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New ships - Closed Test 13.6

Captains, we hope you're ready to learn about the latest ships coming to our game, because this time we have quite the batch poised to enter testing, including our next tech tree line!

 

Pan-American Battleships

Do you like to get up close and personal in your battleships? Then, we have quite the line for you! Introducing Pan-American battleships—true heavyweights capable of taking and throwing punches with the biggest of them. The line will consist of three ships from Tiers VIII-X. In Update 13.6, we will begin testing the Tier IX Los Andes and X Libertad.

What makes these ships special? Those of you familiar with Atlantico will recognize several features. First, the unmistakable silhouette of 234mm secondary turrets, with high HE alpha, long range, and improved accuracy. Next, a solid armor scheme, capable of shattering most HE shells; and finally, a sizable main battery with quite a few barrels. Additionally, these ships get some perks of their own: their improved Repair Party boasts a fast cooldown and is capable of restoring a higher percentage of damage taken, while Combat Instructions may be used to improve their secondary battery's damage and range.

That's a lot of good; what about the average, the bad, the ugly? Drawbacks of these ships include low AP alpha, low main battery range, and a vulnerable citadel which becomes exposed when all main battery turrets are brought to bear. Additionally, poor secondary ballistics will hamper their accuracy against small targets such as destroyers.

In battle, these ships will thrive in the thick of close-quarters engagements. Their improved Repair Party will boost survivability, while their Combat Instructions can be charged from both landing main battery hits on enemies and receiving potential damage from them, thus rewarding aggressive gameplay. While a substantial amount of focus fire will be required to sink you when you're piloting one of these behemoths, be careful not to stray too far from the support of your team; no giant is invincible and torpedoes will be a quick way to a watery grave.

Pan-American battleship Los Andes, Tier IX

A battleship that could have been designed, built, and rebuilt at British shipyards between the 1910s–1930s at the behest of Argentina with a further modernization of her anti-aircraft armament in the United States during the 1940s. The project is based on the idea of supplementing the main battery of a dreadnought with a powerful second battery complete with guns whose caliber reached over 200 mm. It was discussed during the development of South American battleships at the Armstrong shipyards in the early 1910s.
The ship is named after the largest mountain range in South America, inheriting the name from one of the first Argentine ironclads, which entered service in the 1870s and was obsolescent by the 1910s, when the design of a new super-dreadnought could begin.

Be advised that the model of Los Andes is still in development and hence, we will use the ship Cordillera, with similar parameters, for testing instead.

 
 ship's parameters

Pan-American battleships Cordillera and Los Andes, tier IX

Hit points – 79400. Plating - 32 mm.
Torpedo protection - 31 %.
Main battery - 6x2 381 mm. Firing range - 19.6 km.
Maximum HE shell damage – 5350. HE shell armor penetration - 64 mm. Chance to cause fire – 34%. HE initial velocity - 804 m/s.
Maximum AP shell damage - 10700. AP initial velocity - 804 m/s.
Reload time - 30.0 s. 180 degree turn time - 36.0 s. Maximum dispersion - 256 m. Sigma – 1.70.
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:
8x1 127.0 mm, range  - 8.0 km.
Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s
8x2 234.0 mm, range  - 8.0 km.
Maximum HE shell damage – 3850. Chance to cause fire – 21%. HE initial velocity - 761 m/s
AA defense: 16x2 20.0 mm., 14x1 20.0 mm., 4x4 40.0 mm., 12x2 40.0 mm., 8x1 127.0 mm.
AA defense short-range: continuous damage per second - 298, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 337, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 98, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 5, damage within an explosion - 1610, action zone 3.5 - 5.8 km.
Maximum speed - 30.0 kt. Turning circle radius - 960 m. Rudder shift time – 17.0 s. Surface detectability – 15.8 km. Air detectability – 14.0 km. Detectability after firing main guns in smoke  – 14.9 km.
 

