Closed Test 15.10 - 8 New Ships
Closed Test 15.10: Wargaming is rolling out 8 brand-new ships, Full Tier VI–X tech-tree lineup for the upcoming Dutch branch of Battleships, plus two lethal new Premiums and an absolute monster of a Supership Carrier.
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Dutch Battleships
The branch opens at Tier VI with Grote Geus, based on the largest battleship project ever undertaken in the Netherlands, and continues through Graaf van Egmont, Prins Maurits, Eenhoorn, and Neptunus—all hypothetical designs showing where work could have led following the same design philosophy into a later generation of ships.
Let's see what these battleships are capable of:
- Improved main battery accuracy at short range, but extended reload time and poor performance at long ranges
- High-damage HE Airstrike with long reload and limited range
- Improved Auxiliary and Torpedo Weaponry Coordination consumable
- Good armor protection and high top speed
- Mediocre concealment and potentially vulnerable citadel
This line will please fans of close-quarters combat. The main battery accuracy of these ships follows the same principle as the Soviet battleship branch: the closer you get, the tighter your salvoes land. The ships have some features to help you get there. Good armor protection and a high top speed for their type mean you can cross open water and hold a position that many battleships would be punished for taking. Once you are within your effective range, your salvos become noticeably more accurate. However, the longer reload means that you'll have to make the most of your salvos, and not allow enemies to return fire, flank you, or use their torpedoes.
The HE Airstrike is the other half of the branch's offensive toolkit, and the nation's signature armament. It has one of the highest alpha strikes and great armor penetration available at each respective tier, with two charges. It lets you reach targets sitting behind an island or angled away from your guns. The base reload time is rather high, while the range is short, reaching 12km on the Tier X, so you need to be close to use it at all. However, the improved Auxiliary and Torpedo Weaponry Coordination consumable allows you to cut that reload down significantly and make better use of that armament.
In conclusion, to best use these new ships, you'll need to take an aggressive position, ideally, close to an island or Key Area to cover your flanks and limit the number of enemies who can engage you in a crossfire. In such engagements you'll be a tough opponent if you manage to come into relatively close proximity to your opponents. But keep in mind that your effectiveness will decline sharply if you are forced out of position and have to play in the longer range, as your accuracy and damage output will be less than modest. Due to their poor concealment and above-water citadels, they are vulnerable in the open and during maneuvers.
Dutch Battleship Grote Geus, Tier VI
During the 1930s, the Netherlands planned to reinforce its naval power, particularly in the Dutch East Indies, leading to the development of a modern Battlecruiser to be the centerpiece of this eastern fleet. Commonly referred to as Project 1047, this is only a name used by a private concern. The official Dutch term for the ships was the ‘Slagkruiser 1940’. Due to political issues in the Netherlands prior to the Second World War, none of these ships were ordered. On May 9th, 1940, the Dutch House of Representatives opened a commission on whether to approve the ships, and the very next day, Germany invaded.
The ship was named in honor of Hendrick van Brederode (1531 – 1568), the “Grote Geus", one of the leaders of the Geuzen at the dawn of the Dutch Revolt.
Dutch Battleship Grote Geus, Tier VI — Ship Parameters
Armor
- Fore- and aft-end plating: 26 mm.
Survivability
- Hit points: 47000.
- Torpedo protection. Damage reduction: 36 %.
- Fires duration: 60 s.
Artillery
- Main battery: 3x3 283 mm:
- Maximum range: 17.5 km.
- Reload time: 27 s.
- 180-degree turn time: 40.0 s.
- Maximum dispersion: 241 m.
- Sigma: 1.7
- HE Shells
- Maximum damage: 3900.
- Armor penetration capacity: 47 mm.
- Chances of causing a fire on target: 21 %.
- Initial velocity: 890 m/s.
- AP Shells
- Maximum damage: 7600.
- Initial velocity: 890 m/s.
- Secondary armament
- Maximum range: 5.0 km.
- 6x2 120 mm
- Reload time: 3.7 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 7 %.
- Armor penetration capacity: 20 mm.
- Initial velocity: 850 m/s.
Airstrike
- Airstrike range: 9.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 2.
- Maximum bomb damage: 2900.
HE Bomb Airstrike
- Airstrike range: 9.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 8.
- Aircraft HP: 1850.
- Bombs in payload: 6.
- Maximum bomb damage: 6100.
- Armor penetration capacity: 36 mm.
- Chances of causing a fire on target: 35 %.
AA Defense
6x2 20.0 mm., 2x1 20.0 mm., 7x2 40.0 mm., 6x2 120.0 mm.
