British Tier VI battleship Repulse and European Tier X destroyer Ragnar were added to the game for testing.
European destroyer Ragnar, Tier X
A large postwar destroyer with long-range "cruiser" artillery consisting of four 152 mm guns in two turrets.
In addition to the effective artillery, the destroyer is distinguished by her high number of hit points and powerful AA. However, the ship lacks the torpedo armament.
In the fight for key areas, the destroyer has an imposing presence thanks to her "Surveillance radar" and "Repair party", but her high detectability and lack of a "Smoke Generator" encourage a cautious approach. As for damage dealing, the best tactic is to open fire from a long distance. Avoid the focus of enemy fire — it's better to choose either lone targets or ships that are already engaged in a firefight with your allies.
British battleship Repulse, Tier VI
A Renown class battlecruiser armed with six 381 mm guns in three twin turrets, similar to those mounted on Queen Elizabeth class battleships.
The battleship has high speed and a large number of hit points, but relatively weak armor.
Thanks to her good range and accuracy, the best tactic for Repulse is to play at long range. Her high movement speed will help to quickly change flanks and take advantageous positions.
European destroyer Ragnar, Tier X
Hit points – 26,500. Plating - 19 mm.
Main battery - 2x2 152 mm. Firing range - 13.0 km.
Maximum HE shell damage – 2,200. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3,000. AP initial velocity - 900 m/s.
Reload time - 4.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 112 m. Sigma – 2.00.
AA defense: 12x1 40.0 mm., 2x2 57.0 mm., 2x2 152.0 mm.
AA defense mid-range: continuous damage per second - 673, hit probability - 100 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 39, hit probability - 100 %, action zone - 6.9 km;
Number of explosions in a salvo - 2, damage within an explosion - 1820, action zone 3.5 - 6.9 km.
Maximum speed - 35.0 kt. Turning circle radius - 770 m. Rudder shift time – 5.6 s. Surface detectability – 8.5 km. Air detectability – 4.2 km. Detectability after firing main guns in smoke – 3.7 km.
Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Repair Party
Slot 3 - Surveillance Radar (Duration time 20 s; Detection of ships 7.5 km; Reload time 120 s; Charges 3)
Slot 4 - Engine Boost
British battleship Repulse, Tier VI
Hit points – 56,100. Plating - 16 mm.
Main battery - 3x2 381 mm. Firing range - 19.8 km.
Maximum HE shell damage – 5,300. HE shell armor penetration - 95 mm. Chance to cause fire – 34%. HE initial velocity - 732 m/s.
Maximum AP shell damage - 11,400. AP initial velocity - 732 m/s.
Reload time - 30.0 s. 180 degree turn time - 54.5 s. Maximum dispersion - 214 m. Sigma – 2.00.
Secondary Armament:
3x3 102.0 mm, range - 5.0 km.
Maximum HE shell damage – 1,500. Chance to cause fire – 6%. HE initial velocity - 800 m/s
6x1 102.0 mm, range - 5.0 km.
Maximum HE shell damage – 1,500. Chance to cause fire – 6%. HE initial velocity - 811 m/s
AA defense: 4x4 12.7 mm., 8x1 20.0 mm., 6x1 102.0 mm., 3x8 40.0 mm.
AA defense short-range: continuous damage per second - 106, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 140, hit probability - 75 %, action zone - 2.5 km;
AA defense long-range: continuous damage per second - 28, hit probability - 75 %, action zone - 4.0 km;
Number of explosions in a salvo - 1, damage within an explosion - 980, action zone 3.5 - 4.0 km.
Maximum speed - 31.7 kt. Turning circle radius - 860 m. Rudder shift time – 14.4 s. Surface detectability – 14.4 km. Air detectability – 9.6 km. Detectability after firing main guns in smoke – 13.2 km.
Available consumables:
Slot 1 - Damage Control Party
Slot 2 - Repair Party
Slot 3 - Spotting Aircraft
Slot 4 - Engine Boost
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during testing.
Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.