American Battleship Connecticut, Tier X
A battleship of the never built South Dakota class of 1921. The ship is represented with an extensive modernization similar to those found on other standard battleships of the US Navy during the Second World War. In terms of gameplay, Connecticut offers a variation of the playstyle found on the American slow battleship tree. While her main battery is not as impressive as Vermont's, she offers higher accuracy and a standard reload time. In terms of survivability, Connecticut falls quite short compared to her tech tree variant in terms of HP, but makes up for it with good armor and best in class base plating. Acceleration and maneuverability will be vastly improved over her same class counterparts, and the ship will also slow down much faster compared to similar ships like Minnesota and Vermont.
Main battery - 4x3 406 mm. Firing range - 23.5 km.
Maximum HE shell damage - 5700. HE shell armor penetration - 68 mm. Chance to cause fire - 36%. HE initial velocity - 820 m/s.
Maximum AP shell damage - 12800. AP initial velocity - 762 m/s.
Reload time - 30 s. 180 degree turn time - 40 s. Maximum dispersion - 245 m. Sigma - 2.05.
Airstrike (DC):
Reload time - 30. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 11 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.
Secondary Armament:
10x2 127 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 mm. 14x2 76.2 mm. 41x1 20.0 mm.
AA defense short-range: continuous damage per second - 332, hit probability - 95%, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 429, hit probability - 90%, action zone - 4.0 km;
AA defense long-range: continuous damage per second - 131, hit probability - 90%, action zone - 5.8 km;
Number of explosions in a salvo - 10, damage within an explosion - 1680, action zone 4.0 - 5.8 km.
Maximum speed - 23.5 kt. Turning circle radius - 700 m. Rudder shift time - 14.5 s.
Surface detectability - 15.8 km. Air detectability - 12.3 km. Detectability after firing main guns in smoke - 16.5 km.
Available consumables:
Slot 1 - Damage Control Party (Duration time 20 s; Reload time 40 s; Charges unlimited)
Slot 2 - Repair Party (Duration time 28 s; HP per second 560.34; Reload time 40 s; Charges 4)
Slot 3 - 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 4)
Japanese Cruiser Ishikari, Tier X
A version of the B-65 Project for a super heavy cruiser for the Japanese navy, which was developed during World War 2. This version was supposed to carry 356mm guns. Ishikari abandons the rather one dimensional playstyle offered by her half-sisters Azuma and Yoshino, offering a wide set of abilities that will suite a variety of playstyles. Her main guns offer superb accuracy and great pen on the AP shells, but not the greatest range, her hull is still as vulnerable as Yoshino's, but offers more resilience due to a mighty increase in HP. Her torpedoes are as deadly as ever, but now are quite limited in range. Additionally, the ship features improved secondary battery with increased range and accuracy, plus the standard improved pen of the Japanese 100mm guns, all this will allow Ishikari to act in a large variety of tasks, offering a more complex gameplay experience.
Main battery - 3x2 356 mm. Firing range - 19.1 km.
Maximum HE shell damage - 5700. HE shell armor penetration - 59 mm. Chance to cause fire - 21%. HE initial velocity - 975 m/s.
Maximum AP shell damage - 10200. AP initial velocity - 975 m/s.
Reload time - 21 s. 180 degree turn time - 30 s. Maximum dispersion - 189 m. Sigma - 2.1.
Airstrike (DC):
Reload time - 30. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 8 km. Number of Bombs in Payload - 2. Maximum bomb damage - 4900.
Torpedo tubes - 4x3 610 mm. Maximum damage - 16270. Range - 10 km. Speed - 59 kt. Reload time - 150 s. Launcher 180 degree turn time - 7.2 s. Torpedo detectability - 1.5 km.
Secondary Armament:
8x2 100 mm, range - 8 km. Maximum HE shell damage - 1700. Chance to cause fire - 6%. HE initial velocity - 1000 m/s
AA defense: 8x2 100 mm. 20x3 25 mm. 24x1 25 mm. 12x2 40 mm.
AA defense short-range: continuous damage per second - 215, hit probability - 90%, action zone - 2.5 km;
AA defense mid-range: continuous damage per second - 198, hit probability - 90%, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 173, hit probability - 80%, action zone - 5.8 km;
Number of explosions in a salvo - 8, damage within an explosion - 1540, action zone 3.5 - 5.8 km.
Maximum speed - 33.5 kt. Turning circle radius - 920 m. Rudder shift time - 13.9 s.
Surface detectability - 14.67 km. Air detectability - 11.73 km. Detectability after firing main guns in smoke - 13.8 km.
