Captains! Today, we're pleased to announce 4 new ships, including a famous historical Japanese destroyer!
Japanese destroyer Shigure, Tier VIII
One of ten Shiratsuyu-class destroyers, Shigure has a distinguished service record during the Pacific War, which includes participation in the Battles of Vella Gulf, Vella Lavella, Empress Augusta Bay, and Surigao Strait, among others. During the course of the war, she earned a reputation for being "lucky" after emerging from several encounters with no damage and twice surviving as the sole ship of a Japanese force. However, the destroyer eventually shared the fate of her sisters and was sunk by an American submarine in January 1945.
Shigure's main battery consists of 2 twin 127mm mounts with decent alpha damage. However, guns are not her weapon of choice—her most powerful punch comes packed in the form of two quadruple torpedo launchers with good damage, similar to those found on her sister-ships such as VII Shiratsuyu.
Where Shigure really stands out is her stealth. She has very good concealment, which can be improved further still with the correct build of Commander skills and upgrades. This will help her sneak up on unsuspecting enemies, such as battleships and heavy cruisers. However, her small HP pool means that she'll have to choose her targets carefully and avoid unnecessary engagements. Keep in mind, though, that incoming damage is partially negated by an armor saturation feature akin to French destroyers: after a certain threshold, she will take less damage in her midsection.
Shigure has access to the Exhaust Smoke Generator, allowing her to cover herself with a smokescreen at full speed when things get nasty. Since her maximum speed is mediocre, her Engine Boost consumable will come in handy. Similar to Japanese destroyers such as VIII Asashio and VIII Akizuki, Shigure has access to the Torpedo Reload Booster, which completes her consumables set.
Gameplay-wise, her stealthy torpedo-focused origins are reflected in her playstyle. She is focused on hunting isolated targets thanks to her great concealment and hard-hitting torpedoes. Play safe and look for flanking enemies while keeping an eye on those pesky opponents with Surveillance Radar.
Armor
- Fore- and aft-end plating - 19 mm.
Survivability
- Hit points - 13100.
- Fires duration - 30 s.
Artillery
Main battery - 2x2 127 mm:
- Maximum range - 11.3 km.
- Reload time - 5.6 s.
- 180-degree turn time - 30.0 s.
- Maximum dispersion - 100 m.
- Sigma - 2.0
- HE Shells
- Maximum damage - 2150.
- Armor penetration capacity - 21 mm.
- Chances of causing a fire on target - 9 %.
- Initial velocity - 915 m/s.
- AP Shells
- Maximum damage - 2200.
- Initial velocity - 915 m/s.
- HE Shells
Torpedoes
- 2x4 610 mm:
- Maximum damage - 17233.
- Maximum range - 10.0 km.
- Speed - 62 kt.
- Detectability range - 1.6 km.
- Torpedo tube reload time - 95 s.
- 180 degree turn time - 7.2 s.
Depth Charges
- Maximum damage - 4600.
- Number of charges - 2.
- Bombs in a charge - 12.
- Reload time - 40 s.
AA Defense
3x3 25.0 mm., 1x2 25.0 mm., 15x1 25.0 mm., 4x1 13.2 mm.
- Continuous damage - 141.
- Short-range:
- Damage by short-range AA guns - 148.
- Hit probability - 95 %.
- Firing range - 2.5 km.
- Short-range:
Maneuverability
- Maximum speed - 34.0 kt.
- Turning circle radius - 590 m.
- Rudder shift time - 4.4 s.
Concealment
- Detectability range by sea - 6.5 km.
- Detectability after firing a main gun shell - 11.3 km.
- Detectability after firing main guns in smoke - 2.5 km.
- Detectability when ship is on fire - 8.5 km.
- Detectability range by depths - 0.0-2.8 km.
- Detectability range by air - 2.8 km.
- Detectability after firing a main gun shell - 6.5 km.
- Detectability when ship is on fire - 4.8 km.
Consumables
- 1 slot - Damage Control Party
- Duration time - 5 s.
- Reload time - 40 s.
- 2 slot - Exhaust Smoke Generator
- Dispersion time - 10 s.
- Action radius - 0.45 km.
- Duration time - 30 s.
- Reload time - 120 s.
- Charges - 3.
- 3 slot - Engine Boost
- Maximum speed +8%.
- Duration time - 120 s.
- Reload time - 120 s.
- Charges - 3.
- 4 slot - Torpedo Reload Booster
- Torpedo reload time - 5 s.
- Reload time - 200 s.
- Charges - 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
European cruiser Regele Carol I, Tier VIII
The ship is an embodiment of the Italian design UP 102 proposed for Romania in 1937 during a period of intense cooperation in the naval sphere between the two countries. The design represented a large gun cruiser, conceptually close to the German "pocket battleships" of the Deutschland-class, with a unique Italian 280 mm main battery.
