Pretty ships in world of warships

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Well, believe it or not there are 2 new additions to the fleet already!
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Didn't realize when I got Tirpitz earlier today that WG had brought back the Santa crates like they had last year. Those are containers with chances to win really good stuff from ships, to doubloons, to free xp, to premium time, and just on and on. You buy them with real money and take your chances. I didn't do great last year but gave it a try this year buying a mega crate (20 containers) and pretty much tripling my money with what I got. Here is what I got...
  • T6 Premium BRN DD Gallant w/ 10pt Captain and Port Slot
  • T8 Premium USN BB Alabama w/ 10pt Captain and Port Slot
  • 180 Days Premium Account Time
  • 2000 Doubloons
  • 45 Type 59 Camo (-3% Detection Range/+4% Enemy Gun Dispersion/+200% XP)
  • 180 Frosty Fir Camo (-3% Detection Range/+4% Enemy Gun Dispersion/+50% Free XP/+100% XP/+125% Commander XP)
  • 30 Ouruboros Flags (+777% Free XP)
  • 60 Wyvern Flags (+50% Credits)
  • 60 Hydra Flags (+50% XP/+150% Commander XP/+250% Free XP)
  • 60 Dragon Flags (+333% Commander XP)

So quite the haul. Will post ship stats and port shots below and then of course 1st game results after playing. I am still unsure if I will play the DD or sell it though? I am not a big DD guy and I could use that 10pt Capt elsewhere. BUT the DD is a Premium ship so...??? For now keeping it I guess. The Alabama is of the same class (South Dakota) as the regular tech tree T8 BB the North Carolina which is one of my favorite ships in the game. Alabama is a little more maneuverable, and has incredible torpedo protection/armor, but otherwise the same as NC and it retains the impressive AA suite all USN BB's have starting at T7. So as with Tirpitz and Bismarck there will be no learning curve playing it. Being a Premium I can use any US Capt I want on it at no cost so I will probably run my 16pt Montana Capt on it trying to help get it to the max 19 pts. The 10pt Capt that came with it is going to the reserves for now and may end up being used on one of the new US Light Cruisers coming out next year.

So the ships...

Ship: ALABAMA
Nation: United States Navy (USN)
Tier: 8 Premium
Ship Type: Battleship(BB)
Survivability(HP): 69,300 HP
Armor: 6-457MM / 50% Torpedo Damage Reduction
Maximum Speed: 27.5 knots
Rudder Shift: 12.3 seconds
Turning Radius: 710m
Detection By Sea: 14.1km (drops to 12.2km with Concealment Expert Capt Skill listed below)
Detection By Air: 10.9km (drops to 9.4km with Concealment Expert Capt Skill listed below)
Detection When Firing In Smoke: 15.6km

Main Armament: 3X3 406MM (2 turrets front/1 rear)
Main Gun Range: 21.1km
Rate Of Fire(ROF)/Reload(RL): 2.0 shots per min ROF / 30.0 seconds RL
180 Degree Turret Rotation: 34.6 seconds
Shell Dispersion @ Max Range: 271m

Shell Type:
Armor Piercing(AP) = 13,100 damage
High Explosive(HE) = 5700 (36% chance of fire)

Secondary Guns:
127MM = 10X2 (dual purpose)

Secondary Gun Range:
127MM = 6.0km (dual purpose)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
127MM = 8X2 11.11 shots per min ROF / 5.4 seconds RL (dual purpose)

Secondary Gun Shell Type:
127MM = 8X2 High Explosive(HE) (dual purpose)

Anti Aircraft Defense(AA):
20MM = 52X1
40MM = 12X4
127MM = 10X2 (dual purpose)
Overall AA Rating = 100

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 = AA Guns Modification 2 (extends range of AA by 20%)
Slot 4 = Steering Gears Modification 2 (reduces rudder shift by 20%)
Slot 5 = Concealment System Modification 1 (-10% to detection range and +5% to enemy gun dispersion)

Camo:
Alabama comes with it's own Type 10 Alabama permanent camo. The 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)
Repair Party Repair Party (heals back some of the damage taken)
Spotter Plane (ship launched Spotter Plane - increases main gun range 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.

** - Alabama has the option to mount a Spotter Plane - OR - Catapult Fighter in the same slot. I have chosen the Spotter Plane as the ship's AA is so good it does not need a fighter (and the ship mounted fighters are not very good anyway). The increased visibility and firing range while the spotter is active is of much more use.

Captain:
I have sent the 10 point Captain that came with Alabama to the reserves to be used at a later date when the US Cruiser line splits. I will use him in one of the new Light Cruisers. I currently have assigned the 16 point Captain that is on the Montana over to Alabama to help get it maxed out at 19 quicker (almost to 17pts now). I can then start using the Captains of my other USN BB's to help get them maxed out in points faster too. The points are assigned 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% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
3pt = Basic Fire Training (decreases reload time of secondary guns and increases damage output of the AA guns)
4pt = Advanced Fire Training (increases the range of both secondary and AA guns)
4pt = Concealment Expert (-14% to detection range)

USN T8 Premium BB Alabama w/ Type 10 Alabama Permanent Camo (Port = Pearl Harbor, Hawaii):

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Now for the Destroyer...

