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Found 42 results

  1. SgtSullyNZ

    Parody song

    You never close your eyes anymore when I torp your ships And there's no tenderness like before in your citadel hits You're trying hard not to show it But baby, baby I know it You lost that sinkin' feelin' Whoa, that sinkin' feelin' You lost that sinkin' feelin' Now it's gone, gone, gone, whoa-oh Now there's no welcome look in your eyes when I beach for you And now you're starting to HE spam the little things I do It makes me just feel like crying 'Cause baby, something beautiful's dyin' You lost that sinkin' feelin' Whoa, that sinkin' feelin' You lost that sinkin' feelin' Now it's gone, gone, gone, whoa-oh Baby, baby, I'd get down on my CVs for you If you would only hydro me like you used to do, yeah We had a hydro, a hydro, a hydro you don't find everyday So don't, don't, don't, don't let it slip away Baby, baby, baby, baby I beg you please, please, please, please I need your Hydro, need your hydro I need your hydro, I need your hydro So bring it on back, so bring it on back Bring it on back, bring it on back Bring back that sinkin' feelin' Whoa, that sinkin' feelin' Bring back that sinkin' feelin' 'Cause it's gone, gone, gone And I can't go on, whoa-oh credits the Righteous Brothers Top Gun Soundtrack
  2. Italian BBs are trash in my opinion and they need to be buffed. Does anyone else agree?
  3. KaiserPhantasma

    [2019]Best Tier V Ships For Fun

    Hoping to get advice on which tier V ship classes is "good"/downright human rights violation for your enemy as I am hoping to get a good set of tier Vs for each nation.
  4. GVK_destroyer


