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New Ships - Closed Test 13.10

It's our favorite time of month again! With Update 13.10 around the corner, we're here to share news about upcoming ships being added for testing. This time, we're excited to give you a first look at not only upcoming Premiums but also the next line of Tech Tree ships - Dutch light cruisers!

 

 

Dutch Light Cruisers

For the airstrike enjoyers out there, we have a special surprise! Update 13.10 brings three new Dutch cruisers to the game. Like their heavy brethren, these ships feature airstrikes and will shine brightest playing in open water; however, the similarities mostly end here. Each ship in the branch is equipped with small-caliber 128mm main battery guns, featuring good range and ballistics for their size. Due to being of German origin, these guns share characteristics commonly found on German destroyers, with strong AP shells and good HE penetration, but with low damage and fire chance. While the HE performance may leave something to be desired, airstrikes will ensure enemies remain toasty: long range, fast reload, and relatively quick bomb drop time means that fires can be reliably started on enemy battleships and cruisers, although their small squadron size will struggle to penetrate fierce AA.

In terms of survivability, the new Dutch light cruisers have a few tricks up their sleeve. Good concealment will allow these ships to pick their fights, while Engine Boost and a fast cooldown Repair Party will ensure longevity under enemy fire. Traditional for Dutch vessels, these ships also have strong AA. It's not all sunshine though; typical for light cruisers, a small hitpoint pool and weak armor means that when you get hit, it will hurt!

In battle, these ships thrive at middle to long range, using their main battery and airstrikes to harass heavy ships. Their good concealment and Engine Boost allow for quick attacks from advantageous positions and an easy return to stealth when enemy fire becomes too intense. Utilize HE in combination with airstrikes for reliable damage and firestarting against angled targets, but don't forget to make use of AP; the high shell alpha can rack up damage quickly against careless enemies. Make sure to coordinate with friendly destroyers; being spotted at an inopportune moment by an enemy destroyer is a quick way to the bottom. Additionally, enemy cruisers with thick armor plating and fast shell ballistics, such as Soviet heavy cruisers, will be your natural enemy; avoid fighting these ships head on.

Curious about their characteristics and history? Read on below!

Dutch Cruiser Jaarsveld, Tier VIII

An alternative variant for a German M-class cruiser design armed with the dual-purpose 128 mm guns. After the end of World War II, the ship could have been transferred to the Netherlands to compensate for the losses of their cruiser forces.

The ship inherited the name of admiral Van Galen's flagship at the Battle of Montecristo (1652).

 
 Ship's parameters

Hit points – 31000. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 10 %.
Main battery - 5x2 128 mm. Firing range - 15.9 km.
Maximum HE shell damage – 1350. HE shell armor penetration - 32 mm. Chance to cause fire – 5%. HE initial velocity - 830 m/s.
Maximum AP shell damage - 3100. AP initial velocity - 830 m/s.
Reload time - 5.7 s. 180-degree turn time - 12.0 s. Maximum dispersion - 143 m. Sigma – 2.00.
Airstrike (HE):
Reload time - 55.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 6. Maximum range - 13.5 km. Number of Bombs in Payload - 5. Maximum bomb damage - 5800.0. Armor penetration capacity - 34 mm. Chance of causing fire - 33 %.
Depth charges:
Maximum damage - 2000.0. Number of charges - 2. Bombs in a charge - 8. Reload time - 40.0 s.
AA defense: 5x2 128.0 mm., 12x1 40.0 mm.
AA defense mid-range: continuous damage per second - 546, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 88, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 5, damage within an explosion - 1540, action zone 3.5 - 5.8 km.
Maximum speed - 34.0 kt. Turning circle radius - 670 m. Rudder shift time – 8.3 s. Surface detectability – 11.5 km. Air detectability – 7.2 km. Detectability after firing main guns in smoke  – 5.2 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 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 28 s; HP per second 155.0; Reload time 40 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

 

Dutch Cruiser Menno Van Coehoorn, Tier IX

A hypothetical design for a light cruiser armed with dual-purpose mounts. The ship could have been built in Germany in the 1940s and transferred to the Netherlands after World War II.