Ship: GALLANT
Nation: British Royal Navy (BRN)
Tier: 6 Premium
Ship Type: Destroyer(DD)
Survivability(HP): 12,000 HP
Armor: 6-16MM / 0% Torpedo Damage Reduction
Maximum Speed: 36.0 knots
Rudder Shift: 3.0 seconds
Turning Radius: 540m
Detection By Sea: 6.6km
Detection By Air: 3.4km
Detection When Firing In Smoke: 2.4km

Main Armament: 4X1 120MM (2 turrets front/2 rear)
Main Gun Range: 10.2km
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 @ Max Range: 91m

Shell Type:
Armor Piercing(AP) = 2100 damage
High Explosive(HE) = 1700 (8% chance of fire)

Secondary Guns:
none

Anti Aircraft Defense(AA):
12.7MM = 2X4
Overall AA Rating = 2 (yes just TWO!!!
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Torpedoes: 2X4 533MM
Torpedo Reload(RL): 96 seconds RL
Torpedo Range: 8km
Torpedo Speed: 61 knots
Torpedo Max Damage (p/ torp): 15,433
Torpedo Detection Range: 1.3km

Mounted Modules:
I have not purchased any yet as I need to decided if I will keep it 1st? You only get 50% of the purchase price back if you sell a mounted module so don't want to waste any credits.

Camo:
Gallant comes with it's own Type 10 Gallant permanent camo. The 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)
Smoke Generator (creates a smoke screen to hide the ship)
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:
I have not assigned any of the 10 points the Capt came with as of yet.

BRN T6 Premium DD Gallant w/ Type 10 Gallant Permanent Camo (Port = Black Sea):

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This is what happens in a low tier standard match (ie; 1 base/cap per side) when all the Noobs yolo off towards the enemy base totally ignoring you (or flat out saying you are clueless - get the red base) in chat asking that at least some of you help me defend base. You get charged by the entire red team, including all 4 of their DD's, in your little 4 gun/3 torp DD and you have to defend the base alone. So you take out 6 of them.
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Well, the 1st game in the Alabama didn't go as planned. A loss.
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Only 4 humans on team and everyone died so fast I barely had fired guns 2X's. left me alone vs 3 (Alabama, Kutuzov, Hipper) trying to defend our base. While dodging torps the enemy Bama nailed me good taking me to 1/2 health so after taking out the 2 Cruisers I was not in good shape to take it on with it 100%. I did a desperation Ram in our base to kill it but the win was given to the enemy team.

All in all I did ok just couldn't pull this one out. BUT on the bright side - LOOK AT THE CREDITS in a loss. Holy [censored].

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1st game in Tirpitz went much better. Man this one will be fun with the torps. Almost seems unfair
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Yup, liking me some Tirpitz and those credits WOW! Should have had another 10K or so damage and another kill but missed hitting the repair key, as I was maneuvering, to stop a fire that killed me as I was right next to the enemy CV and ready to take it out. The dive bombers from the Graf Zeppelin CV are just insanely OP.

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Got THREE new additions to the fleet!!!
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Ended up buying a 20 box Santa crate of $3 boxes this time. Wasn't going to get anymore but as I was buying a couple for Christmas presents for friends I grabbed another 20 count crate for me. Don't do much for fun but the game and it was $48 so not overly expensive. Hit the mother load again! $200 or more in value for my $48 investment
  • 1000 Doubloons
  • 15 Red Dragon Flags
  • 15 Frosty Fir Camo
  • 15 Hyrdra Flags
  • 15 Wyvern Flags
  • T7 Premium KM BB Scharnhorst w/ 10pt Captain and Port Slot
  • T5 Premium RUS DD Okhotnik w/ 10pt Captain and Port Slot
  • 15 Frosty Fir Camo
  • 15 Hyrdra Flags
  • 1000 Doubloons
  • 1000 Doubloons
  • T7 Premium USN CL Atlanta w/ 10pt Captain and Port Slot
  • 15 Frosty Fir Camo
  • 15 Ouroboros Flags
  • 15 Ouroboros Flags
  • 1000 Doubloons
  • 15 Frosty Fir Camo
  • 15 Frosty Fir Camo
  • 15 Red Dragon Flags
  • 15 Ouroboros Flags

So once again, quite the haul. Will post ship stats and port shots below and then of the 1st game results after playing. I am still unsure if I will play the BRN DD or sell it that I got in the other crate bundle but for sure I will sell this Russian DD. I am just not a big DD guy and I have the T3 Vampire and the T6 Gallant if I want to play them. Just don't need the T5 Russian one. I can use that 10pt Capt elsewhere as well. Can't sell it for another 2 weeks as there are sales ongoing for Christmas at WG and I will only get 1/2 value if I sell now.

