Pretty ships in world of warships

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The Budyonny is totally different than the T5 Kirov. This ship is actually maneuverable and can dodge and weave so you can avoid incoming shot and torpedoes. Still has thin armor but I should be able to deal with this. Not a huge damage farmer but if you stay at range and set stuff on fire you can contribute.

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Man do I wish I could get the BRN T8 CL Edinburgh to perform half as well as I can the T7 Fiji which is almost the same ship. I struggle to do damage with the Edinburgh but just wreck stuff with Fiji. Strange.

Just had really good game where my team decided to just sail around the edge sniping and letting the enemy cap everything. That doesn't work for me so I charged the B cap taking out 3 on the way and prepared to take on the BB that was coming into the cap. Unfortunately as I entered the cap to take on the BB 2 more popped out from behind an island.

Had to just keep going as turning broadside to run away with 3 BB targeting a BRN CL is suicide. So kept it wide open and heading right at them dodging incoming fire as best I could. Took a path that split 2 of them so I could launch torps from each side. Both ate all the torps launched and then I finished both of them off with my guns. Only got 1 salvo into the 3rd before it got me but did my part no doubt.
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Just love the Fiji.

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Another Super Container this morning =
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But unfortunately not a good one with 50K Free XP, Millions of credits, useful flags or camo, a premium shop, etc... it had yet another module that really very few like. This was my 2nd Defensive AA module in a month. At least I cans ell it for 625K credits.

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Lord help me but I am starting to actually LIKE the USN T7 CA Pensacola. Yes the ship everyone calls the Tissuecola, the Pepsicola, the Cottoncola, etc... because the armor is so bad. Well, truth is it is bad. BUT the guns are fan-freaking-tastic! The AP is so good you can actually use your speed and maneuverability to brawl with a BB and actually win!!! Make a mistake and dodge too late and you go "poof" but do it right (have to be careful another ship doesn't get a shot into your side or you also go "poof"
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) and you can just chunk them to death. I ended this game by taking on a USN T5 BB New York and doing 38K+ to it including 2 citadel hits in the final salvo to end the game. A Cruiser citadeling a Battleship! The 203MM guns are really good on the ship.

Lord help me I may be a convert. Going to have to change it's nickname to the Brawlacola (shamelessly stolen from another WOWS player who loves the ship and has been telling me how good it is while I said NOT!)!!!
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New high score best for the BRN T7 BB KGV. Getting the hang of starting multiple ships on fire with the HE and then finishing them off as their health dwindles with the AP. It really is a good ship.

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It is that time again ... another new ship
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Finished playing the German(KM) T6 Light Cruiser(CL) Nurnberg and have reached the KM T7 Heavy Cruiser(CA) Yorck. The Yorck is the 1st CA in the KM line. It retains the smallish size, good maneuverability and speed, and excellent dual torp launchers p/ side of the CL's but adds some welcome armor and much larger guns.

I have actually sold the T6 Nurnberg. I debated keeping it as it is very much like the T5 Konigsberg that I love so much but that right there is why I sold it. I have the Konigsberg and it is basically the same ship. I don't need 2 of the same basic thing. The Konigsberg gets better MM so I decided to keep it and sell the T6. I also wanted to keep an open port slot and I was out after getting Yorck.

I actually have already played the 1st game in the Yorck and will post the screenshots below the port photos. I also am deviating from the norm and I am playing the ship stock vs fully upgrading it with Free XP. The old Free XP cupboard is pretty bare right now after all the recent ships. So I am going to have to upgrade the Yorck the hard way.
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I like the ship based on the 1st game. Seems pretty good and the guns hit hard. However, I did read about an issue the ship has and sure enough it showed up. Lost my engine 2X's!!!! I read about that but wanted to try and go with the damage control upgrade in the slot where the engine protection one is. BIG MISTAKE! So going to change that out. 1st game was nothing amazing. Just getting used to the ship but it was a win and got 2 kills.

So here is the Yorck. Main stats shown are for a stock ship and the stats in ( ) are what the info/values will be after upgrading it...