The ship was named in honor of the famous Dutch military leader of the 17th–18th centuries.

 
Ship's parameters

Hit points – 34900. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 10 %.
Main battery - 5x2 128 mm. Firing range - 16.5 km.
Maximum HE shell damage – 1350. HE shell armor penetration - 32 mm. Chance to cause fire – 5%. HE initial velocity - 960 m/s.
Maximum AP shell damage - 3100. AP initial velocity - 960 m/s.
Reload time - 5.5 s. 180-degree turn time - 10.6 s. Maximum dispersion - 147 m. Sigma – 2.05.
Airstrike (HE):
Reload time - 50.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 6. Maximum range - 13.5 km. Number of Bombs in Payload - 5. Maximum bomb damage - 5800.0. Armor penetration capacity - 34 mm. Chance of causing fire - 33 %.
Depth charges:
Maximum damage - 5000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
AA defense: 5x2 128.0 mm., 12x1 40.0 mm., 2x2 57.0 mm.
AA defense mid-range: continuous damage per second - 686, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 70, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 4, damage within an explosion - 1540, action zone 3.5 - 6.0 km.
Maximum speed - 33.0 kt. Turning circle radius - 660 m. Rudder shift time – 9.1 s. Surface detectability – 11.8 km. Air detectability – 7.4 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 - Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
3 slot - Repair Party (Duration time 28 s; HP per second 174.5; Reload time 40 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

 

Dutch Cruiser Utrecht, Tier X

A variant of the De Zeven Provinciën-class cruisers further development with dual-purpose main battery.

The cruiser is named after a province in the Netherlands. The name was borne by several Dutch sailing ships and one of the cruisers from the turn of the 19th–20th centuries.

 
Ship's parameters

Hit points – 37700. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 19 %.
Main battery - 6x2 128 mm. Firing range - 17.0 km.
Maximum HE shell damage – 1350. HE shell armor penetration - 32 mm. Chance to cause fire – 5%. HE initial velocity - 960 m/s.
Maximum AP shell damage - 3100. AP initial velocity - 960 m/s.
Reload time - 5.2 s. 180-degree turn time - 10.6 s. Maximum dispersion - 150 m. Sigma – 2.05.
Airstrike (HE):
Reload time - 45.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 7. Maximum range - 14.0 km. Number of Bombs in Payload - 5. Maximum bomb damage - 5800.0. Armor penetration capacity - 34 mm. Chance of causing fire - 33 %.
Depth charges:
Maximum damage - 5000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
AA defense: 6x2 128.0 mm., 10x1 40.0 mm., 4x2 57.0 mm.
AA defense mid-range: continuous damage per second - 753, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 84, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1610, action zone 3.5 - 6.0 km.
Maximum speed - 35.0 kt. Turning circle radius - 700 m. Rudder shift time – 9.5 s. Surface detectability – 12.0 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke  – 5.6 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 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 28 s; HP per second 188.5; Reload time 40 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

 

In addition to the new tech tree branch, we have two new premiums to introduce:

Dutch Cruiser Vrijheid, Tier VIII

A post-war version of the Dutch Eendracht-class light cruiser design with an alternative main battery which consists of automatic dual-purpose 120 mm guns.

The ship was given the name Vrijheid (Freedom), which was traditional for Dutch ships since the age of sail.

Vrijheid may look similar to the new tech tree ships at a glance but has some key differences. While her sisters focus on longer-range engagement, Vrijheid is meant to play up close and personal. With a smaller main battery of four twin 120mm turrets, she lacks the improved HE penetration, AP alpha, range, and good ballistics of her peers but makes up for it in raw damage-per-minute and fire starting capability. Her main battery is complemented by a unique airstrike, with poor range and squadron size but a very fast reload backed up by the ability to store up to two strikes at once.