    well due the current meta,and state of the game,german BB are suffering because of the abnormal dispersion they have.also,they are a target for everry other ship when they try to get a little close.the main gimmick of the german line-the secondaries have become useless because of this.WG totally powercreeped this particular line for no reason.so,change need to come to these ships.
  5. Hey guys, I am BatsLaw I am an Indian, you can guess that pretty much easily after you've jus read the question. I've done my research on this. Currently India is the 4th most powerful nation in the world! And the countries preceding it are USA, RUSSIA, CHINA. All of whose ships are there in this game. The pan asian line doesn't have any battleships, same as the realtime Indian navy. Wargaming i have read is doing some pretty good work in India. It has upcoming plans to have a separate Indian server, host their naval legends show in Hindi. All that is really exciting, especially the server. But c'mon guys, India being the 4th most powerful country in the world needs some recognition. To make the developer's work easier, let me say, India has a lot of good cruisers, both before and after the World Wars. India also has a really good aircraft carrier "INS Vikrant", it holds the record for the world'd longest running ship. The cruisers,frigates,corvette's and destroyers are plentiful. I also really mean to bring in the Aircraft Carrier, it's legend. The more countries you bring in, the players you get! Simple! My friends seriously like the German and American lines, but at the end we jus wish there were and Indian one. I am not being biased, currently my in-game favorite is the german and french line, but cmon guys, you gotta bring in all the current powerful countries in the world and spice up the game with some more reality (It already feels real lol). Hope you guys can at least take up the idea Regards, Batslaw
  6. Recovery from the wounded pride Tier III – Pre-Gangut dreadnought battleship design [Taganrog > Knyaz Suvorov] By the advent of the first dreadnought battleship in the world – HMS Dreadnought, all major naval nations in the world began to develop and design their own dreadnought battleships in response – a new global arms race arose. Russia was among them, as they were struggling to rebuild their navy to cover up their major losses after their humiliating defeat in the Battle of Tsushima and the Russo-Japanese War as a whole. Before the Russians could build the Sevastopol/Gangut-class dreadnought battleship, it would not come into fruition without going through their design concept of dreadnought battleship and its preliminary design embodiment stage.  International contest on dreadnought battleship design has begun in 1906. And by 1907, two preliminary design drafts were drawn and submitted to the Naval Ministry. One was sketched by P.F. Beshkurchov of Baltic Shipyard (Variant A) and the other one by D.V. Skvortsov, Chief Naval Architect of the St. Petersburg Shipyard. Both were supervised by the latter. The two ship designs were more or less similar in a slight variation in main guns arrangement. In the end of 1907, the dreadnought battleship design specification has finalized to have twelve 12”/52 main guns, 14 – 18 x 120 mm deck guns & steam turbine propulsion system that can achieve the top speed not less than 21 knots. The draft design of 4 x 3 main gun configuration – most likely from the German firm of Blohm & Voss, has won the competition and approved as the final design that would soon become Sevastopol/Gangut-class. And thus, those two preliminary designs were abandoned because they fell short of a couple of design requirements – it has ten 12” guns instead of twelve and designed top speed was unsatisfactory as it may not able to reach beyond 21 knots because the design may not include steam turbines. Named after Prince/Count Generalissimo Alexander Suvorov, the most renowned Russian prominent military leader throughout the Russian military history. As the last generalissimo of the Imperial Russian military, he was the man who have achieved numerous victories in over 60 battles & many of Soviet & Russian military doctrines were shaped by his legacy combat & logistics doctrines & even the importance of military personnel's morale. Possibly a fitting given namesake for captains & admirals to start getting familiar with Russian/Soviet BBs, honing combat skills as well as tactics & strategies management, and most of all, mustering the leadership to lead the division & fleet to be their examples to follow, not just by force alone. Displacement: 20,600 tons (Variant A) 19,900 tons (Variant B) Dimensions: Unknown for this specific design Armor: Unknown Armaments: 5 x 2 – 305mm/52 (12”/52) Pattern 1907 main guns 7 x 2 – 120mm/50 (4.7”/50) Pattern 1905 deck guns – twin gun mounts or 14 x 1 – 120mm/50 (4.7”/50) Pattern 1905 casemate guns A few 75mm/50 Pattern 1892 & 1-pounder (37mm) Vickers/Hotchkiss AA guns Propulsion system: 4-shaft non-steam turbine propulsion system Tier IV – Sevastopol/Gangut The Sevastopol or Gangut-class was officially the Imperial Russian Navy’s first dreadnought battleship class. All four were built since 1909 – 1914 and first served the Baltic Fleet in December 1914 when the Great War already began, while adjustments and tunings on their turrets and fire control systems were still in progress. Named after the Siege of Sevastopol (among the Russians) and the lead ship was named after the Battle of Gangut. Following up with its development stage, she was laid down and began construction based on the final design approved in 1909 for their first dreadnought battleship design project, designed by the German firm of Blohm & Voss. The design has all of the project’s design requirements met and fulfilled. Sevastopol/Gangut-class was known to have her main guns arranged on flat, 'linear' arrangement (lineinoe raspolozhenie) of turrets distributed over the length of the ship as the Russians were sceptical of the idea of superfiring as they discounted the value of axial fire, thought that broadside fire was much more important and also believed that super firing turrets could not fire while over the lower turret because of muzzle blast would interfere with the open sighting hoods in the lower turret's roof. During the Russian Civil War, all three ships except Petropavlovsk (later Marat) were laid up due to lack of manpower. Moreover, they provided artillery supports for the Bolshevik movements and joined the Kronstadt Rebellion. Since then, all four ships were renamed in a communist revolutionary themes. Since then, three ships were recommissioned and continue serving the Soviet Navy – VMF in exception of Poltava/Frunze was left abandoned and never repaired, despite a few proposals such as aircraft carrier and battlecruiser conversion plans were made to reconstruct her. In between 1928 – 1941, all three received modernization refits with a significantly modest AA weapons upgrades, modernized fire control system, increased main gun rate of fire to 2.0 RPM, increased turret roofs thickness to 152mm, new armored decks and torpedo bulges received, installation of catapult for flying boat and overall superstructure & funnels upgrade. In WWII, both ships were restricted on the defensive to fend off German invaders and then supporting the Red Army offensive in 1944. Oktyabrskaya Revolyutsiya & Parizhskaya Kommuna were both decorated with the Order of Red Banner honor before the WWII officially ended. After the war, two decorated ships were retired as a “school battleship” for a few year until both were stricken from the naval record in 1956 and finally sent to scrap in 1958. Displacement: 23,288 tons (normal) 24,800 tons (full load) Dimensions: Length: 181.2 m Beam: 26.9 m Draft: 8.40 m Armor: Waterline belt: 125 – 225mm Upper belt: 75 – 125mm Deck: 12 – 50mm Crosspieces: 100mm Turrets: 76 – 203mm Barbettes: 75 – 150mm Conning tower: 100 – 254mm Armaments: 4 x 3 – 305mm/52 (12”/52) Pattern 1907 main guns (1.8 RPM) 16 x 1 – 120mm/50 (4.7”/50) Pattern 1905 casemate guns 4 x 1 – 76mm/50 Lenders AA guns 4 x 1 – 47mm 3-pounder AA guns 4 x 1 – 7.62mm Maxim machine guns Propulsion system: 10 Parsons steam turbines on 4-shaft propulsion units 25 Yarrows Admiralty-type water tube boilers Total 52,000 shp (on trial) Total 42,000 shp (in practical) Top speed: 24.6 knots (on trial) 23 knots (practical) Displacement: 23,300 tons (normal) 26,900 tons (full load) Dimensions: Length: 181.2 m Beam: 26.9 m Draft: 8.40 m Armor: Waterline belt: 125 – 225mm Upper belt: 75 – 125mm Deck: 12 – 50mm Crosspieces: 100mm Turrets: 76 – 203mm Barbettes: 75 – 150mm Conning tower: 100 – 254mm Armaments: 4 x 3 – 305mm/52 (12”/52) MK-3-12 triple gun mounts (2.0 RPM) 12 x 1 – 120mm/50 (4.7”/50) Pattern 1905 casemate guns 6 x 1 – 76.2mm/55 (3”/55) 34-K AAAs 2 x 2 – 76.2mm/55 (3”/55) 81-K twin AAAs 16 x 1 – 37mm/67 (1.5”/67) 70-K AA autocannons 4 x 2 & 4 x 1 – 12.7mm/79 (0.5”/79) DShK HMGs Propulsion system: 10 Parsons steam turbines on 4-shaft propulsion units 25 Yarrows Admiralty-type water tube boilers Total 52,000 shp (on trial) Total 42,000 shp (in practical) Top speed: 24.6 knots (on trial) 23 knots (practical) Aviation facility: 2 – 3 flying boats & 1 catapult Tier V – Pre-Izmail battlecruiser design variant (Pyotr Veliky - Peter The Great) Admittedly, I have yet to actually able to get a schematics sample of one of the design variants of the Admiralty's development of the battlecruiser for the Imperial Russian Navy, under Project-707. As far as I know, the design schematics can be found in the Izmail-class battlecruiser book, but it's written in Russian. Nevertheless it's a developing battlecruiser before it eventually be finalized as Izmail. I will update this one once I managed to get a picture of a specific Project 707 design variant selected for the game. Apparently, this one is influenced by a British battlecruiser design with A-B-X-Y superfiring twin 14" (356mm) main gun turret configuration that also in turn used to build the Japanese Kongou-class battlecruiser/fast