Ship: YORCK
Nation: German Navy (KM)
Tier: 7
Ship Type: Heavy Cruiser(CA)
Survivability(HP): 27,200 HP (32,600 w/ B Hull)
Armor: 13-180MM / 10% Torpedo Damage Reduction
Maximum Speed: 32 knots
Rudder Shift: 9.1 seconds (6.5 w/ B Hull)
Turning Radius: 650m
Detection By Sea: 13.4km
Detection By Air: 7.4km
Detection When Firing In Smoke: 8.3km

Main Armament: 4X2 210MM (2 turrets front/2 rear)
Main Gun Range: 15.7km (17.3km w/ Gun Fire Control Upgrade)
Rate Of Fire(ROF)/Reload(RL): 5.0 shots per min ROF / 12.0 seconds RL
180 Degree Turret Rotation: 30.5 seconds
Shell Dispersion @ Max Range: 132m (142m w/ Gun Fire Control Upgrade)

Shell Type:
Armor Piercing(AP) = 5500 damage
High Explosive(HE) = 2900 (14% chance of fire)

Secondary Guns:
88MM = 4X2 (dual purpose) (105MM = 4X2 w/ B Hull)

Secondary Gun Range:
88MM = 4.7km (dual purpose) (same w/ 105MM)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
88MM = 15.0 shots per min ROF / 4.0 seconds RL (dual purpose) (16.66 shots per min ROF / 3.6 seconds RL w/ 105MM)

Secondary Gun Shell Type:
88MM = High Explosive(HE) (dual purpose) (same w/ 105MM)

Anti Aircraft Defense(AA) Stock Hull:
20MM = 10X1
20MM = 6X2
40MM = 6X1
88MM = 4X2 (dual purpose)
Overall AA Rating = 34

Anti Aircraft Defense(AA) Upgraded B Hull:
20MM = 4X1
20MM = 8X2
20MM = 4X4
40MM = 6X1
105MM = 4X2 (dual purpose)
Overall AA Rating = 44

Torpedoes: 4X3 533MM
Torpedo Reload(RL): 68 seconds RL
Torpedo Range: 6km
Torpedo Speed: 64 knots
Torpedo Max Damage (p/ torp): 13,700
Torpedo Detection Range: 1.3km

Mounted Modules:
Slot 1 = Main Armaments Modification 1 (helps protect against main/secondary/AA guns and torpedo tubes being damaged)
Slot 2 = Propulsion Modification 1 (increases survivability of and reduces repair time of engine)
Slot 3 = Aiming Systems Modification 1 (improves main gun accuracy and secondary gun accuracy and range)
Slot 4 = Steering Gears Modification 2 (reduces rudder shift)

Camo:
I have purchased the permanent Type 17 Yorck camo. When playing mainly Co-op as I do starting with T7 you need every advantage you can get when it comes to resources so even if I don't like the Yorck I got the camo as it is cheap enough. I believe I will like it though and thus the camo will be used a lot. Plus it is hands down the coolest looking permanent camo I have seen yet.
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Camo provides the following benefits...

-3% Detectability Range By Sea
+4% Dispersion to Enemy Guns
-5% Post Battle Service Fee
+50% XP Earned

Mounted Consumables: (*)
Damage Control Party (stops fires and flooding + repairs damage to main/secondary/AA guns and torpedo tubes)
Hydroacoustic Search (like sonar - increases detection range of enemy ships and incoming torpedoes) (**)
Catapult Fighter (ship launched fighter plane - not very effective but helps some)

* - consumables are manually activated special features. They have a limited active time then require a recharge period (sometimes lengthy) before you can use them again. All consumables have a premium version (II) available that cost resources and have to be purchased for each battle. The standard versions (I) are free and come mounted by default.

** - Yorck has the option to mount Hydroacoustic Search - OR - Defensive AA Fire (improvement to AA range and damage) in the same slot. I have chosen the Hydroacoustic Search as the ship's AA is not good enough to take advantage of Defensive AA Fire and Hydroacoustic Search is very useful when dealing with DD's and other Cruisers in smoke.