For other characteristics, Vrijheid is much like her cousins; good concealment, AA, and a strong set of consumables mitigate her weak armor and small hitpoint pool. In addition to a fast-reload Repair Party, Vrijheid has access to a couple of extra tools; an enhanced Engine Boost and a Smoke Generator will assist with closing the range and surviving enemy fire. 

In battle, Vrijheid will do her best work at close range, ideally against a pushing target; identify where the enemy team is likely to make a push and meet them with a hail of HE shells and airstrike bombs released from behind cover. Islands will be your friend, and in case one isn't handy, Smoke Generator will make your own cover. As a last resort, Vrijheid may survive in the open water due to enhanced Engine Boost and Repair Party, but don't rely on it; enemy ships with superior shell ballistics can make short work of your ship.

 
Ship's parameters

Hit points – 33400. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 19 %.
Main battery - 4x2 120 mm. Firing range - 14.1 km.
Maximum HE shell damage – 1850. HE shell armor penetration - 20 mm. Chance to cause fire – 8%. HE initial velocity - 940 m/s.
Maximum AP shell damage - 2100. AP initial velocity - 940 m/s.
Reload time - 4.3 s. 180-degree turn time - 15.0 s. Maximum dispersion - 130 m. Sigma – 2.00.
Airstrike (HE):
Reload time - 35.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 6. Maximum range - 9.5 km. Number of Bombs in Payload - 5. Maximum bomb damage - 5800.0. Armor penetration capacity - 34 mm. Chance of causing fire - 33 %.
Depth charges:
Maximum damage - 2000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
AA defense: 10x2 40.0 mm., 7x1 40.0 mm., 4x2 120.0 mm.
AA defense mid-range: continuous damage per second - 469, hit probability - 90 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 116, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1540, action zone 3.5 - 6.0 km.
Maximum speed - 33.0 kt. Turning circle radius - 720 m. Rudder shift time – 9.0 s. Surface detectability – 11.3 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke  – 4.9 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 167.0; Reload time 40 s; Charges 3)
3 slot - Engine Boost (Duration time 60 s; Maximum speed +20%; Reload time 100 s; Charges 4)
4 slot - Smoke Generator (Duration time 30 s; Duration time 124 s; Radius 450.0 m; Reload time 160 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

 

Pan-Asian Battleship Taihang, Tier IX

A battleship of the A140-J3 design, developed in Japan in the mid-1930s. After World War II, the ship could have been transferred to the USSR and modernized, after which, in the early 1950s, it would have been transferred to the People's Republic of China.

The ship was named in honor the mountain range in the north-central China.

Tired of pesky cruisers dodging your shells at long range? Accuracy and fast shell ballistics are what you need, and Taihang is sure to deliver. For captains familiar with Slava, Taihang will come close in concept; while she has only mediocre close-range accuracy compared to her peers, her unique dispersion pattern means that her shells will stay tightly grouped as the range increases. Additionally, high armor-piercing shell damage and penetration ensures that when her shells connect, they will hurt. In close combat, Taihang has a trick up her sleeve; two quadruple deepwater torpedo launchers, one mounted on each side of her aft, will give her a bit of brawling punch. Of course, if torpedo trickery fails, then you may find yourself quickly sent to the bottom. Slow turret traverse, weak armor, and slow speed means Taihang is sure to lose in a fair fight. Additionally, a relatively weak AA suite will make her vulnerable when traveling without the protection of friendly cruisers.

In battle, Taihang will perform best as a second line sniper, using her impressive shell ballistics and accuracy at range to punish unsuspecting enemies at ranges over 16 kilometers. In a pinch, your deepwater torpedoes can save the day in a close quarters encounter, but don't count on it - brawls with enemy battleships are best avoided. Due to her slow speed, it will be essential to keep a close eye on the minimap and your team's deployment; try to use friendly battleship positions to create crossfires and make sure to stay close to your cruisers and destroyers. If left in a vulnerable position, enemy cruisers will pose a deadly threat due to Taihang's light 32mm deck and side armor plating. 

