Welcome to the New Year captains – we hope you'll join us in welcoming the first new ship additions of 2025!
British Destroyer Eskimo, Tier VIII
A Tribal-class destroyer, HMS Eskimo was commissioned in 1938. Her service record includes the Second Battle of Narvik, the invasions of North Africa and Sicily, and operations in the English Channel and the Far East.
A sister ship to Cossack, Eskimo shares the same armament of four twin 120mm turrets and one quadruple torpedo launcher as well as great concealment. However, the similarities largely end there: while Cossack's main battery has a high rate of fire and impressive damage per minute, Eskimo packs a bigger alpha strike on a slower reload. She features HE shells with improved damage and penetration, a characteristic typically found on British cruisers and battleships. Her toolbox of consumables also differs significantly from Cossack: while having no access to Smoke Generator, Engine Boost, or Short-Range Hydroacoustic Search, she does feature a Repair Party with similar characteristics as the one found on Daring.
In battle, Eskimo will primarily function as a skirmisher against large targets, using her improved HE shells to deal significant damage to enemy cruisers and battleships. While she is capable of contesting enemy destroyers in a pinch thanks to her great concealment, she will lose out in duels against enemy gunboats and should avoid these engagements. Additionally, due to the lack of a Smoke Generator, take caution and pick your fights carefully, as once engaged it will be difficult to break off without the use of terrain.
Hit points – 15200. Plating - 19 mm.
Main battery - 4x2 120 mm. Firing range - 12.1 km.
Maximum HE shell damage – 2300. HE shell armor penetration - 30 mm. Chance to cause fire – 12%. HE initial velocity - 808 m/s.
Maximum AP shell damage - 2100. AP initial velocity - 808 m/s.
Reload time - 6.0 s. 180-degree turn time - 9.0 s. Maximum dispersion - 106 m. Sigma – 2.00.
Depth charges:
Maximum damage - 5000.0. Number of charges - 2. Bombs in a charge - 4. Reload time - 40.0 s.
Torpedo tubes - 1x4 533 mm.
Maximum damage - 16767. Range - 12.0 km. Speed - 62 kt. Reload time - 66 s. Launcher 180-degree turn time – 7.2 s. Torpedo detectability - 1.3 km.
Instead of choosing between wide and narrow spreads, captains can choose to fire off individual torpedoes or expend the entire launcher at once
AA defense: 2x4 12.7 mm., 1x4 40.0 mm., 2x1 7.7 mm.
AA defense short-range: continuous damage per second - 32, hit probability - 95 %, action zone - 1.5 km;
AA defense mid-range: continuous damage per second - 42, hit probability - 100 %, action zone - 2.5 km;
Maximum speed - 36.0 kt. Turning circle radius - 610 m. Rudder shift time – 3.6 s. Surface detectability – 6.8 km. Air detectability – 3.2 km. Detectability after firing main guns in smoke – 2.5 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 40 s; Equipment is unlimited)
2 slot - Repair Party (Duration time 10 s; HP per second 152.0; Reload time 80 s; Charges 2)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Pan-American Battleship Valparaiso, Tier IX
In the late 1950s, the British and Chilean governments discussed the possibility of selling the last British battleship, HMS Vanguard, to Chile. If the deal had gone through, the Chilean Navy would have been replenished with the most powerful ship in its history.
The ship is named after the second-largest Chilean city, which hosts a seaport and a naval base. The name is inherited from one of the first Chilean ironclads, which was commissioned in the mid-1870s.
With a modernized Vanguard hull as a basis, Valparaiso features a relatively light main battery for a Tier IX battleship of four twin 381mm turrets. Despite the low caliber, small number of guns, and subpar accuracy, Valparaiso still packs a formidable punch: a high rate of fire and improved ricochet angles on her AP shells ensure that her main battery remains a significant threat, although her lack of HE shells will limit her versatility. Additionally, her secondary battery has received an overhaul, consisting of four twin 127mm/54 caliber turrets per side. While she may not have a wide array of secondary gun barrels, a high rate of fire and good accuracy will ensure sustained damage output. Valparaiso's improved acceleration gives her an additional edge in handling, while Specialized Repair Teams with a fast action time gives her a strong boost to survivability. Also, in comparison to Vanguard, her central deck and side plating have increased thickness, which will noticeably boost her protection against HE shells. Combat Instructions are the lynchpin in her kit: either charged up gradually through secondary hits or all at once by sinking an opponent, Valparaiso's Combat Instructions give her a massive boost to consumable cooldown and will allow her to rapidly heal while active.