Captain:
I have assigned the 8 point Captain that I had on the T6 Nurnberg to Yorck and respec'd him to better fit the new ship....

1pt = Priority Target (let's you know when you are targeted and by how many)
1pt = Incoming Fire Alert (let's you know when a ship targeting you shoots)
1pt = Preventative Maintenance (-30% to chance of damage to main/secondary/AA guns and torpedo tubes)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
3pt = Demolition Expert (+2% to the chance of a main or secondary gun starting a fire)

KM T7 CA Yorck w/ Type 17 Permanent Camo (Port = Black Sea):
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1st Game Results:
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Time for a fleet update and this one is a blast from the past...
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Sometime after the 1st of the year the US Cruiser line will be split. T1-T5 will stay the same but starting at T6 there will now be Light Cruisers(CL) and Heavy Cruisers(CA) in sub branches that run T6-T10. Right now it is a mix of CL and CA and just one line up to T10. The current ships T6-T9 will be moved around (up or down) and a bunch of new ships will be added to fill each line out to T10 (current T10 Des Moines stays as the CA T10). So I have been working on getting as far up the current line as I can as the more ships you have the more benefit you will get when the line splits (WG is very generous when they split a line giving ships, camo, etc... based on what you have and you can make out like a bandit).

Currently the T6 Cleveland is a CL and will become the new T8 CL. Starting at T7 with Pensacola the current ships T7+ are all CA's and will remain that after the split; they just move around except for T10 as said ^^^. So I am all set for the split with CA's as I have Pensacola and will have the T8 before too long and maybe even the T9 before the split if there is enough time. However, the CL line from T6+ will be all new and the only way to get into them is through earning XP in the T5 to research the new T6 CL or use Free XP to do it.

I already played and sold off the T5 a long time ago. So I would have to use Free XP to research the new T6 CL and my Free XP is really low these days after all the new ships I have got and using it to upgrade them. Seeing as I already had researched the current T5 and all it's upgrades previously I was able to just buy it back and mount the upgrades for credits which I have a huge surplus of at the present. So I now will play the T5 again to start building XP up that I can use to research the new T6 CL when it comes out. I will also use the ship to start training a Captain for the new T6. This is the 1st ship in WOWS I have sold and repurchased. I actually kept Omaha for a long time and played it long after I was done with it as I kind of liked it. Hopefully I still do.

So I now present to you the USN T5 CL Omaha Round 2
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. I never did all the stats and such for it way back when I played it so I will here plus do the usual port slot photos. Will be curious to see how I do in the ship now as it has been so long since I played it. Will I be better in it or worse? ...
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Note - in posting the stat info below I was reminded just how squishy/soft the ship is when I saw the armor stats again. Oh my this will be interesting.
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Ship: OMAHA
Nation: United States Navy (USN)
Tier: 5
Ship Type: Light Cruiser(CL)
Survivability(HP): 26,800 HP
Armor: 6-76MM / 0% Torpedo Damage Reduction
Maximum Speed: 34 knots
Rudder Shift: 5.7 seconds
Turning Radius: 600m
Detection By Sea: 13.5km
Detection By Air: 6.7km
Detection When Firing In Smoke: 6.9km

Main Armament:
2X2 152MM (1 turret front/1 rear)
6X1 152MM (4 single front/2 single rear)
Main Gun Range: 15.2km
Rate Of Fire(ROF)/Reload(RL): 8.57 shots per min ROF / 7.0 seconds RL
180 Degree Turret Rotation: 24.0 seconds
Shell Dispersion @ Max Range: 128m

Shell Type:
Armor Piercing(AP) = 3100 damage
High Explosive(HE) = 2200 (12% chance of fire)

Secondary Guns: Not Equipped w/ Any

Anti Aircraft Defense(AA):
20MM = 10X1
40MM = 3X2
76.2MM = 8X1
Overall AA Rating = 27

