It's hard to believe, but Update 13.9 is already approaching, which means it's time to share details about upcoming ships that will be added for testing! Time flies, doesn't it?
European Battleship Niord, Tier IX
A fast battleship, similar in layout to the German battlecruiser designs of the First World War—particularly the GK4541 design. Niord is the result of a hypothetical alternate history scenario where the ship is laid down in Germany by 1918, purchased by Sweden in the 1920s, and gradually completed by the end of the 1930s, with subsequent modernization of anti-aircraft defense systems following the Second World War. The ship was named after the ancient Norse god of seafaring, winds, and fishing, inheriting the name from a coastal defense ship that served in the Swedish Navy in the early decades of the 20th century.
As the third European battleship to be added to the game, Niord follows in the footsteps of Karl XIV Johan but also differs in some key aspects. Her main battery is rather light for a Tier IX battleship, consisting of four twin 380mm turrets; however, good accuracy and reload time will still give her a respectable punch. Unlike Karl XIV Johan, her secondary armament is rather underwhelming, with only three twin 120mm turrets per side. In return, she has torpedoes with characteristics similar to those found on Halland, fired out of two quintuple launchers per side and with the signature tight European spread. A strong AA battery will additionally ensure that enemy aircraft suffer substantial losses when targeting Niord. As for other favorable attributes, high top speed and good concealment will round her out, while the small salvo weight of her main battery and a small hitpoint pool will serve as drawbacks.
In battle, Niord will favor mid to long-range engagements, utilizing her speed and concealment to take favorable positions and dishing out decent damage using her accurate main battery. Employ her torpedoes against enemies who stray too close and use the super-narrow spread to punish those who remain stationary. Be sure to keep hostile vessels at arm's reach; Niord will suffer when taking focus fire due to her small hitpoint total.
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 - 4x5 533 mm.
Maximum damage - 10700. Range - 15.0 km. Speed - 86 kt. Reload time - 140 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.8 km.
Secondary Armament:
6x2 120.0 mm, range - 7.0 km.
Maximum HE shell damage – 1700. Chance to cause fire – 7%. HE initial velocity - 850 m/s
AA defense: 14x1 40.0 mm., 6x2 120.0 mm.
AA defense mid-range: continuous damage per second - 592, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 165, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 7, damage within an explosion - 1610, action zone 3.5 - 6.0 km.
Maximum speed - 32.0 kt. Turning circle radius - 840 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)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
European Destroyer Kalmar, Tier V
One of the Visby-class destroyers, she was commissioned in 1944 and remained in active service in the Swedish Navy until 1978.
With a hull similar to Visby, one might expect artillery power from Kalmar, similar to her tech tree sister; however, Kalmar's strength lies in her torpedo armament, which consists of very fast, long-range torpedoes in two triple launchers, with access to the signature super-narrow European spread. High speed, good concealment, and a Repair Party consumable will complement her playstyle, but typical of torpedo destroyers of her tier, Kalmar's main battery is quite weak, with only three single 120mm guns in slow-traversing turrets. Additionally, a small hitpoint pool and lack of a Smoke Generator consumable will hamper her survivability, while low torpedo alpha will keep her damage output in check.
When at the helm, captains can utilize Kalmar's high top speed to reach unexpected angles from which to launch torpedo attacks, with the speed and range of her torpedoes ensuring reliable hits. Use Kalmar's concealment to keep enemy destroyers at bay. If spotted and engaged, your Repair Party can recover some damage, but sustained fights with enemy gunboats will have a disastrous ending due to the poor performance of the main battery.
European Destroyer Kalmar, Tier V
Hit points – 9600. Plating - 10 mm.
Main battery - 3x1 120 mm. Firing range - 9.7 km.
Maximum HE shell damage – 1600. HE shell armor penetration - 20 mm. Chance to cause fire – 7%. HE initial velocity - 900 m/s.
Maximum AP shell damage - 2200. AP initial velocity - 900 m/s.
Reload time - 8.0 s. 180-degree turn time - 22.5 s. Maximum dispersion - 88 m. Sigma – 2.00.
Depth charges:
Maximum damage - 2000.0. Number of charges - 2. Bombs in a charge - 8. Reload time - 40.0 s.
Torpedo tubes - 2x3 533 mm.
Maximum damage - 7533. Range - 10.0 km. Speed - 76 kt. Reload time - 60 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.6 km.
AA defense: 2x1 40.0 mm., 8x1 20.0 mm., 1x2 40.0 mm.
