns: 126.
- Hit probability: 85 %.
- Firing range: 2.0 km.
- Mid-range:
- Damage by medium-range AA guns: 84.
- Hit probability: 90 %.
- Firing range: 2.5 km.
- Long-range:
- Damage by long-range AA guns: 60.
- Hit probability: 90 %.
- Firing range: 5.8 km.
- Damage by shell explosion: 1050.
- Number of shell explosions in a salvo: 2.
- Priority sector reinforcement: 50%.
- Firing range: 5.8 km.
- Concentrated AA Fire:
- Activated Effect:
- Continuous AA damage increase: 25 %.
- Damage from AA shell explosions increase: 100 %.
- 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 %.
- Activated Effect:
Maneuverability
- Maximum speed: 32.3 kt.
- Turning circle radius: 570 m.
- Rudder shift time: 9.4 s.
Concealment
- Detectability range by sea: 9.7 km.
- Detectability after firing a main gun shell: 13.0 km.
- Detectability after firing main guns in smoke: 4.5 km.
- Detectability when ship is on fire: 11.7 km.
- Detectability range by depths: 0.0-6.5 km.
- Detectability range by air: 6.5 km.
- Detectability when ship is on fire: 8.5 km.
Consumables
- 1 slot: Damage Control Party
- Duration time: 5 s.
- Reload time: 60 s.
- 2 slot: Repair Party
- HP per second: +149.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 3.
- 3 slot: Emergency Engine Power
- Maximum speed +20%.
- Minimum usage time: 10 s.
- Total duration: 150 s.
- Reload time: 20 s.
American cruiser Honolulu, Tier VII
Honolulu was the 7th member of the Brooklyn-class of light cruisers constructed during the 1930s for the United States Navy, and noted for their heavy main battery of fifteen 152mm guns in five triple turrets. Honolulu herself was present at Pearl Harbor during the Japanese attack and suffered minor hull damage from a near miss. Following repairs, she took part in convoy escort operations and patrols off the Alaskan coast. During the Solomon Islands campaign, she fought in three major surface engagements—the Battles of Tassafaronga, Kula Gulf, and Kolombangara—aiding in the sinking of the Akizuki-class destroyer Niizuki and other Japanese warships. However, in the latter battle, she had her bow blown off by a Japanese torpedo. She returned to service in November 1943 but was torpedoed again during the Battle of Leyte Gulf. After further repairs and a modernization, she was decommissioned in 1947 and finally scrapped in 1960, having earned 8 Battle Stars for her service in the Pacific.
Gameplay features:
- Solid DPM (though reduced compared to her sister Helena)
- Access to Smoke Generator
- Wide array of consumables
- Good concealment
- Weak armor and a short firing range
Honolulu is the cautious cousin of Helena. She keeps the fifteen 152mm guns and the volume of fire that comes with them, but with a shorter main battery range and lower damage per minute than her tech tree sister ship. In exchange, she offers a safer setup and greater survivability: a Smoke Generator, better concealment, and unusually high torpedo protection for a light cruiser.
These perks are what let her play forward, using her Smoke Generator and Hydroacoustic Search to take aggressive positions while staying safe from return fire. As is usual for an American light cruiser, her role is more of a supporting one, playing close to islands and Key Areas and using sustained fire to repel enemies trying to claim control of objectives. Her unusual set of consumables for a US Light cruiser complements this role quite nicely.
Ship's Parameters
Armor
- Fore- and aft-end plating: 16 mm.
Survivability
- Hit points: 33900.
- Torpedo protection. Damage reduction: 35 %.
- Fires duration: 30 s.
Artillery
- Main battery: 5x3 152 mm:
- Maximum range: 13.3 km.
- Reload time: 10 s.
- 180-degree turn time: 22.5 s.
- Maximum dispersion: 124 m.
- Sigma: 2.0
- HE Shells:
- Maximum damage: 2200.
- Armor penetration capacity: 25 mm.
- Chances of causing a fire on target: 12 %.
- Initial velocity: 812 m/s.
- AP Shells:
- Maximum damage: 3200.
- Initial velocity: 762 m/s.
- Secondary armament:
- Maximum range: 5.6 km.
- 8x1 127 mm:
- Reload time: 4.5 s.
- Maximum damage: 1800.
- Chances of causing a fire on target: 9 %.
- Armor penetration capacity: 21 mm.
- Initial velocity: 657 m/s.
Airstrike
- Airstrike range: 6.0 km.
- Reload time: 25 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 1.
- Maximum bomb damage: 3400.
AA Defense
14x1 20.0 mm., 2x2 20.0 mm., 4x4 28.0 mm., 8x1 127.0 mm.
- Continuous damage: 162.
- Short-range:
- Damage by short-range AA guns: 204.
