Due to the limited access to Jammin411 these days and the limited access to modifying features on this site, I have officially decided to start my own site. Warshipnews.blog. I have moved all my old posts there and will continue to write articles about World of Warships on a more regular basis. My plan is to have a weekly posting schedule of a single topic, from reviews, to strategies, guides, game discussions and hopefully, some interviews. I will also try to post regular polls as the following grows (I hope) to incorporate content that others would like to read or perhaps hear of watch. Stay Tuned and bookmark the new site, http://warshipnews.blog.
Detonations; the ‘most’ fun and engaging mechanic in the game that many historically can’t stand – myself included. Thankfully though, the latest patch, 0.7.2, has prevented ships from being detonated when they are above 75% health. This was a great step in the right direction as there is nothing more frustrating than being in a full or nearly full health tier 10 ship and being detonated and then paying the repair cost with nothing to show for it. All that aside, the point of this article will be to discuss the mechanic, my current impressions of it, and some new food for thought.
The Mighty Mo’, USS Missouri, BB-63 – a few of the names of the best money maker in the game. She’s one of the beautiful Iowa-class battleships (and the last) to be commissioned by the US Navy in June of 1944. In-game, she is a dream ship to sail if you’re a battleship captain and is by FAR, my favorite premium ship to sail.
What Makes Her Special
She is the first of now 3, premium tier 9 ships in the game, the other two being the Black (Fletcher-class destroyer with radar AND smoke) and the Musashi (the Missouri’s premium replacement and a tier 9 Yamato). As a tier 9 premium there are multiple advantages that you have over lower tiers. The first is you can only be up-tiered one tier, instead of the usual 2 and you will earn more XP and credits. Further, since you’re a tier 9 you’ll likely be up-tiered more often than not, and thankfully you are competitive against tier 10’s, you will earn even further since you are at a ‘disadvantage.’ I use that term loosely for the following reasons. First, you have some of the most accurate guns in the game with the Artillery Plotting Room Modification 2. Second, since a several patches ago, you have a lowered citadel (compared to the Musashi – older players will remember the days of the raised citadels of the Iowa & Missouri) making you harder to citadel or certainly delete. Third, you have a better armored forward bulkhead compared to your Iowa counterpart, Fourth, your AA is devastating if equipped as such and finally, you are the ONLY battleship in the game with radar. As another point of note, if you run her with the special Steven Seagal – now John Doe – captain, you have a very fast turret traverse and if you run Expert loader (the current meta is making this more enticing), you can swap from AP to HE or vice versa in 7.5 seconds BEFORE adrenaline rush. Pop your radar and watch the DD’s squirm.
Playing the Missouri
If you have played the Iowa, or even the North Carolina, the Missouri should be played the same way. However, you can certainly be a bit more aggressive if you have some support due to your improved forward bulkhead and radar. Like any ship with a citadel, you want to keep ships away from your broadside, particularly in the Missouri or Iowa. You have the weakest side armor of the tier 9 battleships and even cruisers are capable of landing citadels at close to medium range. However, due to the shape of your armor, you can maintain a nice angle to most ships (except Yamato and Musashi) and nearly eliminate the possibility of frontal citadel damage so bow in, similar to the North Carolina, is usually a good strategy. Further, you are the fastest battleships in the game that doesn’t have a speed boost, allowing you to chase down and overrun most other BB’s if you must, especially the Japanese.
She is a great short to mid-range sniper. Adding a full concealment build to her can allow you to use your nice, accurate, 16″ guns to devastating effect. Further, if you are lucky enough to get into a battle where a cyclone is imminent, hold your radar until the visibility has dropped. You can out spot any battleship in the game and can do the same to unsuspecting cruisers as well, dealing huge amounts of damage if not deleting the ship completely. Her AA allows you to be nearly immune to lower tier CV strikes and to pose a real threat to the aircraft of tier 9 or 10 CV’s, though I still would avoid being stationary if a CV exists in the game, regardless of tier.
When I play this belle, I run her with the John Doe commander with Preventative Maint, Expert Loader, Adrenaline Rush, Superintendent, BFT, AFT and Concealment, while my modules consist of Aux. Armament 1, Damage Control 1, AA Guns Mod 2, Steering Gears Mod 2, Concealment, and Artillery Plotting Room Mod 2. As you can see, I run her as an AA/Concealment load-out. Though CV’s still are not very common on the NA server, when they do show up, it’s nice to have.
- Very fast for a BB
- Excellent Accuracy (with module)
- Excellent AA
- Decent Bow tanking potential
- Quick traversing Guns
- Tied for heaviest broadside at tier
- Prints Credits!
