Update 12.8 brings four new ships. French battleship Picardie, Italian cruiser Michelangelo, Soviet battleship Navarin, and Soviet cruiser Komissar.
French battleship Picardie, Tier VIII
Battleship Picardie's design is our hypothetical alteration of the Lyon-class battleship. The key difference between Picardie and Lyon is the main battery. Picardie is armed with sixteen 305 mm Modèle 1910 guns in improved mounts similar to those installed on cruiser Toulon.
In keeping with the French Navy's naming convention for some of its battleships (such as Bretagne, Normandie, Alsace etc.), Picardie is named after a historical region in Northern France.
Picardie's numerous guns have a quick reload time, but not the best accuracy and armor penetration capabilities. The combination of a well-protected citadel and good concealment makes her a great ship for quick and aggressive close-range engagements with the enemy. However, being under heavy enemy fire can prove quite dangerous, as the ship has a small HP pool.
Her consumables are represented by Repair Party and Main Battery Reload Booster in different slots.
French battleships Picardie, Tier VIII
Hit points – 53400. Plating - 32 mm.
Torpedo protection - 17 %.
Main battery - 4x4 305 mm. Firing range - 22.7 km.
Maximum HE shell damage – 4050. HE shell armor penetration - 51 mm. Chance to cause fire – 17%. HE initial velocity - 905 m/s.
Maximum AP shell damage - 8000. AP initial velocity - 798 m/s.
Reload time - 25.0 s. 180 degree turn time - 36.0 s. Maximum dispersion - 288 m. Sigma – 1.50.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 10.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4200.0.
Secondary Armament:
4x4 130.0 mm, range - 7.6 km.
Maximum HE shell damage – 1900. Chance to cause fire – 9%. HE initial velocity - 840 m/s
4x2 130.0 mm, range - 7.6 km.
Maximum HE shell damage – 1900. Chance to cause fire – 9%. HE initial velocity - 840 m/s
AA defense: 4x2 130.0 mm., 4x4 130.0 mm., 6x2 25.0 mm., 20x2 37.0 mm., 6x4 13.2 mm., 6x2 13.2 mm.
AA defense short-range: continuous damage per second - 186, hit probability - 70 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 84, hit probability - 75 %, action zone - 3.0 km;
AA defense long-range: continuous damage per second - 109, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1470, action zone 3.5 - 6.0 km.
Maximum speed - 27.0 kt. Turning circle radius - 700 m. Rudder shift time – 14.1 s. Surface detectability – 13.9 km. Air detectability – 9.2 km. Detectability after firing main guns in smoke – 11.1 km.
Available consumables:
1 slot - Damage Control Party (Duration time 15 s; Reload time 80 s; Equipment is unlimited)
2 slot - Repair Party (Duration time 28 s; HP per second 267.0; Reload time 80 s; Charges 4)
3 slot - Main Battery Reload Booster (Duration time 20 s; Main battery recharge time -50%; Reload time 120 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Italian cruiser Michelangelo, Tier IX
Michelangelo is a reinterpretation of the 1935 Italian “medium displacement” battleship designs but in a form of a “large cruiser” or “cruiser killer.” One of these blueprints was for a ship with eight 320 mm guns in two quadruple main turrets placed amidship. In order for this “cruiser killer” to achieve a speed of over 30 knots, the diesel propulsion plant of the original design had to be replaced with more traditional steam turbines.
Needless to say, Michelangelo is named after the great Italian Renaissance sculptor and painter. In this regard, the cruiser stands abreast of such Regia Marina warships as Dante Alighieri, Leonardo da Vinci, and Marco Polo.
Michelangelo is armed with eight 320 mm main battery guns which have limited firing angles. The ship also has numerous secondary guns armed with SAP shells which can deal good damage, thus compensating for Michelangelo's relatively weak main battery guns. Michelangelo is also armed with torpedoes that have wide launching angles, deal high damage, and have high speed, but there are few torpedoes per salvo.