- Continuous damage: 184.
- Short-range:
- Damage by short-range AA guns: 95.
- Hit probability: 70 %.
- Firing range: 2.0 km.
- Mid-range:
- Damage by medium-range AA guns: 287.
- Hit probability: 75 %.
- Firing range: 3.5 km.
- Long-range:
- Damage by long-range AA guns: 49.
- Hit probability: 75 %.
- Firing range: 6.0 km.
- Short-range:
- Damage by shell explosion: 1190.
- Number of shell explosions in a salvo: 2.
- AA Defense priority reinforcement: 35%.
- Firing range: 6.0 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 15.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 34.0 kt.
- Turning circle radius: 840 m.
- Rudder shift time: 14.2 s.
Concealment
- Detectability range by sea: 15.0 km.
- Detectability after firing a main gun shell: 17.5 km.
- Detectability after firing main guns in smoke: 11.5 km.
- Detectability when ship is on fire: 17.0 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: 15 s.
- Reload time: 80 s.
- 2 slot: Repair Party
- HP per second: +235.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 4.
- 3 slot: Fighters
- Fighters: 4.
- Action radius: 3 km.
- Duration time: 60 s.
- Reload time: 90 s.
- Charges: 3.
- 4 slot: Auxiliary and Torpedo Weaponry Coordination
- Airstrike armament reload time: 50%
- Torpedo tube reload time: 20%
- Secondary battery damage: +10%
- Concentrated AA Fire progress per second: +1.2%
- Duration time: 60 s.
- Reload time: 140 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.
Dutch Battleship Graaf van Egmont, Tier VII
A potential development of the Slagkruiser 1940. To counter the possibility of more powerful hostile ships, the main battery of nine 283mm guns could have been swapped for six 380mm barrels, in a similar manner as planned by the Kriegsmarine for the Scharnhorst class battleships, as both designs shared a lot of common features in their main batteries.
The ship was named in honor of the Dutch statesman, Lamoral, Count of Egmont (1522 – 1568), who became one of the symbols of the country's struggle for independence.
Dutch Battleship Graaf van Egmont, Tier VII — Ship Parameters
Armor
- Fore- and aft-end plating: 26 mm.
Survivability
- Hit points: 53000.
- Torpedo protection. Damage reduction: 36 %.
- Fires duration: 60 s.
Artillery
- Main battery: 3x2 380 mm:
- Maximum range: 18.1 km.
- Reload time: 28 s.
- 180-degree turn time: 40.0 s.
- Maximum dispersion: 248 m.
- Sigma: 1.7
- HE Shells
- Maximum damage: 5350.
- Armor penetration capacity: 64 mm.
- Chances of causing a fire on target: 35 %.
- Initial velocity: 820 m/s.
- AP Shells
- Maximum damage: 11600.
- Initial velocity: 820 m/s.
- Secondary armament
- Maximum range: 5.6 km.
- 6x2 120 mm
- Reload time: 3.7 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 7 %.
- Armor penetration capacity: 20 mm.
- Initial velocity: 850 m/s.
Airstrike
- Airstrike range: 10.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 2.
- Maximum bomb damage: 3400.
HE Bomb Airstrike
- Airstrike range: 10.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 10.
- Aircraft HP: 1940.
- Bombs in payload: 6.
- Maximum bomb damage: 6900.
- Armor penetration capacity: 36 mm.
- Chances of causing a fire on target: 39 %.
AA Defense
6x2 20.0 mm., 10x1 20.0 mm., 7x2 40.0 mm., 6x2 120.0 mm.
- Continuous damage: 199.
- Short-range:
- Damage by short-range AA guns: 158.
- Hit probability: 70 %.
- Firing range: 2.0 km.
- Mid-range:
- Damage by medium-range AA guns: 287.
- Hit probability: 75 %.
- Firing range: 3.5 km.
- Long-range:
- Damage by long-range AA guns: 49.
- Hit probability: 75 %.
- Firing range: 6.0 km.
- Short-range:
- Damage by shell explosion: 1260.
- Number of shell explosions in a salvo: 2.
- AA Defense priority reinforcement: 35%.
- Firing range: 6.0 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 15.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 34.0 kt.
- Turning circle radius: 840 m.
- Rudder shift time: 14.7 s.
Concealment
- Detectability range by sea: 15.4 km.
- Detectability after firing a main gun shell: 18.1 km.
- Detectability after firing main guns in smoke: 14.5 km.
- Detectability when ship is on fire: 17.4 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: 15 s.
- Reload time: 80 s.
- 2 slot: Repair Party
- HP per second: +265.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 4.