In battle, Valparaiso wants to get up close and personal to put her secondary battery to work; however, as with any battleship, picking the right moment is key. Combat Instructions offer an incredible boost in survivability - given this, captains may wish to send one of the opponents to the bottom of the sea to instantly charge their Instructions before moving into secondary battery range. Otherwise, look for opportunities in the middle to late game to close with isolated enemies.
Please note that the model for this ship is still being worked on, so we'll show her in a later publication.
Hit points – 71600. Plating - 32 mm.
Torpedo protection - 25 %.
Main battery - 4x2 381 mm. Firing range - 18.7 km.
Maximum AP shell damage - 11750. AP initial velocity - 804 m/s.
Reload time - 25.0 s. 180-degree turn time - 30.0 s. Maximum dispersion - 247 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:
8x2 127.0 mm, range - 8.0 km.
Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 808 m/s. HE shell armor penetration - 21 mm. Reload time - 4.0 s.
AA defense: 1x2 40.0 mm., 11x1 40.0 mm., 10x2 76.2 mm., 8x2 127.0 mm.
AA defense mid-range: continuous damage per second - 515, hit probability - 75 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 144, hit probability - 75 %, action zone - 6.0 km;
Number of explosions in a salvo - 6, damage within an explosion - 1610, action zone 3.5 - 6.0 km.
Maximum speed - 30.0 kt. Turning circle radius - 850 m. Rudder shift time – 9.7 s. Surface detectability – 15.6 km. Air detectability – 11.0 km. Detectability after firing main guns in smoke – 14.7 km.
Combat Instructions:
Progress per secondary battery hit - 4%
Progress per destroyed enemy ship - 100%
Time of inactivity before progress loss - 50.0 s.
Progress loss per second of inactivity - 5.0 %.
Activation effect: Consumable preparation and reload time -95%
Duration 5.0 s
Available consumables:
1 slot - Damage Control Party (Duration time 15 s; Reload time 80 s; Equipment is unlimited)
2 slot - Repair Party (Duration time 7 s; HP per second 1432.0; Reload time 80 s; Charges 6)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
British Submarine Seal, Tier X
A large mine-laying submarine which was commissioned to the Royal Navy in 1939. In the Second World War, HMS Seal operated in several theatres from Aden to Halifax. During her combat mission in the Kattegat Strait in May 1940, the heavily damaged submarine was forced to surrender by German aircraft.
This seal can club back! Armed with six 533mm torpedo tubes, Seal brings a different twist to submarine gameplay. Similar to most other British submarines, she is armed only with fast homing torpedoes, but boasts higher damage per torpedo, long range, and a high ping speed that will make it easier to attack targets from long range. However, her torpedoes do have some significant drawbacks: the range at which they cease homing is higher than other submarines, giving her targets additional time to maneuver out of the way, and they have a relatively long reload time. The range at which these torpedoes homing is switched off is 3 km for battleships, 1.7 km for aircraft carriers, 2 km for cruisers, 680 m for destroyers and 240 m for submarines. In terms of other characteristics, she possesses a large dive capacity which recharges slowly, but a large hitpoint pool will allow her to take a hit or two when caught on the surface.
In battle, Seal will play as a hybrid between normal submarine gameplay and that of a torpedo destroyer. She is well suited to making long-range attacks on targets with limited opportunity to maneuver. Pick out enemy cruisers or battleships positioned near islands or those with poor maneuverability in open water. Take care to avoid engagement with enemy submarines—in addition to her increased homing cutoff making landing hits a difficulty, having torpedoes only mounted on the bow will be a significant disadvantage.
Note that because Seal's model is still undergoing development, we will use a different model—Selkie—with identical parameters for testing purposes.
Hit points – 19200. Plating - 19 mm.
Dive capacity 300 units. Dive capacity depletion 1 units/s. Dive Capacity recharge rate 0.4 units/s.
Main battery - 1x1 102 mm. Firing range - 6.0 km.
Maximum SAP shell damage - 2250. SAP shell armor penetration - 30 mm. SAP initial velocity - 850 m/s.
Reload time - 5.0 s. 180-degree turn time - 18.0 s. Maximum dispersion - 36 m. Sigma – 2.00.
Sonar:
Reload time 9.0 s; Duration of a ping effect on a highlighted sector - 35.0 s, double highlighted sector - 75.0 s; Ping velocity 800; Maximum range 13.0 km
Torpedo tubes - 6x1 533 mm.
Maximum damage - 12033. Range - 13.0 km. Speed - 90 kt. Reload time - 90 s. Launcher 180-degree turn time – 15.0 s. Torpedo detectability - 2.5 km.
Number of bow torpedo tube loaders 3.