Available consumables:
Slot 1 - Damage Control Party (Duration time 5 s; Reload time 60 s; Charges unlimited)
Slot 2 - Repair Party (Duration time 28 s; HP per second 347; Reload time 80 s; Charges 3)
Slot 3 - Fighter (Duration time 60 s; Action radius 3 km; Reload time 90 s; Charges 4)
British Battleship Prince of Wales, Tier VI
A King George V-class battleship of the Royal Navy. Despite being sunk less than a year after she was commissioned, Prince of Wales had an extensive battle history. She was involved in several key actions of the Second World War, including the May 1941 Battle of the Denmark Strait where she scored three hits on the German battleship Bismarck, forcing Bismarck to abandon her raiding mission and head to port for repairs. Prince of Wales later escorted one of the Malta convoys in the Mediterranean, during which she was attacked by Italian aircraft. In her final action, she attempted to intercept Japanese troop convoys off the coast of Malaya as part of Force Z when she was sunk by Japanese aircraft on 10 December 1941, two days after the attack on Pearl Harbor. Prince of Wales will be decidedly more aggressive in her playstyle compared to her tech tree sisters. At Tier VI, her armor scheme is quite sufficient to deal with most enemy threats, and her HP pool allows her to survive quite the battering. Her main battery features a comparatively heavy salvo weight for the tier, but only mediocre range and accuracy. Her secondary armament has improved range and accuracy. These features put the Prince of Wales on the path of a brawler, rewarding aggressive plays and offensive positioning.
Main battery - 2x4; 1x2 356mm Firing range - 16.5 km.
Maximum HE shell damage - 5900. HE shell armor penetration - 25 mm. Chance to cause fire - 11%. HE initial velocity - 841 m/s.
Maximum AP shell damage - 10500. AP initial velocity - 841 m/s.
Reload time - 29.5 s. 180 degree turn time - 45.0 s. Maximum dispersion - 241 m. Sigma - 1.70.
Airstrike (DC):
Reload time - 20. 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.
Secondary Armament:
4x2 133.0 mm, range - 5.5 km. Maximum HE shell damage - 1900. Chance to cause fire - 8%. HE initial velocity - 792 m/s
AA defense: 4x2 133.0 mm. 39x1 20.0 mm. 8x4 40.0 mm.
AA defense short-range: continuous damage per second - 262, hit probability - 95%, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 333, hit probability - 90%, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 55, hit probability - 85%, action zone - 5.2 km;
Number of explosions in a salvo - 4, damage within an explosion - 1330, action zone 2.5 - 5.2 km.
Maximum speed - 26.5 kt. Turning circle radius - 790 m. Rudder shift time - 17.5 s.
Surface detectability - 14.14 km. Air detectability - 10.01 km. Detectability after firing main guns in smoke - 12.5 km.
Available consumables:
Slot 1 - Damage Control Party (Duration time 15 s; Reload time 5 s; Charges unlimited)
Slot 2 - Repair Party (Duration time 28 s; Additional Parameters HP per second 269.5; Reload time 80 s; Charges 2)
Slot 3 - Defensive AA Fire (Duration time 40 s; Additional Parameters 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)
American Destroyer Laffey, Tier IX
An Allen M. Sumner class destroyer, which was constructed during World War II, laid down and launched in 1943, and commissioned in February 1944. The ship earned the nickname "The Ship That Would Not Die" for her exploits during the D-Day invasion and the Battle of Okinawa when she successfully withstood a determined assault by conventional bombers and the most unrelenting kamikaze air attack in history. Today, Laffey is a museum ship at Patriots Point in South Carolina. Unlike the tech tree US Destroyers, who offer somewhat of a “Jack of all trades” experience, Laffey is a straight up gunboat type destroyer, offering some of the best-in-class DPM for the Tier on guns with superb accuracy. Following the characteristics of the real vessel. USS Laffey will also feature a strong AA suite, further improved by a specialized Defensive AA consumable. To round up the features of “The Ship That Would Not Die”, Laffey also has access to a heavy repair party that heals large portions of HP over a long duration of time. Among her weaknesses are the inability to deploy a smoke-screen, mediocre health and long reloading torpedoes.
Main battery - 3x2 127 mm. Firing range - 12.8 km.
Maximum HE shell damage - 1800. HE shell armor penetration - 21 mm. Chance to cause fire - 5%. HE initial velocity - 792 m/s.
Maximum AP shell damage - 2100. AP initial velocity - 792 m/s.
Reload time - 3.0 s. 180 degree turn time - 7.2 s. Maximum dispersion - 98 m. Sigma - 2.05.
Depth charges:
Maximum damage - 5100. Number of charges - 2. Bombs in a charge - 14. Reload time - 40 s.