- 3 slot: Fighters
- Fighters: 4.
- Action radius: 3 km.
- Duration time: 60 s.
- Reload time: 90 s.
- Charges: 3.
- 4 slot: Auxiliary and Torpedo Weaponry Coordination
- Airstrike armament reload time: 50%
- Torpedo tube reload time: 20%
- Secondary battery damage: +10%
- Concentrated AA Fire progress per second: +1.2%
- Duration time: 60 s.
- Reload time: 140 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.
Dutch Battleship Prins Maurits, Tier VIII
A fast battleship capable of countering most battleships the Imperial Japanese Navy had at hand at the start of World War II. The design of the ship could have been developed in 1939–1940 in collaboration with German shipbuilding companies. As the Dutch lacked large battleship-grade guns, further cooperation with Krupp of Germany to employ a triple turret using 380mm guns could have been secured. The Netherlands could have completed the battleship with British assistance after the war.
The ship bears the name of one of the first rulers of the independent Netherlands, Maurits, Prince of Orange (1567 – 1625).
Dutch Battleship Prins Maurits, Tier VIII — Ship Parameters
Armor
- Fore- and aft-end plating: 32 mm.
Survivability
- Hit points: 63600.
- Torpedo protection. Damage reduction: 35 %.
- Fires duration: 60 s.
Artillery
- Main battery: 3x3 380 mm:
- Maximum range: 18.9 km.
- Reload time: 32 s.
- 180-degree turn time: 40.0 s.
- Maximum dispersion: 258 m.
- Sigma: 1.7
- HE Shells
- Maximum damage: 5350.
- Armor penetration capacity: 64 mm.
- Chances of causing a fire on target: 35 %.
- Initial velocity: 820 m/s.
- AP Shells
- Maximum damage: 11600.
- Initial velocity: 820 m/s.
- Secondary armament
- Maximum range: 6.6 km.
- 6x2 120 mm
- Reload time: 3.3 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 7 %.
- Armor penetration capacity: 20 mm.
- Initial velocity: 850 m/s.
Airstrike
- Airstrike range: 11.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 3.
- Maximum bomb damage: 4200.
HE Bomb Airstrike
- Airstrike range: 11.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 12.
- Aircraft HP: 2020.
- Bombs in payload: 5.
- Maximum bomb damage: 7800.
- Armor penetration capacity: 40 mm.
- Chances of causing a fire on target: 44 %.
AA Defense
12x2 40.0 mm., 2x1 40.0 mm., 6x2 120.0 mm.
- Continuous damage: 279.
- Mid-range:
- Damage by medium-range AA guns: 553.
- Hit probability: 75 %.
- Firing range: 3.5 km.
- Long-range:
- Damage by long-range AA guns: 49.
- Hit probability: 75 %.
- Firing range: 6.0 km.
- Mid-range:
- Damage by shell explosion: 1330.
- Number of shell explosions in a salvo: 3.
- AA Defense priority reinforcement: 35%.
- Firing range: 6.0 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 15.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 35.0 kt.
- Turning circle radius: 930 m.
- Rudder shift time: 15.8 s.
Concealment
- Detectability range by sea: 16.0 km.
- Detectability after firing a main gun shell: 18.9 km.
- Detectability after firing main guns in smoke: 15.2 km.
- Detectability when ship is on fire: 18.0 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: 15 s.
- Reload time: 80 s.
- 2 slot: Repair Party
- HP per second: +318.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 4.
- 3 slot: Auxiliary and Torpedo Weaponry Coordination
- Airstrike armament reload time: 50%
- Torpedo tube reload time: 20%
- Secondary battery damage: +10%
- Concentrated AA Fire progress per second: +1.2%
- Duration time: 60 s.
- Reload time: 140 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.
Dutch Battleship Eenhoorn, Tier IX
With the major naval powers invoking the Escalator clause of the Washington Naval Treaty—allowing the increase in the size of their Battleships—the Dutch Koninklijke Marine may have pursued efforts to construct ships on the same level to provide a deterrence force to protect their colonial possessions. Design documentation could have been developed with significant German participation, parallel to the development of the Project 1047 battlecruisers. After the war, the battleship likely would have undergone significant modernization with British assistance, aimed at improving her fire control systems and anti-aircraft artillery.
The ship inherited her name, Eenhoorn, which means “Unicorn”, from one of the ships of the line of the Golden Age of the Dutch Navy.
Dutch Battleship Eenhoorn, Tier IX — Ship Parameters
Armor
- Fore- and aft-end plating: 32 mm.
Survivability
- Hit points: 78300.