Maximum speed - 27.0 kt. Turning circle radius - 490 m. Rudder shift time – 7.0 s. Surface detectability – 6.6 km. Air detectability – 2.4 km. Detectability after firing main guns in smoke – 2.1 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 6.0 km; Revealing ships positions time 6 s; Reload time 30 s; Charges 6)
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; Equipment is unlimited)
4 slot - Reserve Battery Unit (Duration time 30 s; Reload time 90 s; Charges 2)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
New Ship Concept Details
Last but not least, in our previous DevBlog we announced a new ship concept, which we plan to temporarily add to the game, and the three ships we'll be testing it with. Now we are ready to share the parameters of these ships.
French Cruiser Metz, Tier VIII (Based on Toulon)
Max hit points – 42500. Hit points at the start of the battle - 17000.
Plating - 25 mm. Fires duration: 60 s.
Torpedo protection - 25 %.
Fight or Flight
Main battery reload and accuracy improves as Hit Points decrease, up to a Minimum effective Hit Points threshold. Going below this threshold does not provide additional bonuses.
Minimum effective Hit Point threshold: 10625
Bonuses at the threshold: Main battery reload time: -15%
Main battery shell dispersion: -23%
Main battery - 2x4 305 mm. Firing range - 18.8 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 - 850 m/s.
Reload time - 27.0 s. 180-degree turn time - 25.7 s. Maximum dispersion - 245 m. Sigma – 1.80.
Upgrades improving main battery accuracy or firing range are unavailable.
Limited AP Shells:
AP shells with improved ballistics, penetration, reduced possibility of ricochet, shortened shell fuse time.
Number of shells - 80 (Burst series expends 8 shells per turret)
Maximum AP shell damage - 8000;
The angle at which the check for ricochets is made for AP shells - 55 degrees;
The guaranteed ricochet angle - 65 degrees;
Initial Velocity - 940 m/s.
Burst series:
Reload time - 36.0 s. Burst interval - 1.7 с. Shots in the series 2. Firing range: -33.3%
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.
Secondary Armament:
2x3 155.0 mm, range - 7.6 km.
Maximum HE shell damage – 2200. Chance to cause fire – 11%. HE initial velocity - 870 m/s
6x2 100.0 mm, range - 7.6 km.
Maximum HE shell damage – 1400. Chance to cause fire – 6%. HE initial velocity - 780 m/s
AA defense: 18x2 25.0 mm., 6x2 100.0 mm., 8x2 37.0 mm.
AA defense short-range: continuous damage per second - 238, hit probability - 85 %, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 35, hit probability - 90 %, action zone - 3.0 km;
AA defense long-range: continuous damage per second - 56, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 3, damage within an explosion - 1190, action zone 3.5 - 5.8 km.
Maximum speed - 30.0 kt. Turning circle radius - 710 m. Rudder shift time – 11.5 s. Surface detectability – 13.7 km. Air detectability – 9.6 km. Detectability after firing main guns in smoke – 10.9 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 637.5; Reload time 60 s; Charges 5; Preparation time at the beginning of the battle 200s)
3 slot - Engine Boost (Duration time 180 s; Maximum speed +15%; Reload time 120 s; Charges 3)
4 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)
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 - Fighter (Duration time 60 s; Fighters 3; 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.
Soviet Cruiser Vyazma, Tier IX (Based on Borodino)
Hit points – 64200. Hit points at the start of the battle - 25680.
Plating - 25 mm. Fires duration: 60 s.
Torpedo protection - 24 %.
Fight or Flight
Main battery reload and accuracy improves as Hit Points decrease, up to a Minimum effective Hit Points threshold. Going below this threshold does not provide additional bonuses.
Minimum effective Hit Point threshold: 16050
Bonuses at the threshold: Main battery reload time: -15%
Main battery shell dispersion: -25%
Main battery - 2x3 406 mm. Firing range - 20.9 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 - 13250. AP initial velocity - 830 m/s.
Reload time - 29.0 s. 180-degree turn time - 25.7 s. Maximum dispersion - 267 m. Sigma – 1.80.
Upgrades improving main battery accuracy or firing range are unavailable.
Limited AP Shells:
AP shells with improved ballistics, penetration, reduced possibility of ricochet, shortened shell fuse time.
Number of shells - 60 (Burst series expends 6 shells per turret)
Maximum AP shell damage - 13250;
The angle at which the check for ricochets is made for AP shells - 55 degrees;
The guaranteed ricochet angle - 65 degrees;
Initial Velocity - 900 m/s.
Burst series:
Reload time - 40.0 s. Burst interval - 1.7 с. Shots in the series 2. Firing range: -37.9%
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.
Secondary Armament:
2x2 180.0 mm, range - 7.0 km.