Torpedo tubes - 2x5 533 mm. Maximum damage - 17900. Range - 16.5 km. Speed - 66 kt. Reload time - 130 s. Launcher 180 degree turn time - 7.2 s. Torpedo detectability - 1.4 km.
AA defense: 3x2 127 mm. 2x2 40.0 mm. 10x1 20.0 mm. 2x4 40.0 mm.
AA defense short-range: continuous damage per second - 83, hit probability - 95%, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 109, hit probability - 85%, action zone - 3.5 km;
AA defense long-range: continuous damage per second - 63, hit probability - 80%, action zone - 5.8 km;
Number of explosions in a salvo - 3, damage within an explosion - 1680, action zone 3.5 - 5.8 km.
Maximum speed - 36.5 kt. Turning circle radius - 620 m. Rudder shift time - 3.1 s.
Surface detectability - 7.20 km. Air detectability - 3.36 km. Detectability after firing main guns in smoke - 4.5 km.
Available consumables:
Slot 1 - Damage Control party (Duration time 5 s; Reload time 40 s; Charges unlimited)
Slot 2 - Heavy Repair Party (Duration time 60 s; Additional Parameters HP per second 92.5; Reload time 120 s; Charges 3)
Slot 3 - Defensive AA Fire (Duration time 30 s; Additional Parameters 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 unlimited)
Slot 4 - Engine Boost (Duration time 120 s; Additional Parameters Maximum speed +8%; Reload time 120 s; Charges 3)
British Light Cruiser Arethusa, Tier V
HMS Arethusa was the name ship of her class of light cruisers built for the Royal Navy. The ship served in various theatres during World War 2, including the invasion of Normandy. After the war, the ship was quickly sold for scrap. In game, Arethusa will bring a large variety of assets to allow her to deal with any situation. Her main battery has superb range and features both the excellent AP shells found on most British light cruisers, but also HE shells. Additionally, the ship comes equipped with torpedo launchers and a good AA suite for the tier, further boosted by having access to the Defensive AA consumable. While Arethusa will have access to a multitude of consumables, including a repair party and hydroacoustic search, she won't have access to the smoke-screen typically found on light cruisers. This combined with her small HP pool, will force the captain to carefully consider each step, as any wrong move could lead to a quick demise, even by light cruiser standards.
Maximum HE shell damage - 2150. HE shell armor penetration - 25 mm. Chance to cause fire - 11%. HE initial velocity - 841 m/s.
Maximum AP shell damage - 3100. AP initial velocity - 841 m/s.
Reload time - 7.5 s. 180 degree turn time - 25.7 s. Maximum dispersion - 131 m. Sigma - 2.05.
Airstrike (DC):
Reload time - 20. Available flights - 2. Number of Aircraft in Attacking Flight - 1. Maximum range - 7.0 km. Number of Bombs in Payload - 1. Maximum bomb damage - 2900.
Torpedo tubes - 2x3 533 mm. Maximum damage - 15867. Range - 8.0 km. Speed - 61 kt. Reload time - 72 s. Launcher 180 degree turn time - 7.2 s. Torpedo detectability - 1.2 km.
Secondary Armament:
4x2 102 mm, range - 4.3 km. Maximum HE shell damage - 1500. Chance to cause fire - 6%. HE initial velocity - 811 m/s
AA defense: 4x2 102.0 mm. 5x1 20.0 mm. 2x4 40.0 mm.
AA defense short-range: continuous damage per second - 60, hit probability - 95%, action zone - 2.0 km;
AA defense mid-range: continuous damage per second - 57, hit probability - 90%, action zone - 2.5 km;
AA defense long-range: continuous damage per second - 54, hit probability - 85%, action zone - 5.8 km;
Number of explosions in a salvo - 2, damage within an explosion - 1050, action zone 2.5 - 5.8 km.
Maximum speed - 33.5 kt. Turning circle radius - 560 m. Rudder shift time - 8.5 s.
Surface detectability - 9.95 km. Air detectability - 6.44 km. Detectability after firing main guns in smoke - 5.1 km.
Available consumables:
Slot 1 - Damage Control Party (Duration time 5 s; Reload time 5 s; Charges unlimited)
Slot 2 - Repair Party (Duration time 28 s; Additional Parameters HP per second 232; Reload time 80 s; Charges 2)
Slot 3 - Defensive AA Fire (Duration time 40 s; Additional Parameters 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)
Slot 4 - Hydroacoustic Search (Duration time 100 s; Additional Parameters Torpedo detection range 3.5 km; Ship detection range 5.0 km; Reload time 120 s; Charges 3)