Characteristics of superships Satsuma, Hannover, Conde, Annapolis, Zorkiy, and Yamagiri, as well as the settings of their unique mechanics.
General description and unique features
Japanese superbattleship Satsuma
A project based on Yamato with reinforced primary armament—510 mm guns in four twin-gun turrets.
German superbattleship Hannover
A version of the H-42 project with 483 mm guns in four twin-gun turrets and her secondary battery replaced with dual-purpose artillery with a caliber of 128 mm.
The Unique feature for Satsuma and Hannover will be “Combat Instructions“. It allows you to have a temporary enhancement to the characteristics of the ship in battle. Satsuma gains main battery accuracy, while Hannover gets a boost to secondary battery range and decreased main battery reload time.
The bonus can be activated only after successful gun adjustment firing. The bonus is not activated automatically, but by pressing the “F” key. This will allow players to apply the power-up bonus at the most optimal moment.
French supercruiser Conde
A large heavy cruiser armed with twelve 240 mm guns housed in quad-gun turrets. The ship’s air defenses are represented by both post-war dual-purpose guns and dedicated AA weapon systems.
American supercruiser Annapolis
A project that embodies the development of the Des Moines-class heavy cruisers. The key distinctive features that set her apart from her prototype are her larger dimensions and increased firepower, the latter of which was achieved by arming the ship with an additional main battery turret.
Soviet superdestroyer “Zorkiy”
A project for a high-speed armored flotilla leader. It is armed with dual-purpose guns and dedicated AA guns designed in the U.S.S.R. in the early 1950s, with their designs having drawn upon lessons learned in war.
The unique feature of Conde, Annapolis, and “Zorkiy” will be: “Alternative firing mode: Burst Fire“. In this mode, each individual turret automatically fires off several shells with a short interval between salvos and then goes on a long reload. When the mode is activated, the characteristics of the guns or shells change depending on the ship.
Japanese superdestroyer Yamagiri
A large, fast destroyer equipped with dual-purpose main guns and powerful torpedo armament comprising three sextuple-tube torpedo launchers.
The unique feature of the ship will be “Alternate Torpedoes”. Yamagiri is armed with two types of torpedoes that can be switched between in battle. The torpedoes differ by parameters such as range, speed, and damage. Characteristics of ships and settings of their unique mechanics
Caratteristiche delle supernavi Satsuma, Hannover, Conde, Annapolis, Zorkiy e Yamagiri, nonché le impostazioni delle loro meccaniche uniche.
Descrizione generale e caratteristiche uniche
Supercorazzata giapponese Satsuma
Un progetto basato su Yamato con armamento primario rinforzato: cannoni da 510 mm in quattro torrette binate.
Supercorazzata tedesca Hannover
Una versione del progetto H-42 con cannoni da 483 mm in quattro torrette binate e la sua batteria secondaria sostituita con artiglieria a doppio scopo con un calibro di 128 mm.
La caratteristica unica di Satsuma e Hannover sarà “Istruzioni di combattimento“. Ti permette di avere un miglioramento temporaneo delle caratteristiche della nave in battaglia. Satsuma ottiene la precisione della batteria principale, mentre Hannover ottiene un aumento dell’autonomia della batteria secondaria e una riduzione del tempo di ricarica della batteria principale.
Il bonus può essere attivato solo dopo aver sparato con successo la regolazione della pistola. Il bonus non si attiva automaticamente, ma premendo il tasto “F”. Ciò consentirà ai giocatori di applicare il bonus di potenziamento nel momento più ottimale.
Supercruiser francese Conde
Un grande incrociatore pesante armato con dodici cannoni da 240 mm alloggiati in torrette a quattro cannoni. Le difese aeree della nave sono rappresentate sia da cannoni a duplice scopo del dopoguerra che da sistemi d’arma antiaerei dedicati.
Supercruiser americano Annapolis
Un progetto che incarna lo sviluppo degli incrociatori pesanti classe Des Moines. Le principali caratteristiche distintive che la distinguono dal suo prototipo sono le sue dimensioni più grandi e la maggiore potenza di fuoco, quest’ultima ottenuta armando la nave con una torretta aggiuntiva della batteria principale.