- Torpedo protection. Damage reduction: 40 %.
- Fires duration: 60 s.
Artillery
- Main battery: 3x3 406 mm:
- Maximum range: 19.7 km.
- Reload time: 32 s.
- 180-degree turn time: 40.0 s.
- Maximum dispersion: 267 m.
- Sigma: 1.7
- HE Shells
- Maximum damage: 5800.
- Armor penetration capacity: 68 mm.
- Chances of causing a fire on target: 39 %.
- Initial velocity: 810 m/s.
- AP Shells
- Maximum damage: 12700.
- Initial velocity: 810 m/s.
- Secondary armament
- Maximum range: 7.0 km.
- 6x2 120 mm
- Reload time: 4.5 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 7 %.
- Armor penetration capacity: 20 mm.
- Initial velocity: 850 m/s.
Airstrike
- Airstrike range: 11.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 3.
- Maximum bomb damage: 4200.
HE Bomb Airstrike
- Airstrike range: 11.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 12.
- Aircraft HP: 2110.
- Bombs in payload: 5.
- Maximum bomb damage: 8500.
- Armor penetration capacity: 46 mm.
- Chances of causing a fire on target: 48 %.
AA Defense
10x6 40.0 mm., 6x2 40.0 mm., 6x2 120.0 mm.
- Continuous damage: 347.
- Mid-range:
- Damage by medium-range AA guns: 462.
- Hit probability: 75 %.
- Firing range: 3.5 km.
- Long-range:
- Damage by long-range AA guns: 193.
- Hit probability: 75 %.
- Firing range: 6.0 km.
- Mid-range:
- Damage by shell explosion: 1680.
- Number of shell explosions in a salvo: 8.
- AA Defense priority reinforcement: 35%.
- Firing range: 6.0 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 15.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 35.0 kt.
- Turning circle radius: 1000 m.
- Rudder shift time: 16.3 s.
Concealment
- Detectability range by sea: 16.4 km.
- Detectability after firing a main gun shell: 19.7 km.
- Detectability after firing main guns in smoke: 16.4 km.
- Detectability when ship is on fire: 18.4 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: 15 s.
- Reload time: 80 s.
- 2 slot: Repair Party
- HP per second: +392.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 4.
- 3 slot: Auxiliary and Torpedo Weaponry Coordination
- Airstrike armament reload time: 50%
- Torpedo tube reload time: 20%
- Secondary battery damage: +10%
- Concentrated AA Fire progress per second: +1.2%
- Duration time: 60 s.
- Reload time: 140 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.
Dutch Battleship Tier X, Neptunus
The hypothetical evolution of a Dutch battleship starting from Slagkruiser 1940 plans. Armed with German 420mm main guns and a fully modernized secondary and anti-aircraft battery of automatic 120mm dual purpose guns, and advanced post war British 40mm Bofors variants.
The ship inherited her name from one of the Dutch ships of the line of the Age of Sail.
Dutch Battleship Tier X, Neptunus — Ship Parameters
Armor
- Fore- and aft-end plating: 32 mm.
Survivability
- Hit points: 92100.
- Torpedo protection. Damage reduction: 39 %.
- Fires duration: 60 s.
Artillery
- Main battery: 3x3 420 mm:
- Maximum range: 20.5 km.
- Reload time: 32 s.
- 180-degree turn time: 40.0 s.
- Maximum dispersion: 277 m.
- Sigma: 1.8
- HE Shells
- Maximum damage: 6050.
- Armor penetration capacity: 70 mm.
- Chances of causing a fire on target: 42 %.
- Initial velocity: 800 m/s.
- AP Shells
- Maximum damage: 13500.
- Initial velocity: 800 m/s.
- Secondary armament
- Maximum range: 7.3 km.
- 8x2 120 mm
- Reload time: 4.5 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 7 %.
- Armor penetration capacity: 20 mm.
- Initial velocity: 850 m/s.
Airstrike
- Airstrike range: 12.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 1.
- Aircraft HP: 2000.
- Bombs in payload: 3.
- Maximum bomb damage: 4900.
HE Bomb Airstrike
- Airstrike range: 12.0 km.
- Reload time: 180 s.
- Available flights: 2.
- Number of aircraft in attacking flight: 12.
- Aircraft HP: 2200.
- Bombs in payload: 6.
- Maximum bomb damage: 9100.
- Armor penetration capacity: 50 mm.
- Chances of causing a fire on target: 52 %.
AA Defense
6x6 40.0 mm., 10x2 40.0 mm., 3x1 40.0 mm., 8x2 120.0 mm.
- Continuous damage: 423.