Torpedoes: 2X3 533MM
Torpedo Reload(RL): 44 seconds RL
Torpedo Range: 5.5km
Torpedo Speed: 56 knots
Torpedo Max Damage (p/ torp): 11,733
Torpedo Detection Range: 1.1km

Mounted Modules:
Slot 1 = Main Armaments Modification 1 (helps protect against main/secondary/AA guns and torpedo tubes being damaged)
Slot 2 = Propulsion Modification 1 (increases survivability of and reduces repair time of engine)
Slot 3 = Aiming Systems Modification 1 (improves main gun accuracy and secondary gun accuracy and range)

Camo:
No camo in the photo. There is no permanent camo available for Omaha and I wouldn't buy it anyway. None of the stock camo's look good in the photos (makes it hard to see ship features) so I am doing a naked hull.
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Mounted Consumables: (*)
Damage Control Party (stops fires and flooding + repairs damage to main/secondary/AA guns and torpedo tubes)
Hydroacoustic Search (like sonar - increases detection range of enemy ships and incoming torpedoes)
Catapult Fighter (ship launched fighter plane - not very effective but helps some)

* - consumables are manually activated special features. They have a limited active time then require a recharge period (sometimes lengthy) before you can use them again. All consumables have a premium version (II) available that cost resources and have to be purchased for each battle. The standard versions (I) are free and come mounted by default.

Captain:
I have started a new Capt for Omaha and plan to train it up for use on the new USN T6 CL when it comes out and I get it. I paid the 25 doubloons to get 3 points to start and have assigned them as follows....

1pt = Priority Target (let's you know when you are targeted and by how many)
1pt = Incoming Fire Alert (let's you know when a ship targeting you shoots)
1pt = Preventative Maintenance (-30% to chance of damage to main/secondary/AA guns and torpedo tubes)

USN T5 CL Omaha (Port = New York, USA):

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Guess I can still Omaha...
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It sure is squishy but now I remember why I liked it - fast and nimble and guns fire very fast. Torps are good too if you can get in range and live (I died putting torps in the BB that got me
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)...

When I played Omaha before I only averaged 29K in damage and just under 1 ship killed p/ game and my best score in Omaha before was 90,029 K in damage and 3 kills. Wasn't too far off that high score in 1st game back. Now I really want to set a new one.
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Fun little ship...

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Man do I love the BRN T7 Fiji. It is just a beast. Took a while for me to fully upgrade it and learn to play it right but once I did I just feel like I am in the most OP ship in the current match (unless there are T9's and then I want to
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). Facing T5-T8 I feel like the local Bully who is going to beat everyone up.

This isn't my best game in Fiji ever (that was 145K and 6 Kill) but it really shows how powerful the ship is and how it can do most anything. Go out and hunt down and destroy the DD's, get into a gun fight with other Cruisers and just shred them, whittle BB's down from smoke and then charge and torp them to the bottom, cap if needed, shoot down planes, defend caps & bases, damage and/or sink all of the enemy team yourself (I have actually had people chat to me - hey leave some for us
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), etc... Nothing you can't do with Fiji as long as you can avoid the big hit. It even rewards you decent for a Co-op game.

I get too aggressive in it at times I know but when I play it I want to full speed ahead and destroy stuff. usually I do
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Originally Posted By: NHHEMI

When I played Omaha before I only averaged 29K in damage and just under 1 ship killed p/ game and my best score in Omaha before was 90,029 K in damage and 3 kills. Wasn't too far off that high score in 1st game back. Now I really want to set a new one.
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I was wrong on the above. My old high score was 90,029 but it was only 1 kill. The WOWS player stat page just shows your highest score and most kills without letting you know if it was same game. I assumed it was but it wasn't. I actually found the old screenshot of that game and it was in fact only 1 kill. Not sure what game had 3 kills as I only have the 90K game results?

So I have now broken my damage high score but still need to kill 4+ to break the kill high score. Had 2 kills stolen in this game or I would have done it
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In the 16 games I have played since requiring Omaha (82 played previous) I have raised my average damage caused from 29K to 31K. So doing better this go round as expected.