The cruiser is named after the first king of Romania, Carol I—a name previously used for a Romanian minelayer sunk in 1941.
Regele Carol I features an impressive caliber for a cruiser, with six powerful 280mm guns that sport a moderate reload time but not the best accuracy. Her turret layout is similar to VIII Knesebeck, with a turret in the bow and the other on the aft. She also packs high damage per minute with her accurate secondaries, which, however, have standard penetration and range—unlike Knesebeck. Additionally, she carries torpedo launchers on each side with great firing angles, fast torpedo speed, and quick reload. The downside is the number of tubes: only 3 per side. That said, such an armament makes Regele Carol I a versatile ship for all manner of threats and targets.
As she can't boast a large HP pool or thick armor, a Specialized Repair Team consumable with a fast reload will give her more resilience in sustained fights. Moreover, her Emergency Engine Power consumable allows her to reposition on the map and take aggressive engagements quickly, or get out of unwanted fights. She also comes with a Hydroacoustic Search to watch out for preying destroyers when pressing on the assault. Aside from that, she has a Spotting Aircraft among her consumables, which provides opportunities to extend her gun's range in case she needs to stay away from potential retaliatory fire.
Regele Carol I truly shines in short-to-mid range combat, where her "Swiss army knife" playstyle comes together and each of her armaments will find their use. With solid main guns, accurate secondaries, and fast-reloading torpedoes, she can adapt to a wide range of combat situations.
Armor
- Fore- and aft-end plating - 25 mm.
Survivability
- Hit points - 38500.
- Fires duration - 60 s.
Artillery
Main battery - 2x3 280 mm:
- Maximum range - 16.2 km.
- Reload time - 15 s.
- 180-degree turn time - 27.7 s.
- Maximum dispersion - 184 m.
- Sigma - 1.8
- HE Shells
- Maximum damage - 3900.
- Armor penetration capacity - 47 mm.
- Chances of causing a fire on target - 21 %.
- Initial velocity - 910 m/s.
- AP Shells
- Maximum damage - 7650.
- Initial velocity - 910 m/s.
- HE Shells
Secondary armament
- Maximum range - 6.6 km.
- 6x2 120 mm
- Reload time - 1.8 s.
- Maximum damage - 1700.
- Chances of causing a fire on target - 7 %.
- Armor penetration capacity - 20 mm.
- Initial velocity - 850 m/s.
- 6x2 120 mm
Torpedoes
- 2x3 533 mm:
- Maximum damage - 10700.
- Maximum range - 12 km.
- Speed - 86 kt.
- Detectability range - 1.8 km.
- Torpedo tube reload time - 55 s.
- 180 degree turn time - 7.2 s.
Airstrike
- Airstrike range - 7 km.
- Reload time - 30 s.
- Available flights - 2.
- Number of aircraft in attacking flight - 1.
- Aircraft HP - 2000.
- Bombs in payload - 2.
- Maximum bomb damage - 4200.
AA Defense
- 8x2 40.0 mm., 6x2 120.0 mm., 4x2 65.0 mm., 8x4 20.0 mm.
- Continuous damage - 256.
- Short-range:
- Damage by short-range AA guns - 105.
- Hit probability - 85 %.
- Firing range - 2.0 km.
- Mid-range:
- Damage by medium-range AA guns - 267.
- Hit probability - 90 %.
- Firing range - 3.7 km.
- Long-range:
- Damage by long-range AA guns - 56.
- Hit probability - 90 %.
- Firing range - 5.2 km.
- Short-range:
- Damage by shell explosion - 1330.
- Number of shell explosions in a salvo - 3.
- Priority sector reinforcement - 35%.
- Firing range - 5.2 km.
Maneuverability
- Maximum speed - 31.0 kt.
- Turning circle radius - 660 m.
- Rudder shift time - 9.9 s.
Concealment
- Detectability range by sea - 13.6 km.
- Detectability after firing a main gun shell - 16.2 km.
- Detectability after firing main guns in smoke - 10.1 km.
- Detectability when ship is on fire - 15.6 km.
- Detectability range by depths - 0.0-6.0 km.
- Detectability range by air - 6.0 km.
- Detectability after firing a main gun shell - 13.6 km.
- Detectability when ship is on fire - 8.0 km.
Consumables
- 1 slot - Damage Control Party
- Duration time - 5 s.
- Reload time - 60 s.
- 2 slot - Specialized Repair Teams
- HP per second: +462.
- Duration time - 20 s.
- Reload time - 60 s.
- Charges - 3.
- 3 slot - Emergency Engine Power
- Maximum speed +25%.
- Duration time - 50 s.