Superdistruttore sovietico “Zorkiy”
Un progetto per un capo flottiglia corazzato ad alta velocità. È armato con cannoni a doppio scopo e cannoni antiaerei dedicati progettati nell’URSS nei primi anni ’50, con i loro progetti che hanno attinto alle lezioni apprese in guerra.
Il superdistruttore giapponese Yamagiri
La caratteristica unica di Conde, Annapolis e “Zorkiy” sarà: “Modalità di fuoco alternativa: fuoco a raffica“. In questa modalità, ogni singola torretta spara automaticamente diversi proiettili con un breve intervallo tra i colpi e poi si ricarica a lungo. Quando la modalità è attivata, le caratteristiche dei cannoni o dei proiettili cambiano a seconda della nave.
Un grande e veloce cacciatorpediniere dotato di cannoni principali a doppio scopo e di un potente armamento di siluri composto da tre lanciasiluri a tubo sestuplo.
La caratteristica unica della nave saranno i “siluri alternativi”. Yamagiri è armato con due tipi di siluri che possono essere scambiati in battaglia. I siluri differiscono per parametri come portata, velocità e danni. Caratteristiche delle navi e impostazioni delle loro meccaniche uniche
Stats
Japanese superbattleship Satsuma
Hit points – 119,200. Fore- and aft-end plating – 32 mm.
Main battery – 4×2 510 mm. Firing range – 27.0 km.
Maximum HE shell damage – 8,100. HE shell armor penetration – 85 mm. Chance to cause fire – 40%. HE initial velocity – 765 m/s. Maximum AP shell damage – 19,400. AP initial velocity – 765 m/s. Reload time – 32.0 s. 180 degree turn time – 60.0 s. Maximum dispersion – 278 m. Sigma – 2.10.
Secondary Armament:
4×2 203.0 mm, range – 7.3 km.
Maximum HE shell damage – 3300. Chance to cause fire – 17%. HE initial velocity – 840 m/s
14×2 100.0 mm, range – 7.3 km.
Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity – 1000 m/s
AA defense: 20×2 40.0 mm., 30×3 25.0 mm., 14×2 100.0 mm.
AA defense short-range: continuous damage per second – 196, hit probability – 85 %, action zone – 2.5 km;
AA defense mid-range: continuous damage per second – 371, hit probability – 75 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 161, hit probability – 75 %, action zone – 5.8 km;
Number of explosions in a salvo – 7, damage within an explosion – 1400, action zone 3.5 – 5.8 km.
Maximum speed – 27.0 kt. Turning circle radius – 1020 m. Rudder shift time – 22.4 s. Surface detectability – 18.5 km. Air detectability – 15.2 km. Detectability after firing main guns in smoke – 21.5 km.
Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Repair Party
Slot 3 – Fighter / Spotting Aircraft
Combat Instructions settings:
- Maximum main battery shells dispersion: -35%
- Action time: 50 s.
- Required number of successful salvos: 12
German superbattleship Hannover
Hit points – 126,500. Fore- and aft-end plating – 32 mm.
Main battery – 4×2 483 mm. Firing range – 21.4 km.
Maximum HE shell damage – 5,500. HE shell armor penetration – 121 mm. Chance to cause fire – 39%. HE initial velocity – 810 m/s. Maximum AP shell damage – 17,300. AP initial velocity – 810 m/s. Reload time – 30.0 s. 180 degree turn time – 40.0 s. Maximum dispersion – 274 m. Sigma – 1.80.
Secondary Armament:
16×2 128.0 mm, range – 8.3 km.
Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE initial velocity – 900 m/s
AA defense: 16×2 128.0 mm., 8×2 30.0 mm., 6×4 30.0 mm., 4×2 55.0 mm., 8×1 55.0 mm.
AA defense short-range: continuous damage per second – 315, hit probability – 70 %, action zone – 3.0 km;
AA defense mid-range: continuous damage per second – 375, hit probability – 75 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 221, hit probability – 75 %, action zone – 6.0 km;
Number of explosions in a salvo – 9, damage within an explosion – 1610, action zone 3.5 – 6.0 km.
Maximum speed – 30.0 kt. Turning circle radius – 1170 m. Rudder shift time – 21.0 s. Surface detectability – 19.1 km. Air detectability – 16.3 km. Detectability after firing main guns in smoke – 21.4 km.
Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Repair Party
Slot 3 – Fighter / Spotting Aircraft
Slot 4 – Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 120 s; Charges 3)
Combat Instructions settings:
In 0.10.10 the settings of the mechanics will change:
- Secondary battery accuracy bonus removed
- Bonus to secondary battery reload time increased from -7,5% to -20%
New settings:
- Secondary battery firing range: +12%
- Secondary battery reload time: -20%
- Action time: 50 s.
- Required number of successful salvos: 16
French supercruiser Conde
Hit points – 63,000. Plating – 25 mm.Fires duration: 30 s.
Main battery – 3×4 240 mm. Firing range – 19.5 km.
Maximum HE shell damage – 3,400. HE shell armor penetration – 40 mm. Chance to cause fire – 22%. HE initial velocity – 845 m/s. Maximum AP shell damage – 6,200. AP initial velocity – 845 m/s. Reload time – 14.5 s. 180 degree turn time – 32.7 s. Maximum dispersion – 168 m. Sigma – 2.05.
Torpedo tubes – 2×4 550 mm. Maximum damage – 14833. Range – 9.0 km. Speed – 60 kt. Reload time – 110 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.3 km.
Secondary Armament:
8×2 127.0 mm, range – 8.3 km.
Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity – 808 m/s
AA defense: 8×2 57.0 mm., 8×2 127.0 mm.
AA defense mid-range: continuous damage per second – 343, hit probability – 90 %, action zone – 3.8 km;
AA defense long-range: continuous damage per second – 147, hit probability – 90 %, action zone – 6.0 km;
Number of explosions in a salvo – 6, damage within an explosion – 1680, action zone 3.5 – 6.0 km.
Maximum speed – 34.5 kt. Turning circle radius – 840 m. Rudder shift time – 11.8 s. Surface detectability – 16.6 km. Air detectability – 9.9 km. Detectability after firing main guns in smoke – 11.6 km.
Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Hydroacoustic Search / Defensive AA Fire
Slot 3 – Engine Boost (Duration time 180 s; Maximum speed +20%; Reload time 90 s; Charges 3)
Slot 4 – Repair Party (Duration time 28 s; HP per second 315.0; Reload time 80 s; Charges 3)
Slot 5 – Main Battery Reload Booster (Duration time 15 s; Main battery recharge time -50%; Reload time 80 s; Charges 4)
Alternative firing mode settings:
- Maximum main battery shells dispersion: +25%
- Reload time: 40 s.
- Interval between shots: 1 s.
- Number of salvos in a firing sequence: 3
American supercruiser Annapolis
Hit points – 56,000. Plating – 27 mm.Fires duration: 30 s.
Main battery – 4×3 203 mm. Firing range – 16.2 km.
Maximum HE shell damage – 2,800. HE shell armor penetration – 34 mm. Chance to cause fire – 14%. HE initial velocity – 823 m/s. Maximum AP shell damage – 5,000. AP initial velocity – 762 m/s. Reload time – 6.1 s. 180 degree turn time – 30.0 s. Maximum dispersion – 145 m. Sigma – 2.05.
Secondary Armament:
6×2 127.0 mm, range – 7.3 km.
Maximum HE shell damage – 1,800. Chance to cause fire – 9%. HE initial velocity – 808 m/s
AA defense: 10×2 76.2 mm., 6×2 127.0 mm.
AA defense mid-range: continuous damage per second – 560, hit probability – 90 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 231, hit probability – 90 %, action zone – 6.0 km;
Number of explosions in a salvo – 10, damage within an explosion – 1820, action zone 3.5 – 6.0 km.
Maximum speed – 33.0 kt. Turning circle radius – 860 m. Rudder shift time – 12.1 s. Surface detectability – 14.0 km. Air detectability – 9.6 km. Detectability after firing main guns in smoke – 8.3 km.
Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Hydroacoustic Search / Defensive AA Fire
Slot 3 – Surveillance Radar (Duration time 40 s; Detection of ships 10.0 km; Reload time 120 s; Charges 3)
Slot 4 – Repair Party (Duration time 28 s; HP per second 280.0; Reload time 80 s; Charges 3)
Alternative firing mode settings:
- Maximum main battery shells dispersion: -25%
- Reload time: 40 s.