The Atlanta is a very thinly armored Light Cruiser (or maybe a really heavy Destroyer is more accurate) that has a ton of small guns that fire very fast. It literally can rain HE shells down on you if it can get in range (very short gun and torp range). It has an impressive AA suite and can melt plane squadrons if a CV tries to attack you. I absolutely hate seeing them in game because I know I am going to get BBQ'd like a chicken at a summer cookout.
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Looking forward to trying it out.

The Scharnhorst is the sister ship to the standard tech tree German T7 Battleship Gneisenau. Same basic situation as we have with Tirpitz and Bismarck. Gneisenau and Scharnhorst are almost identical with the biggest difference being there are 9 smaller and faster firing 283MM guns on Scharnhorst vs just 6 larger and slower reloading 380MM guns on Gneisenau. Both have excellent secondary guns, AA, and torpedoes. Also just like with Tirpitz and Bismarck there will be no learning curve playing it. Being a Premium ship I can use my Gneisenau and/or Bismarck Capt on the Scharnhorst at no cost for training. The Capt's are already setup with the right skills for the ship. I can put the 10 pt Capt that came with Scharnhorst in the reserves to use later on a new ship when I need a new Capt.

So the ships...

Ship: ATLANTA
Nation: United States Navy (USN)
Tier: 7 Premium
Ship Type: Light Cruiser(CL)
Survivability(HP): 27,500 HP
Armor: 6-89MM / 0% Torpedo Damage Reduction
Maximum Speed: 32.5 knots
Rudder Shift: 6.7 seconds (6.3 w/ B Hull)
Turning Radius: 610m
Detection By Sea: 10.7km
Detection By Air: 6.4km
Detection When Firing In Smoke: 4.6km

Main Armament: 8X2 127MM (3 turrets front/3 rear/2 side at rear)
Main Gun Range: 11.1km
Rate Of Fire(ROF)/Reload(RL): 13.33 shots per min ROF / 4.5 seconds RL
180 Degree Turret Rotation: 7.2 seconds
Shell Dispersion @ Max Range: 98m

Shell Type:
Armor Piercing(AP) = 2100 damage (5000 w/ Main Battery Upgrade)
High Explosive(HE) = 1800 (5% chance of fire)

Secondary Guns:
none

Anti Aircraft Defense(AA):
20MM = 8X1
28MM = 4X4
127MM = 8X2 (dual purpose - somehow the main guns count towards your AA too???)
Overall AA Rating = 70

Torpedoes: 2X4 533MM
Torpedo Reload(RL): 98 seconds RL
Torpedo Range: 4.5km
Torpedo Speed: 65 knots
Torpedo Max Damage (p/ torp): 16,633
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 = Damage Control Systems Modification 1 (reduces risk of fire and flooding)
Slot 3 = AA Guns Modification 2 (extends range of AA by 20%)
Slot 4 = Steering Gears Modification 2 (reduces rudder shift)

Camo:
Atlanta comes with it's own Type 10 Atlanta permanent 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.

** - Atlanta 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. Defensive AA Fire is the better option plus it has a unique feature of having an unlimited supply of uses. Usually these items have a limited number of times p/ game they can be used of 2-4. Def AA is unlimited uses for Atlanta.

Captain:
I am actually using the 10 point Captain that came with it on the ship as it will need a Capt with it's own special skills. Using one off anther ship (it is a Premium so this can be done at no cost to retrain) would not work well. 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)
1pt = Preventative Maintenance (-30% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Jack Of All Trades (all mounted consumables reload 5% faster)
2pt = High Alert (damage control reloads 10% faster)
3pt = Basic Fire Training (decreases reload time of secondary guns and increases damage output of the AA guns)

USN T7 Premium CL Atlanta w/ Type 10 Atlanta Permanent Camo (Port = New York Harbor, USA):

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Ship: SCHARNHORST
Nation: German Navy (KM)
Tier: 7 Premium
Ship Type: Battleship(BB)
Survivability(HP): 56,300 HP
Armor: 13-360MM / 24% Torpedo Damage Reduction
Maximum Speed: 30.0 knots
Rudder Shift: 11.6 seconds
Turning Radius: 800m
Detection By Sea: 15.2km
Detection By Air: 12.4km
Detection When Firing In Smoke: 11.7km

Main Armament: 3X3 283MM (2 turrets front/1 rear)
Main Gun Range: 19.9km
Rate Of Fire(ROF)/Reload(RL): 3.0 shots per min ROF / 20.0 seconds RL
180 Degree Turret Rotation: 25.0 seconds
Shell Dispersion @ Max Range: 261m

Shell Type:
Armor Piercing(AP) = 7600 damage
High Explosive(HE) = 3200 (20% chance of fire)

Secondary Guns:
105MM = 7X2 (dual purpose)
150MM = 4X1
150MM = 4X2

Secondary Gun Range:
105MM = 7.6km (dual purpose)
150MM = 7.6km (all)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
105MM = 20.0 shots per min ROF / 3.0 seconds RL (dual purpose)
150MM = 8.82 shots per min ROF / 6.8 seconds RL (all)