- Reload time - 120 s.
- Charges - 3.
- 4 slot - Hydroacoustic Search
- Torpedo detection range - 3.5 km.
- Ship detection range - 5.0 km.
- Duration time - 100 s.
- Reload time - 120 s.
- Charges - 3.
- 5 slot - Spotting Aircraft
- Main battery firing range +20%.
- Duration time - 100 s.
- Reload time - 240 s.
- Charges - 4.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
German destroyer ZH1, Tier IX
The ship was originally laid down as Dutch destroyer Gerard Callenburgh in 1938. She was captured by the Germans in 1940 following the occupation of the Netherlands and—with some alterations to the original armament—completed in 1942 under the name ZH1 (stands for “Zerstörer, Holland, No.1”). During the Second World War, the destroyer served mainly off the coast of France and was sunk during the Normandy Landings at the Battle of Ushant in June 1944.
ZH1 comes equipped with 120mm guns in an unusual layout: a twin and a single mount are placed in the aft, and one twin-barrel turret in the bow. Her HE shell penetration is improved, similar to other German destroyers, but the maximum damage is a little lower. Her AP shells punch harder, but her turret placement alongside a long reload time makes it difficult for her to trade damage with other destroyers. As such, her guns are more suited for defensive purposes.
Therefore, the weight of dealing damage lays on her other armament. ZH1's torpedoes are similar to those found on other German destroyers, offering a good mix of speed and damage with a fast reload time and a decent maximum range. She also has access to a unique armament for a German destroyer—and this is where her Dutch heritage shows its roots—an HE Airstrike. It is remarkable for boasting a large squadron size and bomb loadout, significant damage, and good penetration capability. However, the Airstrike range is relatively limited, and she can only have one charge at a time, so you have to choose carefully where and when to call in the cavalry.
ZH1 has access to a Short-Burst Smoke Generator, a Hydroacoustic Search, and a standard Engine Boost. While not something special for a German destroyer, this set of consumables gives her some defensive tools, as her small health pool makes the ship particularly vulnerable to other destroyers.
ZH1 redefines the hybrid playstyle. Rather than relying on her main guns, she focuses on a mix of fast reloading torpedoes and hard-hitting airstrikes, alongside good concealment to deliver damage. Most of her armament is short-ranged, so she'll need to get close to the action to make the most of her tools.
Armor
- Fore- and aft-end plating - 19 mm.
Survivability
- Hit points - 14600.
- Fires duration - 30 s.
Artillery
Main battery - 1x1 120 mm, 2x2 120 mm:
- Maximum range - 11.9 km.
- Reload time - 6 s.
- 180-degree turn time - 18.0 s.
- Maximum dispersion - 104 m.
- Sigma - 2.0
- HE Shells
- Maximum damage - 1400.
- Armor penetration capacity - 30 mm.
- Chances of causing a fire on target - 7 %.
- Initial velocity - 800 m/s.
- AP Shells
- Maximum damage - 3150.
- Initial velocity - 800 m/s.
- HE Shells
Torpedoes
- 2x4 533 mm:
- Maximum damage - 16533.
- Maximum range - 10.0 km.
- Speed - 67 kt.
- Detectability range - 1.2 km.
- Torpedo tube reload time - 85 s.
- 180 degree turn time - 7.2 s.
Depth Charges
- Maximum damage - 2400.
- Number of charges - 2.
- Bombs in a charge - 24.
- Reload time - 40 s.
HE Bomb Airstrike
- Airstrike range - 10 km.
- Reload time - 75 s.
- Available flights - 1.
- Number of aircraft in attacking flight - 15.
- Aircraft HP - 2200.
- Bombs in payload - 5.
- Maximum bomb damage - 4000.
- Armor penetration capacity - 32 mm.
- Chances of causing a fire on target - 23 %.
AA Defense
- 2x1 20.0 mm., 2x2 37.0 mm., 2x4 20.0 mm.
- Continuous damage - 54.
- Short-range:
- Damage by short-range AA guns - 67.
- Hit probability - 95 %.
- Firing range - 2.0 km.
- Mid-range:
- Damage by medium-range AA guns - 18.
- Hit probability - 100 %.
- Firing range - 3.5 km.
- Short-range:
Maneuverability
- Maximum speed - 37.5 kt.
- Turning circle radius - 580 m.
- Rudder shift time - 3.4 s.
Concealment
- Detectability range by sea - 7.2 km.
- Detectability after firing a main gun shell - 11.9 km.
- Detectability after firing main guns in smoke - 2.7 km.
- Detectability when ship is on fire - 9.2 km.
- Detectability range by depths - 0.0-2.2 km.
- Detectability range by air - 2.2 km.
- Detectability after firing a main gun shell - 7.2 km.