- Excellent US commander trainer
- Slow ruddsershift (without module)
- Weak side armor
- Expensive when it was available
- No longer available
- No spotting or attack aircraft
- Easily set ablaze
- Always run her with camo – Gamescom is the best overall if you have it
- Run with any credit or XP flags that you can while not sacrificing slots useful to gameplay
- Run with November Echo flags if you can when CV’s are present
- Running her with Sierra Mike’s make her even faster
If you don’t have this ship I’m sorry since she is no longer available and is an absolute gem. However, if she ever returns, snag her…she is most definitely worth it.
Knowing the role your ship class plays within a certain game is crucial to not only your own success but the success of the team. Each ship class has an overarching role that it fits into and often times, ships or lines within that class have niche roles of their own. In this article I will go over the individual classes and how they should fit within a game. I will also mention some of the niche play styles that certain lines (premiums excluded) hone in on as a way to highlight some of the differences. I’ll start with destroyers.
I will try to cover what I feel is the current state of the game based on not only my own observations but the observations of others. I will be covering balance issues, recent and pending changes to ships and mechanics as well as hopeful changes in the future. I will try and keep it as concise as possible. As always, I will discuss individual things as I see fit and give my conclusion at the end.
The current state of the game leaves room for desire no doubt. With the recent addition of the RN Battleship line, the smoke changes occurring at the publishing of this article and the exclusion of carriers in clan battles, we have a few things to talk about. So let’s start with the most recent changes, smoke.
In the latest patch that went live today, the spotting mechanics while shooting within smoke have changed quite a bit. Now, instead of firing with impunity, a 0km spotting range, your ship class determines your spotting range. For a generalized overview of the spotting changes here are the base values: 2.5km for destroyers, 5.9km for cruisers, and 13.6km for battleships. If you wish to see the values for a specific ship, please visit http://wiki.wargaming.net/en/Ship:Update_0.6.12. Though this won’t realistically fix the issues of little fire starters spewing brimstone onto your ships, but it will help with the napalm throwers and surprise broadsides of a big battleship hiding in the mist.
There have been numerous, and videos, discussing whether or not the Conqueror is over powered and whether or not and how it should be nerf. Flamu made a video that was more of a rant while demonstrating a particular game that went well for him and poorly for a Montana, a bad example in my opinion. While both Notser and NoZoup (vid 1 & vid 2) made far more constructive videos discussing the stats that have been release by WarGaming. By the numbers the Conqueror is averaging about 8,688 dmg per minute while the next highest damage dealer, the Montana, is averaging about 8,205 dmg per minute. For other comparison the Yamato comes in at 8,333 and the G.K. comes in at 8,104. The overall average is 8,332.5. The difference between the Conqueror’s mean and the overall mean would be considered significant. However, when you consider that a single salvo on a G.K., for instant, doing about 8,000 damage and causing 1 fire, when left to burn for 45 sec, that one fire has negated any damage difference (about 12,300 dmg in fire damage) between the Conqueror and the next highest ship. In reality, if the Montana, for instance, were to fire HE, she would likely outperform the Conqueror in overall average damage as a result of her better accuracy balancing the fire chance difference (48% vs 36% base). Further, due to the damage farming capabilities for the Conqueror and her concealment, most players play her more passively. Though damaging ships is nice, it does relatively little to help in the win when most of that fire damage can been healed by all tier 10 battleships and cruisers. So in conclusion, she needs some tweaks, and what appears to be coming does seem reasonable but will just increase passive play. She is fairly balanced in my opinion compared to the others in raw gun damage; it’s that flame throwing that sets her aside from the rest. If that’s the gripe everyone has (and it is mine), I would make the 457mm guns more accurate and nerf their fire chance, making them more viable as a gun option, and further nerf the fire chance of the 419mm. The RN HE shells already get increased pen, the significantly increased chance of fire is the problem, not the heal or concealment.
WarGaming has started a habit of introducing more and more gimmicky ships while doing very little to existing ships and mechanics. The RN cruiser line had great heals, smoke and fast reloads while only shooting SAP ammo (labeled AP in game), the KM destroyers had fast reloading, though low damage torps with great guns and hydro, the KM battleships have turtleback armor, making them very hard to citadel at close range and the high tiers have hydro and finally the RN battleships have below-waterline citadels, high penetrating and fire chance HE shells and the top tiers have outstanding concealment and heals. Meanwhile, existing lines have been relatively untouched in how they fit into the meta or even their own niche. An example is the Montana and Iowa, both have best in class, at tier AA protection, but they can’t even effectively protect themselves against tier 9 or 10 CV attacks, relying on cruisers, or even destroyers to help them. This prevents them from performing their primary tasks, if they were to actually do so. If we were to stick with gimmicky, give them defensive AA as an example, let them protect themselves as well as other battleships, ships that are moving closer to them anyways. Further, the Yamato, though it has the monster guns that pen anything, buffing its secondaries to be better, at least in some aspects, than the G.K., would give it the boost that it needs or buffing either its reload or turret traverse. With its very vulnerable citadel, it stands little to no chance against other BB’s in close combat. Those are just 2 easy examples, but the tide of balance is slowly tipping away from the original ships and that is saddening.