Omaha is actually a pretty good ship. Just fragile as all get out.

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Yet another fleet update incoming...
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So as I have said previously the US Cruiser line in WOWS will be split into a Light and Heavy line starting at T6. The new T6+ Light Cruisers(CL) will be all new (except for Cleveland which is a T6 now and will be the new T8 CL). The current T7, T8, and T9 Heavy Cruisers(CA) will all move down and a new T9 CA will be added. The current T10 CA will remain the same.

When the line splits and ships are moved various forms of compensation are given re: ships, Captains, and permanent camo's. So I am trying to get to the current T9 US Cruiser Baltimore which will net me the highest compensation once the line splits. The best compensation will come if you have Cleveland through Baltimore and the permanent camo's for them all.

I am now just 1 ship away. I have had the T6 CL Cleveland and it's camo for a long time. Had the T7 CA Pensacola researched for months upon months but never bought it so just got it and it's camo a while back (look back in the thread a page or two). Just finished Pensacola today and got the T8 CA New Orleans and it's camo. So 3 of the needed ships and their camo's are done. 1 to go. Not sure if I will make it or not? It will take a LOT of XP to get there but I will try. Just depends on how soon after the 1st of the year they actually split the line?

The reason I never bought Pensacola was because of how easy they were to kill playing against them and the bad reputation it has on the forums from those who have played it. Didn't look fun and I chickened out
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. Once word of the split came out though I knew it was time to get it. The 1st few games were rough as I posted here but once I got the hang of the ship it actually wasn't too bad of a grind. I actually kind of like it and have a blast getting close with BB's and brawling with it. It's 203MM gun do major damage to BB's with the AP rounds. So it will stay with me which surprises me. Thought for sure I wouldn't be able to wait to unload it. Nope. It's a keeper. New Orleans doesn't have the best reputation either and while not as easy to kill as a Pensacola, because they actually have some armor, they aren't overly tough. Hopefully the lessons learned in Pensacola serve me well in New Orleans as they are similar with the same guns.

So on to the New Orleans. Stats and then port shots below as usual. Also, 1st game results once played as usual as well...

Note - Main stats shown are for a stock ship and the stats in ( ) are what the info/values will be after I am able to upgrade it...

Ship: NEW ORLEANS
Nation: United States Navy (KM)
Tier: 8
Ship Type: Heavy Cruiser(CA)
Survivability(HP): 30,500 HP (35,400 w/ B Hull)
Armor: 6-152MM / 4% Torpedo Damage Reduction
Maximum Speed: 32.5 knots
Rudder Shift: 7.2 seconds (5.5 w/ B Hull)
Turning Radius: 660m
Detection By Sea: 10.3km
Detection By Air: 6.7km
Detection When Firing In Smoke: 7.0km

Main Armament: 3X3 203MM (2 turrets front/1 rear)
Main Gun Range: 14.7km (16.2km w/ Gun Fire Control Upgrade)
Rate Of Fire(ROF)/Reload(RL): 4.0 shots per min ROF / 15.0 seconds RL (5.0 shots per min ROF / 12.0 seconds RL w/ Main Gun Upgrade)
180 Degree Turret Rotation: 25.7 seconds (27.7 seconds w/ Main Gun Upgrade - yes it's longer)
Shell Dispersion @ Max Range: 125m (134m w/ Gun Fire Control Upgrade)

Shell Type:
Armor Piercing(AP) = 4600 damage
High Explosive(HE) = 2800 (14% chance of fire)

Secondary Guns:
127MM = 8X1 (dual purpose)

Secondary Gun Range:
127MM = 5.3km (dual purpose)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
127MM = 13.33 shots per min ROF / 4.5 seconds RL (dual purpose)

Secondary Gun Shell Type:
127MM = High Explosive(HE) (dual purpose)

Anti Aircraft Defense(AA) Stock Hull:
20MM = 26X1
40MM = 6X2
127MM = 8X1 (dual purpose)
Overall AA Rating = 44