Combat Instructions:

Progress per main battery shell hit - 4%

Progress per 1000 potential damage - 0.15%

Time of inactivity before progress loss - 50.0 s. 

Progress loss per second of inactivity - 5.0 %.

Activation effect: 

Secondary battery shell damage +25.0%; Secondary battery firing range +10.0%; 

Duration 45.0 s



Available consumables:

1 slot - Damage Control Party (Duration time 20 s; Reload time 80 s; Equipment is unlimited)

2 slot - Repair Party (Duration time 28 s; HP per second 476.4; Reload time 60 s; Charges 4)

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

Pan-American battleship Libertad, Tier X 

A powerful battleship that could have been designed at British shipyards by the order of Chile—a continuation of the Los Andes concept with a powerful secondary battery of 234 mm guns, among other technical solutions from the era of the South American dreadnought race.
The ship inherited its name, Libertad (“Freedom”), from a battleship built for Chile in Great Britain in the 1900s, but which was eventually commissioned into the Royal Navy instead.

 
 ship's parameters

Pan-American battleship Libertad, tier X

Hit points – 85500. Plating - 32 mm.
Torpedo protection - 31 %.
Main battery - 6x2 419 mm. Firing range - 20.5 km.
Maximum HE shell damage – 5750. HE shell armor penetration - 70 mm. Chance to cause fire – 34%. HE initial velocity - 804 m/s.
Maximum AP shell damage - 11700. AP initial velocity - 747 m/s.
Reload time - 30.0 s. 180 degree turn time - 36.0 s. Maximum dispersion - 265 m. Sigma – 1.70.
Airstrike (DC):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 11.0 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.0.
Secondary Armament:
8x1 127.0 mm, range  - 8.3 km.
Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s
10x2 234.0 mm, range  - 8.3 km.
Maximum HE shell damage – 3850. Chance to cause fire – 21%. HE initial velocity - 761 m/s
AA defense: 20x2 20.0 mm., 16x1 20.0 mm., 4x4 40.0 mm., 16x2 40.0 mm., 8x1 127.0 mm.
AA defense short-range: continuous damage per second - 357, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 403, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 98, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 5, damage within an explosion - 1610, action zone 3.5 - 5.8 km.
Maximum speed - 30.0 kt. Turning circle radius - 1020 m. Rudder shift time – 17.6 s. Surface detectability – 16.0 km. Air detectability – 15.0 km. Detectability after firing main guns in smoke  – 16.3 km.
 

Combat Instructions:

Progress per main battery shell hit - 4%

Progress per 1000 potential damage - 0.15%

Time of inactivity before progress loss - 50.0 s. 

Progress loss per second of inactivity - 5.0 %.

Activation effect: 

Secondary battery shell damage +30.0%; Secondary battery firing range +10.0%; 

Duration 45.0 s



Available consumables:

1 slot - Damage Control Party (Duration time 20 s; Reload time 80 s; Equipment is unlimited)

2 slot - Repair Party (Duration time 28 s; HP per second 513.0; Reload time 60 s; Charges 4)

All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing.

Balance Changes

In addition to introducing the new Pan-American battleship tech tree line, we will also include the following balance changes to the whole Pan-American nation:

Secondary battery range for all Pan-American ships will be increased to match that of German and French nations.

Tier Pan-American ships base range (no modifiers) Others
III 4 km 3.2 km
IV 4.8 km 4 km
V 4.95 km 4.3 km
VI 5.6 km 4.95 km
VII 6.3 km 5.6 km
VIII 7.6 km 6.6 km
IX 7.95 km 6.95 km
X 8.3 km 7.6 km

 

Did you think that was it? Read on for three more new ships, as well as the first look at a new model!

European cruiser Svea, Tier X

A hypothetical design of a light cruiser armed with dual-purpose automatic 152 mm guns, an enlarged version of the Swedish Tre Kronor class cruisers. The ship is named after Moder Svea, the national symbol of Sweden and the personification of the country itself, inheriting the name from a coastal defense battleship that served in the Royal Swedish Navy in the 1880s–1930s.