battleship. But ultimately, due to the Admiralty's great degree of skepticism on superfiring guns arrangement layout, they opted for the design layout of four non-superfiring triple 14" (356mm) main gun turrets that would be seen on Izmail in the final design. Just like how Knyaz Suvorov evolved into Gangut/Sevastopol. Named after Peter The Great. The once-Tsar who then became the founder of the Russian Empire & effectively became the first Emperor/Imperator of the newly-founded Russian Empire. He was famous for Europeanized most of the Russian cultures, as well as modernized & shaped both the Russian navy & ground forces as one of the most formidable European military power to be reckoned with. His name is quite well-known in the Russian VMF even today. (Yeah, he's apparently the Russian Kongou) Tier VI – Izmail/Borodino The first battlecruiser designed, laid down and built for the Imperial Russian Navy before the Russian Civil War and October Revolution stopped its existence from coming into fruition. Like Sevastopol & Gangut, she was named after historical battles such as Siege of Izmail and Battle of Borodino. Four ships were planned to be laid down in May 1912, launched and to be built by June 1915. Izmail was half-completed back then. When the design was submitted and prior to the ship laid down and began construction, she was classified as “battleship-cruiser” – blurring the controversial design nature of battlecruiser and battleship. Construction of the ships was delayed as many domestic factories were overloaded with orders and some components had to be ordered from abroad, however. The start of World War I slowed their construction still further as the imported components were often not delivered and domestic production was diverted into areas more immediately useful for the war effort. After the Revolution, there was plans proposed to complete the construction of four ship and the Soviet Navy even considering to convert Izmail into an aircraft carrier as she was halfway complete. Yet ultimately, all were turned down by the Soviet authority and sold them for scrap. (Let's see how to compete this with Fusou would turn out) Displacement: 32,500 tons (standard) 36,646 tons (full load) Dimensions: Length: 223.9 m Beam: 30.5 m Draft: 8.81 m Armor: Waterline belt: 125 – 237.5mm Upper belt: 75 – 100mm Deck: 37.5 – 75mm Crosspieces: 100mm Turrets: 200 – 300mm Barbettes: 147.5 – 247.5mm Conning tower: 75 – 400mm Armaments: 4 x 3 – 356mm/52 (12”/52) Pattern 1913 main guns 24 x 1 – 130mm/55 (5.1”/55) Pattern 1913 casemate guns 4 x 2 – 100mm/50 (3.9”/50) Minizini twin DP guns 4 x 1 – 63.3mm/38 Pattern 1916 AA guns 4 x 1 – 47mm 3-pounder AA guns 4 x 1 – 7.62mm Maxim machine guns Propulsion system: 2 x 2 Franco-Russian Works steam turbines set on 4-shaft propulsion units (a pair of AG Vulcan Stettin steam turbines for Navarin) 25 triangular Yarrows water tube boilers Total 66,000 shp (nominal) Total 90,000 shp (overload) Top speed: 26.5 knots Tier VII – Kostenko's Project GUK 16-in guns Black Sea dreadnought battleship design circa 1916 [Sinop] Project GUK, on behalf 16-incher Battleship Project along with the one for the Baltic Fleet, was the Imperial Russian Navy's last dreadnought battleship project ever developed which was nearly came into fruition before the Bolshevik Movements brought the downfall of the Czarist monarchy in the empire during the later stage of WWI, which in turn resulted into a civil war between the Communists and White Movement that ultimately had this project abandoned and terminated. Should this battleship project come into reality - especially Bubnov's Batlic Sea Battleship design, it would have been the first dreadnought battleship in the world to be armed with 406mm naval batteries which would have potentially turn the tide of global naval arms race, right before Nagato-class. This promising battleship project was projected to be armed with 16-in main gun batteries on a dreadnought design as one of the project's primary criteria. Only four finest Russian minds participated the project had their design sketches and parameters submitted to the Admiralty for evaluations. This Kostenko's design was among the finalists in the grand naval project for the Black Sea Fleet albeit submitted his work in between 2 - 3 years later, while Bubnov's design for the Baltic Sea Fleet emerged as the winner among the first three participants - Ivan Bubnov himself, Putilov Shipyard and Russo-Baltic Shipyard. However, Kostenko design was semi-official and none of the documents were found from the navy requesting it. It had no chance of ever being built in the conditions of 1916-17 Russia, but this shows a Russian's attempt at designing the post-Jutland battleship. The info on it is fragmentary due to the nature of the situation in 1917-18 in the South of Russia. Kostenko's work did exist. But because of the Civil War, a fraction of his documents were possibly scattered. As long as his design drawing and a table of four different design parameters found intact, this battleship design can be possible to be realized based on the selected parameters that could see fit. This post-Jutland battleship design shall be the Russian equivalent to the American's Colorado, as the last of the dreadnought-era battleship. This one, though, seemed to be taking an intermediate step to depart from the dreadnought generation. A fitting candidate for the technological transition & evolution of Soviet/Russian battleships to the modern standard. Named after the Battle of Sinop, of which was Russia's most groundbreaking naval campaign against the Turkish forces of the Ottoman Empire at Sinope during the Crimean War, where the Imperial Russian Navy utilized high-explosive shells of Piaxhans guns for the first time in history, effectively evolved the naval warfare doctrines since then. Prior to Sinop the standard naval armament were smoothbores that fired cannonballs, shot, shrapnel or other projectiles. Piaxhans guns were slowly being integrated into navies but only the French, Russian and American navies had made a comprehensive effort. These batteries represented a clear evolution in naval technology that broke through the final ceiling of the Age of Sails. Its explosive shells themselves did both kinetic and explosive damage, causing fires. In addition, the new guns were heavier, could engage at a greater range, and possessed far greater penetrating power. Displacement: 44,000 tons (standard) Dimensions: Length: 240 m Beam: 30 m Draft: 10.1 m Armor: Waterline belt: 275mm + 100mm (possibly Krupp) Upper belt: 100mm Deck: 35 – 75mm Turrets: 200 – 300mm Barbettes: 200 – 400mm Conning tower: 300mm Armaments: 3 x 3 – 406mm/45 (16”/45) Pattern 1914 main guns (Vickers built) 6 x 2 & 8 x 1 – 152mm/50 (6”/50) Pattern 1908 twin gun mounts & casemate guns 6 x 2 – 100mm/50 (3.9”/50) Minizini twin DP guns 4 x 1 – 76.2mm/30 (3"/30) Pattern 1914/15 AA guns Propulsion system: 4-shaft propulsion units 15 oil-fired boilers Total 120,000 shp Top speed: 30.0 knots Stalin’s envisioned ultimate warship for the blue-water navy Tier VIII – Project UP.41 related Type “A” Battleship design circa 1936 (Pre-Project 23) [Vladivostok] While Project 21 was approved to be taken as a research material for further studies, the Ansaldo’s Project UP.41 design was taken into consideration for further research as well, which in turn result in entering this preliminary stage for Project 23 battleship development. After all, Soviet naval architects bought an Italian battleship project design schematics from Ansaldo shipbuilding company, of which would also used to develop the Littorio-class battleship As for the pre-Project 23 itself, the preliminary design was likely to be based on the Project UP.41. Another similar design was done for Type “B” battleship – known as Project 64, but armed with 356mm (14”) main guns. Like Project 21, it also designed with the Pugliese torpedo bulges - PMZ. Moreover, the armor scheme was revised by thickening the other hull sections such as deck armors, belt armor and turrets armor. But instead of completely following the Project UP.41 specifications, they use their home-built main, secondary and anti-aircraft armaments. 152 mm secondary guns were used instead of the proposed 180 mm guns. In terms of propulsion, it will be fitted with the same 3-shaft propulsion unit configuration, but with greater power output in order to maintain 30 knots while supporting the increased displacement from its predecessor. Following up from Project 21 development, KB-4 Design Bureau was chosen to further their development progresses, although the lead designers were convinced that only a larger ship could fulfill the ambitious requirements. They did manage to get agreement on 22 November 1936 for a thickening of the deck armor that raised the displacement to about 47,000 tons. Design work continued on this basis and technical work was completed for a ship of 47,700 tons in April 1937, but the designers continued to press their case for larger ships. The issue was resolved by Stalin himself at a meeting on 4 July when he agreed to increase displacement to about 56,000 tons. This forced the project to begin again. Named after one of the navy's historic & strategically-important port cities - Vladivostok. Its naval fortress complex has hardly been attacked & remained unscathed throughout from WWI to WWII & beyond despite being heavily fortified & was already prepared to fend off a large wave of invading naval forces, particularly the Imperial Japanese Navy. Basically a Soviet Littorio & Roma, but better in most aspects & parameters. One would be intrigued to be curious of the odd flattery between USSR & Italy before Benito Mussolini (the Hilter wannabe) came to power & after WWII for some times during the Cold War. It was odd that Vladivostok was given the same 406mm main guns used on Sinop. Probably as a stop-gap option while the more modern 406mm B-37 naval gun was still under development in progress that will be armed on the finalized Project 23 - Sovetsky Soyuz. The “Ultimate” Battleship Tier IX – Project 