Secondary Gun Shell Type:
105MM = High Explosive(HE) (dual purpose)
150MM = High Explosive(HE) (all)

Anti Aircraft Defense(AA):
20MM = 10X1
20MM = 5X4
37MM = 8X2
105MM = 7X2 (dual purpose)
Overall AA Rating = 65

Torpedoes: 2X3 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 = Damage Control Systems Modification 1 (reduces risk of fire and flooding)
Slot 3 = Secondary Battery Modification 2 (extends range and improves accuracy of secondary guns)
Slot 4 = Steering Gears Modification 2 (reduces rudder shift)

Camo:
Scharnhorst comes with it's own Type 10 Scharnhorst permanent camo. The 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)
Repair Party Repair Party (heals back some of the damage taken)
Spotter Plane (ship launched Spotter Plane - increases main gun range 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.

** - Scharnhorst has the option to mount a Spotter Plane - OR - Catapult Fighter in the same slot. I have chosen the Spotter Plane as the ship's AA is pretty good and catapult mounted fighter planes are not. The increased visibility and firing range while the spotter is active is of much more use.

Captain:
I have sent the 10 point Captain that came with Scharnhorst to the reserves to be used on a future ship. I currently have assigned the 14 point Captain that I use on Bismarck and Tirpitz to the Scharnhorst. The points are assigned 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 = Expert Marksman (increase rotation speed of main gun turrets)
3pt = Basics Of Survivability (-15% to the time of repair, flooding recovery, and fire extinguishing)
3pt = Basic Fire Training (decreases reload time of secondary guns and increases damage output of the AA guns)
4pt = Advanced Fire Training (increases the range of both secondary and AA guns)

KM T7 Premium BB Scharnhorst w/ Type 10 Scharnhorst Permanent Camo (Port = Hamburg, Germany):

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Not going to keep this one so I am not going to go through listing all the stats and such but here are a couple shots of the T5 Premium Russian DD Okhotnik...

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I just had to go and play a game in Atlanta before calling it a night. Always wondered what it would be like playing a ship where the guns swing faster than the ship and that can non stop fire (press and hold the button to fire and it goes one turret at a time - it reloads so fast that when the last gun fires the 1st is reloaded and shoots again so you have a steady stream of shells going)? Well, it was like this ...
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OMG is it hilarious. You have to get close and it takes damage easy but if you can use an island or maneuver good enough to dodge the incoming shots you just constantly rain shells down on the enemy ships. The turrets literally swing as fast as the ship so no matter how much you dodge, zig, and zag you can keep guns on them. There is a knack to it though so you hit more than you miss as the shells have a really high arc and hang time. That will take practice. I did pretty good though hitting at almost 37% of the 580+ shells I threw out there
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. Think this one will be fun even though I can see getting blown up a lot as it is really fragile.

1st game...

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Well, was given funds to buy another 20 crate pack of the $3 Santa boxes as a Christmas present and I absolutely hit the MOTHER LOAD! No question this is the best haul, value wise, yet and that is saying something as the others were amazing. Here is what I got...
  • T5 Premium ITA BB Giulio Cesare w/ 10pt Captain and Port Slot
  • 1000 Doubloons
  • 1000 Doubloons
  • 15 Ouroboros Flags
  • T8 Premium RUS CL Mikhail Kutuzov w/ 10pt Captain and Port Slot
  • 15 Ouroboros Flags
  • 15 Dragon Flags
  • 15 Wyvern Flags
  • 15 Wyvern Flags
  • 15 Frosty Fir Camo
  • 1000 Doubloons
  • T6 Premium FRN CL De Grasse w/ 10pt Captain and Port Slot
  • 15 Ouroboros Flags
  • 15 Hydra Flags
  • Frosty Fir Camo
  • T6 Premium ITA CL Duca D'Aosta w/ 10pt Captain and Port Slot
  • 15 Frosty Fir Camo
  • 1000 Doubloons
  • T6 Premium KM CA Graf Spee w/ 10pt Captain and Port Slot
  • 15 Frosty Fir Camo

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So FIVE Premium ships and 4000 doubloons. Holy moly.
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I will take it. Couple things to note...

A) - I already have a Graf Spee. You aren't supposed to get a ship if you already have it but I actually have the HSF version. It is the same exact ship but it has an extra permanent camo and has an anime girl Capt voice (lame I know). So this ship will be sold. I just have to wait for the Christmas sales to end so I get full value. The 10pt Capt will go to my Reserves for future use. The port slot I will gain is nice as well because they cost 300 doubloons.

B) - the Mikhail Kutuzov is actually a ship WG has pulled from the premium shop. It won't be made available for purchase ever again as it is considered too powerful. However, it appears it will be given in special circumstances like the Santa crates. Another ship they pulled for being too powerful is the BRN CL Belfast. Some people have got those in the crates. Man I wish I had got one instead of the Graf Spee. Very happy with Kutuzov though.

With 5 ships the post would be a mile long so I will do a separate one for each ship below...
 
