Well, believe it or not there are 2 new additions to the fleet already!
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...
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):
______________________________________________________________________________
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!!!
)
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):


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):






______________________________________________________________________________
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!!!

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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