- Mid-range:
- Damage by medium-range AA guns: 539.
- Hit probability: 75 %.
- Firing range: 3.5 km.
- Long-range:
- Damage by long-range AA guns: 249.
- Hit probability: 75 %.
- Firing range: 6.0 km.
- Mid-range:
- Damage by shell explosion: 1750.
- Number of shell explosions in a salvo: 10.
- AA Defense priority reinforcement: 35%.
- Firing range: 6.0 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 15.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 36.0 kt.
- Turning circle radius: 1110 m.
- Rudder shift time: 17.4 s.
Concealment
- Detectability range by sea: 17.0 km.
- Detectability after firing a main gun shell: 20.5 km.
- Detectability after firing main guns in smoke: 17.4 km.
- Detectability when ship is on fire: 19.0 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: 15 s.
- Reload time: 80 s.
- 2 slot: Repair Party
- HP per second: +460.
- Duration time: 28 s.
- Reload time: 80 s.
- Charges: 4.
- 3 slot: Auxiliary and Torpedo Weaponry Coordination
- Airstrike armament reload time: 50%
- Torpedo tube reload time: 20%
- Secondary battery damage: +10%
- Concentrated AA Fire progress per second: +1.2%
- Duration time: 60 s.
- Reload time: 140 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
German Super Carrier, Oswald Boelcke
During the Second World War, Germany considered the conversion of surface warships into aircraft carriers after seeing how effective this type of ship had proven to be. Had Germany, through Plan Z, proceeded with the construction of larger battleships than the ordered H-39 class, such a large hull could have been converted into a large aircraft carrier. Though, due to limited escort forces available to the Kriegsmarine, a formidable secondary battery for defence may have been retained, similar to that fitted to the carrier Graf Zeppelin.
The ship bears the name of one of the famous Imperial German Army flying aces, Oswald Boelcke (1891 – 1916).
- Fast planes, but with low plane HP for their tier
- Wide variety of squadron types
- Good armor for its type, with improved secondaries
- Access to the Firefighting Assistance support consumable
- Only one tactical jet squadron available
Oswald Boecke won't feel unfamiliar to players of German aircraft carriers! She has access to a wide variety of squadrons that let her reliably strike targets all across the map. As usual for German carriers, she comes equipped with powerful AP rocket aircraft, most effective against cruisers when hitting the citadel of a broadside target multiple times; quick-arming torpedoes that can be effective against destroyers; and, of course, the signature AP bombers that punch through the armored decks of heavily armored ships. On top of that, she carries two extra squadrons: skip bombers with HE bombs similar to the ones found on Max Immelman, and an accurate jet HE bomber squadron that delivers powerful, concentrated damage.
This wide variety of squadrons lets you impact the battle in several ways. The skip bombers, torpedoes, and jet bombers are devastating if you focus on fires, forcing enemies to use their Damage Control Party before you follow up with several long-lasting floods and additional fires. Furthermore, the high HE penetration and damage will also carve into lightly armored targets such as light cruisers and destroyers. For a heavier target, you can rely on her AP rockets and dive bombers to deal penetration and citadel damage. Of course, she also inherits the special Firefighting Assistance support consumable on attack aircraft and torpedo bombers to put out fires burning on allied ships and offering you a additional tool to impact the battle.
These strengths come with the usual lower plane HP trait for German Carriers. Their speed lets you strike several targets in a short amount of time, but your aircraft are vulnerable, especially to AA bubbles and concentrated AA fire. In the early game, you'll focus on denying areas to enemy destroyers, then shift to striking isolated targets while avoiding those AA bubbles. And additionally, Oswald Boecke is well protected for an Aircraft Carrier! Combined with the improved secondaries, it lets you defend yourself against destroyers or push targets in a pinch.
German Super Carrier, Oswald Boelcke — Ship Parameters
Armor
- Fore- and aft-end plating: 19 mm.
Survivability
- Hit points: 69700.
- Torpedo protection. Damage reduction: 25 %.
- Fires duration: 45 s.
Aircraft
- Torpedo bombers:
- Hit points: 1710.
- Speed: 174 knots.
- Maximum speed: 214 knots.
- Size of attacking flight: 3.
- Aircraft per squadron: 9.
- Aircraft on deck: 14.
- Aircraft preparation: 90 s.
- Detectability range: 10.0 km.
- Torpedoes in payload: 1.
- Maximum torpedo damage: 4533.
- Aerial torpedo speed: 55 knots.
- Torpedo range: 3.0 km.
- Torpedo arming distance: 591 m.
- AP Attack Aircraft:
- Hit points: 1440.