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So, the 1st of the new ships is the T5 Premium Italian(ITA) Battleship(BB) Giulio Cesare. It has a decent reputation in the game and is a relatively new addition. I wouldn't have bought it purposely but the way I got it = no complaints. Stats and port shots below.

Ship: GIULIO CESARE
Nation: Italian Navy (ITA)
Tier: 5 Premium
Ship Type: Battleship(BB)
Survivability(HP): 45,500 HP
Armor: 6-280MM / 32% Torpedo Damage Reduction
Maximum Speed: 27.0 knots
Rudder Shift: 13.0 seconds
Turning Radius: 640m
Detection By Sea: 13.3km (drops to 12.2km with Concealment Expert Capt Skill listed below)
Detection By Air: 9.4km (drops to 9.4km with Concealment Expert Capt Skill listed below)
Detection When Firing In Smoke: 10.9km

Main Armament: 2X2 320MM (1 turret front/1 rear) & 2X3 320MM (1 turret front/1 rear)
Main Gun Range: 16.4km
Rate Of Fire(ROF)/Reload(RL): 2.0 shots per min ROF / 30.0 seconds RL
180 Degree Turret Rotation: 31.6 seconds
Shell Dispersion @ Max Range: 226m

Shell Type:
Armor Piercing(AP) = 9700 damage
High Explosive(HE) = 4800 (35% chance of fire)

Secondary Guns:
100MM = 4X2 (dual purpose)
120MM = 6X2

Secondary Gun Range:
100MM = 4.0km (dual purpose)
120MM = 4.0km

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
100MM = 11.11 shots per min ROF / 5.4 seconds RL (dual purpose)
120MM = 11.11 shots per min ROF / 5.4 seconds RL

Secondary Gun Shell Type:
100MM = High Explosive(HE) (dual purpose)
120MM = Armor Piercing(AP)

Anti Aircraft Defense(AA):
20MM = 8X2
37MM = 6X2
100MM = 4X2 (dual purpose)
Overall AA Rating = 46

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 = AA Guns Modification 2 (extends range of AA by 20%)

Camo:
Giulio Cesare comes with it's own Type 9 Giulio Cesare permanent camo. The 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)
Repair Party Repair Party (heals back some of the damage taken)

* - 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 10pt Capt which I am using. I had no Italian ships prior so I have no other Capt's to use anyway except for the one on the other Italian ship I just won but I need that one there. The points are assigned 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% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
2pt = Adrenaline Rush (as the ships HP goes down the guns reload faster)
3pt = Basic Fire Training (decreases reload time of secondary guns and increases damage output of the AA guns)

ITA T5 Premium BB Giulio Cesare w/ Type 9 Giulio Cesare Permanent Camo (Port = Black Sea):

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Number 2...

Next up is another Italian(ITA) Premium ship. The T6 Light Cruiser(CL) Duca D'Aosta. Another ship I wouldn't have gone out and bought but that is a welcome freebie. As with the T5 BB ^^^ it seems to be well regarded overall.

Ship: DUCA D'AOSTA
Nation: Italian Navy (ITA)
Tier: 6 Premium
Ship Type: Light Cruiser(CL)
Survivability(HP): 29,700 HP
Armor: 7-100MM / 7% Torpedo Damage Reduction
Maximum Speed: 36.5 knots
Rudder Shift: 5.3 seconds
Turning Radius: 710m
Detection By Sea: 11.7km
Detection By Air: 7.3km
Detection When Firing In Smoke: 5.8km

Main Armament: 4X2 152MM (2 turrets front/2 rear)
Main Gun Range: 14.0km
Rate Of Fire(ROF)/Reload(RL): 8.0 shots per min ROF / 7.5 seconds RL
180 Degree Turret Rotation: 25.7 seconds
Shell Dispersion @ Max Range: 121m

Shell Type:
Armor Piercing(AP) = 3200 damage
High Explosive(HE) = 2100 (7% chance of fire - 9% with DE Capt Skill)

Secondary Guns:
100MM = 3X2 (dual purpose)

Secondary Gun Range:
100MM = 4.7km (dual purpose)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
100MM = 10.0 shots per min ROF / 6.0 seconds RL (dual purpose)

Secondary Gun Shell Type:
100MM = High Explosive(HE) (dual purpose)

Anti Aircraft Defense(AA):
13.2MM = 4X2
37MM = 4X2
100MM = 3X2 (dual purpose)
Overall AA Rating = 28

Torpedoes: 2X3 533MM
Torpedo Reload(RL): 71 seconds RL
Torpedo Range: 12km
Torpedo Speed: 51 knots
Torpedo Max Damage (p/ torp): 13,367
Torpedo Detection Range: 1.0km

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)

Camo:
Duca D'Aosta comes with it's own Type 10 Duca D'Aosta permanent camo. The 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)
Hydroacoustic Search (like sonar - increases detection range of enemy ships and incoming torpedoes)
Defensive AA Fire (increases AA fire and decreases enemy planes effectiveness while active)
Spotter Plane (ship launched Spotter Plane - increases main gun range 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:
I am using the 10pt Captain that came with the ship and 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)
1pt = Preventative Maintenance (-30% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
2pt = Adrenaline Rush (as the ships HP goes down the guns reload faster)
3pt = Demolition Expert (increases chance of fire being cause by an HE shell hit by 2%)

ITA T6 Premium CL Giulio Cesare w/ Type 10 Giulio Cesare Permanent Camo (Port = Ocean):

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Number 3...