As the first European Tier X cruiser, Svea is sure to make an impression. While her 152mm main battery only has seven barrels, don't let that fool you—a fast reload, good ballistics, and improved dispersion all contribute to rather excellent gunnery. Rounding out her arsenal is good concealment, a solid AA suite, and long-range, fast-reloading torpedoes, albeit with only a few tubes per side. Not convinced yet? Let's talk consumables. Svea has access to a set of very strong tools, each in their own slot, including Emergency Engine Power similar to that found on Ragnar, Repair Party, Surveillance Radar, and even a Smoke Generator. All of these consumables have a short action time, but will reload relatively quickly. Compensating for this unique set of tools, Svea has a low HP pool, weak armor, and poor main battery range.

So - how does all this play out in battle? The key to success will be good use and timing of her toolbox of consumables. Support friendly destroyers from close range by using your good concealment and give enemy destroyers a nasty surprise with your Surveillance Radar. Emergency Engine Power and Smoke Generator will help you avoid enemy return fire. Heal up using Repair Party between skirmishes, then get ready to do it all again when your consumables are off cooldown.

 
 ship's parameters

European cruiser Svea, tier X

Hit points – 33600. Plating - 25 mm. Fires duration: 30 s.
Main battery - 2x2 152 mm. Firing range - 16.5 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 4.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 139 m. Sigma – 2.05.
Main battery - 1x3 152 mm. Firing range - 16.5 km.
Maximum HE shell damage – 2200. HE shell armor penetration - 30 mm. Chance to cause fire – 11%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 3000. AP initial velocity - 900 m/s.
Reload time - 4.5 s. 180 degree turn time - 7.2 s. Maximum dispersion - 139 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 - 2x4 533 mm.
Maximum damage - 10700. Range - 13.5 km. Speed - 86 kt. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km.
AA defense: 15x1 40.0 mm., 2x2 152.0 mm., 1x3 152.0 mm.
AA defense mid-range: continuous damage per second - 644, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 67, hit probability - 90 %, action zone - 6.9 km;
Number of explosions in a salvo - 4, damage within an explosion - 1820, action zone 3.5 - 6.9 km.
Maximum speed - 34.0 kt. Turning circle radius - 720 m. Rudder shift time – 8.6 s. Surface detectability – 11.1 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke  – 5.4 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 14 s; HP per second 336.0; Reload time 80 s; Charges 3)

3 slot - Short-Burst Smoke Generator (Consumable action time 10 s; Smoke screen dispersion time 40 s; Radius 600.0 m; Reload time 70 s; Charges 6)

4 slot - Surveillance Radar (Duration time 15 s; Detection of ships 9.0 km; Reload time 60 s; Charges 4)

5 slot - Emergency Engine Power (Duration time 60 s; Maximum speed +30%; Reload time 120 s; Charges 3)

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

German destroyer Georg Hoffmann, Tier X

A large destroyer armed with 150 mm artillery, a variant of the unimplemented “Typ 1938A” design, with enhanced anti-aircraft and torpedo armament. The ship is named after Georg Hoffmann, commanding officer of SMS Frauenlob, who went down with his ship at the Battle of Jutland. The name of the ship follows the late 1930s Kriegsmarine tradition of naming destroyers in honor of the German Navy officers who were killed in action during the First World War.

For those of you who like German destroyers (especially ones with big guns), Georg Hoffmann is here to present a new spin on the classic Smoke + Hydro combo. A fast variant of Felix Schultz, Hoffmann will be able to apply effective damage per minute with her HE shells thanks to her typically German improved HE penetration, good ballistics, and quick main battery reload. Fast reloading, long-range torpedoes will round out her arsenal. As for consumables, the aforementioned combination of Smoke Generator + improved Hydroacoustic Search makes her a fearsome Key Area contester, while Defensive AA Fire and Engine Boost will be available in separate slots. In return, Hoffmann does not have the improved AP characteristics, accuracy, or armor plating of her brethren and poor concealment will hamper her performance against enemy destroyers in open water.