- Detectability when ship is on fire - 4.2 km.
Consumables
- 1 slot - Damage Control Party
- Duration time - 5 s.
- Reload time - 40 s.
- 2 slot - Short-Burst Smoke Generator
- Dispersion time - 40 s.
- Action radius - 0.6 km.
- Duration time - 10 s.
- Reload time - 70 s.
- Charges - 6.
- 3 slot - Engine Boost
- Maximum speed +8%.
- Duration time - 120 s.
- Reload time - 120 s.
- Charges - 3.
- 4 slot - Hydroacoustic Search
- Torpedo detection range - 3.5 km.
- Ship detection range - 5.0 km.
- Duration time - 100 s.
- Reload time - 120 s.
- Charges - 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Dutch cruiser Unie, Tier X
A hypothetical post-war Dutch cruiser design and a further development of the De Zeven Provinciën class with a focus on enhancing the ship's air defense. The cruiser's main battery is represented by dual-purpose 120 mm Bofors guns, adopted into service by the Royal Netherlands Navy in the early 1950s. The ship’s name “Union” came from the Age of Sail and was traditional for Dutch ships during the 17th and 18th centuries.
Armed with Swedish-designed 120mm guns originally developed for the Halland-class destroyers, Unie offers good main battery damage per minute output thanks to a fast reload of her six twin turrets. However, this comes at the cost of shorter range and less favorable ballistics compared to her tech tree counterpart. In addition to her traditional armament, Unie has access to a signature Dutch HE Airstrike. It is limited to one charge at a time with a small number of planes, but it offers good bomb damage, armor penetration, and has a short reload time, providing more options to punish foes behind cover.
Unie doesn't have a large HP pool and her armor is vulnerable, so careful positioning is required. She also has an unusual palette of consumables for a Dutch cruiser, boasting a Repair Party with a fast reload time, an Emergency Engine Power, and a Smoke Generator consumable. This, combined with a good base concealment, allows her to take a more aggressive role closer to the heat of the battle when needed. However, she doesn't get access to the Hydroacoustic Search, so she will be particularly vulnerable while being inside her smoke screen.
Overall, Unie is a warship mainly focused on supporting her allies with fast-reloading guns and HE Airstrike. Of course, as a light cruiser, she remains especially vulnerable to high-caliber shells and would need to rely on her great suite of defensive consumables to survive longer while working in coordination with destroyers to get highlights on potential targets.
Armor
- Fore- and aft-end plating - 16 mm.
Survivability
- Hit points - 37700.
- Torpedo protection. Damage reduction - 19 %.
- Fires duration - 30 s.
Artillery
Main battery - 6x2 120 mm:
- Maximum range - 13.4 km.
- Reload time - 3.6 s.
- 180-degree turn time - 7.2 s.
- Maximum dispersion - 126 m.
- Sigma - 2.05
- HE Shells
- Maximum damage - 1750.
- Armor penetration capacity - 20 mm.
- Chances of causing a fire on target - 8 %.
- Initial velocity - 825 m/s.
- AP Shells
- Maximum damage - 2100.
- Initial velocity - 825 m/s.
- HE Shells
Depth Charges
- Maximum damage - 5000.
- Number of charges - 2.
- Bombs in a charge - 6.
- Reload time - 40 s.
HE Bomb Airstrike
- Airstrike range - 10.5 km.
- Reload time - 50 s.
- Available flights - 1.
- Number of aircraft in attacking flight - 6.
- Aircraft HP - 2600.
- Bombs in payload - 6.
- Maximum bomb damage - 7100.
- Armor penetration capacity - 39 mm.
- Chances of causing a fire on target - 34 %.
AA Defense
- 10x1 40.0 mm., 4x2 57.0 mm., 6x2 120.0 mm.
- Continuous damage - 527.
- Mid-range:
- Damage by medium-range AA guns - 753.
- Hit probability - 90 %.
- Firing range - 4.0 km.
- Long-range:
- Damage by long-range AA guns - 84.
- Hit probability - 90 %.
- Firing range - 6.0 km.
- Mid-range:
- Damage by shell explosion - 1610.
- Number of shell explosions in a salvo - 5.
- Priority sector reinforcement - 35%.
- Firing range - 6.0 km.
Maneuverability
- Maximum speed - 35.0 kt.
- Turning circle radius - 700 m.
- Rudder shift time - 10.2 s.
Concealment
- Detectability range by sea - 12.4 km.
- Detectability after firing a main gun shell - 13.4 km.
- Detectability after firing main guns in smoke - 5.8 km.
- Detectability when ship is on fire - 14.4 km.
- Detectability range by depths - 0.0-6.9 km.
- Detectability range by air - 6.9 km.