The ship has a large HP pool, good concealment values, and Repair Party, but is not distinguished by good armor and citadel protection.
Michelangelo can gain an extra advantage over the enemy in battle thanks to the combination of the Exhaust Smoke Generator and Hydroacoustic Search with a long range in separate slots. However, Michelangelo lacks the Engine Boost consumable, which makes the ship slow compared to other Italian cruisers.
Italian cruiser Michelangelo, Tier IX
Hit points – 66100. Plating - 25 mm. Fires duration: 60 s.
Torpedo protection - 22 %.
Main battery - 2x4 320 mm. Firing range - 17.0 km.
Maximum AP shell damage - 9700. AP initial velocity - 830 m/s.
Maximum SAP shell damage - 10250. SAP shell armor penetration - 83 mm. SAP initial velocity - 830 m/s.
Reload time - 24.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 191 m. Sigma – 2.05.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 7.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4200.0.
Torpedo tubes - 2x3 533 mm.
Maximum damage - 20433. Range - 8.0 km. Speed - 72 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.7 km.
Secondary Armament:
10x2 90.0 mm, range - 7.0 km.
3x4 152.0 mm, range - 7.0 km.
AA defense: 8x6 20.0 mm., 10x2 90.0 mm., 12x2 37.0 mm.
AA defense short-range: continuous damage per second - 105, hit probability - 85 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 245, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 165, hit probability - 90 %, action zone - 4.6 km;
Number of explosions in a salvo - 7, damage within an explosion - 1330, action zone 3.5 - 4.6 km.
Maximum speed - 33.0 kt. Turning circle radius - 830 m. Rudder shift time – 14.4 s. Surface detectability – 12.8 km. Air detectability – 10.3 km. Detectability after firing main guns in smoke – 10.5 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot - Repair Party (Duration time 28 s; HP per second 330.5; Reload time 80 s; Charges 3)
3 slot - Exhaust Smoke Generator (Duration time 45 s; Duration time 10 s; Radius 510.0 m; Reload time 120 s; Charges 2)
4 slot - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 120 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Soviet battleship Navarin, Tier IX
In early 1914 after the laying down of all four Izmail-class battlecruisers, the development of future battleships began in the Russian Empire. Among the most notable blueprints were those for several 40,000–47,000-ton ships with twelve 16-inch guns.
Navarin is a traditional name for the Russian Navy since 1827, when a combined Russian, British, and French fleet defeated an Ottoman and Egyptian squadron at the Battle of Navarino. This name was historically given to one of the battleships that sank in the Battle of Tsushima, as well as one of the Izmail-class battlecruisers.
Navarin is armed with twelve 406 mm main battery guns which have low accuracy. The aft-end main battery turret can rotate 360 degrees. The ship is also armed with a large number of rapid-firing secondary guns. Navarin has high concealment values, but low speed and a small HP pool.
However, unlike the tech tree Soviet Battleships, its main battery guns have standard dispersion and the ship has low HP. At the same time, Navarin is equipped with numerous fast-firing secondary guns with a standard battleship's firing range and also has good concealment. Therefore, the ship will perfectly suit players who enjoy risky and quick ambushes in the close quarters.
Soviet battleships Navarin, Tier IX
Hit points – 69400. Plating - 32 mm.
Torpedo protection - 18 %.
Main battery - 3x4 406 mm. Firing range - 20.8 km.
Maximum HE shell damage – 5850. HE shell armor penetration - 68 mm. Chance to cause fire – 41%. HE initial velocity - 793 m/s.
Maximum AP shell damage - 11000. AP initial velocity - 793 m/s.
Reload time - 33.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 268 m. Sigma – 1.40.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 1. Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.0.
Secondary Armament:
18x1 130.0 mm, range - 7.0 km.
Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 823 m/s
8x2 130.0 mm, range - 7.0 km.
Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 823 m/s
AA defense: 8x2 130.0 mm., 10x4 23.0 mm., 18x2 37.0 mm.
AA defense short-range: continuous damage per second - 581, hit probability - 70 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 266, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 137, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5 - 6.0 km.
Maximum speed - 27.5 kt. Turning circle radius - 770 m. Rudder shift time – 16.0 s. Surface detectability – 14.9 km. Air detectability – 12.5 km. Detectability after firing main guns in smoke – 14.8 km.
Available consumables:
1 slot - Fast Damage Control Team (Duration time 10 s; Reload time 40 s; Charges 4)
2 slot - Repair Party (Duration time 28 s; HP per second 347.0; Reload time 80 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.
Soviet cruiser Komissar, Tier X
In 1934, simultaneously with the creation of a new generation of light cruisers, the USSR began the development of a modern heavy cruiser project designated as Project X. Developed outside the framework of international treaties, the X cruiser was a powerful ship in terms of characteristics – fast and with strong artillery armament, which was based on twelve 240-mm guns and universal 130-mm mounts.
The name "Kommissar" was chosen based on the Soviet convention during the 1930s of giving ships names related directly to the USSR.
Komissar is a hybrid cruiser that has access to a squadron of Attack Aircraft equipped with HE rockets and the Fighter consumable.
The ship is armed with twelve 240mm main battery guns which deal high damage per salvo. Komissar is also armed with torpedoes which have decent speed and deal decent damage but have few torpedoes per salvo. The ship has a small HP pool, weak armor, and low maneuverability, but high speed.
The recommended combat range for Komissar is medium to high, so finding a favorable position on the battlefield is essential for the ship in order to unleash its full potential. While Komissar can deal good damage with a variety of armaments, getting caught off-guard or being under fire by several enemy ships might quickly send this cruiser back to the Port.
Consumables are represented by Repair Party which has an increased number of charges and a fast cooldown, as well as Hydroacoustic Search or Defensive AA Fire which will share the same slot.
Soviet cruiser Komissar, Tier X
Hit points – 43800. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 7 %.
Main battery - 4x3 240 mm. Firing range - 17.2 km.
Maximum HE shell damage – 3450. HE shell armor penetration - 40 mm. Chance to cause fire – 20%. HE initial velocity - 940 m/s.
Maximum AP shell damage - 6200. AP initial velocity - 940 m/s.
Reload time - 13.5 s. 180 degree turn time - 32.7 s. Maximum dispersion - 152 m. Sigma – 2.05.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 8.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.0.
Torpedo tubes - 2x3 533 mm.
Maximum damage - 15100. Range - 10.0 km. Speed - 60 kt. Reload time - 76 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km.
Secondary Armament:
6x2 130.0 mm, range - 7.3 km.
Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity - 900 m/s
AA defense: 6x2 130.0 mm., 10x4 23.0 mm., 14x2 37.0 mm.
AA defense short-range: continuous damage per second - 588, hit probability - 85 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 210, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 105, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1680, action zone 3.5 - 6.0 km.
Maximum speed - 35.5 kt. Turning circle radius - 1070 m. Rudder shift time – 10.5 s. Surface detectability – 14.2 km. Air detectability – 10.5 km. Detectability after firing main guns in smoke – 9.7 km.
Aircraft:
Attack aircraft
Hit points - 1090, cruising speed - 168.0 knots, maximum speed - 208.0 knots, size of attacking flight - 6, aircraft per squadron - 6, aircraft restoration time - 120 s, detectability range - 10.0 km, number of aircraft on deck - 6.
Rockets in payload - 4, maximum rocket damage - 4050, armor penetration - 40 mm, chance to cause fire – 22 %.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot - Repair Party (Duration time 28 s; HP per second 219.0; Reload time 40 s; Charges 4)
3 slot - Hydroacoustic Search (Duration time 100 s; Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)
3 slot - Defensive AA Fire (Duration time 40 s; Average AA damage +100%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the 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.