23 – Sovetsky Soyuz/Soviet Union The ambitious Project 23 development to create an ultimate battleship that can outrival any other existing battleships in the world (in exception of Yamato-class), has went through a rocky and problematic pace as when the Great Purge struck and haunted the Soviet Union, especially when designers had to conduct a thorough revision and a numerous redesigns have been carried out. Before that, an extensive and expensive testing was conducted on the ship's hull form, deck armor and torpedo protection; 27 million rubles were spent on experimental work in 1938 alone. Over 100 models of the hull were tested in a ship model basin to find the best hull form and two one-tenth-scale launches were built at Sevastopol to test the hull's maneuverability. An old steamship was fitted with a replica of the design's armor decks and tested against 500-kilogram (1,100 lb) bombs, proving that such ordnance would generally penetrate both the 40 mm upper and 50 mm middle decks before exploding on the armored deck. The main armor deck was raised one deck in consequence and a splinter deck added underneath it to stop any bomb or shell fragments that might penetrate the armor deck. The underwater protection system was tested on fifteen one-fifth scale models and two full-sized experimental barges. These tests proved that the torpedo belt system of multiple bulkheads was superior to the Pugliese system of a large tube filled with smaller sealed tubes, but it was too late to incorporate these test results into the design as construction was well underway by the time they were completed in late 1939. A revised design was approved on 28 February 1938 and the first ship was to be laid down on 15 July, but even this design was incomplete and would be revised later. That has placed KB-4 in a difficult position. On the one hand, it was proposed to complete the development of the technical Project 23 new version III of the October 15, 1937 onwards, and on the other hand, take into account the results of skilled works on reservation and PMZ, the bulk of which are in the specified term (to 15 September) knowingly could not be executed. It originally launched KB-4 back in July (III) draft for processing is so much more that have not been completed and the main contractors on the armament and the main mechanisms. And so it happened. In the end, the Project 23 was officially laid down as Sovetsky Soyuz-class – Soviet Union. A total 16 ships were planned to be laid down and to be constructed. The lead ship was named Sovetsky Soyuz, and the remaining 15 ships will be named after fifteen Soviet Republics. Before Operation Barbarossa and the Great Patriotic War broke out, only four ships were laid down and partially built so far before most construction works on shipbuilding industry were placed in halt. Even after the war ended, resuming construction on four incomplete hulls was cancelled and were ultimately sent to scrap as they were rendered obsolete. The other three were Rossiya, Ukraina & Belarossiya. Sovetsky Soyuz was supposedly designed to face-off the Japanese Yamato-class, yet still not powerful enough to outmatch the latter due to numerous manufacturing quality problems faced and deficient shipbuilding capacity to support even for an ambitious design such as this. But nevertheless, the Sovetsky Soyuz is still powerful enough to fight Bismarck-class and perhaps the Iowa-class in spite of its inferior performances at a certain degree. Pretentious as it is to the end, at least the Soviets managed to create their own modern battleship design. Displacement: 59,150 tons (standard) 65,150 tons (full load) Dimensions: Length: 269.4 m (260.0 m waterline) Beam: 38.9 m (36.4 m waterline) Draft: 10.1 m Armor: Waterline belt: 220 – 420mm angled 5-degrees Upper belt: 180 – 380mm angled 5-degrees Deck: 25 – 155mm Turrets: 230 – 495 mm Barbettes: 425mm Bulkheads: 75 – 365mm Conning tower: 425mm Torpedo protection: Pugliese Armaments: 3 x 3 – 406mm/50 (16”/50) MK-1 triple gun turrets 6 x 2 – 152mm/57 (6”/57) MK-4 twin gun turrets 4 x 2 – 100mm/56 (3.9”/56) M3-14 twin DP guns 8 x 4 – 37mm/67 (1.5”/67) 46-K quad AA autocannons Propulsion system: 3-shaft propulsion sets powered by 3 Brown Boveri steam turbine sets 3 x 67,000 = 201,000 shp Top speed: 28 knots Aviation facility: 4 – 5 flying boats & 1 catapults Tier X – Project 24 – Kreml After the abandonment of Project 23 – Sovetsky Soyuz, the ambitious battleship project was once again revived as Project 24 – inheriting what were left from Project 23NU, despite that the outcome of the WWII naval warfare have rendered battleship roles “obsolete” in the Cold War era while the West were still retaining a number of battleships in their respective arsenals. The Project 24 would have the one true ultimate battleship should its existence came into fruition, and it would have easily outrival the Yamato-class and even the German H-42 battleship. The government and Stalin himself approved such plan in 1946, and design works began since then. The Project 24 final design was completed in 1950. Initially, designers thought of giving the battleship nine 457mm/55 (18”/55) main batteries prior to the final design, but Stalin personally restricted the design to stick with the 16” main guns in the end. Prior to Stalin’s death in 1953, this project was summarily cancelled. Alternatively, if the 457mm (18”) main guns were armed on Project 24, it would have become their ideal ultimate battleship both Stalin and the Navy’s behalf have envisioned long time ago. Ultimately, the original Pr. 24 with 406mm MK-1M turrets will be used to develop as a premium BB - Slava (Glory/Gloriana) Whilst the namesake given, Kreml, tends to associate with the Moscow Kremlin - the central administrative government complex of the USSR & modern Russia by many. If anyone understand Russian language, Kreml is, in fact, a fortress complex. Unironically, this Soviet Leviathan represents as a cruising/floating fortress with not only being the tankiest, most resilient BB of all with the highest HP, armor & torpedo protection parameter to tank torps better than anyone; but also stands out for having the most powerful naval armaments comparable to Yamato & has 2nd most powerful AA capability comparable to Montana. Kreml not only represents as the King of Battleships, but also significantly grant a historical prominence for the Soviet Navy's efforts to live up their naval ancestors' legacies and be looked upon with pride. (Yammy-chan? Meet your Russian husbando~! ) Displacement: 70,000 tons (standard) Not more than 81,000 tons (full load) Dimensions: Length: 282 m  Beam: less than 40.4 m Draft: 11.5 m Armor: Waterline belt: 410mm Angled belt: 420 – 450mm angled 20-degrees Deck: 20 – 155mm Turrets: 370 – 500mm Barbettes: 415 – 500mm Bulkhead: 100 – 400mm Conning tower: 200 – 500mm  Torpedo protection: 295mm torpedo belt Armaments: 3 x 3 – 406mm/50 (16”/50) MK-1M triple gun turrets 4 x 3 – 152mm/57 (6”/57) MK-9 triple gun turrets or 4 x 3 – 180mm/57 (7.1”/57) MK-3-180M triple gun turrets 8 x 2 – 130mm/55 (5.1”/56) BL-110 twin DP guns 12 x 4 – 45mm/78 (1.5”/67) SM-20-ZIF quad heavy AA autocannons 12 x 4 – 25mm/79 (1”/79) BL-120 quad light AA autocannons Propulsion system: 4-shaft propulsion sets powered by 4 TV-4 steam turbine sets 4 x 70,000 = 280,000 shp  Top speed: 30 knots As for gameplay-wise, as far as I gone through the wiki again, what I can understand about the VMF BBs down the line so far: - They will possibly be having the highest HP that any other factions in general. Armor compositions may not be as good as the German counterpart for earlier ships, but will get better when getting into the last three Soviet BBs - Vladivostok, Sovetsky Soyuz & Kreml. Given their highest HP, they could possibly be better at torpedo protection, but even more so for both Vladivostok, Sovetsky Soyuz & Kreml, which its torpedo protection values could be having the highest due to the application of Pugiliese torpedo defense system & later American-type TDS. Decent turret traverse speed. Unfortunately, most Soviet/Russian BBs' main guns will be struggling hard in terms of max. range. It was said that it supposed to be having the longest range, but reduced to be in the margin of German main gun range. Possible reason being is that a max. effective (acceptable) ranges are given instead, because beyond the given in-game gun range parameter, dispersion would get abysmally worse that it is deem unacceptable. But, their main guns' AP firepower are actually pretty decent, it matches the American firepower & then has the strongest firepower with Kreml (rivals Yamato) Their secondary firepower in overall may not be as dakka-ish as the Germans nor the French, but their total DPS are actually pretty good & wouldn't perform as bad as the Americans, British & Japanese combined. AA firepower may not be performing well on earlier ships, but gets better down the line. At least not worse than Japanese counterparts. But with Kreml, her AA firepower comes close second to Montana's. Maneuverability aren't their strength due to having the largest turn radius, but they got the fastest rudder turn speed to make it up. Top speeds are good & consistently improves down the line. Strangely, they aren't as big as the German counterparts.
  7. Historically, the Beiyang Fleet was a group of vessels that served as Qing Dynasty China's modernized navy from the middle 19th century to the Sino-Japanese War of 1895, when it was sunk by Japanese vessels in a surprise attack in Weihaiwei, northeast China. As the Fleet comprised of up to 3 battleships, 7 cruisers and several destroyers I was wondering if Wargaming could consider introducing these vessels to WoWS as most of the Pan-Asian ships in the game are post-WW2 and there are currently no WW1-era Chinese ships or Chinese battleships/cruisers in the game. Maybe ships from the Beiyang Fleet can be introduced in the form of Premium ships or perhaps a short tech branch? Do you all think this is a good idea? https://en.m.wikipedia.org/wiki/Beiyang_Fleet
  8. waichung1823