- Detectability after firing a main gun shell - 12.4 km.
- Detectability when ship is on fire - 8.9 km.
Consumables
- 1 slot - Damage Control Party
- Duration time - 5 s.
- Reload time - 60 s.
- 2 slot - Repair Party
- HP per second: +188.
- Duration time - 28 s.
- Reload time - 40 s.
- Charges - 3.
- 3 slot - Emergency Engine Power
- Maximum speed +25%.
- Duration time - 60 s.
- Reload time - 100 s.
- Charges - 4.
- 4 slot - Smoke Generator
- Dispersion time - 97 s.
- Action radius - 0.45 km.
- Duration time - 20 s.
- Reload time - 160 s.
- Charges - 3.
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Additionally, we would like to reveal the rarity of the following ships:
- X Pioneer - Rare
- X Châteaurenault - Rare
- IX Yimeng - Rare
- IX Messina - Rare
- X Independencia - Rare
The airstrikes will continue until morale improves
Soon they can rename the game to "world of bombers" as every ship class can just use planes.
Hey, they need something to do for the devs from WOWP. Might as well be at WOWS. :P
I know most people here already know about it, but it would be cool if the game actually explained to you how improved saturation mechanics work and what boats have improved saturation. a lot of people still either don't understand saturation, or they know about it, but don't know how improved saturation works; and only have a general idea that "improved saturation = I die slower from gunfire." Even a lot of CCs don't properly understand French saturation years after the tree got added to the game.
This is a good suggestion! We're working on expanding our content across all platforms so quick little PSA/FAQ stuff like this is definitely something we are considering.
Consider also adding the vertical dispersion value in the stat sheet of a ship, near the horizontal dispersion, as well as overmatch. Especially the vertical dispersion I feel like it's really important to know, since it can change how a ship is viewed.
Vertical dispersion is a bit of a touchy stat to expose because of how easy it is to misinterpret (horizontal vs vertical projection planes, and the influence of velocity) but I appreciate all the suggestions.
Mh, Fair point. I counter with one other suggestion that will help players that care about stats (both old and new). To allow for a proper explanation and be able to show all the necessary stats (there are few others that I personally feel like should be showed), but without making a mess and potentially overwhelming some people (especially new players), one thing that could be done is adding a small clickable icon somewhere in the part where you see the main armament parameters of the ship (maybe close to the numerical value that should show how strong the guns are). When the icon is clicked, a page (or a few ciclable pages, to have the proper space) appears, and gives a detailed enough explanation of all the stats that are impactful. This page would show visually a dispersions elyose (therefore also showing the vertical and horizontal dispersion) with an explanation on how to interpretate that, there would be shown the sigma with also a quick explanation on what that is (the higher this value is the more likely the shells are to land closer to the center of the elypse), balistics with a chart that gives a visual rappresentation (to know the flight time at range up to like 30km, at any point someone would be able to drag the mouse on the line rappresenting the arc and it would be shown how high the projectile is in the air and the specific travel time to that range). Penetration of the ap (when present) should be also shown there, at distances of 2,5,7,10,15,20,25 and 30km.
"Hiding" all this in a separate tab will allow to show the reduced stats that will come more handy to a new person in a compact ui, but will not make indispensable using 3rd party sytes to see the remaining for someone that wants to know more.
Edit: ap and sap bounce angles should also be included.
and sigma
It would be great if there was a way to view the premium shop fact sheet for a ship with brief history and pros/cons for ships we already have. This could also be an opportunity to mention unique aspect of ships like saturation.
I've heard this one myself a couple of times now, it's definitely a recurring point that is brought up. Thanks for the suggestion regardless and we'll see what we can do!
They used to have a series of YouTube videos that were amazingly helpful. They're all outdated now, but it'd be great to see them remade and added to.
The hitpoints video that explains ship parts and saturation is old but the mechanic remains exactly the same and is still completely accurate.
Shigure can get down to 5.2km conceal, which is a new record.
Carol's air detect can get to 4.9km, lower than her 5.2km AA range, which makes her the second cruiser to be able to do so after Surrey. Unie also gets 5.5km max, making her the third.
ZH1 drops a whopping 36 depth charges
before dying because ship-based ASW is uselesswhich also sets a new record, almost doubling Yamagiri's 20, the current maximum.Lots of new limits being pushed by WG?
Unie also has the new highest T10 mid-range AA damage. 753 midrange is also the second highest in the game so far, only falling behind Jacksonville. Though, there's definitely still some ships that can beat that number with DFAA active (Almirante Grau, St. Vincent).
Hi! ZH-1's depth charge count was wrong in the original text (and has been corrected) to a still-record-holding 24.
Still hoping (coping) for Akagi this year, but that EU cruiser and Dutch/German DD have me intrigued at least.