Next up we have the French(FRN) T6 Premium Light Cruiser(CL) De Grasse. De Grasse is very similar to the standard tech tree T6 CL La Galissionnere but has better torpedoes, a faster rate of fire, and a few other superior aspects. I was not a big fan of the regular tech tree T6 French CL but maybe De Grasse will be more fun to play?

Ship: DE GRASSE
Nation: French Navy (FRN)
Tier: 6 Premium
Ship Type: Light Cruiser(CL)
Survivability(HP): 31,2000 HP
Armor: 6-100MM / 10% Torpedo Damage Reduction
Maximum Speed: 33.5 knots (38.6 knots while the Engine Boost module is active - see below)
Rudder Shift: 7.0 seconds
Turning Radius: 690m
Detection By Sea: 12.9km
Detection By Air: 7.7km
Detection When Firing In Smoke: 6.7km

Main Armament: 3X3 152MM (2 turrets front/1 rear)
Main Gun Range: 16.2km
Rate Of Fire(ROF)/Reload(RL): 7.4 shots per min ROF / 8.1 seconds RL
180 Degree Turret Rotation: 15.0 seconds
Shell Dispersion @ Max Range: 134m

Shell Type:
Armor Piercing(AP) = 3300 damage
High Explosive(HE) = 2200 (12% chance of fire - 14% with DE Capt Skill)

Secondary Guns:
100MM = 3X2 (dual purpose)

Secondary Gun Range:
100MM = 5.3km (dual purpose)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
100MM = 15.0 shots per min ROF / 4.0 seconds RL (dual purpose)

Secondary Gun Shell Type:
100MM = High Explosive(HE) (dual purpose)

Anti Aircraft Defense(AA):
13.2MM = 2X2
13.2MM = 1X4
37MM = 4X2
100MM = 3X2 (dual purpose)
152MM = 3X3 (dual purpose - somehow the main guns are used for AA as well)
Overall AA Rating = 33

Torpedoes: 2X3 550MM
Torpedo Reload(RL): 90 seconds RL
Torpedo Range: 9km
Torpedo Speed: 60 knots
Torpedo Max Damage (p/ torp): 14,833
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 = Steering Gears Modification 1 (reduces risk of rudder incapacitation by 20% and reduces repair time of the rudder by 20%)
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:
De Grasse comes with it's own Type 10 De Grasse permanent camo. The 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)
Hydroacoustic Search (like sonar - increases detection range of enemy ships and incoming torpedoes) (**)
Engine/Speed Boost (increases ship's top speed by 15% while active)
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.

** - De Grasse has the option to mount Defensive AA Fire - OR - Hydroacoustic Search in the same slot. I have chosen Hydroacoustic Search. The sonar like ability is of much more use as the ship's AA is too weak to make much sue of Def AA.

Captain:
I am using the 10pt Captain that came with the ship on it and 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)
1pt = Preventative Maintenance (-30% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Jack Of All Trades (reduces reload time of all mounted consumables by 5%)
2pt = Adrenaline Rush (as the ships HP goes down the guns reload faster)
3pt = Demolition Expert (increases chance of fire being cause by an HE shell hit by 2%)

FRN T6 Premium CL De Grasse w/ Type 10 de Grasse Permanent Camo (Port = Dunkirk, France):

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Number 4 & 5...

I am not going to bother with all the stats and doing a bunch of port shots of the Graf Spee. If you look back a few pages you will see where I do the write up for the HSF version I bought. Other than a special camo and the anime girl Capt voice the 2 ships are 100% identical.

So here is just a quick shot of the KM T6 Premium CA Admiral Graf Spee w/ it's Type 10 Permanent Camo (Port = Hamburg, Germany):

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Now we have our last ship; Number 5. I have saved the best for last.
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The Russian(RUS) T8 Premium Light Cruiser(CL) Mikhail Kutuzov. As I mentioned in the original post a few up about getting the ship the Kutuzov has been pulled and can no longer be purchased as it was deemed too powerful. WG has continued to allow it to be awarded as a special prize in various containers and crates. I was lucky enough to get one. I know when playing against them they are fire breathing (ie; HE Spam) monsters so I hope when I play it I can be just as bothersome to the enemy team
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Ship: MIKHAIL KUTUZOV
Nation: Russian Navy (RUS)
Tier: 8 Premium
Ship Type: Light Cruiser(CL)
Survivability(HP): 40,700 HP
Armor: 16-175MM / 0% Torpedo Damage Reduction
Maximum Speed: 33.0 knots (38.6 knots while the Engine Boost module is active - see below)
Rudder Shift: 5.2 seconds
Turning Radius: 760m
Detection By Sea: 12.7km
Detection By Air: 8.4km
Detection When Firing In Smoke: 7.7km