AA defense short-range: continuous damage per second - 91, hit probability - 95 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 67, hit probability - 100 %, action zone - 3.5 km;
Maximum speed - 39.0 kt. Turning circle radius - 540 m. Rudder shift time – 3.5 s. Surface detectability – 6.3 km. Air detectability – 2.5 km. Detectability after firing main guns in smoke – 2.3 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)
2 slot - Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
3 slot - Repair Party (Duration time 10 s; HP per second 96.0; Reload time 80 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Japanese Cruiser Yari, Tier X
A heavy cruiser design, representing a hypothetical version of the “Type A” cruiser, the construction of which was planned in the early 1940s in accordance with the 5th and 6th Naval Armaments Supplement Programs. The ship was named after one of the famous Japanese mountains, Yari-ga-take, which lies on the border of Nagano and Gifu Prefectures.
A theoretical sister ship to Zaō, Yari mixes things up; her main battery consists of only three triple 203mm turrets, without the signature improved dispersion of the tech tree heavy cruisers. In return, Yari's torpedo armament is heavily reinforced, with three quad launchers per side launching torpedoes with high damage, long range, good stealth, and high speed. Additionally, her torpedo spread options are unique: she will launch her torpedoes in a new super-narrow spread—even tighter than the option commonly found on European ships—but does not have access to any other options. In terms of consumables, Yari has the standard Damage Control Party, a choice between Hydroacoustic Search and Defensive AA Fire, and the same Repair Party found on Zaō; but lacks access to Submarine Surveillance and Spotting Aircraft. Other characteristics are similar to those found on Zaō, with great concealment but a small hitpoint pool for a Tier X cruiser.
In battle, success with Yari will depend primarily on her captain's skill and predictive abilities when aiming torpedoes. Her super-narrow spread will ensure that enemy ships are obliterated with proper aim, but any miscalculation may result in your launches being wildly off target. Keep an eye out for stationary enemies utilizing island cover; if you can acquire a launch angle, Yari's torpedoes will be sure to send them to the bottom. Open water fights with enemy battleships and cruisers should be avoided; if necessary, utilize your concealment to fight from a position of advantage and break detection when focused.
Japanese Cruiser Yari, Tier X
Hit points – 44900. Plating - 25 mm. Fires duration: 30 s.
Torpedo protection - 19 %.
Main battery - 3x3 203 mm. Firing range - 15.1 km.
Maximum HE shell damage – 3400. HE shell armor penetration - 34 mm. Chance to cause fire – 19%. HE initial velocity - 920 m/s.
Maximum AP shell damage - 5400. AP initial velocity - 920 m/s.
Reload time - 12.4 s. 180-degree turn time - 30.0 s. Maximum dispersion - 137 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 - 6x4 610 mm.
Maximum damage - 17533. Range - 13.5 km. Speed - 69 kt. Reload time - 120 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability - 1.2 km.
Secondary Armament:
6x2 100.0 mm, range - 7.3 km.
Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s
AA defense: 6x3 25.0 mm., 20x1 25.0 mm., 6x2 100.0 mm., 15x2 40.0 mm.
AA defense short-range: continuous damage per second - 116, hit probability - 85 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 280, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 147, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5 - 5.8 km.
Maximum speed - 34.5 kt. Turning circle radius - 840 m. Rudder shift time – 7.7 s. Surface detectability – 12.2 km. Air detectability – 7.5 km. Detectability after firing main guns in smoke – 7.2 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 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)
2 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)
3 slot - Repair Party (Duration time 28 s; HP per second 224.5; Reload time 80 s; Charges 3)
4 slot - Fighter (Duration time 60 s; Fighters 4; Action radius 3 km; Reload time 90 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
We also prepared two new ships which are based on existing ones, but are slightly different from their prototypes in gameplay and will become part of one of the future events.
European Battleship Lugdunum, Tier VII
The Lugdunum is a modified version of the Lyon that's designed for commanders who revel in the thrill of close-quarters combat and secondary-focused playstyles. She features a slightly more accurate main battery compared to the Lyon, which is coupled with a notably faster reload rate. While her AP and HE performance are not as formidable, her big salvo size ensures that she can still make her mark in battle.
What makes Lugdunum especially deadly in close-quarters combat is her secondary battery. With an extended range, improved accuracy akin to the Schlieffen line, and a significant increase in DPM, she's ready to rain relentless fire on enemy ships. Another one of Lugdunum’s standout features is her great concealment. This encourages sneaky approaches and optimal positioning to maximize the effectiveness of her secondaries while minimizing detection by enemy ships. Her tight turning radius and decent maneuverability enhance her ability to dodge incoming fire and position herself advantageously in battles. Coupled with a fast cooldown Repair Party, the Lugdunum is well-equipped to handle the challenges of intense combat scenarios.
The Lugdunum boasts a hard-to-hit citadel, making her a resilient opponent in the heat of battle. However, her relatively small HP pool and slower turret traversal requires careful positioning and tactical play to mitigate her vulnerabilities.
The model for this ship is still being worked on, but we will be sure to showcase it in a later publication.