 
Ship's parameters

Hit points – 80700. Plating - 32 mm.
Torpedo protection - 37 %.
Main battery - 4x2 406 mm. Firing range - 21.7 km.
Maximum HE shell damage – 5800. HE shell armor penetration - 68 mm. Chance to cause fire – 40%. HE initial velocity - 830 m/s.
Maximum AP shell damage - 12100. AP initial velocity - 830 m/s.
Reload time - 30.0 s. 180-degree turn time - 56.3 s. Maximum dispersion - 222 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.
Equipped with deepwater torpedoes that can not hit the destroyers, submarines.
Maximum damage - 17933. Range - 10.0 km. Speed - 62 kt. Reload time - 131 s. Launcher 180-degree turn time – 7.2 s. Torpedo detectability - 0.8 km.
Secondary Armament:
3x3 152.0 mm, range  - 7.0 km.
Maximum HE shell damage – 2200. Chance to cause fire – 12%. HE initial velocity - 823 m/s
8x2 100.0 mm, range  - 7.0 km.
Maximum HE shell damage – 1400. Chance to cause fire – 6%. HE initial velocity - 895 m/s
AA defense: 12x4 25.0 mm., 18x2 25.0 mm., 12x4 37.0 mm., 8x2 100.0 mm.
AA defense short-range: continuous damage per second - 403, hit probability - 70 %, action zone - 3.1 km;
AA defense mid-range: continuous damage per second - 238, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 137, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 6, damage within an explosion - 1400, action zone 3.5 - 5.8 km.
Maximum speed - 28.2 kt. Turning circle radius - 880 m. Rudder shift time – 17.1 s. Surface detectability – 16.9 km. Air detectability – 13.0 km. Detectability after firing main guns in smoke  – 16.9 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 403.5; Reload time 80 s; Charges 4)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.

 

Test Ships

We are adding a clone of an existing ship for concept testing purposes:

  • Dutch Tier X cruiser Noord-Brabant
 
Ship's parameters

Hit points – 37700. Plating - 16 mm. Fires duration: 30 s.
Torpedo protection - 19 %.
Main battery - 6x2 128 mm. Firing range - 15.4 km.
Maximum HE shell damage – 1900. HE shell armor penetration - 21 mm. Chance to cause fire – 9%. HE initial velocity - 940 m/s.
Maximum AP shell damage - 2200. AP initial velocity - 940 m/s.
Reload time - 4.4 s. 180-degree turn time - 10.6 s. Maximum dispersion - 140 m. Sigma – 2.05.
Airstrike (HE):
Reload time - 30.0 s. Available flights - 2. Number of Aircraft in Attacking Flight - 7. Maximum range - 10.5 km. Number of Bombs in Payload - 4. Maximum bomb damage - 7100.0. Armor penetration capacity - 39 mm. Chance of causing fire - 34 %.
Depth charges:
Maximum damage - 5000.0. Number of charges - 2. Bombs in a charge - 6. Reload time - 40.0 s.
AA defense: 6x2 128.0 mm., 10x1 40.0 mm., 4x2 57.0 mm.
AA defense mid-range: continuous damage per second - 753, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 84, hit probability - 90 %, action zone - 6.0 km;
Number of explosions in a salvo - 5, damage within an explosion - 1610, action zone 3.5 - 6.0 km.
Maximum speed - 35.0 kt. Turning circle radius - 700 m. Rudder shift time – 9.5 s. Surface detectability – 11.6 km. Air detectability – 7.4 km. Detectability after firing main guns in smoke  – 5.3 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 188.5; Reload time 40 s; Charges 3)
3 slot - Engine Boost (Duration time 60 s; Maximum speed +20%; Reload time 100 s; Charges 4)
4 slot - Smoke Generator (Duration time 30 s; Duration time 124 s; Radius 450.0 m; Reload time 160 s; Charges 3)
All stats are listed without crew and upgrade modifiers but with the best available modules. The stats are subject to change during the testing.

*27.09.2024. Fixed an error in Vrijheid 's description: she has two airstrikes.

*30.09.2024. FIxed an error in Taihang's description: she is equipped with two quadruple torpedo launchers

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.