Battleship AP vs. Destroyers
Lots of destroyer players complain about battleship AP and how is does so much damage to them when it actually sticks. My thoughts on this matter – good. A destroyer can get within 6km or less, launch torpedoes and a BB will have little chance to avoid them, especially if the BB is broadside. Early game, especially at higher tiers, this is inexcusable. However, late game, as a DD as worked its way around the flank and ships capable of spotting the BB’s are everywhere, it’s hard to determine if there is a sneaky DD sending death fish in your direction. So, since a battleship has far longer reloads than a cruiser (the ‘natural’ counter to a destroyer) more damage should be expected. Further, destroyers have no citadels and are so lightly armored that offering a broadside only equates to overpens and considering while broadside you can launch torpedoes, that’s not a bad trade off for them. As for the battleships, if a destroyer is gutsy enough to close to 8km or less, gets detected and gives you their bow or an angle, that’s the same as telling a BB not to sail in straight lines. Shame on them, don’t punish or even fault the battleship for defending itself.
Carriers, when they show up in game, are a huge force multiplier. In their current state – both strike power and learning curve, paired with the current meta , a good carrier player can and often does determine the outcome of any particular battle. A competent captain in a high tier carrier, for example, can outright devastate any ship in the battle with a single strike or strategically whittle them down with either flooding or fire and their target may have done nothing wrong except take a ship with low AA. This is a clear balance issue and is probably why they are not in clan battles. Is this unfair to the competent carrier players who play that class almost solely, sure, but for every good carrier player, there are probably 5 that they could wipe the floor with. With carriers further being as powerful as they are to begin with, that can make for a very one sided battle, as I so often see in randoms when one CV player is that much better than the other (usually the enemy being better than the friendly – so it seems). They need to continue to be reworked by either outright nerfing them, or finding a better and easier way to play them in battle – even the playing field a bit more so to speak. Even in making them easier to play, there will always be those players who are better than others, but now it will be more of a knowledge measure as opposed to an outright capabilities measure.
In the games current state, there are certainly ships and mechanics that need to be tweaked and many for good reason. However, there are a number of issues that people find with the game that have everything to do with the current meta and or the play style of the individual players. As an example, I personally don’t do well in the Conqueror. I don’t like sitting back and farming damage but would rather get into the fray and make a difference. The result of this, due to the new nature of the ship and stigma as a very big threat, I quickly get focused being closer to the battle and thus removed. Though I do less damage than I should or would like (still doing slightly better than the server average however), I take out important ships, destroyers and cruisers and even get into caps. My aggressive play style tends to get me in trouble with other ships as well; the Conqueror is not special in that respect. Players will always take risks, sometimes poorly calculated ones, that will cause griping about a ship or other mechanic in the game but that is what it is. Radar and hydro as examples, they have been the counter to smoke and island camping and for the players that use them, love them, but they are not fun when you are on the receiving end. They are the balance to the destroyer’s concealment, particularly when CV’s are so few and smoke is so common. Overall, the game is in a good state, with nothing terrible broken but many aspects being far from perfect. Future development however, should stray away from gimmicky ships and keep the uniqueness of a ship, or line, within the confines of other same class ships. Sure, tweak guns, armor layout, ship speed/maneuverability and perhaps some aspects of a consumable, trading one part for another, but drastic differences need to stop. Stop the power creep and fix what’s bugged before adding new things. With all that said, the game has benchmarks for improvement and for development as well as things that should remain as is. Hopefully the developers can separate the wheat from the chafe when it comes it actual issues and just plain old whining and move the game in the right direction.
Good morning all,
My apologies for not having any new articles for you to read. Things have been very busy and I have not had the time to sit down and write anything new but I’m hoping to change that very soon. I plan on putting out more reviews and guides as I am able as well as opinions and editorials about the game and its current, upcoming and hopeful state. Any (constructive) suggestions from the community are welcomed and I’ll try my best to fulfill then. Finally, I’m considering moving forward and starting my own blog outside of this one. If, and when, I start to do so I will be double posting until I’m comfortable with the traffic flow as well as to keep the once great WoWReplays alive. Send feedback and suggestions for a site name if that’s where you’d like to see this go.
To preface this review, I apologize for have no recent content. Life has been very busy and has prevented me from releasing the type of content I wish to release at the standard that I hold myself to. So without further nonsense here we go!
With the latest patch, the new Royal Navy battleship line has arrived and is available to the rest of us. I have been hoarding my free XP for just this ship and am glad I did. She is a joy to play, but does have some issues and I will highlight those later on in my review. To start, I will go over the specifics of the ship.