- Speed: 172 knots.
- Maximum speed: 212 knots.
- Size of attacking flight: 3.
- Aircraft per squadron: 9.
- Aircraft on deck: 14.
- Aircraft preparation: 74 s.
- Detectability range: 10.0 km.
- Rockets in payload: 4.
- Rockets type: AP.
- Maximum rocket damage: 3100.
- Skip bombers:
- Hit points: 1710.
- Speed: 174 knots.
- Maximum speed: 214 knots.
- Size of attacking flight: 4.
- Aircraft per squadron: 12.
- Aircraft on deck: 14.
- Aircraft preparation: 85 s.
- Detectability range: 10.0 km.
- Bombs in payload: 1.
- Bombs type: HE.
- Maximum bomb damage: 11000.
- Armor penetration capacity: 68 mm.
- Chances of causing a fire on target: 63 %.
- Skips count: 2.
- Dive bombers:
- Hit points: 1530.
- Speed: 174 knots.
- Maximum speed: 214 knots.
- Size of attacking flight: 3.
- Aircraft per squadron: 12.
- Aircraft on deck: 18.
- Aircraft preparation: 69 s.
- Detectability range: 10.0 km.
- Bombs in payload: 1.
- Bombs type: AP.
- Maximum bomb damage: 8800.
- Tactical jet dive bombers:
- Hit points: 2690.
- Speed: 130 knots.
- Maximum speed: 260 knots.
- Size of attacking flight: 3.
- Aircraft per squadron: 3.
- Aircraft on deck: 3.
- Aircraft preparation: 230 s.
- Detectability range: 15.0 km.
- Bombs in payload: 3.
- Bombs type: HE.
- Maximum bomb damage: 12200.
- Armor penetration capacity: 68 mm.
- Chances of causing a fire on target: 69 %.
Artillery
- Secondary armament
- Maximum range in manual mode: 10.0 km.
- Maximum range in automatic mode: 6.8 km.
- 8x2 150 mm
- Reload time: 7.5 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 8 %.
- Armor penetration capacity: 38 mm.
- Initial velocity: 875 m/s.
- 8x2 128 mm
- Reload time: 4 s.
- Maximum damage: 1500.
- Chances of causing a fire on target: 5 %.
- Armor penetration capacity: 32 mm.
- Initial velocity: 900 m/s.
Airstrike
- Airstrike range: 8.0 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: 4900.
AA Defense
8x2 128.0 mm., 8x4 30.0 mm., 16x2 55.0 mm.
- Continuous damage: 623.
- Short-range:
- Damage by short-range AA guns: 217.
- Hit probability: 95 %.
- Firing range: 3.0 km.
- Mid-range:
- Damage by medium-range AA guns: 616.
- Hit probability: 100 %.
- Firing range: 4.0 km.
- Long-range:
- Damage by long-range AA guns: 109.
- Hit probability: 100 %.
- Firing range: 6.0 km.
- Short-range:
- Damage by shell explosion: 1610.
- Number of shell explosions in a salvo: 6.
- AA Defense priority reinforcement: 35%.
- Firing range: 6.0 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- 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: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 30.5 kt.
- Turning circle radius: 1350 m.
- Rudder shift time: 16.9 s.
Concealment
- Detectability range by sea: 13.9 km.
- Detectability when ship is on fire: 15.9 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.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Pan-Asian Battleship Jiuhua, Tier X
With the end of the Second World War, the Soviet Union came into possession of several former ships of the German Kriegsmarine. As these ships did not use common spare parts available to the Soviet Navy, a captured H-39 class Battleship may have been repaired and updated with improved Soviet anti-aircraft and radar systems before being transferred to the People’s Republic of China’s navy to strengthen it following the end of the Chinese Civil War.
The ship took her name from a famous mountains located in East China.
- Good main battery accuracy, but low salvo weight
- Fast-firing secondary battery with good accuracy and improved shell penetration
- Access to Heavy Repair Teams and fast-reloading Damage Control Party with limited charges
- Access to a short-range Hydroacoustic Search consumable
- Strong armor with a turtleback scheme protecting the citadel
- Large profile with poor concealment and weak torpedo protection
Jiuhua offers a great mix of tools, letting you choose your approach as the battle develops. This ship features an unusually high sigma value for its brawly nature, which lets you output salvoes that are consistent at all ranges. However, due to her limited number of barrels, you will need to hit an enemy several times to pile up your damage, and you cannot afford to trade carelessly while you do so. Her secondaries help close that gap, pairing great damage per minute with good accuracy and improved shell penetration. They have good range also, losing out only to some German and Pan-American brawling battleships.