Anti Aircraft Defense(AA) Upgraded B Hull:
20MM = 9X1
20MM = 17X2
40MM = 6X4
127MM = 8X1 (dual purpose)
Overall AA Rating = 49

Mounted Modules:
Slot 1 = Main Armaments Modification 1 (helps protect against main/secondary/AA guns and torpedo tubes being damaged)
Slot 2 = Damage Control Systems Modification 1 (reduces risk of fire and flooding)
Slot 3 = Aiming Systems Modification 1 (improves main gun accuracy and secondary gun accuracy and range)
Slot 4 = Steering Gears Modification 2 (reduces rudder shift)
Slot 5 = Concealment System Modification 1 (+5% to enemy gun dispersion / -10% to detectability range)

Camo:
I have purchased the permanent Type 18 New Orleans camo. Camo provides the following benefits...

-3% Detectability Range By Sea
+4% Dispersion to Enemy Guns
-10% Post Battle Service Fee
+50% XP Earned

Mounted Consumables: (*)
Damage Control Party (stops fires and flooding + repairs damage to main/secondary/AA guns and torpedo tubes)
Defensive AA Fire (increases AA fire and decreases enemy planes effectiveness while active) (**)
Radar (like Hydroacoustic Search but increases detection range of enemy ships and incoming torpedoes even further) (***)

* - consumables are manually activated special features. They have a limited active time then require a recharge period (sometimes lengthy) before you can use them again. All consumables have a premium version (II) available that cost resources and have to be purchased for each battle. The standard versions (I) are free and come mounted by default.

** - New Orleans has the option to mount Hydroacoustic Search - OR - Defensive AA Fire in the same slot. I have chosen the Defensive AA Fire as it also has the ability to mount Radar in another slot and that means no fighter so Defensive AA Fire is needed.

*** - New Orleans has the option to mount Radar - OR - a Catapult Fighter in the same slot. I have chosen Radar.

Captain:
I have assigned the 9 point Captain that I had on the T7 Pensacola to New Orleans and respec'd him to better fit the new ship....

1pt = Priority Target (let's you know when you are targeted and by how many)
1pt = Incoming Fire Alert (let's you know when a ship targeting you shoots)
1pt = Preventative Maintenance (-30% to chance of damage to main/secondary/AA guns and torpedo tubes)
1pt = Expert Loader (reduces reload time when swapping shells by 50% if guns are already loaded)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
3pt = Superintendent (adds +1 charge to all mounted consumables = Defensive AA Fire & Radar)

USN T8 CA New Orleans w/ Type 18 Permanent Camo (Port = New York Harbor, USA):

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Originally Posted By: SatinSilver
Thank you for the update NHHEMI!
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I've been wondering what's been going on.


I had got sick and wasn't posting or playing at the end of spring and into summer but started to feel better and play/post again late summer.

Thanks.
 
Woot...woot...
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Just hit on another Super Container and this was a good one = 1000 doubloons.
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Ok, here is a screen shot of 1st game in New Orleans. Well, in full disclosure it is really the 2nd one. The 1st one ended real quick with a bad loss. Only 3 humans and it just went in the blink of an eye. I died early after taking out a DD. An enemy BB that was undetected caught me broadside as I was trying to disengage from multiple ships for 3/4+ of my health then the follow up shot right after ( must have been rear turrets or something because it was maybe 3-5 seconds apart - thought I had time to get away and was instantly deleted) sunk me. I was in the game for about 3 minutes.
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We could have won but our DD ( a T10 no less so the player should know how to DD by then) played like [censored] and suicide charged when he didn't have to and died. IF he had just stayed hidden. Oh well.

So that 1st game the ship was 100% stock. The 14.7km gun range was brutal and made me get closer than I wanted early on. Now in this match below, my 2nd, I had got enough Free XP to upgrade the gun range to 16.2km and it was a big help. The MM in this game was BRUTAL. With me being new to the ship, the only Cruiser, and a bunch of useless friendly DD bots (red/enemy bots are pretty good but the friendly ones they give you suck!) it wasn't a great matchup for me. I did my best as always though. The lineup was...