    Aggressive or overextend?

    Well, sometimes if enemy DDs are dead, i will play BBs in aggressive way and usually i travel ahead of the friendly flank. And doing that i eat bunch of damage but in return of sinking or deal serious damage to enemy BBs/CAs or assist in caping. However, if my team is strong, i can survive throughout the battle ; if my team is weak, i will be the lonely BB and get focus fire to dead (I do tactical retreat, but damage over time still got me). I have to play close range battle, because Colorado and New Mexico has terrible speed, hard to reposition myself. if i don't travel ahead of the flank, is either i left out of the battle or fail to support my team. I m not sure this BB playstyle is the right way, i m still an inexperienced player. Ps : I don't do that in Tier 9 MM, because of that Musashi's super hentai shells.
  9. waichung1823

    Colorado : Not a bad ship eh.

    Just got Colorado. I enjoyed it very much like the New Mexico. Those big 16 inch guns, pens everything even the angled ships. It also has superior torpedo protection and Decent AA. I have not regret my decision for getting Colorado instead of KGV. The only problem i faced is the speed, its very hard for me to reposition myself, especially going back to defend the base. Everything needs preplanning. But yeah i pretty much enjoy this ship, hoping to get NC soon My best game with Colorado ( A lost game anyway) Ps : im a noob
  10. PanzerRunner

    German Line Discount

    Since the German cruiser line is having a discount, im currently playing German cruisers. Im taking a break from playing BB too, so i thought playing cruisers is a great idea. I would appreciate if you guys could give me tricks and tips for playing cruisers. Cheers mate
  11. swap1997

    How to play the Bayern?