The Conqueror has 2 main battery choices, a set of 12, 419mm guns with an AP alpha strike of 156,000 (12×13,000) and 8, 457mm guns with an AP alpha strike of 119,200 (8×14,900). Her HE fire chance on the 419mm guns is 48% while the 457mm guns offer a 63% chance of setting fire. The shell velocity of both guns is relatively slow, with all below 800 m/s, making here shells the slowest overall compared to the other tier X battleships. However, similar to her German counterpart, her HE penetration is equal to one quarter the shell caliber, compared to the 1/6th that other battleships offer. This has been carried through the entire RN line. The secondaries on this ship are nothing to write home about and are the worst of the top tier battleships. On the other hand, the AA capabilities of this ship, while at full health, can rival that of the Montana, particularly at medium range (between 2.01 and 3.51km; 527.2 dps vs 318 dps).
HMS Conqueror has the lowest health pool of all the tier 10 ships with 82,900 hit points and has the second lowest belt armor values at 406mm. However, the excellent heal that this ship gets more than makes up for. Capable of restoring 1,989 hp per second for 20 seconds, you could, in theory restore a total of 159,120 hp if all you sustained was fire damage (unlikely I know) if you ran with Superintendent, the India Delta flag and the premium repair party. Further, the low sitting citadel makes the ship hold up well in medium to close range engagements, particularly if you are caught off guard.
This ship totes the best in class concealment at 11.1 km by sea and 12.1 km by air with camouflage, Concealment Expert and the Concealment module. This surpasses the detectability of even some cruisers allowing you to get the drop on them and unleash a full broadside into them as they attempt to scurry away.
- Best detectability by far, allowing for excellent, cruiser level ninja attacks on unsuspecting Battleships and certain cruisers
- An insane, almost OP level of repair. Though this is balanced will in my opinion by the armor level and low HP pool
- Good maneuverability, even for a battleship
- Excellent overall DPM. Likely the highest of all this ships since HE is strongly recommended when fires are included
- Lowest [sensible] AP alpha strike.
- Lack luster AP capabilities (the 419mm have been nerfed and their penetration, even against a broadside battleship is less than optimal in my opinion, and the 457mm are just barely too small to cross the overmatch threshold.)
- Slow shell velocity means increased flight time and difficulty hitting faster targets at a distance
- You’re a big target (especially right after release)
The WoWs Wiki offers a decent configuration setup here (http://wiki.wargaming.net/en/Ship:Conqueror) but my current setup is as follows:
Slot 1: Main Armaments Modification 1
Slot 2: Aiming Systems Modification 1
Slot 3: Main Battery Modification 3
Slot 4: Damage Control System Modification 1
Slot 5: Steering Gears Modification 2
Slot 6: Concealment System Modification 1
If CV’s become more of an issue, I may swap out Slot 2 and 3 with the AA Gun Modifications but I don’t see that being a problem just yet.
Tier 1: Priority Target and Expert Loader (Since HE is such a great option on this ship, switching ammo type quickly without giving your position away by firing is nice)
Tier 2: Expert Marksman, Adrenaline Rush, and Jack of All Trades (I might get rid of Jack of All Trades and Adrenaline Rush once the thrill killing has subsided and trade those 4 points for AFT to destroy planes)
Tier 3: Superintendent
Tier 4: Fire Prevention and Concealment Expert
Basically, make sure you always run it, especially if it offers both dispersion penalties to the enemy and concealment to you.
Overall, she is a very solid ship so far. Even though I don’t have too many games in her, I have yet to have a game where I’ve done less than 120k damage. However, I am not a fan of having two main armament choices where one is clearly better than the other. Though most of the advantages run with the 419mm guns, which I strongly recommend, the AP capabilities leave room for improvement. With the sigma nerf and normalization nerf, the use of the AP rounds on the 419mm guns is suffering. Nerfing both was a bit much in my opinion thus far and if they buff either back to the 6.10 release, I would probably be quite content. As for the 457mm guns, I have yet to play much with them. I’m still getting used to the 419mm with their slower shell velocity and maybe that will help with changing my opinions on their AP rounds but once I get a good handle with them I’ll try the 457mm guns for giggles. Just looking at the stats though, I’m not impressed with the 457mm guns and see no real reason to choose them over the 419mm at this point. We’ll see though, WG might see that they are not well liked and give them a buff of some kind, but I doubt it.
 457mm guns are less than the 457.3mm necessary to overmatch 32mm of bow armor.
 Montana and G.K (with 420mm guns) are capable of a 162,000 damage alpha strike while the Yamato is capable of a 133,200 damage alpha strike.
 Though the 406mm guns of the Großer Kurfürst have a lower alpha strike, I find there to be no discernible advantage in the 406mm vs. the 420mm guns whereas for the Conqueror, the 419mm is the best choice so far.