She has the armor and the presence to live at those ranges. Her turtleback offers reliable protection to her citadel against AP shells and lets her absorb salvoes that would sink many battleships outright. The ship's Heavy Repair Teams, similar to the one found on X Lüshun, allows you to bring back a large share of lost HP over a long duration, and is a great decisive tool to support these close-range pushes. Additionally, the fast Damage Control Party allows you to sustain these engagements by quickly putting out fires and floods. The downside is that the number of charges is limited, so you'll need to decide which fires are worth addressing and which you can afford to let burn.
Her armor is a double-edged sword. She remains a large and easily spotted target with poor concealment. While enemy battleships will struggle to reach your citadel, the amount of armor-piercing shells they'll be able to land will still punish a careless push. While her short-ranged Hydroacoustic search helps defend against torpedoes, her hull's torpedo protection is weak, and with no Spotting Aircraft available, you'll have no way to extend your own gun range.
Pan-Asian Battleship Tier X, Jiuhua — Ship Parameters
Armor
- Fore- and aft-end plating: 32 mm.
Survivability
- Hit points: 84300.
- Torpedo protection. Damage reduction: 25 %.
- Fires duration: 60 s.
Artillery
- Main battery: 4x2 406 mm:
- Maximum range: 20.7 km.
- Reload time: 30 s.
- 180-degree turn time: 32.7 s.
- Maximum dispersion: 267 m.
- Sigma: 2.1
- HE Shells
- Maximum damage: 4800.
- Armor penetration capacity: 102 mm.
- Chances of causing a fire on target: 38 %.
- Initial velocity: 810 m/s.
- AP Shells
- Maximum damage: 12700.
- Initial velocity: 810 m/s.
- Secondary armament
- Maximum range: 7.7 km.
- 6x2 150 mm
- Reload time: 6.5 s.
- Maximum damage: 1700.
- Chances of causing a fire on target: 8 %.
- Armor penetration capacity: 38 mm.
- Initial velocity: 875 m/s.
- 8x2 105 mm
- Reload time: 2.8 s.
- Maximum damage: 1200.
- Chances of causing a fire on target: 5 %.
- Armor penetration capacity: 26 mm.
- Initial velocity: 900 m/s.
Airstrike
- Airstrike range: 11.0 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: 4900.
AA Defense
22x4 25.0 mm., 8x2 57.0 mm., 8x2 105.0 mm.
- Continuous damage: 397.
- Short-range:
- Damage by short-range AA guns: 361.
- Hit probability: 70 %.
- Firing range: 3.1 km.
- Mid-range:
- Damage by medium-range AA guns: 231.
- Hit probability: 75 %.
- Firing range: 4.0 km.
- Long-range:
- Damage by long-range AA guns: 151.
- Hit probability: 75 %.
- Firing range: 5.2 km.
- Short-range:
- Damage by shell explosion: 1540.
- Number of shell explosions in a salvo: 7.
- AA Defense priority reinforcement: 35%.
- Firing range: 5.2 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- Damage from AA shell explosions increase: 100 %.
- Instantaneous damage interval: 5.0 s.
- Action Time: 40.0 s.
- Cooldown time: 15.0 s.
- Progress Accumulation and Loss:
- Progress gain per second: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 30.0 kt.
- Turning circle radius: 940 m.
- Rudder shift time: 16.3 s.
Concealment
- Detectability range by sea: 16.9 km.
- Detectability after firing a main gun shell: 20.7 km.
- Detectability after firing main guns in smoke: 17.0 km.
- Detectability when ship is on fire: 18.9 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: Fast Damage Control Team
- Duration time: 10 s.
- Reload time: 40 s.
- Charges: 4.
- 2 slot: Heavy Repair Teams
- HP per second: +422.
- Duration time: 60 s.
- Reload time: 120 s.
- Charges: 3.
- 3 slot: Short-Range Hydroacoustic Search
- Torpedo detection range: 3.0 km.
- Ship detection range: 3.0 km.
- Duration time: 180 s.
- Reload time: 120 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Spanish Destroyer Halcón, Tier IX
Following the end of the Second World War, Spain sought to reinforce its naval strength through the development of new weapon systems and ships. Older ships were commonly used as the platforms for these developments. Had Spain acquired a Leone class destroyer from Italy prior to the outbreak of the Second World War, it would have provided a good platform for the testing of a twin 120mm dual-purpose mount developed from the secondary battery guns mounted on Canarias-class heavy cruisers.
The ship inherited her name, Halcón (“Falcon”), from one of the Spanish torpedo-boats of the late 19th and early 20th centuries.