    Hello, I recently managed to get the Bayern after a brisk research of the Konig class BB. At first the Bayern was a temptation hard to resist with her bigger 380mm guns, 25kts speed and good Tactical radius. However, 10-20 battles down and having the researched the ship to the fullest, I have simply come to the conclusion that I am playing her wrong. I feel she is different from her predecessors in some ways. After pondering a while and trying out some different playstyle methods, I have come out none the wiser. So, can any experienced German BB Captain give me some pointers on how to play and handle this potent German Superdreadnought.
  12. Disclaimer: This is all just my opinion. Take it as you will, a guide, a gospel, a potato, but this is purely subjective. So I've played through almost the entirety of every battleship line in the game. (With the notable exception of the French T9 Alsace and T10 Republique, for now) With over a thousand battles in BBs, I think it's safe to call me a battleship main. (Take that as an insult or a compliment however you will) With battleships having the lowest entry skill level in the game, most new players do tend to gravitate toward the battleship line of their favourite tech tree. For those who stand undecided on which line to start with, here is a basic description of each line with a brief guide on what playstyles they bring to the table. (Keep in mind the date this thread was created) I will not be going over the exact specifics of each and every value and statistic for every battleship because that would detract from my point of how these ships feel to play and also make this thread way too long. I may touch on premiums, but not all of them. First up, the United States Navy Battleships: Guns And Layout: USN BBs start already in the classic 'dreadnought' configuration, with their primary turrets all aligned down the middle and able to fire all their guns on either broadside. All US BBs follow a two-front, two-back configuration (AB-XY) up until tier 8. At tier 8 and 9, the ships move to an AB-X design, and tier 10 rounds off with AB-XY. The guns themselves are good. Armour Piercing rounds have good damage and gun reloads are average to long (30s for most, with 35s being the highest). Velocity is a bit on the slower side, but that can be compensated for with an increased lead on target. High Explosive is good, with decent penetration and fire chance, but in most cases, shooting AP is better. Also, tier 9 Iowa (Tech Tree) and Missouri (Premium: No longer available) and tier 10 Montana are able to mount the artillery plotting room mod 2 upgrade that gives them ludicrously good accuracy, allowing you to hit those devastating strikes on distracted broadsiding cruisers (and even battleships! #feelsgoodman) Armour and Speed: US BBs start off in the classic 'tanky dreadnought' form. Heavy armour, covering all the ship's vital areas and low speed with slow turning rudders. The ships themselves have alright turning circles, making maneuvering less of a problem as long as you can get to grips with the lack of speed. At tier 8 however, there is a shift in playstyle. If low tier American battleships are heavy duty tractors, high tier American battleships are V8 muscle cars. The line drops some of the armour for more speed. This does make their turning circles wider, however. So turning to retreat is a more perilous affair. Angling is very much recommended as such. Usually having your bow pointed around 30 degrees from the enemy can help you bounce most of the damage you can't avoid. Gimmicks: The US Battleship line really puts all its card on the table right from the start. The only real gimmick ship is the T9 Missouri with its 9.9km radar and ridiculous credits multiplier, but that ship is no longer available. (TL: DR) US BBs Are a comfortable entry point if a bit slow at the start. Keep yourself angled in most cases and you should have enough time to react to incoming shots. USN AP does tend to have slower shell speeds, so adding a bit more distance to your lead is advisable. Highlights: Wisconson and Arkansas Beta (12 guns at T4. Wew.), New Mexico and Arizona (BLAPPING T6 Cruisers), Alabama (A more maneuverable North Carolina), Missouri (There's a reason why she's been removed) Lowlights: Colorado (OSOI), North Carolina (Jarring transition and a turning radius larger than the moon) Next, the Imperial Japanese Navy. First pick for weebs who came over from Kancolle: (This includes me) Guns and Layout: The IJN line starts off a little bumpy. Kawachi is an oddball with its pre-dreadnought era layout and Myogi will frustrate players with her low output and bad accuracy. But things pick up with Kongou (desu~) at tier 5. Their guns are good, with good accuracy tier for tier and only slightly worse penetration compared to American battleships. Once again, armour piercing is preferable to HE. Their gun layouts and angles do force them to show a bit more juicy broadside when firing though, so do be aware of your surroundings because if you don't, some cheeky BB will chunk your side and send you back to port quickly. Armour and Speed: IJN ships sacrifice some of the tankiness of the USN battleships for increased speed and better handling at said speed. Battleships are defined by their armour, and the IJN's philosophy of spreading their armour evenly across the entire ship lasts up to the Izumo at tier 9. At tier 10, the armour reverts to something more similar to the American line, with heavy armour covering only the most vital of parts. The IJN line sports the best torpedo protection in the game, able to block a significant portion of a torpedo's damage should a metal fish hit the ship's belt. The best way to mitigate torpedo damage, however, is still just to avoid taking hits in the first place. Gimmicks: Izumo is the big stinker of the IJN line. She has fewer guns than her predecessor (Amagi at T8 has 10 410mm guns, Izumo only has 9 410mm guns), Her layout is very alien (All three turrets mounted up front with the third turret being rear-facing), and her handling is just... horrible. However, after the darkest night comes the brightest day. And that brightest day manifests itself as the tier 10 Yamato. Mighty 460mm guns that penetrate everything short of a bow on Kurfurst, good accuracy, on par with the American BBs, heavy armour with the all or nothing design, and the best torpedo belt in the game. (Though dodging torps is still the best way to deal with those metal fishes) (TL: DR) IJN BBs Make a faster alternative to USN BBs. Their weaker armour and exposed citadel make duelling less advisable. Bait the enemy into chasing you, angle against them and punish them for showing too much side. Highlights: Fuso (The OG shotgun at T6), Amagi and Kii (Stands on her own as one of the most powerful T8 ships when it comes to primary armament), Yamato (Need I say more) Lowlights: Myogi (Slow, inaccurate, long reloads. 6 shells per salvo at t4 is just... pathetic), Ashitaka (Wargaming censored the name of this ship. Yeah), Izumo (THIS SHIP) Third on the list, Ze Krauts. The KriegsMarine: Guns and Layout: Germans are good at consistency. Past tier 3, all their ships As such, their ships remain relatively similar in terms of playstyle. German shells also have consistently inconsistent accuracy. Some salvos can be perfect, striking citadels from the most unlikely of angles. But some can completely miss a broadside target, even under 10km. German AP is heavy but somewhat fat. So even the slightest angling can bounce those shells. HE has good penetration values, but poor damage and the worst HE fire chance among BBs. Their turrets have good turning speeds (With the exception of Bayern), giving them better reactivity against enemy ships coming from unexpected angles. Of note are the secondary armaments on these ships from tier 8 onward. With secondaries capable of reaching over 11km, the 150mm and 100mm guns can do a surprising amount of damage to any ship foolish enough to wander within range while detected. Armour and Speed: From tier 3 to tier 10, The Germans get heavy armour, a (more or less) impenetrable citadel and poor deck armour. Bow on, high tier German battleships can tank even the almighty Yamato and her 460mm guns. Speed steadily increases for every tier until tier 8, trading health and armour for turning speed and turning radius. The tier 10 Kurfurst is the largest ship in the game, as such, she has one of the slowest rudder shifts and largest turning radii. This makes dodging torpedos more difficult, but still not impossible. Gimmicks: German ships seem like the obvious pick for one thing: BRAWLING. German battleships do excel in close range battles against larger enemy ships. With their secondaries on par with strapping a light cruiser to your side with the right upgrades, great turret traverse from tier 7 and heavy German armour protecting their citadel, Germans should get in close to fight. From tier 8 and up, German BBs also get Hydroacoustic Search. This effectively nullifies your lacking torpedo belt weakness for a good minute or two. That could potentially save you from two full salvos from a Shimakaze. (TL: DR) KM BBs are the best duelers when it comes to battleships. They are almost indestructible as long as you can angle and your torpedo dodging is on point. Outside of 14km, your effectiveness drops so keep it close, but not too close. Highlights: Gneisenau and Scharnhorst (TORPS ON A BATTLESHIP), Bismarck and Tirpitz (YE GODS THESE SECONDARIES) Lowlights: Stock Freiderich Der Grobe (This thing can't turn for sh*t) Now, a slightly (very) controversial line, Her Majesty's Royal Navy: Guns and Layout: Layout wise, the ubiquitous dreadnought configuration reigns. However, Royal Navy Battleships bring the most interesting curveball to the Battleship lineup when it comes to ammunition. Their Armour Piercing shells have shorter fuses, which makes them less effective at penetrating battleship armour but more effective in penetrating cruiser and destroyer armour. However, their High Explosive shells have the highest fire chance of all battleships in the game. For every salvo, you are almost guaranteed at least one fire on your target, should your shells hit the target. Some might argue that these ships can get by firing purely High Explosive. That is true in some cases, King George V can farm witherers if you match up to T9 and get lucky. However, Armour Piercing can still be deadly in ranges under 12km. To do very well, switch between ammo types as and when appropriate. Armour and Speed: RN BBs have weaker armour, but have underwater citadels, making critical hits almost impossible. That means RN ships tend to get away with more when it comes to close range duelling unless torpedos are added to the equation. RN Ships are very weak to torpedos. Their belts do little to block torpedo damage and a hit almost always also incapacitates additional vital systems. With the exception of Duke of York with its hydro, these ships have little defence against metal fishes. Keep your WASD hax on and never drive in a straight line for too long, especially if you've been detected. Speed and maneuverability are about average. Gimmicks: Borderline overpowered High Explosive aside, at tier 9, RN battleships gain a 'super heal' similar to high tier British Cruisers. This allows them to heal up to 40% of their healable HP, which sounds like they are literally building a new ship every time the heal is active. It also has to be noted that RN Battleships have the very powerful AA, even better than American and German AA. (Japanese AA is, of course, the worst) The state of the RN battleship line is a point of contention, but arguments against the line are very well founded. They are by far the easiest battleships to do well in thus far, with the least punishing design and playstyle. (TL: DR) Best for newbies so far. High explosive is ideal for long to medium ranges and against angled targets, but AP is still something to consider. Keep your ship angled and you should be fine. Just don't eat torps. Highlights: Duke of York (Yeah, I like it. It's a good damage dealer with hydro.), Conqueror (Holy crepe the damage you can do with this thing) Lowlights: Queen Elizabeth (All the cons of Warspite with none of the pros) Finally, the newcomers. The Marine Nationale: Guns and Layout: MN battleships are weird. They start off pretty normal, then you get to tier 6 and 7, where the gun volumes get increased hard, then suddenly it gets cut down by half from tier 7 to 8, then you get Alsace, then whatever the Republique is. In general, French battleships have lower calibre guns which have better penetration and higher shell speed in exchange for raw damage. This might lead you to think that they are good for punishing cruisers who show a bit too much side, but those who have tried fighting a Prinz Eugen in close range will know the pain of using these ships. These shells are good against cruisers in medium to long range but will overpen those teenage ships like no one's business in close range. Against battleships, these shells can penetrate sides and superstructures well, but a fully angled ship will bounce every AP shell you throw at it. HE is good. Not RN levels but serviceable in damaging angled targets. Of note, tier 7 Lyon. This shotgun will shred anything it sneezes at, or miss everything but one shell. Armour and Speed: In terms of Tanking, French BBs are similar to RN BBs quite a bit. Squishy outer armour with an underwater citadel protecting them from critical hits. However, French battleships boast the highest battleship speeds tier for teir. Additionally, tier 8 and above get access to *Spood Beest*, allowing you to retreat from the battlefield faster. (Dem French Jokes. Kek.) Turning radius and turning speeds are about average for battleships. Gimmicks: The Classic French gimmick is SPEED. Except this time, you can actually impact the game early on because you have survivability and heavy pen-ing guns on your side. In that sense, MN BBs could utilise their speed to get in and take the initiative away from the enemy and surprise them from unexpected angles. This will, of course, require a DD spot for you, but with the new spotting counter, that should happen more often. Another thing French BBs get are almost KM tier secondaries, reaching out to the same distance with almost the same level of output and damage. Spec-ed right, a French bb could go toe-to-toe with a German bb in close range. (TL: DR) The French are fast and exacting. (with the exception of Lyon and Normandie) They have the potential to surprise enemies with their speed and penetration power. HE has great volume when shooting against angled targets. And with it's protected citadel, you can brawl and go head to head with any enemy you please. Just watch those torps. Highlights: Lyon and Alsace (DAT. SHELL. VOLUME.) Lowlights: Richelieu (Eh. The output is a bit lacking) In summary: (For those who have fallen asleep halfway through) The British line is the most newb friendly (But quite boring after a while) The German line is the manliest (And the most fun) The American line is a Jack of All Traits (But does not really excel at anything) The ~Weeb~ Japanese line is for those who do not care for Angling (When you get the Yamato that is) The French line is for the other kind of manly man (The one who prefers a coffee jacket over going bare-top) I hope my opinions have helped those who are as yet, undecided. And for those who have already been there and done that, I hope this was at least a good read. I may do more of these if people wish for me to do so. (Cruisers next probably. I haven't had enough time on all the dds) Until then, Fair winds.
  13. DeltaMikeBravo