T10 BB Montana
T8 BB North Carolina
T8 CA New Orleans (me)
T10 DD Khabarovsk
T8 DD Kidd
T8 DD Z23 (bot)
T8 DD Z23 (bot)
T8 DD Z23(bot)

I was the only Cruiser and there were higher tier US BB's which are very accurate and hit hard. The 3 friendly bot DD's stunk and is never good as they always die early leaving you down ships. But I did my best as said and contributed to the win by sinking 3 and ramming the enemy T10 BB Montana to seriously hurt it and give our Montana who was alone by then vs the T10 Montana and a T8 BB North Carolina a chance. He did a great job and pulled the win out for us. I actually came in 2nd.

I can't wait to have enough resources to upgrade the hull for the extra almost 5K HP and better rudder shift and then the main guns for the faster rate of fire. I think those will help a lot. This seems like an ok ship. A lot like the Pensacola. Fragile (not as bad as Pepsi but not great) with really good guns that take forever to reload and no torps you always find your self wanting.
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So here is my 1st "2nd" game
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Here comes another fleet update...

Just completed all the required parameters in the December "Taste of Blood" mission which gets you a free Premium ship. Premium ships make more resources and come with permanent camo's. The mission was broken into 4 steps. I had to complete them in order using T4+ ships in Random or Co-op. Took me a couple days to do it all but it was not hard. Just had to play a bunch of games.

Step 1 - Destroy 20 enemy ships
Step 2 - Win 7 battles
Step 3 - Earn 25000 base XP (ie; before any bonuses or modifiers are added)
Step 4 - Do 750000 Damage to enemy ships

You get a small bonus for each step completed (flags, camo, etc...) then once all are done you get some more stuff (camo, flags, premium consumables) and then the free ship which is a T3 Premium Destroyer and a 6pt Capt for it. The ship isn't some super awesome one. It is kind of [censored] actually (
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) but it is a Premium and is free. This is very similar to when I won the Japanese T3 Premium Cruiser Katori for completing a mission. That ship was meh as well but I was able to use the Capt elsewhere and sold the ship for in game credits. Unfortunately this Capt can't be used elsewhere. Guess I will try the ship and see how it goes. Not a big DD guy but again = free "Premium" ship so am not complaining.

Stats and port shots below and 1st game results when I play it...

Ship: VAMPIRE
Nation: Australian Royal Navy (ARN)
Tier: 3
Ship Type: Destroyer(DD)
Survivability(HP): 9500 HP
Armor: 3-10MM / 0% Torpedo Damage Reduction
Maximum Speed: 34 knots (36.7 knots when speed boost module is activated - 120 second duration/180 second recharge)
Rudder Shift: 2.5 seconds
Turning Radius: 520m
Detection By Sea: 6.3km
Detection By Air: 3.0km
Detection When Firing In Smoke: 2.0km

Main Armament: 4X1 102MM (2 turrets front/2 rear)
Main Gun Range: 10.1km
Rate Of Fire(ROF)/Reload(RL): 12.0 shots per min ROF / 5.0 seconds RL
180 Degree Turret Rotation: 18.0 seconds
Shell Dispersion: 91m

Shell Type:
Armor Piercing(AP) = 1700 damage
High Explosive(HE) = 1500 (5% chance of fire)

Secondary Guns:
none

Anti Aircraft Defense(AA): (Assorted caliber and types)
13.2MM = 2X2
20MM = 1X1
40MM = 2X1
Overall AA Rating = 9

Torpedoes: 1X3 533MM
Torpedo Reload(RL): 62 seconds RL
Torpedo Range: 6km
Torpedo Speed: 53 knots
Torpedo Max Damage (p/ torp): 10,000
Torpedo Detection Range: 1.1km

Mounted Modules:
Slot 1 = Main Armaments Modification 1 (helps protect against main/secondary/AA guns and torpedo tubes being damaged)
Slot 2 = Propulsion Modification 1 (increases the survivability of and accelerates repairs of the ship's engine)

Camo:
The ship comes with it's own Type 9 Vampire permanent camo. it provides the following benefits...