Karel Doorman is the only historical CV you will get in the big 2026.
Especially since it's both a dutch ship and a Colossus class and they are just milking both insanely hard.
Plus it's a CV that could airdrop you, whilst playing from homeoffice, behind an island. It's so retarded we all know that it will happen sooner than later
I mean, I'll take Karel Doorman too. It's the last major historical Dutch warship we're missing, so...
angry jacob van heemskerck noises
I know the standard reply is "WeeGee thinks of the worst thing possible and does that!1!" But genuinely I don't know how they would integrate Dutch airstrikes and a Carrier. Carriers aren't supposed to be close, so I can't imagine it coming off of the ship, and coming from the planes seems ridiculous, not only because of dealing damage, but also you lose access to the airstrike if you have no planes. The best I could think of was the airstrike as a flyable Tactical squadron?
After so many years, where are the tier 5-7-9 CVs?
We don't need more, but less CV spam.
Shigure looks interesting and it's a historical ship... But where is Tameichi Hara as commander, I ask???
This Tameichi Hara erasure cannot be borne!
Gven his unique opinions about the chinese it might be a bit more difficult to get him
“Unique opinions”? If anything Hara was a moderate when it came to the Chinese compared to his peers given that he publicly admitted that the Rape of Nanking actually happened way back in the 1950s. Sure, he said that it was probably over exaggerated by the American press and (more correctly) pointed out that it wasn’t unique to to the Japanese, but that wasn’t actually too crazy of an opinion then as most of the first person accounts from both the Chinese and Japanese didn’t start getting published and widely distributed until the 1980s. Basically every Japanese commander we have in game was far more of a fire breather when it came to China than Hara
But is he going to express those opinions in his voiceover? I don't think so ;-)
Hara was never a captain of Shigure, he used her as a flagship when he led Destroyer Division. Before that he was captain of Amatsukaze.
I know that, I read his memoirs :-) But he was on board of Shigure, even if not commanding here directly.
Shigure! :O
Genuinely surprising addition, good for every naval history and KanColle enthusiast.
The Dutch destroyer looks strong. Count them, 75 bombs per airstrike drop. And the torpedoes look really strong - basically Fletcher's torpedoes but they trade damage for reload speed.
Unie is what, a premium Utrecht/Vrijheid kitbash?
It's a German dd with dutch airstrike.
KanColle gang unite!
KC collab soon plz WeeGee!
Pretty much impossible. The game isn't even in English and it isn't even published overseas.
And their Arcade stations are soon going end-of-life. Found them last year on my Japan visit, only to learn they will eventually run out of printing cards supply, since they are no longer manufactured.
Chances are we morelikely to get Umamusume collab than Kancolle ;-;)
The sad truth
Gold Ship would be an awesome commander.
I can't see it given we already have a collab with AL
a T8 cruiser with 150% of a Smaland on each side sounds funny to deal with
Unie: Good Lord Pushing into that thing looks like fun
Shigure looks quite odd. Breaking the 5.4 barrier after all these years in higher tiers is a surprise although not sure if a welcomed one. If it continues to be the exception sure but please let's not obliterate the 5.4 ships.
She also looks like it will be somewhat hard to kill with the conceal but has such a tiny HP pool and lackluster speed digs heavily at it.
Damage output also seems pretty mediocre, those tops are just fine at T7, now it's able to see 12km radars. The guns are worse than the average IJN setup so whatever. Very up and down ship, will be interesting to see develop.
The German DD... Yeah I understand why people are hating on it but I'm all here for it. ZF-6 has a french reload boost because it was a French ship, this has an airstrike because it was Dutch. I like these sorts of things, it makes their origins shine through and it's a cool historical detail.
5.2 km conceal. with italian smoke... but not so fast.
airstrike on a german ship. ok... (not ok)
and another dutch airstrike.
what this game needed!
world of airstrikes
OMG the DD has airstrikes too?
WTF is wrong with this company
everything
Not certain where the 5.2 km conceal is coming from. I calculated 5.4km.
6.5km / 1.1 (commander 10% reduction) / 1.1 ( 10% module reduction ) = 5.4 km
There is no longer any conceal reduction due to camo so where's the extra?
6.5 x .9= 5.85. 5.85 x .9= 5.2
Ah shoot. I realize the error of my thinking. Dividing by 1.1 is to arrive at a previous number by removing an added value (I do this daily figuring out taxes applied to a base amount for reconciling sales numbers) instead of just a straight 10% reduction from the base value.
Slap me up, I stand corrected thank you :)
PSA: I fixed 2 errors we noticed in the numbers. ZH-1's depth charge count is 24, not 36, and Shigure's AP shell alpha has been corrected to 2200, rather than the original 2150.