When helming Georg Hoffmann in battle, captains will find most success acting as a second-line destroyer. Support friendly destroyers by utilizing your effective HE shells to push enemy targets away from capture points and harass capital ships with your torpedoes. Your Hydroacoustic Search can be used from the safety of an island to secure key areas, or combined with the Smoke Generator to present a strong defensive position. Make sure to be mindful of enemy ships with good ballistics; the large size of your hull will make you an easy target when detected.

 
 ship's parameters

German destroyer Georg Hoffmann, tier X

Hit points – 24500. Plating - 19 mm.
Main battery - 3x2 150 mm. Firing range - 12.6 km.
Maximum HE shell damage – 1800. HE shell armor penetration - 38 mm. Chance to cause fire – 12%. HE initial velocity - 960 m/s.
Maximum AP shell damage - 3850. AP initial velocity - 960 m/s.
Reload time - 6.5 s. 180 degree turn time - 18.0 s. Maximum dispersion - 109 m. Sigma – 2.00.
Depth charges:
Maximum damage - 2400.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
Torpedo tubes - 2x5 533 mm.
Maximum damage - 14400. Range - 12.0 km. Speed - 66 kt. Reload time - 80 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.4 km.
AA defense: 3x4 30.0 mm., 3x2 150.0 mm., 4x2 55.0 mm.
AA defense short-range: continuous damage per second - 95, hit probability - 95 %, action zone - 3.0 km;
AA defense mid-range: continuous damage per second - 179, hit probability - 100 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 46, hit probability - 100 %, action zone - 6.9 km;
Number of explosions in a salvo - 2, damage within an explosion - 1750, action zone 3.5 - 6.9 km.
Maximum speed - 37.5 kt. Turning circle radius - 800 m. Rudder shift time – 5.3 s. Surface detectability – 7.9 km. Air detectability – 4.2 km. Detectability after firing main guns in smoke  – 3.5 km.

Available consumables:

1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)

2 slot - Smoke Generator (Duration time 20 s; Duration time 73 s; Radius 450.0 m; Reload time 160 s; Charges 3)

3 slot - Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)

4 slot - Defensive AA Fire (Duration time 40 s; Average AA damage +50%; Damage within the explosion radius of shells fired from medium- and long- range AA defenses 300%; Reload time 80 s; Charges 3)

5 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.

Pan-Asian submarine Xin Zhong Guo 14, Tier VI 

Xin Zhong Guo 14 (“New China №14”) is one of the ex-Soviet submarines of the S-class (ex-S-25) which was transferred to the PRC along with her three sisters in 1954–1955 and became the basis of the country’s submarine forces.

The first Pan-Asian submarine to join our game, Xin Zhong Guo 14 will be a perfect fit for those who enjoy hard-hitting sneak attacks. Featuring six torpedo tubes, Xin Zhong Guo 14 has the choice between homing and unguided alternative torpedoes. While her homing torpedoes are rather mediocre, her real strength is in her alternative deepwater torpedoes, with high damage and low detectability. The submarine herself has a good surface speed, but she has mediocre concealment and very slow battery recharge will force her to act primarily on the surface.

In gameplay, Xin Zhong Guo 14 will thrive when making attacks on enemy battleships and cruisers, against whom her deepwater torpedoes can deal heavy damage. Keep an eye out for enemy destroyers and submarines; if forced to rely on her homing torpedoes, Xin Zhong Guo 14 is unlikely to come out on top of the engagement, and a short Submarine Surveillance range will hinder your efforts at underwater combat.