Main Armament: 4X3 152MM (2 turrets front/2 rear)
Main Gun Range: 19.1km
Rate Of Fire(ROF)/Reload(RL): 7.5 shots per min ROF / 8.0 seconds RL
180 Degree Turret Rotation: 22.8 seconds
Shell Dispersion @ Max Range: 153m

Shell Type:
Armor Piercing(AP) = 3300 damage
High Explosive(HE) = 2200 (12% chance of fire - 14% with DE Capt Skill)

Secondary Guns:
100MM = 6X2 (dual purpose)

Secondary Gun Range:
100MM = 5.3km (dual purpose)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
100MM = 15.0 shots per min ROF / 4.0 seconds RL (dual purpose)

Secondary Gun Shell Type:
100MM = High Explosive(HE) (dual purpose)

Anti Aircraft Defense(AA):
37MM = 16X2
100MM = 6X2 (dual purpose)
Overall AA Rating = 63

Torpedoes: 2X5 550MM
Torpedo Reload(RL): 131 seconds RL
Torpedo Range: 8km
Torpedo Speed: 60 knots
Torpedo Max Damage (p/ torp): 14,400
Torpedo Detection Range: 1.2km

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 (-10% to detection range and +5% to enemy gun dispersion)

Camo:
Mikhail Kutuzov comes with it's own Type 10 Mikhail Kutuzov permanent camo. The 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)
Hydroacoustic Search (like sonar - increases detection range of enemy ships and incoming torpedoes) (**)
Smoke Generator (creates a smoke screen to hide the ship - only 1 use though)

* - 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.

** - Mikhail Kutuzov has the option to mount Defensive AA Fire - OR - Hydroacoustic Search in the same slot. I have chosen Hydroacoustic Search. The sonar like ability is a big help when firing rom smoke and the ship's AA is good enough without the Def AA boost.

Captain:
I am using the 10pt Captain that came with the ship on it and 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)
1pt = Preventative Maintenance (-30% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
2pt = Adrenaline Rush (as the ship's HP goes down the guns reload faster)
3pt = Demolition Expert (increases chance of fire being cause by an HE shell hit by 2%)

RUS T8 Premium CL Mikhail Kutuzov w/ Type 10 Mikhail Kutuzov Permanent Camo (Port = Saint Petersburg, Russia):

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Wow that took a long time to post.
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Got to go play a bunch of games now because even though the ships were free (as far as game resources go), and they have no upgrades to research and buy (guns, hulls, etc...) you still have to buy and equip the modules they run (ie; aiming systems, steering gears Mod 2, etc...) and I have spent a TON of in game resources (credits) getting these ships (the ones I will use and keep )setup. Just the concealment module on Mikhail Kutuzov alone was 2,000,000 credits. man I am broke.
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I will get a bunch back when I sell the ships I don't want to keep but until then it is bread and water.
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1st game in Kutuzov in book. Wow does that thing start fires and throw the shells out there. Did pretty good for 1st go in it. Was just me and a Missouri with 6 bots. We stuck together and lived
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Used some of the flags I got in the Santa crates to boost earning and dang look at those credits.

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1st games played in De Grasse, Giulio Cesare, and Duca D'Aosta. Didn't do squat in De Grasse (I was on wrong end of map in a quick moving game) or Giulio Cesare (too many DD's and they just took everything out before I could do much with my 30 second reload). But did ok in Duca D'Aosta (average game).

De Grasse & Giulio Cesare games (I was mid pack or lower in both):
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Duca D'Aosta game:

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A new personal best with the USN T5 CL Omaha. Should have died but got lucky. Went in for torp run on solitary BB and all of a sudden an enemy CL pops up from behind the island right behind the BB about 2.5km from me. I managed to thread the needle between them torping the BB, then torping the CL to take it out, and then also missing it's return torps AND the torps from the enemy CV plane that showed up right then too. NO CLUE how I lived? I then sailed away setting the BB on fire before hunting down and sinking that [censored] CV.
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2nd game with the Italian Premium T5 BB Giulio Cesare went a lot better than the 1st. Actually had some time to deal with that 30 second reload and shoot some stuff. Guns seem pretty good on it but boy is it soft for a BB! OY!
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Ok, so clearly I have little to no will power
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. I ended up buying a couple more crates. The results this time were not as good for me. Not even close in the $5 and $3 boxes. Mostly flags and camo (still good stuff). I actually did better with the cheap $1 boxes I got where I netted over 50K in Free XP. THAT is great. I did however get 3 more ships.

One was the T6 Premium Pan Asian DD Anshan. It came with a 10pt Capt and a port slot. NO question this ship will be sold. I just don't play DD's. Most likely won't even keep the Capt as they only have DD's in the line. Maybe save it to see if they add Cruisers or something else later? The ship will be sold though as soon as it is off sale so I get full credit for it's cost. The 2nd was the Japanese T6 Premium BB Mutsu. No real desire to play the ship and probably will sell it and send the Capt to the reserves but not sure yet? Not going to do port shots or stats on either of these ships.