    World of Battleships - Random

    After 1,500+ plus games win WOWS played in 'Co-op' as a new player (started 3/2018) I moved into 'Random' and 'Space' games. I found acclimatizing to 'Space' games difficult at first, especially in changing your perspective, but am slowly getting it. My problems are with the 'Random' battles which really should be renamed "World of Battleships" as there is never less than five (5) Battleships per game and every one of the enemy ships has 110% gunnery accuracy from any and every distance. It doesn't matter what ship you play, the enemy immediately 'smokes-up' and becomes invisible (as well as having invulnerable force-fields), but smoking up works for all enemy ships regardless of type or tier! I've had some good 'Random' games (when there were only three (3) enemy battleships), but lately, over the last week or so, every game has a minimum five battleships per side rendering all other ships as total 'bit-players'. In one game I played yesterday, the Enemies' entire force retreated to the NW corner, whilst our entire forces retreated to the SE corner. Since we'd capped one more cap, things stayed that way until the game ended and we won a very unexciting game. I appreciate that WOWS has to use 'Bots' to fill in Random games, but to return some semblance of enjoyment, let's restrict the absolute number of battleships to three (3) or less. In another recent game, both sides had two (2) Aircraft Carriers for a combines aircraft count of over one hundred (100+) planes per side. Needless to say, trying to avoid four (4) enemy Torpedo Bombers in my little Leander proved impossible and the game quickly degenerated to two (2) CV's -v- two (2) CV's. I don't know who won as I'd walked away from this lop-sided farce earlier. In the interests of fairness and player enjoyability, could we implement some minor changes such as: 1) Absolute maximum of three (3) Battleships per game; 2) Tier matching - one (1) level only +/-; I've found that in the majority of Random games I've played, my ship's Tier is always 'bottom' tier. Having a Tier 6 Cruiser against Tier 8 CV's with 60 aircraft (often, each when two (2) CV's are included) and Tier 8 Battleships, Cruisers and Destroyers makes the games unfairly difficult. I appreciate Player/Ship 'match-making' is difficult for the programmers, but something has to be done and soon, else I'll regretfully walk away and play Eve or Skyrim or whatever and take my money with me. 3) Absolute maximum of one (1) CV per side - facing over one hundred enemy planes is difficult! Somehow, in Co-Op, Space and 'Campaigns' WOWS have made things difficult, but reasonably fair. Please extend this to 'Random' games and you'll keep a satisfied customer. I'd appreciate other player feedback as well as a response from WOWS! Rgds, DeltaMikeBravo
  14. If you've ever glanced at the USN BB line you already know that Wyoming, New York, New Mexico, and Colorado share several common traits: good armor, good guns, fast rudder shift (after upgrades), and very slow top speed. If you've played the ships, you already know that they alternate up the line between "shotgun" (Wyoming, New Mex.) and "rifle" (New York, Colorado): the shotgun ships have lots of guns, but with a smaller caliber and higher dispersion, the rifle boats fewer barrels, but with a larger caliber, higher accuracy, and greater range. While you might have the impression that New Mexico should play like an upgraded Wyoming, in my experience this did not work out well. In this post I will try to muddle through why this is, and what might instead be the right way to approach New Mexico. My thoughts on this is a Work In Progress. Insight no. 1. The ship may not be so different, but the T5-8 games New Mexico will see are very different from the T3-5 battles faced by Wyoming. Consider that both ships have nearly the same gun range. On the small maps Wyoming typically sees, and being able to outrange most most-tier cruisers, the "hang back and just shoot" playstyle approach shared by New York and Colorado is workable. Not so for New Mexico. Just about every ship you face outside of DDs can shoot at you before you can shoot at them. Many cruisers can easily burn you to a crisp before you can even return fire. "hang back and just shoot" does not work. Insight no. 2. If you examine the details closely you'll see that New Mexico has significantly better AA than any of the other three battleships, better than Colorado even. Colorado has very strong short range AA, but N. Mex. has far better ranged AA. So unlike the others in the family where you are basically building for survival and gun range by default, running a full AA build with New Mexico has some merit ... if, and this is a big if, CV games are common enough to make it viable. Insight no. 3. Despite claims I've read that N. Mex has the highest velocity 14" guns in game (is this still true?) the long reload and high dispersion are cause for significant grief. No, they are not really much worse than Wyoming, it's just that the consequences of failing to hit the target is more severe in mid tier games. Much less likely to see a second chance. Those are the "issues" with N. Mex as I see them. I find I'm agonizing over which captain skills to take - AA or survival - and which mods to equip (again AA or range/survival). It's like whichever you equip, you'll need the exact opposite in game: get torped by planes if you run fireproof, get burnt down if you run AA. Currently I've settled all-in for AA, relying on flags and consumables to try and keep fires under control. In a four CV game 15-20 plane kills is doable, and more importantly they'll have a hard time touching you. Still wondering if AA mod or plotting room mod is the way to go though. As for the guns, I find I do well when the enemy comes to me, poorly otherwise.The results are extremely RNG, but I can live with that if the target is pushing our flank. One way or the other I hardly ever get close enough to make use of my secondaries. No fun brawls. Either I'm dead first or the enemy is. I feel I'm definitely not quite "there yet" with getting the best out of New Mexico's guns. If there's a trick I haven't found it yet. The problem in a nutshell boils down to this: New Mexico pairs guns that need close range with a hull that lacks the speed to either engage and disengage freely. Knowing this is the issue and knowing what to do about it are two different things unfortunately. current N. Mex build: main armaments 1, damage control mod 1, AA mod, and rudder shift spotter aircraft, expert marksman, basic firing training, advanced firing training
  15. I was playing with my fuso today and i have been shooting at a lot of german bbs. My recent game, i was 3 km from a scharnhost's broadside, shot about 3 salvos yet i cant even score a citadel hit. I was shooting at the boiler and the magazine below the turrets. The other game i was shooting at a Bayern's broadside at around 8-12 km away, after 4 salvos, zero citadel hits even though it actually hits all over their broadside. Can somebody explain to me where to shoot? the only time i managed to get a citadel hit was on a konig.
  16. DeadlyDeeevil

    Highest Shell Velocity Ships?

    What ships or Ship Lines have the highest velocity shells (Speed). I heard the Soviet Railguns were pretty good in this regard?
  17. Boo_Keeper

    Battleship Development

    Battleship Development Upgrades and More!!
  18. LordTyphoon


    Hey guys, The Mikasa is on sale! For only $13 AUD. Being the only Tier II battleship, I was initially interested in getting one, thinking I'll have a great time citadel-ling every other Tier I, II and III cruiser that I come across, but then I read about the apparently horrifying primary armament firing arcs and the crappy HE. The firing arcs are horrible to the point where unless you broadside the enemy, you can only bring either the Anton or the Caesar turret to bear on the enemy. Two guns + thirty second reload = 4 shots per second if I angle. That is a travesty for a battleship. Obviously the Mikasa is one for the collector, and not a very expensive one at that, but has anyone here had the Mikasa before? How did they find playing it? If nobody replies I'll just buy myself one anyway (I'll skip lunch at work on Monday to pay for it, to make myself feel better if I think the ship is a ripoff) and check it out.
  19. 关于美系银币线T9衣阿华级(Iowa)装甲问题我想提出一些建议,衣阿华装甲相对于其他系(日系德系同级战列舰)来说太脆弱了,经过各种训练房的实验,在某一距离时,zao的203mm舰炮可以击穿衣阿华装甲区主装甲带时,炮击同距离的日系T9出云(Izumo)和德系T9腓特烈大帝根本不能击穿主装甲带。 我 不希望也不指望 WG工作人员可以传达向开发人员加强衣阿华装甲的事情,因为这样会破坏游戏平衡性和历史性,我发帖只是希望WG工作人员可以帮我向开发人员传达是否可以还原历史 增加衣阿华的倾斜19度 的主/侧面 装甲带,我认为这会给更多玩家更好的游戏体验。 非常感谢传达我的意见。愿贵公司越办越好!
  20. So, with it now being 2017, any news on new Ships for the british tree, odd that even after 3 years all they have is a cruiser line... Especially considered in 1939 at the start of WW2 the british had the single most powerful navy in existence 15 battleships (with 9 building) 7 Carriers (with 6 more in construction) 15 Heavy Cruisers 41 Light Cruisers (with 9 more building) 8 AA Cruisers (with 16 building) 1 Mine Laying Cruiser (with one more building) 181 Destroyers (with 24 building) 65 submarines (with 11 more building) 54 Escorts (with 80 more building) 44 Minesweepers (with 10 more in construction) and lastly 2 monitors To give them only a line of cruisers long after the US and Japan have complete trees is just insulting Would also like to see modifications to the cruiser listings, since cruiser is a blanket term for a large amount of ships such as heavy, light, battle, escort, armored and protected Speaking of cruisers I would also like to known about HMS belfast re-sale? Only just back into the game after it is no longer completely garbage to find i missed hms belly
  21. Reverse_ldeology