- Hit probability: 85 %.
- Firing range: 2.4 km.
- Long-range:
- Damage by long-range AA guns: 84.
- Hit probability: 90 %.
- Firing range: 4.8 km.
- Damage by shell explosion: 1330.
- Number of shell explosions in a salvo: 3.
- Priority sector reinforcement: 50%.
- Firing range: 4.8 km.
- Concentrated AA Fire:
- Activated Effect:
- Continuous AA damage increase: 25 %.
- Damage from AA shell explosions increase: 100 %.
- 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 %.
- Activated Effect:
Maneuverability
- Maximum speed: 32.5 kt.
- Turning circle radius: 690 m.
- Rudder shift time: 9.3 s.
Concealment
- Detectability range by sea: 10.9 km.
- Detectability after firing a main gun shell: 13.3 km.
- Detectability after firing main guns in smoke: 5.2 km.
- Detectability when ship is on fire: 12.9 km.
- Detectability range by depths: 0.0-6.1 km.
- Detectability range by air: 6.1 km.
- Detectability when ship is on fire: 8.1 km.
Consumables
- 1 slot: Damage Control Party
- Duration time: 5 s.
- Reload time: 60 s.
- 2 slot: Repair Party
- HP per second: +169.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 2.
- 3 slot: Smoke Generator
- Dispersion time: 121 s.
- Action radius: 0.45 km.
- Duration time: 30 s.
- Reload time: 160 s.
- Charges: 3.
- 4 slot: Hydroacoustic Search
- Torpedo detection range: 3.0 km.
- Ship detection range: 4.0 km.
- Duration time: 100 s.
- Reload time: 120 s.
- Charges: 3.
- 5 slot: Auxiliary and Torpedo Weaponry Coordination
- Airstrike armament reload time -20%.
- Torpedo tube reload time -20%.
- Secondary battery damage +10%.
- Concentrated AA Fire progress per second +1.2%.
- Duration time: 30 s.
- Reload time: 120 s.
- Charges: 3.
- 5 slot: Fighters
- Fighters: 3.
- Action radius: 3 km.
- Duration time: 60 s.
- Reload time: 90 s.
- Charges: 3.
- 5 slot: Spotting Aircraft
- Main battery firing range +20%.
- Duration time: 100 s.
- Reload time: 240 s.
- Charges: 4.
Japanese aircraft carrier Akagi, Tier VIII
Akagi served as the flagship of the 1st Air Fleet from its formation and led the Imperial Japanese offensives in the early parts of the Pacific campaign of the Second World War. Originally laid down as an Amagi-class battlecruiser, she was converted into an aircraft carrier following the signing of the Washington Naval Treaty, along with the Tosa-class battleship Kaga. Rebuilt several times during the interwar period, she was sunk during the Battle of Midway in June 1942, following several bomb hits from dive bombers flying from USS Enterprise.
Gameplay features:
- High offensive capabilities
- Access to tactical squadrons with Evasive Maneuvers consumables
- Low plane HP
- Mediocre plane regeneration time and hangar size for non-tactical squadrons
The long-awaited Akagi makes her debut in World of Warships! Her aerial squadrons come in two groups: The standard group pairs torpedo bombers with HE skip bombers, flying tougher planes but with thin reserves and slow regeneration, and the tactical group pairs torpedo bombers with HE dive bombers, trading plane HP for greater damage potential.
Her standard torpedo squadron features signature Japanese high-damage torpedoes, while the skip bombers reliably set fires on surface ships. These planes carry a larger HP pool than her tactical aircraft, but they come with few reserves and slow regeneration, so you will need to be careful about which targets you choose to attack. Losing planes early will be felt for the rest of the battle, especially with the recent anti-aircraft armament changes, where focusing on a single target amplifies its AA output. Look instead for isolated targets on either side of the map and stay clear of AA clusters. Her air group sits on the weaker side of the tier in terms of overall plane HP.
Her tactical squadrons are less an alternative to the standard ones but more the other half of the same rotation. Because they restore in full on a fixed countdown, they are the squadrons to spend on riskier plays: striking higher-AA fire ships, or forcing out strong anti-air defense with Evasive Maneuvers to secure a specific kill and assist your allies. Her tactical dive-bomber squadron is the better choice against agile targets such as destroyers. Good Akagi play means alternating tactical strikes with conventional ones so that neither group is ever fully spent, because losing either one stings.
Ship's Parameters
Armor
- Fore- and aft-end plating: 19 mm.
Survivability
- Hit points: 55200.
- Torpedo protection. Damage reduction: 28 %.
- Fires duration: 45 s.
Aircraft
- Tactical Torpedo bombers:
- Hit points: 1600.
- Speed: 133 knots.
- Maximum speed: 173 knots.