The other ship I will keep for sure. Got the USN T6 Premium BB USS Arizona (BB-39). Yes, the iconic US Battleship that was sunk in the WW2 Pearl Harbor sneak attack by the Japanese that claimed the ship and 1177 crew. My Dad, a WW2 vet, visited the Arizona memorial in Hawaii and said it was really something. It touched him deeply being there. Having the ship in game as a special Premium ship was a cool thing for WG to do.
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The Arizona is very similar to the standard tech tree USN T6 BB New Mexico even though IRL they were different class ships. In game they are really similar although Arizona has better gun range, accuracy, armor, and more HP. Playstyle is definitely the same. So this is another Premium US BB I can add to my port and use my 16pt (soon to be 17pt) T10 Montana Capt in as you can move Capts of the same nation onto any Premium ship and then back at no cost to retrain. Having a T6 ship with a 16+ pt Capt will give a HUGE edge.

So stats and port shots (in the Pearl Harbor, Hawaii port of course - no other would do for the Arizona) below. I actually have played the 1st game already too and can post the results even if unspectacular. If you go the wrong side of map in a low tier USN BB with a top speed of just 21 knots, as I did, you are screwed trying to get to the fight on the other side! I supported some smaller ships to a cap who then killed the couple enemy ships there right off and then left me. I got a few shots in but not much action. No big deal as I do well in New Mexico and know I will in Arizona most games.

So on to the ship...

Ship: USS ARIZONA (BB-39)
Nation: United States Navy (USN)
Tier: 6 Premium
Ship Type: Battleship(BB)
Survivability(HP): 57,200 HP
Armor: 13-457MM / 39% Torpedo Damage Reduction
Maximum Speed: 21.0 knots
Rudder Shift: 11.7 seconds
Turning Radius: 640m
Detection By Sea: 14.0km (drops to 12.0km with Concealment Expert Capt Skill listed below)
Detection By Air: 11.1km (drops to 9.6km with Concealment Expert Capt Skill listed below)
Detection When Firing In Smoke: 12.5km

Main Armament: 4X3 356MM (2 turrets front/2 rear)
Main Gun Range: 18.6km
Rate Of Fire(ROF)/Reload(RL): 1.7 shots per min ROF / 35.0 seconds RL
180 Degree Turret Rotation: 48.6 seconds
Shell Dispersion @ Max Range: 246m

Shell Type:
Armor Piercing(AP) = 10,300 damage
High Explosive(HE) = 5000 (30% chance of fire)

Secondary Guns:
127MM = 8X1 (dual purpose)
127MM = 10X1

Secondary Gun Range:
127MM = 5.0km (all)

Secondary Gun Rate Of Fire(ROF)/Reload(RL):
127MM = 8X1 15.0 shots per min ROF / 4.0 seconds RL (dual purpose)
127MM = 10X1 9.52 shots per min ROF / 6.3 seconds RL

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

Anti Aircraft Defense(AA):
12.7MM = 8X1
28MM = 4X4
127MM = 8X1 (dual purpose)
Overall AA Rating = 45

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 = Artillery Plotting Room Modification 1 (extends main + secondary gun range & reduces secondary dispersion - US BB unique module)
Slot 4 = Steering Gears Modification 2 (reduces rudder shift by 20%)

Camo:
Arizona comes with it's own Type 10 Arizona permanent camo. The 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)
Repair Party Repair Party (heals back some of the damage taken)
Spotter Plane (ship launched Spotter Plane - increases main gun range 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:
I have sent the 10 point Captain that came with Arizona to the reserves to be used at a later date(most likely when the US Cruiser line splits). I currently have assigned the 16 point Captain that is on the Montana over to Arizona. The points are assigned 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% chance of main guns, secondary guns, and AA guns being damaged or destroyed)
2pt = Expert Marksman (increase rotation speed of main gun turrets)
3pt = Basic Fire Training (decreases reload time of secondary guns and increases damage output of the AA guns)
4pt = Advanced Fire Training (increases the range of both secondary and AA guns)
4pt = Concealment Expert (-14% to detection range)

USN T6 Premium BB USS Arizona(BB39) w/ Type 10 Arizona Permanent Camo (Port = Pearl Harbor, Hawaii):

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1st Game results (not much done but still came in 3rd):

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Not going to keep it long or anything but decided to throw the Capt form my T10 IJN BB Yamato onto the T6 Premium IJN BB Mutsu and take it for a quick spin. Eh. It's ok nothing great. It's basically a nerfed A Hull version of the T7 Nagato. Same 8 406MM guns and the same awful armor. It actually has 2 sort of useful torps on it as well.

So not a long term stay in port but will keep it for a bit and use it to help build XP points on my Yamato Capt a little quicker. Eventually will sell.

Not going to do stats or a lot of stuff but here is a shot of it and the 1st game screenshot.

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Liking the earning potential of the KM T8 Premium BB Tirpitz. Basically a Premium Bismarck with Torps (Bismarck's guns seem more accurate). Games like this really pile up the resources.
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