    Just a rant

    Recently, I have seen some levels of aut stup idio poor gameplay that should not even be possible. Here are some examples. DDs -Gearing dying while eating two F3 torpedoes in the SAME smoke, from two DIFFERENT spreads. -Shimakaze sitting still in smoke and eating Cruiser torps (somehow its possible) -"Lemme use my 20km Shima torps to TK like 2 CAs first before killing the enemy BB I am targeting." CAs -YOLO rush cap -YOLO rush and smoke tactic -sitting still and firing in smoke, when DD activity is clearly present BBs -Oh look, we outnumber enemy ships 2:1, lets flee instead of push so we won't be able to relieve the other flank after pushing past this one and then in late game we can feed the enemy! -Early game snipe, late game feed tactics -Totally no idea about how to position and take damage wisely -Lack of WASD is one thing, continuing to travel in straight line after a DD pops up is another. CVs -Instead of spotting that almost dead DD, just fly my planes past him and farm some damage instead. These sanity-draining acts really discourage you from playing the game. Sometimes you can clearly see that your team is going to lose, based on the decisions you see your teammates (esp BBs and DDs, and particularly CVs) make. WG how you want me to enjoy gameplay when there are games where you can do literally nothing as a solo player??? /rant
  22. MusashiKid

    How to Handle Slow Ships

    Well, as the title shows, I'm kinda confused as how are you supposed to handle slow paced ships (which in this case mostly are BBs) As I am mainly a DD player, I am accustomed to speed and turning, hence why even in BB, I got the tendency to go near islands and use it to my advantage I'm quite confident in handling the slow rudder shift of BBs, but I still can't get used to the speed, since I feel max spd below 30 knts is kinda slow I am at Bayern at the moment and need help at how to adjust my playstyle into this BB for starter thanks in advance
  23. KM BBs have a hydro acoustic search, how about USN and IJN battleships get some love as well. What do you think about RADAR on USN BBs? What do you think about DFAA on IJN BBs? [Edit] This is not against KM BBs, nor I am suggesting to remove their Hydro. Watching all these KM BB players go defensive right from the start is kinda shocking, I did not expect to trigger them.
  24. Peanutflower

    The Kaiser

    |19/09/2016| |Ship Reviews| |The Kaiser| |By Peanuflower| So, the Kaiser, I like it but is does still have problems. Main Battery The Kaiser is the current tier four battleship in the German battleship line. It has 10 305mm guns that pack a somewhat decent punch but still lack the punishing power of the higher tiers, this means that broadside cruiser can get away with their error. The guns tend to get quite a few penetrating hits on enemy ships but especially against battleships they struggle to land citadel hits. The lack of citadel hits is however balanced out by the fact that the German engineers who designed this ship managed to use an upturned turtle to give it extra armour, this is more formally know as turtleback armour. While you don`t take citadel hits in the Kaiser very often you also don`t dish them out often. Now all that being said about the citadel hits from the main battery on the Kaiser you will still take large amounts of damage out of a cruiser`s health bar. I will briefly go over the high explosive shells by saying don`t use them, they are about as useful as the Italians were to the Germans during World War 2 (don`t worry I haven`t gotten to the French yet). The turret firing angles are a bit wierd and you have to give the enemy a full broadside to fire all of your main battery guns. Survivability The survivability of the Kaiser is very good. Like all of the other German battleships it has turtleback armour which was mentioned before whick makes it very difficult to citadel. You do have to turn your ship broadside on to actually get all of your guns pointed at the bastard who is shooting at you. Just treat this ship like it doesn`t have a fifth gun turret and you will be much happier for it. The ship is also good bow on as you can wriggle your rudder and effectivly get six guns pointed at the helpless ship infront of you. Just like Germany your job is to bully the new players/countries who expose themselves to you ( ͡° ͜ʖ ͡°) and be a damage sponge for your allies to hide behind while the one attack they mount on the French fails horribly (looking at you Italy). Agility This ship is about as flexible as the Maginot Line was. Its rudder was welded to the hull so it wouldn`t get Bismark`d and start to make a big salty doughnut in the ocean while getting smacked around by the Royal Navy and a bunch of biplanes. Anti Aircraft It might stop one aircraft but just like the Bismarck even the shittest plane will get through and do damage through the horrific torpedo belt that all of the German battleships have. You would think that the germans would actually learn some lessons from the Bismarck but no they all have shite torpedo protection. Stones can break through the ships torpedo protection and cause flooding. Secondary Battery The secondary battery is quite good on the kaiser like all of the rest of the German battleships but due to it`s relativley short range if a destroyer gets in range you`re probably going to be starting a forum thread winging and crying about destroyers being overpowered and needing a nerf even though if you turn every now and then you won`t take a torpedo hit unless it is a carrier manual drop which you can`t evade if the carrier capitain isn`t a total donkey which is a distinct possibility at the low tiers (please don`t look at my carrier stats or my stats in general, I`m good I swear). Concealment It`s a battleship, if you fire your guns you will be detected battleships are about as stealthy as an East German night club. Conclusion I`m going to hope that I have covered all of the points so I don`t embarass myself and conclude this review. I liked the Kaiser, it`s an okay ship and I think the only reason I even liked it in the first place was because of my extreme hype for the German battleships whick I`ve had to put on hold whilst I am on holidays. If you don`t enjoy this ship at least the grind is small to get to the lovely Konig at tier 5. The Kaiser let`s you bully the new players and the french into submission while they charge across an open field and into heavy machine gun fire while the french generals (aristocrats) wonder why the hell it isn`t working.
  25. exiovus

    balancing smoke

    Hello everyone, I have a suggestion that the smoke launcher ability on some cruisers and all destroyers have a draw back, I'm sure that I'm not the only player who gets annoyed when a destroyer positions himself inside smoke then spam's HE rounds at my ships, my idea changes this to a more realistic option. when a destroyer uses smoke they can't possibly see you on their own at least in real circumstances. (my point is, if you can't see them how can they see you?) option 1: Destroyers get Hydro acoustic search allowing them to see ships that are outside of their smoke. option 2: use it like it's meant to be used to escape incoming fire and detection, rather then hide inside it and be a menace while spamming HE. option 3: once a ship fires inside smoke they become spotted unless their are no enemy ships in line of sight. option 4: leave it as it is so that destroyers and some cruisers can remain a menace and virtually invulnerable while in smoke.