22.11.2024 *Fixed a typo which wrongly described the main battery firing range of Lugdunum. As it can be clearly seen from the parameters provided below it has a shorter range than Lyon.
European Battleship Lugdunum, Tier VII
Hit points – 53400. Plating - 26 mm.
Torpedo protection - 16 %.
Main battery - 4x4 340 mm. Firing range - 17.4 km.
Maximum HE shell damage – 4100. HE shell armor penetration - 57 mm. Chance to cause fire – 24%. HE initial velocity - 921 m/s.
Maximum AP shell damage - 7800. AP initial velocity - 780 m/s.
Reload time - 25.0 s. 180-degree turn time - 51.4 s. Maximum dispersion - 237 m. Sigma – 1.60.
Airstrike (DC):
Reload time - 25.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 9.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 3400.0.
Secondary Armament:
4x4 130.0 mm, range - 6.3 km.
Maximum HE shell damage – 1900. Chance to cause fire – 9%. HE initial velocity - 840 m/s
4x2 130.0 mm, range - 6.3 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., 16x1 40.0 mm., 14x1 20.0 mm., 4x4 40.0 mm., 8x2 20.0 mm.
AA defense short-range: continuous damage per second - 203, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 315, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 98, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 4, damage within an explosion - 1400, 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 – 14.2 km. Air detectability – 8.5 km. Detectability after firing main guns in smoke – 12.2 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 267.0; Reload time 40 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Pan-Asian Battleship Teng She, Tier VII
The Teng-She is inspired by Sinop, but also has qualities which make her distinctive. Armed with large-caliber guns that inherit Sinop’s devastating Soviet ballistics, Teng She delivers powerful salvos. However, unlike Sinop’s focus on close-range engagements, she benefits from accuracy settings comparable to those of US, UK, and German battleships, allowing her to engage effectively at any range!
To further enhance her versatility, the Teng-She is equipped with the High-Precision Spotter consumable, extending her effective engagement range and making her a formidable opponent in long-range duels. While she retains some of Sinop’s robust armor and a substantial HP pool, this ship does not have access to the Soviet Fast Damage Control Team, relying instead on Damage Control Party. This design choice means that while she can absorb substantial damage, you'll want to be a bit cautious when managing her HP.
The Teng-She’s playstyle reflects her new role as a more flexible battleship. With enhanced accuracy and extended range, she can adapt to various combat scenarios, making her effective at engaging enemies from up close and afar. However, her slow turret traversal, vulnerable broadside, slower reload, and unimpressive AA suite are notable weaknesses.
As is the case with the Lugdunum, the Teng She's model is also still being worked on, but we will be sure to show it off in a later publication.
Pan-Asian Battleship Teng She, Tier VII
Hit points – 65000. Plating - 26 mm.
Torpedo protection - 16 %.
Main battery - 3x3 406 mm. Firing range - 18.8 km.
Maximum HE shell damage – 5850. HE shell armor penetration - 68 mm. Chance to cause fire – 41%. HE initial velocity - 766 m/s.
Maximum AP shell damage - 12000. AP initial velocity - 766 m/s.
Reload time - 31.5 s. 180-degree turn time - 60.0 s. Maximum dispersion - 248 m. Sigma – 1.60.
Airstrike (DC):
Reload time - 25.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 9.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 3400.0.
Secondary Armament:
4x1 152.0 mm, range - 5.6 km.
Maximum HE shell damage – 2200. Chance to cause fire – 12%. HE initial velocity - 823 m/s
6x2 152.0 mm, range - 5.6 km.
Maximum HE shell damage – 2200. Chance to cause fire – 12%. HE initial velocity - 950 m/s
6x2 130.0 mm, range - 5.6 km.
Maximum HE shell damage – 1900. Chance to cause fire – 8%. HE initial velocity - 900 m/s
AA defense: 6x2 130.0 mm., 4x4 37.0 mm., 12x2 37.0 mm.
AA defense mid-range: continuous damage per second - 263, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 95, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 4, damage within an explosion - 1400, action zone 3.5 - 6.0 km.
Maximum speed - 27.0 kt. Turning circle radius - 840 m. Rudder shift time – 12.9 s. Surface detectability – 15.1 km. Air detectability – 10.5 km. Detectability after firing main guns in smoke – 15.0 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 325.0; Reload time 80 s; Charges 3)
3 slot - High Precision Spotter (Duration time 55 s; Main battery firing range +10.0%; Reload time 120 s; Charges 5)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Updated Models
Previously announced in DevBlog 544 and represented in testing as "Volunteer State", Tennessee's very own model is now ready!
*30.08.2024. Fixed the typo in the Niord's description: she has two quintuple launchers per side.
*05.09.2024 The camouflage for Tennessee has been changed.
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.