- Size of attacking flight: 6.
- Aircraft per squadron: 6.
- Aircraft on deck: 6.
- Aircraft preparation: 190 s.
- Detectability range: 10.0 km.
- Torpedoes in payload: 1.
- Maximum torpedo damage: 5400.
- Aerial torpedo speed: 50 knots.
- Torpedo range: 5.0 km.
- Torpedo arming distance: 806 m.
- Torpedo bombers:
- Hit points: 1670.
- Speed: 137 knots.
- Maximum speed: 177 knots.
- Size of attacking flight: 2.
- Aircraft per squadron: 8.
- Aircraft on deck: 12.
- Aircraft preparation: 93 s.
- Detectability range: 10.0 km.
- Torpedoes in payload: 1.
- Maximum torpedo damage: 7233.
- Aerial torpedo speed: 50 knots.
- Torpedo range: 5.0 km.
- Torpedo arming distance: 537 m.
- HE Skip bombers:
- Hit points: 1650.
- Speed: 145 knots.
- Maximum speed: 185 knots.
- Size of attacking flight: 4.
- Aircraft per squadron: 8.
- Aircraft on deck: 12.
- Aircraft preparation: 85 s.
- Detectability range: 10.0 km.
- Bombs in payload: 1.
- Bombs type: HE.
- Maximum bomb damage: 8800.
- Armor penetration capacity: 55 mm.
- Chances of causing a fire on target: 50 %.
- Skips count: 2.
- Tactical HE Dive bombers:
- Hit points: 1580.
- Speed: 142 knots.
- Maximum speed: 182 knots.
- Size of attacking flight: 6.
- Aircraft per squadron: 6.
- Aircraft on deck: 6.
- Aircraft preparation: 130 s.
- Detectability range: 10.0 km.
- Bombs in payload: 1.
- Bombs type: HE.
- Maximum bomb damage: 8800.
- Armor penetration capacity: 55 mm.
- Chances of causing a fire on target: 50 %.
Artillery
- Secondary armament:
- Maximum range: 4.5 km.
- 6x1 200 mm:
- Reload time: 15 s.
- Maximum damage: 3300.
- Chances of causing a fire on target: 17 %.
- Armor penetration capacity: 34 mm.
- Initial velocity: 870 m/s.
- 6x2 120 mm:
- Reload time: 6 s.
- Maximum damage: 2000.
- Chances of causing a fire on target: 8 %.
- Armor penetration capacity: 20 mm.
- Initial velocity: 915 m/s.
Airstrike
- Airstrike range: 7.0 km.
- Reload time: 25 s.
- Available flights: 1.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 1.
- Maximum bomb damage: 4200.
AA Defense
14x2 25.0 mm., 6x2 120.0 mm.
- Continuous damage: 117.
- Short-range:
- Damage by short-range AA guns: 102.
- Hit probability: 95 %.
- Firing range: 2.5 km.
- Long-range:
- Damage by long-range AA guns: 70.
- Hit probability: 100 %.
- Firing range: 5.2 km.
- Damage by shell explosion: 1330.
- Number of shell explosions in a salvo: 3.
- Priority sector reinforcement: 35%.
- Firing range: 5.2 km.
- Concentrated AA Fire:
- Activated Effect:
- Continuous AA damage increase: 25 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 5.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 3 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 31.3 kt.
- Turning circle radius: 1170 m.
- Rudder shift time: 14.9 s.
Concealment
- Detectability range by sea: 12.7 km.
- Detectability when ship is on fire: 14.7 km.
- Detectability range by depths: 0.0-10.0 km.
- Detectability range by air: 10.0 km.
- Detectability when ship is on fire: 12.0 km.
Consumables
- 1 slot: Damage Control Party
- Duration time: 30 s.
- Reload time: 70 s.
- 2 slot: Interceptors
- Fighters: 4.
- Action radius: 3 km.
- Duration time: 600 s.
- Reload time: 40 s.
- Charges: 4.
Japanese cruiser ÅŒta, Tier IX
ÅŒta represents a hypothetical rebuild of an improved Agano-class cruiser, with her main battery replaced by six twin 100mm mounts to provide additional anti-aircraft firepower to the Imperial Japanese Navy. She is named in honour of the river ÅŒta in Hiroshima Prefecture.
Gameplay features:
- High rate of fire with high damage per minute
- Good concealment
- Access to improved Engine Boost, Exhaust Smoke Generator, and Submarine Surveillance
- Low-caliber main guns with floaty ballistics
- Weak armor and low HP pool
- No access to Hydroacoustic Search
ÅŒta is the first Japanese light cruiser to feature the twin 100mm mount commonly found on the Akizuki-class destroyers. As you would expect from those guns, they feature a very high rate of fire and an improved base HE shell penetration of 30mm. That penetration can be pushed further with the Inertia Fuse for HE Shells Commander skill, letting her HE shells bypass the 32mm threshold and damage the bow and stern of most battleships at her Tier. The result is a damage-per-minute figure close to Kitakaze's. She pays for that output with a shorter main battery range and lower survivability than her cruiser peers. While the range can be extended with the upgrade, her floaty ballistics still make it challenging to hit targets at long range.