- Good main battery damage per minute but with rather poor ballistics
- HE shells only but Alternative firing mode increases HE penetration to 32mm
- Fast, hard-hitting torpedoes with a good reload time, but short range
- Good concealment coupled with a Short-Burst Smoke Generator
- Low HP pool with no Repair Party, and low base speed
Halcón is a versatile destroyer that leans firmly towards the gunboat side of the type. Her main battery is equipped with HE shells only but puts out a good damage per minute for her tier. She can also switch to an Alternative firing mode that pushes her HE penetration up to 32mm, at the cost of a longer reload. That gives you a choice to make against every target: raw volume of fire against destroyers and other ships' superstructures, or rarer but far more damaging salvoes against thicker plating. Her ballistics, however, are far from the best at longer range, and she is more comfortable picking her fights inside her own detection range.
Her good concealment lets her do exactly that. She can contest flanks in the opening minutes of a battle and duel other destroyers, with the Short-Burst Smoke Generator there to break detection when a trade turns against her, and Engine Boost to reposition afterwards. You'll have to be careful with those trades, though: she has a small HP pool for her Tier and no Repair Party. Every hit point you lose is gone for the rest of the battle, and one bad exchange can take her out of the fight for the Key Areas entirely.
Later in a match, she settles into second-line support role, as you would expect from a gunboat, while remaining a threat to isolated battleships, as her torpedoes should not be underestimated either. They are fast and hit hard for a reload so short, but their 8km range means you have to get almost up to concealment threshold. Treat them as an opportunistic tool rather than a primary one, because, at those distances, a spotted Halcón has very little to answer to return fire with.
Spanish Destroyer Halcón, Tier IX — Ship Parameters
Armor
- Fore- and aft-end plating: 19 mm.
Survivability
- Hit points: 14700.
- Fires duration: 30 s.
Artillery
- Main battery: 4x2 120 mm:
- Maximum range: 12.7 km.
- Reload time: 4.1 s.
- 180-degree turn time: 15.0 s.
- Maximum dispersion: 110 m.
- Sigma: 2.0
- HE Shells
- Maximum damage: 1700.
- Armor penetration capacity: 20 mm.
- Chances of causing a fire on target: 7 %.
- Initial velocity: 850 m/s.
- Alternative Fire Mode
- HE Shell armor penetration capacity: 32 mm.
- Reload time: 5 s.
Torpedoes
- 2x3 450 mm:
- Maximum damage: 17733.
- Maximum range: 8.0 km.
- Speed: 72 kt.
- Detectability range: 1.6 km.
- Torpedo tube reload time: 85 s.
- 180 degree turn time: 7.2 s.
Depth Charges
- Maximum damage: 3000.
- Number of charges: 2.
- Bombs in a charge: 12.
- Reload time: 40 s.
AA Defense
4x1 37.0 mm., 4x2 120.0 mm.
- Continuous damage: 115.
- Mid-range:
- Damage by medium-range AA guns: 81.
- Hit probability: 100 %.
- Firing range: 3.5 km.
- Long-range:
- Damage by long-range AA guns: 60.
- Hit probability: 100 %.
- Firing range: 5.2 km.
- Mid-range:
- Damage by shell explosion: 1470.
- Number of shell explosions in a salvo: 3.
- AA Defense priority reinforcement: 35%.
- Firing range: 5.2 km.
- Concentrated AA Fire
- Activated Effect:
- Continuous AA damage increase: 50 %.
- 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: 2.5 %.
- Time before you start losing progress: 130.0 s.
- Progress loss per second: 5 %.
- Activated Effect:
Maneuverability
- Maximum speed: 34.0 kt.
- Turning circle radius: 620 m.
- Rudder shift time: 3.4 s.
Concealment
- Detectability range by sea: 7.1 km.
- Detectability after firing a main gun shell: 12.7 km.
- Detectability after firing main guns in smoke: 2.6 km.
- Detectability when ship is on fire: 9.1 km.
- Detectability range by depths: 0.0-2.9 km.
- Detectability range by air: 2.9 km.
- Detectability when ship is on fire: 4.9 km.
Consumables
- 1 slot: Damage Control Party
- Duration time: 5 s.
- Reload time: 40 s.
- 2 slot: Short-Burst Smoke Generator
- Dispersion time: 40 s.
- Action radius: 0.6 km.
- Duration time: 10 s.
- Reload time: 70 s.
- Charges: 6.
- 3 slot: Engine Boost
- Maximum speed +8%.
- Duration time: 120 s.
- Reload time: 120 s.
- Charges: 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.