I'm also checking internally what happened to sigma values as previous devblogs did have them.
Sorry about the errors and hope you are all having a great day/night!
Just wanted to update on this - sigma values have been added, and torpedo launchers' 180 degree turn time corrected from 25s -> 7.2s
A German destroyer with a Dutch airstrike. I shouldn't be surprised and yet I am.
She served off the coast of France during WWII so it's likely going to be the most accurate airstrike ship since she operated almost exclusively in range of land based air cover. We won't need to add as much suspension of disbelief that she can call in an airstrike, even on the Ocean map lol
Shigure at last… I can die a happy man
Happy for the first 2, third is eh and 4th…nope.
When more Spain content WG??
This game is eventually morphing into World of Warplanes...
I've stopped playing DDs a long time ago, with CVs and sub play, not to mention the soaking of hybrids.
honestly i think something sub and DD players can agree with is that hybrid ships should not be able to team spot leave that to actual CV
And the actual CVs’ spotting ability is already nerfed.
How are we gonna get them?
https://preview.redd.it/sc40p2x9d6cg1.jpeg?width=959&format=pjpg&auto=webp&s=56047343f188c1d7412223553bc8110b2452d9f0
Figures.
https://preview.redd.it/51wnhuiy18cg1.png?width=720&format=png&auto=webp&s=f76740b31cfd5a6358e7acce10174d347f310ff0
More airstrikes... yay...
Unie sounds a bit like Welcome back, Smolensk
Can't say im peculiarly interested in any of these- All of the previously announced ships being Rares is interesting.
Maybe it'll mean a new Steel or RB ship at last lol
She doesn't get smolensks fast shells though. I think she will be more of a Jinan side/downgrade depending on how bad the shell arcs will be and if she can maybe open water a bit with the speed boost. Will be hard to decide between range and reload though.
It's probably intended for the airstrikes to make up for the other shortcomings.
They will have to be very good for that to be the case. But I hope it does, I really enjoy the high DPM low ranged light cruisers.
"Maybe it'll mean a new Steel or RB ship at last lol"
You and I both know what it means.
https://preview.redd.it/7ezcdzmq28cg1.png?width=720&format=png&auto=webp&s=42d3078f07492456b0065fe5a87a8c6f97b8337f
What's the reaction time for Shigure's torpedoes work out to be with 62kts/1.6km detection? She's stealthy but those torps aren't exactly.
Torps are identical to shiratsuyu's upgraded torps right now. Shiptool give 9.6 seconds.
They need to make captain Temichi Hara for Shigure
So many IRL ships! This is a great dev blog!
FINALLY. I have been waiting for Shigure for the past 10 years. Ever since I played Kancolle back in the day and read captain Haras book. So nice seeing such a historical ship in the game.
Pretty excited for the first pan-European cruiser ngl.. Maybe the rest of the line will follow. The Japanese destroyer looks good too
There's already 3 in-game
Which ones?
Gryf Elli Svea
I could be wrong but is the Carol I the first Romanian ship to enter the game?
Is it just me or is Unie the most pointless sidegrade ever? Is it supposed to be a tier 10 Vrijheid? Cuz im genuinely struggling to figure out this thing since it's not a purely artillery focused Utrecht since it still has an airstrike hell it's barely more artillery focused since it's range and ballistics are crippled. Even the afford mentioned Vrijheid with the same consumables has MORE RANGE at tier VIII. Genuinely what the hell is the point of this thing. As for the other ships idk didn't look into the much but the absolute pointlessness of this thing stuck me during the stream.
If it had the destroyer reload it'd at least be worth it
It has 350 HE DPM which is only 30k less than Jinan. But the range will be a problem for sure if you run reload. And depending on how bad the arcs are, range mod might not even be effective either.
The arcs will probably be the same as Halland/Smaland, which is to say dogshit. Way worse than Jinan or Colbert.
If that's the case she's pretty bad I think. Maybe not if the hull is some overpen heaven or the bomb drop is very fast. But a very short range with no pen, no armor, nor torps or hydro sounds pretty crap and I don't think the great DPM saves it.
Just imagine if it had a 2 second base reload
That would be incredibly broken. 630k DPM and 29 fires/min. Pretty much Minotaur DPM but with HE and fires.
Sounds good to wargaming
Should the Shigure get a +Randomly Lucky ability?
Ah yes, more Pan EU ships with insane gimmicks and more airdrop aids, exactly what the game needed. I mean just look at everything that T8 Pan EU cruiser gets and compare that to T10 cruisers like Defence or Goliath lmao
You might as well delete every non Pan-X nation and the Dutch at this point, since these make up 95% of the new ships we are getting.
At least there is some historical IJN DD and the Pan EU and german Car are new models.