Maximum HE shell damage – 2500. Chance to cause fire – 13%. HE initial velocity - 1000 m/s
AA defense: 12x4 25.0 mm., 12x2 57.0 mm., 2x2 180.0 mm.
AA defense short-range: continuous damage per second - 203, hit probability - 85 %, action zone - 3.1 km;
AA defense mid-range: continuous damage per second - 357, hit probability - 90 %, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 42, hit probability - 90 %, action zone - 5.8 km;
Number of explosions in a salvo - 2, damage within an explosion - 1960, action zone 3.5 - 5.8 km.
Maximum speed - 31.6 kt. Turning circle radius - 1060 m. Rudder shift time – 12.8 s. Surface detectability – 16.9 km. Air detectability – 11.8 km. Detectability after firing main guns in smoke – 17.0 km.
Available consumables:
1 slot - Damage Control Party (Duration time 5 s; Reload time 60 s; Equipment is unlimited)
2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 963.0; Reload time 60 s; Charges 5; Preparation time at the beginning of the battle 200s)
3 slot - Engine Boost (Duration time 180 s; Maximum speed +15%; Reload time 120 s; Charges 3)
4 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)
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)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
American Battleship Oregon, Tier X (Based on Georgia)
Hit points – 74100. Hit points at the start of the battle - 29640.
Plating - 32 mm.
Torpedo protection - 26 %.
Fight or Flight
Main battery reload and accuracy improves as Hit Points decrease, up to a Minimum effective Hit Points threshold. Going below this threshold does not provide additional bonuses.
Minimum effective Hit Point threshold: 18525
Bonuses at the threshold: Main battery reload time: -15%.
Main battery shell dispersion: -27%,
Main battery - 3x2 457 mm. Firing range - 23.5 km.
Maximum HE shell damage – 6450. HE shell armor penetration - 77 mm. Chance to cause fire – 43%. HE initial velocity - 800 m/s.
Maximum AP shell damage - 15750. AP initial velocity - 732 m/s.
Reload time - 25.0 s. 180-degree turn time - 36.0 s. Maximum dispersion - 293 m. Sigma – 1.80.
Upgrades improving main battery accuracy or firing range are unavailable.
Limited AP Shells:
AP shells with improved ballistics, penetration, reduced possibility of ricochet, shortened shell fuse time.
Number of shells - 72 (Burst series expends 4 shells per turret)
Maximum AP shell damage - 13250;
The angle at which the check for ricochets is made for AP shells - 55 degrees;
The guaranteed ricochet angle - 65 degrees;
Initial Velocity - 832 m/s.
Burst series:
Reload time - 35.0 s. Burst interval - 1.7 с. Shots in the series 2. Firing range: -42,6%
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:
10x2 127.0 mm, range - 7.3 km.
Maximum HE shell damage – 1800. Chance to cause fire – 5%. HE initial velocity - 792 m/s
AA defense: 10x2 127.0 mm., 16x4 40.0 mm., 40x1 20.0 mm.
AA defense short-range: continuous damage per second - 280, hit probability - 70 %, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 413, hit probability - 75 %, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 172, hit probability - 75 %, action zone - 5.8 km;
Number of explosions in a salvo - 8, damage within an explosion - 1680, action zone 3.5 - 5.8 km.
Maximum speed - 33.0 kt. Turning circle radius - 890 m. Rudder shift time – 16.5 s. Surface detectability – 16.4 km. Air detectability – 11.3 km. Detectability after firing main guns in smoke – 18.0 km.
Available consumables:
1 slot - Damage Control Party (Duration time 20 s; Reload time 80 s; Equipment is unlimited)
2 slot - Specialized Repair Teams (Duration time 20 s; HP per second 1111.5; Reload time 60 s; Charges 5; Preparation time at the beginning of the battle 200s)
3 slot - Engine Boost (Duration time 180 s; Maximum speed +15%; Reload time 120 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.
After the initial announcement of the new Limited Shells mechanic, some of you expressed concerns about its purpose and future. We want to address these concerns:
- Limited Shells is a standalone mechanic and not a testbed for Premium Ammo.
- Limited Shells are tied to specific ships and function similarly to existing gameplay mechanics, such as the Burst Fire mode available on ships like Condé, Edgar, and Zorkiy, which also feature improved shell characteristics.
- Limited Shells will automatically restock after each battle, similar to consumable charges, and cannot be purchased with any currency, except as part of the standard ship servicing costs after each battle.
- The three ships mentioned above are planned to be available only for the duration of the event, after which they will be removed from the game. We also want to highlight that these ships, like all ships entering the game - including Tech Tree ships, Premiums, and others - will undergo our regular live testing process to ensure they fit within the overall game balance.
*22.11.2024. Updated AA defense parameters of Metz, Vyazma and Oregon.