- Interval between shots: 1.5 s.
- Number of salvos in a firing sequence: 2
Soviet superdestroyer Zorkiy
Hit points – 23,600. Plating – 19 mm.
Main battery – 4×2 130 mm. Firing range – 12.3 km.
Maximum HE shell damage – 1,800. HE shell armor penetration – 22 mm. Chance to cause fire – 8%. HE initial velocity – 950 m/s.
Maximum AP shell damage – 2,600. AP initial velocity – 950 m/s. Reload time – 5.0 s. 180 degree turn time – 9.0 s. Maximum dispersion – 107 m. Sigma – 2.00.
Torpedo tubes – 2×5 533 mm. Maximum damage – 14,400. Range – 8.0 km. Speed – 60 kt. Reload time – 131 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.2 km.
AA defense: 4×2 130.0 mm., 2×4 25.0 mm., 4×2 57.0 mm.
AA defense short-range: continuous damage per second – 35, hit probability – 95 %, action zone – 3.1 km;
AA defense mid-range: continuous damage per second – 126, hit probability – 100 %, action zone – 4.0 km;
AA defense long-range: continuous damage per second – 140, hit probability – 100 %, action zone – 6.0 km;
Number of explosions in a salvo – 6, damage within an explosion – 1820, action zone 3.5 – 6.0 km.
Maximum speed – 43.0 kt. Turning circle radius – 760 m. Rudder shift time – 8.0 s. Surface detectability – 10.0 km. Air detectability – 4.0 km. Detectability after firing main guns in smoke – 4.1 km.
Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Repair Party
Slot 2 – Smoke Generator (Duration time 20 s; Duration time 97 s; Radius 450.0 m; Reload time 160 s; Charges 3)
Slot 3 – Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
Alternative firing mode settings:
- Maximum main battery shells dispersion: +25%
- Main battery HE shells penetration +25%
- Reload time: 40 s.
- Interval between shots: 0.8 s.
- Number of salvos in a firing sequence: 4
Japanese superdestroyer Yamagiri
Hit points – 22,200. Plating – 19 mm.
Main battery – 3×2 127 mm. Firing range – 12.1 km.
Maximum HE shell damage – 2,150. HE shell armor penetration – 21 mm. Chance to cause fire – 9%. HE initial velocity – 915 m/s. Maximum AP shell damage – 2,200. AP initial velocity – 915 m/s. Reload time – 5.0 s. 180 degree turn time – 10.0 s. Maximum dispersion – 105 m. Sigma – 2.00.
Torpedo tubes – 3×6 610 mm. Maximum damage – 23,767. Range – 12.0 km. Speed – 67 kt. Reload time – 164 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 1.7 km.
Alternate torpedoes characteristics:
Maximum damage – 20,967. Range – 20.0 km. Speed – 62 kt. Reload time – 164 s. Launcher 180 degree turn time – 7.2 s. Torpedo detectability – 2.5 km. Torpedo type shifting time: 20 s.
AA defense: 5×2 40.0 mm., 6×1 25.0 mm., 3×2 127.0 mm.
AA defense short-range: continuous damage per second – 28, hit probability – 95 %, action zone – 2.5 km;
AA defense mid-range: continuous damage per second – 112, hit probability – 100 %, action zone – 3.5 km;
AA defense long-range: continuous damage per second – 63, hit probability – 100 %, action zone – 5.8 km;
Number of explosions in a salvo – 3, damage within an explosion – 1610, action zone 3.5 – 5.8 km.
Maximum speed – 39.5 kt. Turning circle radius – 800 m. Rudder shift time – 4.8 s. Surface detectability – 7.4 km. Air detectability – 4.1 km. Detectability after firing main guns in smoke – 2.8 km.
Available consumables:
Slot 1 – Damage Control Party
Slot 2 – Smoke Generator (Duration time 20 s; Duration time 97 s; Radius 450.0 m; Reload time 160 s; Charges 3)
Slot 3 – Engine Boost (Duration time 120 s; Maximum speed +8%; Reload time 120 s; Charges 3)
All stats are listed without crew and upgrade modifiers. The stats are subject to change during the testing.
Please note that all information in the development blog is preliminary. The final information will be published on WoWs game’s website.
source – wows devs blog