Still i have no idea how we get some random shit like this over Littorio, Washington, or ships like that.
Also the T8 cruiser of course gets the heal, because why not. Old tech tree cruisers are stuck without it, getting powercrept by new additions.
Old tech tree cruisers also don't burn for 60 seconds.
every time they add historic ships people complain theyre copy/paste and that the art department is dead
I mean, we have Littorio already. It is a copy-paste Roma, and an AL ship, but we do have her.
Roma is an upgraded Littorio, with a different bow and bridge for the most standout distinctions.
It was rather a Littorio Kai, speaking in IJN terms.
Like Mogami and Ibuki for example.
The actual Littorio would also be the perfect T9 to T10 ship with manual SAP secondaries as a gimmick.
Slightly off topic but related to upcoming ships- where the fuck is the yari? It was announced over a year ago iirc and the last post I can find on it is like 4 months ago. It’s the torpedo focused zao if anyone forgot
Yari's become the new Monmouth at this point
part of me wonders if Yari was the ship meant for the big anniversary, they couldn't un-fumble it and so we got Kushiro instead
Likely development hell because it's initial conception was absolutely insane, the thing had better torpedoes than Shimakaze, heck it completely made Yodo and Kitakami obsolete.
Then they nerfed it and it lost its identity so WG doesn't know what to do with it
Getting the monmouth/Gibraltar treatment it seems
Probably stuck in development hell knowing weegee
I don’t know how it could take so long to develop a ship. Just release it at this point and balance it later
Stupidest take possible:
Sitting in the corner next to Z-57
As a smoker (ingame) this blog... pleases me.
Wow, four different ships for me to care about at all.
Funny enough how a lesser known project for a Romanian warship found its way in the European tech tree. It will go well with the Romanian captain.
In the meantime, I'll keep on digging in the military archives for the schematics of NMS Regina Maria and NMS Regele Ferdinand destroyers. I managed to find something, but not quite enough.
Dutch Cruiser Uzie more like it, given the dakka aspect, the brrrrrrt of HE spam lols
https://preview.redd.it/hip9qnzxq7cg1.jpeg?width=1080&format=pjpg&auto=webp&s=c1bb5f3534c80c42574b58b4b3e920f1acb85dab
"...keeping an eye on those pesky opponents with Surveillance Radar"
You mean other people's radar, right?
...right?
As in, enemy ships that have radar that can actually spot you :)
Oh thank goodness, I was wondering if there was a typo and she had radar too lol, but it looks like I misread it
Is Shigure the new stealthiest ship at higher tiers now? I think with build its detect will be 5.27 kms compared to Jager and Kagero's 5.4 kms
FAA HE BOMBS FOR GERMAN DDS
I was hoping for a Dutch DD line before the Germans stole any more of them from the Netherlands. But I guess the Dutch stole the light cruiser line from the Germans for some reason. A confusing bit of inbreeding on that border.
Fucking air strikes are one of the 3 reasons I've not spent a penny on this game in the last 5 years. Looks like I'll still be saving money.
Shigure!
I’ve been waiting for her to show up and it seems this is finally the year. Hopefully she’s grindable because as much as I’d be willing to pay for her outright my wallet does not agree with the Haramaxxing dream as much as I’d like
Sorry but I’m not amazed anymore when the game reached almost 2000 different ships… battle fatigue?
Shigure seems nasty, not sure what’s supposed to make it balanced compared to kagero since it gets the same torps (I think) an exhaust smoke then an engine boost and trb at the same time
As a DD main, I'm drooling over Shigure. She'll likely get the nerf bat before she becomes available but WG has made it hard on DD mains for a long time now, maybe WG will give us a break in the face of all the broken ships they've released that pain the DD mains out there lol.
Part of me wants Shigure to get a higher reload and faster turret traverse.
Loses a gun turret and lower per torpedo damage. Which who wouldn’t take those trade offs for better conceal and exhaust smoke
Are these all premium or can they be obtained via the tech tree?
These are all premium. Next tech tree Is the EU BCs and we don't know what's after that.
Art department...
You could have just put more effort into the premium IJN DDs
and you fucked it up...
I mean... you can simply
googlefind references on how names are written on their hulls...https://preview.redd.it/omeo79x789cg1.jpeg?width=1280&format=pjpg&auto=webp&s=d6d52b80d6ad78f3624423203480edbc94cf54fd
I don’t see the problem with the writing.
https://preview.redd.it/2whli13z6acg1.png?width=2951&format=png&auto=webp&s=f0837bd8be938445b122c53fb4bc4cfb4f7689ba
They're right, the styling on the markings should be a lot bolder and more spaced out (image above is the IJN Yudachi irl and Yudachi in game with Historical markings and numbering mod)
The font and the spacing...