 
 ship's parameters

Pan-Asian submarine Xing Zhong Guo 14, tier VI

Hit points – 11500. Plating - 16 mm.
Dive capacity 210 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 0.4 units/s.
Main battery - 1x1 100 mm. Firing range - 6.0 km.
Maximum SAP shell damage - 2200. SAP shell armor penetration - 29 mm. SAP initial velocity - 804 m/s.
Reload time - 5.0 s. 180 degree turn time - 18.0 s. Maximum dispersion - 36 m. Sigma – 2.00.
Sonar:
Reload time 6.5 s; Duration of a ping effect on a highlighted sector -  25.0 s, double highlighted sector - 50.0 s; Ping velocity 500; Maximum range 7.0 km
Torpedo tubes - 6x1 533 mm.
Maximum damage - 4600. Range - 7.0 km. Speed - 75 kt. Reload time - 40 s. Launcher 180 degree turn time – 15.0 s. Torpedo detectability - 1.7 km.
Number of stern torpedo tube loaders 1. Number of bow torpedo tube loaders 2. 
Maximum speed - 31.0 kt. Maximum Submerged Speed - 15.0 kt. Turning circle radius - 430 m. Rudder shift time – 5.2 s. Surface detectability – 6.4 km. Air detectability – 2.3 km. Detectability after firing main guns in smoke  – 2.0 km.
 

Equipped with deepwater torpedoes that can not hit the destroyers and submarines.

Maximum damage - 14600. Range - 10.5 km. Speed - 60kt. Reload time - 40 s. Torpedo detectability - 0.8 km.



Available consumables:

1 slot - Damage Control Party (Duration time 15 s; Reload time 60 s; Charges 3)

2 slot - Hydrophone (Duration time 1 s; Ship bearing distance 7.0 km; Reload time 60 s; Revealing ships' positions time 6 s; Equipment is unlimited)

3 slot - Submarine Surveillance (Duration time 60 s; Submarine spotting range at maximum depth 6.0 km; Preparation time at the beginning of the battle 330 s; Reload time 120 s; Charges 2)

All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

French destroyer L'Adroit, Tier V

Last but not least, we're now ready to show you the model for L'Adroit, previously represented in testing as "Vent".

Test Ships

We are adding two clones of existing ships for concept testing purposes:

  • Comodoro (a clone of Pan-American battleship Libertad, Tier X)
  • Prinz Sigismund (a ship based on German Battleship Prinz Heinrich, Tier VII)
 
 ship's parameters

German battleship Prinz Sigismund, tier IX

Hit points – 63900. Plating - 32 mm.
Torpedo protection - 23 %.
Main battery - 4x2 380 mm. Firing range - 21.4 km.
Maximum HE shell damage – 4400. HE shell armor penetration - 95 mm. Chance to cause fire – 34%. HE initial velocity - 820 m/s.
Maximum AP shell damage - 11600. AP initial velocity - 820 m/s.
Reload time - 24.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 274 m. Sigma – 1.90.
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.
Torpedo tubes - 2x4 533 mm.
Maximum damage - 10700. Range - 15.0 km. Speed - 86 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km.
Secondary Armament:
6x2 105.0 mm, range  - 7.0 km.
Maximum HE shell damage – 1200. Chance to cause fire – 5%. HE initial velocity - 900 m/s
12x1 150.0 mm, range  - 7.0 km.
Maximum HE shell damage – 1800. Chance to cause fire – 10%. HE initial velocity - 835 m/s
AA defense: 12x1 37.0 mm., 6x2 105.0 mm.
AA defense mid-range: continuous damage per second - 550, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 166, hit probability - 100 %, action zone - 6.0 km;
Number of explosions in a salvo - 6, damage within an explosion - 1890, action zone 3.5 - 6.0 km.
Maximum speed - 33.5 kt. Turning circle radius - 810 m. Rudder shift time – 15.4 s. Surface detectability – 15.1 km. Air detectability – 11.8 km. Detectability after firing main guns in smoke  – 14.2 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 319.5; Reload time 80 s; Charges 4)

3 slot - Torpedo Reload Booster (Duration time 1 s; Torpedo reload time 1 s; Reload time 70 s; Equipment is unlimited)

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.