Instead, she is best played on the flanks and close to strategic positions, using her Exhaust Smoke Generator and improved Engine Boost either to reach an advantageous position or to keep firing in open-water engagements under the cover of her own smoke curtain. She also carries Submarine Surveillance, but she has no Hydroacoustic Search, so it will be reserved for a more defensive approach when a submarine uses its sonar ping close to your ship. She carries the usual Japanese torpedoes: Two quadruple 610mm launchers with decent speed and detectability, though at a fairly short range of 10km. A concealment build lets her close inside launch range without being spotted, but at 10km, she is well within return fire from anything that spots her first, so that armament is best kept as a defensive tool rather than a primary weapon.
As you might already expect from a light cruiser, her hull leaves little margin for error: thin armor, a small health pool, and only a standard Repair Party to patch up the damage. You will be at your most exposed while your defensive consumables reload, or whenever you are caught out of position, as, in those moments, a single battleship salvo can send you to the bottom of the ocean.
Ship's Parameters
Armor
- Fore- and aft-end plating: 16 mm.
Survivability
- Hit points: 30700.
- Torpedo protection. Damage reduction: 4 %.
- Fires duration: 30 s.
Artillery
- Main battery: 6x2 100 mm:
- Maximum range: 13.5 km.
- Reload time: 4 s.
- 180-degree turn time: 11.3 s.
- Maximum dispersion: 126 m.
- Sigma: 2.05
- HE Shells:
- Maximum damage: 1200.
- Armor penetration capacity: 30 mm.
- Chances of causing a fire on target: 5 %.
- Initial velocity: 1000 m/s.
- AP Shells:
- Maximum damage: 1700.
- Initial velocity: 1000 m/s.
Torpedoes
- 2x4 610 mm:
- Maximum damage: 20967.
- Maximum range: 10.0 km.
- Speed: 67 kt.
- Detectability range: 1.7 km.
- Torpedo tube reload time: 82 s.
- 180 degree turn time: 7.2 s.
Airstrike
- Airstrike range: 7.0 km.
- Reload time: 30 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 2.
- Maximum bomb damage: 4200.
AA Defense
4x3 25.0 mm., 6x2 25.0 mm., 2x1 25.0 mm., 6x2 100.0 mm.
- Continuous damage: 176.
- Short-range:
- Damage by short-range AA guns: 74.
- Hit probability: 85 %.
- Firing range: 2.5 km.
- Long-range:
- Damage by long-range AA guns: 165.
- Hit probability: 90 %.
- Firing range: 5.8 km.
- Damage by shell explosion: 1470.
- Number of shell explosions in a salvo: 6.
- Priority sector reinforcement: 50%.
- Firing range: 5.8 km.
- Concentrated AA Fire:
- Activated Effect:
- Continuous AA damage increase: 25 %.
- Damage from AA shell explosions increase: 100 %.
- 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 %.
- Activated Effect:
Maneuverability
- Maximum speed: 37.5 kt.
- Turning circle radius: 750 m.
- Rudder shift time: 7.9 s.
Concealment
- Detectability range by sea: 11.5 km.
- Detectability after firing a main gun shell: 13.5 km.
- Detectability after firing main guns in smoke: 4.8 km.
- Detectability when ship is on fire: 13.5 km.
- Detectability range by depths: 0.0-7.2 km.
- Detectability range by air: 7.2 km.
- Detectability when ship is on fire: 9.2 km.
Consumables
- 1 slot: Damage Control Party
- Duration time: 5 s.
- Reload time: 60 s.
- 2 slot: Repair Party
- HP per second: +153.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 3.
- 3 slot: Exhaust Smoke Generator
- Dispersion time: 10 s.
- Action radius: 0.45 km.
- Duration time: 30 s.
- Reload time: 120 s.
- Charges: 4.
- 4 slot: Engine Boost
- Maximum speed +15%.
- Duration time: 180 s.
- Reload time: 90 s.
- Charges: 3.
- 5 slot: Submarine Surveillance
- Submarine spotting range at maximum depth: 7.0 km.
- Duration time: 20 s.
- Reload time: 120 s.
- Charges: 3.
Ship Rarity Reveals
Additionally, we would like to reveal the rarity of the following ships:
- La Spezia: Rare
- Datong: Rare
- Philips van Almonde: Rare