-3% Detectability Range By Sea
+4% Dispersion to Enemy Guns
+50% XP Earned

Mounted Consumables: (*)
Damage Control Party (stops fires and flooding + repairs damage to main/secondary/AA guns and torpedo tubes)
Smoke Generator (creates a smoke screen to hide the ship - lasts for 109 seconds)
Engine/Speed Boost (increases ship's top speed by 8% while active)

* - consumables are manually activated special features. They have a limited active time then require a recharge period (sometimes lengthy) before you can use them again. All consumables have a premium version (II) available that cost resources and have to be purchased for each battle. The standard versions (I) are free and come mounted by default.

Captain:
The ship came with a 6 point Captain which isn't bad for a free ship. I have assigned the points as follows...

1pt = Priority Target (let's you know when you are targeted and by how many)
1pt = Incoming Fire Alert (let's you know when a ship targeting you shoots)
2pt = Smoke Screen Expert (+20% to smoke screen radius)
2pt = Adrenaline Rush (-0.2% reload time to all armaments for every 1% HP lost)

HMAS Vampire (Port is Ocean):

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OMG I haven't laughed so hard in a long time. Just played 1st game in the Vamp DD and what a hoot. Was vs T2 and T3 ships on one of my favorite low tier maps - Polar. I haven't played a T2/T3 game in a long time. Forgot how hilarious they are with new players just charging around like crazy people
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The ship actually isn't too bad. Did over 60K in damage and sunk 3. Could have had more kills and more damage but spent a lot of time dodging friendly torps and NOT using mine because other people were Rambo'ing and getting way too close to the enemy and such. Man it was fun though I have to admit.
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I might actually keep this and play it?

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I've been on the HMAS Vampire in real life, it's now at the Australian National Maritime Museum in Darling Harbour - Sydney and you can go onboard. I did that a few years ago, but I was on another boat cruising past it only about a week ago.

I believe the crew called her "The Batmobile". She escorted troop ships to Vietnam and in 1977 escorted the Royal Yacht Britannia when HM The Queen visited Australia.

I have never played WoWS, but I have watched a few online videos - it looks great fun, but I don't have the time. Anyway I believe the Aussie ships often have a smoke generator that allows you to move and maneuver in cover, just as long as you do it slowly and don't outrun your smoke.

Have Fun !


vampire-in-service.jpg
 
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Originally Posted By: SR5
I've been on the HMAS Vampire in real life, it's now at the Australian National Maritime Museum in Darling Harbour - Sydney and you can go onboard. I did that a few years ago, but I was on another boat cruising past it only about a week ago.

I believe the crew called her "The Batmobile". She escorted troop ships to Vietnam and in 1977 escorted the Royal Yacht Britannia when HM The Queen visited Australia.

I have never played WoWS, but I have watched a few online videos - it looks great fun, but I don't have the time. Anyway I believe the Aussie ships often have a smoke generator that allows you to move and maneuver in cover, just as long as you do it slowly and don't outrun your smoke.

Have Fun !


vampire-in-service.jpg



That's cool.

As far as I know the Vampire is only the 2nd Australian ship in the game. The other is the HMAS Perth which is a T6 Light Cruiser of the same class/design (slightly reworked) as the T6 British Light Cruiser Leander.

Perth: http://wiki.wargaming.net/en/Ship:Perth
Leander: http://wiki.wargaming.net/en/Ship:Leander

You are correct, Perth's smoke keeps going as it moves, like Destroyer's can in game, which the regular British ships don't. Those give one puff and are done so if you are moving too fast and pop smoke in a BRN Cruiser you end up gliding right out of it which is BAD! Pretty much you have to be under 14 knots and slowing to a dead stop to pop your smoke in a British Cruiser.
 
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NHHEMI,
You said the HMAS Vampire is a T3 Premium Destroyer, so is it possible to take it up the ranks ? You know make it a T4 then T5 etc. Sorry for the noob question, as I don't play the game, but I do watch The Mighty Jingles a bit on YT.
 
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